Fractal Softworks Forum

Starsector => Suggestions => Topic started by: BaBosa on January 15, 2023, 02:42:43 PM

Title: What could be done with Safety Overrides
Post by: BaBosa on January 15, 2023, 02:42:43 PM
With even Alex agreeing that SO needs to change, I have some ideas of how to keep the good parts while getting rid of the problems.

SO is really two hullmods put together, a more extreme version of unstable injectors, increasing speed and decreasing range and a hullmod that increases dissipation but decreases PPT, trading long term power for more short term power. This effects push ships towards more reckless/desperate and in your face fighting.
It is the increased dissipation that is the real issue. Dissipation’s importance is obvious as it directly increases damage output and defence. This is how SO makes an otherwise a bad ship/build into a strong one.

The simple fix would be to just remove the bonus dissipation and reduce/remove the PPT penalty. Keeping the core range for speed trade part.
I think this makes it too similar to unstable injectors though and has the same issues with not having enough flux after taking fire getting into close range.

Another is a simple nerf, reduce the dissipation bonus to like 1.5x and possibly reduce the PPT penalty or OP cost while keeping everything else, including preventing venting, the same.
This feels better when I tested it as it still helped making close combat work when using good ships, builds and tactics but didn’t make *** ships good.

A better idea that I didn’t test is to make the dissipation bonus only apply to soft flux. This keeps the increased damage output but doesn’t help with defence so it adds to the frantic feel of SO.

Another idea I had was to make SO increase fire rate of all non missile weapons by like x1.5 instead of increasing dissipation to emphasise the damage boost directly. Possibly add a malfunction risk at high flux.

More could be added to this like a damage multiplier proportional to flux level, either both ways or just to the ship with SO to add more to the fearless/reckless feel of SO.
Title: Re: What could be done with Safety Overrides
Post by: CryIsFree on January 15, 2023, 04:05:12 PM
Mixed feelings about SO. On one hand SO is blatantly overpowered, but on the other so are Radiants, and you gotta kill those, so personally I resort to either long range ballistics (HVDs, Maulers, Mjolnirs, the standard stuff) or SO'd cruisers, cant really reliably kill 2 ordos with anything else. Some ships (especially the high tech cruisers) kinda crutch on SO to function cuz you have to take Heavy Blasters to get reliable damage and those cost a billion flux to operate. Its an issue I found with ships that rely on Medium Energy slots to get damage off. Being on close range also allows you to use Sabots and other missles to their full effectiveness which IMO makes SO look even more OP then it is.
Title: Re: What could be done with Safety Overrides
Post by: intrinsic_parity on January 15, 2023, 05:06:56 PM
I have been campaigning for SO nerfs for a while, so I definitely agree, but I'm curious where Alex has addressed it/said it needs to change. Can someone link that discussion?
Title: Re: What could be done with Safety Overrides
Post by: Wyvern on January 15, 2023, 05:46:24 PM
Personally, I don't really want to see nerfs to SO; it's already in the "I don't actually like using this hullmod" category, and making it worse would just make it that much less interesting.

Maybe, if you have to nerf it, aim for restricted access rather than gameplay changes? Give it something like the automated ships treatment, where you can have a few in your fleet, but the more you have the lower their max CR goes? (And maybe boost that cap with a skill in Industry? Perhaps tie it to Salvaging, aka that one industry skill I never ever take?)

Edit: And then you could even give the Ill-Advised Modifications d-mod a one-off positive effect: ships with it don't count towards the normal limits on Safety Overrides.
Title: Re: What could be done with Safety Overrides
Post by: Alex on January 15, 2023, 05:54:36 PM
The thought I had about it - and it's not fully fleshed out, and I'm not fully committed to doing this, so, big disclaimer/grain of salt - is to change SO to function as an active ability instead of a constant passive buff.

The idea being that yeah, if you nerf it, it gets less interesting. But as is it's also not all that interesting because - alright, it does add a playstyle, but that playstyle is very similar for everything and there's not too much to it. If you make it an ability where activating it, say, costs the ship some peak time (and then CR when it's out of PPT) then you can have it be really powerful, and "when do you trigger it" becomes an interesting tactical decision. (What effects exactly it would have is up in the air; in a similar vein to what it currently does, though.)

And then you'd have a new control for "active ability"; something like Neural Transfer would use that control, too, ships would be restricted to just one hullmod that adds an ability (and the door would be open to more abilities like this that can be slotted into ships), etc.

Again, though, this is all fairly half baked; these are just my thoughts at the moment. It's entirely possible none of that would go anywhere. (And if it did, I'd probably leave the original SO in the game and accessible via console...)
Title: Re: What could be done with Safety Overrides
Post by: FooF on January 15, 2023, 06:49:44 PM
The term "Safety Overrides" has always implied to me a bypass of critical systems that really shouldn't be messed with. Within the vein of an "active ability", I think weapons could be overcharged, RoF could be increased, engine output could go up, etc. but at the risk of flame out, weapon malfunctions or even disabling shields. An always-on passive effect makes it untenable to introduce a ton of RNG into the mix but something that you control? At least you know you're rolling the dice.

The other way of looking at it, and I know this might be unpopular, but why not make SO completely Pather-exclusive? I think part of the problem is that we're trying to balance SO from Kites to Dooms and everything in between. SO could exist in its current form if it was limited to very specific set of hulls and conditions. Within that framework, even Capitals could have SO if we're only talking Prometheus Mk. IIs. Likewise, most SO ships would have D-mods, offsetting some of its performance boosts. If you want to play as Pathers, you have access to this super-different playstyle but you're limited to mostly low-tech/junk ships. That said, with some Industry and Leadership skills, it could be a legitimate way to swarm your enemies with really angry rust buckets. (If I wasn't clear enough, SO would only be found built-in on (LP) ships and wouldn't be an option anymore. That said, you could expand the roster of (LP) ships a touch)
Title: Re: What could be done with Safety Overrides
Post by: BaBosa on January 15, 2023, 07:07:28 PM
A active ability hullmod that consumes CR? Sounds awesome.
The worry I have is how changing SO completely like that would affect the Luddic Path.
That said, idk about everyone else but I find unstable injectors very meh. How about taking Safety overrides speed and range effects and making that unstable injectors to throw on luddic path ship?

What possible ideas have you come up for the active ability? Flux dump? RoF increase? Speed increase? Or something more complicated?

As for making it Pather exclusive, I don’t like that idea much as SO is critical to the short range low tech ships using HMGs and Chainguns. At least for me.
Title: Re: What could be done with Safety Overrides
Post by: Alex on January 15, 2023, 07:28:44 PM
What possible ideas have you come up for the active ability? Flux dump? RoF increase? Speed increase? Or something more complicated?

Some kind of +speed and +firepower thing! Like I said, half-baked :)

The other way of looking at it, and I know this might be unpopular, but why not make SO completely Pather-exclusive? I think part of the problem is that we're trying to balance SO from Kites to Dooms and everything in between. SO could exist in its current form if it was limited to very specific set of hulls and conditions. Within that framework, even Capitals could have SO if we're only talking Prometheus Mk. IIs. Likewise, most SO ships would have D-mods, offsetting some of its performance boosts. If you want to play as Pathers, you have access to this super-different playstyle but you're limited to mostly low-tech/junk ships. That said, with some Industry and Leadership skills, it could be a legitimate way to swarm your enemies with really angry rust buckets. (If I wasn't clear enough, SO would only be found built-in on (LP) ships and wouldn't be an option anymore. That said, you could expand the roster of (LP) ships a touch)

Yeah, it's a possibility! And, actually: not necessarily mutually exclusive. I've been half-thinking of letting Pather ships keep the original SO, though if there was also another SO they'd have to be named differently...
Title: Re: What could be done with Safety Overrides
Post by: Candesce on January 15, 2023, 07:49:10 PM
The term "Safety Overrides" has always implied to me a bypass of critical systems that really shouldn't be messed with. Within the vein of an "active ability", I think weapons could be overcharged, RoF could be increased, engine output could go up, etc. but at the risk of flame out, weapon malfunctions or even disabling shields.
Have something catastrophic happen if you plan poorly enough to overload while SO is on. Because really, that's got to be one of the events the safeties are there for.
Title: Re: What could be done with Safety Overrides
Post by: Soda Savvy on January 15, 2023, 07:59:41 PM
Maybe treat it like a variant of old War Emergency Power systems. https://en.wikipedia.org/wiki/War_emergency_power

Each ship with SO gets a separate CR counter, and toggling it accelerates the regular PPT/CR decay rates. And once the separate SO bank is emptied, it has to be restored at a shipyard.

Or make it a one time thing per battle that eats a chunk out of PPT/CR and locks SO on, so using it early on can be risky for longer fights, and using it late might be just enough to finish an enemy off or escape instead.

And whichever version it has, the different officer AI can prefer to use it different ways. Steady never uses against smaller ships, aggressive might use it to run down peer ships, reckless will flip it on in a destroyer and go charge a battleship because why not, etc.
Title: Re: What could be done with Safety Overrides
Post by: CrashToDesktop on January 15, 2023, 08:31:16 PM
At least in the case of Safety Overrides, you might not even need a new keybind for the player. SO currently disables venting, so if you go with that line of thinking, you can just use the Venting keybind to activate whatever it is that SO would do as an active ability.
Title: Re: What could be done with Safety Overrides
Post by: FooF on January 15, 2023, 08:43:42 PM
Have something catastrophic happen if you plan poorly enough to overload while SO is on. Because really, that's got to be one of the events the safeties are there for.

Or just double overload times, but the problem with an all-or-none system is that the AI is never going to be good at it. At least with burning CR, an AI ship won't kill itself if it uses it wrong once.

This doesn't go with the "active system" vein at all but I'll post a half-baked thought I had as fodder for other ideas. Re-worked SO:

Pros:
+50% damage for Energy and Ballistic weapons
+50% RoF for Missiles
Permanent 0-Flux Boost

Cons:
CR capped at 40% (yellow)
CR decay after PPT runs out increased by 500% (base PPT unchanged)
Malfunction rate increased by 300/200/100% based on hull size
Cannot be equipped on Capitals or ships with Delicate Machinery and/or High Maintenance

Moral of the story: you have very fast ships that hit 50% harder but also risk malfunction at any given time (smaller ships malfunctioning far more frequently). Overall performance suffers due to low CR. Chain-deploying or deploying with less than "full" CR (i.e. 40%) drastically reduces effectiveness. Once PPT runs out, SO ships are essentially dead in the water. Under ideal conditions, SO is a significant buff but it takes very little to make it a severe handicap. RNG plays a big role in this so it would probably be frustrating to use on a flagship.
Title: Re: What could be done with Safety Overrides
Post by: CapnHector on January 15, 2023, 10:37:30 PM
Fluff-wise, SO is quite weird as it is. The effect on engines seems reasonable, but why does overriding built-in safeties increase passive venting but prevent active venting? You'd think it'd do something like increase engine power, increase weapon power, increase flux buildup and possibly cause malfunctions and overload the ship or something. Or if what they do is jam the flux vents open somehow then prevent the use of shields like the ship is in permanent venting mode.

In fact having written that, how about this: completely opens the ship's flux vents, interfering with shields and sensors. Greatly reduces weapon range. Greatly increases engine power and grants zero flux speed boost. Energy weapons do more damage and consume more flux*. Greatly increases flux dissipation. Prevents use of shields and phase cloak for a time after activation.

*Only energy to balance that losing shields affects high tech ships more.

High risk, high reward.
Title: Re: What could be done with Safety Overrides
Post by: CrashToDesktop on January 15, 2023, 10:44:31 PM
Active venting dumps flux at 2x your passive vent rate. SO doubles your passive vent, so fluff-wise you're actively venting flux at all times.
Title: Re: What could be done with Safety Overrides
Post by: BCS on January 16, 2023, 12:13:36 AM
The entire idea of SO is that you have a lot stronger ships but a lot less time to fight, PPT-wise. It's supposed to be an "all-in" strategy.

This works well for 180-240 PPT frigates, but by the time you get to destroyers or even worse cruisers, the PPT simply stops mattering alltogether because the base values are so large. You just slap Hardened Subsystems on top of SO and the battle is over before your ships even start losing CR.

So to me the solution is simple, remove SO from cruisers and destroyers. Basically make it the anti-Converted Hangar. If ship can have one it cannot have the other.

Then you could even allow it to be S-modded in, avoiding the weird exception to universal rules that somehow only Pathers figured out how to bypass.
Title: Re: What could be done with Safety Overrides
Post by: Comrade_Bobinski on January 16, 2023, 12:40:04 AM
Ok here me out. I have something of an extreme view on this but it might be pretty good. The mod is called Safety Override. There is no safety, you are flying a litteral fusion reactor full of fuel and weapons in the void of space withouth any sense of security. The answer to change SO for me is obvious:

If your ship overflux, it explodes.

I know it sound terrible but, overfluxing by itself does not happen that regularly, and it is a common mistake both the player or the AI is prone to make in certain situation. Because you cant vent, it also implies a different way to fight (a little bit like managing a rage meter for a berserker or something). It also completly cover the reason and the lore beind SO: you have unlocked the full power of your ship system at the cost of stability and security. Overcloaking until you melt your hardware. Once it goes past the limit, it's gone.

It sounds desperate, like a Pather fighting for Ludd, or a really reckless spacefarer going against all odds.

It would also boost industry skills indirectly by providing ways to more easily scrap and salavage your exploding fleet after combat.
Title: Re: What could be done with Safety Overrides
Post by: Serenitis on January 16, 2023, 12:52:05 AM
I like Safety Overrides. Especially when applied to cruisers.
It's a fun way to lower the bar for player skill/ability, insomuch as it allows the use of high-risk plays without requiring the player to play "perfectly".
The cost is suitably annoying, and while not debilitating is an encumberance you're not allowed to forget.

... cruisers, the PPT simply stops mattering alltogether because the base values are so large. You just slap Hardened Subsystems on top of SO and the battle is over before your ships even start losing CR.
I disagree.
Having used SO cruisers very extensively, it is not difficult at all to fight battles large enough to run down the PPT, and a significant portion of its CR before the battle ends.

As an average / below average player, SO since its introduction has been a useful (and entertaining) boon. I don't use it all the time, but I'll be sorry to see it go.
I get that things need to be balanced etc. But I can't help but feel a lot of balance dicussions always seem to converge around the most skilled players, which has its own balance implications.
Title: Re: What could be done with Safety Overrides
Post by: Grievous69 on January 16, 2023, 01:42:57 AM
Ooooh a nice little topic for me. OP also forgot one important bonus which SO too gives, and that is permanent zero flux speed boost. Which is why I also think it breaks some cruisers (to a less extent destroyers), since for them, 50 speed more on top of the base boost is a lot. For a frigate that already goes fast, it's just a cherry on top. It's hilarious that the only counter argument to this is "but I find it fun". Yes, usually players are sad to see broken toys go away, or get nerfed, no surprise there.

