Fractal Softworks Forum

Starsector => General Discussion => Topic started by: TrashMan on May 30, 2019, 03:44:35 AM

Title: Frustration abound
Post by: TrashMan on May 30, 2019, 03:44:35 AM
It seems that events and bounties are 99% of the time out-of-balance with my capabilities.

120000-200000 bounties of nothing but mass carriers, or battleships that I simply cannot deal with without losses. (and expensive D-mod removals)

The real kicker is that System Explore quest, where you find that ancient cruiser? First time I did it I won against the defending drones, then a MASSIVE pirate fleet does the *teleports behind you* "nothing personel kid!" schtick and there's no winning there.

So after a few updates I started a new game. This time I came a bit better prepared. A huge missile-bus ship, a HEAVY carrier cruiser(5 wings), 4 destroyers and several heavy frigates. This time the defenders have a DRONE BATTLESHIP. WTF? Does this scale with my fleet or something? A battleship defending a cruiser??? And that thing is NASTY, spews endless missiles and does not come alone ... hordes of heavy drones in tow. Simply winning with a single ship left is a challenge, and then come the pirates....

This is just getting frustrating
Title: Re: Frustration abound
Post by: SpacePoliticianAndaZealot on May 30, 2019, 05:18:02 AM
Where did the pirate fleets come from? I've never encountered them while doing these kinds of missions, were you running around hyperspace and the abandoned systems with transponder on?

But as for the bounties I agree, the ones with payout above 200k are simply ridiculous, no way that's proper reward scaling for taking on fleets that have 2-6 capital-class vessels (I've seen 2 Onslaughts, 4 Legions and 5-6 Conquests in such fleets so far).

When it comes to bounty hunting, my progression plan for this patch is (progressing as my fleet grows): System bounties -> Easiest possible personal bounties -> Gradually harder but not too hard personal bounties until I feel comfortable taking on a faction commision -> easiest possible orbital station bounty (Pirates are more often available and easier than Pathers) -> get a battleship -> Grind any orbital station bounty -> get more battleships -> grind any kind of station bounty

And of course, in between all of these - when it's so appropriate - always check portside bars! Delivery contracts are always a great and lucrative way to earn a quick cash injection.
Title: Re: Frustration abound
Post by: Oblivion on May 30, 2019, 05:57:53 AM
The real kicker is that System Explore quest, where you find that ancient cruiser? First time I did it I won against the defending drones, then a MASSIVE pirate fleet does the *teleports behind you* "nothing personel kid!" schtick and there's no winning there.


I’m pretty sure you’re talking about the
Spoiler
Champion Cruiser from the mod Legacy of Arkgneisis. The pirate fleet is commanded by the person who sold you the information to get you to do the dirty work of retrieving the cruiser.
[close]
Title: Re: Frustration abound
Post by: stormbringer951 on May 30, 2019, 06:00:02 AM
It seems that events and bounties are 99% of the time out-of-balance with my capabilities.

120000-200000 bounties of nothing but mass carriers, or battleships that I simply cannot deal with without losses. (and expensive D-mod removals)
But as for the bounties I agree, the ones with payout above 200k are simply ridiculous, no way that's proper reward scaling for taking on fleets that have 2-6 capital-class vessels (I've seen 2 Onslaughts, 4 Legions and 5-6 Conquests in such fleets so far).

Some bounty fleets appear to be affected by a bug (http://fractalsoftworks.com/forum/index.php?topic=15520.0) that causes them to be vastly stronger than they should be. Fleets that are more than 30 ships (excluding fighter wings ofc) are definitely bugged.

The real kicker is that System Explore quest, where you find that ancient cruiser? First time I did it I won against the defending drones, then a MASSIVE pirate fleet does the *teleports behind you* "nothing personel kid!" schtick and there's no winning there.

So after a few updates I started a new game. This time I came a bit better prepared. A huge missile-bus ship, a HEAVY carrier cruiser(5 wings), 4 destroyers and several heavy frigates. This time the defenders have a DRONE BATTLESHIP. WTF? Does this scale with my fleet or something? A battleship defending a cruiser??? And that thing is NASTY, spews endless missiles and does not come alone ... hordes of heavy drones in tow. Simply winning with a single ship left is a challenge, and then come the pirates....

