Fractal Softworks Forum

Please login or register.

Login with username, password and session length
Advanced search  

News:

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

Pages: 1 [2]

Author Topic: A new online skill calculator for Starsector 0.9.1a  (Read 9864 times)

SCC

  • Admiral
  • *****
  • Posts: 4112
    • View Profile
Re: A new online skill calculator for Starsector 0.9.1a
« Reply #15 on: August 14, 2019, 03:27:11 PM »

https://fpdk.github.io/?s=0301102333405062708390x13001223314350607080x23031321334051x33031023304050#
Despite not having many armour-boosting personal skills, it's still so, because of Field Repairs 3 and and Safety Procedures 3; now ships will regenerate some damage between deployments and if I lose them, it hurts less.

All skills are maxed out, since I want some level 3s from all aptitudes.
In combat, Ordnance Expertise, Target Analysis, Impact Mitigation and Evasive action all provide nice things to have and I have run out of things in Leadership and Technology to spend them on. I do not take Defensive Systems 3, since I don't fly phase ships and hard flux dissipation is a joke.
All I want from Leadership are three fleetwide-boosting skills and Officer Management (at least some degree of it) and they are all worth it.
Technology has the highest density of skills I want, ranging from some QoL stuff, through universal and useful combat skills, arriving at another two fleet-boosting skills. I pick tech up most often just because all options there need a justification against picking them, not for.
Industry is a nice tree and if I could, I would pick Salvaging 3, but alas. Maybe if I got rid off of Officer Management... But it's mainly for early game. Anyway, Safety Procedures is here partially for QoL stuff, partially for making d-mods hurt less, while Field Repairs are there partially to make d-mods hurt my wallet less, partially for the repair exploit (?).

Inventor Raccoon

  • Captain
  • ****
  • Posts: 451
  • Digging through trash for a hydroflux catalyst
    • View Profile
Re: A new online skill calculator for Starsector 0.9.1a
« Reply #16 on: August 14, 2019, 03:47:03 PM »

https://fpdk.github.io/?s=0201102032405062708092x13001323334350607080x23031021334053x33031020334353

My usual build. Picks up what I think are essential leadership, technology and industry skills, plus the most important colony skills and a couple of player-ship buffs (I went with the relatively safe options of better shields, more shield damage, some faster movement and more accuracy/range, since I like piloting faster shielded ships and leaving the big armor tanks to my officers)
« Last Edit: August 14, 2019, 03:49:10 PM by Inventor Raccoon »
Logged

Six__Nix

  • Ensign
  • *
  • Posts: 19
    • View Profile
Re: A new online skill calculator for Starsector 0.9.1a
« Reply #17 on: December 12, 2019, 09:30:33 AM »

Just an FYI Combat Endurance Level 3 say -15% CR instead of +15% CR.

Thanks for making this!! Use it all the time!!
Logged

Locklave

  • Admiral
  • *****
  • Posts: 631
    • View Profile
Re: A new online skill calculator for Starsector 0.9.1a
« Reply #18 on: December 13, 2019, 12:39:56 PM »

https://fpdk.github.io/?s=0000102030405060708090|13001320304050607080|23001020334053|33031323334050

I rush a lot of the Industry skills as they make the game more forgiving and cut a LOT of costs.

Technology for the extra op, flux, and navigation, with ECM last.

Then Command for the fleet officers because getting 10 lv 20 + officers on a bunch of carriers / cruisers is insanely powerful; this is more mid-late game though, I don't bother early game due to cost constraints.

This here is the winners choice build. This is the path of someone that understand leadership is about managing logistics.

I am in complete agreement with you on the Industry skills, they are the difference between making a small profit or losing money in bad situations early game. They also maintain their value deep into endgame.
Logged

Tackywheat1

  • Commander
  • ***
  • Posts: 190
  • Paragon is Perfection
    • View Profile
Re: A new online skill calculator for Starsector 0.9.1a
« Reply #19 on: December 14, 2019, 03:28:00 PM »

Personally I think the junker fleet setup is the ideal setup.

