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Starsector 0.97a is out! (02/02/24); New blog post: Simulator Enhancements (03/13/24)

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Topics - PixiCode

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Suggestions / Idea for Integrated Point Defense AI S-MOD.
« on: June 13, 2023, 09:07:57 PM »
Spoiler
So the IPDAI S-Mod got changed in 0.96, this thread isn't meant to discuss those changes too much, though if anyone had anything to contribute that could be fun. I think they were good changes, IPDAI being cheaper to fit was a great chance, and the move of smalls becoming Point Defense to a s-mod was an interesting decision that makes more people willing to use IPDAI while still allowing the fun shenanigans IPDAI let people do in previous versions.

...

So uh, what if IPDAI S-mod also turned medium ballistic and energy weapons into point defense? After all, S-mods are a very limited resource... you really want to feel the power of a hullmod with the new s-mod system.

 :D
[close]

Actually this idea is too overpowered, ignore it.

2
General Discussion / Big changes in AI behavior?
« on: May 13, 2023, 11:06:59 PM »
I've been playing 0.96 and, when creating wolfpack fleets, I have noticed a few odd trends I didn't really notice before, though this applies to any size of ship. It just happened most obviously with commanding a wolfpack fleet since it gives me such complete vision of the enemy fleet.

The enemy AI, especially remnant, seem far more tunnel-visioned into capturing points. They'll outright ignore nearby ships to barrel towards the point the enemy commander has marked to assault.

The enemy AI (at least remnant), after some amount of time (Unknown triggers), starts ignoring all points. Almost like full assault was triggered, but for the enemy's ships. don't know if this is new or not, but I definitively noticed it.

Fearless and Reckless personality ships are notably more fearless and reckless than before. Considering the obscured nature of the AI and how many moving parts there are I can only guess, but it feels like primarily the flux capacity retreat point has... sort of increased? It almost feels like the AI has a timer where it has to be over the flux capacity retreat point for a certain amount of time, then it will attempt to retreat for a bit.

This thread is mostly about that last one - has anyone noticed Fearless and Reckless personality ships acting notably more fearless and reckless than 0.95? I feel like 'aggressive' is a bit more, um, 'aggressive' too. It's really neat watching the AI go.

3
Suggestions / Drover combat carrier vibes
« on: April 12, 2023, 12:34:20 PM »
New in-dev patch notes woooo! I got a super short and simple suggestion here.

Quote
Drover:
Improved acceleration and deceleration (not top speed)
Added built-in hullmod: "B-Deck"
Activates when the fighter replacement rate reaches 50%
Relaunches fighters to bring all wings to full strength
Sets the replacement rate to 100%
Only happens once per combat
Changed ship system to Active Flare Launcher
Tagged is a "combat" carrier, meaning it will stay closer to the fight and engage
If the only ballistic weapons are point-defense, it will try to stay in missile range
So e.g. it should be possible to have a missile/fighter loadout and have it use both in tandem
Increased ordnance points to 80 (was: 70)
Reduced deployment/maintenance supply cost to 14 (was: 15)

Going with the idea of the Drover's changes with a combat tag; what do people think about changing the two central missile mounts into composite slots?

4
Suggestions / ‘Lil salamander buff!
« on: April 06, 2023, 09:58:38 AM »
With the incoming ‘buff’ via the limited missile reload hullmod to small missile slots I was thinking maybe salamander could use a ‘lil buff too. Salamanders do their engine booping role fine, however using more than a small handful of salamanders in your fleet tends to be a waste of OP. So I had an idea for a small reward for players or AI who manage to hit more than 1-2 salamanders onto the enemy.

A single 100% chance arc of EMP-only damage on hull hit. Probably only like 150? emp arc damage (10% of its 1,500 emp damage).

Well, that’s this whole suggestion!


5
Suggestions / The captain skill Carrier Group
« on: March 07, 2023, 03:56:35 PM »
Spoiler
More specifically, the skill Carrier Group (CG) feels a bit underwhelming. It's not useless, but based on my (hopefully not flawed) observation on how Replacement Rate (RR) works RR boosts have a minimal impact on the overall battle. RR depletion rate seems unaffected by faster RR such as Expanded Deck Crew (EDC) or CG. Functionally when watching a carrier act, at least ~half of the time the carrier is spent depleting its RR, and at exactly 2/3rds of wing complement the RR recovery is so tiny that it may as well be 0, because EDC+CG has a miniscule impact on making it recover any RR at all when at 2/3rds the wing complement.

