Fractal Softworks Forum

Starsector => Suggestions => Topic started by: awallacer on February 16, 2020, 11:40:46 AM

Title: More tiers on bounties
Post by: awallacer on February 16, 2020, 11:40:46 AM
So I've seen people talking about the current bounty system and the problems they are having, I don't have any problem with it at the moment except for the lack of tiers for bounties, i.e. the picture attached shows only 288,000 credits for a fleet with 7 known Conquest's and possibly 20 other ships. I feel like the reward for that should be substantially higher than what it is considering that woman stole the entire Sindrian Diktat fleet. I would suggest something similar to what you already have:
1.Around 50,000 for the frigate bounties.
2.Around 75,000 for the destroyer bounties.
3.Around 140,000 for the cruiser bounties.
4.Around 220,000 for the 1-3 battleship/battlecruiser bounties.
5.Around 350,000-400,000 for them awesome big fleet battles like the one presented.

Just to give some incentive to actually do a bounty that size for money AND glory rather than just the latter.
Love the game guys, it's stealing my hours away.

[attachment deleted by admin]
Title: Re: More tiers on bounties
Post by: FooF on February 16, 2020, 04:18:08 PM
I'm not entirely sure how bounty rewards are calculated but it would seem that there fleets worth anywhere from 250-300k that vary considerably in terms of difficulty. Yes, the 5 Conquests and 8 Heron fleet was worth about the same as the Pirate fleet of 10 Atlas Mk. 2 and various pirate riffraff. Alternatively, I've seen Tri-Tach bounties with Paragons, Astrals and Dooms worth less than the Pirate fleets.

By the time you get to end-game bounties, though, 300k really isn't all that much. Colonies have already overtaken bounties in terms of credits/month so bounty-hunting, while still lucrative, isn't as necessary as the early game. What it does do however, is generate gobs of experience for the player and officers. That's harder to come by.

As far as the original suggestion, there has already been a lot of granularity added to the bounty system. For example, the smaller 40k frigate bounties remain throughout the game just in case the player loses their fleet and needs to hunt smaller prey. High-end bounties still don't pose a huge challenge to my endgame fleets so I'd like to see the ceiling pushed a little higher, with rewards coming in the form of blueprints/AI cores/nanoforges, etc. - things that pure credits can't buy. These could be story driven and I think that would also make hunting down these special bounties all the more exciting. (i.e. hunting down Kanta or facing off against the Lion of Sindria himself).

Title: Re: More tiers on bounties
Post by: Thaago on February 16, 2020, 04:22:57 PM
I've found that the cost/benefit analysis on bounties depends highly on what build I'm going for. In particular, Industry + Combat builds absolutely love to bounty hunt deserter fleets, because there is a high probability to recover 0-2 D mod ships from the fight. Even one Conquest is worth several times the credits of the bounty, so if you can win and want more Conquests it would be a massively profitable fight.
Title: Re: More tiers on bounties
Post by: bobucles on February 16, 2020, 04:24:27 PM
Pretty sure word of god is that bounty levels are determined by FP. Some of the bigger ships have a suppressed FP value when compared to DP, which causes the difficulty to scale faster than the rewards.

The difficulty of endgame bounties will be quite different between vanilla and maxed out battle sizes. Most veterans beef up their battle sizes considerably, which skews the apparent difficulty.
Title: Re: More tiers on bounties
Post by: Plantissue on February 17, 2020, 08:51:13 AM
The wide variance between different bounties of similar costs appears to be formed from a wide variance between a hidden "Fleet Points" that can be found in
\Fractal Softworks\Starsector\starsector-core\data\hulls\ship_data.csv

For instance looking at the FP there, it seems that Paragons and Astrals seem to be worth roughly the same as an Onslaught or Legion or 3 destroyers when we would think it is worth far more when judging its worth. Especially when taking into account that Legions and Onslaughts and suchlike are basically built to be exploited against. But it isn't just those ships. Here's an example taken from screenshots for 360k bounties. How can these be equivalent?

Spoiler
(https://i.imgur.com/7IaNYMI.png)
(https://i.imgur.com/I7EUBgO.png)
[close]

Another problem is that the payback is rather small relative to the fleets being destroyed sometime after 100k. I don't know how exactly the payments are calculated but I don't think distance is taken into account which may account somewhat of why the smallest bounties seem to pay out so much more, but doesn't account for all of it. 40k for 4 d-mod cerebus is a reasonably large payout for the investment and risk to be able to do that bounty, whilst 400k for fighting 10-14 Capitals is not. Unlike with procurement missions, multiple 10 the payout doesn't require multiple 10 the investment, multiple 10 the payout is more like requiring multiple 500 of the investment. It feels a bit off.

