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Messages - SapphireSage

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16
General Discussion / Re: Question about adminstration.
« on: November 27, 2022, 03:22:33 PM »
The question's already been answered, but with respect to whether Starsector is a 4X or not, Alex has already stated multiple times that they're not interested in turning StarSector into a traditional 4X and wish to remain fleet-scale focused.

Sure you eXplore, but that's mostly because colonies came hot off the heels of the addition of exploration to the game. You can eXpand, but only to a limit without Alpha cores. You Exploit sure, that's a fair given, but eXtermination only comes about indirectly via satbombing the complete destruction of a colony and then recolonizing it afterwards and dealing with the de-civilized malus. Not to mention that completely destroying everyone in the sector and taking it over would ironically drive you into deep debt as there would be no factions for you to export to leaving you with taxes as income from your colonies which won't pay for all the running costs. Wars, borders changing, and capturing enemy stations for your own faction only comes about via Nexerelin mod and has been that way since at least the 0.6 era and it was Exerelin before that. Vanilla StarSector is certainly a lot closer to 4X mechanics than it has been before, but the stuff that allowed you to go full 4X-style has been around in Nexerelin for a long while.

Speaking of Alpha cores though, they could really do with a nerf imo. As has been pointed out it really makes little sense that you're limited to 3 human admins who are also inferior in quality while being allowed an indefinite amount of alpha core admins where their only real downsides are having to deal with a minor, ignore-able nuisance in the Pather terrorists (ignore-able because you can operate on such a scale with alphas that losing one of X refineries doesn't really matter in the long run) and the Hegemony who can be completely ignored once your colonies are strong enough to take down their fleets on their own. Its pretty much a given for a player to start spamming Alpha-run colonies once they've reached the point where those two things are true in the endgame unless they choose not to for RP reasons. Or for the fact that you really don't *need* more than 4 or 5 colonies tbh.

17
Most reliable place to find it is in Diktat markets since its their needed hullmod to survive the Askonian sun. Make sure to swing by every now and again until you can get it. Otherwise, there's probably a (lesser) chance to find it out and about in the black market? Though I've never seen it outside of Askonia personally.

18
General Discussion / Re: 3 years since the Sseth video
« on: August 03, 2022, 07:04:25 PM »
Ha! I'd suspect most players have a tunnelling experience from the 4X mods that dramatically change how the game plays.
Yeah, I'd say "That's a Nexerelin feature, not vanilla" is probably the most common correction when people suggest a course of action to someone playing vanilla lately.

Re: Seth, personally not a big fan of him. Gives me bad vibes tbh and was even less inclined to like him after hearing how he encouraged people to harass the "Caves of Qud" devs discord because he couldn't join a specific faction in that game.

So, on one hand its nice that Alex got a lot of imo deserved recognition from him, but otoh his fanbase has the whole incredibly trying to be edgy thing going on. I figure there's a reason the "You can capture enemy officers/crew and enslave or butcher them" mod wasn't a thing till after his review. Not to mention this whole blowback with the Diktat changes blog post.

19
Suggestions / Re: White flash when you destroy a ship.
« on: June 04, 2022, 06:33:41 PM »
As stated before you can also get just GraphicsLib to replace the whiteout with a different graphical effect that distorts the space around the ship radiating outward when it blows.

20
I'm not sure about number one so I'll leave to someone that remembers why Alex swapped over from exponential costs soft limit to the set number hard limit. It might have been due to the fact that Colonies can be exploited to support an extremely large fleet due to sheer amount of supplies and fuel you can produce?

2) Ships that are custom ordered are always at the highest quality producible for the faction. If you want to start with D-modded ships from the get go then you'll want to go Luddic and make sure your colonies only have Heavy Industry, not Orbital Works, and you'll want to avoid using any Nano-Forges. You'll also want to avoid any modded additions that improves the qualities of your ships as well (Such as building a H. Industry on a Unknown Skies planet with the "Military Base" modifier). IIRC, if you have A Pristine Forge attached to an Orbital Works then your faction will rarely get 1 D-mod ships even if you have Ship quality set to 1. Which means all custom orders will typically have zero D-mods.

