Fractal Softworks Forum

Starsector => General Discussion => Blog Posts => Topic started by: Alex on July 08, 2019, 11:06:29 AM

Title: Skills and Story Points
Post by: Alex on July 08, 2019, 11:06:29 AM
Blog post here (http://fractalsoftworks.com/2019/07/08/skills-and-story-points/).
Title: Re: Skills and Story Points
Post by: Gotcha! on July 08, 2019, 11:22:06 AM
The "Opening one door and closing another" skill choosing irked me for a bit, but I'm glad you can still get the other skills at a later point.
I'm excited! ;D
Title: Re: Skills and Story Points
Post by: Vayra on July 08, 2019, 11:24:35 AM
Story Points are an awesome idea, but if they're gained by leveling up and the level cap is only 15 you're still limited majorly by the maximum story points available, even with bonus experience.  Unless, that is, you can keep "leveling" beyond 15 just without skill points, or can gain Story Points in other ways... Which might be implied by the name? :-X

e: oh, you addressed that and I missed it somehow! Awesome!
Title: Re: Skills and Story Points
Post by: Alex on July 08, 2019, 11:27:21 AM
The "Opening one door and closing another" skill choosing irked me for a bit, but I'm glad you can still get the other skills at a later point.
I'm excited! ;D

:D

Story Points are an awesome idea, but if they're gained by leveling up and the level cap is only 15 you're still limited majorly by the maximum story points available, even with bonus experience.  Unless, that is, you can keep "leveling" beyond 15 just without skill points, or can gain Story Points in other ways... Which might be implied by the name? :-X

Yeah, it says in the post - you keep gaining story points after reaching max level!
Title: Re: Skills and Story Points
Post by: Vayra on July 08, 2019, 11:29:47 AM
Yeah, it says in the post - you keep gaining story points after reaching max level!

You think of everything!  ;D
Title: Re: Skills and Story Points
Post by: Megas on July 08, 2019, 11:29:51 AM
Are story points theoretically unlimited?  It seems like if player runs out, he can grind longer to get more.

Will bringing AI-piloted ships attract patrols like smuggling contraband?  I guess it also brings the question of possible AI betrayal, but that would probably be mildly hidden like alpha colonies.
Title: Re: Skills and Story Points
Post by: Alex on July 08, 2019, 11:31:56 AM
Are story points theoretically unlimited?  It seems like if player runs out, he can grind longer to get more.

Right, since you keep gaining them past the maximum level, they're unlimited.

Will bringing AI-piloted ships attract patrols like smuggling contraband?  I guess it also brings the question of possible AI betrayal, but that would probably be mildly hidden like alpha colonies.

At the moment no on all counts, but we'll see.
Title: Re: Skills and Story Points
Post by: Eji1700 on July 08, 2019, 11:32:06 AM
Really like the changes, and more importantly, the logic behind them.  While no doubt there may still be some tweaking I think the reasoning going into all this should lead to a more interesting experience. 

Story points as a resource to allow limited interaction in a bunch of different things is especially nice and should help lower some of the min maxy stuff you sometimes have to do (lets play hunt down the cautions/aggressive officer!)

I REALLY like the idea of perm hull mods, as one of the things that this game has been missing in my eyes is the EV feel of "this is MY ship" and that should help with it.  Giving me a reason to care about the a specific ship or hull, which i'm hoping combined with the ability to focus more on frigates at least allows us to make some of the "missing" ship roles (like having a very powerful frigate/destroyer for some of the tech classes).
Title: Re: Skills and Story Points
Post by: Shad on July 08, 2019, 11:34:46 AM
Sorry, I am still gloating at the Redacted ships and officers in the player fleet. I know I need to read the rest of the post, but...
Title: Re: Skills and Story Points
Post by: Cyan Leader on July 08, 2019, 11:35:10 AM
Well, that opens up a lot of options and it addresses a lot of murky things such as officer personalities. In all, I'm very pleased, it seems like a very interesting system. I think what excites me the most is not even the story points, but the specialized skill points that will make each run unique. For example, the hard flux for short ranged beams skill there has already made me start thinking of some interesting loadouts geared for that.

The only thing I'm not too keen on is, well, the name "story points". When I first started reading the blog I thought it'd be related to plot events or missions but it is completely detached from that. I feel it might be a little confusing for a new player.
Title: Re: Skills and Story Points
Post by: 736b on July 08, 2019, 11:36:39 AM
While reading I was at first like "man, less levels again" ... but at the end of the blog post I'm quite intrigued.
Of course I'll have to play with this to be sure, but thinking about it for a bit, it sounds pretty good.

The story points open up pretty much endless possibilities and you never really stop progressing, but not in a broken way.
Title: Re: Skills and Story Points
Post by: Megas on July 08, 2019, 11:36:53 AM
Maybe call them action points?

Also noticed no more dead aptitudes!
Title: Re: Skills and Story Points
Post by: Alex on July 08, 2019, 11:40:19 AM
I REALLY like the idea of perm hull mods, as one of the things that this game has been missing in my eyes is the EV feel of "this is MY ship" and that should help with it.  Giving me a reason to care about the a specific ship or hull

Yeah, that's exactly the idea, and I really hope it works out this way in practice! Likewise with mentoring, hopefully it'll lead to a bit more of a connection with that officer, too.

Sorry, I am still gloating at the Redacted ships and officers in the player fleet. I know I need to read the rest of the post, but...

Fair enough :)


Well, that opens up a lot of options and it addresses a lot of murky things such as officer personalities. In all, I'm very pleased, it seems like a very interesting system. I think what excites me the most is not even the story points, but the specialized skill points that will make each run unique. For example, the hard flux for short ranged beams skill there has already made me start thinking of some interesting loadouts geared for that.

Cool!

The only thing I'm not too keen on is, well, the name "story points". When I first started reading the blog I thought it'd be related to plot events or missions but it is completely detached from that. I feel it might be a little confusing for a new player.

I can see how it might look that way in the context of the blog post, but that's not the same as seeing it in game, I don't think. The name is meant to be kind of 4th-wall-breaking, btw, since the mechanic really is a meta-mechanic, and it seems like a good idea to be upfront about that.

While reading I was at first like "man, less levels again" ... but at the end of the blog post I'm quite intrigued.
Of course I'll have to play with this to be sure, but thinking about it for a bit, it sounds pretty good.

I'll take it :)

The story points open up pretty much endless possibilities and you never really stop progressing, but not in a broken way.

Oh, I'm sure *some* of it will be broken, but hopefully I'll be able to sort it out :D

Super excited about the possibilities, though, especially since they're real, relatively-easy-to-implement possibilities, rather than more theoretical/far-off ones, if that makes sense.
Title: Re: Skills and Story Points
Post by: Igncom1 on July 08, 2019, 11:41:23 AM
Could I use story points to do stuff to my faction/colonies? Like faction wide/fleet wide hull mod instillation? Orders to invade a system? Diplomacy? Change my faction colour from blue to anything else?

Not that this all should be a major thing.
Title: Re: Skills and Story Points
Post by: SteelSoldier on July 08, 2019, 11:41:57 AM
I actually like this system more because it's more intuitive, I know there might be quite a few people that don't like the levels being limited or the new level up system but I think it's a step in the right direction, I sort of wish it was possible to have 3 skills per tier or at certain tiers as choices but that might be pushing it a bit
Title: Re: Skills and Story Points
Post by: Auraknight on July 08, 2019, 11:49:41 AM
So after I get to the last skill in a tree, I can put points in any skill in that tree I missed the first time? Or if I want the second T5 aptitude, do I need to spend another 5 points?

I can see the ups and downs of both, but if I don't want anything besides one or two things a ways down the tree, it's gonna feel like an unreasonably large investment.


Will using story points on salvaging a ship let you pick which one you want, letting us snipe out specific ships in a fleet again? Or is it, (as I just thought of mid-writing) when you find a random ship floating about to pick loot of, you'll always be able to choose to make it recoverable instead of no? (And more importantly, will we know if we need to spend the point beforehand to garentee it? Or can we decide to take it anyways when the game initially says it's unsalvagablee? (Akin to adding the dice after the inital roll, as you mentioned?)

Either way, I'm hyped! I wonder how many skill points you'll have to throw around after getting all the non-refundable skills. I also wonder how you'll work with them being deeper in the tree, or if you'll just front-load them? It means you could go down a path, snipe a skill, and reset your points, keeping that skill and going elsewhere.
Title: Re: Skills and Story Points
Post by: Originem on July 08, 2019, 11:50:54 AM
All is fine but I don't think making remnants recoverable is a good idea...
And so as permanent hullmods, "just put the hullmod which cost most op inside the ship!"oh that's...wild.

I have to say, story point system is an awesome idea but the application you showed might have a very bad influence on the game balance.

There should be more limitations.
Title: Re: Skills and Story Points
Post by: xenoargh on July 08, 2019, 11:51:49 AM
A thought on this system.  You probably won't like this, but...

What if you just give players their 15 Skill Points right off the bat?  De-couple that from Levels; tie Story Points to Levels and Doing Stuff That's Impactful instead? 

One of the major problems with the Skills system, in general, that this overhaul doesn't really appear to fix, is that it feels like a pay-wall in the game design, locking away most of the "good" gameplay.  Players keep hoarding their Skill Points, comparing builds, etc.- this is all detrimental to the gameplay. 

Right now, players are all pushed towards monoculture characters, where they need to be able to fight but also have to be good Colony admins, if they want to "win" the easiest way.  I think that having players be pushed into pushing around Carrier fleets optimized via putting as few skills as possible into Combat (and therefore, being unable to explore fighting their own ships much) was one of the unfortunate side-effects of this.

What we want, I think, is to deliberately encourage players to re-spec as they want, try new things out, keep having fun- not feel like they're Doing It Wrong because they invested more than 6 points in Combat (or whatever).

In Vanilla right now, the caps mean that the player's basically unable to go a bunch of routes if they're trying to minmax. 

My current solution was drastic- get rid of the level cap and make experience gains considerably faster, so that players aren't nearly so starved.  It's not a great solution; you still can't re-spec and eventually even un-capped Levels get slow.  But at least the early game doesn't feel artificially hard.

In a system where all players have Skills to allocate immediately, they won't feel crippled or stuck behind a pay-wall.  That these Skills are initially weak isn't such a big deal then; there will still be "better" routes, but psychologically, nobody's going to be stuck in Choice Anxiety (at least, not in this area of this game design, lol).

Story Points could then be used to logarithmically improve Skills or unlock Elite, and spending them is good, because they'll give the player something that improves an area a little bit, as well as XP gain to keep moving forward against the endless Level curve. 

Story Points could continue to be Level-bound as proposed, but Levels could be capless (but the XP needed to keep going up would, of course, skyrocket).  Other Story Points could be gained by Doing Something that scales in challenge with level and times accomplished, keeping it tantalizingly available but not over-powered.

Anyhow, just my $0.02, for what it's worth; I think that, in general, there's a lot to be said for having a system where players respec quite a lot and make themselves into the thing they need over and over as part of a playthrough, rather than feeling that they need to understand <this specific Elite build strat that requires X levels, Y Story Points, and Z grinding>.
Title: Re: Skills and Story Points
Post by: CrashToDesktop on July 08, 2019, 11:52:24 AM
I think these new-fangled "story points" are the first time I've seen plot armor worked into the mechanics of a game.  Not to mention all the other stuff you can do with them.  Interesting.
Title: Re: Skills and Story Points
Post by: Dark.Revenant on July 08, 2019, 11:54:59 AM
An immediate concern is the Ordnance Point scaling method.  Won’t this disproportionately benefit ships with built-in weapons?  Some modded ships mostly rely on that type of weapon.  Perhaps the scale should count weapon-OP from built-ins for the total amount of OP that a ship counts as having.
Title: Re: Skills and Story Points
Post by: Wyvern on July 08, 2019, 11:57:06 AM
This all does look good - especially being able to respec (at cost of story point).  If I, say, go for the phase ship boosting skill, and then later find a really awesome non-phase ship that I want to use as my flagship, it's good to be able to undo that decision.

As for permanently adding OP-free hull mods... On the one hand, this is neat!  On the other hand, I'm a little bit wary of the 'max 2' bit - means there's incentive to pick the most expensive hull mods, rather than the most interesting.  May I suggest that you have an ordnance point limit as well, so that if the player chooses to install mostly cheap mods, they can get to three or four of them, while someone who installs Safety Overrides and Augmented Drive Fields would only get the default two?

Also curious: what happens if I have a civilian vessel, install Militarized Subsystems, and then attempt to perma-install SO?
Title: Re: Skills and Story Points
Post by: Surge on July 08, 2019, 11:59:02 AM
Story points are a fascinatingly fresh take on incorporating a TTRPG mechanic into a video game. My only concerns with this new system is that I won't be able to edit a file and make sure I can have all the skills now, and more importantly that some people may feel that story points make this not the game they paid for. I suppose the solution to that would be to allow players to disable story points and their associated mechanics but the larger skill system is kind of built around them so I don't suspect that will work well.

Either way, the next patch has my full attention with this new system and I am eager to see how much I can trick out my fleet and officers under it.
Title: Re: Skills and Story Points
Post by: Megas on July 08, 2019, 12:00:44 PM
Something I noticed:  If the only skill I am interested is something in tier 5, then the other four skills might as well be dead aptitude skills.  Worse, if both must-have skills occupy the same tier, that may hurt.  Noticed that Gunnery Implants and Loadout Design (as shown in the pic) occupy tier 2.  That is 7 out of 15.  Also noticed Colony Management and Industrial Planning both are Industry tier 5.  If I do not want to rely on cores (to avoid Pathers and Hegemony), that is 10 out of 15 just for babysitting mitigation.  I guess time to farm alphas for unlimited colonies and save 10 skill points.  Pathers will be a royal pain, though, and I need to stay vigilant for inspection alerts.

If XP needed for story points curve up like current XP progression, then story points may be effectively limited.

Quote
As for permanently adding OP-free hull mods... On the one hand, this is neat!  On the other hand, I'm a little bit wary of the 'max 2' bit - means there's incentive to pick the most expensive hull mods, rather than the most interesting.  May I suggest that you have an ordnance point limit as well, so that if the player chooses to install mostly cheap mods, they can get to three or four of them, while someone who installs Safety Overrides and Augmented Drive Fields would only get the default two?
Yes, I would pick the most expensive ones, not necessarily the most vital ones, to maximize OP on a ship.
Title: Re: Skills and Story Points
Post by: Dark.Revenant on July 08, 2019, 12:04:11 PM
Another thought: Story Points offer a means to scale difficulty.  A complaint I’m hearing is that it could be perceived as “glorified cheating”.  Perhaps Easy/Medium/Hard should scale the number of Story Points you get per level. Maybe you should start with some on Easy.  Players that feel like they make the game too easy, or feel like it makes their victory unearned, could move to Hard Mode where you get fewer of them.
Title: Re: Skills and Story Points
Post by: xenoargh on July 08, 2019, 12:05:04 PM
The Hull Mods thing does sound like it'd cause some headaches, but I'm all right with expense being free from consideration. 

Players will pick whatever works best for their flagship; that won't necessarily be the most-expensive thing, I'd think, if Hull Mods are well-balanced for their OP costs.
Title: Re: Skills and Story Points
Post by: Ishman on July 08, 2019, 12:05:40 PM
Actually; expanding on the spending story points on your ship thing to improve it - I'd *really* like to be able to spend points on improving aspects of a ship's stats.

Just a few more OP to fit in the capacity for your frigate to actually fire all of its strike weapons in one alpha, or the dissipation on an artillery platform to actually hammer away at a station
Spoiler
(holy moly I hate fighting higher level stations since the AI doesn't see them as special and has no idea how to handle it, doing things like rotating out behind anything which has high eff shielding to vent like the apogee you deployed specifically to tank and point the HIL at the station (which it doesn't, incidentally), but no - they just spread out to surround the station which means that the lone gryphon you left to just dump sabots at the station has moved around to solo manfight an entire module and you've just looked over and oh, there he's gone and overloaded aaaand it's gone) rant over
[close]
some more top speed on the one destroyer whose sole purpose in your fleet is to be deployed to tackle things in a pursuit but frustratingly isn't *quite* fast enough to catch, and so on. Not shield efficiency though, unless it's awful - I've played enough against bladebreakers and piloted a monitor for the lulz to know how snoozefest that would make the game - that's on the opposite end of the fun spectrum alongside drover spam. No, we want to be on the multiple gryphons oneshotting the flux pools of big bois and exposing their hullpools, or a billion taclances lighting up anything that dares get near your INCREDIBLY suboptimal disco ball death ball.


Uhhh, also you could use them for other funsies stuff like buying and setting up system improvements once you've gotten to the colonization stage (or pay out in a bar to come across someone who's got info on good colonization targets? If you pay X amount it could roll through the list of every planet and look for stuff that a player would be interested in - low hazard ratings or extremely rich in resources, or  the third desirable criteria of several nearby good enough colonizables that the patrols support each other meaning you don't have to baby it) like an asteroid belt mining operation (+1 resource to system, as a bad example) or any of the other potentially neat megastructure stuff.
Title: Re: Skills and Story Points
Post by: Megas on July 08, 2019, 12:06:17 PM
Another thought: Story Points offer a means to scale difficulty.  A complaint I’m hearing is that it could be perceived as “glorified cheating”.  Perhaps Easy/Medium/Hard should scale the number of Story Points you get per level. Maybe you should start with some on Easy.  Players that feel like they make the game too easy, or feel like it makes their victory unearned, could move to Hard Mode where you get fewer of them.
If the only difference is time, then it is fake difficulty, or just more grinding.
Title: Re: Skills and Story Points
Post by: Drackogon on July 08, 2019, 12:08:38 PM
To be honest, the "Story points" feel like glorified cheating. being able to bride patrols with story points for not conducting a scan, or using story points to boost things out of balance ... it just feels like cheating and creating more balance issues.

If i were a guard on patrol duty and had to scan a ship, i would accept a credits bride because we all need credits, not some magical "you're immune to 1 scan" pass.

with story points, you can permanently assign hull mods to a ship. isn't that a balancing issue? so you can end up having a pretty invulnerable ship.

My point is- if the enemy can't do, the player shouldn't. otherwise its a balancing issue (because no matter what the enemy does, the player will be unkillable and eventualy fights will become boring because you are pretty invulnerable at that point).

i agree having more control over your officers and being able to change stuff on them. but shouldn't that be something like specific training or things you do thogeder with the officer that makes the officer change? you know ... developing a connection with your officer and slowly building him/her up.
For an example: the more battles the officer does on board a carrier, the more experience it gets while piloting a carrier and if forced to change to a cruiser, it will underperform because its used to flying carriers and not cruisers, and it will take time untill it gets the hang of piloting cruisers. but at the same time will forget about his carrier experience.


TL DR - story points may feel good on paper but will possibly open up alot more balancing issues, it feels like glorified cheating (the more you play, the more you're allowed to cheat certain aspects of the game) and officers should get some slow and steady progress on them, make them feel more like human beings learning, adapting and getting better at what they do instead of injecting some magical points and going from an inexperienced officer with few skills to a battle-hardened general with multiple normal and elite skills on his belt. Also, the enemy should be able to do what the player does or the end game becomes very boring because the player ends up being immortal and the enemy not.
Title: Re: Skills and Story Points
Post by: Wyvern on July 08, 2019, 12:11:03 PM
May I suggest that you have an ordnance point limit as well, so that if the player chooses to install mostly cheap mods, they can get to three or four of them, while someone who installs Safety Overrides and Augmented Drive Fields would only get the default two?
On second thought, don't do this - instead, scale the bonus XP granted based on the OP cost of the hull mod, so a super-expensive mod like SO costs (in the long run) more of a story point than installing something cheap like Advanced Turret Gyros.
Title: Re: Skills and Story Points
Post by: Inventor Raccoon on July 08, 2019, 12:11:30 PM
Something I noticed:  If the only skill I am interested is something in tier 5, then the other four skills might as well be dead aptitude skills.  Worse, if both must-have skills occupy the same tier, that may hurt.  Noticed that Gunnery Implants and Loadout Design (as shown in the pic) occupy tier 2.  That is 7 out of 15.  Also noticed Colony Management and Industrial Planning both are Industry tier 5.  If I do not want to rely on cores (to avoid Pathers and Hegemony), that is 10 out of 15 just for babysitting mitigation.  I guess time to farm alphas for unlimited colonies and save 10 skill points.
Considering it seems that Loadout Design is now more like a ship-specific hullmod (it's in the menu for picking an AI core's skills), I would not assume immediately that all skills are the same as in 0.9.
Title: Re: Skills and Story Points
Post by: Cyan Leader on July 08, 2019, 12:15:46 PM
Also noticed Colony Management and Industrial Planning both are Industry tier 5.  If I do not want to rely on cores (to avoid Pathers and Hegemony), that is 10 out of 15 just for babysitting mitigation.  I guess time to farm alphas for unlimited colonies and save 10 skill points.  Pathers will be a royal pain, though, and I need to stay vigilant for inspection alerts.

I think it's pointless to speculate on the effects specific to the next version on the current patch since we're most likely getting adjustments to how that part of the game works and will most likely get ways to control our faction fleets which will do a lot to mitigate those problems.
Title: Re: Skills and Story Points
Post by: Igncom1 on July 08, 2019, 12:19:11 PM
Also noticed Colony Management and Industrial Planning both are Industry tier 5.  If I do not want to rely on cores (to avoid Pathers and Hegemony), that is 10 out of 15 just for babysitting mitigation.  I guess time to farm alphas for unlimited colonies and save 10 skill points.  Pathers will be a royal pain, though, and I need to stay vigilant for inspection alerts.

It never felt like to me that you were supposed to have more then 1 or 2 colonies anyway. Just 1 or two good ones and then to import whatever else you need from the independents.

Needing to farm for that kinda stuff seems fair game to me, as it's a little beyond the general use of the colonies anyway (A piggy bank/shipyard.)
Title: Re: Skills and Story Points
Post by: Wyvern on July 08, 2019, 12:19:25 PM
If i were a guard on patrol duty and had to scan a ship, i would accept a credits bride because we all need credits, not some magical "you're immune to 1 scan" pass.
Considering that the AI smuggler fleets can wander around with their transponders off without faction patrols so much as looking at them, I, for one, will be quite pleased to have an option to do something even vaguely similar.
Title: Re: Skills and Story Points
Post by: bowman on July 08, 2019, 12:24:59 PM
Are we able to refit the AI ships or are they limited to set variants? If we're able to refit them I assume we can use the simulator... I'll pilot a drone vessel some day yet!

The skill changes are looking great, the quote used for the Energy Weapon Mastery skill is very nice. The Gunnery Implants skill has a typo on "psych" being "pysch".

I realize the skills themselves are likely still in heavy development so balance comments are potentially moot but I figure it can't hurt to mention my thoughts anyway.

Should phase mastery perhaps lower phase activation flux cost by a % to allow the player to use the -50% cooldown more easily(I definitely don't just miss blink dodging I swear)? As well, I hope the leadership skill that increases your maximum captains gives decent other bonuses because being only a +2 on an initial 8 cap seems rather weak. I suppose it might be far stronger than it seems given how many player skills might be tied to the ship having a captain.

Is the +% OP skill still in or did that get snapped? As much as I love it, it probably breaks the game balance- especially now that we can put two hullmods on a ship for no OP cost. Speaking of, the current limit is two "Non-built-in" logistics hullmods does this mean we can now put four logistics hullmods on a single ship? EDIT: It just occurred to me that only 3 hullmods were even in the list for the image showing applying permanent ones, so maybe logistic ones aren't allowed? Makes sense.
Title: Re: Skills and Story Points
Post by: intrinsic_parity on July 08, 2019, 12:29:26 PM
I really like the structure of the tree, and I feel like it will be much easier to balance than the current system and will create more interesting choices. 

I have a couple thoughts on story points:
- the name feels weird. I feel like the name of something should convey how it is meant to be used, but this name doesn't do that for me.
- they may be too broad. With so many different ways to spend them, I can already feel the decision paralysis and the massive stack of unused points
- free hull mods could really throw off ship balance on some ships

Speaking of ship balance, is this going to be accompanied by a major balance pass? It seems like a lot of these changes (particularly the changes to skills and how they can have smaller/larger effects based on the number of ships etc) will affect ship balance in a major way which will likely require rebalancing. Or is the plan to make the changes and then patch balance problems as they arise.

Finally, there are some mechanics like the inverse scaling of skill bonuses with the number of ships that are cool but feel a bit counterintuitive and really hard to communicate to the player. not sure what to do about that. My instinct when I get a skill that buffs carriers is to get a more carriers to take advantage of my investment, but I might actually be hurting myself by doing that.
Title: Re: Skills and Story Points
Post by: xenoargh on July 08, 2019, 12:33:30 PM
Quote
some mechanics like the inverse scaling of skill bonuses with the number of ships that are cool but feel a bit counterintuitive
More to the point... won't that be forcing players into yet-another pigeonhole? 

Honestly, the last thing this game needs is more caps that make play even more about threading the Skill needle some specific way and playing some specific way.
Title: Re: Skills and Story Points
Post by: Megas on July 08, 2019, 12:47:56 PM
Also noticed Colony Management and Industrial Planning both are Industry tier 5.  If I do not want to rely on cores (to avoid Pathers and Hegemony), that is 10 out of 15 just for babysitting mitigation.  I guess time to farm alphas for unlimited colonies and save 10 skill points.  Pathers will be a royal pain, though, and I need to stay vigilant for inspection alerts.

It never felt like to me that you were supposed to have more then 1 or 2 colonies anyway. Just 1 or two good ones and then to import whatever else you need from the independents.

Needing to farm for that kinda stuff seems fair game to me, as it's a little beyond the general use of the colonies anyway (A piggy bank/shipyard.)
With industry limits, player needs at least three colonies to be self-sufficient.  More likely four or five.  If player wants to avoid Pather cells, he probably needs four.  (If he does not care about that and inspections, he has as many colonies as he has alpha cores.)

But, if the limits and skills are the same (I hope not), unlike officers, then it seems like alpha core abuse is the way to go, and player will have to put up with more babysitting madness.
Title: Re: Skills and Story Points
Post by: Drackogon on July 08, 2019, 12:49:24 PM
If i were a guard on patrol duty and had to scan a ship, i would accept a credits bride because we all need credits, not some magical "you're immune to 1 scan" pass.
Considering that the AI smuggler fleets can wander around with their transponders off without faction patrols so much as looking at them, I, for one, will be quite pleased to have an option to do something even vaguely similar.

why would the faction patrols look at us so much and not smugglers then? maybe we're not doing as well of a work, unlike smugglers.
Remember, if you're a known smuggler, you're doing something wrong
Title: Re: Skills and Story Points
Post by: Midnight Kitsune on July 08, 2019, 12:49:34 PM
Hellllo Modpocalypse number... 3? 4? I've lost count by now. I can see this massively effecting mod balance across the modiverse. Stuff like built in weapons.
Oh and what about ships with mods already built in? Do they lose a perma mod slot? And are there ways to remove the perma mods, maybe even at the cost of an StP?
I also second the question of whether the OP boost skill is still in the game.
Title: Re: Skills and Story Points
Post by: DatonKallandor on July 08, 2019, 12:52:37 PM
Quote
some mechanics like the inverse scaling of skill bonuses with the number of ships that are cool but feel a bit counterintuitive
More to the point... won't that be forcing players into yet-another pigeonhole? 

Honestly, the last thing this game needs is more caps that make play even more about threading the Skill needle some specific way and playing some specific way.

The scaling mechanics mean you can go above the cap and still get benefit. The bonuses don't turn off if you have 1 carrier above the optimal, they just get slightly worse - that prevents it from pigeonholing players.

If being a single flightdeck above the allowed number just straight up turned off the benefit of the skill, then yes that would have been awful, but that's clearly not the case. Numbers not being final and all that in mind, in the example the player has almost three times the number of flight decks the skill is perfect for and he still gets a 20% (out of 50% max) benefit. That's huge considering how far out of the zone that is. Clearly not being pigeonholed there.
Title: Re: Skills and Story Points
Post by: Eji1700 on July 08, 2019, 12:53:35 PM
Quote
some mechanics like the inverse scaling of skill bonuses with the number of ships that are cool but feel a bit counterintuitive
More to the point... won't that be forcing players into yet-another pigeonhole? 

Honestly, the last thing this game needs is more caps that make play even more about threading the Skill needle some specific way and playing some specific way.
That was my initial reaction but i'm not sure it'll work that way in practice.

Lets do something simple like "first 5 carriers get 100% damage on their wings".

So if you have 5, you get 500% extra damage, which is 100% per ship.

if you have 10 you get 750% extra damage, which is 75% per ship.

It's still absolutely worth getting if you want to go all carriers but it also doesn't force you to go all carriers, since at 5 you'd be capped at your most efficient point, and can then decide if you want to keep focusing or then put a frigate fleet on the sides to back them up.

It'll depend on lot on the numbers ,but I don't think the core idea is shot.
Title: Re: Skills and Story Points
Post by: SCC on July 08, 2019, 12:57:00 PM
— Removal of "dead" aptitude points is going to make others happy, and I won't have to listen to complaints about them anymore.
— New Combat and Leadership icons are very nice, but Technology and Industry ones feel a bit too monochromatic in comparison.
— Use of smaller ships or smaller number of ships isn't necessary to encourage, there's a hardcap in there already. Is there a "bonus floor" for bonuses with diminishing returns, like Fighter Doctrine? If so, then this bonus floor, current bonus and maximum bonus should be all displayed. One thing I can already think of is that edge camping will be even more desirable, since it's a way to decrease the enemy's numbers advantage.
— Does Coordinated Manoeuvres still provide the usual benefit, besides officered frigate and destroyer one?
— The player can't fly unboardable ships directly... Considering that Guardian exists (you flexed on mods hard with that, even if you didn't intend to), perhaps it is a good thing. Can AI cores be installed only on unboardable ships, or could it be made so that certain ships can be both crewed and uncrewed in that regard? Some mods probably could use this.
— Story points have an... Unflattering name. Permanent hullmods? Alex, you were meant to bring balance to Starsector, not destroy it! Integrating AI core into the ship fully sounds cool, though. Can I spend story dice to make factions' pickets that obviously can't do anything to my death fleet? By the way, thanks for adding another "no-X" challenge to my "I'm bored" run in the next version.
Overall, interesting development. It seems that skills are still mostly stat bonuses, for better or worse. The most I'll miss is getting all the skills I care about and not skipping everything else. Having to choose between Field Repairs and Salvaging was a truly evil mastermind-like move on your part.
Another thought: Story Points offer a means to scale difficulty.  A complaint I’m hearing is that it could be perceived as “glorified cheating”.  Perhaps Easy/Medium/Hard should scale the number of Story Points you get per level. Maybe you should start with some on Easy.  Players that feel like they make the game too easy, or feel like it makes their victory unearned, could move to Hard Mode where you get fewer of them.
I wouldn't mind something bad happening every few spent story points.
Considering it seems that Loadout Design is now more like a ship-specific hullmod (it's in the menu for picking an AI core's skills), I would not assume immediately that all skills are the same as in 0.9.
It better not be ship specific, or Alex better create some check to prevent having over OP ships in your fleet.
Title: Re: Skills and Story Points
Post by: Megas on July 08, 2019, 12:58:48 PM
We had scaling mechanics back when Starsector had Logistics during the 0.6.x era.  Unused Logistics meant CR bonuses.  However, it was pointless because it was always better to cram as many ships as possible, even above the limit, especially during 0.6.5 with those cash cow food runs.

So, depending on what happens, it may be better to eat the reduced bonus for having too many ships because the benefits of more ships more than make up for the loss.

Re: Permanent hullmods.
If current Loadout Design 3 is gone, then this can make up for lost OP.
Title: Re: Skills and Story Points
Post by: Alex on July 08, 2019, 01:14:30 PM
Could I use story points to do stuff to my faction/colonies? Like faction wide/fleet wide hull mod instillation? Orders to invade a system? Diplomacy? Change my faction colour from blue to anything else?

Not that this all should be a major thing.

Maybe; haven't decided on that yet. At the moment, I think there's one or two things on my list to look at (say, heading off an incoming expedition w/o spending credits), but we'll see.

I actually like this system more because it's more intuitive, I know there might be quite a few people that don't like the levels being limited or the new level up system but I think it's a step in the right direction, I sort of wish it was possible to have 3 skills per tier or at certain tiers as choices but that might be pushing it a bit

Thank you! Yeah, I thought about how many choices to put in per tier. Two just seems cleanest, especially if we go with "generic vs specialist" in many tiers. Also, if there are 3 tiers per level, then either you get way more skills or there are less tiers and things just don't line up as nicely as far as the number of points/number of skills/max level/etc.

So after I get to the last skill in a tree, I can put points in any skill in that tree I missed the first time? Or if I want the second T5 aptitude, do I need to spend another 5 points?

I can see the ups and downs of both, but if I don't want anything besides one or two things a ways down the tree, it's gonna feel like an unreasonably large investment.

The latter, to get both tier 5's you'd need to spend 10 points. Otherwise picking up both tier 5's would be kind of a no-brainer, as they tend to be quite strong.


Will using story points on salvaging a ship let you pick which one you want, letting us snipe out specific ships in a fleet again? Or is it, (as I just thought of mid-writing) when you find a random ship floating about to pick loot of, you'll always be able to choose to make it recoverable instead of no? (And more importantly, will we know if we need to spend the point beforehand to garentee it? Or can we decide to take it anyways when the game initially says it's unsalvagablee? (Akin to adding the dice after the inital roll, as you mentioned?)

Details are TBD, but, yeah, you'd always know if you need to spend the point or not, wouldn't make sense just to make you guess.


Either way, I'm hyped! I wonder how many skill points you'll have to throw around after getting all the non-refundable skills. I also wonder how you'll work with them being deeper in the tree, or if you'll just front-load them? It means you could go down a path, snipe a skill, and reset your points, keeping that skill and going elsewhere.

For non-refundable skills, when you reassign points, you have to do it in such a way that the requirements are still met. There's 3 of them currently (two at leadership tier 4, one at technology tier 5 - not Automated Ships, but the other one). Thinking about ways to make these non-permanent as well, but it's tricky.


All is fine but I don't think making remnants recoverable is a good idea...
And so as permanent hullmods, "just put the hullmod which cost most op inside the ship!"oh that's...wild.

I have to say, story point system is an awesome idea but the application you showed might have a very bad influence on the game balance.

There should be more limitations.

We'll have to see! The downside to always making the most expensive hullmod permanent would be that it might not leave the ship as flexible, though yeah, you'd generally want to make the more expensive hullmods built-in. There's no more OP bonus from skills, though, so that offsets it to some degree.

Spoiler
A thought on this system.  You probably won't like this, but...

What if you just give players their 15 Skill Points right off the bat?  De-couple that from Levels; tie Story Points to Levels and Doing Stuff That's Impactful instead? 

One of the major problems with the Skills system, in general, that this overhaul doesn't really appear to fix, is that it feels like a pay-wall in the game design, locking away most of the "good" gameplay.  Players keep hoarding their Skill Points, comparing builds, etc.- this is all detrimental to the gameplay. 

Right now, players are all pushed towards monoculture characters, where they need to be able to fight but also have to be good Colony admins, if they want to "win" the easiest way.  I think that having players be pushed into pushing around Carrier fleets optimized via putting as few skills as possible into Combat (and therefore, being unable to explore fighting their own ships much) was one of the unfortunate side-effects of this.

What we want, I think, is to deliberately encourage players to re-spec as they want, try new things out, keep having fun- not feel like they're Doing It Wrong because they invested more than 6 points in Combat (or whatever).

In Vanilla right now, the caps mean that the player's basically unable to go a bunch of routes if they're trying to minmax. 

My current solution was drastic- get rid of the level cap and make experience gains considerably faster, so that players aren't nearly so starved.  It's not a great solution; you still can't re-spec and eventually even un-capped Levels get slow.  But at least the early game doesn't feel artificially hard.

In a system where all players have Skills to allocate immediately, they won't feel crippled or stuck behind a pay-wall.  That these Skills are initially weak isn't such a big deal then; there will still be "better" routes, but psychologically, nobody's going to be stuck in Choice Anxiety (at least, not in this area of this game design, lol).

Story Points could then be used to logarithmically improve Skills or unlock Elite, and spending them is good, because they'll give the player something that improves an area a little bit, as well as XP gain to keep moving forward against the endless Level curve. 

Story Points could continue to be Level-bound as proposed, but Levels could be capless (but the XP needed to keep going up would, of course, skyrocket).  Other Story Points could be gained by Doing Something that scales in challenge with level and times accomplished, keeping it tantalizingly available but not over-powered.

Anyhow, just my $0.02, for what it's worth; I think that, in general, there's a lot to be said for having a system where players respec quite a lot and make themselves into the thing they need over and over as part of a playthrough, rather than feeling that they need to understand <this specific Elite build strat that requires X levels, Y Story Points, and Z grinding>.
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(A bit much to respond to on every point, but, generally speaking, having levels gives the player a chance to grow into their character and get a sense of improvement over time. That's important.)

I think these new-fangled "story points" are the first time I've seen plot armor worked into the mechanics of a game.

Hah, yeah, there's a good element of that for sure.


An immediate concern is the Ordnance Point scaling method.  Won’t this disproportionately benefit ships with built-in weapons?  Some modded ships mostly rely on that type of weapon.  Perhaps the scale should count weapon-OP from built-ins for the total amount of OP that a ship counts as having.

That's a good point, hmm. Wasn't thinking of this because it's extremely marginal in vanilla. Not quite sure how to handle it, though; having say the Onslaugh count for more OP than it has would probably be confusing.


As for permanently adding OP-free hull mods... On the one hand, this is neat!  On the other hand, I'm a little bit wary of the 'max 2' bit - means there's incentive to pick the most expensive hull mods, rather than the most interesting.  May I suggest that you have an ordnance point limit as well, so that if the player chooses to install mostly cheap mods, they can get to three or four of them, while someone who installs Safety Overrides and Augmented Drive Fields would only get the default two?

Hmm - I get what you're saying, but I think it gets too complicated for my taste. Let me think about it, though; not in the best head-space for that right now, what with responding to all the comments :)

May I suggest that you have an ordnance point limit as well, so that if the player chooses to install mostly cheap mods, they can get to three or four of them, while someone who installs Safety Overrides and Augmented Drive Fields would only get the default two?
On second thought, don't do this - instead, scale the bonus XP granted based on the OP cost of the hull mod, so a super-expensive mod like SO costs (in the long run) more of a story point than installing something cheap like Advanced Turret Gyros.

Ahhhh, that's promising; let me make a note. Bonus XP could actually be based on OP rather than hull size at all; that seems like that'd make sense.

Also curious: what happens if I have a civilian vessel, install Militarized Subsystems, and then attempt to perma-install SO?

You can do it, and then uninstall MS. Hadnt considered it! Seems alright, though, since story points generally let you bend the rules a bit anyway.


Story points are a fascinatingly fresh take on incorporating a TTRPG mechanic into a video game. My only concerns with this new system is that I won't be able to edit a file and make sure I can have all the skills now

You can still change the max level, and I've also moved the number of skill points per level to settings.json, so that's easier to change, too.


... and Loadout Design (as shown in the pic) occupy tier 2.

(Oh yeah, that's just a placeholder icon. Loadout Design is gone.)


Another thought: Story Points offer a means to scale difficulty.  A complaint I’m hearing is that it could be perceived as “glorified cheating”.  Perhaps Easy/Medium/Hard should scale the number of Story Points you get per level. Maybe you should start with some on Easy.  Players that feel like they make the game too easy, or feel like it makes their victory unearned, could move to Hard Mode where you get fewer of them.

Yeah, was actually thinking about the same thing. They do offer a means of controlling difficulty that seems fairly flexible; want to see how it plays out first, though - didn't really get much of a chance to do real playtesting yet.


Actually; expanding on the spending story points on your ship thing to improve it - I'd *really* like to be able to spend points on improving aspects of a ship's stats.

That's basically hullmods, isn't it? I.E. Flux Distributor etc.

Uhhh, also you could use them for other funsies stuff like buying and setting up system improvements once you've gotten to the colonization stage (or pay out in a bar to come across someone who's got info on good colonization targets? If you pay X amount it could roll through the list of every planet and look for stuff that a player would be interested in - low hazard ratings or extremely rich in resources, or  the third desirable criteria of several nearby good enough colonizables that the patrols support each other meaning you don't have to baby it) like an asteroid belt mining operation (+1 resource to system, as a bad example) or any of the other potentially neat megastructure stuff.

Yeah, definitely the sort of general thing these could work for.



If i were a guard on patrol duty and had to scan a ship, i would accept a credits bride because we all need credits, not some magical "you're immune to 1 scan" pass.

Ah, this is what I'm talking about in the post, as far as encouraging the player to think of the story of what's happening based on the in-game actions. Obviously, "here, officer, I've got this immune to 1 scan pass" would be a very silly story.

In-game, this would be presented as something like, say "I'm on a secret mission for the High Hegemon. If you want to tell your superiors you blew my cover, go right ahead with the scan". This is something that makes sense, right; it's a pretty reasonable thing to have happen in the context a sci-fi story. But you could really come up with anything that makes sense. Or something that doesn't make sense, in which case, well, that's on you!

(Also, remind me not to put you on patrol duty :D)

Considering that the AI smuggler fleets can wander around with their transponders off without faction patrols so much as looking at them, I, for one, will be quite pleased to have an option to do something even vaguely similar.

Yes, exactly! It's a way to let the player do this kind of stuff, where it wouldn't be a reasonable option if it wasn't limited by, well, something like this.


with story points, you can permanently assign hull mods to a ship. isn't that a balancing issue? so you can end up having a pretty invulnerable ship.

Well, it's limited to 2 hullmods per ship; I don't think it's inherently any more of a balancing issue than, say, giving ships more OP directly.

My point is- if the enemy can't do, the player shouldn't. otherwise its a balancing issue (because no matter what the enemy does, the player will be unkillable and eventualy fights will become boring because you are pretty invulnerable at that point).

Hypothetical fleet with 20 fully-integrated Alpha Cores says hello.

Also, I wouldn't assume that story-point-requiring actions are player-only. For example, a story-point-action could even be something the player is only able to do intermittently and with great effort (i.e. using a story point) on account of being an upstart, but something a more established faction could do on the regular.

Overall point being, of course we want to have appropriate end-game challenge, and there's lots of ways to account for anything that story points might do in making the player more powerful.


i agree having more control over your officers and being able to change stuff on them. but shouldn't that be something like specific training or things you do thogeder with the officer that makes the officer change? you know ... developing a connection with your officer and slowly building him/her up.
For an example: the more battles the officer does on board a carrier, the more experience it gets while piloting a carrier and if forced to change to a cruiser, it will underperform because its used to flying carriers and not cruisers, and it will take time untill it gets the hang of piloting cruisers. but at the same time will forget about his carrier experience.

Right - this is the sort of thing that gets really complicated, and has all sorts of negative gameplay implications, if you actually try to simulate it in-game. Using a story point to abstract it away into whatever the desired effects are makes it both better and - this is important - something I can actually reasonably do, in terms of the amount of time I have to spend doing it vs the payoff.


Are we able to refit the AI ships or are they limited to set variants? If we're able to refit them I assume we can use the simulator... I'll pilot a drone vessel some day yet!

You can refit them, yeah. So you can similate piloting a droneship to your heart's content :)

The skill changes are looking great, the quote used for the Energy Weapon Mastery skill is very nice. The Gunnery Implants skill has a typo on "psych" being "pysch".

(Thank you, fixed up the typo.)

Should phase mastery perhaps lower phase activation flux cost by a % to allow the player to use the -50% cooldown more easily(I definitely don't just miss blink dodging I swear)? As well, I hope the leadership skill that increases your maximum captains gives decent other bonuses because being only a +2 on an initial 8 cap seems rather weak. I suppose it might be far stronger than it seems given how many player skills might be tied to the ship having a captain.

I'm not sure it's qualitatively different than reducing the upkeep cost; it's less flux either way, and at -50% the cooldown is still one second.

As far as the officers skill, that's 25% more officers - and, yeah, if you put them in smaller ships... I think the way it is now - it giving +6 officers - is just so wildly powerful that it makes the still-very-powerful +2 feel weak.

Is the +% OP skill still in or did that get snapped? As much as I love it, it probably breaks the game balance- especially now that we can put two hullmods on a ship for no OP cost.

Right, yeah, that's gone; the ability to build in hullmods is in some sense a replacement for that.

Speaking of, the current limit is two "Non-built-in" logistics hullmods does this mean we can now put four logistics hullmods on a single ship? EDIT: It just occurred to me that only 3 hullmods were even in the list for the image showing applying permanent ones, so maybe logistic ones aren't allowed? Makes sense.

You can't, no - the ones you build in yourself still count, only the ones built into the base hull don't.


- the name feels weird. I feel like the name of something should convey how it is meant to be used, but this name doesn't do that for me.

It's meant to indicate the 4th-wall-breaking that's going on.

- they may be too broad. With so many different ways to spend them, I can already feel the decision paralysis and the massive stack of unused points

I think bonus XP should take care of this, mostly. Or at least ameliorate this.

- free hull mods could really throw off ship balance on some ships

No more so than extra OP from a skill, right?

Speaking of ship balance, is this going to be accompanied by a major balance pass? It seems like a lot of these changes (particularly the changes to skills and how they can have smaller/larger effects based on the number of ships etc) will affect ship balance in a major way which will likely require rebalancing. Or is the plan to make the changes and then patch balance problems as they arise.

I'll have to playtest and see how it feels. I wouldn't think re-balancing ships around the skills would be a good idea. It would probably make more sense - generally - to tone down any skills as needed.


Finally, there are some mechanics like the inverse scaling of skill bonuses with the number of ships that are cool but feel a bit counterintuitive and really hard to communicate to the player. not sure what to do about that. My instinct when I get a skill that buffs carriers is to get a more carriers to take advantage of my investment, but I might actually be hurting myself by doing that.

I think the skill tooltips actually do a good job of explaining the mechanics (see: Carrier Group skill tooltip from blog screenshot). I put in a good bit of time trying to phrase things clearly and concisely there, since, yeah, that defintely has the potential to be confusing.


Stuff like built in weapons.

Right, DR brought this up a bit earlier in the thread, it's a good point.

Oh and what about ships with mods already built in? Do they lose a perma mod slot? And are there ways to remove the perma mods, maybe even at the cost of an StP?

If it's built into the hull, they don't. If it's built into the variant (and is a "normal" hullmod), then it would. (No way to remove perma mods at the moment, though, say, removing d-mods piecemeal could be a decent use of a story point.)


— Use of smaller ships or smaller number of ships isn't necessary to encourage, there's a hardcap in there already. Is there a "bonus floor" for bonuses with diminishing returns, like Fighter Doctrine?

There's no bonus floor. The forumlas are X/<number of points>, i.e. for Carrier Group, the bonus is 300/<number of fighter bays>. So if it's 6 bays (or less), that's +50%. If it's 12 bays, then it's 25%, and so on.

— Does Coordinated Manoeuvres still provide the usual benefit, besides officered frigate and destroyer one?

It doesn't. It gives you some bonus command points, though; there's a few of those spread out in the Leadership tree, since it's kind of a fringe bonus and it didn't make sense to focus a skill on it.


— The player can't fly unboardable ships directly... Considering that Guardian exists (you flexed on mods hard with that, even if you didn't intend to), perhaps it is a good thing. Can AI cores be installed only on unboardable ships, or could it be made so that certain ships can be both crewed and uncrewed in that regard? Some mods probably could use this.

You still can't recover the Guardian, btw. Only UNBOARDABLE ships with a special tag can be recovered using the Automated Ships skill. A Guardian in the player's fleet might be a tad much. As far as AI cores, they (and only they) can be installed on ships with the "automated" hullmod.


— Story points have an... Unflattering name. Permanent hullmods? Alex, you were meant to bring balance to Starsector, not destroy it!

:D It'll be fiiiiiine.

Having to choose between Field Repairs and Salvaging was a truly evil mastermind-like move on your part.

That's not Salaging, just using its icon as a placeholder for the "Derelict Contingent" skill. Also, Field Repairs is fairly different.

I wouldn't mind something bad happening every few spent story points.

HMM.

(No, probably not.)


(... finally caught up with all the replies, whew!)
Title: Re: Skills and Story Points
Post by: xenoargh on July 08, 2019, 01:16:21 PM
Quote
It'll depend on lot on the numbers ,but I don't think the core idea is shot.
It'll definitely depend a lot on the numbers; falloff would have to be faster than 25% at double-the-numbers to make Drover Doom Fleet unattractive. 
Spoiler
I fixed that over here the old-fashioned way, anyhow; Drovers use 15 Deployment Points now; that takes them over the tipping-point vs. anything egregious.  Well, that, and ship / weapon balance; Drovers aren't quite so amazing in Rebal's current numbers.

Anyhow, we'll just have to see on that.  What I'm concerned about is that if we have two Skills, one massively-more-important than the other and the ramp's similar; there's no way I'm going for the lesser choice.  I feel like this game already does that waaaaaaaaay too much right now; instead of being encouraged to diversify or try out lots of playstyles that are all valid, current Vanilla is largely about one main build (Carriers, with enough Industry to get Colonies in motion and a tiny amount left for Tech- largely because of the "invest points in the Skill before you can do anything" rules).  Anything else, we're punished.  I'm kind of hoping that we don't end up with "use five Destroyers and this OP perk, use 5 Carriers for that one, don't need to pilot your own ship because Combat's not worth ever pushing points into" in the final game design.
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Quote
Hellllo Modpocalypse number... 3? 4?
Oh yeah, definitely on the Modpocapypse, lol.  Welcome to modding an Alpha product.

Spoiler
Everything from ship balance to character progression to building Colonies gets broken by this, where it goes, what it favors. 

At least with the current design, if you got really crazy about it, you could code your own Skills.  I can't see this being practical going forward; at best, we'd be able to tweak what's there. 

I can see the crying already; Mod A tweaks Skill X to make Feature 1 work correctly; all hell breaks loose from the "defend the core gameplay, it's just fine" crowd, no matter how sensible it really is, because Mod B uses Skill X in its original form to <do something massively OP>. 

I'll probably just release the current generation of Rebal so that people can see it one last time, then go back to maintaining a TC so that I don't have to put up with that nonsense.
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Title: Re: Skills and Story Points
Post by: xenoargh on July 08, 2019, 01:24:57 PM
@Alex:  I totally agree that there needs to be a feeling of progression.  It's largely about, "how does this progression play out" and "have I locked out so many options that I feel paralyzed".  The big problem with the current Skills is that if we've got all of them, we're gods.  This is bad.  However, what's also bad is not having the ability to diversify our fleet compositions because Skills make <that one path> so much better, long-term. 

Using Story points to re-spec is a great idea, in that it removes some of the choice anxiety; if it's de-coupled to leveling, it's better, though; as it is, it's basically just another token you earn every time you level up, rather than something the player can grab if they're willing to go <do something>.

This ties in with the Hull Mods idea, among others.  Instead of having the Freebie Hull Mods be something players save their Story Points up for, because they want a perfect endgame fleet... they should be encouraged to experiment with them, try out things. 

Level caps and a limited burn-once resource like Story Points sound like they are, in general, make players want to min-max harder and make choice anxiety worse; ideally, a new player would explore all the Skill regions over the course of their first game, making different configurations as they understand what they want (as opposed to what the game wants).  Story Points are, potentially, a great way to get there, if they're available and not tied explicitly to levels.
Title: Re: Skills and Story Points
Post by: Wyvern on July 08, 2019, 01:35:50 PM
An immediate concern is the Ordnance Point scaling method.  Won’t this disproportionately benefit ships with built-in weapons?  Some modded ships mostly rely on that type of weapon.  Perhaps the scale should count weapon-OP from built-ins for the total amount of OP that a ship counts as having.

That's a good point, hmm. Wasn't thinking of this because it's extremely marginal in vanilla. Not quite sure how to handle it, though; having say the Onslaugh count for more OP than it has would probably be confusing.
So, I'm curious here: what's the reasoning for using total Ordnance Points instead of ship deployment costs?  You know, the thing that's supposed to be a (fairly direct) match to a given hull's overall combat power?

Edit: Because it occurs to me, there's also the same problem in the other direction - the amazing Interstellar Imperium mod features ships with comparatively higher numbers of ordnance points (and, I believe, slightly lowered base stats?), to allow for a choice between several faction-specific hull mods that drastically change up the hulls' overall functionality - or just skipping the faction packages and mounting premium weapons and regular hull mods instead.
Title: Re: Skills and Story Points
Post by: Eji1700 on July 08, 2019, 01:41:15 PM
As someone who's always giving the venture/mule and other "almost but not quite combat" ships a shot, what does the skill that makes civ ships better do? 

The venture I can work with, even though it's a cruiser that's really more akin to a 1.5 destroyer just because of the alpha it can put out with its missiles.  The rest though really struggle simply due to a lack of hardpoints to stick weapons on.  You can mass them and get pretty creative, but at the end of the day a mule really struggles to pull any meaningful weight
Title: Re: Skills and Story Points
Post by: Wyvern on July 08, 2019, 01:42:43 PM
The pirate Mule is pretty good!*  But, if I'm reading it right, whatever that skill is won't apply to it - because it doesn't have the Civilian Hull tag, so it can't get Militarized Subsystems.