This is just getting frustrating.

The quest is from Legacy of Arkgneisis (http://fractalsoftworks.com/forum/index.php?topic=13667.0), not vanilla. There is a good amount of variability in the strength of the defending Derelict fleet to scale up, but the upper strength is capped.

(Also, you can back out of the fight with the Derelicts after you see their fleet comp in the interaction dialog.)
Title: Re: Frustration abound
Post by: TrashMan on May 30, 2019, 08:41:18 AM
I’m pretty sure you’re talking about the
Spoiler
Champion Cruiser from the mod Legacy of Arkgneisis. The pirate fleet is commanded by the person who sold you the information to get you to do the dirty work of retrieving the cruiser.
[close]

Huh. I thought it was part of core. Well, my bad.

But the bounty point still sticks. The fleet compositions are out of whack.

I either get a fleet of a few frigates or maybe one destroyer, or a full fleet of top-line capital/carriers. Wheres the middle ground?
Title: Re: Frustration abound
Post by: Megas on May 30, 2019, 09:22:59 AM
Some of the 300k+ bounties can have about ten capitals and a bunch of cruisers in a no-mod game.  They are beatable, though, with a high-end fleet and some help with dirty tricks.
Title: Re: Frustration abound
Post by: Thaago on May 30, 2019, 10:05:13 AM
The bounty system does, rarely, put out very overpowered bounties for a level. You can always check the important ships of a bounty before setting out - can even tailor your fleet to deal with them - so its not a problem.

Bounties in general are easy, with usually 1 or 2 exceptions at a time that are a decent challenge. Pirate stations are the best sources of easy money though, as they can be taken down easily by a few destroyers to give over a hundred k.
Title: Re: Frustration abound
Post by: TrashMan on May 31, 2019, 01:32:32 AM
You seem to forget that those important ships tend to be sorrounded by other ships, so while just killing the main target and darting IS A sound strategy, ti is not always possible to kill him easily OR to retreat.
And then you get attacked by a 20 fighter/bomber wing swarm.

What is used a gauge? Your level? Time elapsed? Does your own fleet even factor in?
Title: Re: Frustration abound
Post by: stormbringer951 on May 31, 2019, 05:37:59 AM
What is used a gauge? Your level? Time elapsed? Does your own fleet even factor in?

Nope, your current fleet doesn't matter. Bounty fleets are created like regular fleets, the number of fleet points they get is based on the current bounty level; this is slowly raised with in-game time since start, but mostly it is raised from successfully completing bounties.

In addition to bounties at your level, it will always try and generate a fixed level 0 bounty (in my experience this equals a few frigates and maybe a destroyer, around 45k credits, that is there to help people who fleet-wiped) and a high-end bounty several levels higher than the current bounty level. You can usually tell which one that is from fleet comp and it being worth more credits than the others.

At higher levels bounties can be deserter faction fleets, which at the same bounty level are usually tougher than regular pirates because they don't have heavily d-modded pirate hulls.

So a while into a campaign you will have a situation where bounty levels look something like this:

At bounty level 8:

Level 0 Bounty (fixed)
Level 8 Bounty (current level)
Level 8 Bounty (current level)
Level 12 Bounty (higher level)
Title: Re: Frustration abound
Post by: SCC on May 31, 2019, 05:47:52 AM
I wonder how randomised bounties are. In my current ridiculously hard run, I had a situation where initially bounties were progressing slowly enough that I was keeping up with them, then there was a slew of 250k-350k bounties I had no hope of touching, with only a token 170k bounty once in a while, until the difficulty dropped again and I was able to continue bounty hunting.
Title: Re: Frustration abound
Post by: Megas on May 31, 2019, 06:22:17 AM
For a while, I had a bunch of 200k bounties (around cycle 209) until I slaughtered several (with close wins), then the bounties spiked to 300k+ multi-capital slugfests.  I am not sure time scaling is to blame, but the old-fashioned fleet kill scaling may be too fast now that ships are more expensive and harder to obtain, meaning slower fleet build-up than before.

