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Topics - Megas

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1
Suggestions / Restore should remove hullmods first then raise CR to max.
« on: February 29, 2024, 06:26:17 AM »
If player has Hull Restoration, CR is maxed first then hullmods removed, which leaves more to repair to reach the new max.  It should be the other way around so CR is at the new max and no need to repair after Restore.

2
General Discussion / Partial commentary of 0.97a
« on: February 25, 2024, 03:28:30 PM »
These are random comments of various aspects of 0.97a, some may be repeats of what I probably posted elsewhere previously.

Gameplay
Spoiler
The seed I played did not have great planet generation.  One of the best systems was one of the closest to Limbo, and the other was nearly as remote.  What made one of the systems good enough was not only it had a gate, but it had two Domain relays, the only low hazard habitable with max farmland and three other resources at +0 in the second, and the gate always orbited a jump point, so all I had to do was T.Jump, take the jump point, then enter gate.

Tried to ride Black Market train like last release, but the market changes put a stop of easy non-stop shortage loops that were easy to exploit.  Now, I need a combat fleet to kill fleets and break stuff to create shortages.  I eventually parked much of the fleet in Mayasura and ran around with a Dram doing exploration scan missions to raise cash.  Eventually, I made it to level 6 and got Hull Restoration to fix ships and slowly build up a fleet that can fight midgame bounties.  Soon, bounties were getting stronger faster than I could keep up, and I eventually exploited the infinite credit bug because I did not feel like spending hours chasing and grinding bounties to get the cash I need to build up colonies and prepare for the massive crisis fleets which were mostly as huge and near-endgame strong as I anticipated.

The second industry on most of my worlds was Military Base because I need a steady supply of marines to replace those killed from raiding big homeworlds with high ground defense like Kazeron.  I need an overwhelming attack score to stealth raid big worlds with an intact battlestation (cannot fight it with Ziggurat in the fleet, nor would I want to even without Ziggurat because I lose even more rep), and the only way to do it without the bonus from Gunnery Drills in Leadership is marines, lots and lots of marines, and raider ships with ground assault hullmods, ideally Phantoms.  Core worlds do not sell enough marines to quickly replace more than a thousand I can lose in raids, so I need my colonies to produce marines.

For crises, Pirates were the first to appear, but soon, Tri-Tachyon and the League joined in.  Tri-Tachyon was the first crises I got, and it was the best of them all.  League was the most difficult crisis I fought and I lost the most rep purging them from my system for no reward that was useful.  Pirates was the third crisis and somewhat fun.  Lots of fleets, much like when they raid the core worlds, but more of them, about twice as many fleets.  Reward is nice, +10% accessibility and Pirate Activity is always overridden by Piracy Respite for no more stability hits from being targeted by a "Station King".  Knights was crisis #4, and while the fight was underwhelming (only a single fleet with three Invictus and other ships), the reward with more stability and production for Ludd worlds, is nice for a farm and commerce world.  My fifth and last crisis was Diktat.  Played out like old expeditions except they will sat bomb your fuel world if they win.  +25% to fuel income is good.  Could not trigger the Hegemony crisis no matter how many points they built up, probably because I stole their spool and synchrotron.  By this point, I considered my game done.  In a fork save, I tried out the Pather crisis, which was very unrewarding.  Remnants is simply an alternative way of core worlds claiming their systems.

