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Messages - AspirantEmperor

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General Discussion / Re: Colony defense fleets without Heavy Industry
« on: August 29, 2019, 03:37:57 PM »
I probably had a weaker fleet than most people would by the time they have a couple million credits. I focused my early game on trade and smuggling for profit and avoided most combat. When I set up the colony, I had 1 Falcon, 1 Hammerhead, 1 Tempest, 2 Centurions, and 3 Wolves, plus non-combat ships.

I also didn't realize at first that if you're not quick to destroy the base it gets much harder to do so.

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General Discussion / Re: Colony defense fleets without Heavy Industry
« on: August 29, 2019, 03:14:57 PM »
I agree the game changes when you build a colony, though I suppose I never considered just building farming and then not caring if it got raided. The main reason I want a colony is the ability to make specific ship hulls and weapons to order, which requires heavy industry.

I think it's the cycle you get stuck in. If you want to advance your colony the limiting factor is money. But the easiest way to get money is from that same colony.

In my current run, I have one colony. I set it up with 1.8 million initial investment. I have all of the colony skills. The colony/planet is size 6, hazard 100%, +4% accessibility from distance to core worlds, no noteworthy resources.  And it's earning me 250K/month. It took a few in-game years to get this big, but the silly thing is that from the day I founded it, my only income has been those few credits you "recover from computers" after combat, and this colony. (no bounties, survey/analyze missions, salvage, trade, etc.)

Once I had the colony, the easiest way to get money was to sit back and wait. If I tried to leave and do something else, I would usually get a "pirates are attacking in 20 days" message that would force me to abandon whatever that was. I was raided because I built heavy industry. I built heavy industry because I wanted custom weapon orders. I then had to chose whether to put my money toward my fleet or my colony defenses. Because defenses are more cost effective, and because I know major factions would send forces before too long, I chose colony defenses. This meant I didn't have a strong enough fleet to go after the pirate base that kept sending the 20-day-notice attacks. And so, between them and at least one fleet from most major factions, the babysitting was more or less constant for a couple in-game years. I eventually dusted the pirate station around the same time my star fortress came online, and have yet to face a serious threat since, though more pirates have stated a new base somewhere else.

The babysitting is over. And I can now produce a new legion carrier every few months.

But all I had wanted at the start was a couple railguns to put on my new Hammerhead without having to search several markets to find them.

I feel like I skipped much of the game.

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Hi Alex,

Your game is awesome.

Though if I can ask one thing, can we have an potion to disable the red planet visual from planetary shield? (Perhaps as an option when we right-click the industry in colony management?) I just find it a little disheartening that the beautiful array of planets I choose to colonize all eventually become the same near-featureless angry tint.

Thanks for considering.

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General Discussion / Re: The magic number for running away.
« on: September 11, 2018, 08:57:59 PM »
Thank you.

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General Discussion / The magic number for running away.
« on: September 11, 2018, 05:29:47 PM »
Does anyone know the exact highest number of ships you can have in your fleet (and whether hull size matters, or whatever else the game factors in) and still be allowed to attempt to flee when engaged, without having to fight and lose ships first? (Just in Vanilla, if that matters.)

Whether you stay under this limit has a binary result, and it really affects how I build my fleet, but I can't find the limit stated anywhere. Not even on the wiki.

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Blog Posts / Re: Raids, Bombardments, and Planetary Defenses
« on: August 17, 2018, 04:47:55 AM »
...

I can own Syndria.

...

...

I can own Syndria, and then de-civilize all other fuel-producing planets in the sector.

...

I'm going to be so gods-damned rich.

Actually, I have a few questions on that front. I'm surprised you can raid-away a nanoforge. I presume you can't raid and steal a fuel refinery? And if a planet becomes civilized, do fuel refineries and nanoforges remain on the planet for you to use if you recolonize it? And what happens to any AI cores that were in use on the now-decivilized planet?