3) It can be confusing but any skill that says fleet or all ships applies strictly to your fleet. The only skill that applies outside of it AFAIK is Industrial planning in Industry's tier 4 which specifically notes its for colonies you control or are admin of. Think of it as a bonus that applies because you are commander of your fleet, wherein your other fleet's commanders do not have that skill and therefore deploy D-modded ships at full cost.

For ship limit, I've typically been changing the limit in the settings.json for me and AI to 50 which has very rarely been hit even in my full frigate runs.

21
Blog Posts / Re: Uniquifying the Factions, Part 2
« on: May 13, 2022, 11:19:23 AM »
Because I think the Diktat changes very heavily divert from the kind of changes other factions were getting. There isn't much to say about the other changes because they all look cool and feel justified.
But while every faction has a very distinct playstyle the Diktat, besides one ship with special weapons that can only be found in a small selected part of their navy, is the most default faction in the game.

To be honest I don't think the Diktat will even perform worse now. They mostly will use 80% of the same stuff in their navy they have used before, just with the addition of the Executor. And while the LG have their Special modifications it's just a small numbers change that won't affect the performance that much to be crucial. Which is in my opinion the issue because their most unique aspect will be nearly completely irrelevant during gameplay.

I wouldn't necessarily say that 's true. Despite their main political opponent being the Hegemony, Lion's Guards ships and weapons are ironically perfect stepping stones for fighting Remnants or Tri-Tachyon for any players willing to *** off a convenient stocking faction to acquire them. Midline ships tend to have enough full range mobility with their systems to keep pace with the nominally fast high tech ships for maintaining optimal distance and they tend to have enough Ballistics to outrange and sufficiently pressure their efficient shields. They also have nice energy weapon slots for additional self-defense when any of them inevitably get close enough to engage their guns. Energy weapon slots to maybe equip a couple new fancy Kinetic, anti-shield energy weapons perhaps to drive the AI back by spiking their flux suddenly for when they *do* get in range. Not to mention that all their in-built Solar Shields means that all the LG ships essentially have a built-in "Takes 20% less damage from Remnants aside from the Brilliants waving their Gauss Rifles around".

Don't get me wrong. I love the DEM (and the pegasus) a lot and are going to climb on top of my favourite missiles that i am probably always going to use in some capacity alongside the Pilum (I also love the new Pilum Catapult too!).

New pilums are pretty cool, and I will say that they likely do much better for their intended role in their current state of the game but I did have a fondness for the old pilums when I did a "Vanilla Carriers Only" playthrough in 0.9. Had an Astral, 2 Herons, 3 Moras, and 5 Condors all with as many Pilums they could hold to saturate the battlespace, put the enemy AI on edge with all the HE free floating around menacingly, and tie up their PD as much as possible to help protect all the fighters making their rounds. Tab screen was mostly little green triangles floating around making it hard to see what all was going on.

On the case of the Diktat i did had something to say and thus decided to make an account to say something about it as it did sit wrong with me. Again, don't get me wrong. I know that the Diktat is messed up all over the place.

This kinda made me curious on if I actually had it right or not since I was mostly just typing stuff and so I decided to skim through the topic a bit. Turned out in the first half the newer accounts were mostly in support of the Diktat changes, while it changes somewhat in the later half to some in favor and some against. Also turns out that most of the vocal complaints about it were from longer lived accounts than not. Probably got it in their head that the Diktat were destined for more for years since no other faction really has a separate patrol group like the Paw Patrol and how in the past they used High-Tech ships vice the regular military's mid-tech focus and that more currently they apparently have more doctrine points than the other factions' patrols. When I first started playing I used Askonia as a convenient fueling point, but at least since I found out that punching patrols made it so the factions spawned more patrols in the area was a thing I've been using them as a fun punching bag since all their power is consolidated in one locale making it so that punching them repeatedly both caused enormous amounts of enormous fleets to spawn in one gauntlet filled storm of metal and energy while also not making it too inconvenient to travel around the sector since, I mean, if I avoid Askonia then I avoided trouble, nbd.

I just go there to buy tasty lobster (kinda wish i could go and eat some of my cargo even if it were to do nothing haha!), stock up on fuel (apparently sindrian fuel isn't such a good deal anymore, is that true?), and get credits from helping clean up the latest pirate activity incident (always fun).

