Fractal Softworks Forum

Starsector => General Discussion => Topic started by: floede on August 13, 2019, 02:54:05 PM

Title: A new online skill calculator for Starsector 0.9.1a
Post by: floede on August 13, 2019, 02:54:05 PM
Hi,

I've made an online skill calculator for Starsector so you can theorycraft and share your builds with the community.

Try it out here: https://fpdk.github.io/ (https://fpdk.github.io/)

You will find instructions on how to use the calculator in the top right corner.
Right now you cannot decrease skills on touchscreens, as it requires a right click. In a future version I'd like to correct this.
Site should work fine in Firefox and Chrome.

Feedback is welcome in this thread :)
Title: Re: A new online skill calculator for Starsector 0.9.1a
Post by: Agile on August 13, 2019, 03:24:19 PM
https://fpdk.github.io/?s=0000102030405060708090|13001320304050607080|23001020334053|33031323334050

I rush a lot of the Industry skills as they make the game more forgiving and cut a LOT of costs.

Technology for the extra op, flux, and navigation, with ECM last.

Then Command for the fleet officers because getting 10 lv 20 + officers on a bunch of carriers / cruisers is insanely powerful; this is more mid-late game though, I don't bother early game due to cost constraints.
Title: Re: A new online skill calculator for Starsector 0.9.1a
Post by: pedro1_1 on August 13, 2019, 04:44:54 PM
https://fpdk.github.io/?s=0303132030405363708090x13001323314350607080x23031023334353x33001020334050

my average build, that one industry skill is just to get 10% more chance to drop an alfa core from an [redacted] Fleet, that's if it has one alfa core officer;

ecm maxed just to finish the 52 points the vanila game gives you, since weapon range > than mobility and the other skills just don't give me what I want on the second point.
Title: Re: A new online skill calculator for Starsector 0.9.1a
Post by: Maeleth on August 14, 2019, 01:19:59 AM
https://fpdk.github.io/?s=0301102330405063708293x13001323334050607080x23031123334053x33001020334350

My usual setup. Start with yellow, then blue, green and red trees. This skillset ensures your fleet is self-sufficient and hard-hitting with minimal investments. Everything else goes into mid/hightech gunboat oriented skills for maximum fun on the battlefield.

Spoiler
Helmsmanship 0-flux tooltip seems to be incorrect. As of current patch it only applies to <1% flux, not 5%.
[close]
Title: Re: A new online skill calculator for Starsector 0.9.1a
Post by: floede on August 14, 2019, 06:05:33 AM
Helmsmanship 0-flux tooltip seems to be incorrect. As of current patch it only applies to <1% flux, not 5%.

Thanks, it's fixed now :) I've also added links to ability descriptions.
Title: Re: A new online skill calculator for Starsector 0.9.1a
Post by: pedro1_1 on August 14, 2019, 06:10:37 AM
https://fpdk.github.io/?s=0301102330405063708293x13001323334050607080x23031123334053x33001020334350

My usual setup. Start with yellow, then blue, green and red trees. This skillset ensures your fleet is self-sufficient and hard-hitting with minimal investments. Everything else goes into mid/hightech gunboat oriented skills for maximum fun on the battlefield.

Spoiler
Helmsmanship 0-flux tooltip seems to be incorrect. As of current patch it only applies to <1% flux, not 5%.
[close]

Spoiler
I don't know why din't you pick Combat Endurance 3 for the +15% combat readines making your ship stronger than the average combat endurance ship, and you don't use carriers in your fleet or you run then whitout the buff from Fighter Doctrine at all?
[close]
Title: Re: A new online skill calculator for Starsector 0.9.1a
Post by: Maeleth on August 14, 2019, 07:22:07 AM
I don't know why din't you pick Combat Endurance 3 for the +15% combat readines making your ship stronger than the average combat endurance ship, and you don't use carriers in your fleet or you run then whitout the buff from Fighter Doctrine at all?

Level 2 of CE is a complete waste. Level 3, for two points, gives you what? +5% to everything for one fight per 3-4 days? I'd rather pick something that works 24/7 and gives a decent buff to utility&survivability. It's a decent pick for officers though.

FD is more of the same. Lvl 1 is completely useless, lvl 2 is barely noticeable (your fighters will quickly die no matter what if there are not enough flares/interceptors to keep enemy PDs busy), and lvl3 gives +15% replenish rate. It might be useful if you're running 10+ elite carriers to mindlessly steamroll everything and everything. I personally run 7-12 wings in total, so no real use for such a minor bonus.
Title: Re: A new online skill calculator for Starsector 0.9.1a
Post by: pedro1_1 on August 14, 2019, 07:49:16 AM
just noticed that ECCM an ECM descriptions are inverted
Title: Re: A new online skill calculator for Starsector 0.9.1a
Post by: Thaago on August 14, 2019, 10:08:22 AM
This is super neat, thanks for putting it together!