Another problem is the quickly escalating aspect of the bounties available. A difference of a 20k in payout is huge somewhere around the 80-100k mark when when you go from outnumbering the bounty to barely being outnumbered and you may not have the skills or officers or the ship to make up for being outnumbered. 40k bounties aren't that great an option when the next lowest bounty is 200k and you may only feel able to do a 150k bounty, and not only does the 40k bounty barely covers the cost of doing so, it runs away from your fleet. I suppose there is the bridge of pirate bases though they tend to be less interesting and they aren't really personal bounties anyways.

Edited to spoiler pictures
Title: Re: More tiers on bounties
Post by: Lucky33 on February 17, 2020, 09:25:22 PM
Bounty is calculated accordingly to a full strength, not only FPs. This includes Officer quality, Ship hull and weapon quality and Fleet size (but it works in reverse to previuos two anyway).

It is determined by the faction's doctrine.

Indies:

      
      "officerQuality":2,
      "shipQuality":2,
      "numShips":3,
      

Dikties:

      
      "officerQuality":1,
      "shipQuality":3,
      "numShips":3,
      
Difference in hull and loadout quality is only 12% (level 3 is +25%, level 2 is +13%). But Indies got three times more officers. Also, these affect strength calculations twice. First, by their presence and level and, second time, by the CR boost if they got the right skill. And Indies got two times more ships with higher CR.
Title: Re: More tiers on bounties
Post by: xenoargh on February 18, 2020, 02:27:44 AM
I think that one of the things pointed out by the OP is largely right:  the amount of weighting given to Officer quality seems... a bit on the optimistic side. 

Sure, Officer quality matters.  But that much, vs. the weight of metal you're bringing to the party?  No.

But the other thing that surely matters here is that, well, the FP value of ships, which is, honestly, what ships should be balanced around, is all over the place in terms of the combat power of ships vs. their cost to deploy (https://docs.google.com/spreadsheets/d/1aFCfkjuy1xrt9uTxC0OxmSwB_9OB3oLv4cmFdXUlJ5s/edit?usp=sharing). 

There is some rough correlation between power and FP cost, but it's, erm, rough. 

The Paragon at 30 is less than 10% more expensive than an Onslaught at 28?

3 Medusas equal a Paragon and an escorting frigate? 

Then let's look at combat deployment cost, where this gets really odd.

An Odyssey costs 50% more than a Paragon?  Because, uh...

I for one have not ever found these numbers made much sense, and they make even less sense when (P) (D).  A typical Capital, vs. a typical Destroyer, should cost, in FP and cost-to-deploy, roughly the number of Destroyers it would take to have a 50/50 chance of engaging it successfully, AI vs. AI.  Maybe these numbers made sense at some point... and for the player-piloted wonder-ships, maybe they still do.  Like, sure, a Hyperion can kill a Falcon, piloted by a player.  Can two player-piloted Hyperions kill one Paragon?  Uh, well... probably not, unless the AI does something truly bone-headed.
Title: Re: More tiers on bounties
Post by: TaLaR on February 18, 2020, 02:40:07 AM
Can two player-piloted Hyperions kill one Paragon?  Uh, well... probably not, unless the AI does something truly bone-headed.

Just one player piloted Hyperion can kill the Paragon, both skill-less. This does exploit the fact that Paragon does not keep shield up constantly (as would make sense in such duel).
Spoiler
https://www.youtube.com/watch?v=BH_SRbrMKeY
[close]

Either way, if player fleets were also constructed by FP, I'd have nothing but Paragons + Astrals for AI units (+ whatever ships I like to pilot for myself). Large ships are massively discounted in FP.
Title: Re: More tiers on bounties
Post by: SCC on February 18, 2020, 02:53:04 AM
Xeno, I have no idea what file is in that doc of yours, but it isn't vanilla for sure, considering how different DP values are from original file. I don't recall Odyssey ever being 60 DP.
Title: Re: More tiers on bounties
Post by: xenoargh on February 18, 2020, 03:21:36 AM
Odd, that may be my bad on that; I may have saved an edit to Vanilla's FP CSV at some point.  I'll do a clean install and re-check.