Despite being an export exclusive to the Diktat, lobster never really seemed all that lucrative. Though it might be one of the higher earners if you wanted to be an more ethical trader and not smuggle hard drugs and weapons around thanks to all the no doubt corrupt Sindrian officials abusing their power to legally seize tons of lobsters and illegally sell them to you on the cheap bypassing all tariffs and profit record keeping in the process. I generally make my way through exciting Bounty Hunting and exploration missions though, rather than trade. Something still needs to change with regards to smuggling to the Pathers being so wildly lucrative to everything else in the game compared to its nigh complete lack of risk imo.

With regards to resupplying, both Nachiketa and Sindria have a Synchrotron core. Unlike Sindria however, Nachiketa often has at least 1000 fuel at excess level prices making them cost far less than anyone else, including Sindria who seems to sell close to base price. Its also cheaper too once you go past that initial 1000 excess fuel before it catches up to Askonian prices. Chicomoztoc OTOH usually has some supplies and crew for cheap since they're the largest planet in the game and also happen to be equipped with a Pristine Nanoforge meaning that they supply more supplies than anyone can possibly need. That said, the added price you have in Sindria can be thought of as the price of convenience. Going to two planets in two separate, albeit nearby, star systems takes a bit of time that can rapidly add up doing it every time you enter the Core. They're also located in the SE corner of the core worlds for better or worse vs. Askonia being smack dab in the consistent center. Lastly, dealing with the Hegemony for cheaper supplies and fuel also means having to put up with the Hegemony's hatred for the use of AI cores or Free Ports. And if you *really* want to do a saturated bombing that basically means no more dealing with the Hegemony full stop. So yes, Nachiketa and Chicomoztoc are ultimately much cheaper than going to Sindria, especially when dealing with bulk, but there's also a fair amount of "hidden costs" and inconveniences to go along with that.

Guess it comes up as wrong when your first post is about being upset about it.

Looked up my first post to see what it was and it was apparently a tech support issue about the Uhlan Laser not autofiring on Station modules when they were introduced written in the format of a semi-formal letter, so I guess I was just a huge nerd 5 years ago. Well, still doesn't hurt to say thanks and wish others good days. So I hope yous twos has a good day today.


Edit: ninja'd
TLDR: Every faction has a unique aspect, but the Diktat's is literally just a group of D skins; We had allready seen all of the other changes in the blog post beforehand.
Yeah, all the other stuff is great, not much else to say about it. Personally I just dislike the the Diktat changes on the gameplay-side by principle. My issue is ironically the lack of uniqueness in what is meant to make the faction more unique.

As an idea, what if the military was split up with all three epochs? Since his split was only 20 years ago The Regular military can have low-tech and mid-line being split between what remains of the task force he was given then by the Heg and the ships he's being provided by the Persean League now, while the LG's will be mostly Midline, but can also contain a few high-tech ships, preferably no larger than Frigate-sized or Destroyer at the largest to represent Philip's desire for energy weapons and high-tech toys. But also without a way to easily acquire them as the Tri-Tachyon likely wants to hold onto what few assets they have left after two lost wars. Then the Sindrian forces can somewhat represent all facets of the Sector in their central location based on their unique situation compared to the other 4.

22
Blog Posts / Re: Uniquifying the Factions, Part 2
« on: May 12, 2022, 10:42:38 PM »
Are people more offended by the lore implications of the Lion's Guard "Special Modifications" hullmod, or it's actual gameplay effects? What about the at-cost Solar Shielding?

I'd guess a lot of the new accounts here posting a big kerfuffle about the Lion's guard are offended that their favorite fashy dictator could *ever* do something that was maybe not optimal after receiving a few decades worth of uncritical praise. Never mind that the Hegemony lost way more tonnage to ambushes than anybody else, the Tri-tachyon needlessly sacrificed a Paragon and lost two wars despite that, and the League is more or less at the mercy of Kazeron's whims (I admit that I don't know too much about the League) and they've all done not the best overall and that makes helps make the factions and the sector feel very much alive.