I like the active ability idea, I even like the Pather exclusive SO, many ways to go about it honestly. But we have to take a step back and take a long hard look at what do we want to achieve here. Most important thing is that
1. It remains a unique tool in the game that makes some ships play differently.
2. It leads to a high risk - high reward style of gameplay (it's right there in the name).
And 3. It shouldn't make for a boring cookie cutter path where each SO ship does the same exact thing and you just need critical mass to overcome its downsides.

Hopefully some ships will also be less dependant on SO to get the most out of their strengths.

@Serenitis
What are you on about? If the discussion and balance revolved around the best players there's no way we'd have Afflictor, Hyperion, Doom, Aurora, Odyssey and so on in the game, or they'd be massively nerfed. There's plenty of "easy game" modes you can do to make your campaign easier without abusing a single hullmod. I mean right there how you said that it shows that SO is a plague and should be changed.
Title: Re: What could be done with Safety Overrides
Post by: Vanshilar on January 16, 2023, 01:51:31 AM
The thing is, I haven't really seen a convincing case laid out anywhere for why SO needs a fundamental overhaul, as opposed to putting in some tweaks to balance it out. Sure, the same people will complain very vocally about it every chance they get, but never really explain the reasons why.

SO is nice to speed up early fights when the enemies are easy. The reason is because the enemy isn't really all that threatening early on, so it's no problem to rush in, absorb their pitiful damage, and then do your damage and scoot out before you flux out.

But it really falters when you get to the more difficult fights, such as Ordos fleets for example. There's simply too much damage to absorb as you go in that you have too little flux left to deal enough damage before you have to back off. Also, SO works best against isolated targets. But since you go in so close, enemy ships tend to back off back into the rest of the enemy fleet. So every time an SO ship fails to finish off its target, the target backs off into the enemy fleet and effectively increases the enemy fleet's ship density, which makes it more difficult to attack another ship afterward. So it's very much a high-risk, high-reward strategy, and something to speed up the early game but not really effective later on, which seems fine to me.

I think the main issue with SO currently is that its benefit lasts too long before the drawbacks kick in. SO only affects PPT, but not CR degradation. Plus, CR degradation takes a long time to really make an impact. If the ship has Combat Endurance and Hardened Subsystems, it takes 356 seconds to go from 100% to 50% CR, which is longer than double Ordos fights. But that should be an easy fix; just make it so that if the ship has SO, then its CR also degrades 3 times as fast. Or, make it so that if the ship has SO, then its max CR is 50%. Basically so that once CR starts degrading, then the ship starts having malfunctions pretty soon. So that its drawback kicks in earlier.

What may be interesting is if SO only lasts for the duration of PPT. Then (perhaps with a 10-second overload or something to signify that the ship is adjusting back to normal), the ship returns to normal operation, i.e. non-SO speed, flux, weapon range, etc. So then it becomes an interesting decision of if the loadout is specialized for SO or normal operation (for example: do you bother to take ITU when it basically has no effect until the ship's PPT is gone?). Also, this makes it easier to wait out SO frigates if they're just kiting all over the map, since they'll slow down after PPT is out.

But as is it's also not all that interesting because - alright, it does add a playstyle, but that playstyle is very similar for everything and there's not too much to it.

Disagree with this. SO makes the game more arcade-like, which some people prefer. When I switched from SO Medusa to Onslaught XIV as flagship, I started running battles at 2x speed, simply because there isn't that much to *do* or think about tactically or strategically. But there was no way I could get away with that in a SO Medusa because I was constantly on the knife's edge of running in and trying to do as much damage as I could without overloading or taking (too much) damage before I ran out to safety. Some people like that sort of adrenaline-filled playing.

(If anything, because I can now run battles at 2x speed without using SO, I can get through fights much more quickly than before, so in that sense makes SO worse than non-SO -- it's less effective in a kills-per-playing-minute sort of way.)

But even within that playstyle, different SO ships play differently. A SO Medusa plays very differently than a SO Sunder for example. The SO Medusa relies on constantly dancing around the battlefield (especially with its exposed engines and having to get close to the enemy fleet) to survive and make its impact, whereas the SO Sunder, due to its bad shield efficiency, has to rely on opportunistically going in and using its overwhelming damage to take out its target quickly and retreating before it takes (too much) damage, then regenerating its flux safely behind friendly ships. That's a very different way to play, and in some ways mirrors their non-SO counterparts. SO doesn't change the ships to one-size-fits-all playing in the least. The player's tactics will still depend very much on the particular ship being used.
Title: Re: What could be done with Safety Overrides
Post by: Grievous69 on January 16, 2023, 02:06:39 AM
The thing is, I haven't really seen a convincing case laid out anywhere for why SO needs a fundamental overhaul, as opposed to putting in some tweaks to balance it out. Sure, the same people will complain very vocally about it every chance they get, but never really explain the reasons why.
Then you somehow forgot or chose to ignore so many posts over the last period, most probably from me since I whine about it the most, but others have also been pretty vocal and explained why do they think it's not in a good place.

So since I don't want to repeat my thoughts for the 10th time, I'll link the old post I made which was a tiny bit before the current patch, but my opinion is still pretty similar. https://fractalsoftworks.com/forum/index.php?topic=22963.0
Title: Re: What could be done with Safety Overrides
Post by: Serenitis on January 16, 2023, 03:04:17 AM
...how you said that it shows that SO is a plague and should be changed.
I disagree.
Enabling more ways to play, greater variety in which ships can be used for which role, and allowing more people to make use of that due to the lower "requirements" is intrinsically good.

"but I find it fun"
Yes. This is traditionally what games are for, right?

So it's very much a high-risk, high-reward strategy, and something to speed up the early game but not really effective later on, which seems fine to me.
I agree with this.
I've tried to use SO ships to fight "optional" stuff, and it does work to a point. But it absolutely will fail super-hard, very likely when its least convenient since the extra difficulty will drag things out.
It can get you through most of the stuff in the game, but it can't get you through everything.
And that's fine. Optional stuff is optional for a reason. As is situational tools not being useful all the time.

I've also used SO ships to fight the massive pirate stacks that frequently appear. They do better at that since the opposition isn't as tough, but they absolutely will run down thier clocks and CR, then falter and leave you with an "interesting" problem to solve.
There are some things it is suited for, and some things it is not. And believe me, I have tried to jam SO ships into battles they had no place being, and it has given me a very keen awareness of both what SO is capable of. And perhaps even more importantly, what I am capable of.

If you absolutely must change SO then...
I think the main issue with SO currently is that its benefit lasts too long before the drawbacks kick in.
Change the PPT reduction based on hull size, instead of just a flat -66% for everything.
Something like:
However I don't think changing the fundamental behaviour of SO will achieve anything beyond diminishing player options.


Title: Re: What could be done with Safety Overrides
Post by: BaBosa on January 16, 2023, 03:15:54 AM
What possible ideas have you come up for the active ability? Flux dump? RoF increase? Speed increase? Or something more complicated?
Some kind of +speed and +firepower thing! Like I said, half-baked :)
No idea starts fully baked ;) so it’ll be like manoeuvring jets mixed with accelerated ammo feeders? I’m really liking the idea of making it an active ability because then you’re not wasting PPT or CR before and between engagements.

The term "Safety Overrides" has always implied to me a bypass of critical systems that really shouldn't be messed with. Within the vein of an "active ability", I think weapons could be overcharged, RoF could be increased, engine output could go up, etc. but at the risk of flame out, weapon malfunctions or even disabling shields.
Have something catastrophic happen if you plan poorly enough to overload while SO is on. Because really, that's got to be one of the events the safeties are there for.
I like this, increase overload time and have it cause hull damage. Could also do the same with weapons and engines when they are damaged with longer repair times and bonus hull/armour damage.

I like Safety Overrides. Especially when applied to cruisers.
It's a fun way to lower the bar for player skill/ability, insomuch as it allows the use of high-risk plays without requiring the player to play "perfectly".
The cost is suitably annoying, and while not debilitating is an encumberance you're not allowed to forget.
That’s what easy mode setting is for. That you use safety overrides as easy mode is kinda proving our point.

Ooooh a nice little topic for me. OP also forgot one important bonus which SO too gives, and that is permanent zero flux speed boost. Which is why I also think it breaks some cruisers (to a less extent destroyers), since for them, 50 speed more on top of the base boost is a lot. For a frigate that already goes fast, it's just a cherry on top. It's hilarious that the only counter argument to this is "but I find it fun". Yes, usually players are sad to see broken toys go away, or get nerfed, no surprise there.

I like the active ability idea, I even like the Pather exclusive SO, many ways to go about it honestly. But we have to take a step back and take a long hard look at what do we want to achieve here. Most important thing is that
1. It remains a unique tool in the game that makes some ships play differently.
2. It leads to a high risk - high reward style of gameplay (it's right there in the name).
And 3. It shouldn't make for a boring cookie cutter path where each SO ship does the same exact thing and you just need critical mass to overcome its downsides.
Permanent 0-flux bonus speed is just part of the speed buff SO gives. I think that how it proportionally benefits bigger ships more is balanced by how bigger ships have bigger weapons which have longer ranges generally and so the range penalty is proportionally greater especially when ITU was an alternative.
To add actual detail about how it should affect ships, it should make them play faster, both in speed and damage and feel like you’re on the edge of a knife and be up close to enemies.

The thing is, I haven't really seen a convincing case laid out anywhere for why SO needs a fundamental overhaul, as opposed to putting in some tweaks to balance it out. Sure, the same people will complain very vocally about it every chance they get, but never really explain the reasons why.

SO is nice to speed up early fights when the enemies are easy. The reason is because the enemy isn't really all that threatening early on, so it's no problem to rush in, absorb their pitiful damage, and then do your damage and scoot out before you flux out.

But it really falters when you get to the more difficult fights, such as Ordos fleets for example. There's simply too much damage to absorb as you go in that you have too little flux left to deal enough damage before you have to back off. Also, SO works best against isolated targets. But since you go in so close, enemy ships tend to back off back into the rest of the enemy fleet. So every time an SO ship fails to finish off its target, the target backs off into the enemy fleet and effectively increases the enemy fleet's ship density, which makes it more difficult to attack another ship afterward. So it's very much a high-risk, high-reward strategy, and something to speed up the early game but not really effective later on, which seems fine to me.
Spoiler
I think the main issue with SO currently is that its benefit lasts too long before the drawbacks kick in. SO only affects PPT, but not CR degradation. Plus, CR degradation takes a long time to really make an impact. If the ship has Combat Endurance and Hardened Subsystems, it takes 356 seconds to go from 100% to 50% CR, which is longer than double Ordos fights. But that should be an easy fix; just make it so that if the ship has SO, then its CR also degrades 3 times as fast. Or, make it so that if the ship has SO, then its max CR is 50%. Basically so that once CR starts degrading, then the ship starts having malfunctions pretty soon. So that its drawback kicks in earlier.

What may be interesting is if SO only lasts for the duration of PPT. Then (perhaps with a 10-second overload or something to signify that the ship is adjusting back to normal), the ship returns to normal operation, i.e. non-SO speed, flux, weapon range, etc. So then it becomes an interesting decision of if the loadout is specialized for SO or normal operation (for example: do you bother to take ITU when it basically has no effect until the ship's PPT is gone?). Also, this makes it easier to wait out SO frigates if they're just kiting all over the map, since they'll slow down after PPT is out.

But as is it's also not all that interesting because - alright, it does add a playstyle, but that playstyle is very similar for everything and there's not too much to it.

Disagree with this. SO makes the game more arcade-like, which some people prefer. When I switched from SO Medusa to Onslaught XIV as flagship, I started running battles at 2x speed, simply because there isn't that much to *do* or think about tactically or strategically. But there was no way I could get away with that in a SO Medusa because I was constantly on the knife's edge of running in and trying to do as much damage as I could without overloading or taking (too much) damage before I ran out to safety. Some people like that sort of adrenaline-filled playing.

(If anything, because I can now run battles at 2x speed without using SO, I can get through fights much more quickly than before, so in that sense makes SO worse than non-SO -- it's less effective in a kills-per-playing-minute sort of way.)

But even within that playstyle, different SO ships play differently. A SO Medusa plays very differently than a SO Sunder for example. The SO Medusa relies on constantly dancing around the battlefield (especially with its exposed engines and having to get close to the enemy fleet) to survive and make its impact, whereas the SO Sunder, due to its bad shield efficiency, has to rely on opportunistically going in and using its overwhelming damage to take out its target quickly and retreating before it takes (too much) damage, then regenerating its flux safely behind friendly ships. That's a very different way to play, and in some ways mirrors their non-SO counterparts. SO doesn't change the ships to one-size-fits-all playing in the least. The player's tactics will still depend very much on the particular ship being used.
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It needs balancing mostly because the dissipation bonus makes just about everything good or even better which is not an interesting effect and it makes players optimise the fun out of making builds.
As for why it needs to be completely changed? It doesn’t, Alex just came up with the idea and it sounded really cool.

Using it to make easy fights faster isn’t really something that SO should be focused on. Either the fight should be an autobattler, the fights should be made harder so it’s actually a challenge or you pick a fast start to skip all that.

SO struggles with Ordos because you can’t put it on capital ships. Try the capital ship SO mod and see how it makes things much easier. That it makes cruiser fleets work so well is really another sign that it’s a bit too strong.

Personally I’d prefer to reduce the dissipation buff rather than reduce the time it’s effective.
Also reducing max CR means the ship has all the rebuffs associated with that like the debuff to damage taken and dealt, reduced speed and a few others.

Those two play styles, Medusa and sunder, are still quite similar. The only difference that you mentioned and I can think of is just the Sunder has to retreat behind other ships while Medusa can just run away. One of the big problems with it limiting play styles is that the range penalty doesn’t affect short ranged weapons so you dont want to use more than like half of the weapons.

Sorry for the long message
Title: Re: What could be done with Safety Overrides
Post by: Grievous69 on January 16, 2023, 03:22:26 AM
How can anyone argue that SO increases variety is beyond me. Low tech ship > Machine Guns and Chainguns, High tech ship > Heavy Blaster and Ion Pulser, Midline > somewhere between. Muh variety. Also hope you get some self awareness since as an example for when the SO doesn't work you picked out the hardest fights in the game where they last a bit longer than usual. So the "high risk" part only comes after the campaign is practically over... Come on, no one can actually say this seriously.

