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Messages - XazoTak

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1
Mods / Re: [0.96a] Audio Plus 1.2.0
« on: September 15, 2023, 09:32:47 PM »
How much of an impact on loading times and memory usage does this mod have? This is one of the most filesize-heavy mods out there, and Starsector has a nasty habit of keeping stuff loaded into memory even when it's not in use, so I'm wondering if stuff is loaded as-needed or all at the start.
Also, what contexts do the songs play in, if they're derived from other mods?

2
Mods / Re: [0.95.1a] Commissioned Crews 1.999999ggg
« on: September 04, 2023, 09:54:26 PM »
Isn't the Luddic Path bonus a bit overpowered?
Top speed is usually a very hard stat to boost. At first I thought it made combat readiness degrade 15% faster since I naturally assumed that such a large speed boost would come with a downside, but 15% slower? It's an entirely gratuitous bonus on top of what would already be an overpowered buff.

3
Mods / Re: [0.96a] More Military Missions (v0.3.1)
« on: September 04, 2023, 12:27:20 AM »
Why don't invasion fleets at least acknowledge faction relations? It's nonsense to see Hegemony requesting defence against an Iron Shell fleet.

Also, I notice that the invasion fleets don't count as belonging to a faction which means you can attack them with zero consequences. They're already so easy and convenient compared to bounties that I think it would only be fair fighting against them came with reputation consequences; and since you have to have your transponder on to fight alongside the station, the downside of defence missions is that the reputation consequences are worse than what a bounty would cause.

4
Modding / Re: [0.96][WIP] United Aurora Federation 0.74a1
« on: August 26, 2023, 09:47:38 PM »
The minibreve pod seems to be extremely bad.
At 20 OP, it costs more than two minibreve launchers (8 OP each). Usually larger versions of missile weapons give slightly more value per OP point, so why does this give less?
Also, it reloads 2 shots per 400 seconds? Two minibreve launchers together would reload 2 shots per 200 seconds. So a minibreve pod actually gives less value than two launchers since it has half the reload speed.
Really, it should be 2 shots per 200 seconds and 15 OP. That would give it exactly the same specs as two small minibreve launchers, except for the mounts used and costing 1 OP less.

5
IBB fleets near an artillery station seem to get the station (but not any of its defenders) as an ally
Which feels like a cheap way to take out the station, if the IBB fleet is weaker than the station's defenders

6
Pets just feel too impractical. Like, I can accept them having negligible benefit and like the idea of them just being the vanity of your captain and crew, but as it stands their logistical demands feel too high to even keep them around for flavour:
  • The sensibly-priced food options can only be bought from a few planets even though it's just food
  • Even a single animal goes that food pretty fast despite being only a single animal, so you need to pack a lot for long exploration missions where your cargo space may already be strained
  • You still need to manage their food even when the ship they're on is in storage, which is a big problem to deal with
  • Pets can die oddly quickly for no reason, making it pointless to even bother dealing with them since you're just going to lose them almost immediately

It would be a *huge* improvement if pet food was simply scrapped from the mod, and caring for pets became a simple credit cost like crew and officer wages.
You could even add more personality and flair to the mod if the costs for each pet on the income screen were broken down into funny subcategories that vary from pet to pet.
e.g. one of those leopard-type ones might be something like this:
Food expenses: 150c
Salon fees: 200c
Treating crew injuries from petting: 50c

7
Modding / Re: [0.96] The Apocrita Association v0.2.0
« on: August 02, 2023, 09:21:34 PM »
Honestly, I feel like this would give far more value as a content expansion than a faction mod.
Faction mods take a tonne of author dedication to feel like a natural part of the game that earns its place, otherwise it just makes for a less coherent gameplay experience.
Content expansions, however, simply need well-made vanilla-like ships to make the game feel more expansive and make factions feel better fleshed-out. It's sometimes even possible to forget what's vanilla and what's not; like, when I checked what ships come from Ship/Weapons Pack, I was surprised to see that stuff like the Eos Carrier or the LG Conquest aren't vanilla.

Every ship in Apocrita would fit perfectly in another fleet or even multiple if it just had a different coat of paint, and the roles they fill feel basic and important enough that they might come to feel like staples of the game.
Zethus seems like a must for pirates and independents.
Xyloc? Also independents.
Polistes would fit right in with Persean League, and Cteno feels right for pirates and/or Syndria.
Mound and Urocerus could possibly even be added to the low and high tech remnants respectively, they'd certainly fit right in.