Kind of annoying that if I steal items for some core worlds, their crisis will not trigger and I lose out on the crisis and reward if I win.  I do not know if giving back the item will let them start the crisis later, but I am not waiting the game to tick another four to five years while I am away from keyboard to find out.
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Raiding
Spoiler
While waiting for colonies to build up and crises to come, I built up a massive raiding fleet and discovered the joys of pure high-tech phase fleet (that have Phase Field for campaign map) and Insulated Engines.  I had fun sneaking among heavily guarded systems without being seen and raiding worlds without a fight.  I obtained most rare blueprints by raiding the core worlds.  Discovered some things about raiding:
  • You need some combat capable ships to scare enemy pickets and merchant convoys into not defending a colony.  You cannot bring 30 Phantoms and almost 6000 marines to overwhelm colony defenses when a weak fleet with nothing but tankers and other civilians will jump in the way and defend the colony.
  • Ziggurat is a good ship for a phase raiding fleet because 75 DP is a massive chunk of DP toward scaring pickets and convoys from defending the worlds they orbit during the encounter menu, which means fewer Dooms toward 240 or so DP of combat ships and more Phantoms in the fleet for more ground power.  Of course, you can never fight with Ziggurat in the fleet without destroying rep, but the goal of stealth raiding is going in, stealing things, and getting out all unnoticed, not fighting; although the fleet might still be able to kill some weaker enemy fleets that Ziggurat can safely attack.  After all, Ziggurat and/or Dooms are in the fleet, even if some of their hullmmods are dock mods normally not used in full combat loadouts.
  • When raiding, steal only blueprints and use only the minimum marines needed to succeed.  If you do, the target takes a -2 stability hit after the raid.  If you get greedy and use more force for whatever reason, stability hit will be -3, and that is bad.  Since stability loss from raids take three months per point to heal, -2 means waiting six months to stabilize and raid the target again, while -3 means waiting nine months instead.  There are a lot of blueprints to raid for, and if you do not want to decivilize their world, you want the least stability lost so you can raid them more often.
  • 20 Phantoms and 4000 marines with low bonus for literally over 9000 attack bonus meant I could stealth raid any world except Chicomoztoc even if the battlestation is fully operational.  I may lose over a 1000 marines raiding a size 7 homeworld, but I still get the blueprints and xp for the survivors, and I can just get more from all of my military bases for the next raid elsewhere.
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Colonies
Spoiler
Now that some crises may be far bigger than what expeditions of previous releases used to be, assuming that they even attack directly rather than attempting a blockade or siege, ground defense is useless for the player.  (Ground defense is still useful for the enemy for how many marines I need and how many they eat when I raid them.)  Things like Planetary Shield and Heavy Batteries?  A cash drain for nothing.  Also, High Command; if I cannot min-max it like crazy, it is worse than useless because it adds more upkeep, raise demand higher than everything else on the colony, and slows down Hostile Activity point gain at a time when I want the point gain to be faster and trigger other crises sooner.

I am not sure if there is a first thing to build immediately like Patrol HQ in the last release or Orbital Station is releases before that one.  Patrol HQ is still handy for +1 stability and to retain control of relays when small fry pirates spawn and maybe try to steal your relays.  So is Waystation if the colony is remote and I need fuel and supplies to restock immediately.

With crises the way they are, defeating them in battle is generally the best outcome because of the reward from victory.  Only pirates (and perhaps Pathers) offer better reward for avoiding the crisis with a bribe.  On the other hand, I need a near-endgame fleet that can easily defeat max strength 250k+ bounties to play the colony game once the first colony grows to size 4 just so I can smash their crises fleets and get their reward.  Sure, I can avert crisis without a fight, but after seeing the rewards for beating them up in a fight, why would I?  Some of the peaceful solutions are not so good when it is stuff like join up with the League or eat patrol scans in your home system plus a blockade or Diktat demanding your fuel profits or else they nuke your fuel world.  So if I want to play the colony game in a way that feels good (by not giving in to any of their outrageous demands), then I need to crush their crises fleets in combat, and I need a near-endgame fleet to do that.

I like that winning the crises makes most factions leave you alone for good.  The constant babysitting of previous releases was annoying, and probably drove many to stack all defenses to one system so that they could outsource the babysitting to patrols and other automated colony defenses.  Now I can feel more comfortable spreading out colonies among more systems if I want to do that.
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Skills
Spoiler
I took mostly the same skills as last release.  The biggest change was replacing Flux Regulation with Neural Link.  Also had different combat skills since I favored an Afflictor and Radiant duo late instead of Ziggurat.  I could not use Ziggurat in every fight when I could not afford to reveal my identity during the course of crises.