Yes. This is traditionally what games are for, right?
I'm sorry but with that mindset why do we even bother balancing the game? Should we have left the part of the game where skills were so strong a player could solo the whole game in a single ship, just because someone found that fun? Granted you can kinda do this now as well, it's just harder. You could use that out as a response on literally every single nerf that happens: "oh don't nerf it pls, I won't have fun anymore". I'm shocked I even have to explain this to someone who spent a lot of time here.

Vanshillar said he didn't see a convincing argument for changing SO yet here I read sentences like "well it's not useful in every single fight in the game so it's ok". If you want to have an easy and boring experience you can mod it yourself, I'm sure someone will do it after Alex makes the change, whatever it be.

Last point I want to argue is running out of CR is not an "interesting" problem to solve. You're either destroying everything, or your ship(s) needs to retreat. How is that interesting? There is zero risk until the fight is over for either side. Or just reengage which most folks do.

Quote
However I don't think changing the fundamental behaviour of SO will achieve anything beyond diminishing player options.
Oh no, how will the players ever get out of early game without the ez mode option.

Unrelated to above posts, just in general. Why is Hardened Subsystems even available on SO ships? That goes against any common sense. You supercharge your ship, let go of any safety precautions, but you can easily build a cheap hullmod that will remove a part of the penalty. And yet again this wouldn't do almost anything to the early game problem when fights lasts 2 minutes tops with SO ships.

EDIT: Yeah also forgot to mock the Medusa and Sunder example. One ship can teleport, the other can't, ok, but how does that actually affect the refitting part of the game?
Title: Re: What could be done with Safety Overrides
Post by: Serenitis on January 16, 2023, 03:31:03 AM
If you want to have an easy and boring experience you can mod it yourself.
Not everyone gets the exact same experience as you from any given <thing>. Maybe chill a little.
Title: Re: What could be done with Safety Overrides
Post by: Grievous69 on January 16, 2023, 03:35:06 AM
My man, look at your posts and then see the response you gave now. Hypocritical innit?
Title: Re: What could be done with Safety Overrides
Post by: Vanshilar on January 16, 2023, 03:43:50 AM
Then you somehow forgot or chose to ignore so many posts over the last period, most probably from me since I whine about it the most, but others have also been pretty vocal and explained why do they think it's not in a good place.

So since I don't want to repeat my thoughts for the 10th time, I'll link the old post I made which was a tiny bit before the current patch, but my opinion is still pretty similar. https://fractalsoftworks.com/forum/index.php?topic=22963.0

I didn't say there weren't complaints about SO, I said I haven't seen any convincing case (i.e., reasons clearly laid out) for why SO needs a fundamental overhaul, as opposed to keeping the basic principles, but making some tweaks here and there (such as adjusting how it interacts with CR decay).

For example, taking the post you linked:

In a way that it transforms a crap ship into a scary piece of metal that can now cut through your fleet. Fighting a horde of SO ships is cancer, even more so than phase ships imo. The whole thing is supercharging ships to bring them multiple power levels up, at the expense of PPT. Which means in the end, it's just a win harder/faster hull mod.

That statement could be said about anything. There is nothing in that which is specific to SO (other than the mention of PPT), or describes what it is about SO that makes things that way, or establishes the validity of that position. Anybody could write "Fighting a horde of ITU ships is cancer" or "Fighting a horde of HSA ships is cancer" or whatever. That is a position, not a reason which justifies or supports a given position. People are free to state whatever opinions they want on a discussion forum, but without giving reasons behind it, it's not particularly convincing.

Moving on:

I don't mind that per se, but the fact that it makes some thing truly broken that many discussion about ship builds go like this:
- "Hey I'm struggling with X ship, don't know what's a good loadout for it."
- "Have you tried putting SO and the only weapons that actually have sense to go along with it?"

That generally works against easier enemy fleets, but not harder ones, where SO effectiveness falls off rapidly. If someone is having trouble against pirate fleets or whatever, sure, throw SO on it. Against harder fleets, I'd say it's actually bad advice. But just because someone says "I have problem with X" and the common response is "You should try Y" doesn't mean that Y is overpowered or needs to change. For example, against endgame (i.e. Ordos) fleets, a very common advice is to use Solar Shielding. Does that mean Solar Shielding is boring or overpowered?

It makes some parts of the game bloody boring.

That's another generic criticism that could be levied about anything, and thus means nothing nor have any persuasive value. "There's a new ship in the next patch!" "That sounds boring." "The Orders tab will be functional next update!" "That sounds boring." There's nothing there which gives a specific issue to address or to discuss.

Now as I mentioned, it does tend to trivialize the early game (since early game fleets aren't as dangerous), but the early game is already fairly trivial anyway for an experienced player, so it basically just speeds up the early game to get to the richer, meaty stuff. I don't see that as a bad thing.

Thank god low tech is getting some love again because all they were good for before were SO builds. But that also makes previous SO optimal builds even more good. Enforcer is a good example of a dumb ship that "begs" for SO. And I hate that it will never get any more flux dissipation that it desperately needs because the SO builds will be 3 times as annoying. The new Eradicator is a prime candidate for SO, ship with already good base speed and AAF system, sign me up Jimmy. SO is a plague that makes the best part of the game (personally), ship customisation, a bit too easy and lazy. There's really no thought behind SO builds, you immediately know which weapons and hull mods go along with it. High tech ships are also victims of "ez SO ship" cookie cutter builds.

I haven't found the SO Eradicator to be more effective than a non-SO Eradicator, other than early fights. Its relatively low flux capacity and shield efficiency means that it absorbs too much damage when going in for it to deal enough damage to make it worthwhile, compared with non-SO builds that can deal damage from afar.

Weapon selection being limited when you use SO is just because only a few weapons are geared for that range. Only 2 of the 9 non-flak medium ballistics are short ranged, so if you're using SO then of course you'll be using only those weapons for medium ballistics. Just like if you take HSA then of course you'll likely be stocking up on beams. That doesn't mean "SO is bad and needs to be overhauled because there are few weapons to choose for it", for example a possible solution is "add more weapons in that range band".

Otherwise, SO builds still require much of the same thought that goes into non-SO builds. If anything, more care needs to be put into successful SO builds because with SO taking up a lot of OP, and with the need to put more points into flux capacity (since the ship will be absorbing more damage going in), there's less OP available for everything else. An interesting side issue that doesn't occur as much with non-SO builds is whether or not an SO officer should get elite Point Defense, which then makes LMG and LDMG match the range of other SO weapons.

I actually feel like high tech ships maintain more of their weapon variety with SO, because their weapons have shorter range anyway and they rely more on speed rather than weapon range. The main issue with SO and high tech ships is that high tech ships benefit so much more from it than low tech ships, since it also doubles base flux dissipation, which high tech ships have more of, for the same OP cost. The biggest offender of this is the frigate Hyperion, which only needs to spend 15 OP to gain 500 flux dissipation, since it's a frigate with light cruiser flux stats (and light cruiser OP cost). Since it only has 3 weapon mounts then the weapon selection is fairly limited, but even then I see a variety of proposed weapons for SO Hyperions. So by no means does SO mean that the weapon choice is obvious.

So overall, lots of disparaging comments about SO, but very few if any actual specifics about what's wrong with it. Just multiple statements about it being overpowering and boring, but nothing solid to back it up.
Title: Re: What could be done with Safety Overrides
Post by: snicka on January 16, 2023, 03:50:41 AM
Please make the New-SO a separate hullmod.

I like the current one. It goes zoom. It fells arcadey,  much distinct from everything else. It provides a fancy asymetric playstyle,  where you fell like on a different set of rules from the enemy
Title: Re: What could be done with Safety Overrides
Post by: BCS on January 16, 2023, 03:51:24 AM
I just want to point out that balancing the game's ships, weapons, hullmods, etc. around what the PLAYER can do is largely pointless. Most ships in player's fleet are not controlled by the player and none of the enemy ships are controlled by the player. It is largely irrelevant if a ship is "overpowered" in player hands; the player can simply choose not to use it(and if they do choose to use it then they can't really complain it's OP since they knew exactly what they were getting into)

As an average / below average player, SO since its introduction has been a useful (and entertaining) boon. I don't use it all the time, but I'll be sorry to see it go.

Every single fight in Starsector can be won without a flagship. If you're bad at flying ships either git gud or don't fly one. Balancing the game around bad player skill is doubly nonsensical in this case.

But it really falters when you get to the more difficult fights, such as Ordos fleets for example.

Don't most of your hands free(no flagship) Ordo farming fleets have SO cruisers? And these fleets fight several Ordo at a time, padding the battle length? Not to mention Ordo aren't exactly the most normal of enemy fleets?

Quote
(If anything, because I can now run battles at 2x speed without using SO, I can get through fights much more quickly than before, so in that sense makes SO worse than non-SO -- it's less effective in a kills-per-playing-minute sort of way.)

Any argument based on modded content is worthless. Not that "Please balance the game around this one extremely niche self-imposed challenge that doesn't really have any practical purpose in the game" is a good argument in the first place.

Unrelated to above posts, just in general. Why is Hardened Subsystems even available on SO ships? That goes against any common sense. You supercharge your ship, let go of any safety precautions, but you can easily build a cheap hullmod that will remove a part of the penalty.

Making HS mutually exclusive with SO would certainly be a good start. It's not a large nerf but it should be noticeable enough, it hits larger ships harder than smaller ships(because of Wolfpack Tactics) and as you said it makes sense in context of the game world.
Title: Re: What could be done with Safety Overrides
Post by: prav on January 16, 2023, 04:43:59 AM
I'm a little conservative here. Maybe no change is the best change. I do like the idea of getting an active (and standardized) button dedicated to hullmods though, from a modding perspective.

That said, some ideas for nerfing SO, some better than others:

The 0-flux boost could be scaled by the current flux level.
- Gives ships a much better chance of getting away from an SO attacker by fighting back. But you have to actually fight back.
- Would need some light AI adjustment to make SO ships understand that shield tanking slows them down.

Vent rate boost is reduced to +50%.
- A very straight-forward power reduction.

SO locks you out from mounting additional vents.
- Cuts down on some of the ultra-degenerate fits, but also means that some hulls don't get any extra flux at all.
- Aren't the ultra-degenerate fits the most fun ones?

Make it built-in only, add some skins that have it where it's the most interesting.
- Similar to the Pather-only model.
- No fun allowed.
- Sufficiently degenerate skins could be very fun indeed.
- Labor intensive.

And a couple of buffs to consider, carrots to go with the stick:

Can be S-modded again.
- Personally I'm not that fussed, but many people really miss it. Or maybe they miss being overpowered. Hey, as long as you're having fun, right?

OP cost reduced.
- SO fits get a lot of flux, but actually filling out all your weapon slots isn't something you do all that often. Throughput per OP reigns supreme. Problem? eh.
Title: Re: What could be done with Safety Overrides
Post by: Grievous69 on January 16, 2023, 04:55:58 AM
What's with the trend of deflecting single arguments and saying "that could be said about anything". Like where are you trying to go with such conversation even... And instead of asking multiple times where are the convincing arguments, you can look in this very thread where most people said getting 2x dissipation is dumb. Are players really that dependent on this hullmod where they can't see it getting changed? Hell you could still have an arcadey assassin fast playstyle, but maybe without braking the laws of the game. We're here trying to discuss a single hullmod that DOUBLES your firepower, and you can get every more crazy with skills and vents.

If you want the saddest example, look at Hyperion. A ship that's gimped without SO, and becomes a monster with it. For all you "uhm it's actually high risk" and "but but it doesn't work in harder fights", there are videos of a fleet of just SO Hyperions killing the hardest fight in vanilla game, where they player doesn't even pilot a ship, just gives commands. Now tell me again those same things from before and how it's healthy for the game.
Spoiler
https://youtu.be/KWTtOfSX8pw (https://youtu.be/KWTtOfSX8pw)
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Spoiler
https://youtu.be/1z6aSEce3aw (https://youtu.be/1z6aSEce3aw)
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EDIT: Nvm they pilot a little bit, the point still stands.
Title: Re: What could be done with Safety Overrides
Post by: Ysolla on January 16, 2023, 06:37:40 AM
I don't know what could be done with it, but something probably should be. Since Alex has made the best suggestion here, im going to thumbs up that idea and give you my relatively new player anecdotal SO use story:

Been playing this game on and off for about 2 years, half a dozen vanilla runs, a few modded. Only ever used SO in one of those playthroughs but im fairly methodical, and a person that likes to test things. I quickly realize that a fleet of aggressively piloted frigates with SO could beat nearly all the things in the game with no skill. Turn autopilot on, set battle to full assault, sit back drink coffee.

I say "nearly all" because of course there are things this will have trouble with. Mostly because the fights can contain so many ships it takes too long to kill them all and your CR runs out.

So then I test selections of cruisers with SO. This worked against 100% of the game with no tactics or player input. Then I stop using SO on ships and have never used it since. In my opinion it is too good, "overpowered" if you will, it turns the game from being an interesting 2d space battles game to shooting fish in a barrel.
Title: Re: What could be done with Safety Overrides
Post by: Megas on January 16, 2023, 06:47:05 AM
Safety Override is auto-pick for Hyperion.  They get zero-flux boost at all times to access teleport anytime it is charged, and they have the flux to sustain three medium weapons.  And the PPT lost to Safety Override is not very much because Hyperion had little to lose.

SO Hyperion is useful for AI because they do not need to drop shields or stop firing weapons to get their zero flux boost to teleport.


An easy nerf to SO is faster CR decay like Delicate Machinery for phase ships.  That would hit low PPT ships like Hyperion.
Title: Re: What could be done with Safety Overrides
Post by: Grievous69 on January 16, 2023, 08:03:38 AM
Faster CR decay doesn't solve the issue though, it just moves the margin for success a little bit. It would still remain the same one dimensional boring pick. Early game wise nothing would change, but you'd probably have to think twice in later stages. Not very elegant.
Title: Re: What could be done with Safety Overrides
Post by: SCC on January 16, 2023, 08:24:38 AM
I don't like SO. Easy fights are faster, but harder fights are more expensive, because the SO ship only gets a fraction of its PPT and then drains CR, whereas it's cost-effective to make multiple deployments with normal ships. But I don't see any reason to dislike SO, so I simply don't care for it. It only annoys me when people default to it, when some ship is bad, because then I'm left out of the conversation. I didn't see any balance changes made specifically because of SO until Hyperion's phase teleport cooldown was made annoyingly long. You now have to play significantly more cautiously, since you will only be able to quickly disengage if you didn't use the teleport to engage. It's also impossible to quickly move around the map. I haven't used Hyperion since that change.