But yes, there is a noticeable spike from 200k to 300k.  Also, 300k+ can vary from a few capitals that are not too difficult to destroy with a similar fleet of your own, to another with ten or so capitals and the rest filled mostly with cruisers, and because there is no way to deploy that much metal at once even with map size 500, it will be a real slog.  At map size 300, such multi-capital fights devolve into 3v3, or even 2v2 if one of the ships involved is Paragon.
Title: Re: Frustration abound
Post by: vagrant on May 31, 2019, 08:26:58 AM
For a while, I had a bunch of 200k bounties (around cycle 209) until I slaughtered several (with close wins), then the bounties spiked to 300k+ multi-capital slugfests.  I am not sure time scaling is to blame, but the old-fashioned fleet kill scaling may be too fast now that ships are more expensive and harder to obtain, meaning slower fleet build-up than before.

But yes, there is a noticeable spike from 200k to 300k.  Also, 300k+ can vary from a few capitals that are not too difficult to destroy with a similar fleet of your own, to another with ten or so capitals and the rest filled mostly with cruisers, and because there is no way to deploy that much metal at once even with map size 500, it will be a real slog.  At map size 300, such multi-capital fights devolve into 3v3, or even 2v2 if one of the ships involved is Paragon.

Agreed on the scaling. I like bounties that push the capabilities of my current fleet and my piloting / commanding, but as fleet sizes increase to slog-levels, I lose interest.

Starsector has my favorite combat mechanics in a game, period. I recognize I'm very much on the side of combat-as-sport, but I think where that combat shines most brightly is when the player reaches the point where they must contend and consider the capabilities and merits of EACH ship class. Once bounty fleets scale outside of that realm I think the magic of the combat system falls apart, and it either turns into a drawn out slog, or requires the use of exploitative or degenerate strategies to succeed.

I think there is a place and time for slog-level capital slugfests, but I don't think these should be the norm, especially towards the latter half of the game. Battles in starsector that take a long time to complete due to enemy fleets greatly exceeding the battle size cap, and thus trickle deploying a procession large ships for the player to chew through really start to drag when they become the norm. 

If exploitative or degenerate strategies are required for late-game content, I lose interest, because at that point, I'm bypassing the systemic interactions that made the game interesting for me in the first place. Further, this ruins the strategic side of gameplay for me as well. A solved tactical layer means that incorrect strategic decisions will have much less impact on the player, as they can cheese their way through the content that would otherwise punish them for these mistakes.

When battles start to go towards this end of the spectrum, I find myself abandoning my savegame. Fleet building and battling for these purposes is not interesting to me, as I find it lacks any nuance or variety.
Title: Re: Frustration abound
Post by: Alex on May 31, 2019, 08:41:24 AM
... but I think where that combat shines most brightly is when the player reaches the point where they must contend and consider the capabilities and merits of EACH ship class. Once bounty fleets scale outside of that realm I think the magic of the combat system falls apart, and it either turns into a drawn out slog, or requires the use of exploitative or degenerate strategies to succeed.

(I'll just say, I'm generally on the same page about this, and some stuff I'm working on right now should hopefully tilt things more away from capital ships being as prevalent or as desireable. Part of this is just the process of me figuring out exactly what works - and what doesn't - on the high end of challenge, so I really appreciate this kind of feedback.)
Title: Re: Frustration abound
Post by: Megas on May 31, 2019, 08:42:39 AM
I should mention that while bringing ten capitals yourself across the sector is generally impractical, but even if you can fill your entire fleet with capitals and get away with it due to a bounty spawning next to your colonies or deathball expeditions about to attack your battlestation, the fight is not much different aside from taking longer to resolve because map size still limits you to a few big ships active at a time, and it gets tedious with wave after wave of large enemy ships, few at a time, especially if the enemy plays cowardly (with phase ships or carriers).
Title: Re: Frustration abound
Post by: Alex on May 31, 2019, 08:48:42 AM
Yeah, the capital-heavy lean is kind of necessary to make those fleets at all a threat to defensive stations, but not so much for "regular" fights. Looking at that aspect of it, as well.
Title: Re: Frustration abound
Post by: eidolad on May 31, 2019, 11:53:13 AM
I think that the player in .91a can concentrate on their "big seven" ship composition, and win against formidable odds.  Those seven should be really well founded ship loadouts.

