Fractal Softworks Forum

Starsector => Suggestions => Topic started by: DazeyDream on September 17, 2023, 06:31:45 PM

Title: The currant character sheet discourages and nerfs players flying their own ship.
Post by: DazeyDream on September 17, 2023, 06:31:45 PM
There are many skills that add great benefits to your whole fleet outside and inside combat, things most would deem essential and by all means you'd pick them every time. There's some nice combat skills too but they only affect you and take an entire skill point for each one. To match up to the average officer in your own fleet or an enemies fleet for combat skills you'd need to put between 5 to 7 skill points into just you, that's almost half of the 15 you get which are much better spent elsewhere on buffs for fleet resource efficiency, removing D mods per month, transverse warp and more importantly officer ship and officerless ship buffs, which are really really powerful. It makes far more sense every time to choose the fleet over your own character, the power output is so much greater. So that always leaves the player with no combat skills.

The player being added to a ship at all is actually a tradeoff and possibly a straight debuff depending on players gamer skills being able to make up for higher DP in the chosen ship verses the competency of AI flying it instead because of the rightmost green skill that adds 3 combat skills to all officerless ships, and reduced officerless ships deployment cost by a significant percentage. Players who feel they're equal to or less skilled than the games AI will come to the conclusion it's far better they just play RTS style and forgo the fun of personally participating in combat gameplay. I do not like this, I personally want to fly but must play without the the fun combat skills that every other officer gets in order to have the much more powerful fleet perks.

You can argue that character skillsheets are all about tradeoffs and having varied playstyle, choices and power variables, and that's great when it's fun, but being weaker or cutting out flying entirely and missing that whole amazing gameplay experience is a bad outcome, very bad. Player combat skills need to be separated from the rest of the skills and have a separate pool of skill points. It would make sense to have the player character treated like an officer and show up where the other officers are, it would be more natural to manage combat skills there.

https://imgur.com/a/uc8P1c1
(https://imgur.com/a/uc8P1c1)
This is my currant character sheet, I have only one point in a personal combat skill, but I realise my fleet would benefit so much more if I move it elsewhere, but I vainly cling to it, it's all I have, I am stricken of a poverty of the spirit and the lack of this point will malnourish me too greatly. Is it too selfish of me to demand but one thing for myself? yes it is, it belongs to the people, and I cannot be one of them and share in my gifts to them. Woe is the gamer, woe is the gamer.
Title: Re: The currant character sheet discourages and nerfs players flying their own ship.
Post by: Nettle on September 17, 2023, 07:12:18 PM
Always had this issue in Warband, where your party size and logistics would significantly depend on player choice of skills, and although the latter could be partially handled by your companions, going hard on Charisma and Intelligence instead of your combat attributes would always result in objectively stronger party, but increasing personal advantage in combat was so much fun. I think they mostly changed it around in Bannerlord but I wouldn't know all the intricate details since I haven't properly played it myself yet.

Also a suggestion for your skill set - you can ditch the entirety of industry since you are not using Derelict Operations anyway, and the rest of yellow skills are mostly logistics QoL that you can make do without, especially if you are not hurting for money at this point.
Title: Re: The currant character sheet discourages and nerfs players flying their own ship.
Post by: Luftwaffles on September 17, 2023, 07:36:53 PM
True from a pure numbers perspective, but you vastly underestimate the impact of a good ship in the hands of a good player. One Doom/Hyperion/Aurora/your favorite mod's superfrigate can singlehandedly turn the tides of unwinnable battles and slaughter hundreds of DP of ships. But builds like that are often only possible with heavy combat skill investments.
Title: Re: The currant character sheet discourages and nerfs players flying their own ship.
Post by: CapnHector on September 18, 2023, 04:10:31 AM
It's just two people but we did have a fun contest with SCC (https://fractalsoftworks.com/forum/index.php?topic=27808.0) (caution, spoilers) about who could destroy 824 DP of [REDACTED] with the lowest DP. I have a fleet playstyle with Derelict Operations and all ships under AI control, he flies a Doom manually. I could only manage to do it with 37 DP (Monitor-Afflictor-Nova-Kite under AI control + D-mods and Derelict Operations), he managed 35 DP (1 Doom under player control). Hiruma Kai also posted a 66 DP vs 814 DP player control run.
Title: Re: The currant character sheet discourages and nerfs players flying their own ship.
Post by: Megas on September 18, 2023, 05:34:02 AM
Nearly every build that gets posted has Leadership 5+, to get at least BotB just for the third s-mod, especially after the advent of s-mod bonuses.  (Officer skills are also top-tier, but not applicable to low-DP challenge fleets.)  Those without are few and far between.  Playing without high Leadership is hard or challenge mode.

Player needs to pick two among good flagship, good fleet (or at least the skills capable of it), and weird or campaign stuff.  If fleet is not chosen, it hurts too much, so flagship or weird/campaign/miscellaneous stuff tends to get dumped.  It will be good fleet plus whatever.

I do not like this, and combined with the difficulty of raising inflexible officers to work with a fleet that may change later, I do not play Starsector as much as I used to.  I agree with much of the OP.

I tried sub-100 DP fleets just to get away from the hassle of raising officers and while it can wreck two (or maybe three) Ordos, it will never be as effective as killing three or more Ordos with a bigger fleet for +500% XP faster.
Title: Re: The currant character sheet discourages and nerfs players flying their own ship.
Post by: Siffrin on September 18, 2023, 05:51:56 AM
I kind of hate how much the player has to sacrifice in order to get both capstones. Especially with High Tech ships since the player often wastes Skill Points in skills they don't need like Point Defense in order to reach the 6 point requirement. Compared to how easily an officer can get both capstones it's pretty annoying, It doesn't really matter though since I often mod out anything I find frustrating thank you Alex for allowing me to do that.
Title: Re: The currant character sheet discourages and nerfs players flying their own ship.
Post by: Kohlenstoff on September 18, 2023, 03:14:29 PM
The fact, that there are players who choose either of the options and are benefiting enough from these to be happy tells me that the skill system is pretty balanced. I choose the flagship skills mostly unless a fleet skill benefits my flagship more than a flagship skill. I like the system how it is. I would like to have more but i accept this as limitation of choice. I really like the possibility of changing with storypoints makes it possible to switch ingame.

And as you can see on my spoilering full longplay i rarely need more than 2 Battleships in my fleets. One as cover for my flagship and the flagship itself. Only one endgame challenge requires 3 ships if i want it to be done easily.

Spoiler
https://www.youtube.com/watch?v=DcptI7fZjCI&list=PLS9bxfOknuJXhmQZ4nNnpAXz_DIDseS4J&index=1
[close]

Attached is a typical skill set which i use often.



[attachment deleted by admin]
Title: Re: The currant character sheet discourages and nerfs players flying their own ship.
Post by: Ronin on September 19, 2023, 04:17:13 AM
I wish that the skills where somehow separated so that you don't have to sacrifice your flagship experience for a better overall fleet, whilst being balanced around having full access to both. That being said I still like to get combat but there are periods in my playthroughs where my flagship is lacking for the sake of leadership skills, and it's not all that exciting. If the skill system was more incremental instead of fewer, much more impactful skills, then it might be easier to manage such a feature. Having more incremental skills might also alleviate the problem of having to specialize skills to a specific ship in a game loop that promotes randomized opportunities and thus random ship access. Such a system could also exclude the frustrating random officer skills as well.