*Edit: Early game, if what you're looking for is something that'll keep the enemy busy without dying, rather than something that'll go off and get kills itself.
Title: Re: Skills and Story Points
Post by: intrinsic_parity on July 08, 2019, 01:50:45 PM
Another thought, these changes may create new issues with xp and how the player is incentivized to play. In the past there was essentially no reason to care about or grind xp. The only thing that would achieve is to speed up the level progression a bit which the player might not even want (since it was pretty fast to begin with) and the player certainly wasn't desperate to level up since you could take the skills you really wanted while leveling was super fast (early). Now the player can actually improve their fleet a lot and may also gain other campaign benefits by grinding xp for story points. This might incentivize grindy xp farming and other non-desirable gameplay that was not a consideration in the past. Maybe the game is already balanced to avoid that but I certainly never considered the xp gain from things at all before now. It just seems like a significant shift in how the player is rewarded for actions and I don't know what the ramifications will be.
Title: Re: Skills and Story Points
Post by: Alex on July 08, 2019, 02:06:49 PM
So, I'm curious here: what's the reasoning for using total Ordnance Points instead of ship deployment costs?  You know, the thing that's supposed to be a (fairly direct) match to a given hull's overall combat power?

Edit: Because it occurs to me, there's also the same problem in the other direction - the amazing Interstellar Imperium mod features ships with comparatively higher numbers of ordnance points (and, I believe, slightly lowered base stats?), to allow for a choice between several faction-specific hull mods that drastically change up the hulls' overall functionality - or just skipping the faction packages and mounting premium weapons and regular hull mods instead.

The original reason was that it's more accurate with carriers in some cases, which generally have less OP and don't take up as much of the OP allowance for weapons-boosting skills. Buuuut, looking at how all the skills turned out, that doesn't actually hold up well, and with these other mod-related problems in mind... let me experiment with this a bit. The numbers are a bit different - frigates have less deployment cost compared to their OP so switching to that might hit large ships too much. Still, the way things are structured, this would be pretty easy to try out, I think I'll give it a shot. Thank you for mentioning it!

As someone who's always giving the venture/mule and other "almost but not quite combat" ships a shot, what does the skill that makes civ ships better do? 

Still working through some details, but basically there are two new hullmods - Assault Package and Escort Package - which have a very much increased effect if you have the skill. Assault Package makes the ship a bit of a brick (so, it can fill a damage-sponge role in a pinch), while Escort Package heavily buffs point-defense weapons and gives a bonus to movement.


Another thought, these changes may create new issues with xp and how the player is incentivized to play. In the past there was essentially no reason to care about or grind xp. The only thing that would achieve is to speed up the level progression a bit which the player might not even want (since it was pretty fast to begin with) and the player certainly wasn't desperate to level up since you could take the skills you really wanted while leveling was super fast (early). Now the player can actually improve their fleet a lot and may also gain other campaign benefits by grinding xp for story points. This might incentivize grindy xp farming and other non-desirable gameplay that was not a consideration in the past. Maybe the game is already balanced to avoid that but I certainly never considered the xp gain from things at all before now. It just seems like a significant shift in how the player is rewarded for actions and I don't know what the ramifications will be.

Yeah, that's true and something I've thought about. It seems to me that when there's a better-defined endgame and stuff you need to deal with in a timely manner, that will take care of any grinding. That, and probably don't want to be too stingy with story points in the first place. Going to keep an eye on it, though.
Title: Re: Skills and Story Points
Post by: Grievous69 on July 08, 2019, 02:07:32 PM
With Loadout Design gone, and from the looks of things no OP boost to compensate, I'm afraid certain ships will be ''spend story points on this or forget about it''. Hell even with LD before, I've barely had enough OP on some ships to make a decent build. I guess it's healthy to remove OP boosting skills from the game (since I take LD as soon as possible every single game), but I feel like ships without ''free mods'' will just be inefficient to have in your fleet. Of course this is all just speculation from what I can gather.
Title: Re: Skills and Story Points
Post by: Megas on July 08, 2019, 02:11:22 PM
We did not have level cap until the last skill revamp at 0.8.  Before then, xp grinding, rates, and stuff were important.  In late 0.5.x, player should autoresolve everything to extend soft cap by about ten levels (to get 10-10-10 build).  (Auto-resolve for everything was removed by 0.6.)  In 0.6.5, food runs gave much more XP than combat, effectively extending soft cap by at least 20 levels.  In some early versions, you gained xp from losing ships, and it was a good idea to bring weak ships to kill yourself or let the enemy kill.

With Loadout Design gone, and from the looks of things no OP boost to compensate, I'm afraid certain ships will be ''spend story points on this or forget about it''. Hell even with LD before, I've barely had enough OP on some ships to make a decent build. I guess it's healthy to remove OP boosting skills from the game (since I take LD as soon as possible every single game), but I feel like ships without ''free mods'' will just be inefficient to have in your fleet. Of course this is all just speculation from what I can gather.
Looking at you, Shrike (and other ships).  Loadout Design 3 was always my second perk I wanted to get, #1 being Electronic Warfare 1.

I think I will end up story-pointing ships I want to use.

Just realized that story pointing ships means I probably want to hold on to that ship, instead of dispose of it as soon as it gets too many (D) mods from dying too much in combat.  I probably might end up hording points until I can spam it on a fleet of ships I want to keep.  It probably would make discard-and-draw less useful.  Probably would making building new ships less useful because they do not have the built-in mods, and player needs to burn even more points if he wants to build replacement.  I guess Restoration will be more of a thing now.
Title: Re: Skills and Story Points
Post by: intrinsic_parity on July 08, 2019, 02:16:08 PM
Yeah I think you could even give all the ships the old loadout design OP bonus by default and it would probably work out well. I remember a lot of ships that felt super OP starved, even with the old bonus. This might really need some ship by ship tweaking if there isn't an across the board increase. I basically played the game under the assumption that I had those extra points (and it never felt like enough).
Title: Re: Skills and Story Points
Post by: Megas on July 08, 2019, 02:19:21 PM
Yeah I think you could even give all the ships the old loadout design OP bonus by default and it would probably work out well. I remember a lot of ships that felt super OP starved, even with the old bonus. This might really need some ship by ship tweaking if there isn't an across the board increase. I basically played the game under the assumption that I had those extra points (and it never felt like enough).
I agree.  Some ships felt like they barely had enough to be functional with Loadout Design 3.  I would not use either Shrike without LD3.
Title: Re: Skills and Story Points
Post by: Megas on July 08, 2019, 02:25:21 PM
One possible problem with relying on "Story Points" to power-up ships is it makes losing them in combat painful.  If you really want to keep the ship, that means some form of guaranteed recovery (like Reinforced Bulkheads), and even if you do keep it, it will take (D) mods.  If player does not want to pay huge restoration costs, that means much reloading in a difficult fight much like pre-0.8 games.

Story-point ships will be like rare ships before the days of ship recovery.

I would not mind being able to spend a story-point to make Heavy Industry to always put a certain built-in hullmod to all ships produced.  For example, ITU for all ships.  Then, if I lose a ship in combat, no problem, just rebuild it.  (I tend to rebuild ships frequently in endgame and not worry about losses.)
Title: Re: Skills and Story Points
Post by: xenoargh on July 08, 2019, 02:27:06 PM
So, I had some dinner. 

While I was out, I was thinking, "what is it that makes a Skill mandatory?"

The answer's pretty simple, really.  Any Skill that gives players' fleets a global bonus is seen as mandatory, with a lesser-but-still-noticeable priority given to other global bonuses (travel speed, money).  This is because of how the stacking bonuses work.  Combat's currently low on people's priorities, for example, because the only mandatory Skill it ever had (Ordinance Points 3) has been removed.  Otherwise... it's possible that people might still be doing Combat fleets; it's not that Combat's been nerfed to death (although there are a few things that aren't quite as useful as others) it's that there's no global power-boost.

So... regardless of how this finally pans out... my thought here is that, if you want the final system to work, either:

1.  Nothing touches global fleet balance, other than Officers bringing their personal Skills to the table.
2.  Every Skill should have a global fleet balance bonus or economic bonus.  All Skills are therefore desireable; rebuilding a set of Skills is really about where to put emphasis.

None of the above can fix truly broken balance issues, but I think that it might help a lot, in terms of how players see the Skills and in terms of understanding what needs fixing and why.
Title: Re: Skills and Story Points
Post by: icepick37 on July 08, 2019, 02:32:27 PM
Ah, this sounds fun. I am super intrigued at the possibilities opened up here. Especially since I play with wolfpack style fleets as long as I reasonably can.
Title: Re: Skills and Story Points
Post by: SCC on July 08, 2019, 02:33:12 PM
I put frontal shield conversion hullmod, then omni conversion, cast petrify on the latter and take off frontal conversion off. Unless you fixed that issue already, what now?
— Does Coordinated Manoeuvres still provide the usual benefit, besides officered frigate and destroyer one?

It doesn't. It gives you some bonus command points, though; there's a few of those spread out in the Leadership tree, since it's kind of a fringe bonus and it didn't make sense to focus a skill on it.
I approve of this change. While Command Points are situationally useful, I don't think anyone but HELMUT ever used the skill for them.
I wouldn't mind something bad happening every few spent story points.

HMM.

(No, probably not.)
Hey, it's only fair that the game cheats, too! I recall that some other game passes dice like that between the players and the game master as well. Perhaps make it a feature of the hard mode.
I agree.  Some ships felt like they barely had enough to be functional with Loadout Design 3.  I would not use either Shrike without LD3.
Those free built-ins seem to possibly be stronger than LD3 was. If you petrify Heavy Armour and Integrated Targeting Unit on an Onslaught, that's already 70-36=34 more OP. On a Paragon that's a bit worse, Hardened Shields plus Stabilised Shields vs +10% OP is 45-37=8 more OP, less (but it might be more, depending on hullmods). For Shrike? Assuming you petrify, say, Hardened Shields and ITU, you get 20-8=12 more OP. Unless you go for something more extreme, like HS and SO, then you gain 42-8=34 OP, as much as the Onslaught in the first example. You know, I can see SO being a prime candidate for becoming permanent, such savings...
Title: Re: Skills and Story Points
Post by: Wyvern on July 08, 2019, 02:38:47 PM
You know, I can see SO being a prime candidate for becoming permanent, such savings...
And that's why it's built in to all the Pather hulls?
Title: Re: Skills and Story Points
Post by: Megas on July 08, 2019, 02:39:07 PM
@ SCC:  I have used those CP skills a few times when experimenting with carrier-only fleets during 0.8.  In 0.9, I have ran low on CP in big meat-grinder fights, and have full-retreated few times to reset not only peak performance, but also CP.

Yes, built-in mods seem more powerful than LD3, but only if you spend story points for it.  I bet the player will not have so many that he can put them on every ship and their replacements.  It will probably push the player to preserve a set of elite ships and use only those.  Extra disposable ships probably will not have those built-in mods unless player has effectively unlimited story points.
Title: Re: Skills and Story Points
Post by: Wyvern on July 08, 2019, 02:43:06 PM
The original reason was that it's more accurate with carriers in some cases, which generally have less OP and don't take up as much of the OP allowance for weapons-boosting skills. Buuuut, looking at how all the skills turned out, that doesn't actually hold up well, and with these other mod-related problems in mind... let me experiment with this a bit. The numbers are a bit different - frigates have less deployment cost compared to their OP so switching to that might hit large ships too much. Still, the way things are structured, this would be pretty easy to try out, I think I'll give it a shot. Thank you for mentioning it!
Given that you explicitly called out in the blog post that you were looking at things to boost the value of frigates/destroyers in end-game, I'd suggest that's more of a feature than a bug?
Title: Re: Skills and Story Points
Post by: Alex on July 08, 2019, 02:45:27 PM
One possible problem with relying on "Story Points" to power-up ships is it makes losing them in combat painful.  If you really want to keep the ship, that means some form of guaranteed recovery (like Reinforced Bulkheads), and even if you do keep it, it will take (D) mods.  If player does not want to pay huge restoration costs, that means much reloading in a difficult fight much like pre-0.8 games.

Hmm - one thought is to make losing ships with perma-mods give you bonus XP. Sort of like how losing ships used to do, but this time not something you'd really want to do on purpose.


The original reason was that it's more accurate with carriers in some cases, which generally have less OP and don't take up as much of the OP allowance for weapons-boosting skills. Buuuut, looking at how all the skills turned out, that doesn't actually hold up well, and with these other mod-related problems in mind... let me experiment with this a bit. The numbers are a bit different - frigates have less deployment cost compared to their OP so switching to that might hit large ships too much. Still, the way things are structured, this would be pretty easy to try out, I think I'll give it a shot. Thank you for mentioning it!
Given that you explicitly called out in the blog post that you were looking at things to boost the value of frigates/destroyers in end-game, I'd suggest that's more of a feature than a bug?

I mean, fair point! But it *could* be too much in that direction.
Title: Re: Skills and Story Points
Post by: intrinsic_parity on July 08, 2019, 02:51:47 PM
I think the issue is more that some ships need a balance pass on OP. I just want the base ships to be good without this special bonus and that definitely doesn't seem true for all ships. Ships like shrike and doom struggle to fit things even with +10% OP and then ships like paragon didn't need OP bonuses at all (I would try to decide what superfluous hull mod I wanted to throw on). Also, special ships feeling like they need reinforced bulkheads kinda is another OP tax in some sense. Or you can just save scum all you special ships back to life :), but it doesn't seem like the mechanic should be designed around save scumming.
Title: Re: Skills and Story Points
Post by: Wyvern on July 08, 2019, 02:52:41 PM
Just went looking through the blog post again, and... I have to ask, what's up with the variant on that Falcon in the first image?  Six LRPD and two light autocannons?  Just... why?
Title: Re: Skills and Story Points
Post by: Alex on July 08, 2019, 02:58:26 PM
I think the issue is more that some ships need a balance pass on OP. I just want the base ships to be good without this special bonus and that definitely doesn't seem true for all ships.

That's relative, isn't it? If they're facing similar opposition, but with custom-made player loadouts and officers, how can they not be "good"?


Just went looking through the blog post again, and... I have to ask, what's up with the variant on that Falcon in the first image?  Six LRPD and two light autocannons?  Just... why?

Step 1: buy hull from black market
Step 2: autofit it with whatever is available so it stops showing the "unspent OP" nag

(In other words, this isn't from a "real" game.)
Title: Re: Skills and Story Points
Post by: intrinsic_parity on July 08, 2019, 03:06:30 PM
I think the issue is more that some ships need a balance pass on OP. I just want the base ships to be good without this special bonus and that definitely doesn't seem true for all ships.

That's relative, isn't it? If they're facing similar opposition, but with custom-made player loadouts and officers, how can they not be "good"?
Im using good as a measure of how much I want them in my fleet not some objective measure of combat power. The 10% OP bonus takes some ships from unusable/bad to maybe good and it takes other ships from good to good+. Thats more the issue. I would not use a shrike without the OP bonus but I would think about it with one. I would happily take a paragon either way. The point is more that these extra OP have a very different effect on different ships, and some ships are really getting hurt by this change because there are OP thresholds that allow good load outs to work.
Title: Re: Skills and Story Points
Post by: Megas on July 08, 2019, 03:13:21 PM
If I cannot fit a ship with a basic loadout, high vents, and ITU (and Efficiency Overhaul and, if no officer, Reinforced Bulkheads), I do not want to use it.  I do not care if the enemy is similarly low-powered, if I cannot mount the bare necessities or have a functional loadout on a ship, it does not get used.

Many carriers are hiliarilously OP starved if I use fighters bigger than Talons.
Title: Re: Skills and Story Points
Post by: Alex on July 08, 2019, 03:16:54 PM
Im using good as a measure of how much I want them in my fleet not some objective measure of combat power. The 10% OP bonus takes some ships from unusable/bad to maybe good and it takes other ships from good to good+. Thats more the issue. I would not use a shrike without the OP bonus but I would think about it with one. I would happily take a paragon either way. The point is more that these extra OP have a very different effect on different ships, and some ships are really getting hurt by this change because there are OP thresholds that allow good load outs to work.

Thank you for clarifying, that makes a lot of sense!

I'd love to have some more detailed feedback about the various ships that might be in this position - just increasing the OP across the board doesn't make sense to me (because at that point, we're just moving what "normal" is), but if this is an issue for specific ships, then that's totally different. This probably isn't the thread for it, but if someone wanted to take a stab at it, I would greatly appreciate it.

(And, ahem, to discourage buffing everything: if the majority of ships were in the "needs more OP" category, that would probably be an argument for reining in the other ships...)
Title: Re: Skills and Story Points
Post by: SeinTa on July 08, 2019, 03:21:51 PM
This blog post makes me happy, AI ships make me happy and the possibility of an AI war makes me even happier!

Any chance the gates becoming an "active" part of the story?
Title: Re: Skills and Story Points
Post by: Megas on July 08, 2019, 03:23:57 PM
(And, ahem, to discourage buffing everything: if the majority of ships were in the "needs more OP" category, that would probably be an argument for reining in the other ships...)
Not if those high-end ships were the only ones with enough OP.

Something with lots of OP like Onslaught and Paragon, I can always find something to put on them (usually Augmented Engines).  With Shrike and several other ships, I am cutting corners here and there (undergunning mounts, no Reinforced Bulkheads) trying to squeeze a basic loadout.
Title: Re: Skills and Story Points
Post by: Shodan13 on July 08, 2019, 03:45:43 PM
Has it ever been considered to separate the combat skills from the strategic skills? Either have each level give you a point in the combat/command/practical skills and another in the campaign/colony/management skills so you don't "waste" your skill points or gate some stuff behind levels and leave all the skills to be cool/unique boosts rather than borderline required stuff.
Title: Re: Skills and Story Points
Post by: Alex on July 08, 2019, 03:58:36 PM
Any chance the gates becoming an "active" part of the story?

There's always a chance :D


(I ended up changing the fleetwide skill calculations to use recovery costs, btw, and hullmod bonus XP is based on OP cost; 0% bonus XP at 40 op and above. Thanks again, Wyvern! Let's see how this holds up :))


Has it ever been considered to separate the combat skills from the strategic skills? Either have each level give you a point in the combat/command/practical skills and another in the campaign/colony/management skills so you don't "waste" your skill points or gate some stuff behind levels and leave all the skills to be cool/unique boosts rather than borderline required stuff.

I've seen it suggested before; not really a fan of the idea of having separate points for combat/non-combat skills. It feels too much like forcing the player to get both and diluting how much they can express a "character" by picking skills.

(I also think much of it comes from a misperception of combat skills not being viable/powerful, and feeling like you've got to pick fleet-boosting skills... but that's neither here nor there; the new system shakes things up sufficiently that it probably doesn't make too much sense to get bogged down in that.

Plus, there's more "cool/unique" stuff all over the aptitudes; having to go up through the tiers means that you *can't* pick just the boring/"required" stuff, if that's even a ting anymore.)
Title: Re: Skills and Story Points
Post by: Wyvern on July 08, 2019, 04:07:13 PM
(I ended up changing the fleetwide skill calculations to use recovery costs, btw, and hullmod bonus XP is based on OP cost; 0% bonus XP at 40 op and above. Thanks again, Wyvern! Let's see how this holds up :))
Yay!  I'm helping!*

* Probably.  Hopefully.  Some caveats may apply.  Please see your doctor before...
Title: Re: Skills and Story Points
Post by: yourGMJack on July 08, 2019, 04:39:22 PM
Quickly hopping in to say as a long-time Starsector owner that's only really played one or two campaigns, changing things to a skill tree is going to make leveling up a lot easier to swallow, and so I hope that's the same for most newer players, too. Thank you!

(I guess I should also chime in with the nitpick that the name "Story Points" also confused me, given that they sound like something "earned in the story", rather than as a meta-currency you can "spend to affect the story". I'm not losing sleep over it, though. Eclipse Points, maybe? Potential Points? Overclock Points? I'll stop. ^_^;)
Title: Re: Skills and Story Points
Post by: Alex on July 08, 2019, 04:47:26 PM
Quickly hopping in to say as a long-time Starsector owner that's only really played one or two campaigns, changing things to a skill tree is going to make leveling up a lot easier to swallow, and so I hope that's the same for most newer players, too. Thank you!

Cool - thank you for sharing your perspective.

(I guess I should also chime in with the nitpick that the name "Story Points" also confused me, given that they sound like something "earned in the story", rather than as a meta-currency you can "spend to affect the story". I'm not losing sleep over it, though. Eclipse Points, maybe? Potential Points? Overclock Points? I'll stop. ^_^;)

Haha :) Welcome to the forum!
Title: Re: Skills and Story Points
Post by: Cosmitz on July 08, 2019, 05:05:02 PM
I'm excited about story points, it definitely brings that 'smoothness' to the few rough spots here and there and it's an investment in a persistent experience that's unique to each playthrough. There's a lot to be said here, but all of it is good. As a fan of the FATE game systems, where players get to craft their stories by using 'perks' which are freeform attributes people attach to their character, and then use FATE points to make that perk have outstanding effects which are entirely contextual, i appreciate this weird mesh of 'hard' gameplay and 'soft' storytelling. However, i will say that maybe changing the name somewhat to reflect more their actual in-game-mechanics altering effects might help. "Starfarer Points"? :)

About the skills system... eh. The point of choice paralysis was a real issue, and that got entirely solved. A secondary problem was that of how it felt you always could get just 90% of the skills you wanted, three-four points just out of reach that made the 'build' feel flawed. It isn't about getting a 'perfect' build per se, it's about either allowing the 100% or make it so there can be no sense in chasing that 'perfect' build since there never are enough skill points to get what you want, just 50-60%ish. I'm not sure how this fares now, since i need to see the actual layout before making a comment, but i can see a flaw in 'getting to the last tier, just so i can pick the other 2nd tier skill' which may lead to a feeling of needing to 'waste' skill points to unlock the other thing you want. There's also something to be said about how the game may feel slightly less in-depth, but in full retrospect, very few skills you only took 'a level or two of', so i guess clumping all the effects together may make some sense (and i assume some were shuffled around too or new ones instated). I'm also glad about reassigning skillpoints, however the 'only some can be reassigned' kind of feels a bit like cheaping out. I understand why, but it feels more like under-the-hood issues than actual user experience issues. (also, if those are say tier 2-3 skills, would that prevent you from rolling back the entire tree? or will you just have a random skill in an empty tree)

It's also interesting how effect scaling and forcing downscaling in ship numbers which may offer a better choice than slapping extra ships to the tailend of the roster may loosen up the tension felt on the hard 30 ship cap, which so far is only really kept in check by supply/fuel usage and nothing else. However, this comes with the caveat that the gameplay experience itself has been balanced around these smaller numbers that you are tempted to deploy, and that we're not fighting enormous ship blobs in quick succession.

Moving on to 'building-in hullmods'. Well, uh. I need to see a guy about a Conquest. But i assume the 2 limit is WITH whatever it comes on included by default right?

Bonus experience sounds really great as a mechanic but it'll take a lot of interface and general gameplay communication to say that 'hey, this isn't just a hullmod upgrade, it's also a 75% bonus xp booster'. And i guess the 'quantity of experience for which it's boosted' stacks? Or else we'd end up in the 'i get the 100% xp boost going right now, so i'm going to wait out until i get another experience boost off of something'. I'm not super sure calling it percentages helps explain the 'quantity' it's valid for either. Heh, maybe just because i didn't quite get it in one sitting /is/ the problem. :P

Anywho.. remnant and derelict ships? Guess it was somewhat expected, also especially since they wouldn't really be fully player flyable (or configurable if i got that right?)
Title: Re: Skills and Story Points
Post by: Alex on July 08, 2019, 05:17:19 PM
However, i will say that maybe changing the name somewhat to reflect more their actual in-game-mechanics altering effects might help. "Starfarer Points"? :)

Hah! Hmm.

but i can see a flaw in 'getting to the last tier, just so i can pick the other 2nd tier skill' which may lead to a feeling of needing to 'waste' skill points to unlock the other thing you want.

I think the "waste" would be *so much* that it wouldn't be a viable option unless you also wanted the in-between skills. Plus, it helps that if you wanted something special, you probably were able to pick it up - since generally speaking it's a "generic vs specialization" choice, you'd probably be missing out on a generic.

(The tier 5 tech skills, though, are both crazy good... well, we'll see.)
 
I'm also glad about reassigning skillpoints, however the 'only some can be reassigned' kind of feels a bit like cheaping out. I understand why, but it feels more like under-the-hood issues than actual user experience issues.

Yeah, that's fair.

It's also interesting how effect scaling and forcing downscaling in ship numbers which may offer a better choice than slapping extra ships to the tailend of the roster may loosen up the tension felt on the hard 30 ship cap, which so far is only really kept in check by supply/fuel usage and nothing else. However, this comes with the caveat that the gameplay experience itself has been balanced around these smaller numbers that you are tempted to deploy, and that we're not fighting enormous ship blobs in quick succession.

Right, yeah, this is part of me wanting to tone down the current endgame fleets to something that feels more reasonable but still presents a challenge.

But i assume the 2 limit is WITH whatever it comes on included by default right?

Not sure what you mean. Like, the Conquest has Heavy Ballistics Integration, and that does *not* count for the 2 built in mods limit, if that's what you're asking.


Bonus experience sounds really great as a mechanic but it'll take a lot of interface and general gameplay communication to say that 'hey, this isn't just a hullmod upgrade, it's also a 75% bonus xp booster'. And i guess the 'quantity of experience for which it's boosted' stacks? Or else we'd end up in the 'i get the 100% xp boost going right now, so i'm going to wait out until i get another experience boost off of something'. I'm not super sure calling it percentages helps explain the 'quantity' it's valid for either. Heh, maybe just because i didn't quite get it in one sitting /is/ the problem. :P

It all stacks, yeah. There's lots of tooltips and UI elements explaining things; hopefully it'll work out.


Anywho.. remnant and derelict ships? Guess it was somewhat expected, also especially since they wouldn't really be fully player flyable (or configurable if i got that right?)

You can refit them, just can't pilot them.
Title: Re: Skills and Story Points
Post by: Cosmitz on July 08, 2019, 05:39:34 PM
Right, yeah, this is part of me wanting to tone down the current endgame fleets to something that feels more reasonable but still presents a challenge.

I get that, there are a lot of moving parts there, but they will need to be tackled at one point since there's 'bones' like that sticking out through the experience. (i mean i see we still have the softcoded 'minimum fleet size to disengage' in one of the screenshots which i think is really an archaic thing by this point given how polished and in-depth the game is and how intricate its other systems are)

Not sure what you mean. Like, the Conquest has Heavy Ballistics Integration, and that does *not* count for the 2 built in mods limit, if that's what you're asking.

Yep, that was what i was asking. I mean, ITU and Hardened Shields/Heavy Armor built-in on a CQ aside from its own HBI seems.. slightly excessive, but i guess HBI is as much as part of the gamedesign of the ship itself, and anything player-"extra" would indeed go on top. Thanks, talked myself through it, sounds reasonable. :)

Otherwise... it's possible that people might still be doing Combat fleets; it's not that Combat's been nerfed to death (although there are a few things that aren't quite as useful as others) it's that there's no global power-boost.

I think this ties in more to what the endgame has creeped and bloated itself to. Throw the current skill tree back to when all we had was Corvus and the single Defence Fleet was the biggest thing around, and buffing a single ship to godlike abilities would have a much bigger impact than facing four consecutive waves of top-tier remnant battleships does now.

The player's "OP" ship could have a more measureable and direct impact on the general campaign map than it can today, and that's where the feeling of 'combat is underpowered' comes from i'd say, since you want powerful /fleets/ now, getting 5% out of every 20-30 ships in your fleet, instead of 50% out of your single ship.

I still do Combat but i do force myself to not really do 'endgame' content since that's just where i don't have fun anymore, if we're just crashing ships into eachother fighting off 5% boosts with other 5% boosts, it feels la lot more like Gratuitous Space Battles than it does Starsector.
Title: Re: Skills and Story Points
Post by: Megas on July 08, 2019, 05:57:19 PM
Anything to reduce the size of endgame fights is good.  It is annoying slogging mostly through ten capital and more big ship fleets at the end of the game, especially when I can only deploy three to five ships and play SuperMelee battles in Starsector instead of Star Control 2, and I need to "edge-camp" to retreat ships quickly after they run out of peak performance.

Loadout Design 3 is practically worth a free hullmod.  Getting up to two built-ins after losing LD3 should not be excessive, especially when some ships are still starved for OP despite having +10% OP from LD3.  That is a net gain of one for ships with green points (and a net loss of one for ships that do not get the story treatment).

I try to get Combat skills just because I do not like being weaker than a level 20 officer, but the only way I can do that is to abandon Industry and fully embrace Alpha-run colony abuse.  (If I get colony skills myself plus the other obligatory fleetwide and campaign skills, I do not have enough points left to match my officers.)
Title: Re: Skills and Story Points
Post by: Eji1700 on July 08, 2019, 06:12:03 PM
One possible problem with relying on "Story Points" to power-up ships is it makes losing them in combat painful.  If you really want to keep the ship, that means some form of guaranteed recovery (like Reinforced Bulkheads), and even if you do keep it, it will take (D) mods.  If player does not want to pay huge restoration costs, that means much reloading in a difficult fight much like pre-0.8 games.

Hmm - one thought is to make losing ships with perma-mods give you bonus XP. Sort of like how losing ships used to do, but this time not something you'd really want to do on purpose.



I'd like to throw out there that maybe this is a good time to reassess the ship and weapon economy?

My understanding is that ships and weapons sell for near dirt cheap because otherwise it'd be too easy to have players play in an unfun manner where they farm ships and weapons, but-

1. This just leads to players often with an obnoxiously large weapon stockpile and rapid fire clicking through the ship recovery screen 9/10 times. 

2. There was a similar rule for trade if I recall, but that system has been reworked to be more intuitive (it makes sense that trading can make you money) and enjoyable (it's not something that's super easy to break and it has some depth).

I really feel that it'd make a lot more sense if weapons beyond the standard affair were much less likely to salvage (due to being more complicated devices) along with enemy ships in general rarely being salvageable (they aren't yours, you don't know the small tweaks their crew made, so it's harder to salvage, irregardless of if it's a common or advanced ship).

Normal players can get most of their Weaponry/Ships through the usual method-  Shops for basics, black market/commissions/exploration/colonies for exotics

Players that want to specialize in salvage can dedicate skills, hull mods, ships (salvage gantry anyone?), and maybe even items (marines?  "Engineers?") to the process. 

With ships being more rare to come by, they can serve as more serious rewards, and the recovery screen is now potentially interesting since even if you don't want a pirate carrier, it can help cover the supply cost of the battle.

It could also mean that dumping your weaponry for cash is a viable solution to short term income problems, or even another way to cover the cost of a battle, rather than just "flat supplies".  Hell maybe even a "focus on supplies, or recovery more weaponry" option at the salvage screen.  Either way it should help stop the hoarders armory that develops fast and eventually winds up just sitting on the colony (and I still think a "store all weapons" button would be useful either way).
Title: Re: Skills and Story Points
Post by: xenoargh on July 08, 2019, 07:06:19 PM
I've been working on something to address the "ship economy".

Basic rules:  the bigger the ship, the less-likely you are to be able to salvage the hulls.  No more giant piles of freebie (D) cruisers, etc.

Hulls past Destroyer cost a lot more.  A Cruiser is ~1 million.  A Capital is tens of millions.

The results, while imperfect (I still haven't altered the dialog code to really get it enforced as stringently as I wanted, but it's still a low chance) works really well. 

Capturing something big feels like a major victory.  Players will spend more time saving up their money (and have something to actually spend it on, in late game).  To get a Capital before end-game money, players will have to fight really difficult boss-battles and hope for salvage.  It really makes building a fleet pretty interesting, to figure out how you'll defeat multi-capital fleets with nothing heavier than Destroyers and a few Cruisers.

Selling a (D) capital ship you cannot afford to Restore doesn't feel like defeat, because you'll get enough cash to build up your small ships.  Once you get a large ship, you feel like it's a mega-important asset you need to keep alive (which largely makes up for it being so powerful; in Iron Mode, you wouldn't want to throw a Battlecruiser into random fights with an AI, where it might eat some Reapers).

I've thought about doing the same with weapons, but there are real issues with that.  First off, lack of weapons was a thing (and is sometimes a thing now, if you don't understand the game mechanics very well), and it's un-fun to have ships you cannot arm.  That and generally, if weapons are well-balanced vs. each other, the need's a lot less, because you can make do and nobody has some Massively Overpowered Thing you need.
Title: Re: Skills and Story Points
Post by: Alex on July 08, 2019, 07:18:10 PM
I'd like to throw out there that maybe this is a good time to reassess the ship and weapon economy?

Spoiler
My understanding is that ships and weapons sell for near dirt cheap because otherwise it'd be too easy to have players play in an unfun manner where they farm ships and weapons, but-

1. This just leads to players often with an obnoxiously large weapon stockpile and rapid fire clicking through the ship recovery screen 9/10 times. 

2. There was a similar rule for trade if I recall, but that system has been reworked to be more intuitive (it makes sense that trading can make you money) and enjoyable (it's not something that's super easy to break and it has some depth).

I really feel that it'd make a lot more sense if weapons beyond the standard affair were much less likely to salvage (due to being more complicated devices) along with enemy ships in general rarely being salvageable (they aren't yours, you don't know the small tweaks their crew made, so it's harder to salvage, irregardless of if it's a common or advanced ship).

Normal players can get most of their Weaponry/Ships through the usual method-  Shops for basics, black market/commissions/exploration/colonies for exotics

Players that want to specialize in salvage can dedicate skills, hull mods, ships (salvage gantry anyone?), and maybe even items (marines?  "Engineers?") to the process. 

With ships being more rare to come by, they can serve as more serious rewards, and the recovery screen is now potentially interesting since even if you don't want a pirate carrier, it can help cover the supply cost of the battle.

It could also mean that dumping your weaponry for cash is a viable solution to short term income problems, or even another way to cover the cost of a battle, rather than just "flat supplies".  Hell maybe even a "focus on supplies, or recovery more weaponry" option at the salvage screen.  Either way it should help stop the hoarders armory that develops fast and eventually winds up just sitting on the colony (and I still think a "store all weapons" button would be useful either way).
[close]

That's a bit off-topic for this thread (or, at least, I'm not seeing the connection). That said, I'm not sure if there's a good reason for making weapons cheap to sell aside from consistency - but I'm also not sure that making them more expensive would do enough to encourage you to sell them. It might, though; definitely worth thinking about and I'm not opposed to the idea - but, yeah, probably a topic for another thread.
Title: Re: Skills and Story Points
Post by: kazi on July 08, 2019, 07:34:21 PM
Re "story points": You shouldn't get these from leveling up. Why not reward them for completing actual "stories"? Level ups are fine but seem a little timegate-y, esp. at later levels once diminishing returns kick in. You should be rewarding these special points for special events or milestones, to encourage the player to get out of their comfort zone and do activities they might not otherwise do.

For instance:

* Launching your first saturation bombardment against a planet.
* Decivilizing a planet.
* Abandoning a colony.
* Going to war with someone besides pirates and pathers
* Waking up some cryosleepers.
* Running out of fuel and having to make a distress call.
* Becoming a pirate lord. (Currently near-impossible unless you want to grind pirate rep for hours and somehow never get attacked by accident and have to kill them.)
* Finding out about the Luddic Church's free lunches.
* etc., etc.

I find Starsector interesting, but a lot of the really awesome content sometimes never gets done because the player isn't comfortable with it or sees things as high risk (Starsector is difficult and that's great, but it deters you from taking risks most of the time because of how punishing a loss can be). I realized the other day that I simply don't do certain activities just because I want to keep all the factions happy or the high-risk stuff just isn't worth it (I have yet to bombard a planet... no reason to do so as far as I can tell...). Was scrolling through rules.csv the other day and there was a ton of great stuff that I've just never seen because I always end playing the same way. You should only earn "story points" from completing activities that advance your personal story or get you out of your comfort zone and doing something really cool.

Rewards on level up == participation trophies. Why not reward the player for doing all of the cool stuff?

(Also I would really like more story-based content and quests. Sue me.)

*edit - even better. Get rid of "levels" from XP entirely. You should only "level up" from completing milestones, not aimlessly grinding away at the same pirate bounties and exploration missions that give easy money.
Title: Re: Skills and Story Points
Post by: xenoargh on July 08, 2019, 07:53:32 PM
I agree with pretty much all of that.  But now I'll have to go read the "free lunches" bit, lol  ???
Title: Re: Skills and Story Points
Post by: R.U.A on July 08, 2019, 08:01:51 PM
I'm really shocked...
I guess there would be debuffs for certain hullmods being permanant. There would be.
Edit: Else I think a new API is necessary.
Waiting for formal update. Currently no conclusion can be drawn.
Title: Re: Skills and Story Points
Post by: Originem on July 08, 2019, 08:02:39 PM
what the hell is "high scatter amplifier"?beam weapon could deal hard flux??
So what's the ratio?5%?10%?
Title: Re: Skills and Story Points
Post by: Dostya on July 08, 2019, 08:21:43 PM
I really like this, both for the general revamp to be less of an intimidatingly huge pile of skills for newbies as well as the loosening of skill permanency that'll allow someone to go with what's cool and good right now rather than worrying about what happens in twelve hours. I also like the idea of making small fleets both in terms of ship count and size more attractive and rewarding. I've said it before, but it bears repeating that Starsector is at its best when you've gotten a low-to-middling weight fleet together and are adventuring around the map. However, with the current endgame meta pulling hard into fielding walls of cruisers and capitals to deal with AI fleet walls and giant doom stations, those cool skills are going to have a pretty hard expiration as the player moves into colonies.

I have fun with Starsector's endgame, both vanilla and modded in shaping the sector as a whole, but as even the bounties start a terminal climb into the heavy metal small fleets become completely nonviable even to generally fool around with. Have you got any plans to lessen the push towards a wall of battle in lategame?
Title: Re: Skills and Story Points
Post by: Kanil on July 08, 2019, 08:22:37 PM
Given that story points can be used to salvage ships and retrain officers (making finding the correct ships/officers less frustrating), could they possibly be used to cause ships to spawn on the black market? Possibly with some limitations, d-mods, or just straight up more expensive than normal if it needs to be balanced.

It seems thematically workable at least, you spend your story point to find a guy who knows a guy who'll sell you a Medusa this time next month.
Title: Re: Skills and Story Points
Post by: Alex on July 08, 2019, 08:55:59 PM
Re "story points": You shouldn't get these from leveling up. Why not reward them for completing actual "stories"? Level ups are fine but seem a little timegate-y, esp. at later levels once diminishing returns kick in. You should be rewarding these special points for special events or milestones, to encourage the player to get out of their comfort zone and do activities they might not otherwise do.

Spoiler
For instance:

* Launching your first saturation bombardment against a planet.
* Decivilizing a planet.
* Abandoning a colony.
* Going to war with someone besides pirates and pathers
* Waking up some cryosleepers.
* Running out of fuel and having to make a distress call.
* Becoming a pirate lord. (Currently near-impossible unless you want to grind pirate rep for hours and somehow never get attacked by accident and have to kill them.)
* Finding out about the Luddic Church's free lunches.
* etc., etc.

I find Starsector interesting, but a lot of the really awesome content sometimes never gets done because the player isn't comfortable with it or sees things as high risk (Starsector is difficult and that's great, but it deters you from taking risks most of the time because of how punishing a loss can be). I realized the other day that I simply don't do certain activities just because I want to keep all the factions happy or the high-risk stuff just isn't worth it (I have yet to bombard a planet... no reason to do so as far as I can tell...). Was scrolling through rules.csv the other day and there was a ton of great stuff that I've just never seen because I always end playing the same way. You should only earn "story points" from completing activities that advance your personal story or get you out of your comfort zone and doing something really cool.

Rewards on level up == participation trophies. Why not reward the player for doing all of the cool stuff?

*edit - even better. Get rid of "levels" from XP entirely. You should only "level up" from completing milestones, not aimlessly grinding away at the same pirate bounties and exploration missions that give easy money.
[close]

I could see giving a point or two as a reward from certain missions, but basing getting points entirely on that sort of thing doesn't seem like a good idea. It's like taking the unfortunate aspects of achievements (encouraging the player doing weird or boring things) and them mixing gameplay rewards into it. "Let me go bombard a planet so I can build Heavy Armor into my Onslaught" or "guess it's time to grind pirate rep to get the last point" doesn't seem like where we want to go. Besides, limited points wouldn't work, anyway - you'd always hoard them for the "best" uses. Bonus XP - and the points being unlimited in the long run - is an absolutely key component here.


(Also I would really like more story-based content and quests. Sue me.)

Same!


what the hell is "high scatter amplifier"?beam weapon could deal hard flux??
So what's the ratio?5%?10%?

It's 100% hard flux, but it also halves beam weapon range - as a multiplier! - so they stop being long-range weapons.


I really like this, both for the general revamp to be less of an intimidatingly huge pile of skills for newbies as well as the loosening of skill permanency that'll allow someone to go with what's cool and good right now rather than worrying about what happens in twelve hours. I also like the idea of making small fleets both in terms of ship count and size more attractive and rewarding. I've said it before, but it bears repeating that Starsector is at its best when you've gotten a low-to-middling weight fleet together and are adventuring around the map. However, with the current endgame meta pulling hard into fielding walls of cruisers and capitals to deal with AI fleet walls and giant doom stations, those cool skills are going to have a pretty hard expiration as the player moves into colonies.

I have fun with Starsector's endgame, both vanilla and modded in shaping the sector as a whole, but as even the bounties start a terminal climb into the heavy metal small fleets become completely nonviable even to generally fool around with. Have you got any plans to lessen the push towards a wall of battle in lategame?

Yes, for sure. It's essentially part of the skill revamp, at least the way I'm thinking about it - some aspects of it also set up AI fleets for being more powerful without turning into walls of capital ships.


Given that story points can be used to salvage ships and retrain officers (making finding the correct ships/officers less frustrating), could they possibly be used to cause ships to spawn on the black market? Possibly with some limitations, d-mods, or just straight up more expensive than normal if it needs to be balanced.

It seems thematically workable at least, you spend your story point to find a guy who knows a guy who'll sell you a Medusa this time next month.

Yeah, it could work! I've got a TODO item for looking into something similar - where you might spend a story point to have someone find a hull or weapon for you. Well, "find", more like "spawn it somewhere halfway sensible and tell you about it".

The tricky part is actually the UI - how would "specify a ship or a weapon" look when there's 100+ to choose from, when you factor in mods? Half-thinking about it being some sort of "command line query" interface and the action being presented as doing some sort of hacking of logistics reports or some such. But having a fun UI for that sort of thing could be more work than it's worth.
Title: Re: Skills and Story Points
Post by: intrinsic_parity on July 08, 2019, 09:08:40 PM
What about spending a decent number of story points to modify a certain blueprint to have a built in hull mod? It seems like it will might not be worth spending story points on frigates/destroyers beyond maybe your early game flagships, so frigates/destroyers in a late game fleet might actually be a bit less viable. Making it so all frigates/destroyers of a certain type had that hull mod built in when manufactured at your colony would alleviate that problem. Maybe story point cost for the blueprint modification could scale by hull size. It would be like having your own lions guard or XIV ships.
Title: Re: Skills and Story Points
Post by: Thaago on July 08, 2019, 09:16:47 PM
Re: Loadout Design.

It was mandatory because it was so good, but in general ships do not need an increase in OP. With the 10% there are few to no hard choices in ship design: just put in all the best things and call it a day (and for most ships, you can indeed fit the best of everything, enough flux, and the needed hullmods). Fewer OP lowers total power level, but increases the design space for ships because there are more viable tradeoffs. I think lowering the total power level is neutral - these things go up and down - but increasing the design space is very valuable.

Some ships are exceptions to this and need more OP, but I think those are special cases rather than general, and they could even be balanced in other ways if there are other reasons to keep OP the same. For the Shrike and Wolf for example, increasing the base flux stats would be a better choice than increasing OP, in my opinion.

Re: the blog post
Cool! Reminds me of the skill choices for XCOM soldiers, but it aims to avoid the pitfall of one skill being much superior to the other.
Title: Re: Skills and Story Points
Post by: ANGRYABOUTELVES on July 08, 2019, 09:17:55 PM
Yeah, it could work! I've got a TODO item for looking into something similar - where you might spend a story point to have someone find a hull or weapon for you. Well, "find", more like "spawn it somewhere halfway sensible and tell you about it".

The tricky part is actually the UI - how would "specify a ship or a weapon" look when there's 100+ to choose from, when you factor in mods? Half-thinking about it being some sort of "command line query" interface and the action being presented as doing some sort of hacking of logistics reports or some such. But having a fun UI for that sort of thing could be more work than it's worth.
We've already got that interface: the Custom Production screen. You could also limit the ships and weapons available to choose from based on the faction that you're hacking into. You're not going to divert a Paragon from the Hegemony when they don't even have one.
Title: Re: Skills and Story Points
Post by: intrinsic_parity on July 08, 2019, 09:33:18 PM
Re: Loadout Design.

It was mandatory because it was so good, but in general ships do not need an increase in OP. With the 10% there are few to no hard choices in ship design: just put in all the best things and call it a day (and for most ships, you can indeed fit the best of everything, enough flux, and the needed hullmods). Fewer OP lowers total power level, but increases the design space for ships because there are more viable tradeoffs. I think lowering the total power level is neutral - these things go up and down - but increasing the design space is very valuable.

Some ships are exceptions to this and need more OP, but I think those are special cases rather than general, and they could even be balanced in other ways if there are other reasons to keep OP the same. For the Shrike and Wolf for example, increasing the base flux stats would be a better choice than increasing OP, in my opinion.

Re: the blog post
Cool! Reminds me of the skill choices for XCOM soldiers, but it aims to avoid the pitfall of one skill being much superior to the other.

I disagree, I think it will reduce build variety. There are lots of weapon layouts that require a lot support from hull mods and vents/capacitors to be viable. Less OP means these loadouts will be worse so 'fun' loadouts that use the more eccentric guns will go away/ be less competitive with the more efficient loadouts. Most ships feel like they get enough to feel complete, but I can't think of any ship except maybe the paragon where I actually put everything I want on without concern. Most ships have to drop stuff that I want to fit other things that I want. Some ships (like the shrike) can barely fit the basics with +10% op. I very frequently leave mounts empty to get extra OP, or drop hull mods for extra vents, or downgrade weapons for an extra hullmod, which indicates to me that many ships are a bit tight on OP even with +10% op. I think ships on +10% OP felt like they were in a good place in general with some exceptions either way.
Title: Re: Skills and Story Points
Post by: Eji1700 on July 08, 2019, 09:51:54 PM
Re: Loadout Design.

It was mandatory because it was so good, but in general ships do not need an increase in OP. With the 10% there are few to no hard choices in ship design: just put in all the best things and call it a day (and for most ships, you can indeed fit the best of everything, enough flux, and the needed hullmods). Fewer OP lowers total power level, but increases the design space for ships because there are more viable tradeoffs. I think lowering the total power level is neutral - these things go up and down - but increasing the design space is very valuable.

Some ships are exceptions to this and need more OP, but I think those are special cases rather than general, and they could even be balanced in other ways if there are other reasons to keep OP the same. For the Shrike and Wolf for example, increasing the base flux stats would be a better choice than increasing OP, in my opinion.

Re: the blog post
Cool! Reminds me of the skill choices for XCOM soldiers, but it aims to avoid the pitfall of one skill being much superior to the other.

I disagree, I think it will reduce build variety. There are lots of weapon layouts that require a lot support from hull mods and vents/capacitors to be viable. Less OP means these loadouts will be worse so 'fun' loadouts that use the more eccentric guns will go away/ be less competitive with the more efficient loadouts. Most ships feel like they get enough to feel complete, but I can't think of any ship except maybe the paragon where I actually put everything I want on without concern. Most ships have to drop stuff that I want to fit other things that I want. Some ships (like the shrike) can barely fit the basics with +10% op. I very frequently leave mounts empty to get extra OP, or drop hull mods for extra vents, or downgrade weapons for an extra hullmod, which indicates to me that many ships are a bit tight on OP even with +10% op. I think ships on +10% OP felt like they were in a good place in general with some exceptions either way.

I mean, isn't this why you can now get two free hull mods?  That seems potentially WAY better than 10% OP.
Title: Re: Skills and Story Points
Post by: intrinsic_parity on July 08, 2019, 09:59:24 PM
I mean, isn't this why you can now get two free hull mods?  That seems potentially WAY better than 10% OP.

You have to spend story points for this though (that have a lot of other uses). I don't know exactly how the balance will work but my guess is that you will only get this on your flagship and maybe a your officers ships. The average ship in your fleet will likely not have this. Also two free hull mods is only marginally better than 10% op and limits you a lot more as well. It definitely hurts some ships more than others.
Title: Re: Skills and Story Points
Post by: namad on July 08, 2019, 10:39:06 PM
I want to say that I think +100% top speed is a mistake for the phase ship skill. Top speed is NOT what a phase ship needs. Phase ships tend to not have enough maneuverability and/or acceleration. +100% top speed barely helps at all and in some cases might make the problem actually worse! The time dilation effect gives you plenty of speed.

So I'd suggest changing it from top speed to either maneuverability or acceleration, or even all three (but at much lower numbers say +33% to speed maneuverability and acceleration?

If you pilot a phase ship right now in the game, it's pretty easy to fly through an enemy ship to appear behind them. It's much harder to actually turn around and fire before they can turn around.
Title: Re: Skills and Story Points
Post by: Madao on July 08, 2019, 11:03:41 PM
I can see you have been kicking this around for a long time Alex, it feels like the last piece of the puzzle just clicked into place for me. Essentially these story points fix most the currents weaknesses of Starsector and turn them into strengths and opportunities for player narrative instead. I think getting bonus points as a one off for doing cool things is a good idea too but overall I think you've nailed it in one. The bonus exp for certain choices keeps them from being hoarded, very simple and effective solution, and the fact that they are essentially infinite should keep the ball rolling well into end game. Maybe a small bonus too for having no story points left? I can't wait to see this in action.. Great work mate  :)
Title: Re: Skills and Story Points
Post by: ANGRYABOUTELVES on July 08, 2019, 11:15:13 PM
I want to say that I think +100% top speed is a mistake for the phase ship skill. Top speed is NOT what a phase ship needs. Phase ships tend to not have enough maneuverability and/or acceleration. +100% top speed barely helps at all and in some cases might make the problem actually worse! The time dilation effect gives you plenty of speed.

So I'd suggest changing it from top speed to either maneuverability or acceleration, or even all three (but at much lower numbers say +33% to speed maneuverability and acceleration?

If you pilot a phase ship right now in the game, it's pretty easy to fly through an enemy ship to appear behind them. It's much harder to actually turn around and fire before they can turn around.
Just turn around while you're phasing through them.
Title: Re: Skills and Story Points
Post by: SCC on July 09, 2019, 12:03:35 AM
How many skills are there like automated ships skill, that change the gameplay very tangibly and significantly, or at least offer something that you actually can't do without them? Or, perhaps, it's better to ask if all tier 5 skills are as crazy as that.
Edit: Re: Combat and Campaign skills: I don't think we will ever get a closure on it. Combat skills increase your fun directly, fleet-wide skills probably don't, but they are a safer or more optimal way to play.
Second edit: "Starfarer Points" sound the best so far.
Third edit: Another thing! Make story it possible to spend story points on small caches of resources, ships and weapons, to put new players who screwed up back on track. Early game is pretty unforgiving.
Title: Re: Skills and Story Points
Post by: TaLaR on July 09, 2019, 12:29:10 AM
Yeah, automated ships sounds powerful. Normal fleets are limited to 8-10 useful ships (by officers), rest fodder. Auto ships use cores as officer-equivalent to go (how far?) above this limit.
Plus from how it reads, automated ships are OP-scaled instead of constant like officers. Is it rebirth of frigate fleet? (or at least 8-10 bigger ships + auto frigates).
Title: Re: Skills and Story Points
Post by: R.U.A on July 09, 2019, 01:36:08 AM
what the hell is "high scatter amplifier"?beam weapon could deal hard flux??
So what's the ratio?5%?10%?

It's 100% hard flux, but it also halves beam weapon range - as a multiplier! - so they stop being long-range weapons.
Really disagree with this. I can make a Tachyon Lance disaster with Advance Optics and the Amplifier, and just let other weapons go to hell to save OP for me.
Or to specify, Paragon + Tac-Lance + Adv-Optics + HSA = Let's strike all ships' face.
Title: Re: Skills and Story Points
Post by: Baqar79 on July 09, 2019, 02:28:50 AM
Very much looking forward to further ship differentiation with the story-point based hull mods!

I'm being greedy here, but what about a faction hull-mod (eg Like the Hegemony) that you can install permanently into ship blueprints (Perhaps with a fairly high story-point based cost and limited to a small number of ship blueprints per game).

You could name this hull-mod after your Faction and on integrating it into a ship blue print it would provide small permanent bonuses to the base stats of the ship, much like the Fourteenth Battlegroup built in hull-mod does.  Of course that would make the 14th Battlegroup hull-mods a bit redundant, so perhaps a choice of several more focused hull-mods focusing on things eg Speed, Armoured, Shielded, Offence, Flux:

"KC Shipworks" (Speed) <- Player named hull-mod
+10% Top Speed
+10% Manuverability & Acceleration

"KC Shipworks" (Armoured)
+10% Armour
+10% Hull

"KC Shipworks" (Shielded):
-10% Damage taken by shields
-25% Shield Flux/sec

"KC Shipworks" (Offence):
+10% Damage dealt
+10% Weapon Range

"KC Shipworks" (Flux):
+10% Flux Capacity
+10% Flux Dissipation

Ignoring the randomly selected bonuses I've assigned to these hull-mods (a bit boring, likely overpowered and with a distinct lack of anything for Carriers), I think it would be neat to be able to create your own faction specific modified blue-prints.  In addition, I don't know how difficult it would be, but it would also be great to get basic colour change options for your ships (perhaps even be able to paint your faction flag on ships & blueprints).
Title: Re: Skills and Story Points
Post by: Midnight Kitsune on July 09, 2019, 04:21:43 AM
What someone brought up has me concerned: the loss of the +op skill, the need to semi spend a resource, and the addition of perma hull mods makes me think that there will be less build diversity than there is now. Without the ability to remove these mods (maybe a space dock could for a fee of credits or starfarer points) it will encouage you to either A) add in stuff that is good on all ships like ITU or Effecency Overhaul. Or B) It will encouage you to add in the most expensive mod you can to get the most OP out of everything. Do I wait until I get a better mod or do I go ahead and just put RB and EO on this ship? I can see this being a pretty big newbie trap too

And speaking of space docks, can one be added to the abandoned terraforming platform in corvus? It doesn't have one and it really should.
Title: Re: Skills and Story Points
Post by: WastedAlmond on July 09, 2019, 04:30:16 AM
This update seems promising. I like RPG stuff a lot, so this kinda content gets me excited. The story points seem like a really cool addition, but all the conversation about the name for the points gave me some ideas. Maybe something useful can be gotten out of them.