Target Analysis:  Since it gives a bonus against frigates at elite, and I was piloting Radiant when I made it to max level, I took this skill instead of Ballistic Mastery (in case I swap to Ziggurat or other capital later).  Conversely, since none of my homegrown officers had elite skills, I avoided Target Analysis on all of them.  If I needed a damage skill for them, I would give them Ballistic Mastery and/or Missile Specialization instead.

Systems Expertise:  Started picking this skill more instead of one of the damage reduction skills for some Automated Ships.

Neural Link:  Much better by the latest hotfix.  It is more usable on capital ships and especially automated ships.  While the OP tax is still annoying, it is not too hard to squeeze it in somewhere on the majority of ships.  Best of all, Automated Ships do not take an excessive penalty for using it.  The extra 10% DP cost on automated ships is more reasonable.  Radiant is still very powerful, but not Ziggurat strong without Reality Disruptor to stunlock enemies, and the other Remnants are not unfairly penalized.  Derelicts are still out of the question with their tiny OP totals - they have trouble affording the basics, let alone luxuries like Neural Integration.  I used Neural Link for much of the game.  My main flagship was Afflictor, and I linked with a variety of ships until I got Radiant from the Red Planet.  Before I got Radiant, I used Instant Transfer to recharge Afflictor's system and had enemies glowing radioactive almost constantly.  Was a letdown on Apex and Fulgent, the first two automated ships I found, although I was not at max level at the time for more combat skills.

Ordnance Expertise:  I guess it is better balanced if I could take it at tier 1 like officers can, but at tier 2, it is not so great as a skill that takes two points to buy like Gunnery Implants is.  If I do not want high Industry, I would dump the tree in a heartbeat now that Ordnance Expertise is not so powerful anymore.  I took it only because I wanted more Industry skills.  For officers, I gave them Ordnance Expertise to mimic Support Doctrine and to make all ships have the same dissipation no matter which officer pilots it.  Kind of annoying giving officers ships they cannot use that I can use because they are missing Ordnance Expertise and do not have the dissipation to use the ship the way I can.  Either everyone has Ordnance Expertise or no one has it.

Hull Restoration:  Much better for pre-endgame.  Now I do not need s-mods for more max CR, and I do not need Best of the Best for the full +15% max CR.  Also, faster repair for cheap ships is nice.  It is based on OP, so I can repair big civilians about as fast as small combat ships, right?  Still, if I had unlimited money (which I had with infinite credits bug) and used Alpha cores for admins, then Industry is still prime dump material if I am interested in a strong flagship I can pilot backed up by a strong fleet (which means Combat/Leadership/Technology).
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Weapons
Spoiler
There were several types I produced a hundred at a time.  They were Railguns, Heavy Mauler, Hypervelocity Driver, Breach missiles, Gorgon missiles Mining Lasers, and IR Autolance.

Railgun:  Still the best all-around light kinetic when I can afford it.  When I could not afford Railgun, I used Light Autocannon instead.

Light Needler:  I used this weapon more than Railgun early because I found the blueprint much earlier than Railgun's.  Once I found the Railgun blueprint, I promptly mass-produced a couple hundred of them and replaced the needlers on every ship that was not a phase ship.  Between Light Needler and Railgun, Light Needler is a weapon for phase ships.

Heavy Autocannon:  The efficiency buff means it works much like a medium Railgun, but with less accuracy.  I have used this more since it is cheaper than Railgun plus Ballistic Rangefinder.

Heavy Needler:  Since Heavy Autocannon became more efficient, I have barely used Heavy Needler, and I used it only on Ziggurat and maybe Paragon.  Now, Heavy Needler is mostly a phase ship weapon who can phase between needler's reload delay.  Heavy Needler is too expensive now for what it does.  Probably needs to cost 12 or 13 OP now if the rest of its stats stay unchanged.  The short range and low hit strength kill the weapon for any ship that does not phase.