Edit: I should mention that I favor getting leadership first not just for overall performance, but so that my AI are stronger and less likely to wreck my expensive ships. But I very much like to take my flagship into the heat of battle.
Title: Re: The currant character sheet discourages and nerfs players flying their own ship.
Post by: Vanshilar on September 19, 2023, 06:54:06 AM
You can argue that character skillsheets are all about tradeoffs and having varied playstyle, choices and power variables, and that's great when it's fun, but being weaker or cutting out flying entirely and missing that whole amazing gameplay experience is a bad outcome, very bad.

This comes up every so often. I think your observations are pretty much spot-on, but not the conclusions. The fleet skill points and personal flagship skill points are mixed in together in the same skill point pool so that the player has maximum flexibility in deciding where to allocate those points. If the player likes playing the game more like an arcade, then more points go into flagship skills. If the player likes playing the game more like an admiral, then more points go into fleet skills. This also changes throughout a playthrough; initially, I tend to take more flagship skills, but as my fleet gets bigger, I'll respec into more fleet skills, even though I'll generally always have between 4 and 7 points into flagship skills.

The whole point is that you can choose to go along many different paths, but you can only choose one at a time (or, technically, you can get up to 3 capstones, so that'd be up to 3 at a time). You can choose to be a fighter, or a cleric, or a mage, or a rogue, and play the game through that way, but you can't be a fighter/cleric/mage/rogue/artificer/bard/ranger/etc. all at once, which would make the player too overpowered and the game too easy. Each path needs to have something good, but also make you give up something good as well, so you can't do it all at any given time. That's how a lot of game balance works. If this game allowed you to do everything, i.e. say give you 40 skill points instead of 15, then a lot of the skills would have to be severely nerfed so that the game doesn't become too easy.

For a sufficiently skilled player, the flagship can generally do around 2x to 3x as much as the AI in that same ship. So the player's flagship is the single most influential ship in your fleet. That's why it may make more sense to put points into flagship skills rather than fleet skills.

It looks like your fleet is specializing in Best of the Best, Support Doctrine, and Hull Restoration. SD and HR are solid picks for the early game, but as you acquire and level up more officers, SD becomes less useful, and as your fleet gets more powerful and have less deaths, HR also becomes less useful. At that point it'll be worth respec'ing away from those skills and put your points elsewhere, such as flagship skills or other fleet skills, which will give you more points to put into the stuff you want.
Title: Re: The currant character sheet discourages and nerfs players flying their own ship.
Post by: Scorpixel on September 19, 2023, 07:52:38 AM
You can argue that character skillsheets are all about tradeoffs and having varied playstyle, choices and power variables, and that's great when it's fun, but being weaker or cutting out flying entirely and missing that whole amazing gameplay experience is a bad outcome, very bad.

This comes up every so often. I think your observations are pretty much spot-on, but not the conclusions. The fleet skill points and personal flagship skill points are mixed in together in the same skill point pool so that the player has maximum flexibility in deciding where to allocate those points. If the player likes playing the game more like an arcade, then more points go into flagship skills. If the player likes playing the game more like an admiral, then more points go into fleet skills. This also changes throughout a playthrough; initially, I tend to take more flagship skills, but as my fleet gets bigger, I'll respec into more fleet skills, even though I'll generally always have between 4 and 7 points into flagship skills.

The whole point is that you can choose to go along many different paths, but you can only choose one at a time (or, technically, you can get up to 3 capstones, so that'd be up to 3 at a time). You can choose to be a fighter, or a cleric, or a mage, or a rogue, and play the game through that way, but you can't be a fighter/cleric/mage/rogue/artificer/bard/ranger/etc. all at once, which would make the player too overpowered and the game too easy. Each path needs to have something good, but also make you give up something good as well, so you can't do it all at any given time. That's how a lot of game balance works. If this game allowed you to do everything, i.e. say give you 40 skill points instead of 15, then a lot of the skills would have to be severely nerfed so that the game doesn't become too easy.

For a sufficiently skilled player, the flagship can generally do around 2x to 3x as much as the AI in that same ship. So the player's flagship is the single most influential ship in your fleet. That's why it may make more sense to put points into flagship skills rather than fleet skills.

It looks like your fleet is specializing in Best of the Best, Support Doctrine, and Hull Restoration. SD and HR are solid picks for the early game, but as you acquire and level up more officers, SD becomes less useful, and as your fleet gets more powerful and have less deaths, HR also becomes less useful. At that point it'll be worth respec'ing away from those skills and put your points elsewhere, such as flagship skills or other fleet skills, which will give you more points to put into the stuff you want.
This isn't a "pick your class" issue at all, this is a "do you want to play a fighting game or an RTS" situation.
I always choose the later, because i'm not good enough for the former which means i don't invest in it as it would be a waste, therefore not flying myself because i'll always be outmatched, and so on and so on.

Put simply, personal and fleetwide/campaign skills should be entirely separate, don't care if it's nerfed/fragmented too, but as with the previous skill system, the issue stays the same.
Even those who would like to play with only personal skills can't, as you'll be obligated to pick unrelated ones before the two in green/blue/yellow sections.

It's either Player&backgroundunits or Units-TheGame with the player on a harmless 2dp kite because a skill-less character is actively harmful with support doctrine.
Thanks to Consolecommands, i decided to give myself a second skill point every two levels, that way at max level i have 7 combat skill that only affect the ship i actually get to pilot, although the existence of CommandCenter means some tradeoff still exists.
Title: Re: The currant character sheet discourages and nerfs players flying their own ship.
Post by: SCC on September 19, 2023, 10:02:32 AM
If the player was always guaranteed to get flagship skills, then the player will be expected to always make use of those flagship skills. Currently, it's entirely voluntary. However, I agree combat skills aren't good enough, but because both officers and the player use the same skills, I think I would rather reduce the number of skills that all officers (yours, enemy ones, special ones) have as the default skill limit to 4 or even possibly 3.

Hiruma Kai also posted a 66 DP vs 814 DP player control run.
And with a NL-AI combo, that I previously deemed useless (because AI Radiant is not that different from a humanly piloted one). I was wrong.

Nearly every build that gets posted has Leadership 5+
That's also an issue, although it's a separate one. The player gets too many officers that are too strong, encouraging buffing them even more, at the expense of other skills.

Title: Re: The currant character sheet discourages and nerfs players flying their own ship.
Post by: S_Eusebio on September 19, 2023, 12:23:36 PM
This topic is brought up often, so I'd like to give my opinion about it.

I sincerely believe that the game is much more enjoyable with a level cap of 20 instead of the 15 we have right now, and that the level cap should be brought up to 20.

I personally like to take always 5 combat skill and 5 leadership skills for having access to "best of the best", and that means that if I wanted one of either gunnery implants or ordnance expertise I will be left with only 3 skill points of the 15 total. That is low considering I'd also like to take some quality of life skills. I did exactly this for most of my playthroughs, because those skills give me the possibility to enjoy the game the most (having a little bit of combat and a little bit of leadership); but that also meant that I always ended up ignoring most of the QoL in every playthrough I made where I didn't raise the player level cap to 20.

Recently I started raising the level cap to 20 and the experience felt much more forgiving, and also meant that I could still afford to take some of the industrial tree QoL skills that otherwhise I would've never ever made use of (like industrial planning, for example).