Why? Because d-mods reduce deployment costs... which means you can field a bunch of effiecency overhauled cruisers + carriers (which eat up a lot of deployment cost) and actually be just as effecient if not more than those without d-mods, especially if you have a maxed out character with fleet logistics, all the industry skills, the EO hull mod, and have high level officers on all the crucial ships.

You can just roll over any opposition at that point since you have lower costs, more ships, and can afford to lose ships (because trading 1 for 1 usually gives you the enemy ship that you can then use yourself to repeat the strategy).

Double points if you safety override most of your d-modded ships; you can use them as battering rams like the Luddic Path.

Triple points if you have mods like Nexerline and Luddic Enhancements and play as a Luddic junker warrior on the war path.

While Dmods do make the supply cost of deploying ships in combat cheaper (if you have the requisite skills), it does not reduce the amount of deployment points it takes to deploy a ship (therefore a junker fleet composed of dmodded ships is worse than the same fleet without dmods, just cheaper (supply cost wise) to deploy.
Logged

Locklave

  • Admiral
  • *****
  • Posts: 631
    • View Profile
Re: A new online skill calculator for Starsector 0.9.1a
« Reply #20 on: December 14, 2019, 06:12:20 PM »

While Dmods do make the supply cost of deploying ships in combat cheaper (if you have the requisite skills), it does not reduce the amount of deployment points it takes to deploy a ship (therefore a junker fleet composed of dmodded ships is worse than the same fleet without dmods, just cheaper (supply cost wise) to deploy.

While this is true it also means you are free to deploy more ships without as much worry about cost. This is mainly relevant early game when you rarely even have enough or big enough ships to reach Deployment points max. By the time you are dealing with Deployment cap you have long since phased out d mods on most combat ships.
Logged

Shadowlight

  • Ensign
  • *
  • Posts: 1
    • View Profile
Re: A new online skill calculator for Starsector 0.9.1a
« Reply #21 on: February 29, 2020, 06:45:01 PM »

The tooltip for lv 3 Combat Endurance is wrong, it says -15% maximum combat readiness
Logged

Vind

  • Admiral
  • *****
  • Posts: 784
    • View Profile
Re: A new online skill calculator for Starsector 0.9.1a
« Reply #22 on: February 29, 2020, 09:14:26 PM »

Usually play with these:
https://fpdk.github.io/?s=0303102332405063728090x13001323314050607080x23031321334053x33001020334050
With points added to planetary skills if good system is found.

« Last Edit: February 29, 2020, 09:16:30 PM by Vind »
Logged

Eji1700

  • Commander
  • ***
  • Posts: 222
    • View Profile
Re: A new online skill calculator for Starsector 0.9.1a
« Reply #23 on: February 29, 2020, 10:43:24 PM »

Nice work, what's it made with?

Anyways this is my "core" as several of these skills strike me as basically mandatory (loadout design is especially egregious), and taking these trivializes a lot of the "tedious" stuff

https://fpdk.github.io/?s=0000102030405060708090x13001022334050607080x23001021334053x33001323334050

Fleet Logistics 2- for the -25% supply reduction, because that's insane.

Coordinated Maneuvers 3- Because more speed is always good.

E warfare 1- At the bare minimum to help with heavy ECM fleets.

Loadout Design 3- honestly this shouldn't exist.  Level 3 is way too good to the point that you're punishing players in just about every way for not taking it (both in fleet power and design variety).

Navigation 3- This saves so much money, and more importantly, saves a TON of IRL time.  I've mentioned my gripes with the current navigation minigame, so i hope it gets some depth, but if not this is just mandatory as I don't always have freetime, and don't want to waste it derping around in hyperspace.

Recovery Operations/Salvaging 3 - Mostly for the bonus salvage for fuel/stuff.