One thing that could be done to the "story points" to give them some fluffy flavor would be to tie the name into what kind of character you roll. For example a tritach start would begin you with a few of their smaller ships and a commission. This start could also rename story points to something flavorful for the faction, like uuhh... Executive points. For pirate players they'd be Rogue points. A tooltip should point out that these are special "story points", to avoid confusion.

Then again the name could be something more generic (yet fluffy) like "Connections" or "Favor points", because as the player accumulates experience and grows in power they'd also gain contacts and powerful people owing favors to them. People who could know a certain someone who could refit ships like nobody else in the sector. A gray market of connections if you like. The points could even at some point in the future, be introduced by the player meeting a powerful individual/administrator who needs a favor.

Or the points could be explained by something special in the player character themselves. Like a Domain era experimental quantum computing interface, that somehow ended up in the player's head. Which would be a good excuse for the player being able to pull off some weird stuff (as well as why they could grab them droneships, when nobody else seems capable of doing so). While remaining neutral enough that it would fit with whatever playthrough the player attempted. It could even have some plotpoints or storylines related to it. This could help the player feel special. The points could also be called something more scifi at this point! I'm terrible with names, so I'll just say "Quantum points" and shamefully leave it at that.

Thanks for all the hard work! 8)
Title: Re: Skills and Story Points
Post by: Megas on July 09, 2019, 04:46:29 AM
Re: Loadout Design.

It was mandatory because it was so good, but in general ships do not need an increase in OP. With the 10% there are few to no hard choices in ship design: just put in all the best things and call it a day (and for most ships, you can indeed fit the best of everything, enough flux, and the needed hullmods). Fewer OP lowers total power level, but increases the design space for ships because there are more viable tradeoffs. I think lowering the total power level is neutral - these things go up and down - but increasing the design space is very valuable.

Some ships are exceptions to this and need more OP, but I think those are special cases rather than general, and they could even be balanced in other ways if there are other reasons to keep OP the same. For the Shrike and Wolf for example, increasing the base flux stats would be a better choice than increasing OP, in my opinion.

Re: the blog post
Cool! Reminds me of the skill choices for XCOM soldiers, but it aims to avoid the pitfall of one skill being much superior to the other.

I disagree, I think it will reduce build variety. There are lots of weapon layouts that require a lot support from hull mods and vents/capacitors to be viable. Less OP means these loadouts will be worse so 'fun' loadouts that use the more eccentric guns will go away/ be less competitive with the more efficient loadouts. Most ships feel like they get enough to feel complete, but I can't think of any ship except maybe the paragon where I actually put everything I want on without concern. Most ships have to drop stuff that I want to fit other things that I want. Some ships (like the shrike) can barely fit the basics with +10% op. I very frequently leave mounts empty to get extra OP, or drop hull mods for extra vents, or downgrade weapons for an extra hullmod, which indicates to me that many ships are a bit tight on OP even with +10% op. I think ships on +10% OP felt like they were in a good place in general with some exceptions either way.
intrinsic_parity's experience is mine as well.  The majority of ships barely have enough OP with LD3.  Without LD3, the number of ships with enough OP can probably be counted on one hand.  That is a reason why LD3 is must-have.

As for Paragon, if I put campaign mods on it, then even with +10% OP, I need to choose between keeping Hardened Shields (better defense) or Advanced Optics (for maximum sniping range with quad lances).

what the hell is "high scatter amplifier"?beam weapon could deal hard flux??
So what's the ratio?5%?10%?

It's 100% hard flux, but it also halves beam weapon range - as a multiplier! - so they stop being long-range weapons.
Really disagree with this. I can make a Tachyon Lance disaster with Advance Optics and the Amplifier, and just let other weapons go to hell to save OP for me.
Or to specify, Paragon + Tac-Lance + Adv-Optics + HSA = Let's strike all ships' face.
1000 range beams get their range boosts then take half range?  Probably less range than 600 or 700 range weapons like pulse laser.  Nevermind PD weapons that also lose range and likely become worthless, except maybe burst PD.  Phase Lance, with the range of Pulse Laser but none of the hard flux (that will get hard flux after half range penalty)?  Forget about it.

I mean, isn't this why you can now get two free hull mods?  That seems potentially WAY better than 10% OP.

You have to spend story points for this though (that have a lot of other uses). I don't know exactly how the balance will work but my guess is that you will only get this on your flagship and maybe a your officers ships. The average ship in your fleet will likely not have this. Also two free hull mods is only marginally better than 10% op and limits you a lot more as well. It definitely hurts some ships more than others.
And if you want to keep the perma-mod ships pristine after they die and gain (D) mods, you need to restore them or reload.  Currently, without mods, player can just buy or a build a fresh new one if it is more convenient.
Title: Re: Skills and Story Points
Post by: TaLaR on July 09, 2019, 04:51:40 AM
what the hell is "high scatter amplifier"?beam weapon could deal hard flux??
So what's the ratio?5%?10%?

It's 100% hard flux, but it also halves beam weapon range - as a multiplier! - so they stop being long-range weapons.
Really disagree with this. I can make a Tachyon Lance disaster with Advance Optics and the Amplifier, and just let other weapons go to hell to save OP for me.
Or to specify, Paragon + Tac-Lance + Adv-Optics + HSA = Let's strike all ships' face.
1000 range beams get their range boosts then take half range?  Probably less range than 600 or 700 range weapons.  Nevermind PD weapons that also lose range and become worthless, except maybe burst PD.  Phase Lance, with the range of Pulse Laser but none of the hard flux (that will get hard flux after half range penalty)?  Forget about it.

A hullmod like that would be much more useful if it could switched on/off during combat.
Title: Re: Skills and Story Points
Post by: Histidine on July 09, 2019, 05:09:41 AM
- I have a certain liking for the "story points" name, because I read it as conveying "this is the sort of thing that only a hero can do, in fact it is almost the definition of a hero". Maybe it could be replaced with something more fitting in-universe though.
"Hero points" or "legend points" have the same idea but may be too RPG-ish? Don't have any other ideas.

- As per kazi's suggestion: The name "story points" certainly makes it sound like it should be awarded for great deeds.
Although this should mostly be stuff the player is going to do anyway like "kill your first capital" or "settle your first planet", precisely to avoid weird incentives. The other end — awarding points for actions with huge consequences that require careful deliberation (and mostly involving factors other than getting a story point or two out of the deal), like "conquer a faction's capital" — would also work.

- Lol @ flux capacitor icon

- (unlike the Industry aptitude icon which is just two of the skill icons 'shopped together, meh)

- What kind of skills will AI fleet commanders have? Can their officers have elite skills? (For that matter, can their ships have perma-hullmods?) It might be good to get a GUI (both in combat and in the fleet interaction dialog) for displaying the skills of officers on both sides.

- For that matter, do officers have to learn skills in the same order the player does, or is it just "pick what you like" as with the AI cores?
Title: Re: Skills and Story Points
Post by: David on July 09, 2019, 05:14:36 AM
- Lol @ flux capacitor icon

 ;D
Title: Re: Skills and Story Points
Post by: Dudok22 on July 09, 2019, 07:04:20 AM
 Just read through it quickly once and it looks very interesting! I am looking forward to trying it out myself after its done and released in the future.
Title: Re: Skills and Story Points
Post by: Cyan Leader on July 09, 2019, 07:37:54 AM
The tricky part is actually the UI - how would "specify a ship or a weapon" look when there's 100+ to choose from, when you factor in mods? Half-thinking about it being some sort of "command line query" interface and the action being presented as doing some sort of hacking of logistics reports or some such. But having a fun UI for that sort of thing could be more work than it's worth.

That's where the Codex should come in use, I feel.

Anyway, are the maximum amount of permanent hullmods modifiable in the settings file?
Title: Re: Skills and Story Points
Post by: Midnight Kitsune on July 09, 2019, 07:43:10 AM
Anyway, are the maximum amount of permanent hullmods modifiable in the settings file?
If so, would it be possible to make the setting per hull size?
Title: Re: Skills and Story Points
Post by: SteelSoldier on July 09, 2019, 07:54:54 AM
[Redacted] Points
Title: Re: Skills and Story Points
Post by: Grievous69 on July 09, 2019, 08:00:16 AM
Not sure if this was already suggested but simply just ''campaign points''. I mean you obviously only use them in campaign, for a lot of different things so its name shouldn't be something specific. Honestly I don't have any problems with them being called story points but I can see how people could misunderstand.
Title: Re: Skills and Story Points
Post by: Cyan Leader on July 09, 2019, 08:23:47 AM
A couple out of the top of my head:

Chronicle points
Destiny points (per the original reference)
Providence points
Will points
Spacer points
Campaign points (aforementioned by Grievous69 but I felt like repeating since it's pretty good)
Adept points
Proficiency points

But I think the best one was the one said before in the thread, Starfarer points.

Besides the confusion that Story points might create, another reason I'm not a fan of it is because it just sounds simple. The word is too broad and doesn't have a cool ringer to it.

At the end of the day this is a minor point, though.
Title: Re: Skills and Story Points
Post by: SafariJohn on July 09, 2019, 09:02:41 AM
I would also like to chime in and say it seems like "story" points could cause false expectations.


Anywho.. remnant and derelict ships? Guess it was somewhat expected, also especially since they wouldn't really be fully player flyable (or configurable if i got that right?)

You can refit them, just can't pilot them.

You did block transferring command mid-battle, right? ;)
Title: Re: Skills and Story Points
Post by: Alex on July 09, 2019, 09:40:21 AM
What about spending a decent number of story points to modify a certain blueprint to have a built in hull mod? It seems like it will might not be worth spending story points on frigates/destroyers beyond maybe your early game flagships, so frigates/destroyers in a late game fleet might actually be a bit less viable.

You get more bonus XP for building stuff into smaller ships. I'm hesitant to build permanent mods into blueprints - seems like it might become optimal to do that (one-time spend of story points, unlimited built-in mods). Plus it's kind of hairy implementation-wise.


Some ships are exceptions to this and need more OP, but I think those are special cases rather than general, and they could even be balanced in other ways if there are other reasons to keep OP the same. For the Shrike and Wolf for example, increasing the base flux stats would be a better choice than increasing OP, in my opinion.

Hmm. That also makes sense. This isn't quite the thread for it, but do any ships other than the Shrike and the Wolf stand out as maybe needing a bit of help? Regardless of exactly the form that help might take.


We've already got that interface: the Custom Production screen. You could also limit the ships and weapons available to choose from based on the faction that you're hacking into. You're not going to divert a Paragon from the Hegemony when they don't even have one.

Ahh, yeah, good point! Thinking about this some more - this (not using this UI, but the idea in general) would be kind of a weird experience for a new player, wouldn't it. "Here, have a list of every ship and weapon in the game." That's, in a real way, spoiling a lot of their experience by showing them the exact breadth of content to expect and nuking the sense of wonder/exploration/etc from orbit. So it seems like it ought to be something more limited.


I don't know exactly how the balance will work but my guess is that you will only get this on your flagship and maybe a your officers ships. The average ship in your fleet will likely not have this. Also two free hull mods is only marginally better than 10% op and limits you a lot more as well. It definitely hurts some ships more than others.

If things work out like they "should", you probably wouldn't be using un-officered ships too much. Sometimes, certainly, but the bulk of your combat ships ought to have officers.


I want to say that I think +100% top speed is a mistake for the phase ship skill. Top speed is NOT what a phase ship needs. Phase ships tend to not have enough maneuverability and/or acceleration.

Half the reason for the speed boost is QoL, really - while time dilation makes them effectively fast, it still feels slow moving around. It is of course combat-beneficial as well, just takes a bit more forward planning if your acceleration isn't up to snuff. Which if you take Helmsmanship and put in Auxiliary Thrusters, you could make super good already.


I can see you have been kicking this around for a long time Alex, it feels like the last piece of the puzzle just clicked into place for me. Essentially these story points fix most the currents weaknesses of Starsector and turn them into strengths and opportunities for player narrative instead. I think getting bonus points as a one off for doing cool things is a good idea too but overall I think you've nailed it in one. The bonus exp for certain choices keeps them from being hoarded, very simple and effective solution, and the fact that they are essentially infinite should keep the ball rolling well into end game. Maybe a small bonus too for having no story points left? I can't wait to see this in action.. Great work mate  :)

Thank you! Happy you like. (As far as a bonus for not having any points, hmm. That wouldn't actually "work" mechanics-wise - bonus XP is an "amount of bonus XP you get", not a "state in which you get double XP", if that makes sense.)



How many skills are there like automated ships skill, that change the gameplay very tangibly and significantly, or at least offer something that you actually can't do without them? Or, perhaps, it's better to ask if all tier 5 skills are as crazy as that.

Automated Ships is defintiely the furthest-out one.

Third edit: Another thing! Make story it possible to spend story points on small caches of resources, ships and weapons, to put new players who screwed up back on track. Early game is pretty unforgiving.

Yep, something similar is on my list, going to take a look at it.


Yeah, automated ships sounds powerful. Normal fleets are limited to 8-10 useful ships (by officers), rest fodder. Auto ships use cores as officer-equivalent to go (how far?) above this limit.
Plus from how it reads, automated ships are OP-scaled instead of constant like officers. Is it rebirth of frigate fleet? (or at least 8-10 bigger ships + auto frigates).

Scaled by deployment recovery cost, now - but for automated ships, that's also increased based on the type of AI core assigned. So, you could get say 4 auto-frigates with Alpha Cores, but iirc you'd already start getting into diminishing returns on that. Still powerful, though, and still possibly OP.


It's 100% hard flux, but it also halves beam weapon range - as a multiplier! - so they stop being long-range weapons.
Really disagree with this. I can make a Tachyon Lance disaster with Advance Optics and the Amplifier, and just let other weapons go to hell to save OP for me.
Or to specify, Paragon + Tac-Lance + Adv-Optics + HSA = Let's strike all ships' face.

Repeat on range being reduced by half. You could get more range, DPS, and flux efficiency with Plasma Cannons. The only thing you wouldn't get from that is shield-piercing EMP, but the Paragon can already pair Tachyon Lances with stuff to build hard flux, and at longer range.


Very much looking forward to further ship differentiation with the story-point based hull mods!

I'm being greedy here,

Spoiler
but what about a faction hull-mod (eg Like the Hegemony) that you can install permanently into ship blueprints (Perhaps with a fairly high story-point based cost and limited to a small number of ship blueprints per game).
You could name this hull-mod after your Faction and on integrating it into a ship blue print it would provide small permanent bonuses to the base stats of the ship, much like the Fourteenth Battlegroup built in hull-mod does.  Of course that would make the 14th Battlegroup hull-mods a bit redundant, so perhaps a choice of several more focused hull-mods focusing on things eg Speed, Armoured, Shielded, Offence, Flux:

"KC Shipworks" (Speed) <- Player named hull-mod
+10% Top Speed
+10% Manuverability & Acceleration

"KC Shipworks" (Armoured)
+10% Armour
+10% Hull

"KC Shipworks" (Shielded):
-10% Damage taken by shields
-25% Shield Flux/sec

"KC Shipworks" (Offence):
+10% Damage dealt
+10% Weapon Range

"KC Shipworks" (Flux):
+10% Flux Capacity
+10% Flux Dissipation

Ignoring the randomly selected bonuses I've assigned to these hull-mods (a bit boring, likely overpowered and with a distinct lack of anything for Carriers), I think it would be neat to be able to create your own faction specific modified blue-prints.  In addition, I don't know how difficult it would be, but it would also be great to get basic colour change options for your ships (perhaps even be able to paint your faction flag on ships & blueprints).
[close]

Maybe a bit greedy :) See my previous comment about being hesitant to add perma-mods to blueprints... seems like it'd possibly too good.

Color change options, stuff is not really set up for that. This came up a number of times a while back; also did actually try it way early on and just didn't end up with anything promising.



What someone brought up has me concerned: the loss of the +op skill, the need to semi spend a resource, and the addition of perma hull mods makes me think that there will be less build diversity than there is now. Without the ability to remove these mods (maybe a space dock could for a fee of credits or starfarer points) it will encouage you to either A) add in stuff that is good on all ships like ITU or Effecency Overhaul. Or B) It will encouage you to add in the most expensive mod you can to get the most OP out of everything. Do I wait until I get a better mod or do I go ahead and just put RB and EO on this ship? I can see this being a pretty big newbie trap too

That sounds like a reasonable choice to present, no? And some degree of this is kind of an inevitable consequence of giving ships more personality.


Spoiler
This update seems promising. I like RPG stuff a lot, so this kinda content gets me excited. The story points seem like a really cool addition, but all the conversation about the name for the points gave me some ideas. Maybe something useful can be gotten out of them.

One thing that could be done to the "story points" to give them some fluffy flavor would be to tie the name into what kind of character you roll. For example a tritach start would begin you with a few of their smaller ships and a commission. This start could also rename story points to something flavorful for the faction, like uuhh... Executive points. For pirate players they'd be Rogue points. A tooltip should point out that these are special "story points", to avoid confusion.

Then again the name could be something more generic (yet fluffy) like "Connections" or "Favor points", because as the player accumulates experience and grows in power they'd also gain contacts and powerful people owing favors to them. People who could know a certain someone who could refit ships like nobody else in the sector. A gray market of connections if you like. The points could even at some point in the future, be introduced by the player meeting a powerful individual/administrator who needs a favor.

Or the points could be explained by something special in the player character themselves. Like a Domain era experimental quantum computing interface, that somehow ended up in the player's head. Which would be a good excuse for the player being able to pull off some weird stuff (as well as why they could grab them droneships, when nobody else seems capable of doing so). While remaining neutral enough that it would fit with whatever playthrough the player attempted. It could even have some plotpoints or storylines related to it. This could help the player feel special. The points could also be called something more scifi at this point! I'm terrible with names, so I'll just say "Quantum points" and shamefully leave it at that.

Thanks for all the hard work! 8)
[close]

Hmm - I get where you're coming from, and it sounds neat! But, I think it's important to keep the name of the points very abstract; as soon as you get into specifics, certain uses of them start making less sense. This is exactly the kind of fun thinking about what goes on in-fiction that story points are meant to encourage, though, so it seems like they're working in that regard :)


- I have a certain liking for the "story points" name, because I read it as conveying "this is the sort of thing that only a hero can do, in fact it is almost the definition of a hero". Maybe it could be replaced with something more fitting in-universe though.
"Hero points" or "legend points" have the same idea but may be too RPG-ish? Don't have any other ideas.

Hmm.

- What kind of skills will AI fleet commanders have? Can their officers have elite skills? (For that matter, can their ships have perma-hullmods?) It might be good to get a GUI (both in combat and in the fleet interaction dialog) for displaying the skills of officers on both sides.

Still working through that. Their officers will likely have some elite skills, though. Probably not perma-mods unless it's a special fleet - otherwise, farming ships with perma-mods seems like it could be too appealing over building them in yourself. Was thinking about a GUI, but not keen on adding something like that that the player would feel obligated to read through prior to every fight.

- For that matter, do officers have to learn skills in the same order the player does, or is it just "pick what you like" as with the AI cores?

It's similar-ish.They get picks from the same tier-based system (by default, two tiers - 4 skill totals - are presented to pick from at each level-up), and higher tiers are unlocked at a higher officer level. So it's roughly similar, but more flexible about the rules.


Anyway, are the maximum amount of permanent hullmods modifiable in the settings file?

Yep!


If so, would it be possible to make the setting per hull size?

Ahh, I don't think so. It *is* however possible to make (via a custom, hidden built-in hullmod) a certain hull have a higher number of perma-mods that can be installed.


[Redacted] Points

Ha!


Besides the confusion that Story points might create, another reason I'm not a fan of it is because it just sounds simple. The word is too broad and doesn't have a cool ringer to it.

In a way, blandness is a feature since you can project whatever you want onto it.

Not sure if this was already suggested but simply just ''campaign points''. I mean you obviously only use them in campaign, for a lot of different things so its name shouldn't be something specific. Honestly I don't have any problems with them being called story points but I can see how people could misunderstand.

Ah - hmm. That could work too, but I do like that story points, well, have the word "story" in them. Even though it does conflict with "story" missions.


You did block transferring command mid-battle, right? ;)

Yes! And also transferring command before battle in the fleet interaction dialog. (I forgot to at first, though, and then a day later was like "waaaaaait a minute"...)
Title: Re: Skills and Story Points
Post by: Dexy on July 09, 2019, 10:44:49 AM
Removing the aptitude is clearly the right thing.

I am not sure that forcing the player to progress through skill tiers is a good thing. Are you sure that new players are really having a problem picking skills and that this problem is so bad it justifies removing choices from experienced players? Players will be able to reallocate their skill points with story points so it's not really a problem if they make some bad decisions with their skills.

AI core officers sound fun.

Story points sound interesting but I worry that there could be a balance problem if some uses for story points grant permanent, or long lasting benefits (like making an officer's skill elite) while other uses are "frivolous". I don't think the bonus experience thing addresses this. If the more frivolous uses are effectively free, then using story points becomes a no brainer. Obviously they will not be free, and then I will probably decide that I should invest all story points into permanent or long lasting things, such as creating the best possible officers and giving them ships with permanent hullmods. In the long run this should give much more power to the player, which means that the game might become too easy, or that the higher difficulty will be balanced around this sort of powerplay with little room for frivolous things. So I think story points should be mostly about frivolous and fun things, convenient things like allowing skill point reallocation.
Title: Re: Skills and Story Points
Post by: Megas on July 09, 2019, 10:47:24 AM
When I first saw "story" points, I thought those would be points to affect campaign plot/story points (or somehow let player get the golden ending), not enhance skills or ships and the like.  I see story points as presented by the blog as alternative Loadout Design 3 and skill boosters.
Title: Re: Skills and Story Points
Post by: Cyan Leader on July 09, 2019, 10:48:52 AM
I'm confused by your early answer Alex, are AI officers strictly for automated ships?
Title: Re: Skills and Story Points
Post by: Midnight Kitsune on July 09, 2019, 11:02:26 AM
I'm confused by your early answer Alex, are AI officers strictly for automated ships?
Yes. They need to have the "automated" hull mod for you to be able to use AI Cores as officers
Title: Re: Skills and Story Points
Post by: Alex on July 09, 2019, 11:48:22 AM
I am not sure that forcing the player to progress through skill tiers is a good thing. Are you sure that new players are really having a problem picking skills and that this problem is so bad it justifies removing choices from experienced players? Players will be able to reallocate their skill points with story points so it's not really a problem if they make some bad decisions with their skills.

Like I mentioned in the blog post, this isn't a new-player-only change. Would be kind of silly if it was! I think it's a very much superior system for experienced players as well. When the choices are more pronounced and clear-cut, it's a benefit to everyone.

I mean, let's look at just the current combat skills - which ones would one pick and why? A couple do stand out (Impact Mitigation level 1, Missile Specialization, maybe Helmsmanship) but a lot of them are kind of a generic mass of bonuses where if you want to make an optimal choice, you have to do a lot of math and be very sure of under-the-hood mechanics. Which, 99% of people aren't going to do, so they'll probably just pick a couple because it doesn't matter too much and be ok with it. I mean, it *works*, but it's hard to even articulate the choices it presents, they're so fuzzy at times. And if you do the math, it's not like the situation is better - at that point, you just know what the optimal option is, instead of having a choice.

With the new tier system, picking one skill vs one other skill, it's much easier to set things up so that the choices are clear - generally speaking, the bonuses each tier offers will affect entirely different things, so there's not a case of one or the other being mathematically better and you "just" needing to work it out by spending a few hours with a spreadsheet. E.G. tier 1 combat is a choice between Helmsmanship and Strike Commander - do you want to go faster, or have stronger bombers? Level 3 is Impact Mitigation (which works about as before) vs Ranged Specialization (which gives your weapons bonus damage at longer range). And so on.

It's near impossible to do this sort of thing if you can pick anything at any time - it'd be much harder to avoid having several skills where they're really hard to meaninfully compare. Also, being able to present things as "this OR that" lets you have skills that would be too strong - or just a no-brainer choice - if they could be combined easily.


Story points sound interesting but I worry that there could be a balance problem if some uses for story points grant permanent, or long lasting benefits (like making an officer's skill elite) while other uses are "frivolous". I don't think the bonus experience thing addresses this. If the more frivolous uses are effectively free, then using story points becomes a no brainer. Obviously they will not be free, and then I will probably decide that I should invest all story points into permanent or long lasting things, such as creating the best possible officers and giving them ships with permanent hullmods. In the long run this should give much more power to the player, which means that the game might become too easy, or that the higher difficulty will be balanced around this sort of powerplay with little room for frivolous things. So I think story points should be mostly about frivolous and fun things, convenient things like allowing skill point reallocation.

Bonus experience does address this, by making the "frivolous" choices free in the long term, but not in the short term. Or, at least, that's how it's supposed to address this.


I'm confused by your early answer Alex, are AI officers strictly for automated ships?
Yes. They need to have the "automated" hull mod for you to be able to use AI Cores as officers

(Correct!)
Title: Re: Skills and Story Points
Post by: Goumindong on July 09, 2019, 01:02:46 PM
I love basically everything in this blog post and as far as i can tell everything works mechanically and thematically.

If you want a different name tor story points(SP) to differentiate btweeen skill points (SP) you might consider them “plot points” (pp*). They represent the heroes uniqueness that effects the plot. Maybe they have a ship (or ships) that are special and unique. Maybe theyre lucky with smuggling. Maybe they command unique loyalty from their subordinates and push them to exquisite heights. Each of these might not change the “story” but they definitely effect the plot.

*then everyone can talk about how much plat they have.
Title: Re: Skills and Story Points
Post by: Alex on July 09, 2019, 01:06:45 PM
Hmm, I kind of like that - let me think about this!
Title: Re: Skills and Story Points
Post by: Dexy on July 09, 2019, 01:39:54 PM
I am not sure that forcing the player to progress through skill tiers is a good thing. Are you sure that new players are really having a problem picking skills and that this problem is so bad it justifies removing choices from experienced players? Players will be able to reallocate their skill points with story points so it's not really a problem if they make some bad decisions with their skills.

Like I mentioned in the blog post, this isn't a new-player-only change. Would be kind of silly if it was! I think it's a very much superior system for experienced players as well. When the choices are more pronounced and clear-cut, it's a benefit to everyone.

I mean, let's look at just the current combat skills - which ones would one pick and why? A couple do stand out (Impact Mitigation level 1, Missile Specialization, maybe Helmsmanship) but a lot of them are kind of a generic mass of bonuses where if you want to make an optimal choice, you have to do a lot of math and be very sure of under-the-hood mechanics. Which, 99% of people aren't going to do, so they'll probably just pick a couple because it doesn't matter too much and be ok with it. I mean, it *works*, but it's hard to even articulate the choices it presents, they're so fuzzy at times. And if you do the math, it's not like the situation is better - at that point, you just know what the optimal option is, instead of having a choice.

With the new tier system, picking one skill vs one other skill, it's much easier to set things up so that the choices are clear - generally speaking, the bonuses each tier offers will affect entirely different things, so there's not a case of one or the other being mathematically better and you "just" needing to work it out by spending a few hours with a spreadsheet. E.G. tier 1 combat is a choice between Helmsmanship and Strike Commander - do you want to go faster, or have stronger bombers? Level 3 is Impact Mitigation (which works about as before) vs Ranged Specialization (which gives your weapons bonus damage at longer range). And so on.

It's near impossible to do this sort of thing if you can pick anything at any time - it'd be much harder to avoid having several skills where they're really hard to meaninfully compare. Also, being able to present things as "this OR that" lets you have skills that would be too strong - or just a no-brainer choice - if they could be combined easily.

I think players will get 0-1 specialization skills for each category (combat, tech, leadership, industry). The remaining skills will be the generalist skills which are always the same ones. I don't think this system is worse than what we have now, I think it's better for the reasons you're giving but I don't think it will do much to create variety in character builds. Admittedly it depends a lot on how many skills points we will have and what the actual skills will do.

Have you considered a system where skills are organized in rows (representing the skill category) and columns, and a player can never pick more than 2 skills from the same column? I'm assuming 14 level ups here.

Code
Combat:     1 2 3 4 5 6 7
Tech:       1 2 3 4 5 6 7
Leadership: 1 2 3 4 5 6 7
Industry:   1 2 3 4 5 6 7

If balancing all columns against each other is too difficult, then you could make it so that at the first level up, only skills from column 1 could be chosen, at the second level up only skills from column 2, and so on. After 7 levels ups it would start against in column 1. Then you only have to balance skills in each column against each other.


Title: Re: Skills and Story Points
Post by: intrinsic_parity on July 09, 2019, 02:05:54 PM
Wait so is the designed gameplay to rarely deploy more than 8 ships? Or are you expecting AI ships to fill out the fleet a lot? Also, if the game is balanced around essentially all combat ships having these built in hull mods, it sort of cheapens the decision to put them on. I liked the idea of a big investment to make your flagship special. Instead, I have to allocate a certain number of my story points to keeping my combat ships 'up to par.' It doesn't feel like a decision, more like an obligation.
Title: Re: Skills and Story Points
Post by: Alex on July 09, 2019, 02:16:34 PM
I think players will get 0-1 specialization skills for each category (combat, tech, leadership, industry). The remaining skills will be the generalist skills which are always the same ones. I don't think this system is worse than what we have now, I think it's better for the reasons you're giving but I don't think it will do much to create variety in character builds. Admittedly it depends a lot on how many skills points we will have and what the actual skills will do.

Let's say it's one specialization per aptitude, and let's say there are 4 "general vs spec" skills in each aptitude, and the player invests into 3 aptitudes. That's 4x4x4x4 possible "builds"; if you end up picking 2 spec skills, the number goes up quite a lot.

The thing is, though, the number of possible builds doesn't matter all that much. What really counts is changes that make enough of a difference to make another playthrough feel significantly different. If there's even only 3 or 4 of those, that's already huge as far as improving replay variety. The current skill system certainly allows for more possible combinations, but the new skill system gives us more meaningful combinations, as far as actually improving variety goes.


Have you considered a system where skills are organized in rows (representing the skill category) and columns, and a player can never pick more than 2 skills from the same column? I'm assuming 14 level ups here.

Code
Combat:     1 2 3 4 5 6 7
Tech:       1 2 3 4 5 6 7
Leadership: 1 2 3 4 5 6 7
Industry:   1 2 3 4 5 6 7

If balancing all columns against each other is too difficult, then you could make it so that at the first level up, only skills from column 1 could be chosen, at the second level up only skills from column 2, and so on. After 7 levels ups it would start against in column 1. Then you only have to balance skills in each column against each other.

I did consider this, actually! "pick one out of 4" makes the choices harder to balance against each other. Also, since they aptitudes are conceptually different, you'd more often put the player into a position of picking between wildly different skills - i.e. improved combat vs, say, improved salvaging or sensors. Those kinds of choices feel worse, imo, as there's more room for "less fun but more optimal" selections to be made.

Fundamentally, this is changing the structure from "4 tracks with 5 tiers of 2 choices each" to "1 track with X tiers of 4 choices each". (Where in your case X is 7; if it were 10 we'd have 40 skills.) I wouldn't say that's a completely unworkable option or even *that* different from the one I ended up choosing; I just prefer the current setup to this, it was a lot easier to work with.

(Edit: to clarify, I hadn't considered picking 2 out of the 4 skills, iirc.)


Wait so is the designed gameplay to rarely deploy more than 8 ships? Or are you expecting AI ships to fill out the fleet a lot?

"AI ships" - you mean on the player's side, right? I think ideally the majority of the ships you deploy should be the ones with officers. The more ships there are in the fleet, the more busywork there is with loadouts etc; managing around 10ish or so ships like that is what seems about right to me. But the way things are set up you'd have a lot of flexibility about what you want to do. But that's the sweet spot I'd like to aim for.

Also, if the game is balanced around essentially all combat ships having these built in hull mods, it sort of cheapens the decision to put them on. I liked the idea of a big investment to make your flagship special. Instead, I have to allocate a certain number of my story points to keeping my combat ships 'up to par.' It doesn't feel like a decision, more like an obligation.

I'm not sure I understand. If a player can do things to increase their power, then of course the game would be balanced around that? That's... just how it works, right? ("It" being "games in general".)
Title: Re: Skills and Story Points
Post by: Megas on July 09, 2019, 02:19:18 PM
Hopefully, fights are smaller, or at least finish faster.  Unless my fleet is fully optimized for combat by endgame, I can easily use about twenty or so ships per endgame fight (when my fleet is not quite endgame level) because of how big fights have become in 0.9.x.
Title: Re: Skills and Story Points
Post by: intrinsic_parity on July 09, 2019, 02:43:26 PM
Also, if the game is balanced around essentially all combat ships having these built in hull mods, it sort of cheapens the decision to put them on. I liked the idea of a big investment to make your flagship special. Instead, I have to allocate a certain number of my story points to keeping my combat ships 'up to par.' It doesn't feel like a decision, more like an obligation.

I'm not sure I understand. If a player can do things to increase their power, then of course the game would be balanced around that? That's... just how it works, right? ("It" being "games in general".)
I say 'balanced around' meaning the ships themselves are balanced around some expected strength/course of action that the player takes. If the ships are designed so that if you have two built in hull mods, then you will have enough OP for some interesting loadouts then I would say the ships are balanced with the expectation that the player will spend story points to buff every ship, and that the game is not balanced around ships not having those hull mods (i.e. you probably won't be able to fit anything more than super basic loadouts on ships without those story points. So if the player chooses not to buff ships with story points, he is losing access to a lot of the game because the ship wasn't balanced to be able to use a variety of loadouts without those extra hull mods. Obviously you also want to make sure that ships that do use the buffs aren't too strong which is 'balancing' them, but I'm talking about whether they are the 'default' or not.

I don't think it has to be given that the player will do this on all ships he plans to deploy? There are plenty of other ways to spend story points that seem very important. I guess what I'm trying to say is that I like the idea of spending story points to buff your ship being a big investment (i.e. not the default course of action) that makes your flagship better than the baseline of ship power like a hero/custom ship, rather than spending story points to buff ships being the default course of action that all ships are expected to have in order to use anything more than a super basic loadout. I guess that's more what I thought of when I read it, rather than what it has to be, but it seems more interesting to me.
Title: Re: Skills and Story Points
Post by: Goumindong on July 09, 2019, 02:47:18 PM
Wait so is the designed gameplay to rarely deploy more than 8 ships? Or are you expecting AI ships to fill out the fleet a lot? Also, if the game is balanced around essentially all combat ships having these built in hull mods, it sort of cheapens the decision to put them on. I liked the idea of a big investment to make your flagship special. Instead, I have to allocate a certain number of my story points to keeping my combat ships 'up to par.' It doesn't feel like a decision, more like an obligation.

1) No the designed gameplay is to not make "having lots of ships an obvious benefit".

Currently the bonus is Minimum(Value, Bonus/ships). I.E. if you have 6 ships you get 50% and 7 ships you get 6/7th of 50%.

As such the total value of ships is (1+effective bonus) * Ships And since effective bonus = Value/Ships then we have Ships + Bonus = total combat strength. d(total combat strength)/d(ships) therefore equals 1. Adding a ship produces the same value regardless of what the bonus is. Adding bonus effects the fleet in the same absolute way regardless of the number of ships you have.

This does mean that the bonus is less valuable in a percentage function as you get more ships. But its never zero and and the marginal value* of the bonus or adding more ships is never negative. Its a pretty construction really.

2) Well story points are unlimited at the moment.  So you're not really obligated to keep your combat ships up to par. You're able to at the expense of being able to do less things in the immediate term. Does this mean that you will probably have a fully plot armored fleet later in the game? Yea, it might... But Obligated to? Well what if you want to make some of your combat skills elite? What if you want to make your officiers special?


*or the marginal logarithmic value which may be a better metric in many situations.
Title: Re: Skills and Story Points
Post by: ottodeluxe on July 09, 2019, 02:52:33 PM
Since I am a creature of habit, I have very mixed feelings about some of the new mechanics:

There are certain playstyles that I like, and others I strongly dislike. I never liked phase ships, for example, so for me personally, there won't be a choice in that specific skill tier. I'm sure others also have their preferences. What I am mostly worried about is exclusive skils that feel relevant to certain playstyles. For example, making a choice between decent colonies, decent fleet logistics and better specialists. In the current system, if you completely opt to ignore the conbat tree and gimp yourself incombat a bit, you can get a lot of fleetwide skills and all the colony stuff. If all those skills move to tiers 4 and 5, you "have" to pick 80% skills that are "nice to have", but ultimatey you don't care about. And you can only ever get maybe three out of 5 skills you consider "core" to your playstyle. (I guess we can remedy this by setting the max level to 30 in the options, but then banlancing completely goes haywire)

With the skills scaling with OP/recovery cost/etc., the player is even more incentivised to keep their fleet small. I see the benefits of performance, less micro and others, but ultimately, I love massive endgame fleets clashing, where some 4-7k OP are fielded by both sides, respectively. It seems that this kind of playstyle will be totally gimped by the new system, and you might not want to use any buff skills in the first place, if you get 0.7% better flux management or 2% top speed. Maybe such skills should scale with player level (or better, story points earned). Those skills should have a minimum effectiveness (maybe floored at 50%) and should obviously not scale above 100%. For example, a skil gives +20% top speed, for 30 OP per story point earned. It would always give at least 10%, but even huge lategame fleets could get the full 20%, given enough time.
Title: Re: Skills and Story Points
Post by: Alex on July 09, 2019, 03:05:37 PM
I say 'balanced around' meaning the ships themselves are balanced around some expected strength/course of action that the player takes. If the ships are designed so that if you have two built in hull mods, then you will have enough OP for some interesting loadouts then I would say the ships are balanced with the expectation that the player will spend story points to buff every ship, and that the game is not balanced around ships not having those hull mods (i.e. you probably won't be able to fit anything more than super basic loadouts on ships without those story points. So if the player chooses not to buff ships with story points, he is losing access to a lot of the game because the ship wasn't balanced to be able to use a variety of loadouts without those extra hull mods. Obviously you also want to make sure that ships that do use the buffs aren't too strong which is 'balancing' them, but I'm talking about whether they are the 'default' or not.

Ah, I see what you mean. Well, I didn't go and nerf the OP on all ships across the board! Plus, most NPC ships wouldn't have perma-mods. So it wouldn't make sense to balance ships around in this sense.


I don't think it has to be given that the player will do this on all ships he plans to deploy? There are plenty of other ways to spend story points that seem very important. I guess what I'm trying to say is that I like the idea of spending story points to buff your ship being a big investment (i.e. not the default course of action) that makes your flagship better than the baseline of ship power like a hero/custom ship, rather than spending story points to buff ships being the default course of action that all ships are expected to have in order to use anything more than a super basic loadout. I guess that's more what I thought of when I read it, rather than what it has to be, but it seems more interesting to me.

I think long-term it probably would be, though. There's lots of stuff to spend story points on, but a lot of the uses "give them back" via bonus XP, so as far as sinks, building hullmods into ships is a big one. Elite skills is one too, but that's pretty limited - even if you picked up every single combat skill you could, that'd be 12 story points total to make them all elite.

(This is actually a current concern/something I'm thinking through - I think it'd make sense to have another story point "sink", but haven't sorted out what it would be, exactly.  Perhaps toning story points down to 2 per level would be enough, though; at 4 right now it feels like you'd be drowning in them in short order.

If there *was* an additional sink - a sink being something that doesn't give bonus XP but that you'd still want to spend the points on - that'd take "built in" mods a few steps away from being expected.)


There are certain playstyles that I like, and others I strongly dislike. I never liked phase ships, for example, so for me personally, there won't be a choice in that specific skill tier. I'm sure others also have their preferences. What I am mostly worried about is exclusive skils that feel relevant to certain playstyles. For example, making a choice between decent colonies, decent fleet logistics and better specialists. In the current system, if you completely opt to ignore the conbat tree and gimp yourself incombat a bit, you can get a lot of fleetwide skills and all the colony stuff. If all those skills move to tiers 4 and 5, you "have" to pick 80% skills that are "nice to have", but ultimatey you don't care about. And you can only ever get maybe three out of 5 skills you consider "core" to your playstyle. (I guess we can remedy this by setting the max level to 30 in the options, but then banlancing completely goes haywire)

Hmm - I think it's kind of a question of calibrating your expectations. If you consider 5 skills "core" to your playstyle, but it's not possible to get more than 3 of them, then they're probably not actually "core", if you know what I mean :) And, well, the skill update is certainly a change, so things will change as a result! Ahem.

With the skills scaling with OP/recovery cost/etc., the player is even more incentivised to keep their fleet small. I see the benefits of performance, less micro and others, but ultimately, I love massive endgame fleets clashing, where some 4-7k OP are fielded by both sides, respectively. It seems that this kind of playstyle will be totally gimped by the new system, and you might not want to use any buff skills in the first place, if you get 0.7% better flux management or 2% top speed. Maybe such skills should scale with player level (or better, story points earned). Those skills should have a minimum effectiveness (maybe floored at 50%) and should obviously not scale above 100%. For example, a skil gives +20% top speed, for 30 OP per story point earned. It would always give at least 10%, but even huge lategame fleets could get the full 20%, given enough time.

Interesting thought as far as tying story points in! Going to mull that over.

As far as having a minimum, I don't think that'd work. If you add in a minimum, then instead of encouraging smaller fleets, you're very close to encouraging larger ones because the total magnitude of the bonuses goes up.
Title: Re: Skills and Story Points
Post by: Megas on July 09, 2019, 03:07:47 PM
Hopefully, story points will not be too hard to accumulate.  Right now, I am kind of worried that I may need to hoard points or reload games to preserve my special ships (instead of discard-and-draw that I do today), but if story points easy to come by at a steady rate, maybe player can afford to lose built-in ships or spend them frivolously.

In seems blueprints will be most useful for your patrols' composition and to obtain your first few ships.
Title: Re: Skills and Story Points
Post by: SCC on July 09, 2019, 03:21:58 PM
I think that you don't need to fret yourself so much with bigger fleets, Alex. For people who like to play with loadouts, the tedium will stop them, and for those who do just one pass for every ship... Well, if it works for them, who cares? They have maintenance and fuel to worry about.
How many carrier skills for officers are there now? I can see just one for certain at the moment. Hey, there are no leadership skills anymore... It's nice that I won't be forced to get personal carrier skills just to get to the ones I want.
Title: Re: Skills and Story Points
Post by: Alex on July 09, 2019, 04:06:13 PM
How many carrier skills for officers are there now? I can see just one for certain at the moment. Hey, there are no leadership skills anymore... It's nice that I won't be forced to get personal carrier skills just to get to the ones I want.

Two, although "Point Defense" boosts both the ship and its fighters. And, yeah, both of them are "specializations", so you wouldn't be forced to pick them on the way up through Combat, either.
Title: Re: Skills and Story Points
Post by: Wyvern on July 09, 2019, 04:08:06 PM
This is actually a current concern/something I'm thinking through - I think it'd make sense to have another story point "sink", but haven't sorted out what it would be, exactly.

Here are some obvious ones:
Title: Re: Skills and Story Points
Post by: Alex on July 09, 2019, 04:39:27 PM
Thank you - these all generally sound good (and a couple are even already on my list!) And, certainly, having more ways to spend 'em helps. What I mean, though, is something more, what's the word... systemic? The way building in hullmods is a something that has the potential to absorb *a lot* of points over time; something like that. A "you will spend points here, and will want to, and points you spend elsewhere for bonus XP are basically just waiting to be eventually spent here", if that makes sense.

Edit: an example might be letting *all* officer skills be made elite, eventually. That would be 40+ points right there. In fact, might not be the worst idea.
Title: Re: Skills and Story Points
Post by: intrinsic_parity on July 09, 2019, 06:29:29 PM
2) Well story points are unlimited at the moment.  So you're not really obligated to keep your combat ships up to par. ...
Just because you have more theoretical options, doesn't mean you will take them. In the current skill system, you can take whatever skills you want but you always take loadout design. Loadout design isn't technically an obligation, but in practice it is. I just feel like these hull mods will be the same way. If there are a ton spare story points, it probably works out ok, but it still cheapens the decision making. I was hoping for a way to make your flagship special, but I'm worried that instead we will replace the mandatory skill point tax with a mandatory story point tax. It's just much more interesting to me to give all ships those extra OP as a baseline, and then make the built in hull mods a really special thing that you will only do on a handful of ships. That just feels more interesting to me.

Ah, I see what you mean. Well, I didn't go and nerf the OP on all ships across the board! Plus, most NPC ships wouldn't have perma-mods. So it wouldn't make sense to balance ships around in this sense.
I guess I think about the game being 'balanced' around the +10% OP from loadout design (because that is all I ever play with) so it feels to me like all ships did just get an OP nerf. Weapons like the heavy blaster become worse when there is less OP to support them with vents/hull mods so changing the baseline OP does change the balance of everything else. As I've said above, I would like the +10% OP to be the baseline because I feel like it allows for a larger variety of builds, and then built in hull mods to be more special (probably by costing a lot more story points), but I admit it's definitely possible to be balanced in the way you're doing it. Ultimately I will have to play it to see how it feels.

I'd also like to say that I like big fleet battles with many ships, and I think a some other people do to, so I hope the game isn't taken too far in the direction of only 8 ships in a fight and only officered ships.
Title: Re: Skills and Story Points
Post by: Goumindong on July 09, 2019, 06:41:27 PM
Case in point: i do not always take loadout design.

I understand the concept of dominated choices but i dont think youre going to have as much issue as you think here. Not only do “non value” options as youre describing not cost as much in terms of points (as you get them back by leveling faster) but making a hull mod permanent is a big deal and will secure that specific ship as part of your long term strategy. Youre unlikely to do that with every combat ship you acquire.
Title: Re: Skills and Story Points
Post by: Cyan Leader on July 09, 2019, 06:50:38 PM
Perhaps toning story points down to 2 per level would be enough, though; at 4 right now it feels like you'd be drowning in them in short order.

I had this concern as I was reading it, it seems too much. Hard to tell without playtesting it though.
Title: Re: Skills and Story Points
Post by: Alex on July 09, 2019, 06:55:26 PM
I guess I think about the game being 'balanced' around the +10% OP from loadout design (because that is all I ever play with) so it feels to me like all ships did just get an OP nerf.

Right, that makes sense, but it's definitely not how I'm looking at it. (I tend not to take Loadout Design during playtesting, btw, or if I do take it, take it pretty late...)
Title: Re: Skills and Story Points
Post by: Sun_Rendered on July 09, 2019, 08:35:05 PM
Overall I like where this update is going, though I can't say I'm overly thrilled with where the missile specialization skills is currently sitting in the skill tree, generally speaking missile spec is usually the only combat skill I take because i tend to make missiles the cornerstone of my flagship's loadout. of course id need to actually see the skills in the skill tree before passing any solid judgement but right now, with no knowledge of all the skills in this new system, I'm having a hard time justifying 1/3 of my points to continue that play style.
Title: Re: Skills and Story Points
Post by: Alex on July 09, 2019, 09:00:00 PM
Yeah, I definitely see what you're coming from there. As it stands right now, I think you could make effective builds both putting 5 points into Combat and not, but, well, we'll really just have to see how it works out!

Also, Missile Spec is a bit different now - stronger, but also some of its effects - the missile maneuverability/speed ones - got moved into the ECCM hullmod, so I think if you want *basically* the same level of missile use as you're getting now with Missile Spec, you could put on ECCM plus Expanded Missile Racks, and get most of the way there.


Hi and welcome to the forum, btw! I know it's technically your second post but it's the first one I saw :)
Title: Re: Skills and Story Points
Post by: Baqar79 on July 09, 2019, 10:31:06 PM
I guess it could be argued that not all ships need it, but a good question to ask is how many people don't choose Loadout Design 3 in their games?

I'm pretty dependent on that extra OP, so while not having it is technically not a reduction in OP, it does seem a bit like it in practice.  However I don't know whether this is true for other players (you don't necessarily pick it all the time as you mentioned), perhaps I'm in the minority with Intrinsic_parity in thinking that it is super important.

With story points I'm almost certain to be able to actually squeeze more OP into a ship with the hull mods, but rather than being a specialization, I'm thinking about integrating the most expensive hull-mods first to free up the OP lost with the absence of LD3.  I guess it would feel better to me if integrating hull-mods with story points was an upgrade rather than being a requirement of getting that additional OP I count on in 0.9.1a.

I admit though that once I see the new mechanics in action, perhaps I will change my mind, and I want to emphasize that I'm genuinely excited about the new skill system overhaul; it just seems very much more interesting than the current system.  I'm just greedy when it comes to ship customization!

A possible compromise would be to create a hull-mod that gives that 10% additional OP of "Loadout Design 3". Perhaps make it logistics based (was the limit on those 2 right?), though that may mean buffing other logistics hull-mods so that the OP reduction hull-mod doesn't become the default choice.

Building on this idea, how about offering several unique hull-mods only available with story points?, some random examples:

"Lightweight Weapon Mounts"
- OP cost reduction per size class of weapon (Small: -1 OP, Medium: -2 OP, Large: -3 OP)

"Waste Flux Re-Routing" <-- I struggled for a name here....
- +50% to Energy Weapon damage at high flux levels

"Hull Repair Droids"
- +0.5% Hull integrity restored each second up to 50% hull (maybe requires 5 seconds of not receiving enemy fire to activate).

Ignoring my randomly chosen bonuses, these unique hull-mods could be more expensive in story points, and be of a limited amount (eg 5/10 per game, but refundable) so that they don't end up replacing all the standard hull-mods as the de-facto choice.  You could even make these special hull-mods into something that you need to acquire through salvage rather than be given immediately.
Title: Re: Skills and Story Points
Post by: Dexy on July 09, 2019, 11:40:30 PM
Speaking of the old skills system. I often took missile specialization as first combat skill. It is very effective in the early game when piloting a Wolf built as missile platform. There's nothing like oneshotting a Hound and Cerberus with a salvo of atropos missiles before they can even get in firing range, and then having all the flux to deal with a third ship, and thanks to expanded missile racks still having a quick finisher. Being able to quickly remove ships from the battlefield is very valuable.

It sounds like being able to pick missile specialization early on will no longer be possible because I have to progress through several tiers of combat skills before that. On the other hand some of its effects are available through hull mods.
Title: Re: Skills and Story Points
Post by: Morgan Rue on July 10, 2019, 12:02:26 AM
Will "elite" fleets like the Diktat subfaction and maybe some inspections/bombardment/expedition fleets have builtin hullmods? They seem like a good way of making "late game" NPC fleets stronger. Or maybe for high ranking commanding officers, would make sense for them to have customized ships. Maybe also put a few of them on mission flagships.

Also, I do think more information is good, but knowing bonus hullmods or all officers skills might be too much. Maybe just anything remarkable, rumored or storied about the officers? Like one or two Elite Skills they might have?
Title: Re: Skills and Story Points
Post by: Midnight Kitsune on July 10, 2019, 03:03:47 AM
How moddable is the new skill system?
Title: Re: Skills and Story Points
Post by: Megas on July 10, 2019, 05:02:37 AM
I guess it could be argued that not all ships need it, but a good question to ask is how many people don't choose Loadout Design 3 in their games?

I'm pretty dependent on that extra OP, so while not having it is technically not a reduction in OP, it does seem a bit like it in practice.  However I don't know whether this is true for other players (you don't necessarily pick it all the time as you mentioned), perhaps I'm in the minority with Intrinsic_parity in thinking that it is super important.
I always choose Loudout Design 3 early because too many ships are OP starved without it, and some ships are OP starved even with LD3.  In addition, Resistant Flux Conduits is the only way to get EMP resistance, and with LD3 giving enough OP for another hullmod, it is effectively more EMP resistance or other perk.  I consider Loadout Design 3 the baseline.  No Loadout Design 3 is too crippling.

The only perk more important than LD3 is Electronic Warfare 1 because it is the only way to get basic ECM defense.  Spamming ECM Package on all ships is not really an option when ships are OP starved.

In every game, Electronic Warfare 1 is the first perk I get, then Loadout Design.  Those two perks are the most critical and universal perks in the whole game.