A level 20 cap could actually make more people consider using an underpowered capstone like hull restoration in late game/more industry skills late game instead of just always having to respec out of the tree for combat skills.

At the moment the game simply feels like it punishes players (especially new players, who don't know the game like the palm of their hand) for choosing quality of life over combat, because the skill points are just too low.
Title: Re: The currant character sheet discourages and nerfs players flying their own ship.
Post by: Hiruma Kai on September 20, 2023, 09:02:44 AM
Personally I tend to be persuaded more by arguments for decreasing the overall difficulty of the game more than I can for changing the current personal/fleet skill dichotomy.  Of the proposals for extra personal skills I've seen, their presentation tends to former with more total skills, but with a tacked-on limitation of forcing the player to pick certain subset combinations.

Alternatively, I can understand changing individual skills that are underperforming.  But that just makes the player stronger as well.  Which may be what is needed.  I've been playing the game too long quantify the new player experience myself days, and how all the changes since I first started playing affect that.  I do a couple runs from the tutorial each release, but it is not the same as a new player doing it.  I personally think the game could do with some further difficulty levels, but due to the ease of modding the game, mods have essentially moved into that space, and I don't consider it that big an issue.

What to make the initial "normal" difficulty setting is a really tough call.  Alex tends to aim to add options which allows the player to dial in difficulty, things like commissions.  A commission is likely to hand you more credits than the Industry tree saves you, except for Hull Restoration and capitals.

On a side note, I tend the view that the player gets handed 8 level 5 officers as baseline (with potential level 7 finds with 5 elites - which tends to be about as effective as a level 5 with 5 elite skills), makes taking the fleet wide skills less necessary, not more.  +1 skill level and +1 elite skill isn't that much of a bump, especially considering it is the 6th skill pick.  And you can make perfectly servicable fleets at 240 DP with 9 ships (and maybe a couple unofficered frigates).  It means a personal combat skill build still have 8 other ships with a bunch of stacking bonuses.  Just because I can solo an Ordo with combat skills, doesn't mean I have to solo it.  The rest of the fleet doesn't just disappear because I picked personal skills. Throwing in the rest of the fleet up to 240, with 8 officered ships means I can just focus on killing and venting not really need to worry about nearly as much, increasing damage per time output immensely.
Title: Re: The currant character sheet discourages and nerfs players flying their own ship.
Post by: Nettle on September 21, 2023, 06:52:24 PM
Having more incremental skills might also alleviate the problem of having to specialize skills to a specific ship in a game loop that promotes randomized opportunities and thus random ship access. Such a system could also exclude the frustrating random officer skills as well.

The officer roster building is annoying. You spend time looking through the markets to find one, preferably with the starting skills you actually need, then you mentor them, go through 5/6 subsequent levels and still might end up without all of the skills you wanted, and now you either have to cope or look for replacement and do it all over again.

Oh and there is also busted level 7 salvaged officers but with entirely random skillset. Considering officers are semi-permanent and you can't reliably store dozens of them to adjust on the fly I find it bizarre how many RNG layers are involved here.
Title: Re: The currant character sheet discourages and nerfs players flying their own ship.
Post by: snicka on September 22, 2023, 03:05:22 AM
A personal side note  - my main gripe is not that I'm not overall strong without player skills, but that I feel shifty having flagship numerically inferior even to Basic officered ships.
Title: Re: The currant character sheet discourages and nerfs players flying their own ship.
Post by: Billhartnell on September 22, 2023, 07:04:35 AM
Another possibility for combat skills more worthwhile in normal gameplay is to make them cheaper, one point invested in the combat tree could give you two skills, so you don't need to sink 6 points just to equal one of your trained officers.
Title: Re: The currant character sheet discourages and nerfs players flying their own ship.
Post by: Megas on September 22, 2023, 07:14:23 AM
The officer roster building is annoying. You spend time looking through the markets to find one, preferably with the starting skills you actually need, then you mentor them, go through 5/6 subsequent levels and still might end up without all of the skills you wanted, and now you either have to cope or look for replacement and do it all over again.

Oh and there is also busted level 7 salvaged officers but with entirely random skillset. Considering officers are semi-permanent and you can't reliably store dozens of them to adjust on the fly I find it bizarre how many RNG layers are involved here.
For me, the main problem with officers is if I change the fleet significantly, all of those carefully raised officers are no longer optimal for the new ships, and they ought to be fired for new officers to work with the new ships, but those new officers need to be leveled up first.  That eats too much time (leveling them up) and story points (without refund if skills were made elite).  After I raise this new batch to work with the new fleet, if I want to change the fleet again, those officers get fired and yet another batch of fresh meat gets hired, wasting yet more time and story points.

It is a pain raising officers during the game.  I cannot exactly raise my early officers to work with whatever random ships and weapons I have early in the game if I will throw them out after I find better ships and weapons.

This is what I mean that officers are inflexible.  The fleet can be changed on a whim after the player has high-production industry and/or hundreds of ships in storage.  Officers... cannot.  Their skills are locked and cannot be changed short of firing them and leveling up new ones, which is tedious.  Changing officers should be about as easy as changing ships.

Another possibility for combat skills more worthwhile in normal gameplay is to make them cheaper, one point invested in the combat tree could give you two skills, so you don't need to sink 6 points just to equal one of your trained officers.
Also, make the combat capstones cheaper.  Four points for first, and five for the second, just like Officer Training/Management in Leadership.  That is still not as good as officers who can mix-and-match Combat/Tech/Industry to qualify for combat capstones.
Title: Re: The currant character sheet discourages and nerfs players flying their own ship.
Post by: Hiruma Kai on September 22, 2023, 07:32:20 AM
The game gives you the option of specializing in a personal flagship you fly, in specializing in not even being on the field (or flying a kite with Operations center), or picking a balance between the two. And these are actually meaningful overall choices.  The way CapnHector plays is a different experience how I play, significantly.  I barely look at the strategic screen except to know where to go next and rely on the undirected AI to simply survive.

If I were to translate this discussion to a more traditional RPG, I would view it as a player asking why their persuasive support character is not numerically as good as an NPC fighter in a straight up 1 on 1 fight.  If I don't want to feel numerically inferior to my basic fleet officers, then I pick a skill set that makes my character not numerically inferior to a basic fleet officer.  Arguably I only need 3 or 4 skills to be numerically equivalent, since I can make all the player personal skills elite (which was the idea to make personal skills better, and make the player better than NPCs in personal combat power). 

In addition, my guess is that Alex didn't want officers to be perfectly planned out for every single ship, which would also mean your average comparison between the player and his officers should assume some poorly picked skills for the officers, further improving the comparison in the players favor.  The level 7 officers you can find rarely match up to a player's personally picked 7 skills for their ship, and probably is more like a level 6 in overall effectiveness.  Not to say this is the best play experience for many players.  Based on discussions on the forum, semi-random skill up choices with the ability to hire and fire just results in officer grinding for many players.

With Starsector combat, the question is can you bring sufficient firepower to bear in a small enough area (i.e. one target ship), while leaving the enemy's strength sufficiently diffuse so they can't bring sufficient firepower on a particular ship on your side.  This is how the 75 DP challenge (which got as low as 35 DP) works.  A distraction Monitor or two, or sufficient mobility prevents the enemy fleet from focusing on your DPS ship, and the DPS ship is fast enough to catch enemies and destroy a single ship quickly, and then escaping.  Adding more ships to the enemy fleet doesn't actually make this harder - it just makes it take longer.  A significant buff to the player's combat skills while leaving NPCs alone is going to make this very apparent.