Storm Needler:  Seems good, definitely better than before.  Feels much like the original Storm Needler without the windup delay.  When I tried it, enemies lose the flux war fast if they get into range, and that is an if.  I actually spent time trying Retribution with Storm Needlers and Mining Blasters for a little while.  Still a suicide ship that takes a few ships down before it does.

Breach:  They seem unchanged, and they were my general all-purpose small missile of choice.

Gorgon:  The refire delay probably helped more by throttling fire rate and preventing cheap ships armed with only Gorgons from dumping everything on the first target.  Now my Lumens and Buffalo IIs can fill up with Gorgons, launch four at a time, wait a bit, launch another four, and so on.

Proximity Charge Launcher:  Half fire rate ruined their burst potential and made them less of a super Annihilator Pod clone.  Still prefer them over Annihilators because Proximity charges hit things more easily.  I now take them if I want an endurance option that does not run out of ammo quickly.

Squalls:  Much more vulnerable to PD than last release.  If the target has two dual flaks or a bunch of burst PDs, about a third to half of a burst of Squalls will be shot down.  Still lethal against ships with no or weak PD, but it is not the one missile to rule them all, at least if not massed.  This was the one large missile I used the most by far, with Hurricane MIRV as a distant second, and the dumb-fires a few times on Legion(XIV) and Rampart.  Next game, I would not try to use so many.

Cyclone Reaper:  Not sure if Cyclone is worth the OP now that it lost ammo.  While it costs about two-thirds more than Hammer Barrage like Typhoon does over Jackhammer, Cyclone no longer has the same ammo count as Hammer Barrage like Typhoon and Jackhammer, and instant max speed does not do enough to make up for that.  While Cyclone may have been a near no-brainer over Hammer Barrage, at least I paid the OP for an elite weapon.  Now, I do not get my OP's worth in ammo.  The only reason why I may use this instead of the other dumb-fire option that is Hammer Barrage (if not give up and just use MIRVs instead) is if I want to throttle fire rate for endurance use and prevent NPC ships from wasting all missiles immediately like they do with Hammers.  Maybe Typhoon for medium size is the outlier now and needs its ammo count rolled back to the original 5.

Hammer Barrage:  It is much cheaper than Cyclone (10 OP difference), and unlike medium size, it has more ammo than Cyclone, where Jackhammer and Typhoon have the same ammo count.  With cheaper Barrage combined with less ammo for Cyclone, and after some experimenting, I prefer Hammer Barrage over Cyclone Reaper for general use if I do not mind my ships using the ammo faster.

Dragonfire:  Still too expensive and prone to getting shot down by larger ships.  If there were any buffs (I remember reading about activation range), I did not notice them.

Mining Laser:  I have used this frequently as budget PD cheaper than Vulcan even after IPDAI on low-tech ships that have more mounts than they need.  While I could have done that last release, I have used more Mining Lasers for PD in this release than before.  Also, it was my goto filler weapon on every civilian ship I got my hands on since it is only 1 OP and fits in either energy or ballistic mounts.  (Most mounts civilians have use ballistics.)

Phase Lance:  Much better now with 0.8 efficiency.  Used them on Tempests and Medusa up until endgame.  Tried them on Harbinger (why not since I have Neural Link), but phase lances were not as useful as heavy blaster and ion pulsers, and got dropped.  Does not help that lances with enough range boosts will outrange Quantum Disruptor.

IR Autolance:  Still used them as the default choice that got mounted on everything when OP and/or flux cost were issues.  Got the blueprint for this by raiding the pirates (Kaptyen Starworks).
[close]

To end with a few final comments, once I reached max level and gave Systems Expertise to my Neural Linked Radiant, I had fun punishing cowardly enemies that taunted me with their constant backpedalling.  It felt good to teleport up to their face, unload triple plasma and beams, and if they keep backpedaling away, just skim again to keep up and punish them some more until they die.