Field Repairs 3-  Level 2 is a huge money saver, level 3 is a time saver.
Logged

Serenitis

  • Admiral
  • *****
  • Posts: 1458
    • View Profile
Re: A new online skill calculator for Starsector 0.9.1a
« Reply #24 on: March 01, 2020, 01:53:03 AM »

https://fpdk.github.io/?s=0101112030415160708190x12001222304150607080x23001021334053x33031323304352

Combat Lv.1
Spoiler
Combat Endurance 1: +25% PPT is really useful in its own right, but also gives Safety Overrides flagships a little bit of help. And I do like SO.
Missile Spec. 1: +25% missile speed and turn is good as it lets missiles get deeper into PD coverage, plus it gives access to the ECCM mod which is very useful for missile artillery builds.
Damage Control 1: Just for the -50% crew loss as my flagship is going to be used in an aggro role most of the time and will be taking hits. Basically its almost free Blast Doors on the flagship.
Impact Mitigation 1: Armour behaving as if it's +150 stronger is a p. good deal for 1 point.
Evasive Action 1: I feel compelled to always take this as free Aux. Thrusters on the flagship is very nice and makes combat so much easier.
[close]

Leadership Lv.2
Spoiler
Officer Management 2: I'd prefer l3 but don't have the points for it. 8 officers is "good enough".
Fleet Logistics 2: -25% maintenance cost is huge. I'd take this even if it didn't also give +30 access to any colonies. But it does, so its definitely getting taken.
Fighter Doctrine 1: Mitigating the appaling crew drain of fighters is useful to me, and it also unlocks Recovery Shuttles which enables this further.
[close]

Technology Lv.3
Spoiler
Electronic Warfare 1: Basically mandatory to fight larger fleets at anywhere near parity.
Loadout Design 3: Another mandatory skill. Most ships are starved for OP and any way of boosting that is a huge huge deal.
Navigation 3: -25% fuel use and +1 burn is a big deal and would be enough on thier own to justify this. But Transverse Jump is a game changer, which allows red systems to be plundered without having to fight massive walls of infinitely regenerating ships as you are no longer constrained by jump points.
[close]

Industry Lv.3
Spoiler
Safety Procedures 3: More crew loss mitigation, and the only way to reduce losses from salvaging. Allowing E-Burn to ignore supplies is v. good, but reducing all (D) mod effects by 50% is absolutely enormous as most of my ships will have multiple Ds on them.
Recovery Operations 3: The bonus to salvaging items & ships is nice, but the +50% fuel recovered is worth it alone.
Field Repairs 3: The free 50% repairs at the end of every battle for the entire fleet is a huge deal, and makes the l2 skill mandatory. The double rate repairs for l3 is useful for chain battles, which happens often enough that I consider it worth the extra point.
Colony Management 3: Having the flexibility to colonise systems with multiple planets, and still being able to create tech mining outposts is a big enough draw for me.
Industrial Planning 2: Mandatory as it lowers the base resource requirements of the primary industries, allowing far more flexibility in choice of systems to colonise.
[close]
Logged

TaLaR

  • Admiral
  • *****
  • Posts: 2794
    • View Profile
Re: A new online skill calculator for Starsector 0.9.1a
« Reply #25 on: March 01, 2020, 02:08:23 AM »

https://fpdk.github.io/?s=0301102333405163738193x13001323334350607080x23031321334053x30001020304050

My typical build. Helmsmanship 3 is somewhat optional and depends on whether I use some particular capital loadout that can fire at least part of it's weapons while maintaining below 1% flux.
Logged

bobucles

  • Admiral
  • *****
  • Posts: 532
    • View Profile
Re: A new online skill calculator for Starsector 0.9.1a
« Reply #26 on: March 01, 2020, 03:45:25 PM »

Quote
Right now you cannot decrease skills on touchscreens, as it requires a right click. In a future version I'd like to correct this.
The simplest solution is to make the final left click reset the skill.
Pages: 1 [2]