Should we have left the part of the game where skills were so strong a player could solo the whole game in a single ship, just because someone found that fun? Granted you can kinda do this now as well, it's just harder.
You could in 0.9.1. In 0.95 combat skills generally don't feel as impactful, or at least old tricks and ships (Conquest, Aurora, Tempest) don't. Derelict Contingent was busted and it's gone. Doom was busted and it's mostly gone, and I don't like phase ships in the first place. Now I wonder whether it's that we can get 38% of skills instead of ~50%, or if it's the higher baseline number of officers. It doubled from 4 to 8, for you and the enemies. Enemies now field as many officers as fleets whose gimmick was fielding lots of officers. And it's even worse with Remnants. As for the skills, another thing is that Loadout Design, while common, wasn't something you were expected to use quite always. But S-mods you get as a baseline. But perhaps this isn't the thread to discuss this topic in.
Title: Re: What could be done with Safety Overrides
Post by: Alex on January 16, 2023, 08:53:15 AM
(Haven't had time to read through everything, but I will, and I appreciate the discussion here!)


What are you on about?
Then you somehow forgot or chose to ignore so many posts over the last period
How can anyone argue that SO increases variety is beyond me.
My man, look at your posts and then see the response you gave now. Hypocritical innit?
What's with the trend of deflecting single arguments and saying "that could be said about anything".

You have some reasonable points to make, but this near-constant sniping is both unacceptable here and uncalled for. This is an official warning.
Title: Re: What could be done with Safety Overrides
Post by: FooF on January 16, 2023, 09:11:29 AM
I think SO, as it is in its current form, makes perfect sense for reckless low-tech ships (i.e. Pathers) but it just doesn't make any sense for "normal" ships, especially finely-tuned ones like an Aurora or low-tech bricks. Short-range, fast, hard-hitting but very vulnerable ships with low relative PPT already exist. In fact there's an entire class of them: Phase Ships. SO essentially makes every ship a phase ship. I think it could be argued there should be a "Ballistic" Phase Ship out there but I think the current Phase Ship line-up has that assassin style under control.

I think an option to increase offensive at the cost of something else does make a lot of sense, though. The one that keeps surfacing for me is a rate-of-fire increase but without a commensurate flux cost reduction (an inferior AAF, if you will) and then there's a cooldown where your guns can't fire for a few seconds and dissipation is reduced. You frontload all your damage and hope to secure a kill/overload or else you're a sitting duck. Likewise, it gets its power from shields so you take more shield damage. Something like:

For 5 seconds:
+50% RoF
+50% damage to (your) Shields
3 second "weapon overload" charge-down: weapons can't fire, dissipation cut in half. Shields continue to take extra damage. Speed unaffected.
20 second cooldown
*Mutually exclusive with AAF
*Doesn't affect Missiles
*Shieldless ships have a 4 second weapon overload.

So, 5 seconds of 50% more damage but 8 seconds of increased shield damage and 3 seconds where weapons don't fire at all. I think this hurts Low Tech and High Tech similarly. Faster ships that can disengage take extra shield damage while trying to pour it on while low-tech ships that drop shields to deal with the extra flux burden would get their PD turned off for 3 seconds and be vulnerable to missiles. However, this feels very derivative of AAF. One could argue that ships with AAF already have this built-in without penalty.

You could make it just a damage increase but I like the double-edged nature of burning through flux faster in order to get the DPS increase. It becomes a calculated risk of "Can I outpace my opponent before I overload or get my weapons turned off?"
Title: Re: What could be done with Safety Overrides
Post by: Hiruma Kai on January 16, 2023, 10:25:04 AM
What should the design goals for safety overrides be?

Right now, from a design perspective it does a few things:

1) Trade supplies and repair time (due to lower PPT) for power in a single combat 

If you are regularly running your SO ships down to 40% CR, you're paying several times more in supplies per deployment for a significant jump in power.  That can be painful for a new player at the start of the game, but either by end game, or for an experienced player willing to dabble in some trading, can be a trivial cost to handle.

Also, it has an inverse incentive to the usual deploy as few ships as you can get away with.  Since most of your time is spent in CR decay, by deploying more ships, you can actually save credits - especially when they are low tech ships, since each % of CR tick down cost more on them then on high tech ships.  SO fleets are encouraged to deploy everything, since it can be significantly cheaper.  A tick down from 100% to 90% or 88% is the same cost as deploying twice as many ships and finishing before PPT runs out for low tech ships like a Lasher or Enforcer.

Ships like the Hyperion are clearly built with SO in mind, since you need to drop to 60% before it costs you as much as a deployment - SO is effectively 3-4x cheaper on them (per DP) than Lashers or even most low tech ships.

2)Maximum range is traded for more flux (both instantaneously and over the course of the fight) and speed.

I'll note that for a typical SO Hyperion with Combat Endurance/Crew Training/Hardened Subsystems, going from 100% to 40%, takes 79.2 + 360=439.2 seconds.  Same ship without SO takes 600 seconds.  439.2 * 2 = 878.4 > 600, so it's actually dissipating more flux in 439.2 than the normal ship over 600 (ignoring venting).  Safety Overrides is both faster flux and more flux possible per fight.

I'm not listing PPT as part of the trade off here, that goes under the supplies for in combat power heading.  In combat, the end obejctive is about putting damage on the enemy faster than they do to you, and flux dissipation is directly linked to how much damage you can put out.  If over the course of an engagement, you've put more damage on the target regardless of how long that engagement took, then the PPT wasn't a trade off for the in combat portion.  You're not trading for less damage overall, you've traded for more damage overall.

I'll also note, safety overrides is unusual, since unlike most hullmods, it multiplies both the ship's base flux value and additional flux dissipation additions.  So it arguably gets more valuable the more vents you grab as well, which can in some situations, make SO provide more flux per OP than a non-SO ship simply buying vents.  Also, with more OP, the high OP cost of safety overrides becomes less burdensome - so s-mods help improve the power of safety override ships significantly.  But this also means you are not actually trading away OP, you're gaining net OP on some ships.

Take a Fury, 120 OP and 600 flux base, up to 900 with vents.  10 dissipation per OP spent on vents.
SO Fury hits 1800 dissipation at a cost of 75 OP. 16 dissipation per OP spent on vents and safety overrides.
If vents were uncapped, it would cost 90 OP for a non-SO Fury to get that much dissipation.
Given the fighting time from 100% to 40% assuming the usual hardened subsystems/combat endurance, (587.7 vs 1,050), total flux dissipation over the fight is still higher (1,175 vs 1050 seconds equivalent), although admittedly at that point, the total potential flux dissipation over the fight per OP spent on flux is less efficient.  Of course, if the fight ends in 360 seconds, it pretty much doesn't matter.

So, in my mind, where in many cases damage output is directly proportional to flux dissipation (and also in some cases whether you can flicker your shields and remove enough hard flux to take the next volley of projectiles, such as in the case of HVD or Heavy Maulers), Safety Overrides isn't actually making a trade off.  It's just plain better than spending OP on vents.  The only cost comes in the form of max range reduction, since you are getting your OP worth in flux.

Which is also unique.  Safety overrides is the only hullmod in vanilla which sets a maximum range rather than a percentage range reduction (like unstable injector).   Which means different weapons are impacted more or less.  By picking short range, high DPS weapons you essentially pay the disadvantage only once (short range from hullmod and from weapon balance) and get the benefits twice (flux/speed buff and higher DPS).

Now a cruiser is arguably making the biggest trade in range versus speed, but not all ships have the same range bands or hit key speed thresholds.  Medium energy weapon ships (and missile ships) are making the least trade off, while long range ballistic ships lose the most in terms of range (with skills, perhaps 1650 down to 450) and sometimes not getting enough speed in return for said exchange to control engagements.  Dominator at 25+20+50=95 is still slower than most frigates and many destroyers.  On the other hand, Furies can make great use of the extra flux (dumped into Heavy Blasters) and lose less on the range (930 to 450), and hit key speed thresholds (90+20+50=160) making it faster than the majority of frigates.

So I could buy the argument SO is overtuned, since it has so many exceptions and unique factors which just make it so much more efficient on an OP basis, and which the AI is very capable of capitalizing on, and in its only cost is really at the campaign layer.  And it's very easy to min-max because of the existance of short range and high DPS weaponry, as well as ships designed to be short range and high flux dissipation.  If Heavy Blasters and Assault Chainguns, or Hyperions and Furies didn't exist, SO wouldn't be nearly as dominant.

The thought I had about it - and it's not fully fleshed out, and I'm not fully committed to doing this, so, big disclaimer/grain of salt - is to change SO to function as an active ability instead of a constant passive buff.

The idea being that yeah, if you nerf it, it gets less interesting. But as is it's also not all that interesting because - alright, it does add a playstyle, but that playstyle is very similar for everything and there's not too much to it. If you make it an ability where activating it, say, costs the ship some peak time (and then CR when it's out of PPT) then you can have it be really powerful, and "when do you trigger it" becomes an interesting tactical decision. (What effects exactly it would have is up in the air; in a similar vein to what it currently does, though.)

And then you'd have a new control for "active ability"; something like Neural Transfer would use that control, too, ships would be restricted to just one hullmod that adds an ability (and the door would be open to more abilities like this that can be slotted into ships), etc.

Again, though, this is all fairly half baked; these are just my thoughts at the moment. It's entirely possible none of that would go anywhere. (And if it did, I'd probably leave the original SO in the game and accessible via console...)

I guess the fundamental question I'd ask is, is it reasonable to be trading a campaign level resource/issue (i.e. grinding for credits via trade, carrying enough supplies, repair time to get CR back up) for a significant in combat power buff out of proportion for the OP spent?  And does how players view such tradeoffs matter?  Many players simply will not take Augmented Drive Field since it's trading OP which could be used in combat for a campaign layer benefit.  Everyone is expected, at least by endgame, to spend story points to make their ships better, a campaign layer resource being used for in-combat power.  Same goes for credits.  Credits buy you bigger and better ships.  Which is partly why we have DP limits. Credits don't limit maximum fleet power, they limit at the rate at which fleet power can be accrued.  DP limits and s-mod limits are what reign in maximum fleet power.  Safety Overrides don't interact with the s-mod or DP systems, it interacts only with the credits/supplies system.

Now if Safety Overrides couldn't be used on a ship with s-mods, or if Safety Overrides increased the DP cost of a ship, effectively a cost in terms of combat (you can put fewer of them) and a cost on the campaign layer (the ship costs more supplies per deployment), then that would start to interact with the maximum power of the fleet.  The other option is to make safety overrides be worth it's OP value, rather than significantly more than it's OP value would suggest on min-maxed ships.

The other way to look at it, is abilities which cost CR simply encourage trade grinding to build up credits, to pay for supplies and supply ships, and then simply fight fewer fights, but weighted towards end game.  Story points at least encourage fighting since you gain far more XP fighting than trading per unit player time.  Even easy trivial fights.

So, the proposed CR cost per button press tradeoff is the same one people are making now, spending more supplies for more power, but at least aggressive and reckless AI can make use of it well enough.  Making it an active ability means a lot more logic around it, and I'm guessing, a lot more behavior like Hammerheads and Accelerated Ammo Feeder - but with fight long and after combat consequences.  AFF you can use basically on cooldown, and that decision only affects the next 10 seconds or so.  Using this SO button potentially might be dropping CR to the point where the ship is useless if used too often.  I fear getting the AI to use it at the right times is going to be a significant coding challenge, as making the big picture decisions (do I need to burn down my CR now, or reserve it for later) is tough for the AI.

I feel like you changed Missile Autoforge from a CR hit to a limited charge based system for a reason in 0.7.1a?  Was it related to AI usage and CR costs being a permanent fight long thing?

Then there's stacking question.  Accelerated Ammo Feeder + SO or High Energy Focus + SO is going to be much more potent than other ships which don't have a limited time damage buff which can by synced with this new activatable power.  And negative combination with things like fortress shield or damper field.

Another question to ask is how to scale the CR cost.  Is it flat per use, or scaled to a ship's deployment supplies cost and CR per deployment in some way?  A flat per use cost runs into the current issues with how the CR cost to deployment is decoupled from the supplies cost to recover it.  Such that a flat cost would make it cheaper to use on a Hyperion than on a Lasher.  Just to strawman something, a flat 10% CR per use cost on a Lasher is 4 supplies (400 credits per use), but only 3.75 supplies (375 credits) on a Hyperion.

So, 400 credits per use on a Hyperion past PPT (which is where most of the time is spent).  As opposed to say, the 100->40% CR drop currently with an approximately 22.5 supplies (2250 credit cost) one might associate per fight currently.  Or 24 supplies (2400 credits) cost on a Lasher?

On a only slightly related note, I still like the idea of linking CR tick down rate to the CR loss per deployment.  So a Hyperion would tick down 4 times faster than a Lasher.  It always feels weird to me the campaign costs of a SO Lasher are higher than that of an SO Hyperion, but you get no in combat benefit for it.

Here, if an active use variation is introduced, and assuming a flat CR hit example, it would be making that explicit.  Each press of the button is potentially more expensive on a Lasher than on a Hyperion.  Which doesn't sound balanced to me, especially since you would be making the implicit assumption that spending credits on the campaign layer are balancing things in combat.
Title: Re: What could be done with Safety Overrides
Post by: Rusty Edge on January 16, 2023, 01:58:35 PM
Why not keep SO roughly the same, and just add other wild overhaul hullmods?
 Every overhaul hullmod would provide a substantial change to playstyle, with a substantial drawback of some kind, and any ship could be restricted to only one Overhaul at a time.
 This way SO can keep it's flavour, but it's not the only viable option.

Things like
 External missle racks that boost your missle capacity, but drastically increase the chance for enemy weapons to deal critical damage to your hull.
 Stripped down armor, cargo and fuel capacity, for a massive increase to speed.
 A boost to weapon range and speed that also makes your weapons take more damage.
 An improved converted hangar that makes your flux take a hit.
 Maybe some mods might increase maintenance or deployment costs.

 Elite bounties and some Elite faction fleets could be built around Overhaul mods. So it doesn't feel like the player is the only admiral capable of suping up his ships.
Title: Re: What could be done with Safety Overrides
Post by: Wyvern on January 16, 2023, 05:25:33 PM
Since it got kindof lost behind Alex coming in with the 'make SO active' notion, I'd like to re-suggest my idea: Make SO something that's fleet-level limited, like automated ships, with a very small cap by default (enough that an SO destroyer with Combat Endurance is hitting maybe 45% max CR), and an increased cap - enough to run a cruiser or two - if you've got the appropriate Industry skill.
And, of course, ships with Ill-Advised Modifications don't count towards the cap.