Imagine for a moment that all player combat skill bonuses were doubled, while leaving NPC officer skills as is.  One might argue that such a doubled Target Analysis (one of the more popular combat skills) on the player is still inferior to picking Tactical Drills (one of the less popular fleet skills), giving an extra +10-20% damage on 1 ship (say 60 DP Paragon, averaged against all types of ships, so (0+0.10+0.15+0.20)/4 * 60 = 6.75 extra DP worth of damage), compared to a flat +5% on all 240 DP worth of ships (0.05*240 = 12 DP more damage on average).  Similarly, Helmsmanship at +20% would barely be matching the potentially +20% from Coordinated Maneuvers on all ships, but only on a single ship.  Looking at it from that kind of perspective suggests even doubling bonuses might not be enough.

But due to how the game actually works, that extra focused damage can be be worth much more with an aggressive human pilot benefitting from it.

However, it seems like many players don't feel the player fighter path is as strong overall as the persuasive support character path, which suggests to me that at the new player of experience level, perhaps there should still be some tweaking of personal combat skills.  I just don't know how you balance against both the new player and the experience player without actually setting some kind of difficulty level or option set.

I wonder if there is an easy way to mod the game to try that out though.  A simple mod that just doubles the combat skill bonuses only when applied to the player, and see how that feels.  Would that be enough of a balance shift, to have new players stop thinking that personal combat skills are inferior to fleet wides, and are in fact worth picking up if you want to do combat?
Title: Re: The currant character sheet discourages and nerfs players flying their own ship.
Post by: Megas on September 22, 2023, 08:13:39 AM
My gripe about combat skills is the skill point cost the player needs to be equal to an NPC, and most ships in endgame fleets have a level 5+ officer.  Against automated ships, every skill is elite.  Not sure if human fleets abuse Officer Training and Cybernetic Augmentation (for more elite skills) for their officers to emulate Beta cores like the player can.

Elite level does not matter too much when everyone can be (mostly) elite too.  Not to mention not all elite effects are so great (though some are).

And if player gets the combat skills, he has to choose between fleet or weird/campaign skills for the rest.  For me, I have dumped the fleet for the weird stuff, and my fleet will never be as powerful as the commonly posted fleet focused or at least high Leadership fleet.  Leadership tends to buff both flagship and fleet, not just flagship.

In older releases, personal combat was stronger (although not always faster) than the fleet.  (It helped that there were no officers or officers other than fleet commander were weaker back then.)  Today, it is the reverse - fleet is stronger than personal.  Combat skills are not as powerful as they used to be, buffed officers with 6/4 instead of 5/1 are almost as good as a player (numerically, if not performance) who does not go all-in in personal skills.  And endgame enemies have AI cores, with the majority of them being alpha.
Title: Re: The currant character sheet discourages and nerfs players flying their own ship.
Post by: Ronin on September 22, 2023, 09:08:29 AM
Having more incremental skills might also alleviate the problem of having to specialize skills to a specific ship in a game loop that promotes randomized opportunities and thus random ship access. Such a system could also exclude the frustrating random officer skills as well.

The officer roster building is annoying. You spend time looking through the markets to find one, preferably with the starting skills you actually need, then you mentor them, go through 5/6 subsequent levels and still might end up without all of the skills you wanted, and now you either have to cope or look for replacement and do it all over again.

Oh and there is also busted level 7 salvaged officers but with entirely random skillset. Considering officers are semi-permanent and you can't reliably store dozens of them to adjust on the fly I find it bizarre how many RNG layers are involved here.

The best workaround I've found is to use Officer Extension and set the demotion cost to 0 story points. It might take a few tries to get what you want but eventually you will be able to without having to fire officers repeatedly. This way you also can't just race to perfect officers and it gives a long term goal which fits perfectly in a single player sandbox. Although you can still level officers pretty quick with the frigate daredevil bonus; I think that's a vanilla feature but I can't remember for sure. Not to mention you can actually feel good about finding rare level 7 officers; with some time and SP investment they can be sculpted to what you are looking for. But speaking of a single player sandbox, such an RNG based restriction with officer skills indeed seems out of place to say the least.

Edit: Just wanted to add that I think a lot of issue comes from individual skills making a ton of difference. The current system encourages perfect optimization because even one skill can make or break a ship/build. If the skill investment offered more basic attributes and other things like specialization could be learned by flying ships, maybe the problem could be alleviated. Although specialization seems tricky with the game being significantly about random opportunities, hard to say; I'm just trying to encourage discussion on this topic 'cause the current system doesn't feel good to me.
Title: Re: The currant character sheet discourages and nerfs players flying their own ship.
Post by: eert5rty7u8i9i7u6yrewqdef on November 04, 2023, 10:44:42 PM
Having more incremental skills might also alleviate the problem of having to specialize skills to a specific ship in a game loop that promotes randomized opportunities and thus random ship access. Such a system could also exclude the frustrating random officer skills as well.

The officer roster building is annoying. You spend time looking through the markets to find one, preferably with the starting skills you actually need, then you mentor them, go through 5/6 subsequent levels and still might end up without all of the skills you wanted, and now you either have to cope or look for replacement and do it all over again.

Oh and there is also busted level 7 salvaged officers but with entirely random skillset. Considering officers are semi-permanent and you can't reliably store dozens of them to adjust on the fly I find it bizarre how many RNG layers are involved here.

Officer training rng is time based and decided after one level, or by mentoring them. So save scum is the answer.
Title: Re: The currant character sheet discourages and nerfs players flying their own ship.
Post by: Axetongler on November 06, 2023, 02:50:37 PM
I honestly don't know, although there is quite the huge difference in numbers and face-to-face combat will be nigh impossible without skills, players have access to... *practically* player only ships?
Vanilla has phase ships and doom, maybe conquest too, and modded has... pretty much anything has some kind of extremely high mobility, high damage and low durability supership.
They already pretty much overwhelm almost all AI ships with or without skills, and combat skills DO enhance those by a lot.
Title: Re: The currant character sheet discourages and nerfs players flying their own ship.
Post by: Nick9 on November 08, 2023, 02:24:14 AM
I use custom config with 20 lvl max, 2 perks per lvl, 6 SP per lvl. 10/10 would recommend if you are casual like myself

I don't like to choose either, just want to have fun with everything in one run
Title: Re: The currant character sheet discourages and nerfs players flying their own ship.
Post by: WENth100 on November 08, 2023, 08:48:44 AM
I generally just use A New Level of Confidence to go all the way to level 40, nice and slow. Even so I would say that the current level cap of 15 feels way to restrictive, a level cap of 20 feels more reasonable as there are at least 5 skills in each of the 4 trees that are desirable. With just 15 we really have to abandon at least one tree, and pick and choose a bit too much.
Title: Re: The currant character sheet discourages and nerfs players flying their own ship.
Post by: Nettle on November 08, 2023, 04:08:14 PM
Even so I would say that the current level cap of 15 feels way to restrictive, a level cap of 20 feels more reasonable as there are at least 5 skills in each of the 4 trees that are desirable. With just 15 we really have to abandon at least one tree, and pick and choose a bit too much.