I'm finding that in my heavily modded Nexerelin game (including Starship Legends mod that's still in development), that my legendary officers, on their legendary ships, are quite capable when I go for a 300K+ bounty.  My fleet is led by me in a Victory battleship, and my "big seven" are:

1 BB, 3 CA, 3 CV     // I don't imply that the battleship is required...but does improve safety over riding in a tough cruiser.

...and the rest are assorted CA/CV/DD.

The difference in weight of metal when I go up against the large bounties is often so much that the "fleet circles" on the map are very different size.  The saving graces are: 

a) in my initial deployment of those seven ships, we rarely face daunting odds in the initial phase of the battle
b) my .91a AI do a great job of staying alive and especially, not overloading.  I get a lot of time to kill things
c) the enemy fleets insist on a high number of smaller ships...which as i kill...allows me to bring in the rest of my top ships.  A Drover has no business loitering on the flank of a Victory with enhanced thrusters.
d) So the enemy reinforcements are facing the reverse snowball...I'm getting stronger and they are not

The vulnerability for me continues to be massed enemy heavy carriers...a force led by 10 heavy carriers downed several of my ships and represents the only mixed result I've had against these big huge bounties.

My "big seven" really depend on the trickle-in of AI ships to survive in these odds.

No, there are some bounty configs that I won't go up against yet...I'm just now getting enough big fleet flag-deck experience to face the "lots of Conquests" configs.  Oh that multi-Paragon/Astral bounty config?...let's await perhaps our own single Paragon erm?
_______

The magic resolution to frustration is:  ensure that AI ships have best tactical speed, and really high flux dissipation.  Don't let them get trapped and overloaded...that is the default death sentence.    Bring blue-class (advanced) fighters seeded with several that have Ion weapons.   Your AI pilots live and help, while you and your fighter squadrons get in the key kills.  Perhaps assign a smaller ship to escort you to help with anti-flanking or with flak support.
Title: Re: Frustration abound
Post by: ANGRYABOUTELVES on May 31, 2019, 12:50:07 PM
The reward for taking on high-tier deserter bounties isn't the money. The money will probably cover your costs, but that's not the profit. The true reward is the high-tier ships you can get without needing a commission + high rep + lots of money, or a colony + blueprints. The fleet overview isn't just so you know what the threats are, it's so you know the potential rewards. If you just want money for combat, station smashing is easier and more efficient than high-tier bounties. Reducing the amount of capitals and cruisers in high-tier bounties will make them easier, but it'll also make them less rewarding.
Title: Re: Frustration abound
Post by: intrinsic_parity on May 31, 2019, 01:12:05 PM
My experience is that by the time I can kill multi-capital ship bounties without too much risk, I already have a good colony and can produce whatever I want. Looking for blueprints is a much better way of getting good ships than trying to fight bounties. Plus you probably don't have many extra slots open if you've brought enough ships to kill the fleet, so your chances of getting what you want are low.
Title: Re: Frustration abound
Post by: Megas on May 31, 2019, 03:06:32 PM
I agree with intrinsic_parity.

The main reward for taking out absurd 300k multi-capital fleets is the money.  If I look for clunkers from the enemy, and have not built a zombie character that wants clunkers, I am not powerful enough to risk my fleet against a 350k+ ten capital meat-grinder when I can wait for 250k or so bounty comparable to classic Hegemony System Defense Fleet (or less) or any bounty on a simple tier 1 pirate base (that is easily cheesed by few Reaper Afflictors).  If I am strong enough to win 350k+ bounty without much risk, I probably have everything I need to win the game, and can replace losses easily.

Clunkers are good if you do not have the blueprints or industry with nanoforge yet to build ships.  Once player has blueprints and colonies, building ships is superior to clunkers, unless maybe your character is a zombie built to use clunkers.