I don't really want to see SO nerfed in terms of direct combat potential (though removing the always-on zero-flux boost wouldn't be a bad idea), but having it limited so you can't just spam a fleet full of SO Hyperions seems fine.
Title: Re: What could be done with Safety Overrides
Post by: Tigasboss on January 16, 2023, 05:38:46 PM
I don't understand the hate for SO, this is a single player game, if you don't like a hullmod dont use it? Its not like npcs abuse it either, I haven't seen a non player SO hyperion or anything of the sort. I did like Alex's idea though, it makes SO more interactive and more of a choice, like a trumph card of sorts.
Title: Re: What could be done with Safety Overrides
Post by: Amazigh on January 16, 2023, 06:13:50 PM
Since it got kindof lost behind Alex coming in with the 'make SO active' notion, I'd like to re-suggest my idea: Make SO something that's fleet-level limited, like automated ships, with a very small cap by default (enough that an SO destroyer with Combat Endurance is hitting maybe 45% max CR), and an increased cap - enough to run a cruiser or two - if you've got the appropriate Industry skill.
And, of course, ships with Ill-Advised Modifications don't count towards the cap.

I don't really want to see SO nerfed in terms of direct combat potential (though removing the always-on zero-flux boost wouldn't be a bad idea), but having it limited so you can't just spam a fleet full of SO Hyperions seems fine.
I like the sound of this, you'd still be able to use a few SO ships with no change, but a mono-SO fleet would not be viable due to reduced CR.

And it would be a comparatively "easy" change, compared to reworking SO completely.
Title: Re: What could be done with Safety Overrides
Post by: BCS on January 17, 2023, 12:06:15 AM
Faster CR decay doesn't solve the issue though, it just moves the margin for success a little bit.

Running the numbers it's actually a lot more than "a little bit".

Let's take Hyperion as an example since it's the ship with single lowest base PPT in the game - and therefore should theoretically be hit hardest by SO:

Base 120 +60(Wolfpack Tactics) +60(Combat Endurance) +60(Hardened Subsystems) = 300 PPT. This is then cut by 2/3 down to 100 seconds which is not a lot. That's all fine and as expected.

Hovewer the Combat Endurance and Hardened Subsystems stack to reduce the CR decay by half from 0.25/second to 0.125/second. Which means that it will take the hyperion 60/0.125 = 480 seconds to go down to 40% CR. Or in other words, from the moment in enters combat the SO Hyperion can operate without risk of malfunction for 580 seconds - almost ten minutes. And most of it is thanks to slow CR decay.
Title: Re: What could be done with Safety Overrides
Post by: Jackundor on January 17, 2023, 01:01:29 AM
Since it got kindof lost behind Alex coming in with the 'make SO active' notion, I'd like to re-suggest my idea: Make SO something that's fleet-level limited, like automated ships, with a very small cap by default (enough that an SO destroyer with Combat Endurance is hitting maybe 45% max CR), and an increased cap - enough to run a cruiser or two - if you've got the appropriate Industry skill.
And, of course, ships with Ill-Advised Modifications don't count towards the cap.

I don't really want to see SO nerfed in terms of direct combat potential (though removing the always-on zero-flux boost wouldn't be a bad idea), but having it limited so you can't just spam a fleet full of SO Hyperions seems fine.
I like the sound of this, you'd still be able to use a few SO ships with no change, but a mono-SO fleet would not be viable due to reduced CR.

And it would be a comparatively "easy" change, compared to reworking SO completely.
couterpoint: who the hell has an all SO fleet? unless that's a specific goal someone has set themselves for a playthrough, i just can't imagine someone having more than a few SO ships bc not every ship is suited to it.
Title: Re: What could be done with Safety Overrides
Post by: Grievous69 on January 17, 2023, 01:15:25 AM
You can have multiples of the same ship in your fleet though...
Title: Re: What could be done with Safety Overrides
Post by: SCC on January 17, 2023, 01:40:03 AM
I actually thought people either don't use SO, use or just for the flagship, or go all in on it.
Title: Re: What could be done with Safety Overrides
Post by: prav on January 17, 2023, 02:20:09 AM
I actually thought people either don't use SO, use or just for the flagship, or go all in on it.

Certainly the Pathers like to go whole-hog with it. And if they get to do it...
Title: Re: What could be done with Safety Overrides
Post by: Vanshilar on January 17, 2023, 02:52:32 AM
Don't most of your hands free(no flagship) Ordo farming fleets have SO cruisers? And these fleets fight several Ordo at a time, padding the battle length? Not to mention Ordo aren't exactly the most normal of enemy fleets?

Yes I did test out SO cruisers for Ordos fleets, and sometimes without using a flagship. This was mostly right after the last update. However, they weren't that effective (too slow at overall kill rate and/or died too easily), and never got to the point of farming (i.e. relying on them repeatedly to gain XP or cores) because they were simply too inconsistent. Also, they relied on Omega weapons; for example, the SO Apogees used Cryoblasters and AMSRMs. (Side factoid: For the SO Apogee, the Cryoblaster did about as much damage overall as the Plasma Cannon, but with less flux used and costs about half the OP. So it basically meant an extra 14 OP.) The fleets I test now are much better (i.e. much faster at killing Ordos fleets), and they don't use SO nor Omega weapons. They would obviously work much better if I assumed Omega weapons in my current testing. That's why I say SO isn't that effective, since I've tried building fleets for farming (able to handle Ordos fleets without dying in a time-efficient manner) with and without it.

I ended up deciding that no-flagship fighting just isn't worth it. Yes it's doable, but you're at the mercy of an inconsistent and often incompetent AI, so the success rate was never that great. Plus it's not like I could really AFK it, since if I did, I would have no idea what went wrong on the (many) times when some ship died or whatever. So in practice I had to stay there to keep an eye on things anyway. At which point, I might as well as just pilot a flagship. It was interesting to put all 15 skill points into fleet skills and not have to worry about personal combat skills though, but in the end it was better to just have a human there directing combat. So most of my Ordos farming or testing (whether SO or not) is with a flagship.

Any argument based on modded content is worthless. Not that "Please balance the game around this one extremely niche self-imposed challenge that doesn't really have any practical purpose in the game" is a good argument in the first place.

Granted, SpeedUp is a mod, but I'm not aware of it actually changing any combat mechanics in a significant way, other than obviously running the fights faster. No idea what you mean by the second sentence, my point was that SO fights are much more intense while non-SO fights are much more sedate -- so much so that they could be sped up without loss of player effectiveness. It's a different playstyle which some players prefer.

What's with the trend of deflecting single arguments and saying "that could be said about anything". Like where are you trying to go with such conversation even...

Because those comments are devoid of substance. There's no fact or data or reason or logic being presented to persuade or in support of a position. It's just hurling empty perojatives without actually making a concrete point of contention. Nobody's going to say in response to "Puppies are cancer" "Oh that's a great point, you've changed my mind, yeah we really need to figure out what to do about puppies". If you can just substitute another noun in there and the sentence still makes sense, then chances are, there's not much substantive content in it.

And instead of asking multiple times where are the convincing arguments, you can look in this very thread where most people said getting 2x dissipation is dumb. Are players really that dependent on this hullmod where they can't see it getting changed? Hell you could still have an arcadey assassin fast playstyle, but maybe without braking the laws of the game. We're here trying to discuss a single hullmod that DOUBLES your firepower, and you can get every more crazy with skills and vents.

Safety Overrides doesn't really double your flux dissipation in practical terms, because it takes the place of OP that would otherwise go into vents. And analysis of the flux effects without considering its effect on weapon range and PPT is woefully incomplete, since that's a heavy cost attached to its benefit.

If you want the saddest example, look at Hyperion. A ship that's gimped without SO, and becomes a monster with it. For all you "uhm it's actually high risk" and "but but it doesn't work in harder fights", there are videos of a fleet of just SO Hyperions killing the hardest fight in vanilla game, where they player doesn't even pilot a ship, just gives commands. Now tell me again those same things from before and how it's healthy for the game.
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https://youtu.be/KWTtOfSX8pw (https://youtu.be/KWTtOfSX8pw)
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https://youtu.be/1z6aSEce3aw (https://youtu.be/1z6aSEce3aw)
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Yes, the SO Hyperion, the poster child of SO. An extreme outlier (since you only pay frigate-level cost in OP to gain cruiser-level flux, and since its shipsystem needs either SO or elite Helmsmanship to take full advantage of -- almost always SO, and thus very much at a disadvantage without it), and even so, the videos show the Hyperions dying left and right. 3 of 14 ships dying against Doritos and 5 of 12 ships dying against the unique bounty is not exactly a ringing endorsement.

For the second video, not only did he have to retreat a Hyperion otherwise it would've died, but he completed it only by burning through the Hyperions' CR; one of them even got down to 13% CR by the end of battle, which was over 10 minutes long. I said directly that SO's main issue is that its benefit lasts too long, and that CR degradation takes too long to kick in since SO currently doesn't affect CR degradation, so it should also degrade CR by a factor of 3. You said faster CR decay wouldn't solve the issue. Yet you point to a video which was possible only because SO does not affect CR degradation; the non-flagship Hyperions all had CR's between 13% and 51% at the end of battle, so all of them would have zeroed out in CR before the halfway point if SO affected CR degradation the way it does PPT. So the video actually demonstrates my point that SO lasts too long and that it could be fixed by having it also affect CR decay, and directly counters your claim that faster CR decay won't solve the issue.

(As a side note, I'm not sure if the guy was fighting full Ordos fleets from an undamaged Nexus or from a damaged Nexus, and I'm not sure if that makes a difference. The average full Ordos fleet from an undamaged Nexus runs around 386 DP or so, and averages around 42% alphas, but the fleet looks like it had a lot of gammas in there. 1131 DP would've been 3 smaller-than-average full Ordos fleets, and would have averaged 5 Radiants, but he collected 5 Ordos fleets and a Fragment and only got 3 Radiants with a lot of frigates. Hyperions obviously excel at chasing down frigates.)

2)Maximum range is traded for more flux (both instantaneously and over the course of the fight) and speed.

I'll expand on this more but I'll touch on this briefly. The way Combat Endurance and Hardened Subsystems work is that they multiply the rate of CR decay by 0.75. This means that if you have one or the other, the rate of CR decay goes from 1% every 4 seconds to 1% every 4/0.75 = 5.333 seconds. If you have both, then the rate of CR decay goes to 1% every 4/0.75/0.75 = 7.111 seconds. This can be checked in the simulator. So going from 100% CR to 40% CR actually takes 60*7.111 = 427 seconds. Yeah, over 7 minutes before having to worry about malfunctions, even after PPT wears out (which gives another minute or two even for low PPT ships like the Hyperion).

So even though SO's description makes it sound like the ship is in fighting form for only 1/3 of the time, in reality for the Hyperion (which with Wolfpack, CE, and Crew Training would have a base of 300 seconds), it goes from non-SO of 300 + 427 = 727 seconds, to SO of 100 + 427 = 527 seconds, to get from start to 40% CR. So you really only lose about 28% of the usable time. And then it doesn't really cost anything to stick around after that, as long as the Hyperion doesn't die (since its CR will zero out after that anyway, since it costs 40% per deployment which isn't taken away until after combat).

The main drawback of SO is its weapon range reduction. That cannot be separated from its flux dissipation bonus in its analysis. The weapon range reduction means that there is a period of time when the ship is closing in, where the ship will be taking damage from enemy ships but not dealing any damage in return (other than missiles). This means the ship will be starting its combat with some hard flux, or armor/hull damage. The hard flux basically means less flux available to use. So SO effectively means higher flux dissipation, but smaller flux capacity.

That smaller flux capacity isn't going to matter much against early fleets, but becomes critical against endgame fleets which do a lot of damage quickly. Hence SO falls off in effectiveness later on anyway, which is why I don't think it needs any fundamental changes (other than stuff like change to CR decay).

I can illustrate this by a screenshot from one of my Ordos test fights. In this case I'm in my flagship Onslaught XIV, and the fleet is Champion spam with Squalls, HVDs, and HILs (and tac lasers). The Squalls have a range of 2500. The others have a range of 1550 (they have ITU and GI, but no AO). For reference, the smaller yellow weapon half-circle around my ship is the 1000-range Proximity Charge Launchers, and the purple weapon arc are my Light Needlers with BRF, which makes their base range 900, so with ITU and GI, makes their range 1575.

The Brilliants have different weapons with different ranges, of course, but let's say they do a lot of damage at 700 base range (i.e. Autopulse and Plasma range, along with Heavy Needler), or a range of 1085.

So in this case, from a range of 2500 to a range of 1550, the Brilliants take Squall spam. From a range of 1550 to 1085, the Brilliants take Squall spam and HVD spam (plus HIL + tac lasers if their shields go down). For the most part (unless they have Tachyons or HVD), they don't really start doing damage until they close in to 1085 range. Also, since they're streaming in while my fleet is already set up in a U-formation around the spawn, my fleet can focus fire on them.

Thus from the screenshot, it's obvious that only the forward 3 Brilliants are actually dealing damage to my fleet, while the bulk of my fleet can be dealing damage to them. This matches my observation previously regarding Conquest spam using long range weapons -- the weapon range means that I'm only dealing with about 1/3 of their fleet, while I'm able to make use of the bulk of my weapons. That's what makes these types of fleets so successful; using the longer-range HIL on the Champion was much better than the Plasma Cannon, even though the Plasma Cannon has higher DPS on paper and does hard flux.

For SO, the situation is reversed. My fleet's weapon range is basically half of the Proximity Charge Launcher's range. As I close in, then, my fleet would be subjected to the bulk of the enemy fleet's fire. If they all went in together then they could spread out the damage, but that never happens in practice. So I end up with some ships more in front, taking a lot of fire, then having to back off to dissipate flux, then other ships in front, etc., which dilutes my fleet's fighting strength. At any given point, there are a number of ships backing off for flux. Thus, even though in principle there's a lot of flux available to use on each ship, in practice a lot of that goes into absorbing damage and not dealing damage to enemy ships.

So I've found that long range builds work much better than SO builds when it comes to fighting harder battles. The ships don't take as much damage, so they can stay at the front lines longer and more of their flux goes into killing enemy ships.

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Title: Re: What could be done with Safety Overrides
Post by: Grievous69 on January 17, 2023, 03:15:51 AM
Safety Overrides doesn't really double your flux dissipation in practical terms, because it takes the place of OP that would otherwise go into vents. And analysis of the flux effects without considering its effect on weapon range and PPT is woefully incomplete, since that's a heavy cost attached to its benefit.
If you're using SO on ships that have zero vents then you're doing something wrong. You save OP on cheaper DPS weapons and hullmods that you now don't need since SO gives so much. 2 Heavy Blasters is much much cheaper on OP than an usual high tech build with more mounts filled. And so are Chainguns and HMGs.