Quote
Just one player piloted Hyperion can kill the Paragon, both skill-less. This does exploit the fact that Paragon does not keep shield up constantly (as would make sense in such duel).
I think that counts as "bone-headed mistake by AI" rather than "skilled human play", and it means very little in a world where if that Paragon isn't piloted by a Captain with Shield 3, that's a misuse of a Paragon, lol.  But allll right, in Sim, no Skills, sure.
Title: Re: More tiers on bounties
Post by: xenoargh on February 18, 2020, 03:45:03 AM
<checks self>

Whoops, something was wrong there.  Paragon comes out on top, for supplies/rec. 

But the Odyssey is still billed with the Astral, lol.  It should maybe be billed below the Conquest; that's getting into argument-worthy territory there.

In all seriousness... at some point, these numbers should make sense.  They don't.  A Conquest is not 8/9th of an Astral.  Maybe 5/9ths? 

That example's just one of many; these numbers don't have much basis in the reality of play; they hardly even make sense in theorycrafting Sim fights.

[EDIT]
Here, let's put it another way. 

Let's say, for the sake of argument, that:

The Paragon, unchanged in any other way, has its FP / DP set to, say, 100.  All other ships are now indexed to the Paragon, as our "stable unit of value". 

What are the worths of every other ship in the game, with the notable exceptions of the Doom, Afflictor and Hyperion, because they're all still kind of broken in player hands? 

I mean, if I had to do this real fast, I'd probably go for:

Paragon: 100
Astral: 90
Legion: 80
Conquest: 65
Odyssey: 65
Onslaught: 60

These are all arguable, but they're based on what's currently happening in a typical, non-Sim, campaign fight, where EMP is sometimes ruinously good, Flux-locking in fleet actions often determines the win, etc.  The Legion's higher because it gets first strike against anything but the Astral and Paragon; sometimes that's enough, if bombs / torpedos land. 

Odyssey, for all of its weakness, rates higher than an Onslaught for serious play, simply because it's not going to get nuked by EMP or charge directly into disaster sometimes, and it has the range advantage, if nothing else.  Same with the Conquest, where yup, it's bad on paper and often in practice, but it's passable for putting Hard Flux on things at long range and stacked right, it gets missile kills and the Ballistics are just bonus damage.  Dunno; guess we can all argue that X is slightly less meh than Y here.

In my mind, the three representative Era battleship designs (Paragon, Conquest and Onslaught) should all be different-but-equal 100's in AI hands.  The Odyssey's the odd man out; it's always been meh in all but expert hands, arguably OK there as a focused fly-swatter.  None of them should be, "newbie, avoid" or seriously impact Faction balance.  It would make for better play; right now certain Factions feel significantly worse-off than others.  But that's not what we have today.
Title: Re: More tiers on bounties
Post by: Plantissue on February 18, 2020, 06:55:22 AM
Bounty is calculated accordingly to a full strength, not only FPs. This includes Officer quality, Ship hull and weapon quality and Fleet size (but it works in reverse to previuos two anyway).

It is determined by the faction's doctrine.

Indies:

      
      "officerQuality":2,
      "shipQuality":2,
      "numShips":3,
      

Dikties:

      
      "officerQuality":1,
      "shipQuality":3,
      "numShips":3,
      
Difference in hull and loadout quality is only 12% (level 3 is +25%, level 2 is +13%). But Indies got three times more officers. Also, these affect strength calculations twice. First, by their presence and level and, second time, by the CR boost if they got the right skill. And Indies got two times more ships with higher CR.
"numShips":3, are exactly the same for both, and both fleets are compeltely free of hullmods, so I don't see the point you are making. One is a fleet of 12 capitals, and the other is 15 worthy cruisers for the same payout.

Those are just somewhat random fleets pulled from my screenshots folder. I probably have a Tri-Tachyon fleet that has a even worse disparity in fleet strength that can possibly be attributed due to FP disparity. Do we know that officers affect bounty levels for certain? They may do, but the focus is on the fleet as we are discussing FP. Whatever level those officers are, the Sindrian Diktat fleet is clearly much more powerful than the Independent one for the same payout. Plus the Sindrian Diktat officers are all on Conquests. In any case the Independent's officer value is only 1 above that of the Sindrian Diktat.