This blog post is the part 2 of a lengthy story that Alex was excited to post about and share things with everyone and despite the cool things in the blog post everyone just honed in on one thing. Barely anything about PL's cool new laser missiles which make sense in context as they run counter to Low-techs reliance on PD to stop missiles and therefore the League has a missile doctrine that completely counters low-tech's reliance on PD, and therefore counters the Church and the Heg, the two main adversaries of the League. I think the DEMs are pretty trucking neat! And it'll be nice to see how another anti-shield missile that isn't the Sabots might perform, especially since it seems like its more about sustained shield suppression rather than Sabot's burst so hopefully it could be used to create a more reliable bigger opening for that big boom. Barely anyone, if anyone at all, wanted to theory craft cool possible builds with the Pegasus or wonder if they could smash anything destroyer sized or below with 4 hurricanes or thinking about how 4 of the new DEMs would look on that thing. No one really breathing a sigh of relief over the Tri-tach getting *less* fighter spammy than before. Or the Pirates getting separate versions of the Venture, which I'm personally not too excited about since it risks even brickier fleets but I guess I'll have to see how it goes.

Instead, everyone just honed in on The Diktat. Just "Diktat" this, and "Why do their ships gotta be worse than pirate and Pather ships that", and "My space grandma in the slums of Chicomoztoc can bake better ships than Andrada". Well good for your grandma then, but the other posts are just absolutely over blowing things I think. First off, the Diktat actually has a Corrupted Nanoforge. I know when you have lots of mods you can get used to everybody and their aforementioned space grandma having a Pristine Nanoforge where you can't fly 3 LY without tripping over one, but in vanilla only 2 factions have a Pristine and they happen to be the two biggest players in the Sector, the Hegemony and the Persean League. Neither Pirates and Pathers have a nanoforge which is why their ships are absolutely covered in D-mods.

Secondly, the Executor is a capital, and by all rights its actually a pretty decent one with a fair amount of firepower slapped forward ready to punch holes in hulls. Heck, I'd go so far as to say the added energy larges may even give it a bit of utility over the Pegasus, FMR only working for the two rear launchers aside, but I suppose a Ship system might be too integrated to change in so large a warship. Sure, it might have Solar Shielding at cost, but that's one of the cheaper logistic ones anyway and it's probably one of the best mods when fighting Remnants. And sure it might have Special Mods on it or whatever, but its a D-mod you can just pay to get rid of once you reach the post-money stage of the game. Its definitely Persean Leagues better than the Prometheus or Atlas Mk. IIs. The AAF idea, while it has merit, might be too good of a system for the Executor. As anyone that's taken an SO Hammerhead can tell you, you can rip right through *cruisers* pretty easily with just 2 Mediums and 2 lights, let alone 5 medium Ballistics backed up by 4 Med. Energy, 2 Large Energy, *and* 2 Large Missiles all itching to seal that deal. There's a reason the Atlas Mk. II is as fragile as it is and its cause its *got* AAF and is super dangerous if it isn't bothered. The rest of the ships are fine too, I mean an Eagle is still an Eagle and a Hammerhead is *still* a Hammerhead Solar Shielding or no. You can just get them more commonly elsewhere without antagonizing a faction squatting in a single star system.

Thirdly, its not as though they *are* completely incompetent because they got these two new honkin' guns! Guns that apparently are actually exclusive to LG fleets and not something you can stumble into at the Black market in Magec somehow and that's pretty impressive cause I've found Scarabs in some of the most remote smuggling rings, pretty ridiculous for a high priority *ship* Tri-Tachyon, let alone your guns. Guns that are also apparently pretty good when put on the right equipment even if that equipment isn't quite available to the Diktat. Its not exactly their fault that the ships are underfluxed for what they want to use, and besides that I'm willing to bet most, if not everyone here, has at some point made a ship that was overfluxed to a some degree even if its minor. Heck, I'd bet a fair amount of the long time posters here might even overflux their own piloted ships because they can deal with that via limiting use of the weapons in question by toggling auto-fire. Its not like a completely, unusable bad thing that they're using overfluxed guns, after all it'll probably hurt till they max themselves out, its just dependent on the degree to which the guns overflux them so that's a wait and see situation far as I'm concerned. If anything, the new guns and the Executor-class show that they've got direction and an idea of what they want to focus on, its just rigid in thought, is based on a refusal to adapt to their reality, and speaks more to someone wanting to use cool, new toys rather than designed weapons for a target foe like the League's DEM missiles.