Styling them for different factions doesn't mean you have to go with the standard brown/tan/blue of low/mid/high tech either. Personally I love some colour scheme flair in content expansion ships.

Anyway, that's just my suggestion. Adding more to factions is usually better than adding more factions.

8
Suggestions / Stations should always have a defending fleet
« on: October 11, 2022, 01:25:35 AM »
Since Star Forts are extremely powerful, but any significant defensive force can easily be baited away, the obvious (and often only) way to deal with them is to deal with the defending fleet on its own and then the station on its own
Honestly, this just isn't fun. Star Fortresses have never been fun to fight IMO, because it's just hurling capitals at a ridiculously strong target and waiting, there's little for the player to do and not any role for smaller ships to play.

What's more fun is fighting weaker stations that have a defending fleet, because there's actually complexity and diversity to the battle.
It's also fun when you're fighting off a huge invasion fleet with a weaker station on your side, because the station won't carry the battle for you and it's likely to be destroyed, but it's a valuable asset if you use it right. A Star Fortress will just win the battle for you.

Personally, I think the doctrine towards balancing should be this this: Even the strongest orbital without a fleet should simply get steamrolled by any serious invasion, but it should never find itself starting a battle without a decent fleet backing it up.

So, what if orbitals couldn't get as powerful, but they also kept a sizeable defensive fleet in reserve?
By "can't get as powerful" I mean nerfing Star Fortresses so they're more like Battlestations as they are now (perhaps just Battlestations with the orbiting drones), and then nerfing Battlestations a little just to smooth out the strength curve so Star Fortresses are still decently more powerful than Battlestations.
And the defensive fleet they keep in reserve will always be there to assist the station in an invasion, they can't be baited away and fought separately since they don't actually exist as a visible fleet in space.

9
Mods / Re: [0.95.1a] Tahlan Shipworks 0.8.5
« on: October 10, 2022, 10:51:03 PM »
Will the update be safe to use with existing saves?
Because the current situation with the Daemons is pretty terrible balance-wise.

10
Mods / Re: [0.95.1a] Tahlan Shipworks 0.8.5
« on: October 10, 2022, 06:53:06 AM »
I really love the idea of fleets that have a few overpowered ships mixed in, it makes Legio fleets a lot of fun to fight, but only when it's *a few*.
Fleets that can throw ten Daemons at you just feel cheaty and dumb.
The only thing that makes a ship that can regen armour to full in like 15 seconds feel reasonably possible to fight against is that it doesn't have equally-strong ships that can cover for it. If  it's chased away or gets distracted, its allies will be torn to pieces and then it can be singled out, making it possible to deliver the huge amount of sustained DPS necessary to kill it.
But once Daemons actually make up the backbone of a fleet, everything fun and interesting about fighting them gets flipped on its head and I feel like I'd rather be fighting doritos.

11

We're getting a lot of direct and indirect buffs to armor next patch. Polarized Armor, for instance, seems like a massive buff to heavily armored ships because it will make armor 50% more effective at high flux levels, which incentivizes Low Tech to Just. Keep. Shooting. Combat Endurance allows for regenerating hull, which when paired with high armor, essentially gives a ship considerably more field time. Finally, Damage Control's Elite effect is minimizing huge hits by a significant percentage.
That's pretty much the opposite to what I want.
I don't think this should be pushed into officer skills, and I don't think there should be buffs specifically for heavily armoured ships.
Fighting heavily armoured ships would really not be fun if they were buffed with the addition of Polarized Armor, because it'd make the fights far less dynamic, by encouraging them to just sit there and fire and allow them to go for a long time before they actually start taking hull damage.

My suggested changes regarding hull, fires, and repair were intended to buff low tech cruisers and capitals in a different direction, by making it so that they don't quickly die once they finally start taking hull damage, yet not making it so that they can shrug off a massive assault; instead they lose some of their combat capability, and by staying on the front line after that assault risk losing exponentially more, but by pulling back for a short while can come back tougher than they left.

My suggested changes to armour were to allow armour to benefit smaller, more lightly armoured ships, and make unshielded ships not worthless. Because armour improves exponentially with thickness, even relatively heavily armoured frigates and destroyers lose their armour with barely a sneeze of HE damage; hence, making HE damage reduction based on hardness and not thickness, so that low tech frigates and destroyers can actually get significant use out of their armour. Specialised and layered armour is for flavour, gameplay diversity, and to make armour more versatile.