3
Suggestions / Plot armor should be handled more gracefully, if kept.
« on: February 24, 2024, 10:01:59 AM »
Rather than let the player sat bomb a target out of spite and failing to vaporize said target because of magical plot armor yet still gain the ire of the entire Sector, your second-in-command or whoever should flat out tell you there is something important or valuable to do on the planet and refuse to bomb the target, just so you do not waste fuel and rep for nothing.

(Of course, the ideal solution is no plot armor and let the player break whatever.)

4
Player can kill size 4 population in an endgame warfleet with more than one Invictus, and factions can casually sat bomb your planets in a system they claim, including systems you claimed originally (in case of takeover by Church invasion), plus the Diktat crisis.

I do not see why sat bombing a small colony off the map is more of an atrocity than wiping out an huge endgame-sized fleet with high personnel capacity.  It is wartime in the Sector.

Of course, bombing should make the target hostile, but it should not make everyone else mad and otherwise count as atrocity.  People at bars should be spitting at you for all the people you kill by killing all of those huge endgame fleets.

5
Suggestions / Free Port should be less of a no-brainer.
« on: February 24, 2024, 05:36:13 AM »
Most core worlds do not have Free Port everywhere, but my colonies (and I suspect everyone else) all have Free Port.

Once I can handle crises, I have no reason not to use Free Port everywhere.  More income, more growth, what's not to like?  For me, the biggest drawback is growth when my fleet is too weak to defend them from crises.  The stability penalty is not much of one after I get enough pluses from elsewhere.  I still have 10 stability most of the time unless I get Commerce too or try to colonize a Decivilized world (permanent -2 stability is why nearly every Decivilized world is a deal-breaker and not worth colonizing).

My suggestion.  In addition to current -3 stability, cap max stability at 5 (instead of the usual 10) so that it cripples colony defenses (smaller defense fleet) and lowers quality of ships built at heavy industry worlds with Free Port.  With this some worlds will not have Free Port because fleet size and quality are more important than income.

For worlds where size and quality are less important than income, Free Port is a no-brainer for them, and that is fine.

This is not so much of a balance suggestion, but more on aesthetics.  If Free Port is all good, then every core world should have it, and it looks strange when every colony the player owns have it while many of the core worlds do not.  The factions that do not use Free Port look stupid for not taking advantage of the freebies!


P.S.  Another buff for no Free Port:  If the player is near one of his colonies without a Free Port, and his fleet has transponder on, give his fleet the authority to scan fleets and confiscate contraband like drugs, organs, and maybe AI cores.  To prevent abuse, the colony needs to be size 5, or maybe 4.  Actually, that is not a buff if all he gets is drugs and organs, since player can just get more income from that passively by turning on free port.  It would be a buff if he got an AI core or other rare and illegal valuables here and there from scanning like patrols.

6
Say, you have a nice size 4+ farm and commerce world with Luddic Majority, and you have other colonies in the system with it.  The Church crisis comes and ends with the Knights victorious and they steal your Ludd world.  If you have other size 3 or 4 colonies in the system (or try to build another), will the Church try to bomb your other small colonies off the map?

7
Like when the player defeats the massive pirate raid and earns his permanent Piracy Respite, smashes the League blockade, cuts a one-time deal with a faction, and similar events.

8
Suggestions / Gate Hauler can be a target for mission scans
« on: February 20, 2024, 05:11:56 AM »
I have moved the Gate Hauler to one of my colony systems, but did not deploy it yet.  (There is a neighbor system with a gate, and I have a wormhole in my system in the meantime, so I have no immediate need to deploy the gate.  I may move the hauler elsewhere later if I colonize more systems.)  For now, the gate hauler rests next to one of the planets as a trophy.  Sometime later, I accepted a scan mission to build up rep with a faction (Luddic Church), and the target, to my surprise, was the Gate Hauler in one of my systems.