I'm also not so sure what's going on with the quasi-Philip-worship going on where people talk about how its stated (in one sentence in the blog mind you) how he's "intelligent and charismatic" while completely skipping the part that states he's a narcissist. Narcissists if nothing else, tend to be extremely confident. A trait that tends to attract people to them, at least initially. They also tend to be very good a manipulating others especially when it helps them receive the admiration and attention they desire. As far as I'm concerned though, regardless of how smart he might be, if nothing else he just so happened to be lucky enough to be at the right places at the right time. After 80 years since their arrival the Heg decided to try out using hero worship, or cults of personalities, to try to unify their population and a Heg officer happened to defeat Loke after a few years of his reign, and that officer *happened* to be Andrada. Fast forward twenty years and the Askonia System decides they might want to join the Persean League. The Hegemony decides to send to an overwhelming force capable of threatening the *Perseans* to intervene and they decided to send Andrada after *twenty years* of hyping him up with their hero worship policy for that *one* battle. After Andrada may or may not have planet cracked a population center, the Heg called him to stand trial and he decided not to and the only thing that stopped him from being yet another named deserter bounty for an enterprising player to hunt down for the umpteenth million time was that he had a force big enough to subjugate a few planets in the system thanks to the force's uncritical admiration of this guy the Heg has been pumping up for a number of years. The only reason his planets have a shade of pink text to them instead of classic Pirate Red is because the Persean League decided if the Askonian council could no longer join them, then they (and likely the Tri-tach) may as well do what they can to prop up this dude that took over and recognized him as a polity, slightly because it was a symbolic bird-flipping to the Hegemony, but more likely to deny the Heg the resources for what would have been a total fuel monopoly in the sector (Heg also owns Nachiketa, a far cheaper source of bulk fuel than Askonia, incidentally. Having both Sindria *and* Nachiketa would basically be game over for the enemies of the Hegemony). Hence, why a Hegemony traitor admiral has mostly midline ships and shares a capital ship design with them rather than being "low-tech faction...version 2!" He's just a smaller piece in a much bigger game. If you want someone that actually pulled off some crazy good stuff in that time frame on their own merits without having to rely on multiple governments propping them up politically, you should take a look at Kanta instead. Kanta decided to flip the bird to the Hegemony on their own and throw their chips in with Loke, and when that didn't look like it was working out they took over and began building up a feared empire on their own. No given forces from the Heg to subjugate anyone with, no hero worship from the Heg to act as a base for their cult of personality, all the factions openly want to wipe her off the map so no protection from one of the two most powerful forces in the Sector, and her military is literally slabs of metal cobbled together with guns taped to them in space caves all in the same timeframe that Andrada lucked his way into subjugating Askonia out of fear of Hegemony reprisal from the Opis incident and she's still around and kicking. Unlike the propaganda surrounding Philip, Kanta *is* someone that *really* knows what they're doing and has forged the longest lasting pirate dynasty in the sector since the collapse thus far. Meanwhile, in the 20 years Philip's had Askonia all to himself the rebels based on Umbra are still around and kicking since his whole thing started. Not someone that strikes me as utterly efficient. Not to mention the sheer amount of all the corrupt officials you meet in the Sindrian bars just waiting to line their own pockets by illegally selling the one exclusive export (and the one of two really important ones) the Diktat has to line their own pockets on the cheap. Can't go to a Sindrian bar for a drink without bumping into some official wanting to rub your nose in all the lobsters they've got to sell you off the record.

TL;DR: The new Persean missiles are cool beans and make great lore sense in that they are designed to bypass low-tech's reliance on PD entirely.

23
General Discussion / Re: Vanguard is terrible
« on: February 23, 2022, 01:43:36 PM »
Re: Polarized Armor skill. Don't forget that PA only applies to hard flux and in cases of ships that do not have any shields or phase capabilities, be it base or removed, it acts as though the ship is constantly at 50% Hard Flux.

In the case of the Vanguard, this means that Polarized Armor is a constant 25% Armor/EMP damage reduction unless you decide to put Makeshift Shield on it.