Then you also don't need any range enhancing hullmods, nothing for speed or maneuverability, turret turn rate, and probably a few others. This is all being saved by simply installing SO. And sure some ships will be more hungry for OP depending on their mount layout, but most don't care.
Title: Re: What could be done with Safety Overrides
Post by: Wyvern on January 17, 2023, 09:50:19 AM
Safety Overrides doesn't really double your flux dissipation in practical terms, because it takes the place of OP that would otherwise go into vents. And analysis of the flux effects without considering its effect on weapon range and PPT is woefully incomplete, since that's a heavy cost attached to its benefit.
If you're using SO on ships that have zero vents then you're doing something wrong.
There is a vast difference between "zero vents" and "not maxed vents". A good SO build will often not have maxed flux vents - depending on the hull, this is either because you don't need a dissipation rate higher than your weapon flux generation, or in many cases, because SO ate most of your OP and you just didn't have enough. (SO frigates and destroyers, in particular, will likely still need a significant investment into capacitors, for just one example.)

Also, cruiser-grade ITU still makes a significant difference even on an SO-using ship. Do you absolutely need it? No, but it helps a surprising amount, particularly for AI use. (I'd tend to agree that you don't want ITU on SO-using destroyers or frigates, though. But often you don't want ITU on those even without SO, so that's not really saving you anything.)

Similarly, stacking Unstable Injector on top of SO can be really good for some ships.

...And SO does nothing to help with turret turn rate, so I'm not quite sure why you listed that as something that SO makes you 'not need'. If anything, you'd need more turn rate on your turrets if you expect them to be tracking enemies that are close rather than far away.
Title: Re: What could be done with Safety Overrides
Post by: Grievous69 on January 17, 2023, 09:52:56 AM
Vanshilar wording sounds like SO is so expensive you can't afford vents at all.

ITU seems like wasted OP on SO ships. Fair point about Unstable Injector.

You don't really care about turn rate when your effective range is basically melee.
Title: Re: What could be done with Safety Overrides
Post by: Wyvern on January 17, 2023, 10:08:09 AM
You don't really care about turn rate when your effective range is basically melee.
Mathematically, that's backwards. If your guns are turning to track a target that's moving past you at a fixed speed, how fast they need to turn will actually increase the closer that target is.

(Now, there may be other considerations that make it so you, personally, care less about turret turn rate? Maybe you're assuming that all of your main guns will be focused forwards and never need to turn and shoot at fighters or something? But as an overall general declaration, I don't think it pans out.)
Title: Re: What could be done with Safety Overrides
Post by: Alex on January 17, 2023, 12:45:38 PM
I guess the fundamental question I'd ask is, is it reasonable to be trading a campaign level resource/issue (i.e. grinding for credits via trade, carrying enough supplies, repair time to get CR back up) for a significant in combat power buff out of proportion for the OP spent?  And does how players view such tradeoffs matter?  Many players simply will not take Augmented Drive Field since it's trading OP which could be used in combat for a campaign layer benefit.  Everyone is expected, at least by endgame, to spend story points to make their ships better, a campaign layer resource being used for in-combat power.  Same goes for credits.  Credits buy you bigger and better ships.  Which is partly why we have DP limits. Credits don't limit maximum fleet power, they limit at the rate at which fleet power can be accrued.  DP limits and s-mod limits are what reign in maximum fleet power.  Safety Overrides don't interact with the s-mod or DP systems, it interacts only with the credits/supplies system.

(Very nice analysis; not just this bit of it, but overall - thank you!) I think if the ability's benefit was temporary it would be a lot easier to make the hullmod "worth its OP cost", as you put it, and not way more.


Now if Safety Overrides couldn't be used on a ship with s-mods, or if Safety Overrides increased the DP cost of a ship, effectively a cost in terms of combat (you can put fewer of them) and a cost on the campaign layer (the ship costs more supplies per deployment), then that would start to interact with the maximum power of the fleet.  The other option is to make safety overrides be worth it's OP value, rather than significantly more than it's OP value would suggest on min-maxed ships.

That's a really good point, yeah. The only thing I'll say is that in *most* cases (i.e. not the SO Hyperon) the power of SO is high before your fleet power is maxed out, anyway. Though at that point the increased deployment cost would matter, too. Heck, something like +20% deployment points might go a long way towards making it more of a tradeoff.


I feel like you changed Missile Autoforge from a CR hit to a limited charge based system for a reason in 0.7.1a?  Was it related to AI usage and CR costs being a permanent fight long thing?

(I don't remember1 100%. I think it might've been, though; that seems likely. "How well will the AI handle this" is definitely a concern, and it's especially tough because it's just plain unaware of the external factors that play into it e.g. how your current campaign situation is.)


On a only slightly related note, I still like the idea of linking CR tick down rate to the CR loss per deployment.  So a Hyperion would tick down 4 times faster than a Lasher.  It always feels weird to me the campaign costs of a SO Lasher are higher than that of an SO Hyperion, but you get no in combat benefit for it.

I'm tempted to just do this, honestly. Setting up a formula to compute the CR loss/sec column based on, say, 60 seconds per 1 deployment's worth of CR (so: using 15%/deployment as a baseline) sounds pretty good. I don't think I've seen the idea before or if I did it didn't register, because it seems really good right now.

And it'd hit the SO Hyperion exactly where it needs it, too - it's getting *way* too much extra effective time out of its CR decay time, AND it's super cheap, comparatively. This would also make high-tech ships/phase ships have a little less time once CR starts ticking, but it wouldn't be a huge change there, and it'd give low-tech ships more post-peak effective time... hmm. Might make sense to use 15% as a "minimum" for that calculation, capping the CR decay to a minimum of 0.25 - I'm not sure that any ships really need *more* post-peak effective time than they're getting right now.


Since it got kindof lost behind Alex coming in with the 'make SO active' notion, I'd like to re-suggest my idea: Make SO something that's fleet-level limited, like automated ships, with a very small cap by default (enough that an SO destroyer with Combat Endurance is hitting maybe 45% max CR), and an increased cap - enough to run a cruiser or two - if you've got the appropriate Industry skill.
And, of course, ships with Ill-Advised Modifications don't count towards the cap.

I don't really want to see SO nerfed in terms of direct combat potential (though removing the always-on zero-flux boost wouldn't be a bad idea), but having it limited so you can't just spam a fleet full of SO Hyperions seems fine.

It did get totally lost, and it's a really interesting idea! Especially with Ill-Advised not counting; that makes everything come together. You might even make building SO in add Ill-Advised, that'd just tie everything in conceptually. Not sure if it's something I want to do, necessarily, but it's definitely out of the box and seems elegant, so, *thumbs up*!
Title: Re: What could be done with Safety Overrides
Post by: Liral on January 17, 2023, 01:56:24 PM
The thought I had about it - and it's not fully fleshed out, and I'm not fully committed to doing this, so, big disclaimer/grain of salt - is to change SO to function as an active ability instead of a constant passive buff.

The idea being that yeah, if you nerf it, it gets less interesting. But as is it's also not all that interesting because - alright, it does add a playstyle, but that playstyle is very similar for everything and there's not too much to it. If you make it an ability where activating it, say, costs the ship some peak time (and then CR when it's out of PPT) then you can have it be really powerful, and "when do you trigger it" becomes an interesting tactical decision. (What effects exactly it would have is up in the air; in a similar vein to what it currently does, though.)

And then you'd have a new control for "active ability"; something like Neural Transfer would use that control, too, ships would be restricted to just one hullmod that adds an ability (and the door would be open to more abilities like this that can be slotted into ships), etc.

Again, though, this is all fairly half baked; these are just my thoughts at the moment. It's entirely possible none of that would go anywhere. (And if it did, I'd probably leave the original SO in the game and accessible via console...)

I like the idea of an 'active ability' slot, with Safety Overrides as the first example, and feel the peak performance downside to Safety Overrides isn't fun for the user or opponent to play around because it isn't interactive, visible, or immediate.  The user has less time to play with the ship, which is usually better than its opponents in head-on fights because of how essential flux advantage is to winning, and the opponent's best strategy can be to back off until invisible timers turn the tables.  The same goes for the range limitation, which excludes long-range ships from using the hullmod.

Safety Overrides' theme seems to be to become free from traditional limits in order to gain an advantage 'at the edge'.  What if the downside were instead a risk, with which the opponent could interact to turn the tables immediately, causing a visible result?  For example, overloading while engaging the active version of Safety Overrides could make the otherwise-harmless EMP arcs wrack the ship with explosions inflicting critical malfunctions.  The opponent would then have an alternative when facing a Safety Overrides ship: meet it head-on, push through the flux dissipation advantage, and get a spectacular reward if they can fill the enemy's flux bar.  It would be a different fight type that would test the player's quick thinking under pressure throughout because fighting back against a Safety Overrides ship could leave them the ones overloaded.
Title: Re: What could be done with Safety Overrides
Post by: WhisperDSP on January 17, 2023, 06:28:05 PM
I’m very new to the forums, so you can feel free to dogpile on me for my naivety.

I’m getting the impression that this discussion is becoming an extremely polarizing contest between newer players who want an easy-to-start strategy for dipping their toes into the game and combat…

…before slowly graduating to the more hard-core players who are digging into deeper options for the tougher ships and a more challenging combat game…

…and the communication between the two is getting close to breaking down big-time.

Which would be a shame, given it’s a really good game with incredible depth even in the beginning and on easy mode. Having the difficulty bar raised for newcomers (like myself) might cause a great deal of frustration and negativity from newbies, so that word-of-mouth becomes “way hard, don’t bother with it”.

Where it might become more productive is:

* start with X to get used to things

* gradually have a play with Y and Z mechanics, get a feel of them - you can always go back to X if the game is whipping you or you just want a more chill game playthrough occasionally

* after a certain point, stop using A/B/C ship mods to challenge/force yourself to try new strategies

So from this (naive) perspective, taking X out as a starter option is counterproductive on the whole.

(Note that I’m not trying to denigrate the position of either side in the debate. I’m hoping to come across as a balanced view, instead of extreme polarization either way.)

(If I fail, oh well!)
Title: Re: What could be done with Safety Overrides
Post by: draken16 on January 17, 2023, 06:29:58 PM
Safety overrides tries to do too many things at once.
The only other hull mods that cost 40 OP on the biggest ships is heavy armor and augmented drive, both of those are playing with 1 stat, SO is playing with like 4 and disabling venting on top of that. Things are hard to balance with so many variables.
Perhaps either split it into 2 hullmods or decrease the number of variables we are playing with.

e.g.

example flux mod:
-increase flux dissipation (probably not as extreme as SO, but without no venting)
-some drawback like: reduced flux cap, increased damage taken, range. and add maybe smaller than original PPT reduction (so as for PPT not to be the main "balancer"

example flux mod 2:
-flux dissipation is x1.5, cant vent. maybe with an additional 5% hard flux dissipation on top, maybe not.
OR maybe
-soft dissipation is doubled, hard flux dissipation is halved (even while venting or shields off), 20% increased damage to armor (or else hard flux would affect shield tanks much harder than armor tanks)

some speed mod:
- add flat speed, or maybe always have 0 flux boost, but its half the speed bonus
- some drawback like: increased damage taken, range, PPT loss, whatever
Title: Re: What could be done with Safety Overrides
Post by: Amazigh on January 17, 2023, 09:41:30 PM
Heck, something like +20% deployment points might go a long way towards making it more of a tradeoff.

----

On a only slightly related note, I still like the idea of linking CR tick down rate to the CR loss per deployment.  So a Hyperion would tick down 4 times faster than a Lasher.  It always feels weird to me the campaign costs of a SO Lasher are higher than that of an SO Hyperion, but you get no in combat benefit for it.

I'm tempted to just do this, honestly. Setting up a formula to compute the CR loss/sec column based on, say, 60 seconds per 1 deployment's worth of CR (so: using 15%/deployment as a baseline) sounds pretty good. I don't think I've seen the idea before or if I did it didn't register, because it seems really good right now.

And it'd hit the SO Hyperion exactly where it needs it, too - it's getting *way* too much extra effective time out of its CR decay time, AND it's super cheap, comparatively. This would also make high-tech ships/phase ships have a little less time once CR starts ticking, but it wouldn't be a huge change there, and it'd give low-tech ships more post-peak effective time... hmm. Might make sense to use 15% as a "minimum" for that calculation, capping the CR decay to a minimum of 0.25 - I'm not sure that any ships really need *more* post-peak effective time than they're getting right now.

----

Since it got kindof lost behind Alex coming in with the 'make SO active' notion, I'd like to re-suggest my idea: Make SO something that's fleet-level limited, like automated ships

It did get totally lost, and it's a really interesting idea! Especially with Ill-Advised not counting; that makes everything come together. You might even make building SO in add Ill-Advised, that'd just tie everything in conceptually. Not sure if it's something I want to do, necessarily, but it's definitely out of the box and seems elegant, so, *thumbs up*!
Imo, some combination of these three (DP increase for SO / CR decay rate increase for high deploy cost ships / fleet-level limit for SO) would do wonders for making SO less egregious.

Something tangential that might be worth noting is that in tournaments that have been run to prevent, SO is typically limited to a percentage of the total DP allowed, eg: in a 200DP fleet you might only be allowed 50DP of SO ships.
While tournaments are not directly equatable to campaign, with the only thing that matters being winning regardless of the cost (in ship losses/hull damage/etc) it takes to do so, they do provide some level of insight into equal-dp fleet combat. And the fact that SO is limited in such an environment should be telling that it's overtuned to some extent.
Title: Re: What could be done with Safety Overrides
Post by: BCS on January 17, 2023, 10:49:10 PM
Might make sense to use 15% as a "minimum" for that calculation, capping the CR decay to a minimum of 0.25 - I'm not sure that any ships really need *more* post-peak effective time than they're getting right now.

More exceptions to the rule? Come on. If ships have too much PPT just flatten the curve(i.e. 30 second increments, not 60)
Title: Re: What could be done with Safety Overrides
Post by: SCC on January 18, 2023, 03:12:21 AM
I'm tempted to just do this, honestly. Setting up a formula to compute the CR loss/sec column based on, say, 60 seconds per 1 deployment's worth of CR (so: using 15%/deployment as a baseline) sounds pretty good. I don't think I've seen the idea before or if I did it didn't register, because it seems really good right now.
I recall this issue being raised as another way low-tech is treated unfair, though it was approached from logistical perspective: burning through the entire CR is 2,5 of a supply cheaper for Hyperion, than for a Lasher, to use the given example. It costs 0,4 supply to recover 1% of a Lasher and 0,375 to recover 1% of a Hyperion. I'm happy to have this addressed for any reason, though.
Title: Re: What could be done with Safety Overrides
Post by: Drazan on January 18, 2023, 04:45:57 AM
Have something catastrophic happen if you plan poorly enough to overload while SO is on. Because really, that's got to be one of the events the safeties are there for.