I already know where these 5 spare skill points are going to for your average optimized player and it sure won't be industry logi-skills. That being said I wouldn't mind to have 4 total capstones across 4 skill trees, level 20 cap does sound nice.
Title: Re: The currant character sheet discourages and nerfs players flying their own ship.
Post by: Ranakastrasz on November 08, 2023, 05:03:04 PM
My option is that you should have either A, combat skillpoints and campaign skillpoints, or B, be able to assign an officer to your flagship, and remove all combat skills from the player's own skilltree. Said officer being the 2IC maybe, and ofc upkeep free. Or actually being you specifically.

This is one of the things that has really annoyed me about the game for a long time.
Title: Re: The currant character sheet discourages and nerfs players flying their own ship.
Post by: Phenir on November 08, 2023, 07:40:07 PM
B, be able to assign an officer to your flagship, and remove all combat skills from the player's own skilltree.
Kite (s) does exist now. 30 op kite with no weapons, perfect for putting operations center in for command point bonus. Only 2 dp so it barely cuts into your deployed forces. You can sit in a corner and command your fleet.
Title: Re: The currant character sheet discourages and nerfs players flying their own ship.
Post by: WENth100 on November 09, 2023, 01:18:54 PM
I already know where these 5 spare skill points are going to for your average optimized player and it sure won't be industry logi-skills. That being said I wouldn't mind to have 4 total capstones across 4 skill trees, level 20 cap does sound nice.

Indeed, of the 8 Capstone skills there are at least 1 I find really desirable. For Combat it really depends on my flagship but honestly not being able to ride my way into combat and effectively take down a few ships myself seems to take part of the fun out of the game for me. For Leadership Best of the Best is nearly always my go-to choice, by no means do I think Armada Doctrine is bad, but I really like having 3 S mods. For Technology, Automated Ships may not be practical for most due to its numerous restrictions, but I like my Nova, I care not that it dies like a bad joke 1/3 of the time, I like it and I want one (besides if I get 3 other capstone skills it will mean I cannot invest any into the Technology Tree and some of those skills as far as I am concerned are essential). And for Industry, it's Hull Restoration, I know DO is way stronger, but I like my ships in good condition, and having them recoverable most of the time without receiving D mods allows me to be more daring and take more risks.
Title: Re: The currant character sheet discourages and nerfs players flying their own ship.
Post by: prav on November 14, 2023, 04:11:01 PM
I'd be happy just being able to use an adjutant officer's skills on my flagship, what with my giant bulging fleet command brain being much too busy to worry about trivialities like managing my own ship.

But I think there's also merit to the two-separate-tracks idea.
Title: Re: The currant character sheet discourages and nerfs players flying their own ship.
Post by: Rishel on November 15, 2023, 06:33:21 AM
I did a recent vanilla playthrough without any industry skills. Before I used to pick Bulk Transport, Ordnance Expertise, Containment Procedures, Makeshift Equipment, Hull Restoration everytime.

At first, I thought I was about to suffer from fuel and supplies consumption but it was not big deal because I learnt to gain lot of credits from abusing black market and creating shortage.
So I could buy massive amount of supplies and fuels for my +400DP fleet. The credits wasn't an issue but available stock was.
I understood monthly maintenance is irrelevant compared to supplies use for deployments, corona, neutron, storms, emergency burn (can be nullified with containment procedures) and transverse jump.

Exploring the starsector is tedious without containment procedure so I had to learn how to use slipstreams as much as possible and I had to unlock the gates asap.
As the gates are opened, fuel is not a problem. Survey planet cost can be highly reduced from surveying equipement hullmod.

With now skills free from industry, I could make a combat focused character. I really liked that to pilot a plasma paragon with perfect skills.
Combat is the fun part of the game, IMO, so why not experience it fully.

What I learnt is:

Even if the skills have been revamped, something should be done to avoid an entire tree. Or make Hull Restoration more accessible. Also a 20 skills cap sounds nice to me.

Title: Re: The currant character sheet discourages and nerfs players flying their own ship.
Post by: Nettle on November 15, 2023, 07:19:52 AM
The need for logistical skills can be circumvented by running a small fleet to save up a hefty fortune, then rapidly scale up, usually into a cruiser line or outright capitals+cruisers, with appropriate logi ships. If you just progress naturally you can easily fall behind the ever raising maintenance curve, but big leap progression such as this eliminates this uncertainty.
You can make a fortune while still running a small fleet with exploration missions, low-hazard bounties from contacts, or the aforementioned smuggling, being comissioned speeds up the process immensely. By the way, not all bounties are equal, Independents and Luddic Church have some of the weakest "deserters" spawns, yet they pay the same.
Title: Re: The currant character sheet discourages and nerfs players flying their own ship.
Post by: Grievous69 on November 15, 2023, 07:37:06 AM
-has a 400+ DP fleet
-the game is tedious without Industry skills

You're not supposed to lug around a giant death fleet, then suggest a level cap of 20 to make it a no brainer choice for yourself. Obviously the system works fine, you just need a smaller fleet.
Title: Re: The currant character sheet discourages and nerfs players flying their own ship.
Post by: eert5rty7u8i9i7u6yrewqdef on November 17, 2023, 01:14:54 AM
-has a 400+ DP fleet
-the game is tedious without Industry skills

You're not supposed to lug around a giant death fleet, then suggest a level cap of 20 to make it a no brainer choice for yourself. Obviously the system works fine, you just need a smaller fleet.
Ehh, mostly. BOTB needs to be swapped with Officer Management. Almost all builds either want OM or Support Doctrine, but not both. Whereas almost all builds using OM or SD need BOTB.

Gunnery Implants, Energy Weapon Mastery, Ordnance Expertise, and Polarized Armor all need to be added to Teir 1 so Players that pilot their flagship don't have to waste a skill point on something they don't need.

Beyond that it is fine.
Title: Re: The currant character sheet discourages and nerfs players flying their own ship.
Post by: Megas on November 17, 2023, 04:53:29 AM
BOTB has too much.  Third s-mod and 200 (or 50%) DP minimum.  It is what a capstone should be, but none of the other capstones seem as powerful (caveat: no idea for Derelict Ops.)  Currently, almost every build I see posted has it.  Combat capstones get cheapened by officers getting them more easily than the player can.

Gunnery Implants, Energy Weapon Mastery, Ordnance Expertise, and Polarized Armor all need to be added to Teir 1 so Players that pilot their flagship don't have to waste a skill point on something they don't need.
I think both Gunnery Implants and Ordnance Expertise are overpowered and worth almost two skills (more like one-and-a-half), so being tier 2 for them is fine, although like Combat capstones, I am jealous officers can get them more easily than the player.

On the other hand, Energy Mastery is lame for beyond short-ranged energy users (beams, capitals with heavy weapons, Onslaught with TPCs) and should be changed, at least swap elite and basic so that long-ranged users are not robbed.

But I am not opposed to moving those skills, along with all tier 3 Industry skills (which do nothing for combat), to tier 1.

In particular, Industrial Planning should be tier 1.  It is a huge opportunity cost for players not after an Industry capstone to get it at tier 3, and it is likely vital for those who do not want to use AI cores in their colonies.  (Yes, almost everyone use alpha AI cores.)  Commodity demands for colonies all seem to expect the +1 from Industrial Planning.
Title: Re: The currant character sheet discourages and nerfs players flying their own ship.
Post by: Nettle on November 17, 2023, 07:49:18 AM
I think both Gunnery Implants and Ordnance Expertise are overpowered and worth almost two skills (more like one-and-a-half), so being tier 2 for them is fine, although like Combat capstones, I am jealous officers can get them more easily than the player.

