For 0.97 did a full "smell the flowers" playthrough starting with single Wolf.
Focused mostly on destroyers, high tech and DEMs.
HyperspaceLove the new rewards for collecting topography points!
Slipsurge and reverse polarity are both big favorites of mine, and they come early enough for getting them to not be a slog.
Finding something like this early game is exciting:
- I think slipsurge doesn't need to be limited to giants and above. The cost is a deterrent against shorter distance jumps, always having pinball travel as an expensive option could be fun
- Once slipsurge is unlocked the points aren't worth much, data that sells for ~40K is really nothing compared to the effort it takes to collect 250
- Sensor ghosts could be a source of points in some way, they feel pretty pointless beyond the occasional interdictions being annoying
Escort/shipsEscort package makes destroyers work, wee!
- I think the smod bonus should be a universal damage reduction, not just a shield one.
Hammerhead is much more agile than Enforcer, that's a big advantage when working close to other ships. Also has its 0.8 shields buffed.
One of Enforcer's selling points is the high armor/hull durability but that's unchanged, would be nice if it also got a boost so relative power stays closer to the original. - Some way to keep ships close to capitals without escort command would be nice (defend and rally both wander off too far).
Dominator would love the range and the agility, but with escort it's always in the way and always rotates barely firing the hardpoints. - A bit more esoteric: would also be nice to give escorts a preferred side.
Want 3 capitals in a line, 2-2 specialised escorts protecting the outer sides, 1-1 between the capitals but routinely end up with anti-fast specialists in the middle and unprotected fire support on the sides.
Skills- Electronic warfare change is just great. Low investment does domething, medium-high gives a noticeable bump and holding sensor array matters.
Maybe coordinated maneouvers could get something similar? It's trivial to max it and nav buoy doesn't matter beyond the initial capture for deployment. - Love cybernetic augmentation getting a fleetwide bonus, feel less guilty for taking flagship boosts
- Still don't think support doctrine is strong enough for a capstone.
Giving up an officer(including wolfpack + new cyber aug boost) for a 20% deployment cost reduction is a bad deal.
They have low range, low durability, low damage and damage/hit. Kinda works for fighter and missile-heavy ships, but officers are much more powerful, AND you get BotB.
My 1 gripe about the change is that cyber aug competes with a source of extra officers, automated ships.
Overall I feel officer limits are just fleet composition limits, making cheap ships less attractive.
CombatFor most of the game piloted Wolf, Shrike, Fury and Aurora in this order.
Had an absolute blast with Aurora, in player hands it feels very good with the 0.6 shields and it has lots of possibilities with that many mounts.
Ran a ragtag fleet from what I captured, max 1 of each hull without worrying about how they work together.
Had 2 bounties back-to-back that were genuinely hard this way, a Hegemony one with gauss Onslaughts/Dominators and a Persean fleet with Pegasus Hydra spam.
Gauss fleet outranged/outgunned everything I had and it was up to the Aurora to make someting happen, Hydras added too much soft flux for the Aurora to be able to do much alone so had to coordinate the fleet.
Don't know if they were random or handmade enemies but enjoyed the markedly different challenges a lot.
By the time first colony crisis came I've already started using "proper" ships so taking them out 2-3 fleets at a time was straightforward, not much of an opinion about that.
Loved seeing the main fleets full of smods, and threats being more predictable is very nice.
Missiles seem to be much weaker than I'd have expected from elite helmsmanship buff/missile spec nerf.
In fleets with only some reapers adding 2-3 ships with racks, elite skill, ECCM MIRV or Dragonfire barely registered.
The same ships and the same fleet with the L missile mount empty (blasphemy!) often did much better.
Spamming missiles still works ofc.
DEMs felt too clumsy to use.
Dragonfire in particular takes ages from being fired to triggering the payload, when AI fires it the target more often than not is dead or out of range.
With the buffs to forming a line high tech destroyers/cruisers feel pretty weak under AI control.
Shrike is low DP/low impact so don't think it's worth an officer, Fury range is very short for a cruiser, Apogee has strong competition in Sunder.
Both Shrike and Fury are still pretty suicidal with plasma burn flameouts.
(escort Medusa is the exception, it's great!)
ContactsSpam bars, look for people with important-sounding descriptions(does that even matter? dunno), maybe get a contact on mission completion.
You still have to visit that planet regularly to build relation, once relation is high enough you might get the more interesting missions/bounties.
IMO one of the grindiest annoyances in the game right now, up there with getting/replacing officers.
I'd gladly spend 3 story points for a 0 relation very high contact on a given planet, and another 3 so I don't have to visit it with the entire fleet for missions.