I will most likely view story points as Loadout Design tokens, and will probably spend them on the most expensive hullmods to squeeze the most OP out of ships.
Title: Re: Skills and Story Points
Post by: Rounin on July 10, 2019, 06:34:46 AM
If i were a guard on patrol duty and had to scan a ship, i would accept a credits bride because we all need credits, not some magical "you're immune to 1 scan" pass.
Considering that the AI smuggler fleets can wander around with their transponders off without faction patrols so much as looking at them, I, for one, will be quite pleased to have an option to do something even vaguely similar.

why would the faction patrols look at us so much and not smugglers then? maybe we're not doing as well of a work, unlike smugglers.
Remember, if you're a known smuggler, you're doing something wrong

Don't look at this so rigidly. It's not a "magic pass", it's an abstract guaranteed success. You smooth talk the captain, maybe you know him from cadet school and he lets you go after some banter, he fu... dated your sister, he mistakes you for his favourite space celeb, you did him a favour ages ago, etc. etc.
It's a storytelling tool only limited by your (lack of) imagination. There are already plenty of things abstracted in the game, so if you can put up with them you can swallow this one too.
Title: Re: Skills and Story Points
Post by: Cyan Leader on July 10, 2019, 06:46:55 AM
How moddable is the new skill system?

To add to that, I'd like the new skills to be modified more easily, without having to recompile the game. Maybe it's a tall order but hey.
Title: Re: Skills and Story Points
Post by: Megas on July 10, 2019, 06:51:57 AM
I would have no problem telling the officer in-game "I have a one-time scan immunity pass" or "I have a story point, go away!"  Various webcomics have no problem calling out metagame terms or fourth-wall breakage as they are instead of trying to pass off appropriate descriptions.

Just like I would have no problem if someone said "Um, I have a +3 flame sword" instead of "I found the Fiaming Sword of KillEmAll in the land of SmokingCraterOfDoom and slew the fell lava troll known as SnotFlame guarding it!"  Brief, precise, and more to the point is more useful than flashy story descriptions when I play a game and be more interested in winning or munching the game.

Maybe if someone writes a novel, then I guess descriptions are nice, but not so much in an arcade-like shmup.
Title: Re: Skills and Story Points
Post by: mendonca on July 10, 2019, 07:10:20 AM
(For what it's worth, I don't take Loadout Design 3 - late if ever - and don't feel constrained by any OP shortages)

New skills arrangement / framework sounds brilliant, by the way :) (especially the third iteration of it, heh!)
Title: Re: Skills and Story Points
Post by: FooF on July 10, 2019, 08:12:19 AM
Finally had to chance to digest the blog post...fascinating.

I can't say I've seen a system quite like this before, which is cool in and of itself. It's both structured but has "creativity" throughout so that choices don't feel forced but still meaningful. Respecs will also go a long way in keeping things from feeling too locked in.

Personally, I'm in the camp that "story points," as a term, are a bit of a misnomer. I get that you're trying to "tell a story" with them but I don't think you'll ever get away from people associating them with campaign/mission arcs. In practice, they're used to make decisions of varying degrees so I'd be more inclined to call them "decision points", "journey points" (synonymous with "story" but a wider connotation), "fulcrum points" (nice double-meaning but tipping the balance in one way or another), or even "path(way) points" as you took one fork or another along the way. Nit-picking notwithstanding, I like the idea and the more ways there are to spend them, the more meaningful they are.

Will there be some sort of scaling after max level for earning story points? I know the previous "post-max level" xp curve (if enabled in settings) was rather insane. As a player, I want the story points to be earned (i.e. not drowning in them) but not a trickle, either. I guess the key to all of this is rate at which we're getting them. I kind of like the idea of getting a ton early (i.e. while you're still earning levels you get 4) but after max level, you get 2, but gaining post-max levels aren't that hard. I'm also assuming that combat is the quickest way to earn XP still so if the impetus to get another story point or two is "fight stuff," I'd approve of that direction. 

(I know this sounds a little crazy, but I think the best way to teach a new player to not hoard them is to put an expiration date on them or, as has been mentioned, give a bonus for not having any at all. The MO behind them should be "you can always get more!" and though their rate of accrual will slow(?), they're never that far away).

As an aside, cribbing from Civ 6 a little, if you want to really lean into telling a story, I think the game should record a timeline of how when/how you used story points, in addition to other major events like starting colonies, getting your first capital ship, finding a rare item, etc. It could get bloated, sure, but run-throughs are just as much about "oh remember when I got ambushed by 6 pirate fleets out on the fringe?" as it is the play-style you decide on. Heck, if the player could write their own little logs and add it to the timeline, that would be kind of cool. Whether or not this is worth dev time is another issue but I digress...

Count me as a filthy Loudout Design 3 junkie. It's every game, though not first thing. I think it provides a cushion for an extra hull mod, more flux, a better weapon, etc. and its enough that I can't recall the last time I didn't get it. For example, I have a very tight SO Hammerhead build that uses LD3 (in addition to a lot of other skill perks) to reach flux parity with its weapons (930 vs 925) and still incorporate hardened subsystems. If I can "bake-in" SO and/or Hardened Subsystems using the new system, that saves me 40 OP so LD3 is a non-issue but I get the concern others are having. I think a list of ships that need looking at (not just for OP) would be helpful and I'd like to contribute.

Title: Re: Skills and Story Points
Post by: Alex on July 10, 2019, 09:28:42 AM
Spoiler
I guess it could be argued that not all ships need it, but a good question to ask is how many people don't choose Loadout Design 3 in their games?

I'm pretty dependent on that extra OP, so while not having it is technically not a reduction in OP, it does seem a bit like it in practice.  However I don't know whether this is true for other players (you don't necessarily pick it all the time as you mentioned), perhaps I'm in the minority with Intrinsic_parity in thinking that it is super important.

With story points I'm almost certain to be able to actually squeeze more OP into a ship with the hull mods, but rather than being a specialization, I'm thinking about integrating the most expensive hull-mods first to free up the OP lost with the absence of LD3.  I guess it would feel better to me if integrating hull-mods with story points was an upgrade rather than being a requirement of getting that additional OP I count on in 0.9.1a.

I admit though that once I see the new mechanics in action, perhaps I will change my mind, and I want to emphasize that I'm genuinely excited about the new skill system overhaul; it just seems very much more interesting than the current system.  I'm just greedy when it comes to ship customization!

A possible compromise would be to create a hull-mod that gives that 10% additional OP of "Loadout Design 3". Perhaps make it logistics based (was the limit on those 2 right?), though that may mean buffing other logistics hull-mods so that the OP reduction hull-mod doesn't become the default choice.

Building on this idea, how about offering several unique hull-mods only available with story points?, some random examples:

"Lightweight Weapon Mounts"
- OP cost reduction per size class of weapon (Small: -1 OP, Medium: -2 OP, Large: -3 OP)

"Waste Flux Re-Routing" <-- I struggled for a name here....
- +50% to Energy Weapon damage at high flux levels

"Hull Repair Droids"
- +0.5% Hull integrity restored each second up to 50% hull (maybe requires 5 seconds of not receiving enemy fire to activate).

Ignoring my randomly chosen bonuses, these unique hull-mods could be more expensive in story points, and be of a limited amount (eg 5/10 per game, but refundable) so that they don't end up replacing all the standard hull-mods as the de-facto choice.  You could even make these special hull-mods into something that you need to acquire through salvage rather than be given immediately.
[close]

Yeah, I think this is largely being spoiled by LD3 :) A reset to not having it might be uncomfortable, but, well, changes!

Interesting idea as far as hullmods; I'll say I'd as soon not have another type of limiter (i.e. X maximum or some such) - that gets weird implementation-wise (what happens when you lose those ships? sell them? put them into storage? take one from storage? mothball? etc?) but also story points are supposed to be that limiter in the first place.

Have been half-thinking about being able to make just assorted stat improvements to a hull at the cost of story points, without involving hullmods directly, and that's kind of along the same path. It'd have to be very much less story-point-efficient than building in hullmods, though, or individual ship power would go through the roof.


Speaking of the old skills system. I often took missile specialization as first combat skill. It is very effective in the early game when piloting a Wolf built as missile platform. There's nothing like oneshotting a Hound and Cerberus with a salvo of atropos missiles before they can even get in firing range, and then having all the flux to deal with a third ship, and thanks to expanded missile racks still having a quick finisher. Being able to quickly remove ships from the battlefield is very valuable.

It sounds like being able to pick missile specialization early on will no longer be possible because I have to progress through several tiers of combat skills before that. On the other hand some of its effects are available through hull mods.

Right now, missile spec is +top speed/maneuverability, +hitpoints, and +damage, right? You get the first one from ECCM, the second is still part of the skill (along with some other more powerful effects), and +damage for missiles is no longer available specifically. You could pretty easily pick up Target Analysis, though - it's at Combat 2 - for a nice damage boost. (The way that skill works now, btw, is a bit more direct - it's just a damage bonus, but higher vs the bigger ship classes. More target to analyze and all that.)


Will "elite" fleets like the Diktat subfaction and maybe some inspections/bombardment/expedition fleets have builtin hullmods? They seem like a good way of making "late game" NPC fleets stronger. Or maybe for high ranking commanding officers, would make sense for them to have customized ships. Maybe also put a few of them on mission flagships.

Maybe! Still haven't worked that through. It's certainly another lever to use in making late-game stuff more of a challenge, though.

Also, I do think more information is good, but knowing bonus hullmods or all officers skills might be too much. Maybe just anything remarkable, rumored or storied about the officers? Like one or two Elite Skills they might have?

Yeah... e.g. the person bounty mentions the target's leadership skills, IIRC. Going to the level of individual officers seems a bit too much info, even.


How moddable is the new skill system?

About the same as the current/old one. You can still add more aptitudes (the character screen adds a scroller), you can set up tiers for skills, and so on. It should in theory support more than 2 skills per tier, as well.

To add to that, I'd like the new skills to be modified more easily, without having to recompile the game. Maybe it's a tall order but hey.

That's just not in the cards, sorry! In general anything new I'm adding ends up in need-to-compile code, in part because there are less restrictions on what I can do in code like that, and in part because it speeds up the game's startup loading time.


(For what it's worth, I don't take Loadout Design 3 - late if ever - and don't feel constrained by any OP shortages)

New skills arrangement / framework sounds brilliant, by the way :) (especially the third iteration of it, heh!)

Haha, thank you! Yeah, it's taken a few goes at it. It's kind of amusing (to me, anyway) how the number of skill levels keeps going down. 10 -> 3 -> 1 (or 2, I suppose, if we count Elite effects as levels).


Personally, I'm in the camp that "story points," as a term, are a bit of a misnomer. I get that you're trying to "tell a story" with them but I don't think you'll ever get away from people associating them with campaign/mission arcs. In practice, they're used to make decisions of varying degrees so I'd be more inclined to call them "decision points", "journey points" (synonymous with "story" but a wider connotation), "fulcrum points" (nice double-meaning but tipping the balance in one way or another), or even "path(way) points" as you took one fork or another along the way. Nit-picking notwithstanding, I like the idea and the more ways there are to spend them, the more meaningful they are.

Duly noted! Going to talk this over with David, too, see what he thinks.

Will there be some sort of scaling after max level for earning story points? I know the previous "post-max level" xp curve (if enabled in settings) was rather insane. As a player, I want the story points to be earned (i.e. not drowning in them) but not a trickle, either. I guess the key to all of this is rate at which we're getting them. I kind of like the idea of getting a ton early (i.e. while you're still earning levels you get 4) but after max level, you get 2, but gaining post-max levels aren't that hard. I'm also assuming that combat is the quickest way to earn XP still so if the impetus to get another story point or two is "fight stuff," I'd approve of that direction. 

At max level, it's consistent. Otherwise it'd be more of a "soft cap", really, than "unlimited"...

(I know this sounds a little crazy, but I think the best way to teach a new player to not hoard them is to put an expiration date on them or, as has been mentioned, give a bonus for not having any at all. The MO behind them should be "you can always get more!" and though their rate of accrual will slow(?), they're never that far away).

Trying to keep it to positive reinforcement with bonus XP! If there's something like an expiration date - or, and earlier idea I had of giving less XP for story points the more yo have - it encourages odd behavior, like trying to spend a point on something before it runs out, etc. You'd end up worrying about it, and I really want story points to be something you don't worry about unless you're deciding exactly what to use them on.


As an aside, cribbing from Civ 6 a little, if you want to really lean into telling a story, I think the game should record a timeline of how when/how you used story points, in addition to other major events like starting colonies, getting your first capital ship, finding a rare item, etc. It could get bloated, sure, but run-throughs are just as much about "oh remember when I got ambushed by 6 pirate fleets out on the fringe?" as it is the play-style you decide on. Heck, if the player could write their own little logs and add it to the timeline, that would be kind of cool. Whether or not this is worth dev time is another issue but I digress...

Actually on the list already :) Though maybe not for this release, we'll see. But, yeah, spending story points is a really natural way to remind the player of all the things they've done, and pair that with some graphs - say, credits, fleet size, colonies, income, crew, etc - and that sounds like *a lot* of fun.

Count me as a filthy Loudout Design 3 junkie. It's every game, though not first thing. I think it provides a cushion for an extra hull mod, more flux, a better weapon, etc. and its enough that I can't recall the last time I didn't get it. For example, I have a very tight SO Hammerhead build that uses LD3 (in addition to a lot of other skill perks) to reach flux parity with its weapons (930 vs 925) and still incorporate hardened subsystems. If I can "bake-in" SO and/or Hardened Subsystems using the new system, that saves me 40 OP so LD3 is a non-issue but I get the concern others are having. I think a list of ships that need looking at (not just for OP) would be helpful and I'd like to contribute.

Cool! I'd love to hear your thoughts on the various ships, yeah; I think this thread (http://fractalsoftworks.com/forum/index.php?topic=15692.0) is good for that.
Title: Re: Skills and Story Points
Post by: Megas on July 10, 2019, 09:33:25 AM
At max level, it's consistent. Otherwise it'd be more of a "soft cap", really, than "unlimited"...
That is good to know.  No need to hoard if player can get them back after a bit of fighting or something.
Title: Re: Skills and Story Points
Post by: SafariJohn on July 10, 2019, 10:16:22 AM
Does bonus XP stack in magnitude or duration? There could be some odd level leap-frogging if it's magnitude.
Title: Re: Skills and Story Points
Post by: Schwartz on July 10, 2019, 10:55:27 AM
My reaction to the skill change went something like this: "Oh no, no, my precious points. Well, maybe. Yeah, okay!"  ;)

I think having a player pick one of two is elegant. Now care needs to be taken that there are no filler skills remaining. Powerful skills require powerful counterparts etc. Let Alex do this before you suggest alternative skill trees or whatever. It's going to work.

Speaking of filler.. a skill that gives 2 extra officers from 8 to 10 is relatively weak. I hope Story Points will buff that by another 2 or so.

Loadout Design gone and 2 theoretical free hullmods per ship actually may give the ships more OP than they previously had. It also evens the playing field, because X% bonus OP on an OP-starved ship was less powerful than the same X% bonus OP on a ship with more OP to begin with. So this is good. I don't think the player picking the same expensive hullmods every time is an argument against this system. He'll pick what he has available and he invests story points. If he waits until the two amazing and expensive 'final' hullmods are available then so be it.

I have brought this up before, but phase ships are still problematic. Before this change, they were either 3x or 4x accelerated while phased, which made regular defense and preparation against them pointless. Now if I assume the time dilation buff is gone and the ship is instead 100% faster, that still facilitates the same thing. Phase ships that zip across the screen are not fun to fight against and impossible to prepare against because they're literally off in a realm of their own. The player can raise shields but he certainly can't turn fast enough. Please, buff phase utility instead and don't give them speed. I still say phase ships need to have time dilation nerfed to 2x across the board. Which isn't a true nerf but also a buff in longevity for these ships, and likely a buff in 'player interaction' and phase tactics that don't amount only to 'get on his tail because he can't defend against it'.

I'm not sure about Remnants in player fleets. The idea that the player simply domesticated an Alpha core to play nice with his fleet takes away from the awesome power and alien nature of AI in the game as it is now. It's just one more thing the player Can Now Do and one less thing that used to be special and out of reach. Don't get me wrong, the skill looks fun and I would definitely try it out. But I had hoped to see Remnants honed into even more of a hostile and alien force in future versions, with hyperspace incursions and an actual strategic threat to the player, rather than just a tactical one. If they remain system locked and continue to be XP farms in systems with starbases AND the player can capture and reactivate their ships, that may be an increase in cool stuff but an overall net loss in atmosphere and defining uniqueness.

The beam skill is interesting. When you think about it, hard flux isn't that much of a buff. You still have to beat an enemy's shield, and there are other 1.0 or better flux ratios to be had without going all-beam. Oh! One cool thing you could do with the skill, if you haven't done it already: Give beams better turning ability, like making their firing turn rate as fast as non-firing for example. If they're knife weapons, that is needed. And a combination of this and IPDAI will actually turn Tac Lasers into a useable point defense. 8)
Also one fringe case is the Paragon, where there are Energy mounts aplenty and much higher bonus range available from the get-go. A Paragon with this skillset is going to spell trouble. I would almost say nerf his range hullmod a bit.

I think the low OP ship argument is valid and a balance pass is always welcome. But that can be a separate discussion since it's not just ships but also weapon OP costs, flux costs etc. No system is free of grade A choices and duds. Wolf and Shrike have been mentioned. Instead of buffing carriers, why not adjust fighter costs down a bit?

PS: The date on the Blog Post entry at the top of the forum page is for 2018.
Title: Re: Skills and Story Points
Post by: SCC on July 10, 2019, 11:31:40 AM
If I play with skills, I typically go for Loadout Design. Partially because Technology aptitude is the best one (2 combat skills, 2 convenience skills, 2 very universal skills), so I would probably invest a couple of points into that anyway, partially because OPs can be translated into everything — more combat power, faster movement in the campaign, better logistics, so on. Fleet Logistics comes close in versatility, but no cigar. One issue with the change I see is that now ships will be harder to replace, now a loss of a ship requires more than credits and time (or hell of a luck, if you don't have a blueprint for it). Is there going to be some skill that helps with swarm tactics, that isn't Safety Procedures?
Also one fringe case is the Paragon, where there are Energy mounts aplenty and much higher bonus range available from the get-go. A Paragon with this skillset is going to spell trouble. I would almost say nerf his range hullmod a bit.
How is 1175 (best case) range Tachyon Lance better than 1400 range Plasma Cannon? That beam hard flux mod is very specialised.
Title: Re: Skills and Story Points
Post by: Schwartz on July 10, 2019, 11:43:03 AM
Tachyons aren't that bad. Every Small Energy mount is going to have better range than projectile weapons and hard flux, isn't it?
Title: Re: Skills and Story Points
Post by: Alex on July 10, 2019, 12:00:39 PM
That is good to know.  No need to hoard if player can get them back after a bit of fighting or something.

Yeah, definitely don't want to encourage hoarding.


Does bonus XP stack in magnitude or duration? There could be some odd level leap-frogging if it's magnitude.

Neither, it stacks in quantity. Example: if you gain 200 normal XP and had 1000 bonus XP, you'll gain 400 xp and have 800 bonus XP remaining.


My reaction to the skill change went something like this: "Oh no, no, my precious points. Well, maybe. Yeah, okay!"  ;)

:D

I think having a player pick one of two is elegant. Now care needs to be taken that there are no filler skills remaining.

I guess it depends on how one defines "filler". I think the main thing is making sure the "general" skills are appealing enough - but not too appealing - compared to their "specialization" counterparts, at least where the choice is set up like that. But since it's always one of two skills, it's easier to balance against them each other.

Speaking of filler.. a skill that gives 2 extra officers from 8 to 10 is relatively weak. I hope Story Points will buff that by another 2 or so.

I don't know about that, honestly. It could easily be seen as increasing your fleet strength by... well, something less than 25%, probably, but still a fair amount.


I have brought this up before, but phase ships are still problematic. Before this change, they were either 3x or 4x accelerated while phased, which made regular defense and preparation against them pointless. Now if I assume the time dilation buff is gone and the ship is instead 100% faster, that still facilitates the same thing. Phase ships that zip across the screen are not fun to fight against and impossible to prepare against because they're literally off in a realm of their own. The player can raise shields but he certainly can't turn fast enough. Please, buff phase utility instead and don't give them speed. I still say phase ships need to have time dilation nerfed to 2x across the board. Which isn't a true nerf but also a buff in longevity for these ships, and likely a buff in 'player interaction' and phase tactics that don't amount only to 'get on his tail because he can't defend against it'.

Some incorrect assumptions here :) Phase works the same as before as far as time dilation. However, the thing about elite levels of skills is it's more ok to put in effects that are player-only or nearly so. Case in point: I'd imagine that - since, yes, it'd be annoying to fight against - the elite level of Phase Mastery would not be picked by NPC officers.


I'm not sure about Remnants in player fleets. The idea that the player simply domesticated an Alpha core to play nice with his fleet takes away from the awesome power and alien nature of AI in the game as it is now. It's just one more thing the player Can Now Do and one less thing that used to be special and out of reach. Don't get me wrong, the skill looks fun and I would definitely try it out. But I had hoped to see Remnants honed into even more of a hostile and alien force in future versions, with hyperspace incursions and an actual strategic threat to the player, rather than just a tactical one. If they remain system locked and continue to be XP farms in systems with starbases AND the player can capture and reactivate their ships, that may be an increase in cool stuff but an overall net loss in atmosphere and defining uniqueness.

More assumptions!

Instead of buffing carriers, why not adjust fighter costs down a bit?

Buffing carriers what now? :)

PS: The date on the Blog Post entry at the top of the forum page is for 2018.

Thank you, fixed!


Is there going to be some skill that helps with swarm tactics, that isn't Safety Procedures?

There's a few. A couple of skills make ships meeting certain criteria always recoverable, and in Industry 2 there's a pair of combat skills that - alongside their other effects - always make the piloted ship recoverable.
Title: Re: Skills and Story Points
Post by: Schwartz on July 10, 2019, 12:04:59 PM
Instead of buffing carriers, why not adjust fighter costs down a bit?

Buffing carriers what now? :)

Nothing you said, but some people suggested carriers could use more OP.

Right about the speed buff for the elite level phase skill. I assumed officers could get that. Still, I'll defend 2x phase speed until the end of days. ;)
Happy to hear that Remnants are going to be given some more special sauce.
Title: Re: Skills and Story Points
Post by: Alex on July 10, 2019, 12:08:06 PM
Ah, gotcha - yeah, I don't think carriers need any help, really. It's probably the opposite, but not via OP.

Happy to hear that Remnants are going to be given some more special sauce.

(Please note that I didn't say *when*. I'd love to do more here - and, I mean, it's a fairly obvious area to build on - but exactly when I'll do that is still up in the air.)
Title: Re: Skills and Story Points
Post by: Cosmitz on July 10, 2019, 12:13:24 PM
I'm not sure about Remnants in player fleets. The idea that the player simply domesticated an Alpha core to play nice with his fleet takes away from the awesome power and alien nature of AI in the game as it is now.

I'd kind of like to see AI ships break free of the shackles with a random chance at low hitpoints, say 30% or so and turn on all ships, friend and foe alike. :)
Title: Re: Skills and Story Points
Post by: Midnight Kitsune on July 10, 2019, 12:39:12 PM
I'm not sure about Remnants in player fleets. The idea that the player simply domesticated an Alpha core to play nice with his fleet takes away from the awesome power and alien nature of AI in the game as it is now.
I'd kind of like to see AI ships break free of the shackles with a random chance at low hitpoints, say 30% or so and turn on all ships, friend and foe alike. :)
This is the kind of thing that I worry about actually... If you have something like this then it would make such a high level skill useless. Although I do agree that having AI ships in the fleet is a bit... OP and weird as hell. Especially if you aren't p*** off Anti AI racists factions

Also, can I ask for an API hook so that mods can have the ability to possibly pull perma hull mods?
Title: Re: Skills and Story Points
Post by: Alex on July 10, 2019, 12:59:20 PM
Also, can I ask for an API hook so that mods can have the ability to possibly pull perma hull mods?

Already possible!
Title: Re: Skills and Story Points
Post by: Megas on July 10, 2019, 01:44:03 PM
I'm not sure about Remnants in player fleets. The idea that the player simply domesticated an Alpha core to play nice with his fleet takes away from the awesome power and alien nature of AI in the game as it is now.
I'd kind of like to see AI ships break free of the shackles with a random chance at low hitpoints, say 30% or so and turn on all ships, friend and foe alike. :)
This is the kind of thing that I worry about actually... If you have something like this then it would make such a high level skill useless. Although I do agree that having AI ships in the fleet is a bit... OP and weird as hell. Especially if you aren't p*** off Anti AI racists factions
If a ship broke free like that, after I spent skill points and other resources to recover and outfit the thing in the first place, my first reaction might be to spend a story point to respec all of my skills and get more useful skills.  (Or reload the game and not take the skill in the first place if it happens early enough.)
Title: Re: Skills and Story Points
Post by: Sundog on July 10, 2019, 02:26:56 PM
This looks amazing!  ;D
Title: Re: Skills and Story Points
Post by: Baqar79 on July 10, 2019, 06:32:28 PM
Spoiler
Yeah, I think this is largely being spoiled by LD3 :) A reset to not having it might be uncomfortable, but, well, changes!

Interesting idea as far as hullmods; I'll say I'd as soon not have another type of limiter (i.e. X maximum or some such) - that gets weird implementation-wise (what happens when you lose those ships? sell them? put them into storage? take one from storage? mothball? etc?) but also story points are supposed to be that limiter in the first place.

Have been half-thinking about being able to make just assorted stat improvements to a hull at the cost of story points, without involving hullmods directly, and that's kind of along the same path. It'd have to be very much less story-point-efficient than building in hullmods, though, or individual ship power would go through the roof.
[close]

Yes please!

Whether they take the form of special hull-mods or just something you apply to your ship while at dock as a passive, this would be awesome.  It is something I'm particularly excited about since I love engineering ships (In Elite Dangerous it is one of the funnest bits of the game for me).

Of course losing a ship that had a lot of work on it would be a bit painful then, and I know that if I'm playing Iron mode I'm going to be pretty upset or if it isn't Iron mode, I'll be reloading.

How about the option to invest story points in the deployment screen before a battle to purchase certain combat features.  Since these story points are consumables, they would come with something like that 100% bonus to experience.  Some ideas:

Emergency Repair Drones:
"Deploys expensive one time use drones to apply emergency repairs to patch critical structural damage"
Effect: All disabled/destroyed ships guaranteed to be recoverable, 50% less crew lost
Cost: 1 Story Point

Thruster Overdrive:
"By carefully mitigating the critical concerns of running thrusters beyond their rated specifications, we can temporarily increase their performance"
Effect: 50% additional Speed/Maneuverability,
Cost: 1 Story point, 50% increased CR deployment cost

Fighter Pilot Transporters:
"Installing personal emergency teleporters on our fighters allows our pilots to escape certain death; unsurprisingly it has a rather positive effect on morale"
Effects: No fighter pilot losses, bonus performance (I'm thinking of the additional passives you get at 100% CR, 10% More maneuverability, Damage Dealt, etc)
Cost: 1 Story point, 20 Heavy machinery

Title: Re: Skills and Story Points
Post by: Goumindong on July 10, 2019, 06:39:55 PM
Tachyons aren't that bad. Every Small Energy mount is going to have better range than projectile weapons and hard flux, isn't it?

Nah. Tac Lasers will be the same range as IR pulse with less DPS and the same damage efficiency and while IR pulse is fine no one is complaining about their "raw unadulterated power!"

The main thing i think that the mod will be used for is Graviton Beams on shorter ranged ships. As Graviton Beams with Hard Flux are very efficient (75 cap for 100 kinetic damage) but tend to just annoy ships by reducing their effective dissipation when they're fit on ships that cannot hit out to that range effectively*. If you have slots but don't have cap to fire your guns then the cheap and efficient gravitons with hard flux will have value even if you would do more damage to a longer range with a pulse laser (Pulse does 303 for 333 energy so its .9 damage/flux vs shields) damage that exceeds your flux dissipation can be counter productive( where as graviton would be 2.66 dmg/flux vs shields! )

*Which is the majority of medium explosive damage weapons
Title: Re: Skills and Story Points
Post by: Wyvern on July 10, 2019, 09:29:31 PM
Okay, another stab at a 'sink' for story points:

Item Upgrade.  Something like:
Also, spend a story point to abandon (or maybe even transfer to your commissioned faction or the Independents) a size 5+ colony.

Spend a story point to re-visit a ruin you've already scavenged once - only works once per ruin, and - here's a key part - every planet that you have survey data for at game start counts as having been scavenged once.  (So you can still loot Maxios for random goodies, but only if you're willing to part with a story point.  Edit: and scale bonus XP based on what you get; if it's just commodities and weapons, 100% bonus XP, all the way down to no bonus if you get an alpha core or a capital warship blueprint or something similarly valuable.)
Title: Re: Skills and Story Points
Post by: Cyan Leader on July 10, 2019, 10:40:42 PM
One other thing I'd like to say is to please consider some of these skill rewards to be things that we have to achieve/unlock through the campaign, like the Planetary Shield. I have no issues with the player being able to domesticate Alphas and use Remnant ships, but that really feels like a reward of a long quest after many arduous challenges (that can justify that ability and show why only the player can do it), instead of it being simply a skill effect.
Title: Re: Skills and Story Points
Post by: Megas on July 11, 2019, 05:20:45 AM
Suggestion:  If Hammerhead (with free ITU) start stays in the next release, I suggest it gets ITU built-in for free.  One reason why I do not want Hammerhead start (aside that Apogee is so good) is that if Hammerhead dies in battle, it probably will not get ITU back after it is recovered because player probably does not have ITU early in the game.  Hammerhead with early ITU is nice.
Title: Re: Skills and Story Points
Post by: Midnight Kitsune on July 11, 2019, 07:04:20 AM
Can we choose to build in one mod now and one later down the road? And can we build in mods that are on the ships but aren't known? (Like the starting hammerhead and ITU)
Title: Re: Skills and Story Points
Post by: Alex on July 11, 2019, 08:55:34 AM
How about the option to invest story points in the deployment screen before a battle to purchase certain combat features.  Since these story points are consumables, they would come with something like that 100% bonus to experience.  Some ideas:

Was thinking of similar-ish things, though I'm not sure about in-combat effects. But, say, something to get a beat-up flagship back to reasonable readiness before a crucial engagement...



Okay, another stab at a 'sink' for story points:

Item Upgrade.  Something like:
  • 2x Gamma Core + 2x Story Point = 1 Beta Core
  • 2x Beta Core + 4x Story Point = 1 Alpha Core
  • 4x Damaged Nanoforge + 1x Alpha Core + 4x Story Point = 1 Pristine Nanoforge
  • 4x Damaged Nanoforge + 1x Alpha Core + 2x Story Point = 1 Synchrotron Core

Interesting! I like this a good bit, actually - especially if I end up adding a bunch more industry-buffing items with a dergaded and pristine version, that could be a systemic way to get the best version - at a reasonable price. Any thoughts on what the UI flow for this would be? I.E. where would the buttons go?

(Not so hot on the core upgrades, since they make less "sense", where for the other stuff you could reasonably suppose to get the best parts from all of the low-quality units. Still, this also does run the risk of making pristine finds a lot less exciting. Could *possibly* be balanced with a high enough story point cost, but I don't know.)


Also, spend a story point to abandon (or maybe even transfer to your commissioned faction or the Independents) a size 5+ colony.

Hmm, yeah, maybe, could be a decent enough one-off!

Spend a story point to re-visit a ruin you've already scavenged once - only works once per ruin, and - here's a key part - every planet that you have survey data for at game start counts as having been scavenged once.  (So you can still loot Maxios for random goodies, but only if you're willing to part with a story point.  Edit: and scale bonus XP based on what you get; if it's just commodities and weapons, 100% bonus XP, all the way down to no bonus if you get an alpha core or a capital warship blueprint or something similarly valuable.)

Interesting! The bit with scaling bonus XP is necessary, yeah, but I don't know if it'd be enough to counter the save/loading this seems to incentivize. I think just in general spending a story point on something where you don't know the outcome with certainty is trouble - an estimate of bonus XP is always going to be wrong at times.


One other thing I'd like to say is to please consider some of these skill rewards to be things that we have to achieve/unlock through the campaign, like the Planetary Shield. I have no issues with the player being able to domesticate Alphas and use Remnant ships, but that really feels like a reward of a long quest after many arduous challenges (that can justify that ability and show why only the player can do it), instead of it being simply a skill effect.

I could see doing something like that, yeah; was half-thinking about it already. Having big content like this behind skills is something to approach with care, let's say.

The nice thing is the Automated Ships skill could play nicely with this - e.g. the +max CR bonus from it could be reduced to 50%, with the other 50% coming from the quest chain, for example, with both granting you the ability to recover them. Then you'd be able to use them at a low level with either the skill or the quest, and at a high level with both. Something like that could work. But in the (current) absence of the quest... well, definitely an idea to keep in mind for later.


Can we choose to build in one mod now and one later down the road? And can we build in mods that are on the ships but aren't known? (Like the starting hammerhead and ITU)

Yes and yes.

Suggestion:  If Hammerhead (with free ITU) start stays in the next release, I suggest it gets ITU built-in for free.

(You could build it in yourself. If I'm going to go customizing these starting variants, I'll probably just remove the ITU from it since that'd make more sense, imo :))
Title: Re: Skills and Story Points
Post by: Serenitis on July 11, 2019, 09:19:19 AM
Quote from: blog
story points are “do something cool” points. They let the player do things that would be overpowered or game-breaking if the player could just do them whenever, or even at a regular resource cost.
Can I use story points to unlock more skills?
Title: Re: Skills and Story Points
Post by: Alex on July 11, 2019, 09:22:53 AM
Per the blog, you can use them to unlock the elite levels of combat skills.
Title: Re: Skills and Story Points
Post by: Wyvern on July 11, 2019, 09:24:58 AM
Not so hot on the core upgrades, since they make less "sense", where for the other stuff you could reasonably suppose to get the best parts from all of the low-quality units. Still, this also does run the risk of making pristine finds a lot less exciting. Could *possibly* be balanced with a high enough story point cost, but I don't know.)
In terms of being a story point sink, the core upgrades is vital.  You only ever truly need one pristine nanoforge, for example, but you can always use more alpha cores.  (Well, okay, until you've got the entire sector colonized, I suppose?)

As for making it make lore-sense - perhaps this is something you can only do if you have an alpha core on hand already to oversee the component redistribution?  Perhaps this sort of upgrade is a matter of getting the right networking together - quantum-synchronizing the lower-grade cores so they operate as a unit - much like how in the modern world, computer clusters or cloud computing have largely overtaken singular supercomputers?  Maybe it even requires a specific building (Black Research Facility) that all but guarantees Pather interest - and requires heftier bribes for the Hegemony to ignore?  (I'd imagine that, like the Planetary Shield Generator, this is something you'd find via quest, rather than just build.  I'd also imagine that Tri-Tachyon already has one that you can use for a fee.)

Where to put the UI... that depends a bit on the requirements.  If you need a Black Research Facility, then maybe that just adds a person to the local comm listings?  If I were trying to mod this in, that's probably how I'd do it.
The other "obvious" option would be to add a fourth tab to custom production: ships/weapons/fighters/special, with the "special" category being for random unique stuff that frequently has non-credit costs or requirements that aren't just "has heavy industry somewhere".  This would also let you tie upgrades into the blueprint system - maybe you start with the blueprint to create Beta Cores from Gamma Cores, but the rest are things you'd need to find?

The concern about making pristine nanoforge & synchrotron core finds feel less special is sensible, though, and one I don't have a good answer for.  On the other hand, in my most recent game, I've taken to just selling corrupted nanoforges, since I literally have no use for them.

...Oh, a minor suggestion: if you sell a nanoforge or synchrotron core to someplace that can install it, you should get a significant rep boost with that faction.  Or, alternatively, there should be a way to hand one over to the local administration, similar to the 'hand in AI cores' option.
Suggestion:  If Hammerhead (with free ITU) start stays in the next release, I suggest it gets ITU built-in for free.

(You could build it in yourself. If I'm going to go customizing these starting variants, I'll probably just remove the ITU from it since that'd make more sense, imo :))
I really like the hammerhead start with ITU; it feels storied in a way that the other starts (aside from Spacer) don't.  Here's this ship that you could not possibly have outfitted yourself.  Where did you get it?  Perhaps it was a decommissioned military vessel that you burned bridges acquiring as part of a retirement package.  Maybe it's an ancient hand-me-down from your mother, and from her mother, and so on back for generations, which has been refit and retuned so many times by so many different people that it's no surprise it's above stock specifications.  Maybe it was a lucky find at a tech mining site, that you kept quiet about until you could round up a crew to get this completely pristine domain-era warship off planet under your command.
Title: Re: Skills and Story Points
Post by: SCC on July 11, 2019, 09:38:48 AM
How about the option to invest story points in the deployment screen before a battle to purchase certain combat features.  Since these story points are consumables, they would come with something like that 100% bonus to experience.  Some ideas:

Was thinking of similar-ish things, though I'm not sure about in-combat effects. But, say, something to get a beat-up flagship back to reasonable readiness before a crucial engagement...
The more ideas you have on those points, the more I want for the game to cheat against me if I use them. Do this, do that, do everything wonderpoints. If I can cheat, so should the game.

Interesting! I like this a good bit, actually - especially if I end up adding a bunch more industry-buffing items with a dergaded and pristine version, that could be a systemic way to get the best version - at a reasonable price. Any thoughts on what the UI flow for this would be? I.E. where would the buttons go?

(Not so hot on the core upgrades, since they make less "sense", where for the other stuff you could reasonably suppose to get the best parts from all of the low-quality units. Still, this also does run the risk of making pristine finds a lot less exciting. Could *possibly* be balanced with a high enough story point cost, but I don't know.)
Starsector will become early access, open world, survival, crafting game, to finally catch up with the times, I see! I think that unless you're planning on making a completely new interface for it, my best bet would to extend Custom Orders screen utility. Doing this from cargo screen wouldn't work, since you don't really use anything from there, making it a campaign ability would be fairly weird, and using intel screen to handle this would be oddly hack-job-y. Custom Orders seem to be the easiest interface to be repurposed for that, but I wouldn't be surprised if you decided against it, on the ground of not being good enough.
In addition to that, I think that I would only allow you to create "close, but no cigar" items, like a decayed nanoforge or a synchrotron sub-core.

Spend a story point to re-visit a ruin you've already scavenged once - only works once per ruin, and - here's a key part - every planet that you have survey data for at game start counts as having been scavenged once.  (So you can still loot Maxios for random goodies, but only if you're willing to part with a story point.  Edit: and scale bonus XP based on what you get; if it's just commodities and weapons, 100% bonus XP, all the way down to no bonus if you get an alpha core or a capital warship blueprint or something similarly valuable.)

Interesting! The bit with scaling bonus XP is necessary, yeah, but I don't know if it'd be enough to counter the save/loading this seems to incentivize. I think just in general spending a story point on something where you don't know the outcome with certainty is trouble - an estimate of bonus XP is always going to be wrong at times.
Since raiding become for blueprints become acceptable without save scumming, I don't think this is necessary.

I could see doing something like that, yeah; was half-thinking about it already. Having big content like this behind skills is something to approach with care, let's say.

The nice thing is the Automated Ships skill could play nicely with this - e.g. the +max CR bonus from it could be reduced to 50%, with the other 50% coming from the quest chain, for example, with both granting you the ability to recover them. Then you'd be able to use them at a low level with either the skill or the quest, and at a high level with both. Something like that could work. But in the (current) absence of the quest... well, definitely an idea to keep in mind for later.
I would prefer quests or some specific things that are still open enough to allow multiple ways of completion. For +15% CR skill, for example, you would have to attain cooperative standing with any of the factions, so that they lend you their skilled officers or kickstart your own training facilities.

Per the blog, you can use them to unlock the elite levels of combat skills.
And respec, for the first time! I almost missed that green button.
Title: Re: Skills and Story Points
Post by: Megas on July 11, 2019, 09:40:20 AM
Suggestion:  If Hammerhead (with free ITU) start stays in the next release, I suggest it gets ITU built-in for free.

(You could build it in yourself. If I'm going to go customizing these starting variants, I'll probably just remove the ITU from it since that'd make more sense, imo :))
I do not need ITU to build it in?  That would be nice.

The point of building it in is player does not have ITU when starting a game, and probably will not get ITU for some time.  Hammerhead with ITU is very nice (assuming no SO chaingun abuse), since DTC is not an option for destroyers.  Without it, Apogee is a total no-brainer to start.

I guess if Hammerhead loses ITU, then I suppose SO Chaingun spam might be the way to go... after player finds some, or just pick Apogee for the superior of the two fast starts.
Title: Re: Skills and Story Points
Post by: Alex on July 11, 2019, 11:38:14 AM
In terms of being a story point sink, the core upgrades is vital.  You only ever truly need one pristine nanoforge, for example, but you can always use more alpha cores.  (Well, okay, until you've got the entire sector colonized, I suppose?)

As for making it make lore-sense - perhaps this is something you can only do if you have an alpha core on hand already to oversee the component redistribution?  Perhaps this sort of upgrade is a matter of getting the right networking together - quantum-synchronizing the lower-grade cores so they operate as a unit - much like how in the modern world, computer clusters or cloud computing have largely overtaken singular supercomputers?  Maybe it even requires a specific building (Black Research Facility) that all but guarantees Pather interest - and requires heftier bribes for the Hegemony to ignore?  (I'd imagine that, like the Planetary Shield Generator, this is something you'd find via quest, rather than just build.  I'd also imagine that Tri-Tachyon already has one that you can use for a fee.)

Hmm, yeah. Turning it on its head, it might make more sense as *just* an AI-core feature. Then the uniqueness of the other items isn't affected, and Alpha Cores are already not-as-rare. Present it to the player as "uplifting" or some such, maybe. And this would go a ways towards adding industry-related story points uses; right now there's Combat (elite skills), Leadership (officers etc), and Technology (special hullmods - there's a skill that boosts this), but nothing for industry.

Where to put the UI... that depends a bit on the requirements.  If you need a Black Research Facility, then maybe that just adds a person to the local comm listings?  If I were trying to mod this in, that's probably how I'd do it.
The other "obvious" option would be to add a fourth tab to custom production: ships/weapons/fighters/special, with the "special" category being for random unique stuff that frequently has non-credit costs or requirements that aren't just "has heavy industry somewhere".  This would also let you tie upgrades into the blueprint system - maybe you start with the blueprint to create Beta Cores from Gamma Cores, but the rest are things you'd need to find?

(It occurs that a right-click action could be the way to go here, too.)

I really like the hammerhead start with ITU; it feels storied in a way that the other starts (aside from Spacer) don't.  Here's this ship that you could not possibly have outfitted yourself.  Where did you get it?  Perhaps it was a decommissioned military vessel that you burned bridges acquiring as part of a retirement package.  Maybe it's an ancient hand-me-down from your mother, and from her mother, and so on back for generations, which has been refit and retuned so many times by so many different people that it's no surprise it's above stock specifications.  Maybe it was a lucky find at a tech mining site, that you kept quiet about until you could round up a crew to get this completely pristine domain-era warship off planet under your command.

That's cool! Totally the sort of thing I'm hoping fo story points to encourage :)
Title: Re: Skills and Story Points
Post by: Goumindong on July 11, 2019, 11:52:28 AM
The more ideas you have on those points, the more I want for the game to cheat against me if I use them. Do this, do that, do everything wonderpoints. If I can cheat, so should the game.

The game, any single player game really, always already "cheats". The game gets infinite fleets with infinite supplies. It cannot run out of CR. It cannot be worn down with being unable to afford repairs.

Juts as a few of the easy examples of how the game already "cheats"

The player and the cpu were never playing by the same ruleset on the campaign map anyway. This simply adds another mechanic for you to use to customize your experience
Title: Re: Skills and Story Points
Post by: SCC on July 11, 2019, 12:08:41 PM
Let me correct myself, then: I want the game to cheat harder, if I cheat harder. Is that better?
Title: Re: Skills and Story Points
Post by: Chronosfear on July 11, 2019, 12:41:14 PM
I hope those changes will also be reflected in enemy fleet composition.. no more 6+ Battleships in one fleet as a standard.
Other than that I think those points are a nice thing.
But they should always be some flavor around with some text, a picture or something when using them where possible.

like in the pen&paper Sprawl (a cyberpunk themed one) where you gather intel and gear before the run itself (preparations).
The player than can use that intel for "oh I think I got the password for that save in a hack prior to this run".
E.G use point: You remember an code you acquired in your last salvage run (bought one on station z ... and so on)  and hope its still in use ...

Spoiler
Maybe you could add rare "special" items from salvage that are one time use for a smaller or the same benefit and you don't need to spend the story points then or can be sold.
Could add a bunch of different items for different purposes
[close]


Title: Re: Skills and Story Points
Post by: Goumindong on July 11, 2019, 01:42:59 PM
Let me correct myself, then: I want the game to cheat harder, if I cheat harder. Is that better?

My point was that none of that means anything. You cannot cheat harder and the game cannot cheat harder. The game can be more difficult or it can be less difficult. IMO the game features plenty of legitimately difficult late game challenges* and i don't think plot points are going to make those go away (though they may smooth over some of the rough edges of being caught by them before you're ready)

*enoguh so that many people cheese them rather than playing a, lets call it, organic playthrough
Title: Re: Skills and Story Points
Post by: Baqar79 on July 11, 2019, 04:28:33 PM
Item Upgrade.  Something like:
  • 2x Gamma Core + 2x Story Point = 1 Beta Core
  • 2x Beta Core + 4x Story Point = 1 Alpha Core
  • 4x Damaged Nanoforge + 1x Alpha Core + 4x Story Point = 1 Pristine Nanoforge
  • 4x Damaged Nanoforge + 1x Alpha Core + 2x Story Point = 1 Synchrotron Core

I certainly like the idea of upgrading Gamma & Beta cores to Alpha cores...but you monster!, what did you make those poor Alpha Cores do to get that Pristine Nanoforge/Synchrotron up and running?

Now the newly sentient Pristine Nanoforge may be out for revenge and secretly build it's own AI fleet using your production capacity ;)

On a related note, it would be kind of cool to have some Alpha Core personality traits, although I guess that would mean doing something similar with Administrators.
Title: Re: Skills and Story Points
Post by: Cosmitz on July 14, 2019, 02:37:50 PM
The more ideas you have on those points, the more I want for the game to cheat against me if I use them.

One of the best 'empowering' feeling in games comes when you as the player get powers that seem like they utterly BREAK the game... aaaand then the game ends up handling it just fine, but the feeling remains. else Heart.Break() is a great example of that.
Title: Re: Skills and Story Points
Post by: BringerofBabies on July 16, 2019, 03:49:24 PM
If fleet deployment moves towards using largely just ships led by officers, it would be nice if we could transfer officers to other ships mid-battle, like we can transfer the player's command to a new flagship. That way we can stay in the fight longer by moving our officers to reinforcements when their peak performance runs out.
Title: Re: Skills and Story Points
Post by: J3R on July 17, 2019, 08:51:06 PM
Sounds great. Skill balancing all sounds logical and fun to manage try different "builds". Thanks for the blog. Can't wait to try it out.
Title: Re: Skills and Story Points
Post by: Megas on July 19, 2019, 03:14:18 PM
Story Points seem to feel more like fighting games' Super Meter.  In fighting games, you hit the enemy to build up super meter, then use it to do empowered moves or special super-only finishers.  Here, you beat up enemies, then do empowered things.

Maybe player can redeem story points for more command points in a pinch.  Maybe other combat moves or special ship systems that burn SP, like original missile nanoforge that burns SP instead of CR.  (Doubt that one would happen.)
Title: Re: Skills and Story Points
Post by: marianojoey on July 20, 2019, 06:15:35 PM
This new system sounds AWESOME! Hope the patch comes soon. :D
Title: Re: Skills and Story Points
Post by: Recklessimpulse on July 20, 2019, 06:52:04 PM
Weee new friends!
Title: Re: Skills and Story Points
Post by: Awe on July 22, 2019, 11:15:30 AM
Just 2 questions:

1. 0.9.2? Or 1.0?
2. This year or not? ^.^
Title: Re: Skills and Story Points
Post by: SCC on July 22, 2019, 11:25:19 AM
Alex said that it's more likely to be 0.9.5 than 0.9.2, but I personally think it's more likely to be 0.10 than either of these. And I doubt it's coming any time soon. Content update is going to be big, hopefully.
Title: Re: Skills and Story Points
Post by: Nemestrinus on July 23, 2019, 03:28:48 AM
Just signed up to say that this is the update that will finally convince me to start playing. I bought the game a couple of months ago, but I felt the skills weren't interesting enough to keep me motivated. This patch will fix this, can't wait. Any news of when you plan to release the new skills? If you include only these in the next patch to launch it sooner would be awesome.
Title: Re: Skills and Story Points
Post by: Alex on July 23, 2019, 12:11:56 PM
Just signed up to say that this is the update that will finally convince me to start playing. I bought the game a couple of months ago, but I felt the skills weren't interesting enough to keep me motivated. This patch will fix this, can't wait. Any news of when you plan to release the new skills? If you include only these in the next patch to launch it sooner would be awesome.

Welcome to the forum :)

:-X as far as any release timing, sorry! I think I will add more than the skills into the release, though, but we'll see how it goes. Still working through a number of story-point things at the moment, that is, various ways to use them in the campaign.
Title: Re: Skills and Story Points
Post by: Blackoth on July 26, 2019, 07:57:52 AM
So as I started reading, I was getting really disappointed with the skill overhaul. I am never a fan of limiting choices and level caps. The current system is fantastic in my opinion. But if there is one thing ive learned over the years of following Alex and the development of Starsector, is that Alex is an amazing developer and always has something up his sleeve! WOW! Story points sound amazing and offset the changes to the current skill system. I really really like how they are a new system that can be used in unique ways.
Title: Re: Skills and Story Points
Post by: Arakasi on July 26, 2019, 12:13:30 PM
One thing that worries me is that my character will feel more... perhaps not 'overpowered' but more like a 'protagonist' from outside the universe with these story points. One thing I really like about these sorts of games is feeling like I'm just a small fish in a big sea, not special or exceptional except in the choices I make. I understand it's meant to be sort of fourth-wall breaking in a way, making playthroughs more unique, but is there any way other fleets can/will gain some of these bonuses so that it doesn't seem quite so magical?

Edit: Also you made me so happy with the automated ships being usable by the player, it's like you read my mind :)
Title: Re: Skills and Story Points
Post by: Alex on July 26, 2019, 12:47:41 PM
So as I started reading, I was getting really disappointed with the skill overhaul. I am never a fan of limiting choices and level caps. The current system is fantastic in my opinion. But if there is one thing ive learned over the years of following Alex and the development of Starsector, is that Alex is an amazing developer and always has something up his sleeve! WOW! Story points sound amazing and offset the changes to the current skill system. I really really like how they are a new system that can be used in unique ways.

Glad you're liking how it's shaping up - thank you!

One thing that worries me is that my character will feel more... perhaps not 'overpowered' but more like a 'protagonist' from outside the universe with these story points. One thing I really like about these sorts of games is feeling like I'm just a small fish in a big sea, not special or exceptional except in the choices I make. I understand it's meant to be sort of fourth-wall breaking in a way, making playthroughs more unique, but is there any way other fleets can/will gain some of these bonuses so that it doesn't seem quite so magical?

I know what you're saying, yeah. Story points are fundamentally... well, it's a thing you can use, and imagine whatever you like as the reasoning for things working out in-game the way that they did. So that can certainly feel more like you're a protagonist; but, I mean, you're at the very least the protagonist of your own story, so that doesn't necessarily conflict with feeling like a small fish. It's all up to how you think about it, and that *can* cut both ways.

And, yeah, there actually are some bonuses in a similar vein that other fleets get. One example is, you can hire mercenary officers - on temporary contracts - using story points; these let you exceed the maximum officer limit for a time. Higher-end NPC fleets make use of the same basic mechanic, also going above the officer cap. (This is instead of them becoming made up almost entirely of capital ships past a certain point, btw.)
Title: Re: Skills and Story Points
Post by: Arakasi on July 26, 2019, 01:00:58 PM
And, yeah, there actually are some bonuses in a similar vein that other fleets get. One example is, you can hire mercenary officers - on temporary contracts - using story points; these let you exceed the maximum officer limit for a time. Higher-end NPC fleets make use of the same basic mechanic, also going above the officer cap. (This is instead of them becoming made up almost entirely of capital ships past a certain point, btw.)

What I would have to ask then - is there any plans to expand these bonuses along the line of the sorts of bonuses the players will be able to achieve with this new system? E.g. a bounty who has an automated ship, or a ship with a free hullmod.
Title: Re: Skills and Story Points
Post by: Alex on July 26, 2019, 01:08:04 PM
Maybe? I could see, say, putting a special ship with a few built-in hullmods. Actually, there's already - in the dev version - a very small chance to find some of these while exploring the Sector.

But my motivation for adding these kinds of things is primarily "because it's interesting", not "to give NPCs access to the same things as the player" or some such. The latter can be nice when it happens for helping "sell" some of these abilities - but it's not my reasoning for adding these kinds of things, if that makes sense. Sometimes it's a good fit for something to be found separate from the player, sometimes it's not.