It was an easy mission, but, like the technology cache some versions ago, the gate hauler probably should not be selected for random missions.

9
As a test, I added items to spawn Pather cells to intentionally raise Hostile Activity faster, waited for the cells to spawn (and they did), then removed the items until their interest fell below seven.  Waited a bit longer and the cells dissolved and the condition removed.  However, I still have hostile activity from Pathers with Mining and Biofactory on my colony despite no Pather cells anywhere.

I had no Pathers in Hostile Activity before getting a cell, despite having low Pather interest, and after the cells left, they did not take their Hostile Activity with them.  In the end, I reloaded to remove the Hostile Activity and avoided installing more items in colonies to draw out Pathers and accelerate HA gain, since the plan was to add more to HA faster while points are low, then remove the sources to remove factions from HA and effectively select the faction for my next crisis fight.

10
While standard Afflictor had its DP cost raised from 8 to 10, the pirate version remained at 6.  This is too cheap compared to Shade-P, while both Shades remained at their values 8 (standard) and 6 (pirate).

Assuming unskilled, Afflictor-P is not far behind from a similarly out-of-the-box standard Afflictor as an AMB platform.  Standard Afflictor without help from skills and s-mods can only support three AMBs, while the pirate one can support two.  After that, standard has about 6 more OP than the pirate version, which is another 3 or 4 OP hullmod and the rest into vents (or caps if player has Flux Regulation).  Afflictor-P still has the same amp damage system and the same mobility to assassinate enemies.  The pirate one probably has a bit less capacity than standard, either from less than max caps or no Flux Coil Adjunct, but 6 DP is a great bargain for what it does compared to the 10 OP Afflictor.

That does not mean I always take Afflictor-P, but lately, I have taken one standard Afflictor and any backup Afflictors I bring are pirate versions because of the 6 DP cost that fit better within some DP pools.  (I have not taken all the skills to make Afflictor my primary ship, certainly not enough to support four AMBs, so it is not much better than a unskilled one.)

11
In a system where I placed a wormhole in the lone stable point (and waited long enough for it to be operational, so not in Limbo).  I went to the star to create stable point #2, and the new stable point overlapped the original point completely and perfectly, which made it difficult to click either object.  Will I get the wormhole this time or the new relay I just built after I got lucky last time clicking the stable point instead of the wormhole last time?

I reloaded, tried creating the point again, and the point spawned at a different point further away, not overlapping the first stable point with the wormhole.

The game started in RC6, but this happened while playing RC10.

12
Makeshift relays add +1 to slipstream detection radius, up to three relays, according to tooltip.  They appear to do this.

According to tooltip for Domain sensors, it should add +2 instead of +1 given by a makeshift relay, but it does not do that.  Instead, owning a single Domain sensor does the following:
* Increases the maximum relay limit from 3 to 5, basically +2 to max relays.
* Adds +1 to detection radius like makeshift, with a minimum bonus of 2, so if Domain sensor is the only one, it gives +2; otherwise, it gets tricky.

If I own a single Domain relay only for +2, then build my first makeshift sensor, the bonus is still +2.  I get no extra bonus for owning a Domain relay and one makeshift relay than I do a single Domain relay.  However, what Domain relay does after that is I can use five sensor relays instead of three, and stack more +1s as I build my second, third, and fourth makeshift to stack with my first makeshift plus Domain sensors.

With makeshift relays only, progression is +1, +2, +3, +3, +3, +3.
With first Domain relay, as I start building makeshift relays, progression is +2, +2, +3, +4, +5, +5.

I have no idea what owning a second Domain relay would do, but a single Domain relay already does things the tooltips do not say they do.

Hopefully, I explained the bug or information mismatch well enough.