24
Too often, the easiest and quickest path to riches is to smuggle weapons, marines, supplies, and fuel to Path planets because their hostility to everyone prevents them from being able to meet demand putting them in a permanent shortage and allowing anyone to get up to a 200% credit profit per unit of weapons and similar for supplies, fuel, marines, and drugs!

I think a good way of helping to minimize this issue is to allow pathers a unique way of getting supplies for things despite everyone hating them is to allow them to be supplied by planets with Pather Cells on them. Since they can have several planets with cells on them they can use those planet's resource to help fuel their planets and stations via smuggling. Logically, those cells need to be getting supplies somehow and clearly with the constant supply shortages at their planets its not coming from home, so what if they sent some that way instead?

25
Hyperion with SO and officer last around 13 or 14 minute while Hyperion without SO and officer last around 9 or 10 minute.

Isn't it a bit disingenuous to compound the SO with an Officer and then test w/o SO by also excluding the officer? Especially when you make use of the fact that, while SO greatly affects PPT, it does nothing with regards to CR reduction rate?
It would be no surprise to anyone that the time would be a fair bit longer without SO but with an officer than with SO and officer largely on the basis of PPT. Which would mean more time with CR bonuses in effect.

Testing out a drop from 100% CR to 90% CR with a Wolf with differing reduction rate buffs are listed below:
  • With no changes to CR reduction rate: ~38 seconds (380 secs. total)
  • Same drop with only Combat Endurance(Same magnitude as Hardened Subsystem, just with less PPT added): ~51 seconds (510 secs. total)
  • Same drop with both Combat Endurance and Hardened Subsystem: ~68 seconds (680 secs. total)

If you take the above times for a regular Wolf, it takes about 3.8 seconds to drop 1% and therefore 380 seconds(6 mins, 20 secs.) to go from 100 to 0. The difference then between one combat readiness buff(Such as HS) and both buffs(adding officer) for 10% is 17 seconds, which translates to an otherwise immutable 170 seconds(close to 3 minutes) for a 100% drop in CR.

Using the Hyperion's PPT with the bonuses and hullmods provided leads to the following differences in time:
  • Base: 120 secs.
  • Hardened Subsystems: 180 secs. (+60)
  • HS, Wolfpack Tactics, and Combat Endurance: 300 secs. (+180)
  • HS, WT, CE, and Safety Overrides: 99 (-21)

Taking both of the above lists, some total times are listed below:
  • Base: 120 + 380 = 500 (8 mins. 20 secs.)
  • HS: 180 + 510 = 690 (11 mins. 30 secs.)
  • Officer: 240 + 510 = 750 (12 mins. 30 secs.)
  • HS + Officer: 300 + 680 = 980 (16 mins. 20 secs.)
  • HS + Officer + SO: 99 + 680 = 779 (12 mins. 59 secs.)

The difference in PPT between your two examples, HS only and HS + Officer + SO = ~81 secs. So you wind up losing 81 secs to gain 170 seconds in CR time, or by putting an officer on alongside your SO to take advantage of unmodified CR reduction bonuses, you've added 89 seconds (~1.5 mins.) to your total time. There are a couple points I want to bring up here with regards to this claim:
  • You've needed around 20 OP (15 is HS is built-in) in order to build SO with HS onto your ship, that said SO is comically strong for its OP cost so whatever ,sure.
  • You can get around the same amount of time with just an officer and all the bonuses they confer, only a greater percentage of that time is with PPT. That is the ship will deal 10% more damage, take 10% less(Combined makes them very strong in the flux war, remember dissipation matters for shots fired, but not those taken on shields), move 10% faster, and have better autofiring for intercepting missiles/fighters and gunning down faster, dodgier ships all while not adding any additional logistical strain.
  • The times are so close due to the combination of the Hyperion's low PPT and the PPT buffs being percentage based. Any ships with greater PPT will see greater returns from WolfPack Tactics(Frigate/Destroyer only) and Hardened Subsystems and greater punishment from SO's PPT reduction as PPT will become a greater percentage of its total operating time than CR reduction.
  • Honestly, the Hyperion is probably one of the best ships to take advantage of SO not affecting CR reduction rate as its recovery cost is very low compared to the amount of CR recovered. Deploying it may take 15 supplies, but that's to recover a whole 40% CR. Put it another way, that's 0.375 supplies/CR or 2.7% CR/supply. This means its actually incredibly cheap to run your Hyperion ragged provided you don't lose it.
  • The total times listed above are purely paper times. Ships should absolutely be retreated before they hit 40% CR as by that point they're getting hit by CR penalties and at risk of malfunctioning. This reduces the total times via CR reduction in practice.