So, basically, the answer to your question is that "some of those kinds of things will be in the game, but probably not for the reasons that you want them to" :D
Title: Re: Skills and Story Points
Post by: Arakasi on July 26, 2019, 01:17:58 PM
[...] So, basically, the answer to your question is that "some of those kinds of things will be in the game, but probably not for the reasons that you want them to" :D

Sounds good to me - I do really like having unique things to find in the game, the derelict Fourteenth Battlegroup ships are some of my favourite things to find. My only concern now would be balance with some of these high tier skills/abilities, but I'm sure you'll work that out with tweaking of end-game fleets or some-such.
Title: Re: Skills and Story Points
Post by: Zhentar on July 30, 2019, 05:28:14 PM
Now there's a thought - Spending a story point or two for leads on special entities could be rather compelling! I've never found the pop[ulation]sicles early enough to weigh into my colonization decisions at all; a way to seek them out specifically would let me play in a different way (...if they're even in a system with any planets worth inhabiting, of course...). Though the simple approach I can think of (pay story point, get constellation name) is both boring and trivially save-scummable, it would have to be something more involved than that.
Title: Re: Skills and Story Points
Post by: Sundog on July 30, 2019, 05:48:10 PM
Finally got caught up with this thread, and now I have things to say. Generally, I think all the features in this blog post are great, but I have a few suggestions that I think would make them better. In order of how important I think they are:


Reloading after battle as a story point sink
I know that sounds crazy, but I think story points can be used to create an ideal middle-ground between iron mode and save-scum mode. Story points are the perfect price to pay in order to reload and revise history. They could be used to undo crippling defeats, but they're difficult enough to earn to disincentivize tedious reloading. As a fourth-wall-breaking method of influencing the game, it makes perfect sense that story points could be used to revise history.

This could be implemented in such a way that a story point is lost even if the game is shut down 'unexpectedly' by saving SP somewhere other than the save file, preemptively deducting one point whenever a battle starts (GUI would not show the deduction), and refunding the deduction once the game is saved. This way, one SP would be lost any time a player fights a battle they choose not to save on the first try. I'm not sure what the best way to handle cases where someone reloads without having any story points in the bank, but there are workable solutions, such as SP debt or removing progress toward the next SP.


Problems with permanent hullmods for SP
I love the idea, but in practice, I don't think it will work out much better than simply spending SP to increase a ship's OP. People are likely to choose the same hullmods whether they're permanent or not, with the caveat that low OP mods will be seen as inferior picks. In the end, the only difference between a ship with permanent hullmods and a ship with additional OP is that one is more flexible. But how meaningful is that flexibility? Why would someone want to remove the mods they think are most important for that ship?

The OP discrepancy problem could be solved by making perma mods grant 1x/2x/3x/5x bonus OP while still deducting their normal OP cost, but we'd still be left with the bigger problem of perma mods failing to make ships unique. No matter how I slice it, I can't think of a way that perma mods could be made interesting and different without modifying their efficacy. Elite hullmods with improved or supplementary effects could work, but people would still choose the same hullmods. A Dominator would just graduate from Heavy Armor to Elite Heavy Armor, which I don't think is that interesting. A more interesting approach, I think, is to make perma mods less effective versions of their temporary counterparts.


Retrofit hullmods - Permanent hullmods with normalized effects
The problems with permanent hullmods could be fixed by reducing and normalizing their effects in such a way that they're roughly balanced in spite of all having the same price (0 ordnance points and 1 story point). This would make choices about hullmods much more interesting, because the best mod for the ship is no longer the best choice for a perma mod. You don't want a Dominator to have retrofit heavy armor, because then it couldn't install the normal heavy armor hullmod, which grants a better bonus.


Interface for finding markets that are selling a specific ship
I imagine this could work well as a bar event as long as the selection of find-able ships is limited. Players could find some sort of broker or informant at bars who would offer to give the location of  a ship chosen from a list of x randomly selected rare ships. I think this could be a very good QoL feature. Scouring the sector in a frigate in search of ships I want has never part of the game I enjoy.


On the name of Story Points
The name is serviceable, and I cant think of any great alternatives, but I worry that new players will suspect that story points are a substitute for actual narrative, given how open-ended Starsector is.

Some potential alternatives: Influence, Narration, Fortune, Kismet.

If it were up to me, I'd call them "Machina Points", as in "deus ex machina" (a contrived solution to an obstacle in a narrative). Partly because that's exactly what they are, but more importantly because the meaning of "machina" is ambiguous and somewhat obscure. Normally I'm all for clarity, but story points have such a nebulous purpose that it's impossible to give them a name that clearly conveys what they are. I think this is one of those cases where you have to choose between giving a false impression or no impression at all. Other loosely defined words could work just as well.
Title: Re: Skills and Story Points
Post by: Megas on July 31, 2019, 08:56:59 AM
Quote
Reloading after battle as a story point sink
That means I cannot hoard points.  I just spend them immediately on builtin hullmods or other top picks then save scum without any points for the game to take away (unless it starts tracking negative points).

Quote
I love the idea, but in practice, I don't think it will work out much better than simply spending SP to increase a ship's OP.
This may be more useful.  Either way, the ship becomes a rare one that will be hard to replace, unless SP are easy to gain and stockpile.

One way to encourage SP use is to enforce a maximum limit that can be saved, much like extra lives in some early games (if you are too good, you do not get an extra life because you are already at the max).  If you do not use them, you lose them.

Being unable to stockpile too many SP means player can afford to lose his prized two-mod ship and replace it with another because he cannot save as much as SP as he wants.


If I had to pick another name for Story Points, I would call them Super Points because they are starting to feel like the Super Meter from fighting games.  Or maybe Action Points, like fighter's Action Surge from 5ed D&D.
Title: Re: Skills and Story Points
Post by: Alex on July 31, 2019, 09:18:36 AM
Reloading after battle as a story point sink
I know that sounds crazy, but I think story points can be used to create an ideal middle-ground between iron mode and save-scum mode. Story points are the perfect price to pay in order to reload and revise history. They could be used to undo crippling defeats, but they're difficult enough to earn to disincentivize tedious reloading. As a fourth-wall-breaking method of influencing the game, it makes perfect sense that story points could be used to revise history.

This could be implemented in such a way that a story point is lost even if the game is shut down 'unexpectedly' by saving SP somewhere other than the save file, preemptively deducting one point whenever a battle starts (GUI would not show the deduction), and refunding the deduction once the game is saved. This way, one SP would be lost any time a player fights a battle they choose not to save on the first try. I'm not sure what the best way to handle cases where someone reloads without having any story points in the bank, but there are workable solutions, such as SP debt or removing progress toward the next SP.

I've got half a mind to use up a story point when respawning - or perhaps to give an option for a better respawn at the cost of a story point - but, eh. It just gets weird since this sort of thing really encourages save-scumming and (as Megas points out) odd behavior as far as story point spending patterns.

Fundamentally, I don't like the idea of messing with what is and isn't in a savefile. That it contains the full gamestate is, to me, a fundamental expectation that shouldn't be broken. Consider cases where people, say, share savefiles. If the player wants to save/load, that's 100% up to them. I get what you're saying conceptually - it's an interesting thought! - but in practice I think it would lead to a lot of annoyance and bug reports.

Problems with permanent hullmods for SP
I love the idea, but in practice, I don't think it will work out much better than simply spending SP to increase a ship's OP. People are likely to choose the same hullmods whether they're permanent or not, with the caveat that low OP mods will be seen as inferior picks. In the end, the only difference between a ship with permanent hullmods and a ship with additional OP is that one is more flexible. But how meaningful is that flexibility? Why would someone want to remove the mods they think are most important for that ship?

Low-OP hullmods give more bonus experience, though, so they effectively cost fewer story points. (This came up as a suggestion further along in this thread, iirc Wyvern brought up the idea.)


Retrofit hullmods - Permanent hullmods with normalized effects
The problems with permanent hullmods could be fixed by reducing and normalizing their effects in such a way that they're roughly balanced in spite of all having the same price (0 ordnance points and 1 story point). This would make choices about hullmods much more interesting, because the best mod for the ship is no longer the best choice for a perma mod. You don't want a Dominator to have retrofit heavy armor, because then it couldn't install the normal heavy armor hullmod, which grants a better bonus.

(Interesting, but, right, having to have two sets of effects for each hullmod - and trying to balance them - doesn't feel viable for what we'd get out of this.)

Interface for finding markets that are selling a specific ship
I imagine this could work well as a bar event as long as the selection of find-able ships is limited. Players could find some sort of broker or informant at bars who would offer to give the location of  a ship chosen from a list of x randomly selected rare ships. I think this could be a very good QoL feature. Scouring the sector in a frigate in search of ships I want has never part of the game I enjoy.

Actually added a bar-event along these lines in the last couple of days :) Focused on blueprints etc, though, not specific ships.

Thinking of pairing this with a bar-event that gives you some access to manufacturing capacity, so you could build from blueprints - in a limited way - before getting your own heavy industry up. Need to see if I can make that work smoothly, though.
Title: Re: Skills and Story Points
Post by: Wyvern on July 31, 2019, 09:45:48 AM
Thinking of pairing this with a bar-event that gives you some access to manufacturing capacity, so you could build from blueprints - in a limited way - before getting your own heavy industry up. Need to see if I can make that work smoothly, though.
Ooh, this would be very nice to have - I tend to play with Nexerelin enabled these days, just because it makes things overall more interesting - but Nexerelin causes slow faction relation degradation, so I often hold off on establishing a colony for quite a while.
Title: Re: Skills and Story Points
Post by: SCC on July 31, 2019, 09:53:57 AM
Actually added a bar-event along these lines in the last couple of days :) Focused on blueprints etc, though, not specific ships.

Thinking of pairing this with a bar-event that gives you some access to manufacturing capacity, so you could build from blueprints - in a limited way - before getting your own heavy industry up. Need to see if I can make that work smoothly, though.
That's incredibly generous of you! Perhaps too much so. I would prefer some unlucky ships to be available only in limited quantities without raiding, but I know some people who just have to get everything in their game every time...
Title: Re: Skills and Story Points
Post by: Alex on July 31, 2019, 10:00:22 AM
It's limited to a subset of otherwise-rare ships, and you don't have much choice in what's on offer.

(Also some weapons and other items...)
Title: Re: Skills and Story Points
Post by: SCC on July 31, 2019, 12:51:21 PM
Problems with permanent hullmods for SP
I love the idea, but in practice, I don't think it will work out much better than simply spending SP to increase a ship's OP. People are likely to choose the same hullmods whether they're permanent or not, with the caveat that low OP mods will be seen as inferior picks. In the end, the only difference between a ship with permanent hullmods and a ship with additional OP is that one is more flexible. But how meaningful is that flexibility? Why would someone want to remove the mods they think are most important for that ship?
One different thing is that hullmods are ship-specific. Percentage increase to OP applies to all ships, but built-in hullmods apply only to the ship it's built in. Otherwise, it would make it closer to a flat OP increase per ship size, instead of percentage one. It's much better on low OP ships or when used on SO (though SO is the only hullmod that carries significant penalties and shoehorns a ship into a given role).
Title: Re: Skills and Story Points
Post by: FooF on August 01, 2019, 07:11:31 AM
It's limited to a subset of otherwise-rare ships, and you don't have much choice in what's on offer.

(Also some weapons and other items...)

I'm all for this. Ship manufacturing is rather binary as it is and there have been times where I have dozens of blueprints by the time I'm ready to get a colony going.

Without getting too far off topic, have you ever considered having limited blueprint production without a personal colony with Heavy Industry? You could do it a couple ways: faction commission grants limited blueprint production at faction worlds dependent on reputation and has an additional cost associated (relative to doing so yourself via your own colonies); basic colonies can manufacture frigates at base level and destroyers at size 4 (or some other relatively universal prerequisite) but still require Heavy Industry for larger ships (or tagged "complex blueprints" like a Hyperion frigate); or have pirates manufacture anything for you (at a price) though you know you're going to get heavily D-modded ships as an outcome.

I just think there needs to be more outlets to use early-acquired blueprints, especially if you go with an exploration start and find quite a few just by finding stations and such.
Title: Re: Skills and Story Points
Post by: Megas on August 01, 2019, 07:14:35 AM
Since Heavy Industry attracts deathball expeditions, I generally do not build it until endgame when my faction is strong enough to repel capital deathballs.
Title: Re: Skills and Story Points
Post by: grinningsphinx on August 01, 2019, 07:32:19 AM
Thats odd, because heavy industry is usually what i build first, concurrently with station and high command for defence, and i never have the issue of capital deathballs like you state.  I may have to help defend before my high command hits, but its reasonable.

are you playing Nex or vanilla?



Alex: What do you mean by permanently installing a hullmod into a ship? 
Title: Re: Skills and Story Points
Post by: Megas on August 01, 2019, 07:41:07 AM
Thats odd, because heavy industry is usually what i build first, concurrently with station and high command for defence, and i never have the issue of capital deathballs like you state.  I may have to help defend before my high command hits, but its reasonable.

are you playing Nex or vanilla?
No mods.

I build colonies during early midgame, when I beginning to acquire more cruisers beyond my starter Apogee.  (I still have a bunch of Enforcer, Mule, Shrike (P) clunkers taken from pirates as the backbone of my fleet.)  With how expensive ships and colony upgrades are in 0.9.1a, progress is slow.  Expeditions do not send deathballs at first, but they are at least as strong as pirates.  If expedition progression exceeds my ability to keep up, then my colonies will be doomed.  Once my fleet and colonies are powerful enough, it is endgame, or on the cusp of it.

With early colonies, I build Farming or other low-profile stuff and avoid expeditions from major factions.  Fuel Production and Heavy Industry will aggravate the majors.
Title: Re: Skills and Story Points
Post by: Alex on August 01, 2019, 08:25:51 AM
Without getting too far off topic, have you ever considered having limited blueprint production without a personal colony with Heavy Industry?

Thinking of pairing this with a bar-event that gives you some access to manufacturing capacity, so you could build from blueprints - in a limited way - before getting your own heavy industry up. Need to see if I can make that work smoothly, though.

:)
Title: Re: Skills and Story Points
Post by: intrinsic_parity on August 01, 2019, 10:38:13 AM
I've always thought it would be cool if the player could get hired as an administrator for a faction world. Then maybe they could 'borrow' the local heavy industry. I also think this would be good for having a colony tutorial.
Title: Re: Skills and Story Points
Post by: Goumindong on August 01, 2019, 02:59:05 PM
I've always thought it would be cool if the player could get hired as an administrator for a faction world. Then maybe they could 'borrow' the local heavy industry. I also think this would be good for having a colony tutorial.

Functionally this is what a faction commission does. Access to the military market and a wage commensurate with your experience
Title: Re: Skills and Story Points
Post by: Sundog on August 01, 2019, 05:33:41 PM
(Interesting, but, right, having to have two sets of effects for each hullmod - and trying to balance them - doesn't feel viable for what we'd get out of this.)
Gotcha. I figured it might be a bad idea to make any significant changes to how hullmods work at this point in development, especially considering that GUI changes/additions might be necessary.

Actually added a bar-event along these lines in the last couple of days :) Focused on blueprints etc, though, not specific ships.

Thinking of pairing this with a bar-event that gives you some access to manufacturing capacity, so you could build from blueprints - in a limited way - before getting your own heavy industry up. Need to see if I can make that work smoothly, though.
Oh, nice! Those could be pretty neat events.

On story point cost for save scumming:
Spoiler
Quote
Reloading after battle as a story point sink
That means I cannot hoard points.  I just spend them immediately on builtin hullmods or other top picks then save scum without any points for the game to take away (unless it starts tracking negative points).
Right. I agree that this is the biggest potential problem with the idea. Case in point:
I'm not sure what the best way to handle cases where someone reloads without having any story points in the bank, but there are workable solutions, such as SP debt or removing progress toward the next SP.

I've got half a mind to use up a story point when respawning - or perhaps to give an option for a better respawn at the cost of a story point - but, eh. It just gets weird since this sort of thing really encourages save-scumming and (as Megas points out) odd behavior as far as story point spending patterns.
Hmm. What sort of thing? Were you referring to my reload penalty suggestion or your idea for buying better respawns?

Fundamentally, I don't like the idea of messing with what is and isn't in a savefile.
That's very sensible, of course, but in this case the whole point is that it's not in the save file.

Consider cases where people, say, share savefiles.
Right, so that's just a flaw in the example I gave for a means of implementation. SP would not be saved outside of the save file, as I originally described. Instead, a penalty flag would be recorded to indicate that an SP deduction should occur on the next reload. This is how the reload penalty system I made for ruthless sector works, so I should've known better.

If the player wants to save/load, that's 100% up to them.
Well, I agree. That's why I'm suggesting an alternative to iron mode that doesn't attempt to prevent reloading.

I get what you're saying conceptually - it's an interesting thought! - but in practice I think it would lead to a lot of annoyance and bug reports.
Maybe so. Failing to notify players when an SP is deducted after reloading could certainly cause some confusion, and reconciling save files with penalty flags could get messy in some cases. But anyway, I hope you'll seriously consider adding some sort of mechanic that gently discourages save scumming. I think a lot of gamers are sick of "do it again" being the only solution to every setback, especially among those of us who are more jaded.
[close]
Title: Re: Skills and Story Points
Post by: Alex on August 01, 2019, 05:58:50 PM
I've got half a mind to use up a story point when respawning - or perhaps to give an option for a better respawn at the cost of a story point - but, eh. It just gets weird since this sort of thing really encourages save-scumming and (as Megas points out) odd behavior as far as story point spending patterns.
Hmm. What sort of thing? Were you referring to my reload penalty suggestion or your idea for buying better respawns?

Fundamentally, I don't like the idea of messing with what is and isn't in a savefile.
That's very sensible, of course, but in this case the whole point is that it's not in the save file.
...
Right, so that's just a flaw in the example I gave for a means of implementation. SP would not be saved outside of the save file, as I originally described. Instead, a penalty flag would be recorded to indicate that an SP deduction should occur on the next reload. This is how the reload penalty system I made for ruthless sector works, so I should've known better.
Well, I agree. That's why I'm suggesting an alternative to iron mode that doesn't attempt to prevent reloading.
...
Maybe so. Failing to notify players when an SP is deducted after reloading could certainly cause some confusion, and reconciling save files with penalty flags could get messy in some cases. But anyway, I hope you'll seriously consider adding some sort of mechanic that gently discourages save scumming. I think a lot of gamers are sick of "do it again" being the only solution to every setback, especially among those of us who are more jaded.

I guess more your suggestion. If you start meta-gaming the save-load process, and then you get to, like, "do a clean reinstall of the game to save a story point"... it's just not a good place to go. Again, just fundamentally, I think loading a save should get you that exact state. Anything that messes with that - whether by touching the contents of the savefile or by saving external flags, doesn't really matter which - how do I say this...

It's messing with how-sane-software-functions things in an attempt to make the game better, but I think it's very high-handed and trying to optimize for some ideal case while trampling over other, normal uses of the save/load functionality. It's just not going to work out. Say I want to try out fighting an enemy fleet just for fun - I know I'll lose, but I want to see what that station looks like in combat. Or I want to refine tactics fighting the same battle repeatedly. If the game decides to deduct points when I do that... I'd probably stop playing. Imagine if, like, MS Word did that to you to, uh, "encourage better writing practices" or something. This isn't all that different.

If one wants to have save/loading be limited, there's iron mode, and there's also not save/loading but instead playing through.
Title: Re: Skills and Story Points
Post by: Sundog on August 01, 2019, 07:31:58 PM
I hear you. I suppose I should've made it more clear that I understand your concerns. Sorry for prompting you to reiterate yourself. I think this just boils down to a difference of opinion about what's most important, which is fine by me. I still love you  ;)
Title: Re: Skills and Story Points
Post by: Alex on August 01, 2019, 07:50:21 PM
:D
Title: Re: Skills and Story Points
Post by: intrinsic_parity on August 01, 2019, 08:24:26 PM
I've always thought it would be cool if the player could get hired as an administrator for a faction world. Then maybe they could 'borrow' the local heavy industry. I also think this would be good for having a colony tutorial.

Functionally this is what a faction commission does. Access to the military market and a wage commensurate with your experience

That's not really what I was talking about. More like building/managing industries and defending against raids and stuff (i.e. the colony tutorial). Using the heavy industries would be a benefit of the job, but the idea is to actually have a job. Honestly it makes more sense than the faction just giving you money/access for no reason with no responsibilities.
Title: Re: Skills and Story Points
Post by: SCC on August 01, 2019, 10:04:46 PM
Couldn't it have been both clearer and easier for the player to just have a button to replay the current battle/encounter, paying story points for it, instead of doing some tricks behind the scenes?
Title: Re: Skills and Story Points
Post by: Goumindong on August 02, 2019, 04:20:33 PM
I've always thought it would be cool if the player could get hired as an administrator for a faction world. Then maybe they could 'borrow' the local heavy industry. I also think this would be good for having a colony tutorial.

Functionally this is what a faction commission does. Access to the military market and a wage commensurate with your experience

That's not really what I was talking about. More like building/managing industries and defending against raids and stuff (i.e. the colony tutorial). Using the heavy industries would be a benefit of the job, but the idea is to actually have a job. Honestly it makes more sense than the faction just giving you money/access for no reason with no responsibilities.

Giving the player a job is well, significantly difficult from a design perspective. You have to both have rewards for the job but also punishments if you fail(ideally that aren't imposed if its not your fault you failed). Its a kind of thing you could do in a game with a mission type structure but its harder in the open world game that starsector is. Not saying it cant happen but it seems difficult to produce/enforce.

As for "resources with no responsibilities" i mean... its a letter of marque. They don't need you to have responsibilities simply to not act against them and to freely act against their enemies. The money it comes with it just what is necessary to have it make sense in the game since there isn't a mechanism to prevent/punish piracy except from the defending faction.
Title: Re: Skills and Story Points
Post by: Sundog on August 02, 2019, 05:40:51 PM
Couldn't it have been both clearer and easier for the player to just have a button to replay the current battle/encounter, paying story points for it, instead of doing some tricks behind the scenes?
Yeah, that would be clearer, but making it work would basically involve automatically saving and reloading specific parts of the gamestate, which could get pretty dicey. I don't think it would accomplish the same goal, either, because people could still just reload to avoid the SP penalty.
Title: Re: Skills and Story Points
Post by: SafariJohn on August 02, 2019, 06:52:16 PM
Too often in pen and paper games, people try to solve out-of-game problems using in-game solutions. It doesn't work, and there's good odds it will cause the out-of-game problem to explode.

I am with Alex 100% that trying to solve reloading by screwing with saves won't end well. If you want to encourage players to play through a loss, do something like allow ship recovery on a loss at the cost of story points.
Title: Re: Skills and Story Points
Post by: ChaseBears on August 02, 2019, 07:13:59 PM
generally in favor of these changes, but not a fan of the scaling limits on fleet bonuses.  Monofleeting should be discouraged by the combat mechanics, not by artificial caps in the skill system.

Fighter bay scaling specifically also penalizes Talon (or w/e) spam in favor of elite high tech fighters.  Also penalized for having converted hangars on your noncombat ships (why should they matter for this?).

If you want to limit the scalability of fleet bonuses then have them apply double to Officers or something.  That way the ships you assign officers to reflects your fleets focus without unduly penalizing someone who just loves missiles or fighters or w/e.
Title: Re: Skills and Story Points
Post by: Megas on August 03, 2019, 10:24:39 AM
I am with Alex 100% that trying to solve reloading by screwing with saves won't end well. If you want to encourage players to play through a loss, do something like allow ship recovery on a loss at the cost of story points.
Some ships need SP to recover, if one of his new pics are true.

That said, if SP is harder to stockpile than money, I probably would reload too to avoid SP loss, either through ship recovery, or replacing a two SP built-in mod ship with a new ship without built-in mods that need SP to get those mods back.
Title: Re: Skills and Story Points
Post by: ChaseBears on August 04, 2019, 03:00:36 AM
Fallout survival mode has an interesting mechanic where you get small but noticeable bonuses the longer it has been since you saved - saving only being possible in beds.  You could reward people for not loading in some manner, like a strategic layer buff or a bonus to SP generation that gets larger the longer the current session has been running.

In Fallout eventually youd have to save anyway because you needed to sleep, there's no equivalent to that in Starsector so a session-length bonus would probably be better.

It's hard playing ironman in Mount & Blade style games. The penalties for loss are so severe and the effort required building up your forces is pretty high.  And it only takes a small mistake or moment of inattention to get stuck in a bad fight.  Games that are designed around iron man(e.g. Dark Souls) usually don't screw you over so hard. 

I find Iron Man much more tolerable in Starsector once i have a decent industry colony with blueprints i like. With Autofit i can (relatively) quickly put a fleet back together from whatever survived.
Title: Re: Skills and Story Points
Post by: DatonKallandor on August 08, 2019, 12:10:02 PM
If you want to limit the scalability of fleet bonuses then have them apply double to Officers or something.  That way the ships you assign officers to reflects your fleets focus without unduly penalizing someone who just loves missiles or fighters or w/e.
They're not being penalized - they're still getting a buff by picking up the skill. And the more fighters they have, the more things are affected by the buff, even if the buff is smaller. It's never penalty, it's just a bigger buff for builds that don't go all-in. And since the scaling is gradual, being slightly over the "optimal" doesn't turn the buff off (and calling that point "optimal" is pretty misleading anyway).
Title: Re: Skills and Story Points
Post by: Inventor Raccoon on August 08, 2019, 12:13:12 PM
The scaling bonus effectively means that any given fleet composition (assuming it has carriers) is affected equally by taking the skill, rather than it being more powerful the more carriers you have like the current fleet-wide carrier skill.
Title: Re: Skills and Story Points
Post by: lwki on August 09, 2019, 06:45:28 AM
I like having the possibility to get every skill after enough commitment, as it is in the current system.
Not a fan of being limited to 15 skills, unless i missed something.
Title: Re: Skills and Story Points
Post by: SCC on August 09, 2019, 07:06:31 AM
Current system doesn't let you get everything, there's a cap of 50 levels (and 52 skill points).
Title: Re: Skills and Story Points
Post by: lwki on August 09, 2019, 07:39:19 AM
Oh right, forgot i was using mods, sorry.
Title: Re: Skills and Story Points
Post by: Midnight Kitsune on August 09, 2019, 09:17:08 AM
I like having the possibility to get every skill after enough commitment, as it is in the current system.
Not a fan of being limited to 15 skills, unless i missed something.
We will be able to edit the skill cap in the next version like we can here via a change in the settings file AFAIK.
Title: Re: Skills and Story Points
Post by: Alex on August 09, 2019, 09:34:44 AM
Yep!
Title: Re: Skills and Story Points
Post by: Midnight Kitsune on August 09, 2019, 09:55:03 AM
Yep!
I will say that this game has spoiled me on how easy it is to mod and change many things!
Title: Re: Skills and Story Points
Post by: SCC on August 09, 2019, 10:07:17 AM
It would be interesting balance. Less skills, but better story point gain, or more skills, but more grind and less story points?
Title: Re: Skills and Story Points
Post by: Alex on August 09, 2019, 10:33:30 AM
I will say that this game has spoiled me on how easy it is to mod and change many things!

:D

It would be interesting balance. Less skills, but better story point gain, or more skills, but more grind and less story points?

Hmm, offhand, these don't seem like things that need to trade off vs each other. That is, more or less of either seem like viable things to adjust, but I don't think more of one would necessarily mean less of the other, if that makes sense.
Title: Re: Skills and Story Points
Post by: Wyvern on August 09, 2019, 10:42:47 AM
It would be interesting balance. Less skills, but better story point gain, or more skills, but more grind and less story points?

Hmm, offhand, these don't seem like things that need to trade off vs each other. That is, more or less of either seem like viable things to adjust, but I don't think more of one would necessarily mean less of the other, if that makes sense.
I think it's an assumption born of extrapolating from how things work now?  Right now, if you mod in more levels, the xp cost per level continues to increase.  If story points are per level, and increasing max level makes level costs continue to scale up, then increasing max level would also make story points harder to come by.
Title: Re: Skills and Story Points
Post by: Alex on August 09, 2019, 10:44:32 AM
Ahhh that makes sense, yeah, wasn't thinking that through.

(Edit: you could also modify the number of story points per level.)
Title: Re: Skills and Story Points
Post by: Sarissofoi on August 10, 2019, 03:24:00 AM
Greetings
If I get it correctly you need lower Tier skills in order to get higher one? Somebody correct me if I am wrong.
In current system we have infamous aptitude skill point sinkhole but overall system was very flexible - even if some builds were stronger than other and fleet buffs much stronger than pilot buffs(making combat aptitude little underwhelming).
Thing is you could freely adapt skills to your way of gaming.
With new system we  get rid of aptitude cost but we get forced to take lower tier skills if we want to get higher ones.
Now for example I can get skills for my preferable play stale - with new system choice will be very limited. Like if I would want play support character on missile cruiser I would still need go full into combat tree for a Missiles buff wasting 4 other points. And what if I really want only 2 first tier skills (that somewhat fit my current playstale)? I would need either go full into skill tree so I can invest 6th point into it or just drop it.
It seriously limiting all these fun or RP(not exactly min-maxed or optimal) builds that I enjoyed.
I do not like it. I do not like it at all.

Somebody please tell me I am wrong.
Title: Re: Skills and Story Points
Post by: Grievous69 on August 10, 2019, 04:14:55 AM
Unfortunately you're not wrong, I don't like it either. I get that some skills are stronger than others so they shouldn't be picked immediately, but just put a lvl requirement on them then. Why the hell would I spend 10 points out of max 15 if I want 2 best tech skills. And there's obviously going to be ones you're never going to utilize. I appreciate Alex to death and know he'll make it all work beautifully in the end but I just can't wrap my head around this skill ''tree''.
Title: Re: Skills and Story Points
Post by: Sarissofoi on August 10, 2019, 08:46:55 AM
Well, that is plain not good.
The current system biggest pain is need to drop 12 skill points into aptitude access levels but you have actually dozens of them and if you really want you can just add 10 or 12 more levels to grind. Not perfect but allow on variety of builds or flexibility. Heck even playing with 50 levels allow you build some unique ones especially that in many cases you
can just put 1-2 points deep into the skill.
With the new systems its all gone.
Even the re-roll ability don't compensate for it.I really hope ALex wouldm reconsier the new system.
Or maybe allow some sorts of manipulation of tier skills access by (ab)using story points.

Title: Re: Skills and Story Points
Post by: Alex on August 10, 2019, 09:56:12 AM
In current system we have infamous aptitude skill point sinkhole but overall system was very flexible - even if some builds were stronger than other and fleet buffs much stronger than pilot buffs(making combat aptitude little underwhelming).
Thing is you could freely adapt skills to your way of gaming.
With new system we  get rid of aptitude cost but we get forced to take lower tier skills if we want to get higher ones.
Now for example I can get skills for my preferable play stale - with new system choice will be very limited. Like if I would want play support character on missile cruiser I would still need go full into combat tree for a Missiles buff wasting 4 other points. And what if I really want only 2 first tier skills (that somewhat fit my current playstale)? I would need either go full into skill tree so I can invest 6th point into it or just drop it.
It seriously limiting all these fun or RP(not exactly min-maxed or optimal) builds that I enjoyed.
I do not like it. I do not like it at all.

Somebody please tell me I am wrong.

I get where you're coming from, but I think part of this is just making an apples-and-oranges comparison between the new skill system and the old. The old one is designed around being able to pick any skill, and the new one is designed around needing to make a series of choices - both about which aptitudes to go up, and which skills to pick at each tier. The thing is, the skills and the structure of the tiers matches the new approach.

To look at your example of Missile Specialization, there's a number of things in play:

- Some of the current MS bonuses have been moved to the ECCM hullmod, making it more practical to have useful missile support w/o skills. For example the Hurricane no longer requires MS to be reasonably accurate, just ECCM.
- The new MS has stronger bonuses; this is true of many high-tier skills, and couldn't be done if you could cherry-pick all the high-tier skills
- The skill tiers leading to to Combat 5 - where MS is - all have something generally useful along the way, so the points wouldn't be "wasted"

So, basically, MS is powerful and getting it is a committment. Playing missile support without it is also an option. Personally, I think that having MS be more powerful and playstyle-changing is more interesting than having it be toned down and easily available to any build.

Likewise, if you want both skills in a specific tier - many tiers are set up the way they are specifically to make it more difficult to pair specific skills. For example, there's a skill that increases the number of officers, and there's another skill that increases the maximum officer level. If they could be taken together, it would be an absolute no-brainer since they synergize so well; so, they're in the same tier. A more minor example is Combat 1, Helmsmanship vs Strike Commander. Speed is powerful, fighters are powerful, combined they get even more so - so, again, more difficult to pair.

So, just overall, it's a different system with different skills; I don't think that looking at it as a different system with the same skills will paint an accurate picture. It makes sense that one might, though, given that the current skills are a natural reference point.



Unfortunately you're not wrong, I don't like it either. I get that some skills are stronger than others so they shouldn't be picked immediately, but just put a lvl requirement on them then. Why the hell would I spend 10 points out of max 15 if I want 2 best tech skills. And there's obviously going to be ones you're never going to utilize. I appreciate Alex to death and know he'll make it all work beautifully in the end but I just can't wrap my head around this skill ''tree''.

If it was a level requirement or anything like that, you'd just wait until that level to spend points on the most powerful stuff, right? If you want the two best tech skills - which happen to be extremely powerful - then it feels right that it *should* be a major committment. Again, design-wise it's a choice between offering more powerful and interesting skills, especially on the top end, and making you make hard choices about which ones to get - the choices being hard because there are several appealing options - or toning everything down and being able to pick anything, but then it not mattering as much.
Title: Re: Skills and Story Points
Post by: Megas on August 10, 2019, 03:48:52 PM
The skills I am most interested in are colony skills.  How hard will it be to get them, especially the perks that gives current Industrial Planning 2 and more administrators (if they still exist)?  Will it be good to get colony skills myself (without locking myself out of the more fun skills), will the admins be enough, or will it still be optimal to abuse theoretically unlimited alpha cores (even after Pathers get fixed)?

So far, the only thing I care about in Industry is colony skills.  I have no interest in other Industry related stuff (not enough to give up other three aptitudes), unless some Combat stuff got moved to Industry.
Title: Re: Skills and Story Points
Post by: Alex on August 10, 2019, 09:32:57 PM
Industry is pretty different now; I think there are some highly desirable skills in it. The general focus of the aptitude is on skills that provide resilience, either to the piloted ship (just two skills at tier 2) or to the fleet. Some of the effects include periodic (and very occasional) removal of d-mods from ships, bonuses to unshielded ships (along with a "Shield Shunt" hullmod to remove shields), bonuses to ships with d-mods based on the number of d-mods, reduced fuel/supply consumption, increased cargo etc capacity, and a bunch of other things.

As far as the colony skills, Industrial Planning vs Colony Management is tier 5; CM gives +1 outpost and +1 admin - iirc currently it's more? Might end up tweaking it, anyway. IP is likewise weaker than its current incarnation, but does have the additional effect of boosting the custom production value.

The other two colony skills - Space Operations vs Ground Operations - are at the top of Leadership; they need a bit of fleshing out as far as their effects. Worth noting that it's entirely possible to go up each tree to T4 and thus have a pick of everything else they offer while avoiding those skills, and it's also not possible to pick up all four without modding the number of skill points.

The general idea here is to make the colony skills less powerful, and (as mentioned) to make them avoidable so they're not, generally, a "tax" on the way to other skills. Unless, of course, one ends up wrapping around the aptitude.
Title: Re: Skills and Story Points
Post by: SCC on August 10, 2019, 11:35:56 PM
Flux Shunt makes you dissipate hard flux, a very beneficial thing to have. Shield Shunt makes your shields go away. What? Which is to say, perhaps call one or the other something else other than shunt.

So, both tier 5 leadership skills are colony skills? Interesting. The thing I hope for is that they will boost not just colony defence, but stuff in orders tab, whatever that stuff will be.
By the way, is Fleet Logistic remaining mostly as it is now, or are the very useful and universal bonuses going to get separated?
Title: Re: Skills and Story Points
Post by: Megas on August 11, 2019, 05:46:37 AM
Industry Planning 2 is probably the most important perk if I want to run colonies myself (when player can run more colonies than all of his admins combined).  Production boost is very critical in meeting demand (especially for Waystation and other important resource hogs on colonies).  Without it, player must get +2 ores and volatiles to meet demand.  (Also must have 0 farmland to meet food demand, many good planets often have poor farmland for -1 food.)  Finding planets with +1 resources to meet demand with IP2 while also being close enough to other desirable planets can tricky if procgen has been unkind.  Higher demand will make things even harder.

5 SP for IP2 equivalent is a high cost.  If unskilled demands remain high and player cannot hire enough admins, looks like alpha core abuse will be the way to go as it is now.  On the other hand, if player can only run one colony instead of four, while he can hire more admins, not having IP2 would sting less.
Title: Re: Skills and Story Points
Post by: DatonKallandor on August 11, 2019, 09:16:08 AM
Keep in mind it's possible we might get ways to increase output through more ways than just industry skills. For example Alex has shown a possible Story Point use being straight up boosting the output of an industry.
Title: Re: Skills and Story Points
Post by: SonnaBanana on August 12, 2019, 06:07:59 AM
Can't wait to see how the next update will play!

Speaking of permanent hullmods...
1: Do permanent logistical hullmods count towards the only 2 logistical hullmods per ship limit?
2: Will modding or settings allow for different maximum hullmod limits depending on hull sizes (1/2/3/4 etc), instead for the same N permanent max hullmods for all hull sizes?

As for admin skills, would they be aceable? Would there also be administrator training like officer training?
Title: Re: Skills and Story Points
Post by: Alex on August 12, 2019, 08:21:35 AM
1: Do permanent logistical hullmods count towards the only 2 logistical hullmods per ship limit?

Whatever mods you "build in" count against that limit, so, yes.

2: Will modding or settings allow for different maximum hullmod limits depending on hull sizes (1/2/3/4 etc), instead for the same N permanent max hullmods for all hull sizes?

No, but it's possible to have a built-in hullmod on a ship that changes how many mods you can build into it.

As for admin skills, would they be aceable? Would there also be administrator training like officer training?

No and no; "elite" is for personal combat skills only. (Assuming that's what you mean by "aceable"!)
Title: Re: Skills and Story Points
Post by: Sarissofoi on August 12, 2019, 09:27:21 AM
What about possibility to use Story points to jump over the skills requirements?
Like able to jump over some tier or lock skill down so its not change during respec?
Or maybe being able to get some skill from the same ier even without getting to max tier? It could be costly or limited - just open enough to allow more customization options.

Overall choices are good but old(current) system was allowing to full freedom and plenty of skill synergies(which was good) and the new one is looking really limited.
Its not like I personally even abuse it - usually build for RP value and sometimes even gimping myself - which would probably bve not possible in the one(RP aspect not gimping).

Anyway we will see how it look and play soon(hopefully).
Title: Re: Skills and Story Points
Post by: Alex on August 12, 2019, 12:01:35 PM
What about possibility to use Story points to jump over the skills requirements?
Like able to jump over some tier or lock skill down so its not change during respec?
Or maybe being able to get some skill from the same ier even without getting to max tier? It could be costly or limited - just open enough to allow more customization options.

I've thought about it a bit. It seems like then you're trading a very limited resource (skill points) for ultimately an unlimited resource (story points) and since it'd allow you to bypass certain restrictions that are, oftentimes, there for balance reasons... I think it'd really lead to a few options being "clear best" and so would in the end reduce the number of options rather than increasing them.

E.G. it might be that you'd always want to get Leadership 4, and then grab both officer-boosting skills. Or Tech 5 and grabbing both of those, etc. Then it might be something you feel forced to do on each run, shutting out or marginalizing other ways to play.

That's not to say there might not be some good way of doing it, but it does seem like it could cause a lot of trouble.
Title: Re: Skills and Story Points
Post by: Sarissofoi on August 12, 2019, 01:02:59 PM
Some limited (ab)use of story points would be welcomed anyway.

Maybe instead of tiered ladder(1st tier one from two, 2nd one from two, etc) we could get tiered pyramid?
Something like 1st tier you get 3 one from two choices but need spend 2 points to advance to 2nd tier that have 2 one from two choices and then you get the last tier with one from two choice(you still need spend 4 points to get into tier 3rd). Or something like 1st tier having 4(or 6) free to choose skills when 2nd tier have 2 choose one from two skills and 3rd tier have one from two.
That would allow player pass over some skills that are unfit for his playstyle or current RP avatar.

Problem with incoming skill tree is that player would be forced to get some skills to get skills he want even if they benefit him little but not fit his RP role.
(Well at worst having option(that have to been enabled in settings) to choose skills freely would be also a solution thing to consider).
Title: Re: Skills and Story Points
Post by: intrinsic_parity on August 12, 2019, 01:49:12 PM
How many of the skills/effects from the old system are in the new system? I assume you've recombined/reorganized a bunch of stuff but are all of the old effects/abilities still available in the new system or are some no longer available. I always though some of the skills in the old system would be better as rewards for story/quests, stuff like transverse jump or some colony benefits. I don't know if you've though about that at all?
Title: Re: Skills and Story Points
Post by: Alex on August 12, 2019, 02:12:17 PM
Maybe instead of tiered ladder(1st tier one from two, 2nd one from two, etc) we could get tiered pyramid?
Something like 1st tier you get 3 one from two choices but need spend 2 points to advance to 2nd tier that have 2 one from two choices and then you get the last tier with one from two choice(you still need spend 4 points to get into tier 3rd). Or something like 1st tier having 4(or 6) free to choose skills when 2nd tier have 2 choose one from two skills and 3rd tier have one from two.
That would allow player pass over some skills that are unfit for his playstyle or current RP avatar.

There's basically no way; the skills - as far as their effects are concerned - are designed for a "pick one of two" dynamic and would need to be redesigned.

How many of the skills/effects from the old system are in the new system? I assume you've recombined/reorganized a bunch of stuff but are all of the old effects/abilities still available in the new system or are some no longer available. I always though some of the skills in the old system would be better as rewards for story/quests, stuff like transverse jump or some colony benefits. I don't know if you've though about that at all?

It's hard to say. There's been a lot of recombining and skill renaming and so on. Most of the effects are probably still available, the main notable exception being Loadout Design's OP bonus. As far as Transverse Jump, I've got a note to make that (and Neutrino Detector) available from a quest, in addition to being unlocked by the skill (while you have the skill), so that it's not a major consideration when picking skills. Otherwise, the skill that has TJ is very hard to pass up.
Title: Re: Skills and Story Points
Post by: empirecitizen on August 12, 2019, 11:04:26 PM
Awesome post as always.

I think this is a good direction. Lot's of people like to say they like a free skill system with as few restriction as possible. The thing is without restrictions like trees and tiering, player will min-max their way into the couple skills they think are the best. Not that skill trees would remove min-maxing but it gives developers more lever to balance skills appropriately.

I'm not sure if i missed some updates on the latest mechanics on how hullmods work to understand what's the advantage of 'permanent' hullmkd. Is permanent hullmod going to be OP-free? I see that you've been replacing the extra-op tech skills over the years. I agree that extra OP was too good and a generic must pick usually and this is a good way for player to still has that custom fit elite ship that is not possible normally.


Why do i still feel that the whole blog post is basically a trap to entice players into causing a massive AI rebellion?(especially after recently learning that using AI already can cause something to happen in the current version)
Title: Re: Skills and Story Points
Post by: Megas on August 13, 2019, 04:58:41 AM
Permanent hullmods will be OP-free, but you need to spend a story point to make a hullmod permanently built-in.

My concern with this is, if story points take a while to grind up and accumulate, player may do everything to preserve the same ships (reload games if ship dies in combat or restore ships if player cannot be bothered to reload game) instead of shrugging them off and building new ships to replace the fallen.

As for AI, all the AI can do today is hug your colonies after they govern them long enough, which is exactly what you want if you use cores in the first place.  The biggest threat from AI is not AI themselves, but more babysitting caused by Pathers (if they were not bugged) and Hegemony inspections.  I would not mind decivilizing all of Hegemony worlds just to make the inspections (and expeditions caused by Free Port use) stop, but Pathers cannot be neutralized permanently.
Title: Re: Skills and Story Points
Post by: Grievous69 on August 13, 2019, 05:49:46 AM
I just want the ships to be balanced without these perma hullmods in mind. There needs to be enough OP for every ship so that a decent build can be fitted.
Title: Re: Skills and Story Points
Post by: Megas on August 13, 2019, 06:04:29 AM
I just want the ships to be balanced without these perma hullmods in mind. There needs to be enough OP for every ship so that a decent build can be fitted.
I would not be surprised if the built-in mods replace LD3 and ships have the same OP as today.  If so, most ships will need built-in mods to have a decent loadout.  (Not looking forward to put built-ins on every Shrike to make them usable.)
Title: Re: Skills and Story Points
Post by: Alex on August 13, 2019, 08:01:06 AM
I'm not sure if i missed some updates on the latest mechanics on how hullmods work to understand what's the advantage of 'permanent' hullmkd. Is permanent hullmod going to be OP-free? I see that you've been replacing the extra-op tech skills over the years. I agree that extra OP was too good and a generic must pick usually and this is a good way for player to still has that custom fit elite ship that is not possible normally.

Welcome to the forum! Yep, they don't cost OP.

Why do i still feel that the whole blog post is basically a trap to entice players into causing a massive AI rebellion?(especially after recently learning that using AI already can cause something to happen in the current version)

Hmm, I don't know, seems like baseless scare-mongering to me.


I just want the ships to be balanced without these perma hullmods in mind. There needs to be enough OP for every ship so that a decent build can be fitted.

I'll probably end up tweaking the OP on *some* ships, but for most ships I think they're in a decent place. Open to suggestions/opinions as to which ships really, really need it.
Title: Re: Skills and Story Points
Post by: Grievous69 on August 13, 2019, 08:30:04 AM

I just want the ships to be balanced without these perma hullmods in mind. There needs to be enough OP for every ship so that a decent build can be fitted.

I'll probably end up tweaking the OP on *some* ships, but for most ships I think they're in a decent place. Open to suggestions/opinions as to which ships really, really need it.

Yeah that's what I had in mind, I'm pretty satisfied with vanilla balance in general.
So as was mentioned a million times, Shrike. Even with LD3 it's hard to put a single hullmod without giving up on flux which you desperately need, and you require a Heavy blaster to be able to do anything decent in fights. Maybe raise OP by 7 or something for both the standard and pirate variant.
Odyssey did get more OP after it got an additional figher bay, but it still imo struggles to have a solid loadout which justifies its 45 DP cost. Yea it's fast and all with built-in hullmods but cmon Onslaught and Conquest are both 40 DP and they are imo more valuable.

Other than those 2 everything else is fine except carriers. Since fighters are so strong you basically have to get best fighters you can and steamroll but then the ship is almost barren. I think fighters as a whole should be a tad weaker and have their OP cost reduced so carriers can actually fit something on themselves and then make a choice what to put in bays. Right now it always ends up the same (at least for me). Also nerf Recall device please :)
Title: Re: Skills and Story Points
Post by: Wyvern on August 13, 2019, 08:34:09 AM
I just want the ships to be balanced without these perma hullmods in mind. There needs to be enough OP for every ship so that a decent build can be fitted.

I'll probably end up tweaking the OP on *some* ships, but for most ships I think they're in a decent place. Open to suggestions/opinions as to which ships really, really need it.
Ships that absolutely need more ordnance points: Scarab, Shrike, Gemini (this one needs a lot more ordnance points), Gryphon, Astral.

Ships that need other adjustments:
Scarab (more flux dissipation & built-in pd lasers in those side turret mounts)
Vigilance (built-in expanded missile racks and maybe an increase to flux dissipation)
Wayfarer/Cerberus/Hound/Hermes/Mercury/Mudskipper/Shepherd (frigate freighters are severely under-tuned compared to larger freighters)*
Condor (needs more cargo/fuel capacity & built-in expanded missile racks)
Drover (needs less cargo capacity)
Medusa & Grypon (both of these need something beyond just more OP but I don't have any good ideas for what)
Venture (needs an open fighter bay slot in addition to the one that's locked-in with mining drones)
Colossus Mk II / III / Atlas Mk II (need increased cargo capacity - these converted freighters should have larger holds than similarly-sized dedicated warships, not smaller ones).
Astral (needs a recall device nerf - limit by charges maybe - in order for more OP to not be a bad call.  Alternatively, give it something like the Conquest's heavy weapons integration that just applies to all of its guns - and maybe change some of its medium energy turrets back to large energy or even built-in Paladin PD systems?)

* Frigate freighters being under-tuned.  Even ignoring the ship limit that would push you towards using larger freighters even for equal efficiency, a Cerberus (with no hull mods) gives you 100 cargo per fuel-cost and 25 cargo per supply-cost, while a Colossus (also with no hull mods) gives you 300 cargo per fuel-cost and 150 cargo per supply-cost.  The frigate is faster, sure, but even if you compare a Cerberus with efficiency overhaul and expanded cargo holds to a Colossus with Militarized Subsystems and Augmented Drive Field, the Colossus comes out ahead.  And the other frigate freighters are all worse off than the Cerberus is.
Title: Re: Skills and Story Points
Post by: Megas on August 13, 2019, 08:56:02 AM
Like Grievous, I spend nearly all OP on fighters and hullmods on dedicated carriers, and they are mostly unarmed.  I tried to part-time warship with Heron and Astral by loading up on weapons while using Talons for fighters.  It was much less effective than loading up on high-end fighters (which eats most available OP) and hide the carrer.  The only ship that can brawl and carry fighters equally well is the Legion.  Odyssey does not have enough OP to use fighters effectively, and since it is designed to brawl up-close, perhaps the best fighters are Xyphos if Odyssey had enough OP.  Usually, I put mining pods on Odyssey because they are free and durable enough.  Modern Odyssey can lose fighter bays and still play much like it does (of burning in and pummeling ships with dual plasma cannons).
Title: Re: Skills and Story Points
Post by: Megas on August 13, 2019, 09:12:09 AM
Medusa & Grypon (both of these need something beyond just more OP but I don't have any good ideas for what)
Medusa might be fine with more OP.  If not, lower DP cost to 10 or 11.  It is not better than Hammerhead or Sunder.

Gryphon needs better durability and flux stats.  In short, be as sturdy as a cruiser.  Right now, it is the only ship aside from Legion (XIV) that can use large dumb-fire missiles easily, but Gryphon is too fragile.  Gryphon pretends to be a carrier but fails badly under AI control by acting like a warship before getting popped.  Honestly, I would not mind Gryphon trading Missile Autoforge for Fast Missile Racks or generic combat system and evolve into what Aurora used to be before 0.7.2, a hybrid brawler/missileship.  If Gryphon stays as it is, at least add another ship that is not a joke (like Atlas/Prometheus 2) that can easily use large dumb-fire missiles, preferably sub-capital so we do not wait until endgame to have something to use Hammer Barrage effectively.
Title: Re: Skills and Story Points
Post by: Ishman on August 13, 2019, 10:30:51 AM
The gryphon's weakness comes from the fact there isn't a suitable large missile for it in vanilla, and the best small slot option is sabots, for which it will only get a small number of uses out of, even with 4x base ammo pool. Also that the AI is bad with missiles and either refuses to fire them or is overly trigger happy (except with hammers).

The large HE seeking torpedo from Interstellar Imperium, the scorpio javelin, paired with sabot pods in the mediums, and the Voltigeur ASM's from Dassault Mikoyan Engineering in the small slots for more salvos to ward off frigate pressure allows the gryphon to destroy every capital in late game bounties if it can hide behind a ship threatening enough to keep burn/SO destroyer and cruisers off of it.

That's not to say that it couldn't use help, but that in my opinion, the biggest thing leading to its lacklusterness is the lack of fitting options for it in vanilla (besides the fact its stats are just awful and the only thing to its name is the weapon slots).

Title: Re: Skills and Story Points
Post by: Andele on August 13, 2019, 05:23:40 PM
Core of having no levelups in individual types is good, but being just a binary choice seems slightly backwards. If anything id have thought that the current skills would be be broken down (as the blogpost actually gave as an example with shields vs phase unlike current general def systems) into more of them so that parts. High amount of "minor tuning" gives far more entertainment and replay value in the long run for any RPG, as WoW has proven (with any simplification returning in a few expansions each/talents first as artifacts then old glyphs as azerite).

It would also be good for some more minmax/removing dead points/some clutter; specially Fleet Logistics giving Damage Control 1 effect but better (making DC1 a dead kill point on PC if one wants its 2 and maybe 3 bonus; unless the nearly and almost mean its a flat % bonus which stacks, tho not that its easily noticed in that case) and having accessibility and its colony fleet bonus should/could be part government operations trade counterpart skill or maybe industry tree skill like colony management (tho if it stays on FL, it would be really cool if it were bumped up to 33% and worked on all fleets thus gave you access 40 ships... or hell in line with less upscaling with efficiency and super skills, it would then upgrade/branch into a increase deployment points/reduced deployment cost based on ship size by 2/1/-/-skill) and Missile spec and Electronic WF giving ECCM.