If I fight said 350k+ bounty and lose up to 100k worth of ships (like Afflictor or a cruiser) due to few mistakes, okay, I just build more ships and still come out ahead.
Title: Re: Frustration abound
Post by: Lucky33 on May 31, 2019, 03:40:37 PM
This late in the game the main reward are the relationship point.
Title: Re: Frustration abound
Post by: Thaago on May 31, 2019, 05:25:09 PM
The big bounties are nice for buying buildings. Go clean up a few bounties in a row, pay for a new colony's stuff.
Title: Re: Frustration abound
Post by: intrinsic_parity on May 31, 2019, 05:32:56 PM
But I can just do a bunch of pirate bases and 200k bounties and make 80% of the money with 10% of the risk...
Title: Re: Frustration abound
Post by: Megas on May 31, 2019, 05:57:14 PM
This late in the game the main reward are the relationship point.
Maybe, good for Diktat with only one system crawling with big detachments to block raids (and a pain for me to sneak by for blueprint raids).  For others, it is easier to get more rep by waiting until a faction offers a system bounty then wipe out fleets there (and there are plenty if offered after a pirate raid) for fast rep gain with most major factions and sometimes Independents, and Independents have easy rep gain with their distress calls and missions from the bars of your own colonies.  So far, most of the bounties come from factions were that are already easier to grind rep with.  Diktat might be the exception.

As for 350k bounties, if I am strong enough to flatten them, might as well do it for the mostly free income.  If not, I would do slightly less rewarding ones with much less risk as intrinsic_parity wrote.

The big bounties are nice for buying buildings. Go clean up a few bounties in a row, pay for a new colony's stuff.
Also nice for producing a bunch of pristine ships big and small, to replace the clunkers I use for the whole game before that point, along with a bunch of rare weapons I have drooled over for much of the game.
Title: Re: Frustration abound
Post by: Thaago on May 31, 2019, 06:06:28 PM
But I can just do a bunch of pirate bases and 200k bounties and make 80% of the money with 10% of the risk...

Well yeah but then you'd have to fly over to where they are, and the other bounties are more convenient. Its like going to the closer gas station even though you know that you may have a substantial portion of your crew die horrible deaths.

That analogy got away from me at the end...
Title: Re: Frustration abound
Post by: Lucky33 on June 01, 2019, 12:03:29 AM
For others, it is easier to get more rep by waiting until a faction offers a system bounty then wipe out fleets there (and there are plenty if offered after a pirate raid) for fast rep gain with most major factions and sometimes Independents, and Independents have easy rep gain with their distress calls and missions from the bars of your own colonies.  So far, most of the bounties come from factions were that are already easier to grind rep with.  Diktat might be the exception.

As for 350k bounties, if I am strong enough to flatten them, might as well do it for the mostly free income.  If not, I would do slightly less rewarding ones with much less risk as intrinsic_parity wrote.

System and personal bounties are not mutually exclusive. Where is no point in waiting for system one if you can do personal right now.

Distress calls and other small stuff cease to gain rep after some reputaion limit.

Risk is the only fun thing this late in the game.
Title: Re: Frustration abound
Post by: Vind on June 01, 2019, 01:06:27 AM
Pirates bases and raid bounties in raided systems is far more lucrative business. Considering you need to clear pirates anyway to stop core colonies from failing in the long run.
Title: Re: Frustration abound
Post by: TrashMan on June 01, 2019, 02:06:02 AM
I think that the player in .91a can concentrate on their "big seven" ship composition, and win against formidable odds.  Those seven should be really well founded ship loadouts.

I'm finding that in my heavily modded Nexerelin game (including Starship Legends mod that's still in development), that my legendary officers, on their legendary ships, are quite capable when I go for a 300K+ bounty.  My fleet is led by me in a Victory battleship, and my "big seven" are:

1 BB, 3 CA, 3 CV     // I don't imply that the battleship is required...but does improve safety over riding in a tough cruiser.

...and the rest are assorted CA/CV/DD.

One flaw in your argument - you basically have a high-end fleet.
In my playtrough I don't have a battleship yet and got 2 cruisers just now, and those super-bounties started popping up very early and now make 99% of all generated bounties (I increased the number of bounties, to no avail)



a) in my initial deployment of those seven ships, we rarely face daunting odds in the initial phase of the battle
b) my .91a AI do a great job of staying alive and especially, not overloading.  I get a lot of time to kill things
c) the enemy fleets insist on a high number of smaller ships...which as i kill...allows me to bring in the rest of my top ships.  A Drover has no business loitering on the flank of a Victory with enhanced thrusters.
d) So the enemy reinforcements are facing the reverse snowball...I'm getting stronger and they are not

The vulnerability for me continues to be massed enemy heavy carriers...a force led by 10 heavy carriers downed several of my ships and represents the only mixed result I've had against these big huge bounties.