Also, how long does the defender's readiness bonus last? Is it about as long as the industry remains damaged, or can you come back and raid again before it's back online? If you do, can you target the already-damaged industry to keep it damaged for longer? In particular, I'm wondering if we took out ship production facilities whether we'd effectively cripple a planet's future space-based defenses against our future raids.

And finally, does a faction officially end if all of their worlds become decivilized? (except for pirates and independent, of course)

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Blog Posts / Re: Pirate Bases, Raids, and Objectives
« on: June 15, 2018, 04:51:53 PM »
Quote from: Alex
Yeah, for sure, there are other options for sources of trouble. It's just that if you can take pirates out of that equation, it gets weird, and it also gets a bit bug-prone trying to remember to account for the "oh, right, pirates might not be hostile" possibility everywhere.

I agree pirates should always be hostile. If they were part of a more reasonable sub-faction, that sub-faction would be lobbed in with the independents instead.

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Blog Posts / Re: Pirate Bases, Raids, and Objectives
« on: June 15, 2018, 04:00:19 AM »
@Sutopia Thanks, but that quote is about pirate raids. I was asking about the "pirate activity" market condition, which is a different thing.

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Blog Posts / Re: Pirate Bases, Raids, and Objectives
« on: June 14, 2018, 03:21:29 PM »
Ohmygod I can't wait for this update. It's like, "Do you want colonies?"

And I'm like, "Um, yes?"

And it's like, "Great! Here's colonies. And also everything else too."

There are just a couple things I'm concerned about. First, if we're no where near an active relay (like in the core worlds) do we still get warned about a raid coming to our colony? I've gone exploring the outer systems for more than a cycle at a time, and if I had a colony, it would really suck to come back to find it devastated. Even if you're not in communication range, maybe your colony could send a messenger to you. After all, it's important to them that you know they need help. And I could imagine a single mudskipper(D) or the like, with basically no remaining supplies or fuel (so the player can't abuse it, even if they could know it was coming) showing up to meet you (on the route that you supposedly told your colony about before you left) to tell you the dire news. And I would understand this being an exception to the "simulate every fleet" philosophy; the mudskipper could spawn just beyond your sensor range and come straight to you (presumably joining your fleet when it gets there). Whatever the case, I wouldn't enjoy having this constant nagging feeling that I had to check in with the core worlds to know my colony wasn't being torn apart all the time.

And second, while the "pirate activity" condition is a nice way to push the player into combat and to get the player involved in the development of his/her colony early on, it will eventually outlive its usefulness. For example, lets say I have a "colony" (industrial superpower world) where POP = MAX and STATION = BIGGEST, with factory lines of patrols full of onslaughts and paragons under a super-experienced, super-coordinated planetary defense command. It would suck to have to live with a near-permanent "pirate activity" condition just because I couldn't be bothered any more with destroying pirate outposts personally. Surely some bright spark in the planetary defense command would come up with the idea to send one or two measly fleets of paragons to the neighboring system to deal with those pirates. I'm even ok with them not doing that if the pirates eventually decide we're just too big of a target to pester; as long as there is some point (even one well after I can deal with tier 5 pirate bases myself) that I don't have to get personally involved in something that's just trivial for me if I want my colony to function well.

Oh, and about the pirates-are-always-the-enemies thing. There are other entities on the edges of civilized space that may take an interest in your colony. Perhaps some [REDACTED] detachments are more mobile than first thought. I can really picture this being one of the risks in overusing AI. Ex. "Your colony has found an unaccounted-for program operating on it's communication system, which seems to have been transmitting data to the ([REDACTED] - controlled) system. The program has been deleted and the transmission cut, but officials in the military are advising precautions." After all, an AI taken from the [REDACTED] (as many advanced ones are) may wish to return.

Though overall it's looking really good. I can't wait to play it.

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Blog Posts / Re: Colony Management
« on: December 26, 2017, 07:12:05 AM »
Personally I'd be against splitting the skills into two trees that you earn points for independently. I don't know if this undercuts what I said about combat builds earlier, but I'm almost exclusively a support/utility player. I'm the sort who actually likes the idea of an operations center heron flagship (fast enough to get around the battle, tough enough to not die to a stray frigate or missile volley, cheap enough to deploy alongside my actual threats, and comes with a small band of fighters to quickly support whatever looks like the weakest link at the time).