My 'ideal build' for super combat would be something like this: https://fpdk.github.io/?s=0303132333405363738390x13001323304350607080x23031321334053x30001020304050

But I almost never take all of them. Also, last time I went this to start: https://fpdk.github.io/?s=0200102032405062708090x10001020304050607080x20001020304050x33031323304050

And it was really really fun, so I might start throwing industry skills into the mix for some games.
Title: Re: A new online skill calculator for Starsector 0.9.1a
Post by: Wyvern on August 14, 2019, 10:45:00 AM
I don't know why din't you pick Combat Endurance 3 for the +15% combat readines making your ship stronger than the average combat endurance ship, and you don't use carriers in your fleet or you run then whitout the buff from Fighter Doctrine at all?

Level 2 of CE is a complete waste. Level 3, for two points, gives you what? +5% to everything for one fight per 3-4 days? I'd rather pick something that works 24/7 and gives a decent buff to utility&survivability. It's a decent pick for officers though.
I find that I very rarely go into a fight without max CR - and in the cases where I do, having the extra +15% means I still get some bonus for the second fight in a row.  Having three fights in a row that actually required me to deploy my full fleet is extraordinarily rare.  As such, I consider CE3 a very valuable skill, worth getting on all officers, and on the player if you already have combat aptitude 3.  You're right that CE2 is trash, though.

As for the skill calculator, the one thing I'd like would be an indicator of what character level you'd need to be to have the given skill set - and when that exceeds the maximum achievable level.
Title: Re: A new online skill calculator for Starsector 0.9.1a
Post by: Megas on August 14, 2019, 11:02:27 AM
I like Combat Endurance 3, but if I have low enough skill points that if I had to choose between Combat Endurance 3 and Officer Management 3 (or even Officer Management 2), the optimal choice is Officer Management, and if you need to pilot 100% CR, just have one of the two extra officers pilot your flagship until it is time to fight then take over when it is time to fight, even if it is highly inconvenient.
Title: Re: A new online skill calculator for Starsector 0.9.1a
Post by: floede on August 14, 2019, 12:00:11 PM
As for the skill calculator, the one thing I'd like would be an indicator of what character level you'd need to be to have the given skill set - and when that exceeds the maximum achievable level.
I've now added a warning and visual indicator if you total skill points exceed 50. The skill points is written below the portrait.

just noticed that ECCM an ECM descriptions are inverted
Thanks, it should be fine now.
Title: Re: A new online skill calculator for Starsector 0.9.1a
Post by: pedro1_1 on August 14, 2019, 12:22:13 PM
As for the skill calculator, the one thing I'd like would be an indicator of what character level you'd need to be to have the given skill set - and when that exceeds the maximum achievable level.
I've now added a warning and visual indicator if you total skill points exceed 50. The skill points is written below the portrait.

you start with 3 skill points and get 49 leveling up, making the maximum amount of skill points 52, not 50;

by the way this would be my build if I whanted to go for a junker fleet:
https://fpdk.github.io/?s=0000102030405060708090x13011323334350607080x23031323334353x33031323334050
Title: Re: A new online skill calculator for Starsector 0.9.1a
Post by: floede on August 14, 2019, 02:38:08 PM
you start with 3 skill points and get 49 leveling up, making the maximum amount of skill points 52, not 50;

Oops, fixed :)
Title: Re: A new online skill calculator for Starsector 0.9.1a
Post by: Agile on August 14, 2019, 03:11:32 PM
Personally I think the junker fleet setup is the ideal setup.

Why? Because d-mods reduce deployment costs... which means you can field a bunch of effiecency overhauled cruisers + carriers (which eat up a lot of deployment cost) and actually be just as effecient if not more than those without d-mods, especially if you have a maxed out character with fleet logistics, all the industry skills, the EO hull mod, and have high level officers on all the crucial ships.

You can just roll over any opposition at that point since you have lower costs, more ships, and can afford to lose ships (because trading 1 for 1 usually gives you the enemy ship that you can then use yourself to repeat the strategy).

Double points if you safety override most of your d-modded ships; you can use them as battering rams like the Luddic Path.

Triple points if you have mods like Nexerline and Luddic Enhancements and play as a Luddic junker warrior on the war path.
Title: Re: A new online skill calculator for Starsector 0.9.1a
Post by: SCC on August 14, 2019, 03:27:11 PM
https://fpdk.github.io/?s=0301102333405062708390x13001223314350607080x23031321334051x33031023304050#
Despite not having many armour-boosting personal skills, it's still so, because of Field Repairs 3 and and Safety Procedures 3; now ships will regenerate some damage between deployments and if I lose them, it hurts less.