Correct me if I'm wrong here, but the way I understand this is that auto-fire accuracy part of the Gunnery Implants just sets your auto-fire tracking as if you were always at 100% CR, but since you are probably going to max out CR with Crew Training and Combat Endurance it doesn't have as much value. The range bonus is great for non-SO builds, but if you are going to pilot cruisers/capitals the ECM rating from elite version will be more valuable on smaller officered hulls.
And Ordnance Expertiseis is a weird one, because it only really shines on capitals or heavy cruisers, I think there are better ways to spend 2 skill points, and I don't consider either skill to be that overpowered.
Title: Re: The currant character sheet discourages and nerfs players flying their own ship.
Post by: Megas on November 17, 2023, 08:49:57 AM
Gunnery Implants adds range (+15%) and reduces recoil spread of your weapons.  As for auto-aim, my ships do not always have 100% CR (campaign hazards, back-to-back fights and/or hangar queen, Industry junker playstyle, etc.); but I do not get Gunnery Implants for auto-aim, I get it primarily for the range, which is top-tier, although less spread makes stuff too inaccurate out-of-the-box like autocannons more usable (when combined with more recoil reduction from elsewhere).

Ordnance Expertise makes it easier to fit loadouts within dissipation budget without leaving too many mounts under-gunned or empty.  I think it shines for every ship that fires guns.
Title: Re: The currant character sheet discourages and nerfs players flying their own ship.
Post by: Princess of Evil on November 17, 2023, 09:53:27 AM
GI's other buffs are nowhere near as good as its recoil reduction, imo. Just look at the list of B weapons held back by their terrible accuracy.
Title: Re: The currant character sheet discourages and nerfs players flying their own ship.
Post by: eert5rty7u8i9i7u6yrewqdef on November 17, 2023, 11:09:40 AM
Spoiler
BOTB has too much.  Third s-mod and 200 (or 50%) DP minimum.  It is what a capstone should be, but none of the other capstones seem as powerful (caveat: no idea for Derelict Ops.)  Currently, almost every build I see posted has it.  Combat capstones get cheapened by officers getting them more easily than the player can.

Gunnery Implants, Energy Weapon Mastery, Ordnance Expertise, and Polarized Armor all need to be added to Teir 1 so Players that pilot their flagship don't have to waste a skill point on something they don't need.
I think both Gunnery Implants and Ordnance Expertise are overpowered and worth almost two skills (more like one-and-a-half), so being tier 2 for them is fine, although like Combat capstones, I am jealous officers can get them more easily than the player.

On the other hand, Energy Mastery is lame for beyond short-ranged energy users (beams, capitals with heavy weapons, Onslaught with TPCs) and should be changed, at least swap elite and basic so that long-ranged users are not robbed.

But I am not opposed to moving those skills, along with all tier 3 Industry skills (which do nothing for combat), to tier 1.

In particular, Industrial Planning should be tier 1.  It is a huge opportunity cost for players not after an Industry capstone to get it at tier 3, and it is likely vital for those who do not want to use AI cores in their colonies.  (Yes, almost everyone use alpha AI cores.)  Commodity demands for colonies all seem to expect the +1 from Industrial Planning.
[close]

I'm perfectly fine with BOTB getting nerfed so it doesn't have 200DP minimum in return for being swapped with OM. Most fleets will incorporate enough point capping frigates to ensure the full 240 can be deployed, which leaves the current 200DP bonus only being useful for niche loadouts, like the five capital fleets.

While both GI and OE are powerful, having them both on tier two reduces the flexibility of builds and makes some fleet loadouts better than others only due to how the character skills are distributed.

The most effective Officer Managment fleet loadout is the following.
5 combat skills, 4 + capstone. 6 leadership skills, three tier 1+ both tier 2 + BOTB. 3 technology skills, with the final being cybernetic Augmentation.
This leaves over exactly 1 skill point. If the player's ship needs Ordnance Expertise or Polarized Armor for the build to work, then the build can't work. If they don't need it, then they can grab another skill from the other skill branches, which will typically be Flux Regulation.
This gives 11 level 6 4 elite skill officers with three built in hullmod ships with one officer having the best piloting possible, which is the optimum loadout for Officer Managment.

An alternative to this is to drop the required combat skills for the capstone down to 3 from 4, or count tech and industry combat skills towards the combat capstone.

This is also why support Doctrine sees so little use, as it directly competes with BOTB, which is just flat out better, or you have to give up skills elsewhere. Which means OM fleets are always going to be better than SD fleets.

Likewise, don't even get me started on just how much of an ineffective meme Derelict Operations is outside of niche low DP builds.
Title: Re: The currant character sheet discourages and nerfs players flying their own ship.
Post by: Megas on November 17, 2023, 11:59:29 AM
This is also why support Doctrine sees so little use, as it directly competes with BOTB, which is just flat out better, or you have to give up skills elsewhere. Which means OM fleets are always going to be better than SD fleets.
The recent builds I have seen that have Support Doctrine also have BotB, those with Leadership 8+.

Quote
An alternative to this is to drop the required combat skills for the capstone down to 3 from 4, or count tech and industry combat skills towards the combat capstone.
I would say do both because officers do just that.  Human officers only need three for combat capstone #1 and four for capstone #2, and tech/industry skills count as much as combat toward combat capstones for them.
Title: Re: The currant character sheet discourages and nerfs players flying their own ship.
Post by: Hiruma Kai on November 18, 2023, 07:39:36 AM
The most effective Officer Managment fleet loadout is the following.
5 combat skills, 4 + capstone. 6 leadership skills, three tier 1+ both tier 2 + BOTB. 3 technology skills, with the final being cybernetic Augmentation.
This leaves over exactly 1 skill point. If the player's ship needs Ordnance Expertise or Polarized Armor for the build to work, then the build can't work. If they don't need it, then they can grab another skill from the other skill branches, which will typically be Flux Regulation.
This gives 11 level 6 4 elite skill officers with three built in hullmod ships with one officer having the best piloting possible, which is the optimum loadout for Officer Managment.

An alternative to this is to drop the required combat skills for the capstone down to 3 from 4, or count tech and industry combat skills towards the combat capstone.

This is also why support Doctrine sees so little use, as it directly competes with BOTB, which is just flat out better, or you have to give up skills elsewhere. Which means OM fleets are always going to be better than SD fleets.

Likewise, don't even get me started on just how much of an ineffective meme Derelict Operations is outside of niche low DP builds.

Out of curiosity, why not just respec and take the skill point out of officer management, turn the 2 extra officers into mercenaries, spend a couple story points to keep them on every few years (just throw it on the pile of 88+ points already spent - 10 for mentoring, 40 for officer elite skills, 33 for triple s-mod ships, and 5 for elite personal combat skills) and take Ordinance Expertise anyways?  I wouldn't really call officer management a capstone, given its benefit can be trivially duplicated with a minor story point expenditure already.

Capstone in my mind draws you down the tree for something unique which encourages a different playstyle.

Best of the Best encourages slow and tall.  It of course works with other fleet compositions, but from a reward perspective, you get the most benefit for the least work if you're running something like five 40 DP capitals, to minimize story point costs, while also fitting under the 200 DP deployment limit, and thus doesn't need the support ships to grab comm relays or other locations quickly.

