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Starsector 0.9.1a is out! (05/10/19); Blog post: Painting the Stars (02/07/20)

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Messages - TaLaR

Pages: [1] 2 3 ... 137
1
General Discussion / Re: Harder than darksoul games
« on: Today at 12:36:55 AM »
First just go through some main menu missions and sim duels. Campaign expects you to be adequate pilot (or smuggler) right away.
Or use "Easy" difficulty, I guess.

2
Suggestions / Re: Default Exposed Hull/Weakpoints
« on: February 16, 2020, 06:55:38 AM »
At best this would be a mechanic only for player to exploit, with AI remaining blissfully unaware. It already doesn't take simpler (but important) concepts into account like:

- AI doesn't react to individual incoming projectiles/beams, only missiles. AI simply raises shield in direction of enemy that points weapon arcs at it. Same logic applies to dodging.
- AI can't properly kite even when it has significant combined range + speed advantage. Let alone more ambiguous cases.
- No notion of range bands (at which range it can win and which it will lose)
- No notion of attack timings (important with TLs/PLs, etc)
- No notion of cooldown timings for ship systems
... etc

I see no point in adding extra complexity that AI won't be aware of. Plus this would need to add more aim logic for auto weapon groups.

3
Suggestions / Re: Fleet cap discussion
« on: February 15, 2020, 10:25:22 PM »
I would be interested to try playing where there are class restrictions for fleet composition.

Would be a one-sided nerf to player. Enemies do bring multiple fleets anyway. So your 6 caps vs their 18, etc.

Though I think 6 are enough for battlesize 500 anyway. You need 11 ships filling 300 DP, possibly leaving out some for reserves. 6 caps for at least 240 DP + 60 DP to spend on cruisers.
There are only 10 officers, that can't swapped between combat rounds. So you can't have more than 10 effective AI ships. Rest are player-piloted ships or some cheap fodder that you don't expect to do much, plus non-combat ships of course.

4
Suggestions / Re: Unify fleet points and deployment points?
« on: February 14, 2020, 10:44:10 PM »
Yeah... With values like these I don't see how fleet creation can end in anything but capital/cruiser spam.
And goes further to devalue small ships in player fleet - pretty much no 30 DP combination of AI ships is going to defeat an officer-ed Paragon in actual combat.

5
General Discussion / Re: How do you all manage your weapons inventories?
« on: February 14, 2020, 07:54:05 AM »
Just stockpile everything (at least what you brought to base, but you can be more selective with what to pick up). Easier this way, and selling gives you pittance anyway.

6
Suggestions / Re: Fleet cap discussion
« on: February 14, 2020, 07:50:37 AM »
While smaller combat size makes fleet consisting of smaller ships more viable for single round, this fleet also needs to last for more rounds.  Which it can't CR-wise.
Perhaps I'm missing something. Is there some situation in the game where you absolutely have to survive engagements against wave after wave of enemy reinforcements? If anything, your fleet should be overwhelmed! Crushing 3 ordos at once isn't normal, but on tripled combat sizes it is. Battle size absolutely increases the scale of what players can overcome, and skews expectations of what does and doesn't work.

The only kind of endgame battle the player needs to win is one player fleet vs. one fleet of enemy redacted or expedition force. Anything more than that is pure flexing, and potentially dabbing.

Typical invasion fleet consists of 10 capitals plus assorted lesser ships. That's already about 3 waves to fight off at battlesize 300. But invasion fleets don't have to come alone, seeing 2-3 in same expedition isn't rare either (well, as far as I remember. In Nexelerin numbers can get even higher).

You need something that can decisive crush wave after wave, not barely win one round. Which leads to 11 capital/cruiser fleet (since you have only 10 officers).

7
General Discussion / Re: Anti-Remnant Fleet Advice
« on: February 14, 2020, 06:12:40 AM »
Ai behaves very differently when it sees no single HE/large hit energy weapon on attacker. Remnants will armor-tank-vent into your face constantly for great effect due to high level officers (with likely armor skills).

8
Suggestions / Re: Fleet cap discussion
« on: February 14, 2020, 06:09:02 AM »
Quote
Except I can only deploy about five of [capitals].
Stop playing on 500 fleet limit? The biggest problem with capital spam is inflating your fleet scale settings. If players can pack 5 capitals into a fight, they will. On default mode, each side gets ~150 DP for battle. That's room for 3 good capitals, which can get zerged down by a much wider array of smaller ships.

While smaller combat size makes fleet consisting of smaller ships more viable for single round, this fleet also needs to last for more rounds.  Which it can't CR-wise.

9
General Discussion / Re: Fitting High-Tech Ships
« on: February 13, 2020, 09:07:31 PM »
Most player ships can and should go without PD, except token to cover engines from Salamanders, at least until capitals.
BurstPD is good at removing few high value missiles but is easy to overload or spoil with flares.
Without IPDAI any non flak PD is not to be relied on. With IPDAI I'd rather use IR pulse, at least on Conquest or Odyssey.

For AI ships I just put few cheap LRPD/PD lasers - that's as much as makes sense without IPDAI.
I don't typically use IR pulse since its flux is higher than typical PD equipment of similar size, and I know things can get out of hand fast when bombs and rockets are coming.

AI can't use flux heavy PD at all - they disable it too early (at about 40-50% flux).
But player can, and flux costs are acceptable because it's dual purpose PD/close combat weapon (and IPDAI IR pulse is the only way to get decent dps from small energy slots). Conquest and Odyssey having more dissipation than they can efficiently spend via larger slots helps this build too.

10
General Discussion / Re: Fitting High-Tech Ships
« on: February 13, 2020, 09:32:58 AM »
Most player ships can and should go without PD, except token to cover engines from Salamanders, at least until capitals.
BurstPD is good at removing few high value missiles but is easy to overload or spoil with flares.
Without IPDAI any non flak PD is not to be relied on. With IPDAI I'd rather use IR pulse, at least on Conquest or Odyssey.

For AI ships I just put few cheap LRPD/PD lasers - that's as much as makes sense without IPDAI.

11
General Discussion / Re: Fitting High-Tech Ships
« on: February 13, 2020, 07:29:10 AM »
Yes, DS3 on phase is a problem vs other phase ships. But I find it still worth using since it makes bypassing shields a lot easier (larger opportunity windows).

PPT spending is not an issue for player piloted ship - either way I kill about 1 thing per 10-20 seconds PPT with AM Afflictor. Doing it faster in global time is only better.
But sure, AI doesn't use PPT efficiently, so for them 4x time is a negative.

12
Suggestions / Re: Fleet cap discussion
« on: February 13, 2020, 06:30:10 AM »
I don't have a problem with amount of capitals present. Just that it's impossible to efficiently counter with DP-appropriate amount of smaller ships (with Spark Drovers being somewhat of an exception).

13
Nah, selecting ships which have spare CR or non-combat ships whose CR doesn't matter (even barely armed civvie ships can do fine in autoresolve chase) is important thing for player to optimize here.

14
Suggestions / Re: Ambush Bickering
« on: February 12, 2020, 06:00:10 AM »
Player can gain loot by simply defeating enemy fleet in a straight fight. What beside that?

15
Suggestions / Re: Fleet cap discussion
« on: February 12, 2020, 04:56:01 AM »
There is no need to additionally punish zerging - AI breakdown when too crowded already does.
And it's not purely AI problem either - there is just so much area available to attack enemies from, at some point it's all used up.

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