Paragon: 100
Astral: 90
Legion: 80
Conquest: 65
Odyssey: 65
Onslaught: 60
Must resist urge to turn this topic into arguing about the relative strengths of capitals. But I broadly agree. For fleet generation, the value of a ship should be regarded as how well they are in AI hands as opposed to the players hands.
Title: Re: More tiers on bounties
Post by: xenoargh on February 18, 2020, 03:50:43 PM
Quote
I broadly agree
Yeah, I'll take that. 

Compiling real numbers for that would involve a lot of hard math or some sort of headless testing environment to do ELO with.  It's pretty impractical and Alex's forthcoming changes to Skills and ship and weapon balance will just upset the apple-cart anyhow.  Ideally, we just talk about how to get the two weaker ships roughly to parity.
Title: Re: More tiers on bounties
Post by: Alex on February 18, 2020, 04:17:23 PM
Pretty sure word of god is that bounty levels are determined by FP. Some of the bigger ships have a suppressed FP value when compared to DP, which causes the difficulty to scale faster than the rewards.
The wide variance between different bounties of similar costs appears to be formed from a wide variance between a hidden "Fleet Points" that can be found in
\Fractal Softworks\Starsector\starsector-core\data\hulls\ship_data.csv

For instance looking at the FP there, it seems that Paragons and Astrals seem to be worth roughly the same as an Onslaught or Legion or 3 destroyers when we would think it is worth far more when judging its worth.

Just wanted to chime in real quick - this is based on this thread (http://fractalsoftworks.com/forum/index.php?topic=17985.0) and some conjectures therein, and, at least as far as it pertains to bounty fleets and difficulty, this is completely incorrect. Bounty payout depends on an internal bounty "level" which goes up as you complete bounties, the payout has a random factor but more or less goes up linearly. "Deserter" bounties get 1.5x the reward, IIRC.

The strength of the bounty fleet, on the other hand, explicitly goes up faster than linearly at the higher end; this has nothing to do with the relative FP values of ships. This isn't some side effect of the fleet generation code; bounties are specifically coded to work this way. E.G. a top-tier bounty will have around 150 FP extra compared to what it would have if the strength increase was linear, or (roughly) 60% higher.

The ratio of capital ships to non-capitals also doesn't directly depend on the relative fleet point values; capitals become prevalent once the fleet FP is high enough that it's the only way to reach it within the 30-ship limit.

(Kind of wanted to address this - the bit about FP affecting fleet comps like this - before it becomes a "widely-known" misconception; we'll see, I guess.)
Title: Re: More tiers on bounties
Post by: Histidine on February 18, 2020, 04:58:45 PM
Bounty FP increases nonlinearly at high tiers, but wouldn't you also say it's true that a large bounty which allow capitals (or indeed enforce them, due to hitting the fleet cap) can use its FP more efficiently, in the sense that an enemy Paragon will be much harder for the player to deal with than three Hammerheads?
Title: Re: More tiers on bounties
Post by: Megas on February 18, 2020, 05:07:30 PM
High bounties are such that unless I have a ridiculously overpowered fleet to utterly crush them for the "Flawless Victory! FATALITY!", I do not want to fight them because losing a capital means all profit and then some will be eaten to replace the ship.  But, by the time I have an overpowered fleet, I already have plenty of income from colonies, and I can ignore bounties and have a bit more time doing what I want to do (exploring, raiding for blueprints, robbing Ordos for Sparks and cores) before yet another zombie pirate outbreak requires my immediate intervention to stop.

Bounties upgrade to max power before my fleet does.  By the time I do reach max power, the game is effectively won, unless I attempt the mad quest to colonize every planet.

Basically, too high risk, not enough reward.

P.S.  As for other times, the spike from 100k to 150k is kind of large.  My fleet is probably still mostly a bunch of junk destroyers taken from pirates while I fight Moras, Falcons, Eagles in better ship than my ships.  Do not want to fight those either.  By the time I do, they upgrade to capitals.  Making ships cost more in 0.9.1a makes it easy to fall behind the kill scaling.
Title: Re: More tiers on bounties
Post by: Alex on February 18, 2020, 05:11:57 PM
Bounty FP increases nonlinearly at high tiers, but wouldn't you also say it's true that a large bounty which allow capitals (or indeed enforce them, due to hitting the fleet cap) can use its FP more efficiently, in the sense that an enemy Paragon will be much harder for the player to deal with than three Hammerheads?