13
Suggestions / Different phase cloak for non-high tech phase ships, or...
« on: February 14, 2024, 05:10:27 AM »
Before 0.72a, phase cloak has no delay, but no time shift.  It was essentially a variant fortress shields, and phase ships were better at brawling than assassination.

Suggestion:  Have the low-tech or possibly new midline phase ships have something resembling original phase cloak like "Variant Phase Coils" or "Prototype Phase Coils" where they have less cloak delay like Ziggurat (or no delay at all), but speed is still normal, and PPT/CR countdown is still accelerated.

This would be handy for slowpoke brawlers like low-tech phase ships.

As an alternative, a hullmod that does just that for any phase ship (less cloak delay, less mobility, and faster PPT/CR countdown).  It would be mutually exclusive with other phase coils like Adaptive Phase Coils, Phase Anchor, and Ziggurat's built-in coils.

14
Suggestions / More new phase ships please
« on: February 13, 2024, 04:40:55 PM »
This following is more rambling than I planned, but here goes...

Currently, if we count the combat phase ships, we have three frigates (Afflictor, Shade, Gremlin), one destroyer (Harbinger), two cruisers (Doom and Grendel), and one unique capital that also doubles as a unique plot device (Ziggurat).  However, if narrowed it down to ships that have Phase Field to sneak around, then we are down to two frigates (Afflictor and Shade), and one of each of the bigger class sizes (Harbinger, Doom, and Ziggurat).  This is not enough variety for a pure phase sneak fleet.  When I say sneak, I mean minimize profile to sneak around like invisible man and stealthily raid worlds or assassinate fleets.

Frigates seem to have barely enough yet adequate variety as they are, although I would not say no to another high-tech that is not so similar to Afflictor and Shade, which both seem to work best as AMB assassins, and not as bad as Gremlin.  Maybe a high-tech phase equivalent of a Kite or Hound that costs 4 or 5 DP instead of 2 or 3 DP, something smaller and worse armed than the current line-up.  Does not matter too much since conventional frigates can be more stealthy than bigger phase ships, though they lack Phase Field that helps make the fleet stealth (but that does not matter much if I already have twenty other ships with Phase Field).

There should be at least one more destroyer, preferably two.  Another high-tech one with Phase Field (for variety's sake) and a low-tech phase ship to bridge the gap between Gremlin and Grendel.  Would like the second high-tech phase ship to use either heavy weapon like a Sunder with phase cloak instead of ship or have missiles like original Harbinger (but without Quantum or Entropy).  Anything that is not another Harbinger clone.  As for low-tech phase destroyer, I have no idea what exactly it would do.

Would be nice if there was another high-tech phase cruiser alternative to the Doom, with different mounts and system.  Seeing that high-tech phase ships are treated as a warship one size bigger, a cruiser would probably be yet another Tri-Tachyon exclusive, but it does not have to be.  Make this second phase cruiser hull a lost blueprint like Legion (XIV), so that only the player can use it (if he uses it and not sell it).  As for what another cruiser would do, hopefully not over-reliant on its system like Doom is, and more of a brawler with whatever guns it was given, maybe mini-Ziggurat without the cheese.

Since low-tech phase ships seem to be priced similarly to conventional warships, maybe there is room for a low-tech phase capital?  One with big guns like Gauss Cannons.

One thing the phase ships have in common is they have a bunch of smaller guns.  Only the Ziggurat has heavy guns, and combined with its phase coils, it is really fun to brawl with Ziggurat, unlike the other phase ships that feel like they need elite Field Modulation to come close to brawling like Ziggurat, which is not helped by the smaller guns they are stuck with.  I would like to use heavier weapons (especially energy) on a mass-produced phase ship that do not rely on cheesy systems, or at least systems more powerful than their guns.