If its shrunk down to 15+5~7ish probably super skill upgrade options, could one more story point option then be (up to a cap and with diminishing returns/weaker distribution in certain cases or past a value like the example in the blog) be used to buff up a specific part of a skill/essentially put more points in 1/x effects in it. E.g. spending 1 point on current missile spec 2 part of the effect to make the bomb part of it go from a 50% bonus to 63% or 75%? Or each skill can have 1 part of it unlocked at the cost of a levels worth of story points as long as the skill itself is "unlocked"/was or is available to be picked (it itself not allowing one to pick the next tree/that would still require a skill point put in that branch, tho maybe letting one if the tree is maxxed out skip that part for the repeat/rerun of it, as to not have to pick up e.g. 3 skills one cant use due to being the specialization ones just because the build wants both bonuses on the 4th tier)?
Title: Re: Skills and Story Points
Post by: SonnaBanana on August 16, 2019, 11:13:36 AM
Hmm, between the new Alpha core benefits and new Commerce, it looks like players are going to have so much credits. Are player faction fleets (related to the currently unused Orders tab) the main creditsink? Or are there other creditsinks planned?
Title: Re: Skills and Story Points
Post by: Wyvern on August 16, 2019, 11:43:53 AM
Hmm, between the new Alpha core benefits and new Commerce, it looks like players are going to have so much credits. Are player faction fleets (related to the currently unused Orders tab) the main creditsink? Or are there other creditsinks planned?
Not really?  If anything the Commerce change is a nerf - keep in mind that, one, new Commerce still occupies an industry slot, and two, it *replaces* the current bonus income from high stability.  In other words, if you don't build Commerce, you'll see a massive drop in colony profit - and if you do build it, well, that's one fewer industry you can build.
Title: Re: Skills and Story Points
Post by: intrinsic_parity on August 16, 2019, 12:36:07 PM
It's likely that the industry that you're replacing with commerce would have also made money, so there's a question of how often it will even be worth building for income. If I can just build refining or fuel processing or heavy industry and make as much if not more money, why would I build commerce? I don't know how much more money commerce makes but those industries with the right items can make a lot of money so commerce will have to outperform them to be useful.
Title: Re: Skills and Story Points
Post by: Alex on August 16, 2019, 12:41:27 PM
It's +50% income base, +100% when fully maxed (alpha + story point). Assuming you build the most profitable industries first, commerce should produce more income than another industry pick when you're at 2 (base) and 3 (maxed) industries total.
Title: Re: Skills and Story Points
Post by: Grievous69 on August 16, 2019, 12:52:19 PM
Wait wait wait, so the base is now 2 industries and the max has been lowered to 3? Or am I reading that wrong
Title: Re: Skills and Story Points
Post by: Alex on August 16, 2019, 12:55:08 PM
By "base" and "maxed" I just meant the state of Commerce - whether it's giving +50% or +100% income. The number of industries is currently unchanged.
Title: Re: Skills and Story Points
Post by: Megas on August 16, 2019, 03:23:29 PM
If I can just build refining or fuel processing or heavy industry and make as much if not more money, why would I build commerce?
When you want more money after you kill all of core worlds.  If exports are zero because everyone in core is dead, you probably want more income from your population.  Just because core is dead does not mean there are no more enemies to kill.

* * *

Moving on and changing the subject...

@ Alex: Has AI changed with regards to beams?

I just remembered an old mod that adding hard flux to beams, and when AI has under constant pressure from hard flux beams, it just sat there and overloaded when flux maxed out, leaving AI paralyzed for an easy kill.

I thought 500 or other low-range hard flux beams after that new hard flux beam hullmod would be a joke, until I remembered that AI (years ago) is incapable of defending against continuous hard flux beams.  If AI still behaves like that, paralyzing enemies with continuous hard flux beams could be a cheap way to win.
Title: Re: Skills and Story Points
Post by: Alex on August 16, 2019, 03:50:29 PM
Pretty sure it's changed; seems fine now, in any case.
Title: Re: Skills and Story Points
Post by: Sarissofoi on August 17, 2019, 04:07:00 AM
Alex any chance that you consider adding option(disabled by start) to free skill point redistribution?
I mean its single player game and its already confirmed(if I am not wrong) that it will be possible to unlock it manually to get more level cap?

Also small suggestion. Not really on topic.
Can - if player put curse on space system - fleet aim for a Inner jump point not for a star gravity well?
Title: Re: Skills and Story Points
Post by: Alex on August 17, 2019, 08:48:53 AM
Alex any chance that you consider adding option(disabled by start) to free skill point redistribution?

Honestly, probably not. I tend not to add options that change mechanics like that because they're liable to break (due to not being tested much), it's a bunch of work for a new set of mechanics, and it complicates code that now has to support two sets of mechanics instead of one. It doesn't make a lot of sense to me, also - "here's a system, and here's some arbitrary way of navigating the system that it's totally not designed to support"?

its already confirmed(if I am not wrong) that it will be possible to unlock it manually to get more level cap?

Correct!

Also small suggestion. Not really on topic.
Can - if player put curse on space system - fleet aim for a Inner jump point not for a star gravity well?

Let me actually do that now. There, done. Not "inner" necessarily, just the closest one.
Title: Re: Skills and Story Points
Post by: Sarissofoi on August 18, 2019, 01:04:05 PM
Quote
Let me actually do that now. There, done. Not "inner" necessarily, just the closest one.
That was fast.
Title: Re: Skills and Story Points
Post by: ANGRYABOUTELVES on August 19, 2019, 10:19:29 AM
What is the plural of Khopesh? This is important, please respond.
Title: Re: Skills and Story Points
Post by: Alex on August 19, 2019, 11:14:23 AM
Apparently it's "khopeshes"

https://en.wiktionary.org/wiki/khopesh
Title: Re: Skills and Story Points
Post by: Sinosauropteryx on August 20, 2019, 08:04:51 PM
Hi, I'm new. This coming update looks fantastic.

I didn't see this addressed, though I may have missed it. Will permanent hull mods be found elsewhere in the sector? Are there other exceptional captains out there with the grease monkey knack, looking to push their rides over the top like the player? If the technology exists, it should be in demand and somewhat commonplace in the sector.

I imagine perma-hullmods to be something of a luxury and an enthusiast's pursuit, like the lowering kits of today. They could serve to give pirates some more personality, compared with organized fleets fielding the unmodified production standards, and to differentiate them from the Luddic Path (who otherwise resemble pirates with their quintuple-D-modded ships). Imagine defeating a lowly pirate and finding a Hound with a permanent makeshift Omni-shield. Or an Atlas Mk2 with surveying equipment and cargo space permanently installed. What would that say about the personality of its former captain? To me that could make for great emergent story moments, while only affecting gameplay in the most minor of ways.

But the bigger reason I bring it up is that the alternative, that you are the first and only captain in the sector to figure out how to perma-mod your vessel, is immersion-breaking. One of the many reasons I love this game is that your character can and must act within the "physics" of the game world, is subject to the same forces and limitations. He doesn't have special powers, but he has the gumption to leverage common resources into uncommon influence. And I think restricting perma-modding to player vessels would be inconsistent with that standard.
Title: Re: Skills and Story Points
Post by: Alex on August 20, 2019, 08:14:18 PM
Hi - Welcome to the forum!

It wasn't addressed in the post, but it came up I think once or twice in the comments here - not that I fault you for not reading all of it through :)

As of right now, there's a small chance to find perma-mods on recoverable derelict ships found on the fringes of the Sector. I don't want to make these mods particularly common because if they are, then the player can simply acquire ships with them instead of spending story points on them, so it kind of defeats the purpose of the mechanic.

So, to me, having a small chance of finding these on derelicts (and possibly, very occasionally, in some other circumstances) is a good balance of giving a nod to "others can do this" while not having it be so common as to make the mechanic a waste of points.
Title: Re: Skills and Story Points
Post by: Sinosauropteryx on August 21, 2019, 12:20:16 AM
That sounds like a good compromise and I'm glad the question was already on yours and others' radars. Thanks for the reply!
Title: Re: Skills and Story Points
Post by: Erebe on August 21, 2019, 03:30:19 AM
Firstly, hi and happy to be a part of the community of starsector ^^
This is my first post and i'm not that good in english because i'm a french native speaker, so be nice with me please ^^'

First things first, i find the Story Point mechanic verry refreshing and full of potential, even more if modders are able to create there own event where you can use them in relation with wath there mod do (I look at you Nerelexin ^^), and since everyone try to find a better name for them, why not Storytelling Point ? It's more accurate (in what you try to do with them) than story point and don't divaricate to much from the core meaning of the base name.

Secondly, after pondering a little, the skills system remind me a lot the one from starcraft 2 heart of the swarm, with Kerrigan able to remap her skill tree after each mission, and in the same game was present an idea that i loved : you unloked a third skill tree after one of the campagn mission. So why not unlock third option skills( one by one, not a full tree in one go) in the skill tree of starsector when the player meet a number of condition, like doing a certain story mission ?  The skill in question would be a new specialized skill extending the way you can play, no more powerful, but interresting ( I just let that here, i know that it's a pretty difficult idea to implement but maybe, who know, it will give you other idea Alex ^^)

Thirdly, about perma-hullmod. I love the idea, it give the player a way to put personnality into ship. Yes, some may say that players will always put the most costly mod. I don't think so, because this is a minmaxer way of reflection, and we aren't all minmaxer here. True, there will allways exist people who try to make the most of what they have (sometime, i'm one of them) but it's not the majority of the player (i think). But to continue about perma-hullmod, i've seen a really good idea in the form of specific hullmod who don't exist in stadart version, only in perma-hullmod. That's fantastic, because it give pllayers again another layer of customisation to have a ship with personnality. Moreover, those "legendary" hullmod can be a really good treasure-hunt starter, like synchrotron an pristine nanoforge, with the advantage over those two items that there is more than two of these unique hullmod.
Now about ship in AI fleet who are perma-hull modded. You say that you don't want the player to bypass the use of Story Point to have ship with perma-hullmod, but i really don't see what's the problem here. Those ship are unique ship difficult to acquire. Yes, don't put them commonly, but have them exist in special bounty against pirate of reputation, have them in fleet of the different factions who are known through the sector BECAUSE of the ship and her captain, because this is a good way to put lore and immersion (people talk about them in bar, faction warn you when you're commitioned, a neutral fleet come to talk to you to warn you that THIS fleet is in the sector and that they are returning home because they don't want to die etc...), and it open the path to the player to hunt down and battel those fleet if they want THE ship. Heck, you can even put legendary hullmod on those ship, and make the removable for the cost of a Story Point, to be able to repurpose the unique hullmod on another ship.

Well, it's all i've to say for now. Any chance that you give us a little bit of information about what's going on with the skill and story point system now ? Like how goes the playtest and some of your idea ? (A little bit greedy here ^^') Keep the good work, you're amazing, Alex, you and all the people and modder working for starsector ^^ (And i'm pretty literal and peremptory in my comment but don't take it like that, i respect your work and i know that i'm not the professional here ^^)
Title: Re: Skills and Story Points
Post by: Alex on August 21, 2019, 12:08:00 PM
Firstly, hi and happy to be a part of the community of starsector ^^
This is my first post and i'm not that good in english because i'm a french native speaker, so be nice with me please ^^'

Hi - welcome to the forum :)

.. and since everyone try to find a better name for them, why not Storytelling Point ? It's more accurate (in what you try to do with them) than story point and don't divaricate to much from the core meaning of the base name.

I guess it's more accurate, yeah, but it also sounds a bit awkward.

Secondly, after pondering a little, the skills system remind me a lot the one from starcraft 2 heart of the swarm, with Kerrigan able to remap her skill tree after each mission, and in the same game was present an idea that i loved : you unloked a third skill tree after one of the campagn mission. So why not unlock third option skills( one by one, not a full tree in one go) in the skill tree of starsector when the player meet a number of condition, like doing a certain story mission ?  The skill in question would be a new specialized skill extending the way you can play, no more powerful, but interresting ( I just let that here, i know that it's a pretty difficult idea to implement but maybe, who know, it will give you other idea Alex ^^)

That was a fun aspect of that skill system, yeah! I don't think it's quite a good fit here - imagine how much the UI would have to be restructured to support this! Also, the skills are designed to be set up in pairs...


Well, it's all i've to say for now. Any chance that you give us a little bit of information about what's going on with the skill and story point system now ? Like how goes the playtest and some of your idea ? (A little bit greedy here ^^')

Well, I'm still working through adding some of the story point uses, and got a bit sidetracked from it by needing to do some other stuff. Also, I wouldn't do much playtesting now - would make sense to wait until adding a couple more things into the game. Generally, I tend to do most of the playtesting as one of the last steps before a release.

Keep the good work, you're amazing, Alex, you and all the people and modder working for starsector ^^ (And i'm pretty literal and peremptory in my comment but don't take it like that, i respect your work and i know that i'm not the professional here ^^)

Thank you for your support :D (And, yeah, the modding community is really something.)
Title: Re: Skills and Story Points
Post by: SCC on August 21, 2019, 12:50:34 PM
Does Impact Mitigation 3 damage dealt to armour reduction happen before damage is reduced by armour, or only after? I swear, I have asked you about this already, but I don't remember the answer.
I guess I have to add something to make it relevant to the topic... Are Impact Mitigation and Evasive Action both staying as vaguely armour-boosting skills, or are they getting rolled into one, or are they being made more different this time?
Title: Re: Skills and Story Points
Post by: Alex on August 21, 2019, 01:50:18 PM
It's before reduction by armor.

Evasive Action is gone; some of its effects migrated to Helmsmanship.
Title: Re: Skills and Story Points
Post by: SonnaBanana on August 22, 2019, 10:49:00 PM
Will there be hullmods which boost skills? Like hull mod which increase the maximum of Carrier Group from 6 to 8, or increase the number of Automated Ships in your fleet?
Title: Re: Skills and Story Points
Post by: Alex on August 23, 2019, 11:54:35 AM
Wasn't thinking about that - it's an interesting idea, hmm. I'm not sure how that'd really fit in nicely, though - seems like it would probably lead to you needing to haul around a few more ships as skill-boosters, and that doesn't seem too great.
Title: Re: Skills and Story Points
Post by: BringerofBabies on August 23, 2019, 01:12:11 PM
It could be set up as "this ship benefits from the Carrier Group skill, but doesn't count towards the cap".
On a related note, does the Carrier Group skill count built in fighter bays? I assume it is just fighter bays on ships tagged as carriers, so that ships that happen to have their own fighter screen but aren't really carriers don't count, but I also wouldn't want Shepherds counting against my carrier cap if I am just using them as defensive escorts (although if I wasn't at the cap, I might want them to count, hmmm...)
Title: Re: Skills and Story Points
Post by: Alex on August 23, 2019, 01:23:56 PM
It could be set up as "this ship benefits from the Carrier Group skill, but doesn't count towards the cap".

Right - that I think would just mean "spam this ship"? Like, the cap exists for a reason, and anything that bypasses it is trouble.

On a related note, does the Carrier Group skill count built in fighter bays?

It counts them. Does mean that Shepherds have a bit of a downside when used purely for logistics, but, well, there's the Surveying Equipment hullmod and Salvage Rigs if an alternative is needed for this reason.
Title: Re: Skills and Story Points
Post by: TaLaR on August 23, 2019, 03:15:18 PM
On a related note, does the Carrier Group skill count built in fighter bays?

It counts them. Does mean that Shepherds have a bit of a downside when used purely for logistics, but, well, there's the Surveying Equipment hullmod and Salvage Rigs if an alternative is needed for this reason.

Could converted and built-in bays at least count as half or less of proper fighter bay? I mean otherwise it becomes strict "don't use these ships if you have carrier based fleet".
Title: Re: Skills and Story Points
Post by: Wyvern on August 23, 2019, 04:13:03 PM
Hmm, carrier skills + terminator drones...

You know what might be interesting as an alternative?  Have the Carrier Group skill only benefit (and only count) crewed fighters.  That'd also serve as a way to let Remnant LPCs trend towards being a bit stronger than normal fighters without being an automatic "Well, I'm putting Sparks and Luxes everywhere now."
Title: Re: Skills and Story Points
Post by: Megas on August 23, 2019, 05:54:52 PM
I would dump Shepherd in a heartbeat.  I only bring Shepherd past early game for the campaign mods, but if it is a drain on carrier power, then it would get dumped!  I will just bring a combat ship with Surveying Equipment if I need more surveying badly.  As for more salvage, an annoying loss, but probably minor and an acceptable loss in the end.

Hmm, carrier skills + terminator drones...

You know what might be interesting as an alternative?  Have the Carrier Group skill only benefit (and only count) crewed fighters.  That'd also serve as a way to let Remnant LPCs trend towards being a bit stronger than normal fighters without being an automatic "Well, I'm putting Sparks and Luxes everywhere now."
If that happens, would be nice if Wasps and Mining Pods were beefed up too.
Title: Re: Skills and Story Points
Post by: SapphireSage on August 23, 2019, 06:35:45 PM
Hmm, carrier skills + terminator drones...

You know what might be interesting as an alternative?  Have the Carrier Group skill only benefit (and only count) crewed fighters.  That'd also serve as a way to let Remnant LPCs trend towards being a bit stronger than normal fighters without being an automatic "Well, I'm putting Sparks and Luxes everywhere now."

I don't know if that would work out well with mods though. As far as I know, Sylphon and Tyrador have a significant contingent of drones for their fleets. It'd also reduces the usefulness of wings like Wasp drones unless they were improved to match, which can lead to a situation of "take this if no carrier skills, avoid this if carrier skills".

The built-in hullmod idea that was stated earlier that can't be used by player ever similar to ATC for Paragon would certainly help avoid the Shepard dilemma. I'd say you could make it so that while it doesn't count any fighter bays for the skill, it also doesn't gain any benefit citing the nature of the ship as a non-combat civilian. Issue with that though is it could be confusing as to why a ship like the shepard doesn't get any bonuses from your skill, esp. when there's a skill that apparently improves civilian combat abilities.
Title: Re: Skills and Story Points
Post by: TaLaR on August 23, 2019, 06:40:39 PM
Do only fighter bays of deployed ships count, or everything in fleet? I mean I surely don't want to pay for something I don't use, so having reserve carriers or logistic ships with built-in wings would become a negative if it's the 2nd.
Title: Re: Skills and Story Points
Post by: Alex on August 23, 2019, 06:48:05 PM
Like with all the other fleetwide skills, it's everything in the fleet (that's not mothballed). Having reserve carriers not being an unmitigated positive is an intended feature of this, not a side-effect.

Logistics ships with built-in wings being undesirable is a bit of a side effect, but it doesn't seem too unreasonable, and there are ways to play around it. Will keep an eye on it, obviously.
Title: Re: Skills and Story Points
Post by: Alex on August 23, 2019, 06:50:53 PM
Hmm, carrier skills + terminator drones...

You know what might be interesting as an alternative?  Have the Carrier Group skill only benefit (and only count) crewed fighters.  That'd also serve as a way to let Remnant LPCs trend towards being a bit stronger than normal fighters without being an automatic "Well, I'm putting Sparks and Luxes everywhere now."

I don't know if that would work out well with mods though. As far as I know, Sylphon and Tyrador have a significant contingent of drones for their fleets. It'd also reduces the usefulness of wings like Wasp drones unless they were improved to match, which can lead to a situation of "take this if no carrier skills, avoid this if carrier skills".

Right, yeah, it could be a pretty big nerf to those kinds of fighters...


The built-in hullmod idea that was stated earlier that can't be used by player ever similar to ATC for Paragon would certainly help avoid the Shepard dilemma. I'd say you could make it so that while it doesn't count any fighter bays for the skill, it also doesn't gain any benefit citing the nature of the ship as a non-combat civilian. Issue with that though is it could be confusing as to why a ship like the shepard doesn't get any bonuses from your skill, esp. when there's a skill that apparently improves civilian combat abilities.

It's not a bad idea. Honestly, though, the simplest thing to do would be to just not count or affect built-in wings, if it came to that.
Title: Re: Skills and Story Points
Post by: TaLaR on August 23, 2019, 07:35:43 PM
Like with all the other fleetwide skills, it's everything in the fleet (that's not mothballed). Having reserve carriers not being an unmitigated positive is an intended feature of this, not a side-effect.

Isn't it inconsistent? With direct combat ships player has some degree of freedom in choosing which to deploy (limited because we can't reassign officers), but having spare carriers debuffs ones deployed.

This also implies that I can't afford to have a carrier as one of ships reserved for player piloting. It was pointless to do under old system as well, since carriers need extra 9 skill points that direct combat ships don't use, and it didn't want to lock myself into piloting only carriers. Is making carriers mechanically not attractive to pilot intentional?
Title: Re: Skills and Story Points
Post by: Alex on August 23, 2019, 07:52:04 PM
Huh? Combat ships function the same way with regard to fleetwide-bonus type skills, i.e. the bonus is reduced based on the total deployment points of the ships of that particular type. For example Crew Training gives +15% max CR at 100 combat ship deployment points total, and less if there are more combat ships. Am I missing something?
Title: Re: Skills and Story Points
Post by: TaLaR on August 24, 2019, 12:02:35 AM
I see.
... Are fleets going to be much smaller in next release or just fleet-wide skills much less important? This seems to be quite a low value at battle-size 500. I mean my deployment capacity needs to be 200 dp at minimum, and preferably somewhat more.
Standard 200 battle-size may reduce my single time deployment needs, but then I'd need to prepare for multi round combat, given size of late bounties or expedition fleets, which also means extra ships.
Title: Re: Skills and Story Points
Post by: Nemestrinus on August 24, 2019, 01:24:05 AM
So when do you plan to release this awesome update? A month estimate at least would be good, so I that I know not to stress about it looking every few days to see if its been uploaded ;D .
Title: Re: Skills and Story Points
Post by: SonnaBanana on August 24, 2019, 10:04:02 AM
What is a combat ship? Any ship which doesnt get automatically included in a Civilian Rally Point order?

Speaking of skill booster hullmods, here's a scenario. A ten hangar fleet constituted by one Astral, one Mora and one Condor. If player add a booster hullmod the Astral, Carrier Group will give maximum bonus as if there's only five hangars while adding the hull mod to the Condor or Drover will give less than maximum bonus as if there's more than six hangars.

How well would this arrangement work? While it still leads to hullmod spamming, it doesn't lead to spamming specialized booster ships. Additionally, it makes the player choose between skill booster hullmod against weapons/LPC's/vents/hullmods.
Title: Re: Skills and Story Points
Post by: Alex on August 24, 2019, 10:21:37 AM
... Are fleets going to be much smaller in next release or just fleet-wide skills much less important? This seems to be quite a low value at battle-size 500. I mean my deployment capacity needs to be 200 dp at minimum, and preferably somewhat more.

Standard 200 battle-size may reduce my single time deployment needs, but then I'd need to prepare for multi round combat, given size of late bounties or expedition fleets, which also means extra ships.

Bit of both, really. Still some fine-tuning to do, but a right now a top-end Hegemony fleet would have something like 3-4 capital ships in it. So it's leaning more on officers to increase power than it is on raw ship size.

You also don't *have* to stick to 100 DP total for Crew Training - it's really a choice between running more lean and efficient, and having more overall muscle. Skills have varying DP thresholds, btw, i.e. it's not all set to 100, though right now 100 is the highest. Again, though, some fine-tuning to be done so I wouldn't say with certainty this is the final value.


So when do you plan to release this awesome update? A month estimate at least would be good, so I that I know not to stress about it looking every few days to see if its been uploaded ;D .

Ahh, I'm sorry, the release schedule operates strictly on a "soon(tm)" and "when it's ready" schedule :)

(That said, there's a bunch to do, both feature and content-wise, so I wouldn't worry about it just now.)


What constitutes a combat ship? Any ship which is not included in a Civilian Rally Point order?

Pretty much, but ... that reminds me, there's a couple of loose ends I need to tie up here.

Speaking of skill booster hullmods, here's a scenario. A ten hangar fleet constituted by one Astral, one Mora and one Condor. If player add a booster hullmod the Astral, Carrier Group will give maximum bonus as if there's only five hangars while adding the hull mod to the Condor or Drover will give less than maximum bonus as if there's more than six hangars.

How well would this arrangement work? While it still leads to hullmod spamming, it doesn't lead to spamming specialized booster ships. Additionally, it makes the player choose between skill booster hullmod against weapons/LPC's/vents/hullmods.

Hmm - would this hypothetical hullmod also stop the effect from applying to the ship it's installed on? If it did, that could be potentially workable, though I'm not sure it's *necessary*. Also, not sure how it would be presented to the player just as far as the nature of the hullmod.
Title: Re: Skills and Story Points
Post by: SonnaBanana on August 24, 2019, 10:25:25 AM
would this hypothetical hullmod also stop the effect from applying to the ship it's installed on? If it did, that could be potentially workable, though I'm not sure it's *necessary*. Also, not sure how it would be presented to the player just as far as the nature of the hullmod.
I'm thinking of two kinds of hullmods - exclusion type (no effect, no OP cost) and emphasis type (effect and has OP cost). Of course, neither type of hullmod would make the applied ships' hangers counts towards the maximum.
Title: Re: Skills and Story Points
Post by: Megas on August 25, 2019, 09:20:26 AM
Thought about High Scatter Amplifer, the hard flux beam hullmod, and the range penalty lately.  I guess the added range from Advanced Optics gets reduced too, for +100 range if ranged is halved.  With so much OP spent on hullmods, what do we get?

For small beams like Tactical Laser, we pay so much OP to emulate a Light Mortar.  They may be more accurate, but they probably will lose flux war once something with Light Autocannons decides to shoot back.

Most beam PD will have too short range to be useful (much like in early releases), possibly making burst PD the only useful option.

For graviton beam, we emulate Light Autocannon with Railgun accuracy.  Lots of OP spent for that.

For phase beam, we have ridiculously short range.  Might as well grab a different ship that can mount Assault Chaingun instead.

Ion Beam with much shorter range might be too underpowered as a shield breaker to be practical.

Paladin PD with its high DPS looks like it might have some use... if it was not so horribly inefficient.  (Four will overload unskilled Paragon very quickly.)

High Intensity Laser is an anti-armor HE weapon.  Using it as anti-shield is not a good idea.  (It is okay to fire at shields as a threat, but it does not need hard flux for that use.)

Hard flux Tachyon Lance could be a short-ranged unblockable weapon.  Still less range than autopulse or plasma.

The thing that seems annoying is player may be expected to spend so much OP on multiple hullmods for something functional but sub-optimal or impractical, much like Shield Conversion: Omni and Extended Shields in previous releases (when omni shield hullmod cost the most OP, had greater arc penalty, and cut Extended Shield down from +60 to +30).

Maybe High Scatter Amplifer could have a smaller range penalty (less than 50%), but made mutually exclusive with Advanced Optics (both cannot be used together), to get a similar result without so much OP spent?
Title: Re: Skills and Story Points
Post by: Killgarth on August 25, 2019, 12:43:09 PM
Im really loving the idea of getting perk points based on story completion, sounds kickass.
Title: Re: Skills and Story Points
Post by: Sarissofoi on August 26, 2019, 07:22:29 AM
Also small suggestion(maybe fix request) for Alex.

Is it possible to make procurement missions done for market with supply shortages affect said market?
I noticed that it don't affect shortages at all and you can dump plenty of goods on procurment contracts and situation do no change.
Title: Re: Skills and Story Points
Post by: Sarcolemma on August 28, 2019, 01:15:49 PM
Recently bought the game and have been loving it so far. Thanks for the work you guys have been putting in! I like the direction this skill update would take the game in general.

I love the idea of story points and all the cool things you can do with them. It would definitely give a good constant sense of progression. However, I would suggest restricting it to actions which don't involve immersion breaking behavior or if they do, have some in game explanation of the outcome. Like if you use a point to force a disengagement have the dialogue reference some brilliant maneuver you orchestrated or how you super charisma's the enemy commander to let you go. One option could have spending a point in a situation like that present the player with options that have that fixed disengagement outcome but also have other interesting side affects like if you tricked the commander he would find out later and then come gunning for you again for revenge. That might be a bit complicated but could be cool.

Though, I am concerned that 15 levels will feel restricting despite the addition of the story points. I could be completely wrong as it isn't implemented of course but I'd feel more confident with more levels/options. I know it is important to balance the number of choices with the amount they affect the available mechanics of the game and that each choice should feel important and meaningful. I just get fearful when a see the word "streamline" or "simplify" when it comes to skill trees in games. I've always enjoyed more choice even if is a bit less impactful because the greater number of opportunities to make those skill choices usually leads to a greater sense of game progression for me.

I'm really excited for the permanent hull mod part of it too. It was already suggested but I think it's a good idea to have an OP limit for the insertable mods so the beefy ones aren't always the optimal choice. I like scooting around with a small number of powerful ships so I think the permanent modding will be tons of fun. Would it be possible to expand that system to also include activate-able abilities? I'm not sure if you'd need a new set of options to choose from or if you could have choices from abilities that already exist in game but I think it would be pretty dope to have options to make my ships even more unique/specialized.
Title: Re: Skills and Story Points
Post by: Alex on August 28, 2019, 02:10:39 PM
Recently bought the game and have been loving it so far. Thanks for the work you guys have been putting in! I like the direction this skill update would take the game in general.

Glat to hear you've been enjoying it! Welcome to the forum :)

However, I would suggest restricting it to actions which don't involve immersion breaking behavior or if they do, have some in game explanation of the outcome. Like if you use a point to force a disengagement have the dialogue reference some brilliant maneuver you orchestrated or how you super charisma's the enemy commander to let you go.

Yeah, that's pretty much how it's handled.

Though, I am concerned that 15 levels will feel restricting despite the addition of the story points. I could be completely wrong as it isn't implemented of course but I'd feel more confident with more levels/options. I know it is important to balance the number of choices with the amount they affect the available mechanics of the game and that each choice should feel important and meaningful. I just get fearful when a see the word "streamline" or "simplify" when it comes to skill trees in games. I've always enjoyed more choice even if is a bit less impactful because the greater number of opportunities to make those skill choices usually leads to a greater sense of game progression for me.

The main change there is having 3 levels per skill vs having the same combined effect unlocked for 1 point. I mean, I hear you as far as it not being that many levels, but overall XP/time-wise it'll be in a similar ballpark to three times the level in the current/old system. We'll see, I guess!

Would it be possible to expand that system to also include activate-able abilities? I'm not sure if you'd need a new set of options to choose from or if you could have choices from abilities that already exist in game but I think it would be pretty dope to have options to make my ships even more unique/specialized.

I've thought about that a bit. Something like that would have to be extremely restricted, as certain systems would be far too powerful on other ships. And in some cases, the data files for the ships have to support the system, i.e. the extra engine nozzles on the Eagle/Falcon that activate when Maneuvering Jets are on, that sort of thing. I guess one might have a set of "general-purpose" ship systems that could be swapped in, but... it just seems really difficult to avoid combinations that would be clear-best and extremely overpowered. Could still be a fun thing to try at some point, though.
Title: Re: Skills and Story Points
Post by: Megas on August 28, 2019, 02:43:17 PM
Would it be possible to expand that system to also include activate-able abilities? I'm not sure if you'd need a new set of options to choose from or if you could have choices from abilities that already exist in game but I think it would be pretty dope to have options to make my ships even more unique/specialized.

I've thought about that a bit. Something like that would have to be extremely restricted, as certain systems would be far too powerful on other ships. And in some cases, the data files for the ships have to support the system, i.e. the extra engine nozzles on the Eagle/Falcon that activate when Maneuvering Jets are on, that sort of thing. I guess one might have a set of "general-purpose" ship systems that could be swapped in, but... it just seems really difficult to avoid combinations that would be clear-best and extremely overpowered. Could still be a fun thing to try at some point, though.
First release Missile Autoforge Gryphon had!  It was highly self-destructive (CR Burn instead of one charge), but insanely powerful if you knew what you did.  (Of course, Onslaught/Paragon could solo anything without such tricks when skills were that strong at the time.)
Title: Re: Skills and Story Points
Post by: Davido on August 29, 2019, 10:27:05 PM
Yes, give me that AI ships.  ;D ;D ;D
Title: Re: Skills and Story Points
Post by: SonnaBanana on August 29, 2019, 11:40:47 PM
Are officers with access to Leadership, Technology and Industry skills (not administrators) planned?
Title: Re: Skills and Story Points
Post by: SCC on August 29, 2019, 11:44:10 PM
Currently there are several skills in Leadership and Technology tech trees that affect only the piloted ship. In the AI core skill selection screen you can see some technology and industry tree skills. If you mean non-ship-specific skills, the answer is presumably that it not coming ever.
Title: Re: Skills and Story Points
Post by: Alex on August 30, 2019, 07:42:33 AM
Just very briefly, officers giving fleetwide skills is troublesome because it heavily disincentivizes the player from getting those skills themselves. It could be worked around! (Say, a different set of bonuses.) But that gets more complicated; it's not something I'm looking at diving into; wouldn't say "never" but yeah, it's unlikely.
Title: Re: Skills and Story Points
Post by: SonnaBanana on August 30, 2019, 08:59:51 AM
But then, not letting officers have fleet-wide bonus skills disincentivizes the player from the entire Combat skills tree. Maybe let officers have fleetwide skills but say, only one or two per officer?
Title: Re: Skills and Story Points
Post by: Alex on August 30, 2019, 09:46:45 AM
I don't think that's actually true, at least nowhere near to the same extent.

Fleetwide skills available on officers = it's an actual mistake to get them on your character (barring, as mentioned, significant changes in working around this).

Combat skills available on officers = it's a choice what to invest in, since your personal piloting have a huge impact, and regardless, it's an additional ship-with-skills.
Title: Re: Skills and Story Points
Post by: Innominandum on August 30, 2019, 09:52:11 AM
Privyet Alex,
I hope we will be able to mod those skills to add downsides to them, also having certain skills as a requirement for certain game aspects like specific industries, general diplomatic actions, financial interaction, Research (x3 litcube stock exchanges & jourabes mayhem overhaul ) wouldn't be bad albeit probably scope breaking ¯\(°_o)/¯. 

Off Topic
Stumbled upon this gem a week ago, best purchase since gnomoria, gj guys.
Someone should write epic store ...
Title: Re: Skills and Story Points
Post by: ottodeluxe on August 31, 2019, 08:27:38 AM
Off Topic
Stumbled upon this gem a week ago, best purchase since gnomoria, gj guys.
Someone should write epic store ...

Please don't. Epic is ruining enough games as it is. But I guess this is not the place for that discussion.

On-topic:

It might seem a bit roundabout, but what about player skills that enable fleet wide officer skills? Something like all ships infleet gain some 5% of the effect of all officer skills (so if all 10 officers have a skill, the whole fleet would get 50% of the actual skill bonus; only applies to ships without officers). This could also be made into a hullmod, so you'd need 1) the player skill 2) the officer skill 3) a command comms hull mod on the officer ship. This would mean a significant investment in OP or story points, but the bonus would also be a huge boon.
Title: Re: Skills and Story Points
Post by: SCC on August 31, 2019, 08:39:01 AM
Just very briefly, officers giving fleetwide skills is troublesome because it heavily disincentivizes the player from getting those skills themselves.
So... Exactly how it is now with combat skills and, to a lesser degree, administrators and alpha cores?
Title: Re: Skills and Story Points
Post by: Alex on August 31, 2019, 09:10:48 AM
Privyet Alex,
I hope we will be able to mod those skills to add downsides to them, also having certain skills as a requirement for certain game aspects like specific industries, general diplomatic actions, financial interaction, Research (x3 litcube stock exchanges & jourabes mayhem overhaul ) wouldn't be bad albeit probably scope breaking ¯\(°_o)/¯. 

It's possible to mod skills extensively, yeah, though the stuff you're talking about would take a lot of work probably since it's more new gameplay than just skills.


Just very briefly, officers giving fleetwide skills is troublesome because it heavily disincentivizes the player from getting those skills themselves.
So... Exactly how it is now with combat skills and, to a lesser degree, administrators and alpha cores?

I literally responded to that a few posts back? :) With combat skills, that's just straight up not the case since officer skills don't let you pilot a buffed ship. For admins, having personal skills lets you have more skilled-up colonies.

Alpha Cores are another matter, right now that is indeed the case for them but it's also kind of a placeholder mechanic.
Title: Re: Skills and Story Points
Post by: SonnaBanana on August 31, 2019, 10:09:55 AM
Would fully integrating an AI core into an automated ship increase it's CR recovery rate?
Title: Re: Skills and Story Points
Post by: Alex on August 31, 2019, 10:35:20 AM
What it does is 1) makes the AI core unremovable and 2) gives it one extra skill.
Title: Re: Skills and Story Points
Post by: SCC on August 31, 2019, 10:50:31 AM
I literally responded to that a few posts back? :) With combat skills, that's just straight up not the case since officer skills don't let you pilot a buffed ship. For admins, having personal skills lets you have more skilled-up colonies.
My bad, I missed that.
Combat skills available on officers = it's a choice what to invest in, since your personal piloting have a huge impact*, and regardless, it's an additional ship-with-skills.
*Assuming the piloting player isn't garbage and is better than 6 additional officers before spending more than 3 to 6 skill points. Otherwise, it's better to ignore Combat tree completely and let officers have combat skills (which you can also get, but it's already established that you can't make them worth it)
In the next version, I don't know how many skill points would the player have to spend to improve his officers, but I imagine that many players will still focus on fleet skills, since only they can get them, and let officers have combat skills, since combat skills (and those few skills outside it) aren't exclusive to the player.
Title: Re: Skills and Story Points
Post by: Alex on August 31, 2019, 11:05:48 AM
Combat skills on the player's flagship can only be gained by the player getting Combat skills, and can not be gained through officers.

If officers offered access to fleetwide skills, then they would in fact grant you access to something that's equivalent to spending skill points. (Unless the fleetwide bonuses from officers were different, etc etc.)

So, it's not at all an equivalent situation. Whether Combat skills end up being "worth it" or not is a balance question, and, as you say, player skill also factors in (though arguably, combat skills can be even more important for worse pilots). Officers offering fleetwide skills is generally not a balance question - it just makes the player picking those skills themselves a bad choice, regardless of relative skill power levels. (I mean, you could also try to balance it by say having an extreme salary cost or something, but there's still a qualitative difference.)

That's really all I'm saying here - design-wise, those two things are vastly different.
Title: Re: Skills and Story Points
Post by: Innominandum on August 31, 2019, 11:51:26 AM
This whole fleetwide skills on officers discussion feels like a broken record, so let me add my 2 cents to it.

Yes Absolutely YES! Fleetwide skills that are all demerits and are forced on your officers, taking up skills points that you otherwise, if you hadn't asked for this feature, would have been able to invest in something meaningful.

To Alex:
Dear Board Admin,
Any chance this simple machines board could embrace the glory of UTF-8 in the near future ? 
Your sincerely,
Random Person on the net

Title: Re: Skills and Story Points
Post by: Alex on August 31, 2019, 12:05:30 PM
To Alex:
Dear Board Admin,
Any chance this simple machines board could embrace the glory of UTF-8 in the near future ? 
Your sincerely,
Random Person on the net

There are unfortunately some issues - the "click a button" process is ostensibly there but doesn't work (ironically, with a similar message to what you're seeing when you try to post something with a special character), so some deep database diving is required. I'll need to get it sorted out eventually... my apologies!
Title: Re: Skills and Story Points
Post by: crowman on August 31, 2019, 10:32:46 PM
Free Hardened Shields and Targeting Unit on my Paragon? Well, color me red cuz I'm fully erect

Now, I'm a min-max kinda guy, and if the bonus exp from permahulling ships is additive and applies to the player, then I can see myself fielding 10 kites in a redacted battle for that sweet 5 mil exp (going by current numbers). I'd rather said bonus was not present anywhere and, instead, the curve was worked out to not scale out of proportion, since having a text field tell you "THIS GOOD" already ruins any semblance of immersion.
Title: Re: Skills and Story Points
Post by: Wyvern on September 01, 2019, 09:54:55 AM
The bonus XP doesn't work that way - essentially what that means is that if you spend a story point on something inconsequential, you'll get it back (eventually, once you've done enough stuff that earns XP).  Fielding kites in a battle won't get you those points back any faster.
Title: Re: Skills and Story Points
Post by: Megas on September 01, 2019, 10:13:53 AM
Free Hardened Shields and Targeting Unit on my Paragon? Well, color me red cuz I'm fully erect

Now, I'm a min-max kinda guy, and if the bonus exp from permahulling ships is additive and applies to the player, then I can see myself fielding 10 kites in a redacted battle for that sweet 5 mil exp (going by current numbers). I'd rather said bonus was not present anywhere and, instead, the curve was worked out to not scale out of proportion, since having a text field tell you "THIS GOOD" already ruins any semblance of immersion.
Without current Loadout Design 3, ship probably needs one built-in mod to roughly break even.  With two, ship may come out ahead, but that price is paid per ship, not one-for-all like Loadout Design 3.

Paragon already has Advanced Targeting Core built-in, so it does not need to spend a point to integrate ITU.  Your point still stands for other ships and/or for other desirable but expensive hullmods.  I would not mind integrating Augmented Engines into Paragon or other burn 7 capital for burn 9.  Augmented Engines and Hardened Shields built-in would be nice for Paragon.
Title: Re: Skills and Story Points
Post by: SamusAran on September 02, 2019, 01:33:16 AM
Created this account just to say this is genuinely dissappointing.
I strongly beleive you should be working towards making the game much more open ended by adding lots of scaling. The whole idea of starting new runs over and over will ultimately kill the replayability of this game. The 'runs' take long enough you get invested, this isn't really a roguelike as much as you may view it as one. The runs are too long and the game is too punishing if you don't load.

Gearing the game towards this idea of restarting just suggests there won't be enough content/story in the game to make a good sandbox and that's what you really need. I really hope you reconsider the direction of the endgame.

Suggestions
-dynamic "boss" ships that are up armed, high level captains and have unique skins
-dynamic "special" weapon generation, use a number generator and base it off player level
-dynamic "encounter" generation, more reasons, people, fleet types, places for stuff to happen, give to universe more life
-stretch your story legs with directed chaos, make the story fun in a more dynamic way. Instead of go there do this yay win, how about go here try to do something and depending on what happens the story goes in that direction. Have that direction affect things
-unlimited level cap with late game options opening up increased fleet and engagement sizes as well as simple things that let you specialize more. +speed +colony tax +signal damping +smuggle chance +manouv +vent speed and so on. Can also make enemy engagements much more unique. Opens up surprisng battles that need to be repeated. Means people can't just play super safe by avoiding dangerous ship designs.

Honestly the list goes on and on and your better off just adding *** loads of fun stuff and then balancing it based on feedback. People will have so much fun and can get really invested in their mad setups and long sector conquerin campaigns.
Title: Re: Skills and Story Points
Post by: Alex on September 02, 2019, 08:25:21 AM
Created this account just to say this is genuinely dissappointing.
I strongly beleive you should be working towards making the game much more open ended by adding lots of scaling. The whole idea of starting new runs over and over will ultimately kill the replayability of this game. The 'runs' take long enough you get invested, this isn't really a roguelike as much as you may view it as one. The runs are too long and the game is too punishing if you don't load.

Gearing the game towards this idea of restarting just suggests there won't be enough content/story in the game to make a good sandbox and that's what you really need. I really hope you reconsider the direction of the endgame.

Hi - I kind of see what you're saying, but I don't think the two necessarily go hand in hand; what you find this direction of skills suggests about the endgame isn't actually the case :) Just because different runs can be more, well, different, doesn't mean that the game is geared around restarting over and over!

Having more variety in how you can skill up is kind of a multiplier for content (it gives you more ways to experience it) but it's just generally a good thing for all kinds of content, whether it's the procgen of a roguelike, or an open sandbox of something like Skyrim, or anything in between.
Title: Re: Skills and Story Points
Post by: SonnaBanana on September 02, 2019, 09:51:55 AM
For Carrier Group skill, is the bonus 20% or 50% if I took a 15 hangar fleet but only used five and left the rest of the hangars unequipped?
Title: Re: Skills and Story Points
Post by: Alex on September 02, 2019, 10:04:26 AM
Whether the bays are empty or not doesn't factor in, so it'd be 20%.
Title: Re: Skills and Story Points
Post by: FinetalPies on September 02, 2019, 08:25:05 PM
I didn't read this whole thread so I hope this isn't too repetitive but I LOVE story points. The idea that they can help the game keep its flow is especially great.

I only got into this game recently (30 hours of gameplay over the last 4 days...) but I'm really excited for your future design ideas.
Title: Re: Skills and Story Points
Post by: SonnaBanana on September 04, 2019, 09:59:36 AM
Will there be bonuses for purchasing all skills of an aptitude?
Will Alpha Core still grant non-production bonuses to structures like Patrol HQ/Space Port/Battle Stations or do story points do that now?
Title: Re: Skills and Story Points
Post by: Alex on September 04, 2019, 12:12:46 PM
I didn't read this whole thread so I hope this isn't too repetitive but I LOVE story points. The idea that they can help the game keep its flow is especially great.

I only got into this game recently (30 hours of gameplay over the last 4 days...) but I'm really excited for your future design ideas.

Thank you! Let's hope it pans out just like that :)

Will there be bonuses for purchasing all skills of an aptitude?

Not unless you count being able to wrap around and pick up more skills.

Will Alpha Core still grant non-production bonuses to structures like Patrol HQ/Space Port/Battle Stations or do story points do that now?

They still will, yeah. The story point options to improve industries are in addition to, not instead of.
Title: Re: Skills and Story Points
Post by: crowman on September 04, 2019, 08:03:05 PM
I know asking for this is rude, but do you have a rough estimate on when the update might drop?
Title: Re: Skills and Story Points
Post by: Sundog on September 04, 2019, 08:53:36 PM
I'd be surprised if it were released in the next few months. I don't think Alex has ever given an ETA for an update, and for good reason.
Title: Re: Skills and Story Points
Post by: Inventor Raccoon on September 05, 2019, 07:36:51 AM
For the updates I've been around for the release of (since 0.8) the only real indications of update ETA will be Alex's tweets - there's usually a period of playtesting that goes on for a few months that gives a hint that it's getting somewhat close to completion, and if he says he's making release candidates then the update is often only a few days away. That's my experience, anyway. Right now I'm guessing the update is a fair ways to go.
Title: Re: Skills and Story Points
Post by: Histidine on September 05, 2019, 08:19:48 AM
Random story point uses I thought of:
Title: Re: Skills and Story Points
Post by: SonnaBanana on September 05, 2019, 08:13:33 PM
Speaking of story points.... what about letting players disassemble AI cores to get them? Gamma would net only 1, Beta 2 and Alpha 4. Or maybe 2/4/6?
Title: Re: Skills and Story Points
Post by: Alex on September 05, 2019, 08:42:45 PM
Random story point uses I thought of:
  • Between engagement rounds, partially repair a ship and restore its CR, and reload missiles
  • Allow recovery of disabled/destroyed player ships even if the player retreated from the battle
  • Free restoration of a ship, or perhaps removal of a specific D-mod

Hmm - made a note to think about these; still going through the "story points uses" list. A "repair your flagship" one was already on the list :)

Speaking of story points.... what about letting players disassemble AI cores to get them? Gamma would net only 1, Beta 2 and Alpha 4. Or maybe 2/4/6?

Generally speaking, I wouldn't want you to get story points from anything easily repeatable beyond XP; that goes against the grain of them being a resource with limited availability.
Title: Re: Skills and Story Points
Post by: SonnaBanana on September 05, 2019, 09:20:46 PM
Speaking of story points.... what about letting players disassemble AI cores to get them? Gamma would net only 1, Beta 2 and Alpha 4. Or maybe 2/4/6?

Generally speaking, I wouldn't want you to get story points from anything easily repeatable beyond XP; that goes against the grain of them being a resource with limited availability.
I thought it was scarce but unlimited, is there a cap to story points a player can get per campaign?

I would also argue that 1: AI cores are rare and expensive enough to not cheapen story point gain, every AI core consumed for story point is lost opportunity for rep/credit gain from turning in, industrial improvements and stable point creation.
+
2: Since experience is nothing but information and story points come from experience, overclocking AI cores (and destroying them in the process) to generate novel yet useful information is very appropriate   :P
Title: Re: Skills and Story Points
Post by: Alex on September 05, 2019, 09:30:44 PM
"Limited" as in "you can't just go and get a bunch of it".

Plus, right now, I'm more inclined to think that there may be too many story points available rather than too few, so something like "use story points to make better AI cores out of worse ones" would seem more appealing to me :)

In addition, consider that "AI Core drop rate and availability now ties into <everything story points can do> as a balancing factor" is... probably not good, let's say. That kind of balance dependency seems like it's just asking for trouble.
Title: Re: Skills and Story Points
Post by: SonnaBanana on September 05, 2019, 09:34:44 PM
In addition, consider that "AI Core drop rate and availability now ties into <everything story points can do> as a balancing factor" is... probably not good, let's say. That kind of balance dependency seems like it's just asking for trouble.
Players can spend story points to gain AI cores from battles against [REDACTED]?
Title: Re: Skills and Story Points
Post by: Alex on September 05, 2019, 09:44:46 PM
Huh? What I mean is that if you could use cores to get story points, then the availability of cores would impact everything you can do with story points.
Title: Re: Skills and Story Points
Post by: SonnaBanana on September 06, 2019, 10:21:33 AM
How well would making the effects of some skills increase with player level work? It doesn't have to increase on single every level, could be on even or odd levels, only after Level 5, at 10 and 15 only etc.....

As for some story point use ideas....
*Use at bars or comm relays and get intel you can't normally find?
*During raids, spend to increase marine performance/reduce losses/more loot. Maybe options to spend more than one point?
*Clear suspicion from black market trading? Reduce tariffs for one day?
*Reduce sensor profile for a week? Reduce CR loss and hull damage from space hazards for one week?
Title: Re: Skills and Story Points
Post by: Megas on September 06, 2019, 10:34:29 AM
Player can grind about one alpha core out of every two full Ordos fleets.  (Some drop two, some drop none, often they drop one.)  Does not include lower-grade cores, which they drop more of.  Player will have lots of cores after grinding Remnants in red systems for a while.

Of course, anyone who can kill Ordos easily will probably grind up enough XP from combat alone to earn more story points soon enough.  Trading cores for story points seems like overkill, unless it only works with alpha cores.  (In which case, I want to save alphas to colonize the whole sector!)
Title: Re: Skills and Story Points
Post by: Someone on September 06, 2019, 11:50:21 AM
Hello Alex

It is probaly too early to ask for any numbers but how high are the CR limites for the automatic Ships. And are those CR limites reduced by the amount of ordnance/maintance or by the ship class in general? Also is it possible to increase the CR limites by any way (maybe a communication center/central processor unit on a colony [of course totaly harmless])?

Of course i dont intend to fight a
Spoiler
third ai war.
[close]

with friendly regards,
someone who doesnt has omega
Title: Re: Skills and Story Points
Post by: Alex on September 06, 2019, 12:14:50 PM
How well would making the effects of some skills increase with player level work? It doesn't have to increase on single every level, could be on even or odd levels, only after Level 5, at 10 and 15 only etc.....

As for some story point use ideas....
*Use at bars or comm relays and get intel you can't normally find?
*During raids, spend to increase marine performance/reduce losses/more loot. Maybe options to spend more than one point?
*Clear suspicion from black market trading? Reduce tariffs for one day?
*Reduce sensor profile for a week? Reduce CR loss and hull damage from space hazards for one week?

Hmm. I've actually got an item to look at a raid option using SP, yeah - that could be fun.


Hello Alex

Hi - welcome to the forum!

It is probaly too early to ask for any numbers but how high are the CR limites for the automatic Ships. And are those CR limites reduced by the amount of ordnance/maintance or by the ship class in general? Also is it possible to increase the CR limites by any way (maybe a communication center/central processor unit on a colony [of course totaly harmless])?

Of course i dont intend to fight a
Spoiler
third ai war.
[close]

with friendly regards,
someone who doesnt has omega

The basic idea for the Automated Ships skill is the maximum CR of the automated ships in your fleet is based on the strength of the automated ships in your fleet. The way it's currently tuned is that a REDACTED battleship will be pretty strained - IIRC it maxes at around 50 CR for one? CR can be increased by officer (or in this case, AI core skills) and there's a fleetwide skill that boosts it, as well. Putting an AI core on it increases the strength, though, so the maximum CR drops, so that part of it ends up being a bit of a wash.

Basically, a REDACTED battleship is not generally going to be at peak power - still good, but there's some incentive to use smaller REDACTED ships instead, since you'd be able to get them to higher readiness.
Title: Re: Skills and Story Points
Post by: SCC on September 06, 2019, 12:22:51 PM
The basic idea for the Automated Ships skill is the maximum CR of the automated ships in your fleet is based on the strength of the automated ships in your fleet. The way it's currently tuned is that a REDACTED battleship will be pretty strained - IIRC it maxes at around 50 CR for one? CR can be increased by officer (or in this case, AI core skills) and there's a fleetwide skill that boosts it, as well. Putting an AI core on it increases the strength, though, so the maximum CR drops, so that part of it ends up being a bit of a wash.

Basically, a REDACTED battleship is not generally going to be at peak power - still good, but there's some incentive to use smaller REDACTED ships instead, since you'd be able to get them to higher readiness.
This feels counter intuitive, sort of like gamma cores reducing demand worked — you put on a rare thing on a ship/industry to make it better, but it looks worse off, even if it increases its total power (or, in the case of gamma core, just reduces a bit how much the global market value that colony adds due to its demand).
I also think that people will look for ships that, at their baseline, have the most advantage over human ships, like Scintilla or Radiant.
Title: Re: Skills and Story Points
Post by: Midnight Kitsune on September 06, 2019, 12:33:24 PM
I don't think that's actually true, at least nowhere near to the same extent.

Fleetwide skills available on officers = it's an actual mistake to get them on your character (barring, as mentioned, significant changes in working around this).

Combat skills available on officers = it's a choice what to invest in, since your personal piloting have a huge impact, and regardless, it's an additional ship-with-skills.
Alex, have you ever thought of splitting the flagship skills from the fleet and logistics skills, with separate skill points for each? That way you wouldn't have players feeling like they are being pushed into being a cheerleader for their fleet while the AI gets all the fun buffs and toys
Title: Re: Skills and Story Points
Post by: SafariJohn on September 06, 2019, 01:35:28 PM
Unless I am wildly off-base, that has been suggested many times, Midnight.
Title: Re: Skills and Story Points
Post by: Alex on September 06, 2019, 01:43:08 PM
This feels counter intuitive, sort of like gamma cores reducing demand worked — you put on a rare thing on a ship/industry to make it better, but it looks worse off, even if it increases its total power (or, in the case of gamma core, just reduces a bit how much the global market value that colony adds due to its demand).
I also think that people will look for ships that, at their baseline, have the most advantage over human ships, like Scintilla or Radiant.

Hmm - I mean, I'm sure it'll be a bit confusing in some cases, but the UI is there to explain all the stuff, and I think the mechanics make sense. I.E. there are reasons to use weaker ships and possibly weaker AI cores.