Yeah, this is true. Offhand, though, I don't think high-tier bounties would be hitting the cap - or at least hitting it nearly as hard - without these bonus, non-linear FP. Once this happens, though, yeah, the FP value of the capitals does factor in significantly. So there's a slight jump when the fleet first gets capitals, and a much bigger jump when it hits the cap and gets even more capitals.

So, "has nothing to do with" is probably too strong, but I'd still say it's not the main factor - or, rather, wouldn't be as big a factor without the additional FP boost.

I think my main point is really just that "fleet has a bunch of capital ships in it" doesn't really stem from "capitals have a somewhat lower FP value". Like, setting FP values to current DP values and turning up the FP values for fleets would produce a similar result.

(Edit: though, that *would* make a similar FP fleet be similarly powerful when it gets a cap vs when it doesn't. So, that's a fair point.)
Title: Re: More tiers on bounties
Post by: Plantissue on February 19, 2020, 09:58:16 AM
For the most part I think that most capitals are more than worth their equivalent DP against smaller hull sizes,  especially when there are more than 1 of them. Additionally both cruisers and capitals are are relatively undercosted in FP compared with frigates and destroyers.

Even without the strength of bounty fleets explicitly going up faster than linearly at the higher end, would those fleets seem to be too strong relative to the payout. So there are several additional scaling effects for the strength of a bounty that contributes to the relatively low values payout relative to the risk and investment to the high end fleet.

As it is, fighting the highest bounties (highest I've seen was 396k I think) is done not because it is profitable but because it is fun.

It's kind of funny how personal bounties were meant to be a placeholder, but ended up being the most fun game mechanic that players use to challenge themselves. Meanwhile their equivalent combat circumstances of colony being targeted for raid or expedition as well as hunting for pirate/luddic bases is disliked. I think the difference is the element of choice and variety.
Title: Re: More tiers on bounties
Post by: Megas on February 19, 2020, 10:11:35 AM
Quote
Meanwhile their equivalent combat circumstances of colony being targeted for raid or expedition as well as hunting for pirate/luddic bases is disliked.
I would dislike base fights more because losing such a fight, or defaulting/ignoring the problem, can be catastrophic.  Colonies may burn down and decivilize!  If attacking a base, there is also the matter of finding it, and may require Sensors 1 in a worst-case scenario to find.

Named bounties are like bonus boss fights.  Nothing bad happens if ignored.  Base fights are like the final boss fights you cannot skip.  Ignore and something bad happens.  (Pirates raid a system, or major faction breaks your stuff.)

I generally prefer base fights over named bounties because the risk is less, and in case of major factions, the reward is much lower defenses to either raid for special items or sat bomb their world off the map.  I tend to do base bounties more when named bounties upgrade too much and fighting them becomes too hard for my current fleet.

Quote
Even without the strength of bounty fleets explicitly going up faster than linearly at the higher end, would those fleets seem to be too strong relative to the payout. So there are several additional scaling effects for the strength of a bounty that contributes to the relatively low values payout relative to the risk and investment to the high end fleet.
If I need capitals to fight them, yet losing just one of my own means a net loss after replacing it, then yes, the reward is not worth the risk.
Title: Re: More tiers on bounties
Post by: bobucles on February 19, 2020, 01:41:41 PM
Don't forget that the profit from a bounty isn't all credits. There's also good value in the extra ships attainable from salvage. Many harder bounties are packed full of high end, high quality capital ships and a single good grab can easily match the value of the bounty itself. Salvage rules are being fixed to so that ships don't autofail their dice roll if your fleet is maxed out, so that means more dice rolls and more prime ships for the looting.
Title: Re: More tiers on bounties
Post by: intrinsic_parity on February 19, 2020, 01:59:30 PM
I don't buy that the salvageable ships are really worth anything most of the time.

Once you are strong enough to comfortably beat the high end bounties, you already have a bunch of capital ships, so you don't really need any more, and definitely not heavily d-modded ones. The only ships worth salvaging at that point are ones you can't easily buy. High end bounties are packed with onslaughts and conquests that are just not worth taking. I also generally don't salvage anything with more than one d-mod unless I don't have any ships of that class (i.e. if I have no/few cruisers, I'll take a d-modded one) or I intend to restore it.