12
Awesome ideas, in my opinion. Sadly they are far too complicated to be inplemented, and make them balanced :'(
It's actually fairly simple to program, though definitely the hardest part would be manipulating the ship sprites to make it look like pieces of it have come away entirely, since I don't know if a sprite overlay can make parts transparent. Of course, an overhaul like this would mess up existing balance.

13
Personally, I've always felt like shields should be balanced with armour and hull, but shields feel more like they represent 90% of a ship's survivability while armour and hull are a last ditch measure that vanishes in just a few seconds for anything short of a dominator.
And as much as I love the idea of unshielded ships, there's just no way to make them work, they're incredibly fragile.
At the same time though, armour and hull shouldn't be too tough, it should feel like 1000 damage does something.
So, here's some ideas:

Hull:
I think this should be on a grid, like armour.
Total health across all hull cells combined would be much greater than current hull strength.
When a hull cell has no health left, it's destroyed and weapons/engines on that cell no longer function, but the cell can continue to absorb more damage before finally breaking off completely.
Like with armour, hits would spread their damage to hull cells in a 5x5 circle.
A ship is destroyed when a certain percentage of its hull cells are destroyed, which would vary from ship to ship, probably ranging from 30% to 50%. Hull health wouldn't vary as much with tech level, but the percentage of hull destroyed the ship can survive would be tied to tech level.

The gameplay reason for this is that currently, hull damage feels very unbalanced. Too little hull, and even rather big and tough ships will die just moments after their armour is broken though. Too much hull, and it feels like a ship is barely inconvenienced by a few thousand damage.
By allowing hull cells to be outright destroyed, and giving low tech ships less of a bonus to hull health but allowing them to survive more hull destruction, all ships can survive a quite a bit of hull damage and low tech ships can survive a lot more, but dealing a lot of damage to hull always counts since you're likely to destroy a weapon mount.

The flavour reason for it is that the idea of having a third of a battleship missing while it still fights on is pretty awesome.

Armour:
There's only one kind of armour, and it often doesn't feel like it's suited for the ship it's on.
Plus, the interactions between different damage types and armour don't feel quite right either.

For starters, there could be different kinds of armour with different properties, which can also be layered; so if a ship has 100 explosive armour and 300 metal plate armour, then while the health of an armour cell is 400-101 it'll be treated as metal plate of 300-1 thickness and while the health is 100-1 it'll be treated as explosive armour of 100-1 thickness.
The different armour types would have a different hardness, and possibly have special properties.
Metal plate would be simply have a high hardness, and equivalent to current armour.
There could be advanced alloy plate which would have extreme hardness, though generally be thin.
There could be ablative armour which would be soft but generally thick.
There could be explosive armour which would be soft but if incoming damage would penetrate the layer, it's reduced by a multiple of the layer's thickness and the layer is destroyed in that place.
There could even be liquid armour, which would even itself out over a hull.

As for interaction with different damage types: Instead of the 200% 100% 50% 25% damage multiplier, and damage reduction based on thickness, damage reduction would instead be based on the damage type.
Kinetic: Damage reduction is based on thickness*hardness
HE: Damage reduction is based on hardness
Energy: No damage reduction, but low damage to armour (it's melting through it after all)
Flak: Damage reduction is based on hardness*hardness

The reason for all this is to allow armour to be useful to whatever's using it, allow you to specialise and be more strategic, and make it possible to have decent protection against all damage types even without a shield. If you're bullying Tri-Tachyon as they deserve, then ablative armour would serve you well.

Fire and repairs
Currently, cruisers and capitals can maintain a continuous frontline presence, and the above changes to hull would allow them to last longer and be riskier and still survive to fight another day.
Gameplay would be more interesting if large ships could be forced to back off, allowing destroyers to play more of a role in their absence.
So, what about fire? Taking hull damage could cause hull cells to catch fire, and while a ship would always have some firefighting capability, it can't handle fires nearly as well while in the thick of combat. If it keeps taking the occasional bit of hull damage and never takes a break from combat, it's going to be taking massive amounts of fire damage.
Frigates and destroyers would, of course, be much more easily able to back out of combat so this mechanic wouldn't affect them as much. And perhaps their smaller size could contribute to making them easier to manage fires on.