All skills are maxed out, since I want some level 3s from all aptitudes.
In combat, Ordnance Expertise, Target Analysis, Impact Mitigation and Evasive action all provide nice things to have and I have run out of things in Leadership and Technology to spend them on. I do not take Defensive Systems 3, since I don't fly phase ships and hard flux dissipation is a joke.
All I want from Leadership are three fleetwide-boosting skills and Officer Management (at least some degree of it) and they are all worth it.
Technology has the highest density of skills I want, ranging from some QoL stuff, through universal and useful combat skills, arriving at another two fleet-boosting skills. I pick tech up most often just because all options there need a justification against picking them, not for.
Industry is a nice tree and if I could, I would pick Salvaging 3, but alas. Maybe if I got rid off of Officer Management... But it's mainly for early game. Anyway, Safety Procedures is here partially for QoL stuff, partially for making d-mods hurt less, while Field Repairs are there partially to make d-mods hurt my wallet less, partially for the repair exploit (?).
Title: Re: A new online skill calculator for Starsector 0.9.1a
Post by: Inventor Raccoon on August 14, 2019, 03:47:03 PM
https://fpdk.github.io/?s=0201102032405062708092x13001323334350607080x23031021334053x33031020334353

My usual build. Picks up what I think are essential leadership, technology and industry skills, plus the most important colony skills and a couple of player-ship buffs (I went with the relatively safe options of better shields, more shield damage, some faster movement and more accuracy/range, since I like piloting faster shielded ships and leaving the big armor tanks to my officers)
Title: Re: A new online skill calculator for Starsector 0.9.1a
Post by: Six__Nix on December 12, 2019, 09:30:33 AM
Just an FYI Combat Endurance Level 3 say -15% CR instead of +15% CR.

Thanks for making this!! Use it all the time!!
Title: Re: A new online skill calculator for Starsector 0.9.1a
Post by: Locklave on December 13, 2019, 12:39:56 PM
https://fpdk.github.io/?s=0000102030405060708090|13001320304050607080|23001020334053|33031323334050

I rush a lot of the Industry skills as they make the game more forgiving and cut a LOT of costs.

Technology for the extra op, flux, and navigation, with ECM last.

Then Command for the fleet officers because getting 10 lv 20 + officers on a bunch of carriers / cruisers is insanely powerful; this is more mid-late game though, I don't bother early game due to cost constraints.

This here is the winners choice build. This is the path of someone that understand leadership is about managing logistics.

I am in complete agreement with you on the Industry skills, they are the difference between making a small profit or losing money in bad situations early game. They also maintain their value deep into endgame.
Title: Re: A new online skill calculator for Starsector 0.9.1a
Post by: Tackywheat1 on December 14, 2019, 03:28:00 PM
Personally I think the junker fleet setup is the ideal setup.

Why? Because d-mods reduce deployment costs... which means you can field a bunch of effiecency overhauled cruisers + carriers (which eat up a lot of deployment cost) and actually be just as effecient if not more than those without d-mods, especially if you have a maxed out character with fleet logistics, all the industry skills, the EO hull mod, and have high level officers on all the crucial ships.

You can just roll over any opposition at that point since you have lower costs, more ships, and can afford to lose ships (because trading 1 for 1 usually gives you the enemy ship that you can then use yourself to repeat the strategy).

Double points if you safety override most of your d-modded ships; you can use them as battering rams like the Luddic Path.

Triple points if you have mods like Nexerline and Luddic Enhancements and play as a Luddic junker warrior on the war path.

While Dmods do make the supply cost of deploying ships in combat cheaper (if you have the requisite skills), it does not reduce the amount of deployment points it takes to deploy a ship (therefore a junker fleet composed of dmodded ships is worse than the same fleet without dmods, just cheaper (supply cost wise) to deploy.
Title: Re: A new online skill calculator for Starsector 0.9.1a
Post by: Locklave on December 14, 2019, 06:12:20 PM
While Dmods do make the supply cost of deploying ships in combat cheaper (if you have the requisite skills), it does not reduce the amount of deployment points it takes to deploy a ship (therefore a junker fleet composed of dmodded ships is worse than the same fleet without dmods, just cheaper (supply cost wise) to deploy.

While this is true it also means you are free to deploy more ships without as much worry about cost. This is mainly relevant early game when you rarely even have enough or big enough ships to reach Deployment points max. By the time you are dealing with Deployment cap you have long since phased out d mods on most combat ships.
Title: Re: A new online skill calculator for Starsector 0.9.1a
Post by: Shadowlight on February 29, 2020, 06:45:01 PM
The tooltip for lv 3 Combat Endurance is wrong, it says -15% maximum combat readiness
Title: Re: A new online skill calculator for Starsector 0.9.1a
Post by: Vind on February 29, 2020, 09:14:26 PM
Usually play with these:
https://fpdk.github.io/?s=0303102332405063728090x13001323314050607080x23031321334053x33001020334050
With points added to planetary skills if good system is found.