My "big seven" really depend on the trickle-in of AI ships to survive in these odds.

No, there are some bounty configs that I won't go up against yet...I'm just now getting enough big fleet flag-deck experience to face the "lots of Conquests" configs.  Oh that multi-Paragon/Astral bounty config?...let's await perhaps our own single Paragon erm?
_______

The magic resolution to frustration is:  ensure that AI ships have best tactical speed, and really high flux dissipation.  Don't let them get trapped and overloaded...that is the default death sentence.    Bring blue-class (advanced) fighters seeded with several that have Ion weapons.   Your AI pilots live and help, while you and your fighter squadrons get in the key kills.  Perhaps assign a smaller ship to escort you to help with anti-flanking or with flak support.
[/quote]
Title: Re: Frustration abound
Post by: Megas on June 01, 2019, 11:06:24 AM
System and personal bounties are not mutually exclusive. Where is no point in waiting for system one if you can do personal right now.

Distress calls and other small stuff cease to gain rep after some reputaion limit.

Risk is the only fun thing this late in the game.
Time constraints can make some of them mutually exclusive.  They are not mutually exclusive by default, but other circumstances can force them to be.  Fighting several deathballs (or anything if rep was low) in a row in a system bounty will crank rep, and possibly money, up very fast.  Named bounties give 3 or 5 - a drop in the bucket.  Named bounties are worth it mostly for the money if the player can crush them in flawless victory, although they are handy for new clunkers earlier in the game too.

Distress calls and missions work all the way up to 100.  True, distress calls and missions are not available by demand; you need to blunder into them by luck.  Stuff like open market trade and small fights seem to be limited, although small fights are handy if rep is not in the green.  I generally do not care about high rep in itself, but I do want to avoid hostilities due to killing colonies' accessibility.  Since failed expeditions and stealth blueprint raiding cost rep, I want rep as high as possible as a cushion for inevitable rep lost.

I avoid risk if I can.  Auto-win via auto-resolve is the ideal outcome for me, if I have other things I want to do, usually non-combat things delayed by constant policing of the sector.
Title: Re: Frustration abound
Post by: Baqar79 on June 02, 2019, 03:50:10 AM
I've had a particularly rough iron mode play-through; first memorable moment of despair was being caught unaware by a way-to-big bounty for me (while out exploring) and losing about 600k worth of ships in my attempt to retreat.  I did not have a colony at this time and amongst the casualties were two Apogee's that I had bought and fitted with at the time rare weapons.  It took a long time to recover from that...not just the time raising the money, but also finding someone that sold the Apogee's and the right weapons to equip them.

So I tend to avoid bounties since there are other safer ways of making cash, just check out your local bar:
(https://i.imgur.com/8zcxdcU.png)
Now that is fairly safe money and better paying then any of the active current bounties.

If a bounty is paying 300k, then at most you can't afford to lose more than two cruisers to cut even (and you need to consider the supplies and fuel to get to the bounty area and the deployment costs).  If the player is meant to lose ships during these bounties, then with the new costs for ships, bounties should increase as well.  I kind of feel even 1M+ for some end-game bounties isn't unreasonable (especially as you can be making 400k/month with a single colony).
Title: Re: Frustration abound
Post by: Megas on June 02, 2019, 05:44:44 AM
@ Baqar79:  I hear you.  Named bounties are only worth it if you can crush them.  As for bar missions, I would like to see one as rewarding as yours.  Most of them are under 100k, and I usually reject them.  (Most of those that I accept are whose destination are at my colony where I need to go anyway to dump loot.)  I get a few that exceed that, and only got one that was close to 200k.  Maybe it has to do with fleet capacity?

How do you get 400k/month per colony income?  So far, I just got four size 6 colonies and enough stability to make free port worthwhile.  They are making an average of 200k each (some more, some less).  I am trying to race to size 7 for that fourth industry, although two of them will need military bases for more stability and big fleets to repel expeditions.