Its only worth salvaging a d-modded capital if you don't have enough capitals, but that period of the game is very brief. In my experience, I probably buy/salvage 2-3 capitals in a campaign and the rest come from my colony production. I probably only really need 3 capitals for the entire campaign (although I play around with more for fun). Salvageable ships just don't matter.
Title: Re: More tiers on bounties
Post by: Megas on February 19, 2020, 02:03:59 PM
Their ships are broken after battle, so unless I want to use some, better to break them into salvage.  All I loot is vendor trash, much of it metal.  Bringing home clunkers does not seem like a good idea once I reach the point to reliably build pristine ships with Heavy Industry.  I guess the supplies and fuel looted merely make up for what was burnt for the round trip.

By the time I am ready to crush endgame bounties, I probably have everything I need to build pristine ships.

Occasionally, I may recover haulers if I would otherwise exceed capacity and need more capacity now.
Title: Re: More tiers on bounties
Post by: Plantissue on February 19, 2020, 03:52:52 PM
You can't call a d-mod ship a high end, high quality ships. It's the opposite.

The salvageable ships are worth recovering if you somehow have a fleet of d-modded ships. By the time you are doing 250k+ bounties though, you've probably already have a fleet of 3+ capitals otherwise you will have a tough time getting to that stage in the first place, and that's way before the high end bounties.
Title: Re: More tiers on bounties
Post by: Thaago on February 19, 2020, 04:09:50 PM
Salvaged enemy ships are not much value unless you do a Combat/Industry (Recovery, not colony) build and fight nearly pristine enemies (named bounties or faction fleets). Then they are insane in terms of value.

A combat playership led fleet should be able to kill larger enemy fleets with minimal losses. With good probability, you now own most of the enemy fleet with 0-2 D mods per ship, which all have their effects reduced by 50%. Its easy to double your fleet's size, maintain pretty good quality (never bother recovering 5 D mod pirate trash unless desperate), and get paid from a single fight. The main problem is that the player fleet grows so fast that no bounties are hard enough, so you can actually afford to be very picky about which (50% strength) D mods you even allow on your recoveries.

Taking the recovery skills theoretically reduces max endgame power, except that it really doesn't because no endgame content requires actually maxing out the player fleet at all.
Title: Re: More tiers on bounties
Post by: Plantissue on February 19, 2020, 04:42:14 PM
Why would having those skills alter the value of recovered ships? You would be deploying your officered, pristine ships so they only value those recovered ships would offer is shifting the DP capacity towards your favour. There's not that much difference between a ship with 4 d-mods or with 2 d-mods that would turn one from not much value to insane value, especially if you will never deploy it. Even with 7 d-mods, a ship will still be about 70% of their original value, but that doesn't matter by the time you are facing these end bounties as you would never deploy them and are normally aiming to not suffer a single loss.

Why would d-mods effects reduced by 50%. Perhaps a removed skill?
Title: Re: More tiers on bounties
Post by: intrinsic_parity on February 19, 2020, 05:26:28 PM
Even if you have industry skills, you can only deploy a certain number of ships and have a certain number of ships in your fleet. At some point, the ships you have in your fleet are just better than the ships that drop (and that happens very quickly in my experience). Once you've converged on your 'end game' fleet, you have no need of other ships. Unless you're losing a lot of ships, endgame salvaging is just not very useful because you just don't need more ships. The only ships you salvage are rare ships you don't have access to, and you intend to restore those so its definitely not profitable. In my experience, the top tier bounties require something near an 'end game' fleet to defeat them so the salvageable ships are mostly useless at that point.

Even before end game, I usually am aiming to mostly have ships that are much better than the average d-ship so d-ships very rarely represent any improvement to my fleet. The only time when I'm happy to take d-modded ships is very early on when I don't have enough ships to use all my deployment points and I need 'filler'. After that, I'm looking to replace d-ships with good ships, not add more.
Title: Re: More tiers on bounties
Post by: bobucles on February 19, 2020, 06:20:10 PM
I've gotten enough 0-2 dmod ships from random bounties. It's a very nice source of ships, but you may not notice because of the 30-cap bug. Not all dmods are deal breakers and some are pretty much free so there are good grabs out there. Besides, having a 100% pristine fleet is an extreme luxury that is only viable after effectively conquering the game.
Title: Re: More tiers on bounties
Post by: Thaago on February 19, 2020, 06:40:08 PM
Why would having those skills alter the value of recovered ships? You would be deploying your officered, pristine ships so they only value those recovered ships would offer is shifting the DP capacity towards your favour. There's not that much difference between a ship with 4 d-mods or with 2 d-mods that would turn one from not much value to insane value, especially if you will never deploy it. Even with 7 d-mods, a ship will still be about 70% of their original value, but that doesn't matter by the time you are facing these end bounties as you would never deploy them and are normally aiming to not suffer a single loss.