Support Doctrine encourages wide, reaching the ship cap, which means low average DP, which in turn means things like a lot of frigates and destroyers.  Such a fleet doesn't really need the bonus deployment DP at the start, since it has options for fast captures.  It also saves significantly on story points given you don't need to hire mercenaries, or mentor extra officers, or put a 3rd s-mod on the ships, although you do tend to want to put 2 s-mods on the larger number of ships.

Both of those feel like capstones since they draw you towards different fleet builds.  Now we can argue the effectiveness, their actual and perceived power levels, of the skills themselves but I wouldn't want to see them moved or what kind of fleet they encourage changed.

As for Derelict operations, it is admittedly a late game skill, with very little benefit before you hit the 240 DP deployment cap, but it is the single largest buff to a 340+ DP fleet with 5 d-mods each.  Paying only 70% of the DP to deploy is huge.  It is not quite for every 2 enemy ships on the field, you have 3 of the same class, but with d-mods.  Perhaps that is niche, but I think that is encouraging a different playstyle, as I think a capstone should.
Title: Re: The currant character sheet discourages and nerfs players flying their own ship.
Post by: Nettle on November 18, 2023, 08:31:41 AM
You can reassign your skills every other battle, let alone switch BOTB for Support Doctrine or Officer Training/Cyber Augs for anything else after you are done with S-mods/levelling your underlings. This is tedious but "optimal" approach to juicing every last drop out of player skills if you feel like you really have to.
Title: Re: The currant character sheet discourages and nerfs players flying their own ship.
Post by: Megas on November 18, 2023, 08:38:37 AM
Swapping out BOTB for anything else when a bunch of ships already have third s-mods means those excess s-mods disappear without refund.  It is a huge story point cost to reinstall them back in when reassigning another time back for BOTB.

And frequent respec means less story points to indulge in things that cost 2^n SP to get.
Title: Re: The currant character sheet discourages and nerfs players flying their own ship.
Post by: Nettle on November 18, 2023, 09:05:54 AM
Swapping out BOTB for anything else when a bunch of ships already have third s-mods means those excess s-mods disappear without refund.  It is a huge story point cost to reinstall them back in when reassigning another time back for BOTB.

You are right, it was a terrible suggestion on my part to reassign BOTB.
Title: Re: The currant character sheet discourages and nerfs players flying their own ship.
Post by: eert5rty7u8i9i7u6yrewqdef on November 18, 2023, 11:19:36 AM
Spoiler
The most effective Officer Managment fleet loadout is the following.
5 combat skills, 4 + capstone. 6 leadership skills, three tier 1+ both tier 2 + BOTB. 3 technology skills, with the final being cybernetic Augmentation.
This leaves over exactly 1 skill point. If the player's ship needs Ordnance Expertise or Polarized Armor for the build to work, then the build can't work. If they don't need it, then they can grab another skill from the other skill branches, which will typically be Flux Regulation.
This gives 11 level 6 4 elite skill officers with three built in hullmod ships with one officer having the best piloting possible, which is the optimum loadout for Officer Managment.

An alternative to this is to drop the required combat skills for the capstone down to 3 from 4, or count tech and industry combat skills towards the combat capstone.

This is also why support Doctrine sees so little use, as it directly competes with BOTB, which is just flat out better, or you have to give up skills elsewhere. Which means OM fleets are always going to be better than SD fleets.

Likewise, don't even get me started on just how much of an ineffective meme Derelict Operations is outside of niche low DP builds.

Out of curiosity, why not just respec and take the skill point out of officer management, turn the 2 extra officers into mercenaries, spend a couple story points to keep them on every few years (just throw it on the pile of 88+ points already spent - 10 for mentoring, 40 for officer elite skills, 33 for triple s-mod ships, and 5 for elite personal combat skills) and take Ordinance Expertise anyways?  I wouldn't really call officer management a capstone, given its benefit can be trivially duplicated with a minor story point expenditure already.

Capstone in my mind draws you down the tree for something unique which encourages a different playstyle.

Best of the Best encourages slow and tall.  It of course works with other fleet compositions, but from a reward perspective, you get the most benefit for the least work if you're running something like five 40 DP capitals, to minimize story point costs, while also fitting under the 200 DP deployment limit, and thus doesn't need the support ships to grab comm relays or other locations quickly.

Support Doctrine encourages wide, reaching the ship cap, which means low average DP, which in turn means things like a lot of frigates and destroyers.  Such a fleet doesn't really need the bonus deployment DP at the start, since it has options for fast captures.  It also saves significantly on story points given you don't need to hire mercenaries, or mentor extra officers, or put a 3rd s-mod on the ships, although you do tend to want to put 2 s-mods on the larger number of ships.

Both of those feel like capstones since they draw you towards different fleet builds.  Now we can argue the effectiveness, their actual and perceived power levels, of the skills themselves but I wouldn't want to see them moved or what kind of fleet they encourage changed.

As for Derelict operations, it is admittedly a late game skill, with very little benefit before you hit the 240 DP deployment cap, but it is the single largest buff to a 340+ DP fleet with 5 d-mods each.  Paying only 70% of the DP to deploy is huge.  It is not quite for every 2 enemy ships on the field, you have 3 of the same class, but with d-mods.  Perhaps that is niche, but I think that is encouraging a different playstyle, as I think a capstone should.
[close]
For the first question, mercenaries are a repeated skill point investment, and I frequently need those points elsewhere, even when I'm grinding ordos for skill points. Likewise, I frequently use 1 mercenary on a civilian grade hull ship to act as a reinforcement. What that ship is depends on the run.

For BOTB, you need the 240 DP limit for fighting ~1,000,000 bounties and multiple ordos. The exception is five capital fleets specifically designed to fight at 200DP. Even then you can only fight two ordos max, or you need auxiliary ships to cap points.

Can a support doctrine ship handle double its DP in everything? As that is my requirement for good loadouts for OM fleets. From everything I've seen, the answer is no, losing the third s-mod, or paying 8 skill points kills fleet effectiveness.

Here we go.
DO costs five skill points, while this is fine for a capstone, and it is a capstone, but it is locked behind 4 skills, only two of which may be useful for a rather limited number of builds. While yes 340 DP deployed all at once is huge, it weakens the ships massively to the point where it can't handle 240 DP or more of enemy ships that have level 6+ officers and three S-mods, i.e. a ~1,000,000 bounty.
Which means on average you lose three skill points for it, in return for a fleet that is far weaker than SD or OM.
It's not worth it unless you are using 1 or 2 ships for niche story point farming builds.
Title: Re: The currant character sheet discourages and nerfs players flying their own ship.
Post by: SCC on November 19, 2023, 04:52:15 AM
Gunnery Implants, Energy Weapon Mastery, Ordnance Expertise, and Polarized Armor all need to be added to Teir 1 so Players that pilot their flagship don't have to waste a skill point on something they don't need.
You can already take other tier 1 skills to skip those.

About Support Doctrine, I think its biggest issue is that you start with 8 officers. You can avoid putting your officers on your biggest ships where they will have the most impact, but SD is not a good enough reason to do so. Your average officered ship only needs to be of 15 DP to comprise half of your force at max deployment cap of 240. If you use stronger ships, don't start with 240 DPs or have more officers, there's even less of a reason to use SD.
Title: Re: The currant character sheet discourages and nerfs players flying their own ship.
Post by: Megas on November 19, 2023, 05:12:25 AM
If there was a reason for me to take Support Doctrine, it would be to have a fleet without (inflexible) officers because raising them to fit a ship (then firing and raising more when I change the fleet) is tedious and painful.  However, the flagship costing full price because fleet commander cannot be dumped hurts if I want to pilot one of the two 60+ DP ships, Paragon or especially Ziggurat.