When you say "I want to have separate trees for combat and fleet skills," I hear "I want a combat skill build but I'm going to choose the best build available to me, and that build's a support/utility role with officers doing the actual fighting. So can you please force us to get some combat skills so that I can play how I want to without feeling like I'm using a sub-optimal strategy." But for me, a support player by choice, that sounds like being forced to take half of a build that I really enjoy and put it toward a playstyle I don't much want.

One more thing: as a support build, I expect to have a weaker fleet than a combat build. After all, I salvage more ships after a fight. Part of my repairs are completed for free. My sensor range allows me to better choose what fights I want to take. And soon I'll have more colony fleets to fight alongside for important battles. I won't even count Fleet Logistics and Loadout Design because they're so good that combat builds feel they have to get them anyway (though I've already invested the aptitude points for them). If I get all this and the stronger fleet, something feels wrong.

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Blog Posts / Re: Colony Management
« on: December 24, 2017, 02:03:22 PM »
Great to hear what you're thinking. And yea, I hadn't thought about what it'd be like fighting with allied fleets from your faction.

Actually, now I'm really looking forward to that. Some of my favorite fights are joining patrols vs pirates/other factions. If I own a fleet and am facing one three times my size I should really run, because fighting will cost me dearly. But if an ally is fighting 3 to 1 and I have a couple of frigates nearby I can give my best shot at turning it around. Not to be callous to my allies, but when I'm not directly paying for their replacements, a brutal fight that can come down to only a handful of survivors per side can still be something I gain from, where if I did own the whole fleet, the best case scenario would still cost a fortune to rebuild from. I'm hoping this means we get more fights like that.

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Blog Posts / Re: Colony Management
« on: December 23, 2017, 06:52:51 PM »
Just want to chime in, as a new-er-ish player, the most challenging part is the information dump. It takes you time to learn about the world. You need to see how tariffs make trade-based profit difficult, and then how food shortages, etc, provide opportunities to profit anyway. You need to learn from hard experience that unnecessary, reward-less combat is a bad thing. You need to realize how important it is to keep that last 5-10k in the bank and not spend it on a new ship. You'll need it for repairs, fuel, product for trade, etc, before you make more. The tutorial helps massively with teaching you some basics, and for telling you what you can do. And it leaves you in a much better starting place than you'd be in without it. But you still need to learn what you should do on your own. Once you know that, Starsector's start - even sans tutorial - isn't that bad. I've started 6 games now (most haven't gone far), and I'm now quite confident I can get up and running.

So yea, introduce wages if you want; it won't stop me. And for the completely new player, I think a bigger concern is not "how do we avoid intimidating them" but more "how do we help them feel there's something clear and useful they can do to overcome it."

When it comes to skills, I think compressing each branch to six skills will probably help combat, since combat has the most skills to compress down. But may I propose a solution I haven't seen here yet? You could nerf officers. I was really surprised when I saw they could learn up to 7 skills (I was expecting 4 or 5), because with 7 an officer is as good at their job as anyone could be (barring player skill). And you could make an argument that combat skills are more valuable on the player than on officers because player skill acts as a multiplier, but a player comparing the stats of their ship under their command to under their officer's won't feel that way. Besides,

1) As the game goes on, fights tend to get larger. And as fights get larger, the player's ship becomes a smaller part of the overall fleet, and skills that benefit only their ship become less valuable.

and 2) As ships get larger, they become less mobile. Less mobility means less ability to capitalize on an opportunity, and so player skill becomes less important (not worthless, just less important). Personally I think this is a good thing; I like that there's an incentive a player might fly a cruiser or maybe a top-notch destroyer even when a fight has capital ships. However, it does mean that officers become more powerful relative to the player as the game progresses and ships get larger.