I really like this idea. Make it active but if something goes wrong you dead. Loosing hull points instead of overload maybe.
Title: Re: What could be done with Safety Overrides
Post by: BaBosa on January 18, 2023, 05:40:33 AM
The supply cost to fully replenish CR (0% to 100%) is deployment recovery cost/CR per deployment right? That's why ships like Hyperon with high CR per deployment cost less to replenish CR lost from going over PPT. I always figured that the messed up low replenish costs for high tech was just because recovery cost and CR per deploment was more important to get right.
So are you thinking to make CR lost/sec to be (CR per deployment)/60s instead of just always 0.25/s. That'd make ships that can fight a lot of battles back to back be able to last longer after PPT and vice versa which makes a lot of sense and would fix the above mentioned strangeness.
Looking at various ships' stats, most low tech above frigate sized have a CR/D of 12% so their post PPT time would be 25% longer, only frigates and a few weak larger ships have lower then that and they're almost all 10% CR/D so 50% longer lasting CR. Gemini is the only one I noticed lower than 10% with 9% CR/D so 66% longer lasting.
While I'm talking about Hyperon, The 0-flux requirement for the teleport has always felt strange to me due to SO always giving the 0-flux boost as it is such an obvious synergy that wasn't really needed. Just always being able to teleport with a longer cooldown or giving it a significant (~20%) hard flux cost feels like a better solution to me.

Back to SO,
@WhisperDSP, I can't speak for the others but my main issue with the suggestion to leave SO as is to make the game easier is that, making the game easier is the job of difficulty settings, not hullmods. Also, if you did use SO to make the game easier for newbies then you're forcing them into one style and punishing them for trying something else. Which is not good.

I personally do not think adding more penalties is the best way to fix SO. It already has more effects then almost any other hullmod and so adding more risks making it bloated, hard to remember everything and hard to figure out how to use it.

Maybe a way to make it work is to give it back venting and the special effect is that venting can be toggled and it doesn't turn off weapons and shields but it drains PPT/CR. That gives it an active effect, that drains battle time and you could add another bonus like it gives the 0-flux speed or faster fire rate and or you could give it a debuff like x2 damage taken or malfunction risks.
Since the PPT/CR cost is only applied when using the boost, the cost can be increased significantly to balance it without rendering some ships useless before they even make contact which is frustrating not interesting.
Also, I don't think campaign costs should be significantly considered when balancing combat power, it would not work as it is now as there is either no way or an easy way to get around any campaign cost and trying to balance it would be a nightmare for Alex.

Making the s-mod penalty for SO be ill-advised modifications sounds perfect *chef's kiss*

Edit: btw @Hiruma Kai your long post was really good, I hadn't realized just how powerful the x2 dissipation is and the rest was really informative too.

Title: Re: What could be done with Safety Overrides
Post by: Hiruma Kai on January 18, 2023, 06:08:32 AM
Might make sense to use 15% as a "minimum" for that calculation, capping the CR decay to a minimum of 0.25 - I'm not sure that any ships really need *more* post-peak effective time than they're getting right now.

DP cheap low tech frigates (ie. 4 DP Lashers), which can't afford to fit an officer, unlike 8 DP Tempests/Scarabs or 15 DP Hyperions. They could use more combat time to hang with the capitals in late game fights.  I suppose Support Doctrine could help them, but when you're only throwing in 4 (16 DP worth say) to help escort capitals, it's not worth the investment in Support Doctrine since it is at most saving you 4 DP, so I'll switch over to two Scarabs so I can cover them with my limited officers.  An extra 50% post-PPT would be handy on them compared to their more DP expensive brethren.  Although this would arguably make Pathers scarier.
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Title: Re: What could be done with Safety Overrides
Post by: Goumindong on January 18, 2023, 09:19:10 AM
Another option might be:

Double dissipation, no venting, zero flux always (but otherwise no speed boost)

Shields now generate hard flux.

In game reasoning: SO is like always venting and your shields are off during venting normally because venting utilizes the shields normal venting procedure. This has to be locked off, preventing the shields from venting flux under normal conditions. Shields must be off in order to vent their flux so that this connection can be re-affixed. And so venting hard flux can happen normally.

Another thing you could do would be to decrease acceleration by a size class* and increase impact damage. But I am not sure how well this would work. The idea here is that the overrides allow you to use your main engines better, but you can’t turn your main engines for a strafe and so this acceleration suffers relatively.

*that is frigates would get destroyer acceleration characteristics. Destroyers would get cruiser, cruiser would get capital, and capital would be unable to strafe or backup (provided you got one on it).
Title: Re: What could be done with Safety Overrides
Post by: Alex on January 18, 2023, 06:03:53 PM
I'll note that for a typical SO Hyperion with Combat Endurance/Crew Training/Hardened Subsystems, going from 100% to 40%, takes 79.2 + 360=439.2 seconds.  Same ship without SO takes 600 seconds.  439.2 * 2 = 878.4 > 600, so it's actually dissipating more flux in 439.2 than the normal ship over 600 (ignoring venting).  Safety Overrides is both faster flux and more flux possible per fight.

Hmm - would you mind clarifying how you're getting these numbers? I'm a little tired so it's entirely possible I'm missing something obvious here, but wouldn't the time it takes to go from 100% to 40% CR be the same regardless of SO or no SO, if we're discounting peak time?

And since the CR decay rate is 0.25% per second, and Hardened Subsystems plus Combat Endurance modify it by 0.75 * 0.75, we have:
Rate of CR loss = 0.25 * 0.75 * 0.75 ~= 0.14

And the time to lose 60% of CR (regardless of SO being present, yes?) is thus 60 / 0.14 = around 429 seconds.

If we add in PPT, it starts at 240 (with CE + HS) and is reduced to 80 with SO, so, it's:
Total time without SO, until down to 40%: 429 + 240 = 669 seconds
With SO: 429 + 80 = 509 seconds

What am I missing here?

... ah, 79.2 is 240 * .33 (which I rounded to 80), alright. So this means you're getting 360 seconds to lose 60% CR, and I'm not seeing how.

Aha, ok, ok, I think I do see. It's 240 seconds base, and you're multiplying this by (1 + .25 (CE) + .25 (HS)) = 1.5, right? Except this is not how that works, both CE and HS modify the rate of CR decay and are multiplicative with each other to boot.

For example, if it was just one of them, 240 would not be multiplied by 1.25 - rather, it would be multiplied by (1 / 0.75), which is 1.33 - it's actually better than what your calculation gives. For both, the rate would be multiplied by around 0.56, so a (1 / .56) multiplier for the time it takes.

(... this makes me wonder about putting Delicate Machinery on the Hyperion...)
Title: Re: What could be done with Safety Overrides
Post by: Megas on January 18, 2023, 06:13:37 PM
(... this makes me wonder about putting Delicate Machinery on the Hyperion...)
That would speed up CR decay significantly even with slower decay mods.  Whenever I run out of PPT with Ziggurat (or other phase ship), CR seems to decay too fast even with Combat Endurance and Hardened Subsystems.

I do not think Safety Override is worth it for phase ships because CR decays too fast for comfort.  For conventional ships with decay reduction, CR decay is slow enough to work with.

Delicate Machinery would make Hyperion rely less on time granted by CR decay.  Maybe extend Hyperion's PPT to 180 to offset faster decay from Delicate Machinery.  SO cuts PPT, but not CR decay.
Title: Re: What could be done with Safety Overrides
Post by: Alex on January 18, 2023, 06:21:41 PM
Delicate Machinery would make Hyperion rely less on time granted by CR decay.  Maybe extend Hyperion's PPT to 180 to offset faster decay from Delicate Machinery.  SO cuts PPT, but not CR decay.

Good point! Made a note.
Title: Re: What could be done with Safety Overrides
Post by: BaBosa on January 18, 2023, 08:12:54 PM
Thinking about it, if you make CR/s loss proportional to the CR lost per deployment, you wouldn’t need delicate machinery because all those ships have high CR lost per deployment
Title: Re: What could be done with Safety Overrides
Post by: Alex on January 18, 2023, 08:20:42 PM
The thought did occur, yeah! Though the typical 20% for phase ships, minus Delicate Machinery, would result in their CR decay matching most high-tech ships instead of being faster. Which might be ok, but still, a difference.
Title: Re: What could be done with Safety Overrides
Post by: BaBosa on January 18, 2023, 08:32:50 PM
Just increase phase ships CR/D cost. Unless you specifically don’t want to do that then half delicate machinery’s penalty and the end result will be the same CR/s.
Title: Re: What could be done with Safety Overrides
Post by: BCS on January 18, 2023, 10:02:20 PM
Wait, why are we suddenly nerfing phase ships?
Title: Re: What could be done with Safety Overrides
Post by: BaBosa on January 18, 2023, 10:24:12 PM
It’s not really a nerf, just figuring out the implications of changing the CR/s lost system.
Title: Re: What could be done with Safety Overrides
Post by: SCC on January 18, 2023, 11:14:38 PM
Can we just ban Hyperion from getting SO instead?
Title: Re: What could be done with Safety Overrides
Post by: BCS on January 18, 2023, 11:45:31 PM
Can we just ban Hyperion from getting SO instead?

No, random exceptions to the rule are bad game design.
Title: Re: What could be done with Safety Overrides
Post by: Megas on January 19, 2023, 05:24:47 AM
Maybe block Safety Override for ships with Delicate Machinery.  It is already blocked for capitals and civilians.  Phase ships' CR decays fast even with slower decay mods.  Consider ships with Delicate Machinery too fragile to handle Safety Override.

If Hyperion gets Delicate Machinery, and Safety Override is incompatible with Delicate Machinery, then Hyperion simply cannot use Safety Override.
Title: Re: What could be done with Safety Overrides
Post by: FooF on January 19, 2023, 05:28:52 AM
SO on the Hyperion is really an edge case because no other ship system is tied to the 0-flux boost. Going from “can teleport under ideal circumstances” to “can teleport at will” is a fundamental shift in how it operates. That’s not a fault of SO being overpowered so much as it is the Hyperion’s system mechanic. If the Hyperion had different teleport rules (say, “under 50% flux”), the difference between an SO and a non-SO ship would be far less extreme. Likewise, if SO didn’t give the permanent boost. All I’m saying is that the Hyperion shouldn’t be the poster child when it comes to SO balance: it’s a completely different ship with it.

Title: Re: What could be done with Safety Overrides
Post by: Hiruma Kai on January 19, 2023, 05:44:21 AM
Aha, ok, ok, I think I do see. It's 240 seconds base, and you're multiplying this by (1 + .25 (CE) + .25 (HS)) = 1.5, right? Except this is not how that works, both CE and HS modify the rate of CR decay and are multiplicative with each other to boot.

For example, if it was just one of them, 240 would not be multiplied by 1.25 - rather, it would be multiplied by (1 / 0.75), which is 1.33 - it's actually better than what your calculation gives. For both, the rate would be multiplied by around 0.56, so a (1 / .56) multiplier for the time it takes.

Well that is what I get for relying on my memory and not doing a test in game before posting.  For some reason at the time I was thinking it was 25% "slower" as in taking longer, but clearly that was a mistake.  Thank you and Vanshilar for the corrections.

To be honest, if there was a significant change in mechanics, tying CR decay rate, there would need to be a general pass over all ships anyways to update their CR per deployment, and a look at whether delicate machinery was necessary anymore.  You'd need to test if you were going too far, or not far enough on each ship.  Probably not something for the next release.

Certainly if you raised phase ships CR cost per deployment and made this change, then delicate machinery would no longer be needed on them.  It also makes sense thematically, since if they're that delicate, it should take more out of them after each deployment, even if they stay in PPT.  Campaign layer wise, all it would really change was how many fights in a row phase ships can do (and maybe repair time, although you could bump up CR per day restored if needed).
Title: Re: What could be done with Safety Overrides
Post by: Alex on January 19, 2023, 08:35:37 AM
No, random exceptions to the rule are bad game design.

(If they're truly "random", then *perhaps*! But otherwise, absolutely not. Exceptions are often what make things interesting, or are needed to make otherwise interesting things work out, etc.)


Maybe block Safety Override for ships with Delicate Machinery.  It is already blocked for capitals and civilians.  Phase ships' CR decays fast even with slower decay mods.  Consider ships with Delicate Machinery too fragile to handle Safety Override.

If Hyperion gets Delicate Machinery, and Safety Override is incompatible with Delicate Machinery, then Hyperion simply cannot use Safety Override.
SO on the Hyperion is really an edge case because no other ship system is tied to the 0-flux boost. Going from “can teleport under ideal circumstances” to “can teleport at will” is a fundamental shift in how it operates. That’s not a fault of SO being overpowered so much as it is the Hyperion’s system mechanic. If the Hyperion had different teleport rules (say, “under 50% flux”), the difference between an SO and a non-SO ship would be far less extreme. Likewise, if SO didn’t give the permanent boost. All I’m saying is that the Hyperion shouldn’t be the poster child when it comes to SO balance: it’s a completely different ship with it.

Hmm, yeah. Ironically, if the Hyperion got Delicate Machinery which then blocked SO, the Hyperion would not need Delicate Machinery anymore - aside from the "blocking SO" part :) If the Hyperion couldn't install SO, its system would need a change, I think. Maybe a longer cooldown and removing the zero-flux requirement; something along those lines.

For all that it might look like the Hyperion is designed around SO, it was meant to be a kind of fun option and not something so dominating as to be the main use of the ship!


Well that is what I get for relying on my memory and not doing a test in game before posting.  For some reason at the time I was thinking it was 25% "slower" as in taking longer, but clearly that was a mistake.  Thank you and Vanshilar for the corrections.

Oh, I missed that Vanshilar already talked about this, my bad.


To be honest, if there was a significant change in mechanics, tying CR decay rate, there would need to be a general pass over all ships anyways to update their CR per deployment, and a look at whether delicate machinery was necessary anymore.  You'd need to test if you were going too far, or not far enough on each ship.  Probably not something for the next release.

Yeah, that's how I'm leaning right now, too; it's just too much.

Certainly if you raised phase ships CR cost per deployment and made this change, then delicate machinery would no longer be needed on them.  It also makes sense thematically, since if they're that delicate, it should take more out of them after each deployment, even if they stay in PPT.  Campaign layer wise, all it would really change was how many fights in a row phase ships can do (and maybe repair time, although you could bump up CR per day restored if needed).