Repairs, meanwhile, would allow a ship to restore a little bit of health to non-destroyed hull cells over the course of a battle. Maybe 10-20% of its total health as a repair supplies that can be used over the course of a battle, and like firefighting is faster outside of combat? The reason is to give more tactical options for what you do when a ship is very close to death. Instead of retreating it, you might try withdraw a ship to a safe location, so that it can later either continue to fight or at least withdraw more safely.

This also means that pushing the enemy back is no longer strictly an inconvenience to you, as although it means reinforcements take longer to arrive and retreating is slower, you have more space to withdraw to for extinguishing and repairs while the enemy has less.

14
Suggestions / Re: Few ships feel human-pilot friendly
« on: August 12, 2021, 05:02:50 PM »
Sounds like you’re pushing up against flux mechanics and general game speed. Its a fair criticism but one I personally don’t share.

Overloading is fundamental to flux mechanics as it’s removal would mean the only negative consequence to operating at max capacity is the inability to fire. Also, what would shields do if pushed beyond flux capacity?

The shields could be disabled for as long as the overload would usually last. I don't see how it's necessary to cripple every aspect of the ship.

If you are not seeing AI ships overloading you may not be using enough kinetic weapons. It is easy to equip too much HE, especially since fighting against pirates and derelicts trains you to pile on the HE.
Actually, it seems like AI ships more often overload due to HE damage, assuming you aren't doing extreme burst damage.
If near max flux they'll turn their shields off for incoming kinetic damage, but on for a volley of incoming rockets even if they're fairly weak.

Making time pass faster for you when you are in phase would nerf Doom's precise mine striking, but it might hurt phase frigates more than it's worth.
Honestly that ability shouldn't exist.
It's not that it needs to be nerfed, it's that it's completely and utterly game breaking to be able to teleport a mine that close to something and have it immediately be a hazard. It could have its damage reduced by 80% and it'd still feel like a really absurd ability.
Anything that is moving while within 2000 distance or so of a Doom has to keep its shields facing the direction that it's moving, otherwise the Doom will simply put a mine on the path of the ship and instakill it. Meaning that if you're anywhere near a Doom, and backing away from enemy ships, you have to face your shield away from those ships.
It hardcounters fighters and frigates, which means that the only thing that can keep pressure on a Doom is a group of fairly fast destroyers, and since Doom is a cruiser you can't cause it to suffer CR death by simply pressuring it for a little while.

Teleporting mines are the only blatantly overpowered thing the AI has at its disposal (at least in 0.9.1, I haven't played 0.9.5 but it has some pretty crazy stuff I hear), and I'll simply avoid any fight that would require me to deal with more than one Doom.
And if you're worried about phase frigates being underpowered, I think their issue is definitely a lack of weaponry and combat endurance. There's obvious things to change about phase ships if a change would make them underpowered.

15
Suggestions / Few ships feel human-pilot friendly
« on: August 11, 2021, 03:06:38 AM »
As in, there's very few ships that I'd actually enjoy using as a flagship.
I always go for either a Tempest or a heavily armed destroyer.

Overloading: Definitely my biggest gripe with most ships in this game, I wish this mechanic didn't exist. Most ships require you to be able to carefully toggle your shield to absorb as many hits as you can without overloading, while still also returning fire. The AI is great at this, and can even toggle based on damage type. Overloading feels like it's a mechanic that almost exclusively affects you, the human player, because AI ships usually only overload as a panic response when they're screwed no matter what.

Flux dissipation: It's really slow, and a frontline ship that can't quickly disengage and vent will spend a lot of time just waiting for flux to go down. It'd be better if Converted Hangar was less awful, because then you could at least have PD while you vent like Tempest does.

Weapon mounts: Most ships go for many smaller mounts instead of fewer bigger mounts, which may still be effective (railguns and light needlers are excellent) but bigger weapons are more diverse and fun. Plus, there aren't enough missile mounts in general, especially medium/large ones.

Teleporting: A lot of frigates rely on this mechanic, and it's designed in a way that can make things tricky for a human player. Turning off the shields each time it's used is annoying and pointless, and the direction being based on velocity instead of acceleration is confusing especially without a good frame of reference for your velocity.

Phase Cloak/Temporal Shell: This makes the game feel really slow. Ships that can bend time are pretty slow from their own perspective. I think I'd like it more if it struck a balance between making everything else seem slower, and the ship seem faster. e.g. for a 4x speedup, everything else moves at half speed and you move at double speed.

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