Title: Re: A new online skill calculator for Starsector 0.9.1a
Post by: Eji1700 on February 29, 2020, 10:43:24 PM
Nice work, what's it made with?

Anyways this is my "core" as several of these skills strike me as basically mandatory (loadout design is especially egregious), and taking these trivializes a lot of the "tedious" stuff

https://fpdk.github.io/?s=0000102030405060708090x13001022334050607080x23001021334053x33001323334050

Fleet Logistics 2- for the -25% supply reduction, because that's insane.

Coordinated Maneuvers 3- Because more speed is always good.

E warfare 1- At the bare minimum to help with heavy ECM fleets.

Loadout Design 3- honestly this shouldn't exist.  Level 3 is way too good to the point that you're punishing players in just about every way for not taking it (both in fleet power and design variety).

Navigation 3- This saves so much money, and more importantly, saves a TON of IRL time.  I've mentioned my gripes with the current navigation minigame, so i hope it gets some depth, but if not this is just mandatory as I don't always have freetime, and don't want to waste it derping around in hyperspace.

Recovery Operations/Salvaging 3 - Mostly for the bonus salvage for fuel/stuff.

Field Repairs 3-  Level 2 is a huge money saver, level 3 is a time saver.
Title: Re: A new online skill calculator for Starsector 0.9.1a
Post by: Serenitis on March 01, 2020, 01:53:03 AM
https://fpdk.github.io/?s=0101112030415160708190x12001222304150607080x23001021334053x33031323304352

Combat Lv.1
Spoiler
Combat Endurance 1: +25% PPT is really useful in its own right, but also gives Safety Overrides flagships a little bit of help. And I do like SO.
Missile Spec. 1: +25% missile speed and turn is good as it lets missiles get deeper into PD coverage, plus it gives access to the ECCM mod which is very useful for missile artillery builds.
Damage Control 1: Just for the -50% crew loss as my flagship is going to be used in an aggro role most of the time and will be taking hits. Basically its almost free Blast Doors on the flagship.
Impact Mitigation 1: Armour behaving as if it's +150 stronger is a p. good deal for 1 point.
Evasive Action 1: I feel compelled to always take this as free Aux. Thrusters on the flagship is very nice and makes combat so much easier.
[close]

Leadership Lv.2
Spoiler
Officer Management 2: I'd prefer l3 but don't have the points for it. 8 officers is "good enough".
Fleet Logistics 2: -25% maintenance cost is huge. I'd take this even if it didn't also give +30 access to any colonies. But it does, so its definitely getting taken.
Fighter Doctrine 1: Mitigating the appaling crew drain of fighters is useful to me, and it also unlocks Recovery Shuttles which enables this further.
[close]

Technology Lv.3
Spoiler
Electronic Warfare 1: Basically mandatory to fight larger fleets at anywhere near parity.
Loadout Design 3: Another mandatory skill. Most ships are starved for OP and any way of boosting that is a huge huge deal.
Navigation 3: -25% fuel use and +1 burn is a big deal and would be enough on thier own to justify this. But Transverse Jump is a game changer, which allows red systems to be plundered without having to fight massive walls of infinitely regenerating ships as you are no longer constrained by jump points.
[close]

Industry Lv.3
Spoiler
Safety Procedures 3: More crew loss mitigation, and the only way to reduce losses from salvaging. Allowing E-Burn to ignore supplies is v. good, but reducing all (D) mod effects by 50% is absolutely enormous as most of my ships will have multiple Ds on them.
Recovery Operations 3: The bonus to salvaging items & ships is nice, but the +50% fuel recovered is worth it alone.
Field Repairs 3: The free 50% repairs at the end of every battle for the entire fleet is a huge deal, and makes the l2 skill mandatory. The double rate repairs for l3 is useful for chain battles, which happens often enough that I consider it worth the extra point.
Colony Management 3: Having the flexibility to colonise systems with multiple planets, and still being able to create tech mining outposts is a big enough draw for me.
Industrial Planning 2: Mandatory as it lowers the base resource requirements of the primary industries, allowing far more flexibility in choice of systems to colonise.
[close]
Title: Re: A new online skill calculator for Starsector 0.9.1a
Post by: TaLaR on March 01, 2020, 02:08:23 AM
https://fpdk.github.io/?s=0301102333405163738193x13001323334350607080x23031321334053x30001020304050

My typical build. Helmsmanship 3 is somewhat optional and depends on whether I use some particular capital loadout that can fire at least part of it's weapons while maintaining below 1% flux.
Title: Re: A new online skill calculator for Starsector 0.9.1a
Post by: bobucles on March 01, 2020, 03:45:25 PM
Quote
Right now you cannot decrease skills on touchscreens, as it requires a right click. In a future version I'd like to correct this.
The simplest solution is to make the final left click reset the skill.