Why would d-mods effects reduced by 50%. Perhaps a removed skill?

In reverse order:

There is a current skill that reduces the effect of D mods by 50%. (This, combined with other skills, makes Increased Maintenance actually save you supplies if you fight once every month or so, which is a fun bit of trivia.)

Without industry skills, a recovered ship will typically have 3-5 D mods, which significantly degrades their combat power. Because officers act as a power multiplier, that degradation is similarly multiplied, and power concentration is absolutely key. Heavily D modded ships are, honestly, not very useful beyond distracting the enemy (and they suck down fuel). If I'm not playing an Industry build, I don't recover anything but the rarest, least D modded ships.

With Industry skills, a recovered ship has 0-2 D mods, all of which have their effects reduced by 50%. These ships are much, much more useful. I'm not claiming they are as useful as a pristine ship, but they are extremely close. And several of the possible D mods become almost beneficial, because they have negligible bad effects but reduce both deploy and maintenance costs. And there is a decent chance of getting a pristine ship anyhow.

I was very surprised when I did an industry playthrough just how much better recovered ships become. But its a lot.

Even if you have industry skills, you can only deploy a certain number of ships and have a certain number of ships in your fleet. At some point, the ships you have in your fleet are just better than the ships that drop (and that happens very quickly in my experience). Once you've converged on your 'end game' fleet, you have no need of other ships. Unless you're losing a lot of ships, endgame salvaging is just not very useful because you just don't need more ships. The only ships you salvage are rare ships you don't have access to, and you intend to restore those so its definitely not profitable. In my experience, the top tier bounties require something near an 'end game' fleet to defeat them so the salvageable ships are mostly useless at that point.

Even before end game, I usually am aiming to mostly have ships that are much better than the average d-ship so d-ships very rarely represent any improvement to my fleet. The only time when I'm happy to take d-modded ships is very early on when I don't have enough ships to use all my deployment points and I need 'filler'. After that, I'm looking to replace d-ships with good ships, not add more.

The key point here is "at some point", and that the recovered ships are often pristine or near enough pristine to make only a small difference (see above reply: the recovered ships are not bad). Any time before that point, recovering a near pristine or pristine ship is worth exactly as much as it would cost to buy it, which is several times the payout of the bounty in most cases: a 200k bounty might give 1 million in recovered ships, even if I'm being picky about which D mods I accept. A multicapital bounty... gives multiple capitals at near pristine levels. There's no need to ever buy or produce ships unless you have a rare blueprint thats not showing up in bounty fleets.

After you have no need for more ships... well the game is over because you can smash any fleet into tiny little pieces with little effort. I happily admit that Industry skills don't help much at this point, but theres not much difference between being twice as powerful as the enemy and 2.5 times as powerful.
Title: Re: More tiers on bounties
Post by: intrinsic_parity on February 19, 2020, 10:06:21 PM
recovering a near pristine or pristine ship is worth exactly as much as it would cost to buy it, which is several times the payout of the bounty in most cases: a 200k bounty might give 1 million in recovered ships, even if I'm being picky about which D mods I accept. A multicapital bounty... gives multiple capitals at near pristine levels. There's no need to ever buy or produce ships unless you have a rare blueprint thats not showing up in bounty fleets.
But I don't need 6 onslaughts, even if they are pristine. I can't even use 6 onslaught and I certainly don't want to be lugging them around. They're not worth selling so if I can't use them, then they're worthless. Maybe the first bounty that drops onslaughts, I take one or two and then after that, all of the onslaught are worthless to me, even if they are pristine. The ships are worth what I would be willing to pay for them, not their sticker price, and if I don't want a ship, then its not worth anything. If a bounty gives me 8 mil in ships I don't want, all I really got was the supply and fuel cost of transporting them to my storage facility where they will sit forever. I rarely want to use more than 2 capitals at once. Maaaaybe 3-4 if I'm farming remnants but even then, I want paragons which are not getting dropped by 90% of bounties, so I'm gonna manufacture them anyway.