I do like how Delicate Machinery clearly signposts that, hey, this is meaningfully different, though...
Title: Re: What could be done with Safety Overrides
Post by: SCC on January 19, 2023, 11:05:04 AM
Maybe a longer cooldown and removing the zero-flux requirement; something along those lines.
Even longer? Current cooldown is enough to make it annoying. And the cooldown nerf was done specifically because of SO, anyway!
I do like how Delicate Machinery clearly signposts that, hey, this is meaningfully different, though...
Well, we don't have a hullmod for flux dissipation different from normal, or manoeuvrability different from normal, or basically everything that's in the stat card, do we?
No, random exceptions to the rule are bad game design.
If it was random, there wouldn't be a discussion about Hyperion interacting with SO in a way no other ship does. You could say it's an exceptional relationship.
Title: Re: What could be done with Safety Overrides
Post by: Thaago on January 19, 2023, 11:10:02 AM
The CR decay reduction from skill/hullmods is what really makes SO annoying in my opinion - it's just a massive increase in time they are on the field.

One possible solution is to increase the PPT time bonus from hardened subsystems and combat endurance, but remove the CR decay reduction. SO already cuts addition PPT time by 2/3 so this proportionally benefits them less, and SO could even gain a normalized/scaling reduction in the same manner that it has for range.

Another possible solution is to remove the CR decay reduction hullmod/skill and have SO reduce PPT to 0 (multiplying by 0 so boosters do nothing), but have it reduce decay to something reasonable. That way ships with SO immediately begin ticking down and decaying: how long they last can be tuned by what their decay rate is. When using or fighting SO ships, the player has an immediate indication of how long they will last (the CR ticking down), and this should normalize how long SO lasts - the decay can be tuned by ship class to make it balanced as opposed to riding off of the 'regular' ship PPT which can vary.
Title: Re: What could be done with Safety Overrides
Post by: smithney on January 19, 2023, 11:33:16 AM
Can we just ban Hyperion from getting SO instead?
No, random exceptions to the rule are bad game design.
But this isn't really a random exception to the rule, is it? Hyperion is designed to be a unique hull that bends the rules. It's a prime candidate for rule exceptions if anything. That said, it's always better if exceptions don't have to be made. It's one thing to have to obey the traffic rules, another to have to bend to extra ones when driving an F1. If extra rules have to be made, better to make them invisible or fake them as a buff.

Regarding SO, my two cents are that it's something that should come with a significant hazard besides allowing the player to break some rules, as in SO doesn't really feel risky to use right now. Currently it sometimes feels like an enabler to certain hulls, when it was clearly designed as a playstyle alternative. I'll have to pass on my chance to come up with some suggestions right now, but I'd like to encourage others to invent some interesting drawbacks to SO, it really feels like it should be a high risk-high reward hullmod.
Title: Re: What could be done with Safety Overrides
Post by: Wyvern on January 19, 2023, 02:44:23 PM
have SO reduce PPT to 0 (multiplying by 0 so boosters do nothing), but have it reduce decay to something reasonable. That way ships with SO immediately begin ticking down and decaying
I actually really like this idea just for the thematics of it; it feels like the sort of thing you'd expect overriding safety systems to do to your ship.
Title: Re: What could be done with Safety Overrides
Post by: Thaago on January 19, 2023, 03:55:29 PM
Me too! I kind of want to think of ways to make it work because the answer of "what does turning safety settings off do?" being "everything immediately starts degrading" is satisfying.

It still has the downside of making low tech ships much more expensive to SO compared to high tech ones/Hyperion though because of supplies per CR point, so there would probably still need to be another tweak. I wouldn't mind that being fixed because it also makes recovering those ships much more expensive as well which just seems thematically off.
Title: Re: What could be done with Safety Overrides
Post by: Vanshilar on January 20, 2023, 02:46:50 AM
If you're using SO on ships that have zero vents then you're doing something wrong. You save OP on cheaper DPS weapons and hullmods that you now don't need since SO gives so much. 2 Heavy Blasters is much much cheaper on OP than an usual high tech build with more mounts filled. And so are Chainguns and HMGs.

Then you also don't need any range enhancing hullmods, nothing for speed or maneuverability, turret turn rate, and probably a few others. This is all being saved by simply installing SO. And sure some ships will be more hungry for OP depending on their mount layout, but most don't care.

You end up having to put a lot more points into capacity since you'll be taking several times the amount of damage compared with non-SO. That also likely means Hardened Shields, Extended Shields (since there will be more incoming fire from different directions), and more PD coverage. There's simply not enough OP.

From a fleet perspective more of the fleet will also be cycling out when they get high on flux. And so they're doing damage a lower percentage of the time.

Analysis of SO's performance cannot ignore weapon range, as if the ships start off at 450 range from each other. Only the Hyperion gets to do that since it can teleport.

The thought I had about it - and it's not fully fleshed out, and I'm not fully committed to doing this, so, big disclaimer/grain of salt - is to change SO to function as an active ability instead of a constant passive buff.

I feel like SO as a passive ability makes more sense. The flux, weapon range, and PPT effects all work together to create a high-risk, high-reward situation. Part of that is the PPT decrease means that the ship is forced to take the initiative, i.e. cannot just sit around waiting for the "perfect" opportunity, which is part of the "high risk" aspect. Changing it to an active ability, unless the effects to weapon range and PPT are retained, basically makes it into another version of AAF or HEF.

The main issue with this currently is that CR decay takes too long when SO is used, so the PPT decrease doesn't have that desired effect of forcing an engagement. Hence SO affecting CR decay by the same factor of 3 would solve that issue.

I’m getting the impression that this discussion is becoming an extremely polarizing contest between newer players who want an easy-to-start strategy for dipping their toes into the game and combat…

…before slowly graduating to the more hard-core players who are digging into deeper options for the tougher ships and a more challenging combat game…

…and the communication between the two is getting close to breaking down big-time.

It's tempting to see internet discussions that way, as if it's just red team versus blue team or whatever, but I'd encourage you to look at who are actually bringing specific points to the table and are able to address other points being brought up with facts or reasoning, and which reasoning makes more sense.

Where it might become more productive is:

* start with X to get used to things

* gradually have a play with Y and Z mechanics, get a feel of them - you can always go back to X if the game is whipping you or you just want a more chill game playthrough occasionally

* after a certain point, stop using A/B/C ship mods to challenge/force yourself to try new strategies

So from this (naive) perspective, taking X out as a starter option is counterproductive on the whole.

That's actually more or less how I see SO. It's good for the early game, when the initial enemy fleets are d-modded pirates or whatever. They don't do much damage so SO is helpful at a point when the player is still learning about the different weapons, maneuvering, flux management, and so forth. But once you get to harder opponents, or fighting bigger fleets, having to absorb a lot more incoming damage, while outputting your own, becomes a much bigger issue. At that point, weapon range and ways to prevent incoming damage (such as EMP/Xyphos) become more important. So the more effective fleets start naturally moving away from using SO as the player encounters more difficult enemies. To me that naturally keeps the power of SO "in check".

A lot of the discussion focuses on the flux dissipation, but ignore the costs associated with SO, which are specifically there to balance out the flux dissipation increase. It essentially gives more flux dissipation and takes away flux capacity. That needs to be considered when looking at SO.

Also, it seems like a lot of people base their opinions on how the player makes use of the ships, as opposed to the AI. The player is much better at evaluating risks and forecasting than the AI, so SO is much stronger in the player's hands than AI. I look primarily at how AI uses it, and particularly under the condition that none of my ships die in combat.

The AI is much more sensitive to % of total flux compared with the player -- it's easy enough to go into sim, equip a Heavy Blaster (higher flux usage) and a Pulse Laser (lower flux usage) and other weapons, set the ship on autopilot, and then watch the AI flicker on and off autofire on different weapons based on how full its flux bar currently is. The AI is going to be more skittish about having autofire on with more expensive weapons when the flux bar goes up, while cheaper weapons will stay on longer. So when an AI SO ship goes in, and absorbs a lot of damage on the way in, it tends to turn off the higher DPS weapons first -- which are precisely the weapons that you want the ship to be using (to maximize damage before having to back off). So the AI tends to not make full use of SO's capabilities, particularly when not enough OP are put into flux capacity.

The player however tends to run the flux bar up higher in regular usage, since the player is better at forecasting. So the player might see SO as very powerful since it's very good in the player's hands, but that's not necessarily the case when used by the AI.

(... this makes me wonder about putting Delicate Machinery on the Hyperion...)

While the discussion has focused on the SO Hyperion, the long CR decay making the PPT decrease a non-factor for SO is an issue with SO ships in general, not the Hyperion in particular. It's just the most extreme because of the ship's very low PPT with SO.
Title: Re: What could be done with Safety Overrides
Post by: BaBosa on January 20, 2023, 07:56:18 AM
I’ve always seen the reduced range to be the counterpart to the speed buff just like with unstable injectors. That extra speed means you can dodge, out manoeuvre or just charge through enemy fire so done well you don’t need so much extra capacity or defensive hullmods.

Your ships won’t cycle out as much if they’re killing the enemy faster. Lower percentage isn’t a problem if the increased damage output compensates for it.

Analysis of SO’s performance cannot ignore the speed boost too.

If made active, SO will almost certainly keep the reduced weapon range and since it doesn’t need to take travel time into account, the PPT and CR penalties can be made much more severe so while you can wait for a perfect opportunity, you won’t be able to take many of them and you can’t wait too long since PPT/CR is constantly draining.

If SO is to reduce CR time as well as PPT then the penalty should be reduced to like maybe 1/2 each.

One thing to remember about SO is that it can’t be put on capital ships and that really limits its effectiveness in end game fights.
Title: Re: What could be done with Safety Overrides
Post by: IonDragonX on January 20, 2023, 08:34:28 PM
The thought I had about it - and it's not fully fleshed out, and I'm not fully committed to doing this, so, big disclaimer/grain of salt - is to change SO to function as an active ability instead of a constant passive buff.
I am very glad that you are considering this as an active ability. It makes a lot of sense to me, lore-wise.
Title: Re: What could be done with Safety Overrides
Post by: Doctorhealsgood on January 21, 2023, 12:05:47 PM
The CR decay reduction from skill/hullmods is what really makes SO annoying in my opinion - it's just a massive increase in time they are on the field.

One possible solution is to increase the PPT time bonus from hardened subsystems and combat endurance, but remove the CR decay reduction. SO already cuts addition PPT time by 2/3 so this proportionally benefits them less, and SO could even gain a normalized/scaling reduction in the same manner that it has for range.

Another possible solution is to remove the CR decay reduction hullmod/skill and have SO reduce PPT to 0 (multiplying by 0 so boosters do nothing), but have it reduce decay to something reasonable. That way ships with SO immediately begin ticking down and decaying: how long they last can be tuned by what their decay rate is. When using or fighting SO ships, the player has an immediate indication of how long they will last (the CR ticking down), and this should normalize how long SO lasts - the decay can be tuned by ship class to make it balanced as opposed to riding off of the 'regular' ship PPT which can vary.
Conceptually the idea of the ship to start breaking down immediately on a combat scenario because you broke the obvious safety features is something i love. What i don't love is that this implementation completely makes the skills related to keeping the ship together null and void. It is not a nice feel if that makes sense. Would personally have the hypothetical active version of SO and burn my ship at my own pace instead.
Title: Re: What could be done with Safety Overrides
Post by: psyx on January 22, 2023, 09:15:18 AM
Delicate machinery could have special interaction with SO such as bigger penalties or additional penalty like effect of "Ill-Advised Modifications". There are already mods that have additional penalties under some circumstances, expanding this approach would be better than outright blocking the options.
Title: Re: What could be done with Safety Overrides
Post by: Megas on January 22, 2023, 11:04:46 AM
Faster CR decay from Delicate Machinery is already penalty enough for low PPT ships who try to fight during CR decay.
Title: Re: What could be done with Safety Overrides
Post by: Lortus on January 22, 2023, 04:21:08 PM
If SO is removed and replaced with something else, a ton of stuff would need to be reworked that used to rely on SO. I hope Alex is also considering that.

Aside from that, I think the real issue people seem to have with SO is:
1. It's OP.
2. It's not very interesting to build.

To answer 1, the obvious solution would be to just make the CR decay matter. This seems to be what Alex is already doing in his rework, by making it reduce PPT per use. I am not sure if Alex intends to keep the range decreasing part of SO in his new version. If he does then the ship would basically need to spam the ability to be useful, which would just result in it being SO but less uptime and probably running out faster. If he doesn't then it just completely invalidates low range builds and is basically a stat buff for every other build.
I would find it cool if SO became a ramming system, making you charge at a nearby ship at the cost of PPT and maybe flux, while also having a weaker version of SO as part of the hullmod. I know Alex doesn't like ramming (if ramming is a no-go zone then some system that gets the ship closer to the enemy could do it) but I think it keeps SO weapons viable, while complimenting the unsafe playstyle. I think the current subsystem Alex is considering is frankly, kinda boring, and it doesn't seem reckless or unsafe at all.
To answer 2, and potentially to add onto the active system idea, you could even increase the threshold to 600, allowing multiple range brackets of weapons to be installable on SO ships: 600 range, 300 range, maybe even 450 range bracket too. 600 range weapons would be more viable without using the extra system while the 300 range weapons would need to use the system more to be viable, allowing you to "choose" the level of unsafeness. This also solves the issue of not being interesting to build, and becomes more like normal ship building, where there are multiple range brackets and weapon types.
I think by combining that and by adding a couple extra weapons to compliment this range split, SO could become far more interesting to build. I think the real reason that SO is "boring" to build (allegedly), is half the fault of SO limiting your range to just 1 range bracket, but also partly the fault of a lack of options in the weapons. Most weapon sizes and types have only 2 weapons you can put in the mount. Just adding more would make things more interesting.

Also I think that factoring the Hyperion into an argument about SO is just ridiculous. Hyperion is insanely broken on it's own because of it's system not at all because of SO. SO just allows it to use the system. Other than the Hyperion there isn't an SO boat that is so much better than other ships that don't run SO that it invalidates using a non SO playstyle. For instance SO Glimmer, Champion, Fury etc do not invalidate using long range Eradicators, Gryphons, or non SO Glimmers. I think the only other big outlier is Monitor, but that's just because Monitor is just as obscenely broken as the Hyperion.
Title: Re: What could be done with Safety Overrides
Post by: BaBosa on January 22, 2023, 04:59:48 PM
I’m wondering if instead of a range debuff, SO could dramatically lower accuracy and increase recoil, including making beams jitter. Or maybe have both but not so severe.

SO will be less boring when it can be mixed with non-SO ships which will be made a lot easier by making it an active ability.