Alex, have you ever thought of splitting the flagship skills from the fleet and logistics skills, with separate skill points for each? That way you wouldn't have players feeling like they are being pushed into being a cheerleader for their fleet while the AI gets all the fun buffs and toys

Yeah - I'm just not into the idea. It feels like it's removing too many choices from the player - like, no matter what, it'd just be a precisely forced mix of "piloted ship" and "other" skills. Sure, there's some room for choice within that, but to me it doesn't feel like enough. It feels like if a player wants to roleplay a character that's not a crack pilot, they should be able to do that.

Also, I think that feeling of being pushed into not getting combat skills is... I get that it's a thing, but I don't think it's actually as much of a thing as some people feel that it is. Although, in fairness, how it *feels* is a major component.
Title: Re: Skills and Story Points
Post by: Wyvern on September 06, 2019, 01:55:48 PM
how it *feels* is a major component.
This.  Very much this.

It feels like if a player wants to roleplay a character that's not a crack pilot, they should be able to do that.
Which is why my version of this idea has always been the "Flag Officer", where the player simply doesn't get combat skills, but can instead assign a regular officer to their flagship and get access to combat skills that way.

Which, yes, kinda kills the roleplay option of "I'm an elite ship captain, not a fleet commander" - but that's been dead since we got out of Corvus and found that, in the larger sector, you -have- to have a fleet to get anywhere.  I had a lot of fun back in the Corvus days running around with an Odyssey, a single medusa escort, and five wings of wasps - but that sort of fleet is simply not viable anymore.
Title: Re: Skills and Story Points
Post by: Goumindong on September 07, 2019, 02:02:48 AM
But then, not letting officers have fleet-wide bonus skills disincentivizes the player from the entire Combat skills tree. Maybe let officers have fleetwide skills but say, only one or two per officer?

I almost always have a good selection of combat skills on my character when i play
Title: Re: Skills and Story Points
Post by: Goumindong on September 07, 2019, 03:08:14 AM
Which, yes, kinda kills the roleplay option of "I'm an elite ship captain, not a fleet commander" - but that's been dead since we got out of Corvus and found that, in the larger sector, you -have- to have a fleet to get anywhere.  I had a lot of fun back in the Corvus days running around with an Odyssey, a single medusa escort, and five wings of wasps - but that sort of fleet is simply not viable anymore.

(https://i.imgur.com/RKGHRQk.png?1)

Fuel Range on a single Odyssey with the fuel skill. You can go pretty far with a single ship if its the right ship
Title: Re: Skills and Story Points
Post by: Wyvern on September 07, 2019, 08:28:14 AM
Fuel Range on a single Odyssey with the fuel skill. You can go pretty far with a single ship if its the right ship
Lol.  Nice joke there; of course I didn't mean that in terms of literal range.  :-P
Title: Re: Skills and Story Points
Post by: Goumindong on September 07, 2019, 12:54:03 PM
Fuel Range on a single Odyssey with the fuel skill. You can go pretty far with a single ship if its the right ship
Lol.  Nice joke there; of course I didn't mean that in terms of literal range.  :-P

I can solo most of the base game in that odyssey (bit difficult to do big ordos though)
Title: Re: Skills and Story Points
Post by: SonnaBanana on September 08, 2019, 04:47:55 AM
This might be a bit too much to ask but can we get some hints about upcoming skills?
Title: Re: Skills and Story Points
Post by: Alex on September 08, 2019, 10:07:11 AM
There's some scattered info in this thread, actually - plus in the screenshots from the blog post, of course.
Title: Re: Skills and Story Points
Post by: Amoebka on September 08, 2019, 01:06:51 PM
So I've noticed that automated ships on the first screenshot are "illegal to sell". Shouldn't they be illegal to OWN? Are Hegemony officials really fine with automated war machines under alpha AI flying in their systems? How does that work?
Title: Re: Skills and Story Points
Post by: Goumindong on September 09, 2019, 03:15:37 PM
"Oh they're totally manned. We hollowed it out and replaced it with crew... Buuuuut you probably shouldn't try to board it... for entirely unrelated reasons. Radiation leak... yea, thats its"
Title: Re: Skills and Story Points
Post by: SonnaBanana on September 10, 2019, 05:28:32 AM
Are there any plans for hullmods which are not normally installable and can only be used with story points?
Title: Re: Skills and Story Points
Post by: Alex on September 10, 2019, 08:30:51 AM
Someone mentioned the idea a bit back! Nothing I'd call "plans", but it could be interesting. Might not be on the good side of the "interesting to complicated-to-implement" ratio, though.
Title: Re: Skills and Story Points
Post by: ZeCaptain on September 10, 2019, 05:23:40 PM
How will this affect colonies and effective power curve? will having to install alpha cores in everything still be necessary to get a leading edge on expedition and pirate raids?

I had a brand new colony go straight into heavy industry after the spaceport finished because I wanted to make ships I couldn't find in markets, and I had it for 60 days before the Persians sent an expedition to disrupt it for 160 days. Colonies take alot of income and money for initial buildings and upgrade and maintain, and putting high commands with alpha cores in them in every colony because expeditions, pirate raids, and ludic path cells tend to pile on as soon as you have anything of the slightest value, and you either go full on colonies with alpha cores, or you baby sit them. And if you don't have alpha cores and high commands on everything then the expeditions and pirates get through, then your colonies will be weakened and they will pile onto an already weakened colonies starting a death spiral.

Yes you can hire administrators and put points into administrator colony skills, but good administrators are usually only found during exploration and that requires not having to babysit your colonies, and not putting points into fleet and combat skills will get you killed when you eventually get sandwiched by a death fleet like 6 pirate armadas in hyperspace.


You're probably right. But bribing the expeditions gets more and more expensive each time, and having to plan to bribe the major 'civilized' factions to leave your brand new colony alone that still size 3 and only has two buildings seems like something you shouldn't need to plan for, and letting them disrupt it was the cheaper option. There's no option to not export stuff and not appear on the global market to avoid attracting their attention though, or alternatively only sell to the black market.
Title: Re: Skills and Story Points
Post by: Alex on September 10, 2019, 06:06:11 PM
This isn't really much related to colonies or the power curve there.

(You can also always bribe the expeditions away; mentioning it because it sounds like you might be overlooking that option.)
Title: Re: Skills and Story Points
Post by: Megas on September 10, 2019, 07:37:14 PM
(You can also always bribe the expeditions away; mentioning it because it sounds like you might be overlooking that option.)
If Free Port is on, the frequency of expeditions is too much for bribing to be a useful option once they reach a million per event (assuming no cores to break limits).
Title: Re: Skills and Story Points
Post by: Alex on September 10, 2019, 08:08:11 PM
You're probably right. But bribing the expeditions gets more and more expensive each time, and having to plan to bribe the major 'civilized' factions to leave your brand new colony alone that still size 3 and only has two buildings seems like something you shouldn't need to plan for, and letting them disrupt it was the cheaper option. There's no option to not export stuff and not appear on the global market to avoid attracting their attention though, or alternatively only sell to the black market.

I think part of the issue here is Heavy Industry, probably with a Nanoforge? A simple farming or mining colony is not going to attract attention for a good long time, and it ought to be more profitable in terms of credits, too. I realize this isn't exactly the most straightforward thing to figure out.

For custom-building ships from blueprints, btw, I'd like to add some other, more easily available / earlier options for that; having to wait until Heavy Industry is viable to do that is a bit much.

If Free Port is on, the frequency of expeditions is too much for bribing to be a useful option once they reach a million per event (assuming no cores to break limits).

Thankfully, that's easy enough to avoid by toggling Free Port off :)
Title: Re: Skills and Story Points
Post by: SonnaBanana on September 10, 2019, 08:11:54 PM
Can you make it so that turning off Free Port generates disruption/instability/reduced income or some other penalty? This should prevent players from turn Free Port on and off frequently.
Title: Re: Skills and Story Points
Post by: Alex on September 10, 2019, 08:31:13 PM
The way free port works already discourages it being turned on and off frequently.
Title: Re: Skills and Story Points
Post by: SonnaBanana on September 11, 2019, 09:58:00 AM
What are some story point uses which cost more than one story point? Right now, there's making improvements to industires (https://pbs.twimg.com/media/EArR2nPU4AMmfh_.jpg)
Title: Re: Skills and Story Points
Post by: Megas on September 12, 2019, 11:56:55 AM
If Free Port is on, the frequency of expeditions is too much for bribing to be a useful option once they reach a million per event (assuming no cores to break limits).

Thankfully, that's easy enough to avoid by toggling Free Port off :)
Yeah... not really a good option when trying to grow a size 6+ colony bigger in my lifetime.  Free Port is almost half of all population bonus.  Free Port could provide no extra income, and I would still use it just to get a large size 7+ colony as quickly as possible.  Turning off Free Port for annoyance or babysitting avoidance when my faction is more than a match for any major faction does not seem like a good idea.  It just makes the best or optimal option the most annoying to use, but the player does it anyway to get the best reward.  Basically, instead of boring-but-optimal, it is annoying-but-optimal.

If old last release Growth Incentives were back, I would only use Free Port for more income.  Now, I use Free Port primarily to maximize Growth.  The huge income boost is nice, but not the primary motivator.  After all, I would gladly destroy all of the core worlds (and income from all exports) to stop the babysitting, and the only reason not to is the immortal zombie pirates attack my colonies instead of the core worlds, effectively replacing the major factions in the annoyance factor.  I guess I could bribe, but it does not feel good, especially if it drains more money than my colonies can make due to so many events.
Title: Re: Skills and Story Points
Post by: Erebe on September 12, 2019, 12:26:01 PM
investing story point while raiding to have a better chance to find blueprint, that would be nice for any completionist XD
Title: Re: Skills and Story Points
Post by: kenwth81 on September 15, 2019, 03:17:35 AM
I lean toward the current open and independent system rather than the directed and structured system you intend to implement. The act of making something simpler and easier for people to understand, often strip it of the depth and complexity.

This tier pyramid system force people to pick one of the two skills not one of 40 skills, it control someone’s freedom to do what they want and someone’s ability to be effective. It doesn't stop people from picking bad build or making wrong choices, but it kinda penalize people who do since picking 1 out 2 skill you must take is much less exciting than picking 1 out 40 skill that you actually want. The abliltiy to pick which skills and the order you take them is important.

Story point don't quite fit into Starsector. Star Wars is more of a fantasy than science fiction story. A story where you could use "THE FORCE". It is full of hocus pocus. So Story point is like "MAGIC". Some people might like that sort of thing, but it feel kinda out of place. Calling it Story point is so bland, so not magical or grandiose, please put more effort into the naming.
Title: Re: Skills and Story Points
Post by: Kaisi on September 17, 2019, 01:23:29 AM
I've even registered =D

This game is great. And it's been developing in right directions so far, but…

The coming changes in skill system are a bad turn, as I see it. Let me explain. The feel of Starsector is always a feel of realism so far. About pirates, factions, player story development and skills. As in real life, when we need some skill – we lean it. We spend time grinding books about that exact staff and eventually we gain knowledge of “managing a settlement”. We do not lean metallurgy or waste recycling but how to manage a settlement to it not to starve and gain profit. And this is a great part about Starsector. I learn a skill that I need right now like I would in real life. When I start my game as mercenary in a wolf and plan hunting pirates, fighting factions - doing combat staff or just know, that I will fend of hostilities and not run, first skill points go to maneuverability and speed. I start in cruiser – I dump them in weaponry and armor to tank and kill faster. When I want to play early game as an explorer, I dump points in ability to save fuel and sensors. No, this time I play, as a trader, I learn wide fleet skill to make me faster to outrun all trouble. And this how game progresses. I learn what I need to make my stories. At a time I played a military hero who was fighting for others and decided to fall of and fight for himself, dump his last points in colony management and it was perfect that he had not to learn salvaging, he despised salvaging, he even killed those space graveyard robbers on sight. The free skill system is what makes half of role-play in Starsector and that you are about to kill with MMO like linear professions. At least I hope you make it possible for mod makers to revert such changes back, otherwise it will be a huge loss for a game.

As for “story points” as described, it's more like a cheat reward for gaining levels. In my opinion it must be about forging stories. You deliver food to a starving colony – you are a kind man, people heard of your deed, take 1 point. You deliver food to a starving faraway hostile colony – take many points, people think of you, as an “honorable man who cares about them”. You save a distress call, take your point. You answer a faction call to rescue an expedition fleet on the edge of the map god knows what from – fuel loss, supplies shortage, enemy blockade – you save them – take your points. Helping fend of raids gives you points. Helping raiding, committing atrocities earns you point (or even bad points that kicks in randomly to *** you up in return).
Story points must be about forging a story, making you do stuff, not hoard EXP. That way my upgraded Onslaught will feel like a part of story, earned for my deeds, bad or good. Not just another reward for grinding.
By the way, about evading scan bonus – it can be even better. You specialists use story point to forge same fake id for a certain faction (or all factions for many points). All patrols of that faction no longer bother you. But the length  of the buff start degrading as you get in sensor range of a faction fleet. The more fleets you pass, the faster it expires (because high ranking officers start asking questions, they eat their bread not for cute eyes). You mast activate bonus out of sensor range of any ship and loose that bonus the same way, otherwise a standing hit with a faction that caught you.  That would be awesome mechanic and fully explain all this cheaty smugglers lurking around.

EXP boost smells like some lootboxes or premium accounts, by the way. You reach level cap fast enough already, it will wind away all feel of progression. And if story points are exp-earned, it's better make them separate from level progressing, maybe story-exp amount based on difficulty of missions and battles.

I think that's it for my humble opinion. I truly love this game.
Title: Re: Skills and Story Points
Post by: Alex on September 17, 2019, 07:47:44 AM
I've even registered =D

This game is great. And it's been developing in right directions so far, but…

The coming changes in skill system are a bad turn, as I see it. Let me explain. The feel of Starsector is always a feel of realism so far. About pirates, factions, player story development and skills. As in real life, when we need some skill – we lean it. We spend time grinding books about that exact staff and eventually we gain knowledge of “managing a settlement”. We do not lean metallurgy or waste recycling but how to manage a settlement to it not to starve and gain profit. And this is a great part about Starsector. I learn a skill that I need right now like I would in real life. When I start my game as mercenary in a wolf and plan hunting pirates, fighting factions - doing combat staff or just know, that I will fend of hostilities and not run, first skill points go to maneuverability and speed. I start in cruiser – I dump them in weaponry and armor to tank and kill faster. When I want to play early game as an explorer, I dump points in ability to save fuel and sensors. No, this time I play, as a trader, I learn wide fleet skill to make me faster to outrun all trouble. And this how game progresses. I learn what I need to make my stories. At a time I played a military hero who was fighting for others and decided to fall of and fight for himself, dump his last points in colony management and it was perfect that he had not to learn salvaging, he despised salvaging, he even killed those space graveyard robbers on sight. The free skill system is what makes half of role-play in Starsector and that you are about to kill with MMO like linear professions. At least I hope you make it possible for mod makers to revert such changes back, otherwise it will be a huge loss for a game.

Hi, and welcome to the forum!

Hmm. I think the current system still offers enough flexibility to do most of this kind of thing. The first 5 points in particular - intentionally - come pretty quickly, so you can shape your early game in whatever way you want. It also makes it possible to make some skills more powerful and more fun to get/use, which you couldn't do if any skill could be picked whenever.

(It's also moddable, yes, but the skills aren't suitable to "you can pick any one you want", so a "proper" change to them would also rebalance them entirely, which is of course much more involved.)

As for “story points” as described, it's more like a cheat reward for gaining levels. In my opinion it must be about forging stories. You deliver food to a starving colony – you are a kind man, people heard of your deed, take 1 point. You deliver food to a starving faraway hostile colony – take many points, people think of you, as an “honorable man who cares about them”. You save a distress call, take your point. You answer a faction call to rescue an expedition fleet on the edge of the map god knows what from – fuel loss, supplies shortage, enemy blockade – you save them – take your points. Helping fend of raids gives you points. Helping raiding, committing atrocities earns you point (or even bad points that kicks in randomly to *** you up in return).
Story points must be about forging a story, making you do stuff, not hoard EXP. That way my upgraded Onslaught will feel like a part of story, earned for my deeds, bad or good. Not just another reward for grinding.
By the way, about evading scan bonus – it can be even better. You specialists use story point to forge same fake id for a certain faction (or all factions for many points). All patrols of that faction no longer bother you. But the length  of the buff start degrading as you get in sensor range of a faction fleet. The more fleets you pass, the faster it expires (because high ranking officers start asking questions, they eat their bread not for cute eyes). You mast activate bonus out of sensor range of any ship and loose that bonus the same way, otherwise a standing hit with a faction that caught you.  That would be awesome mechanic and fully explain all this cheaty smugglers lurking around.

EXP boost smells like some lootboxes or premium accounts, by the way. You reach level cap fast enough already, it will wind away all feel of progression. And if story points are exp-earned, it's better make them separate from level progressing, maybe story-exp amount based on difficulty of missions and battles.

I think that's it for my humble opinion. I truly love this game.

The issue with giving story points for actions is the player would feel like they *have* to do these actions for the story point reward. Imagine needing to respond to every distress call - and to your earlier point, some of the things the player would feel forced to do would likely go against the sort of character they're roleplaying.

It pretty much has to be tied to something more abstract and general-purpose (i.e. XP). In any case, part of the reason they exist is to give you a little more of a reward as you gain XP - since there are fewer levels, and they take longer to gain, since overall XP is similar-ish, so decoupling them from XP would be counter to that goal.

All that said, I'm sure some people will like the new system, and some people won't. I think it's moving in a good direction - and for me, I firmly believe it's better - but opinions will differ. That's going to happen with any large change, unfortunately, but I can't feel tied down by that, if that makes sense - I've got to do what I think will work out best in the long run. All I can ask is that you give the new system a fair shake when you get your hands on it :)
Title: Re: Skills and Story Points
Post by: SonnaBanana on September 17, 2019, 10:39:51 AM
I apologize if this is getting tiresome but I have an idea for fleet bonus officers/staff officers again.

*More like admins than than current officers. Cannot be assigned to ships, have their own slots. Cannot level up.

*Two slots by default, Leadership skill which deals officers allows three slots.

*One skill per staff officer. Players can use story points to let them have two skills (doing so also increases their pay). Second skill acquired is randomly selected.

*Bonuses do not stack in any combination of skill posession. Two (or more) staff officers having the same skill, or staff officer and player having the same skill, bonuses and limits do not change in any way.
Title: Re: Skills and Story Points
Post by: Alex on September 17, 2019, 11:17:26 AM
I've actually thought about it, in fairly similar terms ("staff officers" etc)! To me that feels like the sort of thing that *could* work, but is also very much a nice-to-have; I'm not sure whether it's worth the added "things the player needs to do", UI elements, etc, but just in general, I think that could work.
Title: Re: Skills and Story Points
Post by: AzyWng on September 17, 2019, 11:36:36 AM
Second skill acquired is randomly selected...
Two (or more) staff officers having the same skill, or staff officer and player having the same skill, bonuses and limits do not change in any way.

I'm not terribly familiar with this game yet, but I get the feeling that those two things together might wind up resulting in what could potentially be wasted story points - not even providing a benefit the way escaping from a battle for free might be useful.

I'm not sure how to balance that out, though. Maybe make it randomly selected from a pool of skills that aren't already held by the player/other staff officers, or let the player pick from 2 skills that aren't the same as ones other officers have?
Title: Re: Skills and Story Points
Post by: imperialus on September 18, 2019, 07:35:09 AM
I lean toward the current open and independent system rather than the directed and structured system you intend to implement. The act of making something simpler and easier for people to understand, often strip it of the depth and complexity.

I agree with your concerns around depth and complexity but I'm not sure they are entirely warranted.  It's a tightrope, and if missued it can be used to mask lazy design.  Honestly I think the Skillpoints in Starsector as they exist now might go a little too far in the direction of complexity of the sake of complexity.  There are a relatively limited number of 'optimal' skill builds, and you are punishing yourself if you deviate from them.  Think of it like the skill system in post 3rd edition D&D.  It 'seems' like it offers a lot of choice, but say you are playing as a thief for example you are actively punished by the mechanics if you don't keep your lockpicking and trapfinding skills maxed out every time you level up.  It's complex, there are a lot of numbers to track, and it is balanced to a tee, but the tradeoff is that any deviation from the presumed balance is a severe handicap.  Compare that to a system where at each level you are presented with two mutually exclusive options.  Now you have a choice with some meaning. 

Not only that, but as a designer if offers the benefit that you only have to balance two skills against each other, not every skill against 40 other skills.  I mean you can't completely ignore balance within the whole spectrum, but it certainly can take a backseat.  You don't need to worry about balancing direct damage vs. colony management for example.
Title: Re: Skills and Story Points
Post by: SonnaBanana on September 18, 2019, 11:13:01 PM
Will there be API for getting the number of acquired skills in an aptitude?
Title: Re: Skills and Story Points
Post by: scrye on September 19, 2019, 01:42:49 PM
@Alex, I just wanted to say I actually quite liked the overall feel of the new skill system, and I thought story points seemed like an interesting addition I would welcome as a player.  I think the emphasis on generic-versus-specialized made sense, and while I am a little hesitant about being forced to pass over one out of every two skills at each skill category level, being able to wrap around latter seems like an interesting compromise that still allows for long-term flexibility.  And I like that I can correct mistakes in my skill allocations later if I need to, via story points.

I liked the idea of story points being used to customize ship hulls and allow for more novel builds, hull mods in particular.  I would definitely use and enjoy that.  I am a little unsure about making hull mods permanent, as opposed to maybe costing more story points to remove/replace; I am constantly tweaking builds and would find that limiting if I realized there was a better loadout I wished to try later (same concerns for permanent AI installs and such; I'd rather just pay 4x-8x the story points it cost to install to uninstall it later so I could try a different setup, for example).  I also like the idea of story points being usable as a sort of event-focused currency, social influence if you will.  I felt that was something missing at times in some interactions with other fleets, and I feel that some sort of personal reputation/influence system (as opposed to faction influence/alignment) would add a lot of flavor to the game, especially for more independent captains.  Being able to persuade with something other than money (e.g. pirate extortions and such) also allows captains to gain a form of social wealth other than credits, which opens new playstyle and roleplay approaches (e.g. poor drifter mercenary living frugally/short on cash, but everyone in the sector knows their name).

I think the big question is simply how Story Points are acquired.  Personally, I might suggest that they be tied to events and to discoveries on the map - maybe don't give them out alongside EXP or levels.  That way players can pick the events and challenges that interest them, and they'll get story points accordingly as they pursue those successfully (e.g. barside shipping contracts, bounties, story quests).  The quest system allows for a number of different playstyles as it is, and has a bit of narrative structure inherently built into it; integrating them directly into the quest system feels like a natural choice to my mind since all quests are completely voluntary as it is, and it makes sense to roll them into existing quest rewards.  I think that would make them feel more special as well, in addition to ensuring the player always has a way to get more over time if they want.  If they just get handed out alongside any normal EXP gain and level ups, then they feel more like some derivative of EXP, in my mind.  This would also place more emphasis on adding content to the quest framework as it is, which seems like a good polish/playstyle expansion development target.

Long story short, I think the new system has enough merits that it's worth trying.  It's hard to know if it's an overall improvement until it's testable in practice, but yeah, first impression is good.

As an aside, I also really liked the ideas for scalable skills relative to fleet sizes and ship sizes.  I think it makes sense and makes for interesting trade-off challenges when deciding on fleet composition and size.  I would want to try it.  Being able to use AI cores for ships is a really fun option as well that I welcome, I have honestly felt like AI core uses were somewhat lacking in the game relative to their lore importance and rarity, especially so if you don't have any colonies.  Selling them feels like a waste unless it's an emergency, and otherwise they just sit in my inventory forever until a colony becomes an option.  A ship-related use (ideally a non-permanent/reusable one) is very welcome, either to play with until I get a colony or as an alternative use if I don't want to pursue that approach to the game.

Thanks for your work, I have been really enjoying Starsector since I picked it up.
Title: Re: Skills and Story Points
Post by: acheron16 on September 19, 2019, 09:59:36 PM
I'm still hung up on the frigate portion of the post.

I think a major reason as to why people simply drop frigates come late game is their propensity to die off so easily. Why bring, say, 3 frigates with a very real chance to be destroyed when I can just bring 1 destroyer, that is both more survivable as well as cheaper in terms of supply cost?

Instead of making them give arbitrary bonuses to other ships for just being present, I think one of the new skills should be dedicated to them:

- one skill gives them MASSIVE bonuses to their combat stats so they can actually do something to bigger ships and not be instantly obliterated the moment they sneeze at them
- another skill makes it so frigates are ALWAYS recoverable and can never have more than 1 D mod OR never get D mods but their recovery isnt guaranteed.

These skills would adress the biggest issues with frigates, their lack of punch and/or their lack of survivability without making them just give a bunch of bonuses to the already strong ships in your fleet.

Speaking of D mods, I feel that the system is a bit too punishing for newer players as well as late game players since most (all?) D mods double dip the punishment. You get a debuff on ship stats as well as a CR hit or maintenance hit.

Supplies are an extremely annoying albeit necessary part of the game, so losing a ship/salvaging a ship not only gives you a subpar combat vessel but also one that drains your economy, be it just maintaining it or wasting money restoring it. Not to mention that it makes no sense that it cheaper to buy a new ship than restoring it. My ship's armor is weakened? Whelp, better buy a new one. Just nonsense.

I feel that a good change would be having ship restoration price scale with the ammount of D mods the ship has. 1-2 D mods? Restoration is cheaper than buying a new ship. 3-4? Yeah that rust bucket would be better off in a junkyard, buying a new one is cheaper.

Even if ship pricing had to go up as result, I feel that with these changes ship salvaging would be much more viable. As it currently stands, it is better to break down and salvage a ship than recovering it and restoring it or even sell it.

Regarding permanent hullmods, I like the idea, especially with story points being continuously earned. I still feel like hullmod pricing in terms of OP should be reduced a bit, especially in bigger ships, but atleast having 2-3 hullmods won't be unreasonable.

Just my 2 cents.
Title: Re: Skills and Story Points
Post by: Megas on September 20, 2019, 05:42:37 AM
I'm still hung up on the frigate portion of the post.

I think a major reason as to why people simply drop frigates come late game is their propensity to die off so easily. Why bring, say, 3 frigates with a very real chance to be destroyed when I can just bring 1 destroyer, that is both more survivable as well as cheaper in terms of supply cost?
For me, it is peak performance, then size of the enemy.  If AI wants to play coward, I want to outlast them so they lose if they try to run down the clock.  Small ships run out of peak performance too quickly.  No fun to retreat ships one at a time due to peak performance expiring seconds apart - big CP sink.  Later, endgame fights are against something like ten capitals and the rest mostly cruisers.  I need a similarly large fleet to fight that.

I dump most frigates almost immediately, and I dump destroyers (other than Drover) shortly after I build my first colony.

As for restoration, I expect to restore (or reload games) much more to preserve ships with built-in mods.  It would be nice if restoration will be cheaper than it is now.  It is nice to crank out pristine replacement ships (along with more free stuff) with heavy industry today, but since such ships will not be produced with built-in mods, I do not know what I will do.  Depends which will be easier to accumulate, story points or money.
Title: Re: Skills and Story Points
Post by: Alex on September 20, 2019, 09:46:49 AM
Just wanted to say thank you for your feedback, and welcome to the forum, both acheron16 and scrye :)

- one skill gives them MASSIVE bonuses to their combat stats so they can actually do something to bigger ships and not be instantly obliterated the moment they sneeze at them

- another skill makes it so frigates are ALWAYS recoverable and can never have more than 1 D mod OR never get D mods but their recovery isnt guaranteed.

I feel like if you boosted the stats too much, you'd end up with frigates just being superior to other options. That said, one of the bonuses *is* actually considerably higher damage vs larger ships.

The frigate bonuses are set up to only apply to frigates with officers (which can get skill effects that make the ship always recoverable), and another of the frigate bonuses is making them always recoverable, so there are plenty of easily accessible options for that. In addition to Reinforced Bulkheads, of course.

So I think generally we're on the same page here, actually!
Title: Re: Skills and Story Points
Post by: kenwth81 on September 20, 2019, 12:57:44 PM
I lean toward the current open and independent system rather than the directed and structured system you intend to implement. The act of making something simpler and easier for people to understand, often strip it of the depth and complexity.

I agree with your concerns around depth and complexity but I'm not sure they are entirely warranted.  It's a tightrope, and if missued it can be used to mask lazy design.  Honestly I think the Skillpoints in Starsector as they exist now might go a little too far in the direction of complexity of the sake of complexity.  There are a relatively limited number of 'optimal' skill builds, and you are punishing yourself if you deviate from them.  Think of it like the skill system in post 3rd edition D&D.  It 'seems' like it offers a lot of choice, but say you are playing as a thief for example you are actively punished by the mechanics if you don't keep your lockpicking and trapfinding skills maxed out every time you level up.  It's complex, there are a lot of numbers to track, and it is balanced to a tee, but the tradeoff is that any deviation from the presumed balance is a severe handicap.  Compare that to a system where at each level you are presented with two mutually exclusive options.  Now you have a choice with some meaning. 

Not only that, but as a designer if offers the benefit that you only have to balance two skills against each other, not every skill against 40 other skills.  I mean you can't completely ignore balance within the whole spectrum, but it certainly can take a backseat.  You don't need to worry about balancing direct damage vs. colony management for example.

That idea isn't correct. You aren't being punished for deviating from the meta-build, you are hugely rewarded for using optimal builds.

There will always be good optimal builds and bad sub-optimal builds. If you want feel strong and powerful, play optimal builds. Don't play bad sub-optimal builds to complain the builds suck. It is like smashing your head against the wall.

There is a lot of viable non-optimal builds in open and independent system, people just don't like to play those, they like strong and powerful cookie cutter builds. People like Picking the winning option. It is as simple as that. It is metagaming culture. We can sometime play non-optimal builds for trivial reasons like we like how that character or class look or never play this class before I am gonna try it. A wide spectrum of viable builds usually exist but the spectrum for great optimal builds is really narrow.

Oh sure... Having to only balance two skills against each other. How hard can it get? If you are asked to pick two different skills, you probably would do it fairly quickly. The more choices we have, the more time we need to understand and evaluate and we may even choose suboptimally. The problem is not poor decisions, but poor options. It isn't skill balancing if you no longer need to compare or have any access to them instead it is just a skill restrictions to two choices when picking.
Title: Re: Skills and Story Points
Post by: SCC on September 20, 2019, 01:42:03 PM
If you know there are better builds, playing suboptimal builds can be done only for two reasons: one is that you want to see if it plays differently, the other is that you want to play suboptimally for challenge. As of late, I typically play Starsector with the worst skill build of all (that is, no skills at all) and I don't feel that the gameplay is significantly different. Which is a shame, because it means that there are no skills that open new ways of playing, with perhaps zombie fleet being the only one (without skills, you just don't get enough ships anymore). Then again, I'm pretty good at the game and I may overcome issues that other players need skills to get through.
The main reason I may like the new skill system is purely that skills might end up interesting. The skill that allows you to recover droneships certainly is one such skill, that shakes up the gameplay.
Title: Re: Skills and Story Points
Post by: Alex on September 20, 2019, 02:19:46 PM
The main reason I may like the new skill system is purely that skills might end up interesting.

I'll just say, that's exactly the goal with *a lot* of the skills.
Title: Re: Skills and Story Points
Post by: kenwth81 on September 20, 2019, 10:21:37 PM
I wouldn't have done it that way. It is a different game design philosophy.  I don't like the idea that you can reverse bad decisions or introducing causual friendly mechanics that If you play badly, there are many mechanics that help you out. You are behind in XP or dont know how to play? Here some free gold for playing badly. It is not really promoting playing well. It goes against putting weight to your decision or making your decision meaningful or impactful.

The way I would have done it would be to reduce the number of skills you can pick from 15 to 10 out of 40 but increase the level within the skills itself. The idea was to increase power, scope and effectiveness with each individual skills reducing the possibility of broad sweeping effective builds. Skills doesn't not need to be powerful, but it certainly need to be attractive to use, be different and unique. It is a nerf and a buff where picking to be optimal could possibly not be a good choice. That is how I feel specialization should be done. Each build feel powerful, important and meaningful in their own area of expertise. 

Title: Re: Skills and Story Points
Post by: Megas on September 21, 2019, 07:03:02 AM
Starsector is too long of a game to replay over and over again to try different builds.  I would not mind it for much shorter games like DoomRL/DRL, but not for Starsector.  I am likely to stick with only one or two games, due to time, and being able to redo skills will be nice.  No decision paralysis or otherwise saving skill points.  No need to be locked into three ships all game if I play carrier specialist.
Title: Re: Skills and Story Points
Post by: ChaseBears on September 21, 2019, 07:23:19 AM
There's a happy medium where there's enough of a cushion to make iron man playable without making risk meaningless.
Title: Re: Skills and Story Points
Post by: SonnaBanana on September 21, 2019, 10:39:53 AM
What if colony skills can be made elite like combat skills ( and Alpha Cores admins have all admin skills as elite)?
Taking it a step further, what if all skills can be made elite?
Title: Re: Skills and Story Points
Post by: errorgance on September 22, 2019, 04:57:34 PM
I've always disliked level caps of any kind  :-\
Title: Re: Skills and Story Points
Post by: ExW on September 28, 2019, 09:08:16 AM
Just scratching my itch: story points were in "Arcanum: Of Steamworks and Magick Obscura" as "fate points".
Title: Re: Skills and Story Points
Post by: Cosmitz on September 28, 2019, 10:29:12 AM
Just scratching my itch: story points were in "Arcanum: Of Steamworks and Magick Obscura" as "fate points".

Huh, i wonder how much inspiration FATE (https://en.wikipedia.org/wiki/Fate_(role-playing_game_system)) drew from Arcanum, the naming and use is oddly similar.
Title: Re: Skills and Story Points
Post by: kenwth81 on October 01, 2019, 01:19:16 AM
Starsector is too long of a game to replay over and over again to try different builds.  I would not mind it for much shorter games like DoomRL/DRL, but not for Starsector.  I am likely to stick with only one or two games, due to time, and being able to redo skills will be nice.  No decision paralysis or otherwise saving skill points.  No need to be locked into three ships all game if I play carrier specialist.

You can fly any ship. People are just more effective in the ships they are specialized in. Having distinct classes/builds and unique skills and abilities would be a plus to longevity and diverse gameplay, apparently some people see that as a minus.
Title: Re: Skills and Story Points
Post by: Megas on October 01, 2019, 06:43:56 AM
It takes me... maybe about a week or more to go from start to end.  My feedback topics on new releases tend to be about a month after release date.  I do not have unlimited time to play Starsector, and I have a life to deal with.  I do not want to burn away my life to play every last character build in each game from start to end.  I did such dedicated play with Diablo 2, and I do not want to go through that experience again.
Title: Re: Skills and Story Points
Post by: kenwth81 on October 01, 2019, 09:10:59 AM
It takes me... maybe about a week or more to go from start to end.  My feedback topics on new releases tend to be about a month after release date.  I do not have unlimited time to play Starsector, and I have a life to deal with.  I do not want to burn away my life to play every last character build in each game from start to end.  I did such dedicated play with Diablo 2, and I do not want to go through that experience again.

Then don't. Maybe we need achievements for this game.  This is a single player game that you can play at your own pace. Playing the game is optional. Nobody forcing you to do so except yourself. Maybe we need online multiplayer options where you have friends that invite you to a game and it wouldn't be polite to refuse. I don't get why some people insist they need to, get all achievements.
Title: Re: Skills and Story Points
Post by: Megas on October 01, 2019, 09:32:59 AM
My point was if the game is too long, I would not have time to try out more than a few builds.  Currently, I stick to few games because the Starsector is long.  Starsector is not DoomRL where I can finish a game in about two hours (barring the Ao100/Ao666 challenge games).  Respec in long games is nice, because I do not need to spend too much time grinding through early-game hell to do what I want.

I generally dislike achievement systems, especially if they gate content.

Lots of options to extend so-called longevity is meaningless if player does not have the time to try more than a few because the game is too long to play from start to end.
Title: Re: Skills and Story Points
Post by: kenwth81 on October 01, 2019, 10:13:44 AM
My point was if the game is too long, I would not have time to try out more than a few builds.  Currently, I stick to few games because the Starsector is long.  Starsector is not DoomRL where I can finish a game in about two hours (barring the Ao100/Ao666 challenge games).  Respec in long games is nice, because I do not need to spend too much time grinding through early-game hell to do what I want.

I generally dislike achievement systems, especially if they gate content.

If the game have 12 classes, most people would only play with their favorite classes. Most people wouldn't insist on playing through the game with all 12 classes. At least I would think so.

Have you tried nexerelin? It let you skip early game with accelerated start. You can respec with console commands. Mods is like extra content. Having different distinct builds would be more like extra classes rather than playing the same build over and over again. That is like saying extra context is bad because I don't have time to play. "Your reasoning is out of focus."
Title: Re: Skills and Story Points
Post by: Megas on October 01, 2019, 10:33:33 AM
I played Nexerelin (and its ancestor Exerelin) up until the 0.8.x releases, but I do not see how a mod is relevant for no-mod play.  If Starsector cannot stand on its own and needs mods to be good, then it is a bad game.

Quote
That is like saying extra context is bad because I don't have time to play.
Extra content is not bad, but it is meaningless if player cannot experience it due to time constraints, and being unable to respec skills in a long game is not good.

In particular, I do not like building a carrier specialist because I am locked to three or four carriers as my flagship for the whole game.  Unless one of the carriers is a godship that is so far above everything else, I would not want to be stuck to a number of ships I can count on one hand.  (Spark Drover does not count because player needs many of them.)  At least with warships, I have a nice variety to choose from for various purposes.
Title: Re: Skills and Story Points
Post by: kenwth81 on October 01, 2019, 11:06:27 AM
I played Nexerelin (and its ancestor Exerelin) up until the 0.8.x releases, but I do not see how a mod is relevant for no-mod play.  If Starsector cannot stand on its own and needs mods to be good, then it is a bad game.


There is a popular catch Phrase.

"It is a good game but mods is what make the game 100x better."

Quote
Extra content is not bad, but it is meaningless if player cannot experience it due to time constraints, and being unable to respec skills in a long game is not good.

You can respec with console commands. If you are unwilling to use it, that is the individual problem.

Quote
In particular, I do not like building a carrier specialist because I am locked to three or four carriers as my flagship for the whole game.  Unless one of the carriers is a godship that is so far above everything else, I would not want to be stuck to a number of ships I can count on one hand.  (Spark Drover does not count because player needs many of them.)  At least with warships, I have a nice variety to choose from for various purposes.

If you playing in vanilla and you are not playing the carrier specialist, you usually fly capital ships. There isn't much choice in the capital ships you can fly either.

I fly the paragon for like 99% of some of my games. I don't complain. I love that ship.  ;)



Title: Re: Skills and Story Points
Post by: Megas on October 01, 2019, 04:41:18 PM
The game should be good without mods.  If I pay money for a game, I want a game, not a game engine that needs third party support to polish it up.  I should not need to rely on mods to have a good game.  If I need to mod a commercial game to have a good game, I rather play make-believe and say "I WIN! GAME OVER!" and look for a better game that does not need mods (or a free game where community support and development from anyone with the dedication is the point).

Respec during the game means I do not need (to make or download) a third-party tool to cheat that feature in for me.

If you playing in vanilla and you are not playing the carrier specialist, you usually fly capital ships. There isn't much choice in the capital ships you can fly either.

I fly the paragon for like 99% of some of my games. I don't complain. I love that ship.  ;)
Before mid to late-game, capitals are usually not an option.  I need to make do with whatever ships as I acquire them, and warships are much more common than carriers.  Even late after I get the capitals I want, I still occasionally use smaller ships when they are more useful, and the skills are still useful for them.  With carriers, player has what?  Drover, Heron, Mora, and Astral?

And yes, Paragon is nice.  It is my flagship of choice, although I do not always fly it.  In my current game, it was almost the very last ship type I acquired (I had to raid Culann with a pure phase fleet to get the blueprint).  I had to make do with other ships until then.
Title: Re: Skills and Story Points
Post by: captinjoehenry on October 01, 2019, 05:41:53 PM
Will the new skills be adjustable via a settings file?  As I know I'm personally a massive fan of capital on capital action in the late game and I would really love to be able to edit the settings for the skills so that they function with a capital centric fleet because as you've said so far the default settings are more set up for a few capitals instead of a lot of them like I enjoy for the big epic fights you can get into.
Title: Re: Skills and Story Points
Post by: kenwth81 on October 02, 2019, 01:33:02 AM
The game should be good without mods.  If I pay money for a game, I want a game, not a game engine that needs third party support to polish it up.  I should not need to rely on mods to have a good game.  If I need to mod a commercial game to have a good game, I rather play make-believe and say "I WIN! GAME OVER!" and look for a better game that does not need mods (or a free game where community support and development from anyone with the dedication is the point).

Respec during the game means I do not need (to make or download) a third-party tool to cheat that feature in for me.


You kinda already paid for an unfinished game. In most game, Respec isn't an intergrated part of game and often require third-party tool to do so. Story points isn't really close to a full respec either, it is closer to a skill refund. I do not know whether other features from the mods will be added but certainly hope so. Considering the limitation of a small Indie developer, people shouldn't be overly demanding.  It is better for developers to start small and gradually expand their game; which meant things that isn't done, could be done, need to be done or left out would fall into the hand of modders.

If you under the impression Commercial games mean quality, I wouldn't think so. Many gaming companies are delivering bad unfinished games full of bugs, then sell you the rest of the game as DLC, has terrible business practices and poor customer service because it is often profitable doing so.
Title: Re: Skills and Story Points
Post by: Megas on October 02, 2019, 09:47:14 AM
Respec is not in yet, but it will next release via story point use.  Giving how long the game is and how specialized some builds are, I think it is a welcome (anti-frustration) addition.  No longer do I need to hoard points due to decision paralysis, or have buyer's remorse after spending a point in crutch skills or skills that become obsolete by endgame, or try to grind (or cheat) up multiple characters.

Quote
Considering the limitation of a small Indie developer, people shouldn't be overly demanding.
Unfortunately, that will probably be unavoidable if or when Starsector hits mainstream.  Starsector really needs to be top-notch to set itself apart from the mass of other forgettable games.

Quote
If you under the impression Commercial games mean quality, I wouldn't think so. Many gaming companies are delivering bad unfinished games full of bugs, then sell you the rest of the game as DLC, has terrible business practices and poor customer service because it is often profitable doing so.
Which is a reason why I mostly abstained from modern gaming since the last decade.  It was not always like this.

During the 80s and 90s, DLC was not possible when there was no internet.  Just plug in a cartridge or CD and play.  Sure, there were occasional "Obvious Beta" or rushed titles, and those were given bad reviews (and joked about if memorable).  There was incentive for a game to be finished before it was released.  Early games in arcades sometimes got updates, but those were minor and generally patched exploits.

For other merchandise, I can expect a finished product that works.  I buy an appliance, I get what I pay for.  For other entertainment like DVDs, Blu-Rays, and music CDs, I put a tape, cartridge, or disc in the player and it plays.  Old games used to be like this, but not anymore.  Instead, player needs an account, then suffers the update treadmill; I do not want to play that game.

P.S.  I suppose modern gaming reminds me of trading card games with intentional power creep.  Player spends so much money on the good rare cards, then next season, his good cards are mediocre compared to new stuff (or banned in official play for being too powerful), and needs to buy the next season of rare cards if he wants to keep up.  Repeat for follow-up seasons.
Title: Re: Skills and Story Points
Post by: Alex on October 02, 2019, 01:54:40 PM
Will the new skills be adjustable via a settings file?  As I know I'm personally a massive fan of capital on capital action in the late game and I would really love to be able to edit the settings for the skills so that they function with a capital centric fleet because as you've said so far the default settings are more set up for a few capitals instead of a lot of them like I enjoy for the big epic fights you can get into.

It's not a text file tweak, but it can be done with a simple mod that changes some static variables (where those thresholds are specified).

You could also still get a bunch of capitals! You'd just get lower bonuses per ship, but, I mean, more capital ships is still more capital ships.
Title: Re: Skills and Story Points
Post by: Morrokain on October 02, 2019, 04:10:28 PM
I really like Story Points as a concept and many of the planned implementations of them seem like a great step toward character definition! I'm excited for that change.  ;D

The issue with giving story points for actions is the player would feel like they *have* to do these actions for the story point reward. Imagine needing to respond to every distress call - and to your earlier point, some of the things the player would feel forced to do would likely go against the sort of character they're roleplaying.

It pretty much has to be tied to something more abstract and general-purpose (i.e. XP). In any case, part of the reason they exist is to give you a little more of a reward as you gain XP - since there are fewer levels, and they take longer to gain, since overall XP is similar-ish, so decoupling them from XP would be counter to that goal.

Hmm. Ok, I definitely get the idea of making experience gain more rewarding if it takes longer to level. But the first part? I am little less sold there (surprise surprise the lore guy wants it to be tied to lore, right?  :D ). Care to discuss a little if you have time?

My assumption(correct me if otherwise) is this conclusion was made because missions and events can sometimes feel hard to find for some players or they simply want to ignore them. This is especially true for those venturing away from the Core Worlds for long periods of time (other than distress calls). That makes sense to me.

I don't think this necessarily means that a player would inevitably always feel obligated to do everything they came across, however, if some events gave unique rewards like that. From my viewpoint, that really depends upon the nature of the design. If everything you do in the game results in story points anyway, then choosing not to do something doesn't feel like you are missing out as long as its because you want to do something else that contains roughly the same reward. Experience works this way already and I get that's a factor in tying it to there as well.

Would the same issue exist if both were possible? It kind of depends upon how valuable/universal story points are when tied to the things you can do with them in the campaign. If they effect everything and you always want more then yeah that could be problematic unless actions from every play style would result in story points. Hmm, but that kind of seems to be double dipping the design implementation and dev effort merely for the sake of less abstraction (As a player preference I typically dislike abstraction and consider it a necessary evil that should be avoided whenever possible)...

I don't know, now I'm second guessing myself to be honest, haha.  8)

!!Campaign Spoilers Ahead!!
Spoiler
As an aside, I will say the idea of making Distress Calls more attractive is something I would appreciate rather than resent. But yeah definitely not as a must-do thing.

I always ignore them right now- mostly because in my experience they are more often than not overwhelming pirate ambushes I have no hope of stopping or escaping if I investigate (last time I really bothered was before jump point warnings were a thing) and even now that I'm warned I don't want to waste the fuel or supplies. That and the reward for saving someone from what I remember seemed underwhelming considering the risk. I mean, sure, the good feels are there from a roleplaying perspective, but the cruel, calculating warlord in me recognizes that logistically its a wash even to check unless its directly in my path anyway. I won't even make small course diversions for them anymore and I role-play a do-gooder hero most of the time.

That said, if the dialogue surrounding the interaction is used like Rules would imply then there is some really neat nuance there that I appreciate. That is, ironically, the very thought I had when reading about story points; "Wow, that would sure make me want to take the risk of saving people more if I could actually use that good will for cool things."

Right now, there are only very limited ways (without mods) to increase your reputation with a specific patrol captain and even if you do there isn't much benefit to it since they aren't permanent for patrols. Faction rep is certainly more useful... but there are way easier ways to do that and that alone doesn't directly translate into a "do good deeds and people like you more" kind of feel. It just helps.
[close]

I probably just need to get around to implementing the notoriety system I've been wanting to make for a long time. Things always seem to get in the way though lol.
Title: Re: Skills and Story Points
Post by: Alex on October 02, 2019, 04:22:21 PM
I don't think this necessarily means that a player would inevitably always feel obligated to do everything they came across, however, if some events gave unique rewards like that. From my viewpoint, that really depends upon the nature of the design. If everything you do in the game results in story points anyway, then choosing not to do something doesn't feel like you are missing out as long as its because you want to do something else that contains roughly the same reward. Experience works this way already and I get that's a factor in tying it to there as well.

Would the same issue exist if both were possible? It kind of depends upon how valuable/universal story points are when tied to the things you can do with them in the campaign. If they effect everything and you always want more then yeah that could be problematic unless actions from every play style would result in story points. Hmm, but that kind of seems to be double dipping the design implementation and dev effort merely for the sake of less abstraction (As a player preference I typically dislike abstraction and consider it a necessary evil that should be avoided whenever possible)...

Right, yeah - either it's universal (and then why not tie it into XP? not exactly the same, but close enough) or (more likely) it's not, and then it really shapes what the player will want to do. I'm just not crazy about those kinds of meta-incentives - you end up with some regardless of what you do, really, but I don't want to add major ones on purpose.
Title: Re: Skills and Story Points
Post by: Morrokain on October 02, 2019, 05:29:47 PM
Right, yeah - either it's universal (and then why not tie it into XP? not exactly the same, but close enough)

I guess my thought was that if you tie it to events it adds an extra layer of character definition from a role-playing standpoint because it adds context from a personal story based on player choice. The benefit to this would be both sides of the system operate to streamline immersion instead of all the impetus being on the using story points side rather than also including the gaining story points side. That, in turn, could also be further supported through dialogue around gaining a point (so much less abstract than something like XP and more tied to immersion was the reason). As an admittedly bad example AI cores operate this way but they are not meant to be a universal resource. They are specifically lore tied and do kind of serve as a light meta-incentive. I felt that story points could serve in this way as well but also function as a universal resource. Maybe fuel or supplies are better examples actually.

But, all that said:

or (more likely) it's not, and then it really shapes what the player will want to do. I'm just not crazy about those kinds of meta-incentives - you end up with some regardless of what you do, really, but I don't want to add major ones on purpose.

Yeah that's a pretty bad downside for the more likely scenario I'd say. There are probably better, more appropriate ways to achieve the above benefit outside of this particular feature.

I think you've converted me in this case.  :)
Title: Re: Skills and Story Points
Post by: captinjoehenry on October 02, 2019, 06:56:47 PM
Will the new skills be adjustable via a settings file?  As I know I'm personally a massive fan of capital on capital action in the late game and I would really love to be able to edit the settings for the skills so that they function with a capital centric fleet because as you've said so far the default settings are more set up for a few capitals instead of a lot of them like I enjoy for the big epic fights you can get into.

It's not a text file tweak, but it can be done with a simple mod that changes some static variables (where those thresholds are specified).

You could also still get a bunch of capitals! You'd just get lower bonuses per ship, but, I mean, more capital ships is still more capital ships.
Well as long as it's simple to change it should be good.  Does mean I'll need to look into how to mod things more properly though :P 

it would be nice if it was just a setting in the config file but honestly as long as it's easy to change I can't complain too much!
Title: Re: Skills and Story Points
Post by: kenwth81 on October 02, 2019, 10:50:39 PM

Right, yeah - either it's universal (and then why not tie it into XP? not exactly the same, but close enough) or (more likely) it's not, and then it really shapes what the player will want to do. I'm just not crazy about those kinds of meta-incentives - you end up with some regardless of what you do, really, but I don't want to add major ones on purpose.

You are the king of negative incentive. All incentives shapes what the player will want to do. You are like that guy who like to give out speeding ticket to discourages people from breaking the speed limit. Negative incentive can be just as harmful, take care when nerfing things.
Title: Re: Skills and Story Points
Post by: Alex on October 03, 2019, 08:48:23 AM
Have to be honest, I'm pretty confused here because to my knowledge negative incentives haven't come up regarding this. Am I missing something?
Title: Re: Skills and Story Points
Post by: kenwth81 on October 03, 2019, 11:56:28 AM
Have to be honest, I'm pretty confused here because to my knowledge negative incentives haven't come up regarding this. Am I missing something?

Negative incentives are measures or mechanisms designed to discourage certain activities. Developers has the tendency to overbuff something, then overnerf something. A nerf is a change to a game that reduces the desirability or effectiveness of a particular game element; it influence what the player will want to do. It is demotivating. A nerf is a negative incentive.

In plain and simple English, I mean you like to nerf things.
Title: Re: Skills and Story Points
Post by: Alex on October 03, 2019, 12:25:58 PM
Apologies if I wasn't clear - what I mean is, I don't see how your comment related to what you were responding to.
Title: Re: Skills and Story Points
Post by: bobucles on October 03, 2019, 01:02:33 PM
Don't feel bad about it. There is a very fancy science behind why people hate nerfs and will turn into foaming animals at the mere scent of one. The entire world will be changing with the skill overhaul anyway, so I don't think that saying buff or nerf at this time is really appropriate.

What is important is finding good fun gameplay elements, and pushing the limits on them as much as possible. It is great when a skill choice dramatically changes how someone plays, but the really hard part is making sure it isn't the only way to play. Don't forget that if everything is overpowered, nothing is.
Title: Re: Skills and Story Points
Post by: Innominandum on October 03, 2019, 03:16:44 PM
Don't feel bad about it. There is a very fancy science behind why people hate nerfs and will turn into foaming animals at the mere scent of one. The entire world will be changing with the skill overhaul anyway, so I don't think that saying buff or nerf at this time is really appropriate.
(http://bucket.bluegartr.com/9c82cd6da9933d6b8f269cdc72d80ddd.jpg) Yes, lets just wait and see how things will play out before we critic something that isn't there yet.

What is important is finding good fun gameplay elements, and pushing the limits on them as much as possible. It is great when a skill choice dramatically changes how someone plays, but the really hard part is making sure it isn't the only way to play.
Considering that this is an upcoming expansion of gameplay and this isn't dota I very much doubt that the upcoming versions META will be any less flexible. 
   