If I'm strong enough to kill 10 capitals, I probably have all the capital ships I need, and the recoverable ships are not worth much.
Title: Re: More tiers on bounties
Post by: bobucles on February 20, 2020, 05:13:25 AM
But I don't need 6 onslaughts, even if they are pristine. I can't even use 6 onslaught and I certainly don't want to be lugging them around. They're not worth selling so if I can't use them, then they're worthless. Maybe the first bounty that drops onslaughts, I take one or two and then after that, all of the onslaught are worthless to me, even if they are pristine. The ships are worth what I would be willing to pay for them, not their sticker price, and if I don't want a ship, then its not worth anything. If a bounty gives me 8 mil in ships I don't want, all I really got was the supply and fuel cost of transporting them to my storage facility where they will sit forever. I rarely want to use more than 2 capitals at once. Maaaaybe 3-4 if I'm farming remnants but even then, I want paragons which are not getting dropped by 90% of bounties, so I'm gonna manufacture them anyway.
Disliking something doesn't mean it no longer exists. The high valued capital loot is definitely there, rejecting it is just kind of like your opinion on the matter. Besides, any kind of bounties, missions and loot are completely irrelevant when you've reached paragon mass production endgame. Nothing can hold up against it.

The middle end bounties, with a good blend of capitals and smaller, definitely hits the sweet point for bounties. There is a chance for tagging the capital rewards without slogging through a dozen conquests. It also doesn't help that you HAVE to run the whole gauntlet, because simply withdrawing from battle will delete the loot.
Title: Re: More tiers on bounties
Post by: Plantissue on February 20, 2020, 06:26:51 AM
Safety Procedures 3 was the skill to reduce the effect of d-mods by 50% which I was looking for. I usually get it to nullify supply loss during emergency burn and forgot about its other effect. Still, if a ship with all d-mods is 70% of its combat power, then with Safety Procedures 3, it is now 85% of its combat power. Either way it is unlikely to see combat when fighting the highest bounties, except as a way to shift the DP allocation towards your favour. Until then they are useful to recover, especially if you don't have the officers.
Title: Re: More tiers on bounties
Post by: intrinsic_parity on February 20, 2020, 09:00:18 AM
Disliking something doesn't mean it no longer exists. The high valued capital loot is definitely there, rejecting it is just kind of like your opinion on the matter. Besides, any kind of bounties, missions and loot are completely irrelevant when you've reached paragon mass production endgame. Nothing can hold up against it.

The point is that the value of salvageable ships depends on context. A bounty that drops 100 pristine recoverable hammerheads is not the same as paying you 9mil because you can't actually take or use the hammerheads. That is not my opinion, that's a consequence of the game mechanics (limited battle size, fleet cap, and officer cap). Another way of saying this is that there are diminishing returns on having more ships. The first time you get offered a ship, it is valuable, but the 3rd or 4th time you're offered 3 onslaughts as a fight reward they're just not worth anything anymore because you already have as many onslaughts as you can use. Different people have different limits on how many ships they think are useful, but the deployment and officer cap keep that number pretty low for capital ships and cruisers. Maybe what I'm trying to say is that if you're actually using bounties for income (i.e. grinding lots of them), you're going to be offered many many more ships than you can actually use (or want to use), so they're just not that valuable. I'm not saying there's no value, I'm saying the value decreases after only a few bounties because you will have what you want/need, so it's very different from just paying you cash.

Another point I was trying to make is that in my experience, at the point in the game where I am capable of fighting the highest tier bounties comfortably, the capital ships are no longer valuable to me because I already have the ships I need. Beating one of those bounties with a fleet that doesn't already have multiple capitals is very very difficult (I've only done it once with a cruiser only fleet and it cost me all of my cr on every ship and a few loses as well). In my experience the capital ships rewards are not valuable to a fleet that can beat the bounties comfortably. Maybe other people have different experiences but that is mine.
Title: Re: More tiers on bounties
Post by: Megas on February 20, 2020, 10:21:34 AM
In my experience the capital ships rewards are not valuable to a fleet that can beat the bounties comfortably. Maybe other people have different experiences but that is mine.
Same.  During the time I loot capitals, I cannot easily defeat high-end bounties without losses, and attacking them for the money is a foolish risk (but sometimes one I take because I am desperate for money).

Once I have a fleet that can crush high-end bounties, I do not need to loot more ships (except for more hauling capacity in a pinch) because I have Orbital Works, nanoforge, and most if not all blueprint to produce whatever pristine ships and weapons I want, whenever I want at discount prices.  I do not want clunkers when I can have pristine neon knights instead.