Re: reputation
I was struggling with building up rep with Diktat.  I took an named bounty and planet scan mission for rep building with Diktat, plus derelict mission with Pathers (they are only inhospitable toward me).  Killed bounty for 300k credits and +3 rep with Diktat, then did Pather mission for more rep.  After that, had to go back to core for more fuel before going to the last planet scan mission.  Then I got system bounty at Askonia.  I abandoned the planet scan mission (and eat -1 rep), which would have given only about +5 rep if I finished it, and headed to Askonia to kill pirates.  Umbra had a ton of pirates, and I fought a bunch of fleets.  Also, Sindria was unguarded, and I was able to raid it twice for blueprints (got light and heavy needlers).  In the end, I built rep from almost nothing to +50 just from murdering pirates, even after the rep hits from stealth raiding Sindria for blueprints.
Title: Re: Frustration abound
Post by: Baqar79 on June 02, 2019, 08:48:47 AM
@ Baqar79:  I hear you.  Named bounties are only worth it if you can crush them.  As for bar missions, I would like to see one as rewarding as yours.  Most of them are under 100k, and I usually reject them.  (Most of those that I accept are whose destination are at my colony where I need to go anyway to dump loot.)  I get a few that exceed that, and only got one that was close to 200k.  Maybe it has to do with fleet capacity?
Quantities offered are usually based on the cargo space you had when you first check the mission details out, but as for these big payout missions, I'm not sure.  In any case I think the other time I got a big paying mission like that was also from my own colony.  I do want to have a look into this myself however, see if I can figure out how to get them more frequently.

How do you get 400k?  So far, I just got four size 6 colonies and enough stability to make free port worthwhile.  They are making an average of 200k each (some more, some less).  I am trying to race to size 7 for that fourth industry, although two of them need military bases for extra stability and big fleets to repel expeditions.
I make a lot of use of AI cores at my colonies and the colony in question is size 7 (more taxes to collect from Population & Infrastructure).  Biggest credit booster is Free Port if you can cope with the stability drop.  My colony went from 330k to 488k with Free Port turned on:
Spoiler
(https://i.imgur.com/01rXYwh.png)
[close]

And it's mostly because Free Port allows you to export drugs and harvested organs from your "Population & Infrastructure" building which adds 110k:
Spoiler
(https://i.imgur.com/ENPKDzx.png)
[close]
This is a 3 industry colony (Mining, Orbital Works and Fuel production)

If however you grow your colony large enough even a 2 industry colony can break 500k (Mining & Orbital works - older game):
Spoiler
(https://i.imgur.com/2nUgDw9.png)
[close]
The Population & Infrastructure building is the most profitable here:
115.5k Monthly Income
75k Harvested Organs
67k Recreational Drugs
257.5k Total - Just from the Population & Infrastructure building alone.

Title: Re: Frustration abound
Post by: Megas on June 02, 2019, 10:32:17 AM
I think size 6 is the breakpoint when Free Port becomes good because of organ production, not to mention higher growth.  Before then, Free Port does not raise income enough to be worth the stability drop and extra expeditions.  I click Free Port on all four of my size 6 colonies and income jumps about 50% per colony.  With four size 6 colonies, it turns 400k combined into 600k, and Free Port has not ramped up.

I have considered toggling Free Port on and off to control the stability drop, since the main reason for Free Port is increased income.  Population growth is important too, but not if stability goes below 10 too often due to events.  (I really want Planetary Operations 3 to mitigate stability problems and increased defense.  Not enough points.)
Title: Re: Frustration abound
Post by: Hiruma Kai on June 02, 2019, 10:54:05 AM
Yeah, I'm pretty sure cargo missions scale to your total cargo capacity, and pay scales with commodity type as well as amount.  So larger deliveries pay more, but there  is some variation based on the cargo type.

In my spacer iron man run through (which was mostly exploration/delivery before jumping to a colony), I never got a delivery mission I couldn't do, and they were always worth while (no 10 unit cargo missions when I can carry 500 units).

Completely ignoring bounties, even with the spacer debt, its quite easy to build up to a million credits or two to be able to buy a pristine cruiser or two plus enough to drop down a starter colony.
Title: Re: Frustration abound
Post by: TrashMan on June 03, 2019, 12:55:26 AM
Have a fleet of collossi (collossuses?) And the money and rewards end up REALLY high. More cargo space = more money.