26
General Discussion / Re: Premature 0.95.1a thoughts
« on: December 14, 2021, 10:58:02 AM »
For the officers leveling slower, it looks like there's a new option in the settings.json called "officerXPRequiredMult" that controls how fast officers level up. Its currently set to 5 which I'm guessing means that officers require 5 times as much XP to level. Lowering that number may help alleviate the current officer leveling issues people are seeing.

27
General Discussion / Re: best pillum platform for full pillum fleet?
« on: December 07, 2021, 09:17:06 PM »
You can try checking out some of the carriers, in particular Condors, Herons, Moras, and Astrals are all able to mount at least 1 Pilum and the Moras and Astrals can mount 2 while Condors get the Fast missile Racks system along with 2 fighter wings. They can help give you more pilums for your fleet while also providing fighter cover for them, or Broadsword fighters can be used to help open up shields and distract PD with flares so more of them hit. Though both fighters and missiles will unfortunately crumble if an enemy officer has the Point Defense skill.

In 0.9.1 I had a play-through where I used only carriers. Specifically, I used 1 Astral, 2 Herons, 3 Moras, and 5 Condors and mounted Pilums in every slot I could because the Pilums would generate a cloud of HE chaff that would distract enemy PD from fighters/torpedoes, scare the AI away from the fleet, and for when some of them inevitably did hit something, could deal a decent amount damage by the end to Armor and Hull.

Could also try adding the Buffalo Mk II in there. For all of its unshielded glory, it is a destroyer with a medium missile and 3 small ones for only 4 DP.

28
General Discussion / Re: inventory PSA
« on: December 04, 2021, 11:30:18 PM »
That should really be a settings option in-game here by this point. Even using Alt as my Push-to-talk for Discord with friends I still prefer having it on even if I occasionally throw items into the other side by mistake I can just click Reset and start again.

29
To answer your question gameplay-wise*, the HIL got changed from a 250 Energy DPS beam to its current 500 HE DPS during some point in 0.8 or 0.9 because when it was energy previously it didn't do anything that the Tachyon couldn't do better aside from consistent damage. It had issues cutting through armor like the other sustained beams do, had issues with shields as you would expect of a larger version of the tactical beam, and had a miserable firing turn rate that it may as well have been a hardpoint while firing and thus got out maneuvered by anything that wasn't a slow cruiser or capital on the ships that could mount it. Meanwhile, its direct burst-beam competitor, the Tachyon Lance, not only had better armor punching, and potential overloading capabilities thanks to its burst damage, but it also had a higher listed DPS and could EMP out weapons and engines as well. Only thing HIL had over it was OP and lower Flux/second or higher Flux/damage ratios.

So to give the HIL a niche that the Tachyon couldn't just do better, and thus a reason to use it as well as a new sustained-beam role type, the HIL got modified to HE damage. The DPS also got doubled in order to maintain its shield pressure capability and it also makes its armor stripping much more threatening, though at the cost of higher flux/sec to compensate. Now, if you want a ship to completely strip the armor of and destroy an enemy that dares to put its shield down while in range of you, or better yet, too terrified to ever think of putting its shield down for even a second next to this beast you can slap an HIL onto it and watch as it decimates a target the moment their shield goes down.


* Gameplay almost always comes above lore in StarSector priorities. That is, the lore will change if necessary in cases of conflict to ensure that good gameplay comes out on top.

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Yeah, its largely the difference between extra officers with some or potentially all at level 7 with random skills set or less, slightly weaker officers but they are finely tuned to what you want them to be. Honestly, even going for the extra officers skill I would prefer my own mentored officers unless I find one with the skills and personality I would have got for them anyway as officers with the proper skills and personality matter a lot more IMO than a cautious level 7 with specialist skills that don't match my intended fleet for the run.

Level 7 is the max.

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