Lately, I have been having fun running a pure phase fleet, all of them high-tech because they have the Phase Field hullmod that halves their profile, and combined with Insulated Engines on bigger ships, their profile can be reduced even more, which makes the fleet very stealthy.  My biggest complaint so far is lack of variety of bigger phase ships (with Phase Field), followed by the dominance of small arms for loadouts (nothing heavy without Ziggurat).  If only the low-tech ships had phase field, I would include them in the fleet too for variety's sake.  However, my phase fleet tends to have one or two Dooms, few Harbingers, and the rest being Afflictors and/or Shades, plus Revenants and Phantoms as haulers and transports.  I bring Ziggurat with Insulated Engines sometimes if I think I can avoid fights that harm reputation.  Ziggurat is good for raiding if the fleet has enough DP to bluff weaker enemy defenders into not fighting, and Ziggurat costs 75 DP, which is a plus when I want less combat ships (with high DP) and more Phantoms (and more marines!) in the fleet.  Occasionally, I will include smaller conventional warships if their profile is small enough after Insulation, and Insulated Valkyries if I do not have Phantoms yet, but I still want many phase ships overall in the fleet to get close to the x0.25 profile modifier for minimum profile.

I wonder what a midline phase ship would look like, although if star fortress mines are any indication, it probably be a high-tech style with ballistics and beams and a different paint-job or shape.

15
* All the other smaller Independent fleets like salvagers, smugglers, traders, and non-affiliated mercenaries became hostile and they joined in with the TT-hired Tactistar merc fleets.

* Any time normal, random Indie fleets get involved in a fight by joining with the Tactistar merc fleet, I take rep penalties, unlike merely fighting Tactistar merc fleets alone.

* I cannot salvage debris fields or derelict ships while these random smugglers and other small Indie fleets loiter around my worlds doing their normal thing.  Annoying when they orbit my world for whatever and block me from cleaning up the debris left behind.

* My patrols will not hunt down and attack these random Independents roaming around who have clearly taken sides with the Tactistar fleets and joined forces with them.  "You are the police! Stop those troublemakers! No more doughnuts for you!"

* I could not turn my transponder on (to effectively say "Stop! We are the police!") without making the Independents hostile just because I attacked Tactistar fleets that were clearly attacking my colonies.  I do not remember if I fought my first Tactistar merc fleet with other Indie fleets joining in, although they were certainly within screen distance when I fought one of the Tactistar fleets.

Now for battlestation woes...

* I could deploy only one larger ship, which is a problem with the Neural Link and Automated Ships combo.  Since my main heavy hitter was Radiant, I could not use it as a flagship.  If I deploy Radiant first, which would take more DP than I had (thanks one ship exemption), then I cannot deploy the flagship (which was Afflictor, but even a 2 DP Kite would not help).  I ended up deploying Afflictor and did what I could, and by the time I could deploy Radiant to switch into, my battlestation was destroyed (though I won the fight in the end).  Would be nice if an Automated Ship (or any ship with a Neural hullmod for that matter) could be deployed alone and [T]'d into without deploying the flagship first when low DP budget is a concern.

* Later, I reloaded and tried to use Ziggurat (my other heavy hitter).  Unfortunately, random Independents got sucked into the battlestation fight and joined with Tactistar, and if I tried to join with Ziggurat in the fleet to defend my battlestation, the Indie faction would become auto-hostile (since my attack action was blocked with a warning).  In the end, I had to park Ziggurat and resort to Neural Link Radiant (which I could not deploy at first - see above) and the rest of my fleet.

Tri-Tachyon would have loved the extra random Independent fleets that were in the wrong place and time reinforcing Tactistar fleets.  Any random Independents that join with Tactistar and become hostile with my fleet (or just getting angry with me destroying Tactistar) should have their faction allegiance switched to Tactistar mercs and have their Indie protections revoked or stripped when they join fights with obvious troublemakers, so that they no longer hurt rep when attacking my authorities.  In this case, my fleet are the authorities (super patrol) in my system, although I had to have transponder off because Indies would go hostile otherwise.  Independents should be... independent, not blatantly monolithic like a major faction.

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