As the game goes on, a combat-focused player will probably feel progressively weaker. An officer has seven skills, which is more than just a noticeable improvement over an officer-less ship; it's enough to get everything relevant to the officer's role. Even a player that gets more combat skills than the officer won't feel stronger, because the additional skills they have are ones that wouldn't benefit the officer much anyway. It gets even worse for a player who wants to build half-and-half combat and utility, because if he does want to fight he's still outclassed by officers and if he's never going to fight, he may as well have picked up more utility instead.

By comparison, Fleet Logistics and Fighter Doctrine stay steady in power, no matter how large the fleet. Loadout Design may even become better as ships become more specialized and ordinance points allow that (10% better overall becomes ~20% better at your job & no change in irrelevant stuff). I expect these will keep a non-combat player relevant even if the officer level cap is lower.

But I've gone on longer than I meant to. I just wanted to say that for a combat build (or half-and-half build) to be useful, a player must be able to out-perform an officer at their own job (or tie them, in the case of half-and-half). If we move to a system with 8 combat skills (6 in the combat tree and the 2 currently under technology) I'd be worried if an officer could learn more than 3.

But, believe it or not, that was just preamble because I wanted to talk about colonies and ways to fail. I can think of two ways a colony could fail - emigration and a slow (or not-so-slow) dying out, and conquest. (Also revolution, but I don't think there's going to be enough internal management of the planet to make that fair.)

If you have immigration numbers, and those numbers can be negative, then I'd expect there's a way for a population to fall (or not, that might get tricky). If it can fall, and it falls below 3, it makes sense that the population might just disband and abandon the world. It might be difficult to get immigration numbers that low, but I'd hope that it would happen if the planet had no supply - local, stockpile, or traded - of a basic good (food, fuel, supplies, maybe domestic goods). That alone should doom any colony on the edge of space without waystations, though I could also see it happening if a player went to war with their only supplier of something.

This may not be intended, but I would personally love the challenge of setting up 2 or 3 colonies at the same time in deep space such that they each produce what each other needs. Though I guess it might produce overly-profitable player trade routes since there would be two completely isolated sets of markets. Of course, I expect this to be a non-starter because the player won't be able to produce fuel anywhere. (That all seems to come from dominion-era tech. Though, two-birds-one-stone, a dominion antimatter fuel assembly would be a hell of a thing to loot from a dominion mothership. Also, if you did loot one, there's almost no way the other factions wouldn't take interest in your colony and its valuable, irreplaceable strategic resource.)

Which leads to the next threat: conquest. I'd imagine a new, lightly-equipped colony would be a prime target for small pirate fleets, at least until its first defenses came online. That would mean you could only establish a colony once you had the ability to fight for it. And I'd imagine the fighting is harder the closer you are to the core worlds (and by extension, most pirates). This is the trouble that replaces stretched trade - which is not a problem so close to core worlds. Though I picture pirate raids largely dying out once the colony has some way to defend itself. You wouldn't want to make the player stay there forever.

Of course, other parties might become interested. The Hegemony may want to preempt a strong faction that might side with the Persean League (because that went so well last time.) The Ludds might take issue with heavy industry, doubly so on a Terran or other god-given wonder-world. I think it's just a reality that having a prosperous planet means you'd need to defend it once in a while, even if it can handle any non-noteworthy threat itself. I just hope it's not frequent enough to make the long travel time to go defend remote settlements feel like a drag.

So, how's that for a second comment? Please excuse me while I never type again.

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Blog Posts / Re: Colony Management
« on: December 22, 2017, 12:06:19 PM »
Will we be able to kill the smugglers who come to our planet without loosing reputation with the independent? Because as it stands, the independent are one of the best ways to get capital ships, given they don't require a commission. And I like having capital ships, but I don't like allowing criminals to undermine my own markets.

Also, I am looking forward to this so much. There's something slightly painful about floating above a needle-in-a-haystack, completely-habitable, resource-rich world and thinking "yea, survey data on you will be worth a few hundred thousand to the right buyer, and then I'll never come back here again... what a waste." That'll completely change once this is added.

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