Title: Re: Skills and Story Points
Post by: kenwth81 on October 03, 2019, 09:38:49 PM
Apologies if I wasn't clear - what I mean is, I don't see how your comment related to what you were responding to.

It is related to the discussion on adding meta-incentives. You mention you didn't add it on purpose, you often add those unconsciously. Thus the recurring need for the nerfs.
Title: Re: Skills and Story Points
Post by: The_DigitalAlchemist on October 04, 2019, 06:53:19 PM
Hi! I know I'm late to the party, just got Starsector for my self a while back, and was oogling about to learn about things when I came across the blog post for the new skill system, and wanted to throw my voice out into the choir. I also havnt read all 30 pages (yet), so forgive me if anything I point out has been mentioned, and if so, just consider this my support for it.

Reading the blog post I was quite interested, but as soon as I saw the reduced pool of skills, and the "This or That" design of it (reducing it further!), I grimaced. To me, it entirely cripples the flexibility of characters and the overall "choice" they really have, rather than expanding it. As some one who adores having tons of options, this is quite yucky to me. I actually was already mildly disappointed by the limited pool of skills available already, though how one unlocked them was interesting and made me feel like I was building a commander. On the flip side, Story Points are interesting, even if the name is (in my opinion) terrible, and could also be the solution to this.

Without seeing what all the new skills and this-or-that choices are, or what the level curve is like, it's hard to say how valuable this would be, but an option could be to spend vast sums of story points to unlock a limited number of additional skill points (say 3-5) from anywhere that ignored tier requirement. I think a good calculation would be (StP per level)*(Tier of Skill+1). Essentially, a minimum "buy in" of 1 level of StP, plus the equivalent skill point worth. So, for a tier 1 it would be a minimum investment of 8 StP, and a tier 5 would cost a whopping 24 non bonus XP generating StP. This would give some late game progression, and be a big choice, but still offer the option. An expensive one, but an option none the less. The associated cost also ensures that, if the option is available, it's universally more desirable to use regular level-up skill points instead.

Overall, the new design is concerning to me being that it seems extremely limiting and linear, both of which I believe go against the core concepts of Starsector as a whole. I RELALY hate the "This or That" design mechanic. I understand choice, but if theres a tier 3 skill thats got both of something I want for how I want to be and would have otherwise stopped there, I suddenly have to dump 5 more skills in to get it, potentially none of which I wanted or cared about. A potential solution around this could be to have the option to use an actual skill point with a Story Point to get the lateral skill to one you already had, perhaps with some scaling depending on tier level if thats a concern.

Just some ideas, hopefully worth pondering.


As a great aside... I, like many others, also don't care for the name "Story Points". It just sound corny and it doesn't fit. I've been thinking about what might best, but nothing quite works, so I see the problem. My vote is currently on "Feats", achievements of great skill and courage. They could, for story purposes, also be recorded in a little log, so you could see all the great feats you've accomplished over the course of your story, and recall how you escaped a patrol at the last moment with a cunning trick, performed an marvel of engineering integrating a hullmod, subtly inspire an event that distracted the port authorities so they didnt notice your back alley dealings, or managed to hide those stolen kidneys at the last second, ect.


Title: Re: Skills and Story Points
Post by: Alex on October 04, 2019, 08:28:41 PM
Hi there - welcome to the forum! I'll keep this a bit brief since a lot of this was, indeed, hashed out in the almost-30 pages of this thread.

First off, I totally get that this is somewhat subjective and you're well within your rights not to like it. That said, personally I think this system is a huge improvement. You've still got a lot of choices, but now they're about what you want to do, where in the old system a lot of the choice gets bogged down in figuring out an optimal way to spend the points (i.e. combat skills - "what gives you the most power for X points" is a question that largely has a right answer, so a lot of the choice there is somewhat superficial). Plus, the new system makes it possible to have more powerful/fun skills since they don't all have to try to be balanced against each other.

The skill pool is actually increased, not reduced! There are 40 where there were... 28, I think?

The "use story points for a lateral movement" approach doesn't really work out - skills generally power up as you go up in tier, and it would be an absolute no-brainer to pick both tier 5 skills, for example, if you could do that. Even if the story point cost was really high - you can get more story points by grinding, and you can't get more skill points. That sort of thing is an extra "option" that ultimately reduces choice, and a higher story point cost would necessitate grinding and prevent you from spending story points on other fun things.

They could, for story purposes, also be recorded in a little log, so you could see all the great feats you've accomplished over the course of your story, and recall how you escaped a patrol at the last moment with a cunning trick, performed an marvel of engineering integrating a hullmod, subtly inspire an event that distracted the port authorities so they didnt notice your back alley dealings, or managed to hide those stolen kidneys at the last second, ect.

Actually currently working on something that includes this! But, :-X

Title: Re: Skills and Story Points
Post by: kenwth81 on October 04, 2019, 10:09:26 PM
Hi there - welcome to the forum! I'll keep this a bit brief since a lot of this was, indeed, hashed out in the almost-30 pages of this thread.

First off, I totally get that this is somewhat subjective and you're well within your rights not to like it. That said, personally I think this system is a huge improvement. You've still got a lot of choices, but now they're about what you want to do, where in the old system a lot of the choice gets bogged down in figuring out an optimal way to spend the points (i.e. combat skills - "what gives you the most power for X points" is a question that largely has a right answer, so a lot of the choice there is somewhat superficial). Plus, the new system makes it possible to have more powerful/fun skills since they don't all have to try to be balanced against each other.

I think your insistence on rolling out the skill overhaul is clear. Your effort to stop people from making optimal builds will futile though.

You can always add severely overpowered skills. Yes you can. Overpowered skills are problematic, so designers avoid putting them in. Just like how Riot occasionally intentionally release overpowered champions; but it is good for sales.

Quote
The skill pool is actually increased, not reduced! There are 40 where there were... 28, I think?

31.

Quote
The "use story points for a lateral movement" approach doesn't really work out - skills generally power up as you go up in tier, and it would be an absolute no-brainer to pick both tier 5 skills, for example, if you could do that. Even if the story point cost was really high - you can get more story points by grinding, and you can't get more skill points. That sort of thing is an extra "option" that ultimately reduces choice, and a higher story point cost would necessitate grinding and prevent you from spending story points on other fun things.

That explain things... Tier 5 skills would probably be stronger than their Tier 1 skills. This skill progression bar is necessary because skills is only balanced against their paired skills, isn't even remotely balanced against each other at all.

Title: Re: Skills and Story Points
Post by: Goumindong on October 05, 2019, 03:27:13 PM
Your effort to stop people from making optimal builds will futile though

Tiers and restrictions can very easily produce non-dominant decisions where such a thing is more difficult to produce in an "open" system.
Title: Re: Skills and Story Points
Post by: The_DigitalAlchemist on October 06, 2019, 05:02:16 AM
Snip!
The skill pool is actually increased, not reduced! There are 40 where there were... 28, I think?

Thanks! And thanks for taking the time to respond!  :D


By icon count, yes! Though, in my head I kinda included each of the 3 subsequent upgrades within those skills to be it's own thing. In that vein, I kinda saw it as going from "50 potential skills" to "15 potential skills". Or rather, 'choices'... I think that's more direct to the point of what I meant, and is what makes me a sad panda  :'( . But your right, it is 100% a personal preference, I do prefer deep and complex character building with a long but consistent path of improvement. In essence, it feels like the players character will ultimately grow less, though I do acknowledge that there will be more growth via Story Points in the means of how they apply them to ships, commanders and scenarios.

And as some one else pointed out, the effort to stop min/maxing is indeed ultimately futile, and personally I actually dont have a problem with it. IMHO, theres 2 ways to play, optimally, and creatively. As long as both are equally effective and viable, then it's all good. Just another personal choice.

That said, ultimately, I'll have to wait to get my hands on it to really form an opinion.

There is also the aspect that I'm also quite concerned about, which is that the specialist options will make a player feel "Obligated and Locked" into playing into their choice, and only that choice. As one of the examples cited, I adore phase ships, but some times I dock mine up for a change of pace (part of this being that theres no phase capital, though as a new player I do also like just trying out other ships). I understand that you can replace skills for an SP, but I would honestly feel obligated to do so every time I wanted to change things up.

As a final question, I'd like to ask if you've considered instead of 2 choices, if there could be 3. I think this would be an excellent balance, as you could have two specializations, then a truly generalist option that was a bit of both, but as good as neither. I think that would eliminate this as a concern, because if the player wasnt sure yet, they could go the generalist rout, then if they found they really preferred one side or the other, they could dive into that once they were sure it's what they wanted to do.
Title: Re: Skills and Story Points
Post by: Megas on October 06, 2019, 06:18:42 AM
There is also the aspect that I'm also quite concerned about, which is that the specialist options will make a player feel "Obligated and Locked" into playing into their choice, and only that choice. As one of the examples cited, I adore phase ships, but some times I dock mine up for a change of pace (part of this being that theres no phase capital, though as a new player I do also like just trying out other ships). I understand that you can replace skills for an SP, but I would honestly feel obligated to do so every time I wanted to change things up.
That is better than it is now, which is player cannot change skills ever once confirmed.  That means if I pick carrier skills, I am married to one of the few dedicated carriers in the game, and need to start another game and build another character.  Building up multiple characters in Starsector without cheating tools takes too much time, or at least more time than I allot for the game.  Even after I build several characters, I need to toggle games if I want to play one specialist now, then another specialist later.
Title: Re: Skills and Story Points
Post by: SCC on October 06, 2019, 07:20:28 AM
By icon count, yes! Though, in my head I kinda included each of the 3 subsequent upgrades within those skills to be it's own thing. In that vein, I kinda saw it as going from "50 potential skills" to "15 potential skills". Or rather, 'choices'... I think that's more direct to the point of what I meant, and is what makes me a sad panda  :'( . But your right, it is 100% a personal preference, I do prefer deep and complex character building with a long but consistent path of improvement. In essence, it feels like the players character will ultimately grow less, though I do acknowledge that there will be more growth via Story Points in the means of how they apply them to ships, commanders and scenarios.

And as some one else pointed out, the effort to stop min/maxing is indeed ultimately futile, and personally I actually dont have a problem with it. IMHO, theres 2 ways to play, optimally, and creatively. As long as both are equally effective and viable, then it's all good. Just another personal choice.

That said, ultimately, I'll have to wait to get my hands on it to really form an opinion.

There is also the aspect that I'm also quite concerned about, which is that the specialist options will make a player feel "Obligated and Locked" into playing into their choice, and only that choice. As one of the examples cited, I adore phase ships, but some times I dock mine up for a change of pace (part of this being that theres no phase capital, though as a new player I do also like just trying out other ships). I understand that you can replace skills for an SP, but I would honestly feel obligated to do so every time I wanted to change things up.

As a final question, I'd like to ask if you've considered instead of 2 choices, if there could be 3. I think this would be an excellent balance, as you could have two specializations, then a truly generalist option that was a bit of both, but as good as neither. I think that would eliminate this as a concern, because if the player wasnt sure yet, they could go the generalist rout, then if they found they really preferred one side or the other, they could dive into that once they were sure it's what they wanted to do.
            There aren't 52 potential choices and not every skill has upgrades. Some have just waste levels that prevent you from getting the actually good benefit at the end, some skills are pretty mediocre to consider on their own. In addition to that, you don't need any skills to succeed in any kind of career, so the skill choice quickly devolves into "essentials" and "everything else". I mean, is there any reason not to take things like Fleet Logistics 3 or Loadout Design 3? Not only they are quite good on their own, but it also decreases opportunistic cost of other skills in those trees, and they both have quite some useful ones. So, after you get all the "there's no reason not to take them" skills, then the real choices begin, after you've spent about half of your skill points.
            Whether the player character will grow less or more depends on the power level of those new skills. What would be better? To have 10 skills that barely impact your game, or 3, with the choice and impact being enough to allow you to play like never before, instead of making your current playstyle slightly better? Having restrictions and limited choice should lead to more powerful skills, since you need to invest and risk more, when you're getting them. That said, if new skills don't end up being more powerful than old ones, it's a loss for both gameplay reasons (you get less fun) and role playing ones (investment gives you smaller return). So, Alex, make those new skills count a lot.

            I have to admit that your concerns about specialisation skills might be right. Going for both tier 5 combat skills will force me to get 2 skills I don't care about (I don't use carriers and I don't use phase ships). On the other hand, perhaps synergy of both tier 5 skills will prove strong enough for me to ignore this waste, in the same vein I don't care about Loadout Design 1 and 2 much.
Title: Re: Skills and Story Points
Post by: SonnaBanana on October 07, 2019, 05:26:46 AM
What about making non-combat skills eliteable but instead of giving bonuses, they unlock hullmods and structures when they're made elite?
Title: Re: Skills and Story Points
Post by: Mordodrukow on October 07, 2019, 12:04:44 PM
Quote
I mean, is there any reason not to take things like Fleet Logistics 3 or Loadout Design 3?
Never picked first one. It needs you to max Leadership. What it gives you if you dont spec into fighters? 4 extra officers and something for speed (cant remember...)?

I always take Leadership 1. +2 officers, fleet log 1 and the third skill to the right of it.

What it actually means: if everybody has their own opinion about what skills are better, than the system is complex and interesting enough. I actually dont think it needs any changes. But also i dont think that new one will be bad. Just different...
Title: Re: Skills and Story Points
Post by: SCC on October 07, 2019, 01:07:00 PM
Never picked first one. It needs you to max Leadership. What it gives you if you dont spec into fighters? 4 extra officers and something for speed (cant remember...)?
Up to 6 additional officers (Officer Management), a fleet-wide buff to fighters (Fighter Doctrine), a fleet-wide speed boost (Coordinated Manoeuvres), some flagship buffs to fighters, a raiding/colony buff (Planetary Operations) and some gimmick stuff (Command & Control). Roughly in order of importance. There's also the fact that, on its lonesome, Fleet Logistics gives you: at level 1, some QoL stuff and a very good buff to colonies, at level 2 it's a useful decrease of running costs and another very good buff to colonies, finally it gives you fleet-wide bonus to all combat capability and another good colony buff at level 3. Fleet Logistics is like two skills rolled in one.
Title: Re: Skills and Story Points
Post by: Megas on October 07, 2019, 01:20:04 PM
I would max Leadership for Fleet Logistics 3 (and Coordinated Maneuvers 1) alone.  SCC explains why.  Also, given how big endgame fights are, four officers do not feel like enough even with an all capital fleet.  I want at least six officers, so Officer Management 1.  If I want use fighters much, Fighter Doctrine 3 is almost must-have.

I would not touch the personal fighter skills (Carrier/Wing/Strike Command) unless I want to be locked or married to Astral (or Drover) for the whole game.
Title: Re: Skills and Story Points
Post by: Mordodrukow on October 07, 2019, 02:00:15 PM
I repeat: if you dont use fighters (like me), whats left?

Yes, you can pick 10 officers. I pick 6. If you think about it, it is not a big difference here (may be with battle size of 500 it is noticeble... never played in such way).

Yes, you get +30% access. I get +15%, cause i pick 1st level. 15% is not a big difference. Only thing it gives you is slightly more money (10-12%, may be... and only on the colonies, you manage by yourself).

25% larger fleets? They scale of colony size, you dont really need extra 25%.

25% less supply usage? Another money bonus. Yes, it is good at the start of a game, but will you trade combat effectiveness for some credits at the end? I dont think so...

Coord maneuvers? Yes, extra 20% (10% actually, cause, 1st level gives some) can be useful, but for extra 2 points (4, because i need to max leadership)... to be honest, cant say that it makes no sense. Never tried it before (always just installing unstable injector on every thing which can fly, so extra speed can save me some OP and weapon range...). Also, 3rd level of command and control gives additional 5%.

Planetary operations needless except for 3rd level, which lets you have more colonies over personal limit (mostly needed as strategic points, not as extra income).

So, the real deal is:
- extra 15% combat readiness (cause it means some general buffs for all the fleet)
- good bonus for speed

Is it worth invested points? Pretty debatable... What will you sacrifice for that?
Title: Re: Skills and Story Points
Post by: Yunru on October 07, 2019, 02:22:34 PM
(http://bucket.bluegartr.com/9c82cd6da9933d6b8f269cdc72d80ddd.jpg) Yes, lets just wait and see how things will play out before we critic something that isn't there yet.

What is important is finding good fun gameplay elements, and pushing the limits on them as much as possible. It is great when a skill choice dramatically changes how someone plays, but the really hard part is making sure it isn't the only way to play.
Considering that this is an upcoming expansion of gameplay and this isn't dota I very much doubt that the upcoming versions META will be any less flexible. 

Why must you use colour black?
All it does is make it hard to read on the darker skins.
Title: Re: Skills and Story Points
Post by: SCC on October 07, 2019, 02:32:39 PM
The thing about accessibility is that it gives a flat increase and that accessibility also serves as a straight income from exports multiplier. If you are at 100% accessibility, it would indeed be a 15-30% income increase, and it would somewhat decrease at higher accessibility (but then again, more accessibility also increases your marketshare, and bigger marketshare a bigger base number is multiplied by accessibility). However, below 100% accessibility, it's going to be more than 15-30% income increase. At 50% accessibility, it would make it 65%/80%, for an actual increase of 30%/60% higher income.
I don't put more than 1 point in Coordinated Manoeuvres or any points in in Planetary Operations. I listed the latter just because I was going over all the skills. I typically pick Fleet Logistics 3, Coordinated Manoeuvres 1, Fighter Doctrine 3 and Officer Management 1 or 2. Are those skills worth it? I consider Fleet Logistics 3 alone worth 6 points. Everything else, with lowered opportunistic cost, becomes better deal, too. Then again, I spend my points by going for things I actively want, instead of looking for things I can give up most easily.
Title: Re: Skills and Story Points
Post by: Mordodrukow on October 07, 2019, 02:58:46 PM
However, below 100% accessibility, it's going to be more than 15-30% income increase. At 50% accessibility, it would make it 65%/80%, for an actual increase of 30%/60% higher income.
Yes, i understand how it works. So... do you often have access less than 100%? I mean: if we dont concider spending all Alpha's for extra colonies and use em in Megaports instead. Because if we use AI as managers access stat is even more pointless, because you can have a lot more colonies.

With Alpha in megaport and Freeport enabled its possible to hit around 200%. So, 215/200=1.075.

I m a new player, but i heard that in previous versions colonies were harder to sustain in terms of debet/credit balance. May be in those times it was nice to have extra 15% access. For now you can have pretty sustainable 1 colony (pays for itself and for your fleet), profitable 2. With 4 and more you can faceroll and give money to every faction that tries to intimidate you (if you dont wanna babysit or dont have big red shield). May be in Nex they can, you know, made a blockade and kill every fleet you have to make your worlds starve... But i never saw such situations.

Quote
Then again, I spend my points by going for things I actively want, instead of looking for things I can give up most easily.
In my first playthrough i played like that. My current one differs for 1 or two skillpoints.

I really wanna try i build with maxed impact mitigation. May be one with Missile spec (dont like missiles, actually, but need to try). One carrier spec.
And now (because of this discussion): something with maxed Coordinated maneuvers.

Picking things like planetary operations? No, thank you... It is not Master of Orion, you cant attack your opponents from different angles (not in geometrical terms, if you understand). The game is about space combat. Mostly. Not 100%. May be even not 80%... But definetely more than 60%, imo.

P.S. And yeah, returning to character building...
Quote
I really wanna try i build with maxed impact mitigation.
May be one with Missile spec (dont like missiles, actually, but need to try).
One carrier spec.
And now (because of this discussion): something with maxed Coordinated maneuvers.
Here we have some builds, but you dont do any real choices here. If you wanna max missiles - you pick missile skill. If you wanna max armor - 2 armor skills. Etc.
The real choice you do each time: what you will NOT pick. So thats why i suggest to concider it that way. I dont pretend to be fully right, just suggest to think about that.

Also, about extra combat readiness:
70 to 100% increase will give us:
Maneuverability: +10%
Damage taken: -10%
Damage dealt: +10%
Fighter refit time (for ships with a flight deck): +10%

So, extra 15% will give half of that. Again: i dont know anything about fighters, but if i understand it right, damage mitigation bonuses are multiplicative, so, if we have, for example, 90% reduction from armor, and 5% from combat readiness, the damage will be lowered to 0.1*0.95=0.095 (9.5%). Not a big difference (actually: EXACTLY 5%). Extra 5% damage dealt is nice to have, but you defenitely will not die without it. Extra 5% of maneuverability you even will not notice (may be you do, if you are professional korean player...).

So... Yea. Fleet logistics gives you something. But 6 points worth of value... not, imo.
Title: Re: Skills and Story Points
Post by: SafariJohn on October 07, 2019, 04:29:33 PM
Colonies used to be MORE profitable.
Title: Re: Skills and Story Points
Post by: Solinarius on October 09, 2019, 09:58:44 PM
I wouldn't miss this chance to name "Story Points" as "Farer Points," but I'm still nostalgic about "Starfarer" :)

Absolutely love the design changes and the additions! I'm not really a fan of skills in games when the game, itself, has a heavy focus on combat because that will often muddy the waters in one way or another. However, if the new system really does promote unique experiences as apposed to being generic progression for the sake of progression, then I'm STOKED!!

Is there any chance that—instead of reducing beam range—High Scatter Amplifier's balance factor could just reduce damage the further a beam travels? That'd be a bit more organic. Also, I think short beams just look plain silly ;D
Title: Re: Skills and Story Points
Post by: Alex on October 14, 2019, 08:32:35 AM
I wouldn't miss this chance to name "Story Points" as "Farer Points," but I'm still nostalgic about "Starfarer" :)

:)

Absolutely love the design changes and the additions! I'm not really a fan of skills in games when the game, itself, has a heavy focus on combat because that will often muddy the waters in one way or another. However, if the new system really does promote unique experiences as apposed to being generic progression for the sake of progression, then I'm STOKED!!

Thank you - that's the hope, yeah, though one can certainly take the "just progression" route as well. What I think I'd expect to see is "progression (i.e. 'generic' skills) with some deviations, for any particular build", but we'll see. Naturally, open to tuning the system/skills once it's gotten some playtime!

Is there any chance that—instead of reducing beam range—High Scatter Amplifier's balance factor could just reduce damage the further a beam travels? That'd be a bit more organic. Also, I think short beams just look plain silly ;D

I don't think that quite works - if you can do hard flux at very long range, the amount of hard flux almost doesn't matter, since you can still safely burn down a target with no recourse or additional tactics on either side.
Title: Re: Skills and Story Points
Post by: Nemestrinus on October 15, 2019, 02:45:16 AM
So how close are we to a release of the patch? Can we hope for this year?
Title: Re: Skills and Story Points
Post by: Grievous69 on October 15, 2019, 04:00:11 AM
Can we hope for this year?
I think everyone can surely agree with this, NOPE. Only one blog post so far, no patch notes of any kind, it's gonna take a while unfortunately. But I am very curious what is being worked on right now, last blog post was more than 3 months ago.
Title: Re: Skills and Story Points
Post by: SonnaBanana on October 15, 2019, 09:31:57 PM
What are skills that will make small fleets and frigates powerful? For the first one, we know that leadership skills give huge bonuses to small fleets. And the new Gunnery Implants granting +6% ECM when piloting a frigate.
Title: Re: Skills and Story Points
Post by: Piranhabunny on October 15, 2019, 11:11:06 PM
What are skills that will make small fleets and frigates powerful? For the first one, we know that leadership skills give huge bonuses to small fleets.

So much this....I am waiting eagerly for this one...
Title: Re: Skills and Story Points
Post by: Titann on October 22, 2019, 12:37:19 PM
I'd like to know that is there going to be skills that give unfair advantage over AI ships in combat? Afaik we got 2 skills that give advantage over AI ships in combat
Fighter Doctrine that makes your fighters take less damage and refit faster
Loadout Design that allows you to add more flux capacity or dissipation and more OP which is huge buff to player ships

I think AI ships can't get these 2, maybe they do in the background but we can't see? I just hope there wont be any skill that give advantage over AI ships
Title: Re: Skills and Story Points
Post by: SonnaBanana on October 29, 2019, 07:25:41 PM
Given that Fighter skills are now fleetwide instead of piloted assigned ship, players are going to assign officers less often to carriers, especially Condors, Geminis and Drovers.
Any plans to counteract this or is this okay?
Title: Re: Skills and Story Points
Post by: DatonKallandor on October 31, 2019, 06:41:14 AM
Does the code currently support two (or more) mutually exclusive (or stacking) Elite upgrades to the same skill? Because even if it's not in the default implementation I could some really cool mutually exclusive sidegrades as Elite skills. Having the flight deck skill elite into mutually exclusive "Bigger bonus, less decks allowed" and "same bonus, more decks allowed" for example comes immediately to mind.
Title: Re: Skills and Story Points
Post by: DarkerThanBlack on November 05, 2019, 02:51:28 PM

(It's also moddable, yes, but the skills aren't suitable to "you can pick any one you want", so a "proper" change to them would also rebalance them entirely, which is of course much more involved.)


I do have to say, there's evident polish in the update however I'm a bit more concern with the narrowing down of the UI flexibility.
I've not read the entire thread, and I fully expect the first question to already be answered so sorry in advance, but I'm going to ask some specifics regarding mod-ability:

1) Can we increase the 15 level cap as to pick more skills?
2) Can we add new skills in addition to the existing ones? The new UI seems to be a little less flexible than the old one.
3) Can/will we need to replace an existing skill from the list?
4) Can the permanent hullmod limit (of 2 right now) be increased using a skill?
5) How does the permanent hullmod play with the dock exclusive hullmod? Will assigning "Expanded Cargo Holds" to a permanent slot remove it from the dock exclusive count (coincidentally dock mods also have a limit of 2)?
Title: Re: Skills and Story Points
Post by: Alex on November 05, 2019, 07:06:26 PM
Does the code currently support two (or more) mutually exclusive (or stacking) Elite upgrades to the same skill? Because even if it's not in the default implementation I could some really cool mutually exclusive sidegrades as Elite skills. Having the flight deck skill elite into mutually exclusive "Bigger bonus, less decks allowed" and "same bonus, more decks allowed" for example comes immediately to mind.

It doesn't, no - not really set up for that in several ways. Could be possible to have stacking upgrades, I suppose (more so than having a choice), but either one would be fairly troublesome.


1) Can we increase the 15 level cap as to pick more skills?

Yes!

2) Can we add new skills in addition to the existing ones? The new UI seems to be a little less flexible than the old one.
3) Can/will we need to replace an existing skill from the list?

You can either replace existing skills or add a new aptitude (in which case the screen gets a scrollbar). The new UI is about as flexible; this is just a function of having more skills and thus less empty spots to easily fill in, rather than being something related to the new UI or skill system.

4) Can the permanent hullmod limit (of 2 right now) be increased using a skill?

Yes! There is actually a skill hat does this.


5) How does the permanent hullmod play with the dock exclusive hullmod? Will assigning "Expanded Cargo Holds" to a permanent slot remove it from the dock exclusive count (coincidentally dock mods also have a limit of 2)?

IIRC these don't interact, so making expanded cargo holds permanent would still have it count towards the "logistics" mod limit.


What are skills that will make small fleets and frigates powerful? For the first one, we know that leadership skills give huge bonuses to small fleets.

So much this....I am waiting eagerly for this one...

Ah, I'm afraid you'll have to wait and see :)
Title: Re: Skills and Story Points
Post by: SonnaBanana on November 05, 2019, 07:58:49 PM
I apologize if this question was asked before.
Any plans for "super-hullmods" which are only equippable by using story points, unlike normal hullsmods which can be added and removed freely?
Title: Re: Skills and Story Points
Post by: Alex on November 05, 2019, 08:42:13 PM
I think it might've been, but, right - no such plans.
Title: Re: Skills and Story Points
Post by: Megas on November 06, 2019, 04:23:40 AM
4) Can the permanent hullmod limit (of 2 right now) be increased using a skill?

Yes! There is actually a skill hat does this.
Let me guess... the other tier 5 technology skill (that is not Automated Ships).  I bet its name is Loadout Design.
Title: Re: Skills and Story Points
Post by: Alex on November 06, 2019, 07:32:35 AM
Yes and no :)
Title: Re: Skills and Story Points
Post by: DarkerThanBlack on November 06, 2019, 08:23:53 AM
Wow, thank you for the quick response. The scrolling aptitude UI is more than I'd hope for :)
Thank you! Every answer you've provided is basically the most ideal response :O, amazing. Looking forward to the update.
Title: Re: Skills and Story Points
Post by: Megas on November 07, 2019, 10:50:29 AM
Yes and no :)
Guess that makes sense, since that "add to built-in limit" smells like WhizKid from DoomRL.
Title: Re: Skills and Story Points
Post by: Zaphide on November 09, 2019, 03:22:10 PM
Really liking the look of this Alex! (I haven't played much since 0.7-ish and the game has come so far. Loving all the additions!)

I've only read part way through all the pages but I wonder if it would be worthwhile to allow picking the second choice in a tier if all previous choices in tiers are picked(instead of the wrap around)? i.e. after choosing in a tier, your next pick can either be the other choice in that tier or the next tier.

It would mean the same number of points invested to 'double-up' and get those 2 tier 5 skills but if wanted the player could choose breadth instead of depth.
Title: Re: Skills and Story Points
Post by: SonnaBanana on November 16, 2019, 09:25:20 PM
Please make permanent logistical hullmods not count towards the limit. Story points costs for permanent logistical hullmods should be higher than normal. permanent hullmods.

Not sure how well this idea would work. Non-piloted ship skills can be made elite but instead of giving bonuses, they unlock hullmods and colony structures.
Title: Re: Skills and Story Points
Post by: bobucles on November 17, 2019, 04:43:31 AM
The particulars of using story points to boost ship loadouts will come down to play testing. Start with crazy, then let the players decide what ends up being too much to handle. We're talking about an in-game resource that essentially lets players "mod" their game, after all. ;)

If players are limited to say 1 bonus system, then they'll choose the biggest system they can get. Reinforced armor is up to 40 OP that players would love to get into their ships for free.There aren't many logistic hull mods to pick from and the player rarely hits the limit, so two logistic mods is usually good enough. But if the player is spending valuable points, they should probably get a bonus third slot for their trouble.

I don't see any real problem with letting players load all the logistic mods. There are diminishing returns after picking all the choice options, so if you say want expanded fuel and cargo on an afflictor then more power to ya I guess. Even if the military hull mod options are unlimited, they'll always compete against using those points for other features. Giving all the features to one ship may be overpowered, but giving the best options to many ships is going to be far more economical use of your story points. There's no real balance dilemma with keeping the option open, at least.
Title: Re: Skills and Story Points
Post by: Arcagnello on November 17, 2019, 07:08:08 PM
So I just read the blog.  Very, very interesting!

Do we have an approximate release date or did I miss the download link somewhere
 I hope it's the latter  ;)
Title: Re: Skills and Story Points
Post by: Midnight Kitsune on November 18, 2019, 12:31:30 PM
So I just read the blog.  Very, very interesting!

Do we have an approximate release date or did I miss the download link somewhere
 I hope it's the latter  ;)
When it is nearly ready, Alex will post patch notes. Sad to say, going off of previous versions, this release is quite a ways off
Title: Re: Skills and Story Points
Post by: Arcagnello on November 18, 2019, 03:31:16 PM
So I just read the blog.  Very, very interesting!

Do we have an approximate release date or did I miss the download link somewhere
 I hope it's the latter  ;)
When it is nearly ready, Alex will post patch notes. Sad to say, going off of previous versions, this release is quite a ways off

Cries in Atlas being harder to find in a shipyard than a Paragon
Title: Re: Skills and Story Points
Post by: Draba on January 02, 2020, 06:56:27 AM
Bit of a necro, just 2 notes on story points:

Overall nice changes, and an interesting read!
Title: Re: Skills and Story Points
Post by: Daynen on January 11, 2020, 10:12:14 PM
I know I'm late to the party but I just got redirected via a mod discussion and read the blog myself.  If I might pitch in my two cents:

(Ahem)

DADDY LIKE.  DADDY WANT.
Title: Re: Skills and Story Points
Post by: Satirical on January 14, 2020, 02:12:34 PM
this sounds epic and i cant wait to see what u can use the story points on outside of hullmods and escaping!
Title: Re: Skills and Story Points
Post by: jwarper on January 24, 2020, 02:10:55 PM
Just jumped back into Starsector after being away since 2013!  Needless to say, it has come a long way!  Wow.   Really amazing work so far, and after reading about what the skill/story point update will bring I am super excited.  This will really allow for more diverse playstyles to develop and extend the RPG capabilities of Starsector even further.  Really exiting stuff Alex! When is this coming out?  I can't wait!   ;D
Title: Re: Skills and Story Points
Post by: Alex on January 24, 2020, 03:35:51 PM
Ha, welcome back and thank you! "When it's ready", I'm afraid :)
Title: Re: Skills and Story Points
Post by: TheLaughingDead on January 31, 2020, 11:44:08 PM
Hello Alex, just got into the game about two weeks ago and have been loving it!
I made an account specifically to ask (or suggest, if it wasn't considered) whether or not you might provide elite upgrades to skills outside the combat tree (for the same price, or higher if you so desire, but that cost being story points)? I believe an earlier comment mentioned hullmods that might boost ships. While I think hullmods are too cheap for things that boost skills (they only cost OP, a free resource if you bring an extra ship or two), perhaps boosting a skill to elite might provide a simple bonus to the normal skill, some examples provided by SonnaBanana when he said "increase the maximum of Carrier Group from 6 to 8, or increase the number of Automated Ships in your fleet". I just personally don't use combat skills very often (I'm terrible with the KB/M and don't pilot my own ships) and think that the elite system would be welcome to more than just personal piloting (although it might take a little bit more lore gymnastics to justify).
Title: Re: Skills and Story Points
Post by: SCC on February 01, 2020, 12:52:16 AM
I think the reason why combat skills can be upgraded to elite is specifically because they rely on player piloting skills, whereas other skills apply they benefit equally, regardless if you are an ace pilot or an armchair admiral.
Title: Re: Skills and Story Points
Post by: Alex on February 01, 2020, 09:25:22 AM
Hi - welcome to the forum, and glad you've been enjoying the game!

It's close what what SCC said, yeah - the "elite" skill levels are mainly there to give the player a "special" bonus for picking something that only affects their piloted ship, so that you can feel like you're getting something you wouldn't get just from a high-level officer, and so that you can feel that - even with relatively few combat points spent - that your character is a capable pilot; in some ways more capable than the officers under your command. And by requiring story points to unlock these - instead of making them just player-only portions of skill effects - it makes this feel more earned.

This really applies even if you're using autopilot, though you'd naturally get more value out of it depending on how much personal piloting you do and how well you do it.

Non-combat skills don't face the same situation where lots of NPCs visibly have them, and you're comparing your character against them - I mean, admins have some of them, and fleet commanders have some some of the fleetwide skills, but it's much more minor - so there's not much point to locking some of the effects behind a story point. Basically, it's less a progression system for skills and more a way of gating access to some of the effects, and this, imo, only really makes sense for combat skills.

Plus, for combat skills, the "elite" effects are usually something cool and particularly powerful, which is easier to get away with because it's still just one ship. For fleetwide/colony skills, the effects would have to be much more restrained, so it wouldn't be as exciting and would probably just feel like a story point "tax" to unlock the full value of the skills.
Title: Re: Skills and Story Points
Post by: jwarper on February 03, 2020, 02:26:00 PM
I would almost lean more toward using additional skill points for combat elite status rather than using story points.  My thinking goes back to story points originating from the "Destiny Dice" analogy.  I envision story points fitting a more "here and now" type role in decision making.  Something very situational that the player needs to decide on in their current situation.   I like the idea of spending story points on things like escaping superior forces, or a one time add of 30% to the salvage chance of something. The sacrifice here is "Do I spend them now?  Or do I wait until later when I might need them more?"

Combat skills are permanent, and that time based urgency to bank your points isn't there.  You keep getting story points so you can defer spending them on combat skills until it is convenient.   


Perhaps make combat skills cost 1 point and their elite 1 point, while all other skills tracks cost 2 points?  (Each level up granting 2 skillpoints)
Title: Re: Skills and Story Points
Post by: Alex on February 03, 2020, 02:32:41 PM
There are plenty of not "here and now" uses for story points - for example, a key one is making hullmods free and permanent - so this isn't an outlier. The reason is particularly needs to be a story point in this case is that an additional skill point is far too high a price, while a story point can always be afforded eventually but still feels like a bit of a sacrifice, hopefully making it feel earned.
Title: Re: Skills and Story Points
Post by: jwarper on February 03, 2020, 02:44:23 PM
There are plenty of not "here and now" uses for story points - for example, a key one is making hullmods free and permanent - so this isn't an outlier. The reason is particularly needs to be a story point in this case is that an additional skill point is far too high a price, while a story point can always be afforded eventually but still feels like a bit of a sacrifice, hopefully making it feel earned.

Thank you for adding that clarification on your design!  Having storypoints provide smaller benefits here and there will indeed add a lot of variety to the game, I can see how this can "spice up" combat skills a bit more .   ;D     Very interesting, can't wait to see it!
Title: Re: Skills and Story Points
Post by: SonnaBanana on March 31, 2020, 10:57:12 AM
Any plans for toolbar abilites which will need story points?
Title: Re: Skills and Story Points
Post by: Amoebka on April 06, 2020, 01:58:09 PM
The bonus experience system seems somewhat counterintuitive. I am allowed to hoard my story points and then use them all at once, right? What happens if I use two 100% return points at once, then. Do I get triple experience or double experience for double the amount of time? If it's the latter, then won't this make the whole system a giant trap? If I keep using all my points only/mostly on refundable things I will end up with years of double experience in the queue but still limited by the double-and-no-higher rate, effectively making the points "free in the infinite term", i.e. not really free at all.
Title: Re: Skills and Story Points
Post by: Alex on April 06, 2020, 02:13:04 PM
It's the "double time" option; bonus XP is a pool that's drawn from every time you gain XP to double your gains. It may take some time to gain it back, ultimately - but 1) in the short-term, you get enough bonus XP to earn an extra point, and 2) after you get to max level, you'll have some time where you're gaining story points faster due to saved-up bonus XP from uses prior to reaching max level. That may take longer to go through, but it's not infinite, just long-term.

I do get what you're saying, though! But consider that if the rate went up with more points used, the points would be *too* free. The idea here is that you're not giving up anything (or as much, depending on the percentage granted) in the long term, so it doesn't feel like an irrecoverable loss - but that you are still giving up something, i.e. having access to those points for permanent uses later than you would otherwise. It's still a qualitative difference between "can catch up" and "feeling bad because you would always have had more points at any given time if you hadn't spent the story points on sometime fairly minor".
Title: Re: Skills and Story Points
Post by: Amoebka on April 07, 2020, 12:53:24 AM
So, let's say it takes 1000 xp to gain a point. I then use it on something with a 100% return rate. This means I now have 1000 bonus xp "stored" and every time I gain experience normally I also take the same amount again from the storage until it's empty, right? So I gain 500 xp, gain another 500 from the bank, and now I have another point already. I use it with 100% return again. Now I have 1500 bonus xp stored. I gain another 500+500, spend another 100% point, and end up with 2000 xp stored.

In other words, I keep generating bonus experience faster than I can spend it every time I use anything with 75% or 100% return rate. This means that unless I spend one 0% point for each one 100% point (and one 25% for each 75% one, or any combination of the two that averages at 50% total), I'm never actually gaining it all back.

I guess if permanent story point sinks are so good I will want to use them all the time this isn't an issue, but it might be. Just going by the blog post, I would probably want to spend most my points on hullmods for destroyers, which is 100% return rate. This means I either have to use 0% points on things I don't like that much or accept that I'm losing effieciency. If I only ever spend story points on 100% returns and nothing else they are effectively 50% returns instead.
Title: Re: Skills and Story Points
Post by: Alex on April 07, 2020, 09:17:24 AM
I guess if permanent story point sinks are so good I will want to use them all the time this isn't an issue

They are, yeah! Consider that the goal of this mechanic is to encourage otherwise low-powered uses of story points that you'd feel forced to skip otherwise, that is, to make those uses at all competitive with the uses that are permanent sinks.

(Hullmods now grant bonus XP based on their OP cost, btw, regardless of hull size, so more expensive ones grant less. But that's not a huge change. It wasn't 100% for destroyers at any point, btw - the 100% you saw on the blog post screenshot was for two hullmods and two story points. A bit confusing, but the tooltip does explain it in-game.)
Title: Re: Skills and Story Points
Post by: Goumindong on June 06, 2020, 04:15:09 PM
So in the "OMG there is totally going to be a phase capital" post. Which i don't believe is happening i had the idea that some hull mods might end up being story point only. My thought was that this could be used for specific hull mods that might otherwise be abusable in order to give them a more significant cost(rather than being able to install them whenever you needed them you would have to dedicate the ship to it). The thought came about because of the idea of the phase fields on a capital. You generally would not want to be able to let any ship simply install phase fields and drop its sensor profile negative because such a thing is just "better insulated engine assembly".  But by making this a story point addition you would be faced with real consequences of that decision.

My thought would be to go one step further and require additional requirements.(as you have to get your hands on the the thing in the first place). As an example. Whenever you scrap a ship that has a relevant built in hull mod* (edit) and is pristine with >69% CR you get a single use hull mod associated with whatever you scrapped and can then install that hull mod on whatever ship you want for a story point.

Alternately others could have special requirements. Do you want to remove the safeties on a capital ship? Well only the LP are going to do that for you(and only if they like you) and its going to take a story point. Do you want to upgrade a ship into a militarized hegemony auxiliary? Well you better have a hegemony commission and you better spend a story point.

*Lets say, Advanced Targeting Core, Drive Field stabilizer, Heavy Ballistics Integration, Shielded Cargo Holds, Salvage Gantry, Phase Field as examples


Annnyway. Is there any thing like this in the works/planned?

Edit: you could even require multiple copies such that each ship you scrap gives 1/2/4/8 copies of the mod and installing that mod requires 1/2/4/8 copies (8/8/8/8 for ATC) of the hull mod. So in order to give your paragon negative sensor profile you would have to cut up 4 harbingers or 2 dooms
Title: Re: Skills and Story Points
Post by: SonnaBanana on June 09, 2020, 08:43:24 PM
The combat aptitude is the most story point hungry aptitude. Contrast this with Leadership, which doesn't use a single story point.
At max level, if a player maxes out Leadership, they will at most spend only 5 story points on skills. They leaves them with (10?) story points remaining.
Could any problems arise from players having an easy large reserve of story points? Or do Leadership skills/Aptitude (and to a lesser extent, Technology and Industry) provide new choices which require story points?

In the next release, carriers will stop having officers because new carrier skills don't need officers to provide bonuses.
This in turn, will reduce the cost of pure carrier fleets because players will have less officers in carrier fleets.
Making new carrier skills provide bonuses to carriers with officers would give players reasons to not reduce officers in carrier fleets.
(Not saying they should stop providing fleetwide benefits, only that they give an additional small, flat bonus)

Other than the two concerns about Leadership potentially being overpowered, I think the the system is solid enough.
(If you will allow permanent logistical hullmods which doesn't count towards the two-L-hullmod limit  :P)

-snip-

I asked him this before, Alex doesn't have any plans for anything like that.
Title: Re: Skills and Story Points
Post by: SCC on June 10, 2020, 12:49:09 AM
There's at least one carrier skill, but that's all I know of. It's also a tier 1 skill (the other choice being helmsmanship), so it probably doesn't give much benefit.
Reading the blog post, it seems that a skill can only be elited (upgraded with a story point), if it's a personal skill. I guess the reason is that the player should consider how much he wants to spend on any given personal skill individually, because the benefit is proportional to his own proficiency at piloting ships.
Title: Re: Skills and Story Points
Post by: Alex on June 10, 2020, 09:30:41 AM
Annnyway. Is there any thing like this in the works/planned?

There isn't, sorry :) A phase capital, on the other hand, hmmm...

Re: story points and skills, investing in any of the aptitudes creates more opportunities to spend story points. For combat it's obvious with the elite skills. For leadership, one of the skills grants your officers an extra elite skill (or you get more officers), so in either case, that's more points that could be spent there.

There's more than one fighter-related personal skill.
Title: Re: Skills and Story Points
Post by: SonnaBanana on June 10, 2020, 09:34:21 AM
Annnyway. Is there any thing like this in the works/planned?

There isn't, sorry :) A phase capital, on the other hand, hmmm...

Re: story points and skills, investing in any of the aptitudes creates more opportunities to spend story points. For combat it's obvious with the elite skills. For leadership, one of the skills grants your officers an extra elite skill (or you get more officers), so in either case, that's more points that could be spent there.

There's more than one fighter-related personal skill.
That's good enough...
Title: Re: Skills and Story Points
Post by: SafariJohn on August 27, 2020, 04:09:49 PM
Poking back in here to drop one last Story Point rename idea :P — Insight

As you gain experience, you gain insight into the world which can allow you to pull off extraordinary actions.
Title: Re: Skills and Story Points
Post by: SonnaBanana on September 05, 2020, 08:47:42 PM
How well would a sixth tier work out? Along with doubled level cap of course.
Title: Re: Skills and Story Points
Post by: bobucles on November 22, 2020, 04:58:35 AM
Fear not. Level cap mods are the sort of thing that happens within a week of release.
Title: Re: Skills and Story Points
Post by: #Negi on March 30, 2021, 05:39:00 PM
I REALLY like the idea of perm hull mods, as one of the things that this game has been missing in my eyes is the EV feel of "this is MY ship" and that should help with it.  Giving me a reason to care about the a specific ship or hull, which i'm hoping combined with the ability to focus more on frigates at least allows us to make some of the "missing" ship roles (like having a very powerful frigate/destroyer for some of the tech classes).

I really dislike them, as it gives me an even stronger reason to reload a save if one of my 'special ships' is lost.  It also disincentives experimentation; I could pick up that new ship I've never seen before, or I could use an actually good ship thanks to all my permamods..  The system actively encourages swapping out ships, selling old ships that are now junk d-mods from lost battles (when money is tight), and this new system discourages both trying new things and losing battles, they're at odds with each other. 
Title: Re: Skills and Story Points
Post by: Megas on March 30, 2021, 06:03:49 PM
I really dislike them, as it gives me an even stronger reason to reload a save if one of my 'special ships' is lost.  It also disincentives experimentation; I could pick up that new ship I've never seen before, or I could use an actually good ship thanks to all my permamods..  The system actively encourages swapping out ships, selling old ships that are now junk d-mods from lost battles (when money is tight), and this new system discourages both trying new things and losing battles, they're at odds with each other.
Same here.  Everything I thought about story points (with regards to ships) before the release came to pass exactly as I feared.
Title: Re: Skills and Story Points
Post by: dondon on March 30, 2021, 07:02:13 PM
On the one hand I am intrigued by new systems, on the other my moneky brain is *** and undecided, since I really want two skills from the same tier to roleplay as a space smuggler
Title: Re: Skills and Story Points
Post by: Histidine on March 30, 2021, 07:20:06 PM
I REALLY like the idea of perm hull mods, as one of the things that this game has been missing in my eyes is the EV feel of "this is MY ship" and that should help with it.  Giving me a reason to care about the a specific ship or hull, which i'm hoping combined with the ability to focus more on frigates at least allows us to make some of the "missing" ship roles (like having a very powerful frigate/destroyer for some of the tech classes).

I really dislike them, as it gives me an even stronger reason to reload a save if one of my 'special ships' is lost.  It also disincentives experimentation; I could pick up that new ship I've never seen before, or I could use an actually good ship thanks to all my permamods..  The system actively encourages swapping out ships, selling old ships that are now junk d-mods from lost battles (when money is tight), and this new system discourages both trying new things and losing battles, they're at odds with each other. 
Hmm. My thoughts:
The issues involving s-mods being a sunk cost aren't too big individually; e.g. you can test a new ship in a few battles even if it's strictly weaker than an old s-modded ship. Perma-losing a ship already cost a potentially hefty chunk of credits before, but both credits and (with RC12) story points are renewable resources, although losing both at once definitely increases the hurt.

But together they add up in the direction of "once a ship gets s-modded it stays in the fleet forever".

I wonder how well it'd work if you could uninstall S-mods for a partial refund, and losing S-modded ships without recovery did the same?
Title: Re: Skills and Story Points
Post by: Thaago on March 30, 2021, 07:49:55 PM
I've switched out elite skills to other skills, and just retired 4 double S mod ships. It stung... and then was fine. I'm getting more, I have some in reserve, and the changes increased my total fleet power. Its just like last version with ships: there was no reason to fear losing a ship because more ships are always coming. More story points are always coming, any setback is temporary.

The only thing to fear about spending or "losing" story points is fear itself.

Title: Re: Skills and Story Points
Post by: bobucles on April 05, 2021, 04:01:16 PM
Quote
I wonder how well it'd work if you could uninstall S-mods for a partial refund, and losing S-modded ships without recovery did the same?
Any problem caused by story points can be solved with more story points.
I think a more immersive solution is to place your S-modded ships on the auction market or to an interested party. The ship sells as an "Elite Model" for a modest amount of cash, but mostly they grant you story perks in the form of Bonus XP. You lose the ship, but you get some green refund so it's okay.

Title: Re: Skills and Story Points
Post by: #Negi on April 06, 2021, 09:54:44 PM
I REALLY like the idea of perm hull mods, as one of the things that this game has been missing in my eyes is the EV feel of "this is MY ship" and that should help with it.  Giving me a reason to care about the a specific ship or hull, which i'm hoping combined with the ability to focus more on frigates at least allows us to make some of the "missing" ship roles (like having a very powerful frigate/destroyer for some of the tech classes).

I really dislike them, as it gives me an even stronger reason to reload a save if one of my 'special ships' is lost.  It also disincentives experimentation; I could pick up that new ship I've never seen before, or I could use an actually good ship thanks to all my permamods..  The system actively encourages swapping out ships, selling old ships that are now junk d-mods from lost battles (when money is tight), and this new system discourages both trying new things and losing battles, they're at odds with each other. 
Hmm. My thoughts:
The issues involving s-mods being a sunk cost aren't too big individually; e.g. you can test a new ship in a few battles even if it's strictly weaker than an old s-modded ship. Perma-losing a ship already cost a potentially hefty chunk of credits before, but both credits and (with RC12) story points are renewable resources, although losing both at once definitely increases the hurt.

But together they add up in the direction of "once a ship gets s-modded it stays in the fleet forever".

I wonder how well it'd work if you could uninstall S-mods for a partial refund, and losing S-modded ships without recovery did the same?

Possibly, but I hear story points get scarce as the exp to level up increases.  Can't confirm that though, I haven't played 0.95a enough, I went back to 0.91a to wait for mods to update.  Nex is life.
Title: Re: Skills and Story Points
Post by: Thaago on April 07, 2021, 10:32:15 AM
This is no longer the case - late game story point gain got multiplied by 2.5 iirc, and its giving me a point every fight or every other fight depending on difficulty.
Title: Re: Skills and Story Points
Post by: Flunky on April 08, 2021, 08:16:59 AM
I'm still sitting on over 40 million bonus XP once at the level cap, as I'm using up story points about as fast as I get them. There's enough things to spend story points on that even a 100% bonus doesn't feel fast enough, and my SP surplus slowly dwindled the further the endgame went.
Title: Re: Skills and Story Points
Post by: FelixG on April 20, 2021, 04:09:48 AM
Annnyway. Is there any thing like this in the works/planned?

There isn't, sorry :) A phase capital, on the other hand, hmmm...

Re: story points and skills, investing in any of the aptitudes creates more opportunities to spend story points. For combat it's obvious with the elite skills. For leadership, one of the skills grants your officers an extra elite skill (or you get more officers), so in either case, that's more points that could be spent there.

There's more than one fighter-related personal skill.
That's good enough...

Agreed, the fighter tree needs to be REALLY brought back from 9.1, even if some of the abilities like fighter damage reduction need to be an elited skill. Possibly rebalance the combat tree to be carrier or direct combatant, you have to choose to specialize in one or the other. As it stands now carriers kinda suck.
Title: Re: Skills and Story Points
Post by: Greywolf2001ca on April 25, 2021, 05:34:03 PM
I hope you will remove story points from scavenging. It really hurts the scavenger carreer... in fact it basically removes it from the game.

Mainly because story points for scavenge makes no sense. I saw several times tiny useless ships heavily damaged (systems and hull) that needed story point to get... why would I pay a SP for a useless ship... even brand new I would not even use that (or sell it since they give no money, even early game. Cost too much supplies to be worth it.). And then I see a big very useful battleship, in fact one of my favorites, hanging there in hyperspace where I can salvage it for not SP at all and it has absolutely no system damage and quite repairable hull damage. It makes no sense. I hate random trash. Please, no more SP for scavenging except in dialogs and other game story related events.

Please remove the need for SP when scavenging, I would like to play scavengers again in Starsector.
Title: Re: Skills and Story Points
Post by: Carabus on May 01, 2021, 05:38:44 AM
I hope you will remove story points from scavenging. It really hurts the scavenger carreer... in fact it basically removes it from the game.

Mainly because story points for scavenge makes no sense. I saw several times tiny useless ships heavily damaged (systems and hull) that needed story point to get... why would I pay a SP for a useless ship... even brand new I would not even use that (or sell it since they give no money, even early game. Cost too much supplies to be worth it.). And then I see a big very useful battleship, in fact one of my favorites, hanging there in hyperspace where I can salvage it for not SP at all and it has absolutely no system damage and quite repairable hull damage. It makes no sense. I hate random trash. Please, no more SP for scavenging except in dialogs and other game story related events.

Please remove the need for SP when scavenging, I would like to play scavengers again in Starsector.

SP for scavenging is only for ships that you couldn't normally scavenge. It adds options to scavenging, not removes them.