Fractal Softworks Forum

Starsector => Suggestions => Topic started by: DeMatt on November 21, 2015, 05:16:16 PM

Title: Sensor customizations
Post by: DeMatt on November 21, 2015, 05:16:16 PM
I would like to propose the following:

Hull Mods
"Weapons"
Extra bonus points:  Sensor weapons get displayed during combat like regular weapons do.
Title: Re: Sensor customizations
Post by: DeMatt on November 24, 2015, 02:40:36 PM
I'd also like to suggest a couple player skills:


Why Leadership?  Because I think Technology (the other likely choice) is kinda overused at the moment, and Leadership is underused.
Title: Re: Sensor customizations
Post by: TaLaR on November 24, 2015, 08:57:37 PM
Any skill has to be good enough to at least make me consider it before I max usual combat and tech stuff. And the above are not. (Leadership in it's current form isn't either, it was worth investing a few points mid-early when it controlled logistics cap)

Strategic stat boost weapons are a bad idea imho - they will be no-brainer on non-combat ships, which you never actually deploy.
Title: Re: Sensor customizations
Post by: DeMatt on November 24, 2015, 10:19:38 PM
Any skill has to be good enough to at least make me consider it before I max usual combat and tech stuff. And the above are not. (Leadership in it's current form isn't either, it was worth investing a few points mid-early when it controlled logistics cap)
The exact numbers are up for debate and balancing purposes, but I'm not sure that counts as "Leadership is weak" so much as "Combat/Tech is too strong".

Strategic stat boost weapons are a bad idea imho - they will be no-brainer on non-combat ships, which you never actually deploy.
Until you fight one too many battles, are forced to fight a retreating action, and then are forced to deploy all those "non-combat" ships which now have a hole in their already-minimalist defensive weaponry.

As I specified them, adding a Multiband Optics to a stock Buffalo would change its sensor strength from +1 to +1.5.  This would, in turn, increase your fleet's sensor radius by about 20 units, say about 4% depending on composition.  While it is a boost, I don't think it's an overpowering one.
Title: Re: Sensor customizations
Post by: TaLaR on November 24, 2015, 11:46:47 PM
Any skill has to be good enough to at least make me consider it before I max usual combat and tech stuff. And the above are not. (Leadership in it's current form isn't either, it was worth investing a few points mid-early when it controlled logistics cap)
The exact numbers are up for debate and balancing purposes, but I'm not sure that counts as "Leadership is weak" so much as "Combat/Tech is too strong".

Strategic stat boost weapons are a bad idea imho - they will be no-brainer on non-combat ships, which you never actually deploy.
Until you fight one too many battles, are forced to fight a retreating action, and then are forced to deploy all those "non-combat" ships which now have a hole in their already-minimalist defensive weaponry.

As I specified them, adding a Multiband Optics to a stock Buffalo would change its sensor strength from +1 to +1.5.  This would, in turn, increase your fleet's sensor radius by about 20 units, say about 4% depending on composition.  While it is a boost, I don't think it's an overpowering one.

I think I've seen comment by Alex regarding nerf to current skills, because it makes combat too fast (due to having a lot of offensive bonuses available), so you might be correct here.

By the point you have to retreat, you've already failed at strategic level (allowing huge fleet to catch you) and tactical level (it's surprising how many enemies can player with a few officer-piloted frigates beat without taking any losses). Since I play non-Ironman, it's just time to reload for me.