With all that out of the way, this thread isn't about changing RR or changing EDC, replacement rate is for the most part a necessary/good system for carrier balance and overall EDC is a decent hullmod. However, Skill points as they stand currently are super impactful, much more than hullmods. Having Carrier Group exist as it is right now feels like a waste of a skill point no matter how you use it, if the above is true.

If I had to change CG, I would try making CG affect the RR depletion rate (That is, the RR drain for being below 2/3rds of wing complement is reduced by some %) for officered carriers on top of the current bonus CG provides. That way, it affects carriers for a more impactful duration of the battle, but doesn't risk providing too strong of a buff to tossing in carriers alongside a fleet.

That is, assuming, my observation isn't wrong. If it is then, um, whoops.
[close]

Read above spoiler to see the original context of this post. I misunderstood the complete effect of Carrier Group, it apparently also affects Replacement Time not just Replacement Rate replenishment. SO uh, nevermind. I basically agree with everything BBE says, maybe more flight decks allowed before penalties but CG is fine as is.

6
Suggestions / Tempest
« on: February 10, 2023, 12:19:39 AM »
Tempests! They used to be exceptionally strong and, nowadays, remain a decent frigate but are held back by a few issues. After forcing myself to use them for a video, one of these issues stuck out to me a lot. While thinking about my brief experience with these tempests, I had an idea.

The biggest issue I noticed is that tempest used by the AI are prone to wasting their drones with overkill. Unavoidable.

This causes tempests to end up at 30% replacement rate rather quickly due to how RR mechanics work, and due to how tempests fight this RR is never going to have much of a chance to actually replenish. Since a large portion of the tempest's power budget is tied up in its terminator drones, this makes the tempests feel 'underwhelming?' They're still strong, inferior to other options but that's fine. However, they feel very clunky/cumbersome, I think is the best way to put it. However, buffing its stats or its drones would just make it busted again. So here's the suggestion;

What if its system also gave some % of RR on use? Random example of numbers below.

The system would have 2 charges, 30 seconds long to replenish. Activating the system would perform the missile conversion on a drone and also immediately give the tempest 10% RR, subject to the maximum of 100%. It would be able to be activated without a drone, but only the RR replenish would trigger.

This would not only make system expertise have more use on the tempest (+1 charge and 50% cd) but it would also be a neat buff. Well, that's my weird idea.

Foof suggestion:

Quote
If I could tweak the OPs suggestion, I think the more obvious solution for Termination Sequence charges would be an immediate replacement of the Drone. Let Replacement Rate be solely for drones killed in action. Having it on charges/cooldown would also prevent the AI from wasting them and would also make Systems Expertise matter.

I guess the way I see it is there should be a distinction between voluntarily terminating the drones and the drones just get getting killed by fire.

7
General Discussion / Crew Readiness: A great concept, but WHY U SO HARD?
« on: October 13, 2013, 02:04:57 PM »
I'm a newb to the alpha of Starsector, so pardon me coming in here and being a big greenhorn and everything! I'm loving everything I've seen so far and i've been able to learn most aspects of the campaign by flipping through the forums and looking at tooltips in the campaign itself, and I assume a tutorial for the campaign will come when the game is more complete, but there's one thing I haven't been able to fully understand.

Crew Readiness, aka ER MA GERD MAH SHIPS CAN'T FIGHT!

I'm not mad or anything of the like - I actually like having a unique resource such as "Crew Readiness" that makes your fleet management much more intuitive and thought demanding than just "Whole fleet, go and ruin all things all the time." But, I don't really have a full understanding of all the ways you can regain Crew Readiness or what it means to set the maximum CR that a ship/fleet can have. In particular, is there any way to just dock with a station and regain CR by waiting while docked within the station, like a kind of shoreleave? I know you can fully repair your ships, but according to my CR log I have like a total of -200% CR readiness due to recent combat/some hull damage, and only like +90% or so due to hull repairs. I understand that you can regain combat readiness by letting time fly, but I find myself getting into fights when my CR readiness is like at 0 even while i'm at the Hegemony home base.

Is there a thread explaining the inner-workings of CR? I tried to skim through the manual for Starsector but I couldn't find anything speaking of CR. That's 100% fine since the game isn't complete, so obviously the manual can't be complete. Still, I'd just like to understand the CR resource better so that I can have more fun working with it!

Thanks.

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