If I want to fit more ships, I am probably better off taking BotB to start with 200 DP instead of 160 DP.

You can already take other tier 1 skills to skip those.
Tier 1 in Tech and Industry are campaign-only skills.  (Field Repairs is useful for healing armor and hull between rounds in multi-round combat, though.)  You need to take Navigation or Sensors for Gunnery Implants or Energy Mastery, and one of the three tier 1 Industry skills for Ordnance Expert or Polarized Armor.

It seems like eert5 does not want to take any campaign QoL skills at tier 1 for the tier 2 skills, especially when officers do not need to.
Title: Re: The currant character sheet discourages and nerfs players flying their own ship.
Post by: kenwth81 on November 19, 2023, 06:36:09 AM
You pick a build that doesn't help you to fly the flagship at all and complain it doesn't help you to fly the flagship at all ...
You could but you don't want to.

More accurately combat build encourage you to fly your flagship (unless you are terrible pilot), being significantly more effective. Fleet build don't.

Title: Re: The currant character sheet discourages and nerfs players flying their own ship.
Post by: Megas on November 19, 2023, 07:12:28 AM
Player needs a fleet unless he pilots the few overpowered cheese ships like some phase ships, but even those are not as optimal as a good fleet.  Fleet should be boosted too.
Title: Re: The currant character sheet discourages and nerfs players flying their own ship.
Post by: kenwth81 on November 19, 2023, 09:35:53 AM
Player needs a fleet unless he pilots the few overpowered cheese ships like some phase ships, but even those are not as optimal as a good fleet.  Fleet should be boosted too.


It's okay to play "sub-optimal" builds.

Or Are people all fighting 5x Ordos Fleet that they absolutely need the most optimal build? :-\
Title: Re: The currant character sheet discourages and nerfs players flying their own ship.
Post by: Hiruma Kai on November 19, 2023, 11:26:25 AM
For the first question, mercenaries are a repeated skill point investment, and I frequently need those points elsewhere, even when I'm grinding ordos for skill points. Likewise, I frequently use 1 mercenary on a civilian grade hull ship to act as a reinforcement. What that ship is depends on the run.

Fair enough.  Everyone values story points different based on their in game goals.

For BOTB, you need the 240 DP limit for fighting ~1,000,000 bounties and multiple ordos. The exception is five capital fleets specifically designed to fight at 200DP. Even then you can only fight two ordos max, or you need auxiliary ships to cap points.

Can a support doctrine ship handle double its DP in everything? As that is my requirement for good loadouts for OM fleets. From everything I've seen, the answer is no, losing the third s-mod, or paying 8 skill points kills fleet effectiveness.

Why do you need 240 DP and BotB to fight Tesseract bounties?  I just slapped together a support doctrine fleet and beat one with only 220 DP deployed on the very first try (although, I did lose an Omen and a Medusa - on the other hand, they are cheap to restore).  See attached screenshots.  The fight was never in doubt, given 8 officered Monitors as the front line.  Just base 8 level 5 officers with 1 elite skill (field modulation), plus player with 7 combat skills in a Doom (mostly for clearing the fighters at the end).  Support doctrine is almost tailor made for frigate/destroyer wolfpacks.   Although, I need to remember to change Doctrine aggression to 3 or 4 when using SO ships, since they defaulted to Steady in this particular fight, which is less than optimal for SO ships.  But still worked fine.


Here we go.
DO costs five skill points, while this is fine for a capstone, and it is a capstone, but it is locked behind 4 skills, only two of which may be useful for a rather limited number of builds. While yes 340 DP deployed all at once is huge, it weakens the ships massively to the point where it can't handle 240 DP or more of enemy ships that have level 6+ officers and three S-mods, i.e. a ~1,000,000 bounty.
Which means on average you lose three skill points for it, in return for a fleet that is far weaker than SD or OM.
It's not worth it unless you are using 1 or 2 ships for niche story point farming builds.

I'm pretty sure there are also examples of derelict operations fleets beating stuff here.  CapnHector even has a derelict operation fleet with only 66 DP deployed killing a double Ordo.  You can see it in: https://fractalsoftworks.com/forum/index.php?topic=27808.0.  I'm pretty sure if you scale that up to 240 DP, it will have no problem farming a double Ordo or farming Tesseracts.

The game isn't so hard that you need the absolute strongest possible fleet to beat the end game challenges, at least in this iteration.

About Support Doctrine, I think its biggest issue is that you start with 8 officers. You can avoid putting your officers on your biggest ships where they will have the most impact, but SD is not a good enough reason to do so. Your average officered ship only needs to be of 15 DP to comprise half of your force at max deployment cap of 240. If you use stronger ships, don't start with 240 DPs or have more officers, there's even less of a reason to use SD.

Well, that just makes it encourage fleets with less than 15 DP average per ship.  Like destroyer/frigate wolfpacks, which you don't generally see otherwise, because of that base line set of officers.  A high tech pack of Medusa, Omens, and Monitors will be well below that average, for example.  But it is a perfectly workable setup with Support Doctrine.

[attachment deleted by admin]
Title: Re: The currant character sheet discourages and nerfs players flying their own ship.
Post by: Megas on November 19, 2023, 11:41:46 AM
It's okay to play "sub-optimal" builds.
I highly disagree with this if the player is not intentionally building a challenge fleet.

It is annoying that Leadership is a must for a standard or conventional fleet (similar to what a human NPC faction might use).
Title: Re: The currant character sheet discourages and nerfs players flying their own ship.
Post by: eert5rty7u8i9i7u6yrewqdef on November 19, 2023, 01:05:06 PM
You pick a build that doesn't help you to fly the flagship at all and complain it doesn't help you to fly the flagship at all ...
You could but you don't want to.

More accurately combat build encourage you to fly your flagship (unless you are terrible pilot), being significantly more effective. Fleet build don't.
The problem is that if you don't need Ordnance Expertise or Polarized armor, you can get the optimal 11 commander fleet loadout. 5 combat, 6-7 leadership, 3-4 technology.
If you need either of the above two skills, you can't get the optimum due to them costing two skill points. Which means most low tech and midtech 11 commander fleet loadouts suffer because of this. I always fly my own flagship and play fleet commander.

Player needs a fleet unless he pilots the few overpowered cheese ships like some phase ships, but even those are not as optimal as a good fleet.  Fleet should be boosted too.


It's okay to play "sub-optimal" builds.

Or Are people all fighting 5x Ordos Fleet that they absolutely need the most optimal build? :-\
Late game you start fighting near 1,000,000 credit human bounties from high importance contacts. Thier fleet comps are actually decent, frequently have 10 pure level 7 officers, and three s-mods on their ships. Thier fleet compositions range anywhere from okay, to very good. They're typically not as dangerous as the tesseract ordo, but sometimes are more dangerous. Also, for ordo hunting purposes.
Changing skill arrangements so that other fleet compositions are equally as powerful as my above response to you makes the game more fun for those of us that play well into the late game, and for those that mod their game to be harder as it opens up the number of viable builds. All while having either no effect, or beneficial effects on players that want to play with "sub-optimal" builds.

Spoiler
For the first question, mercenaries are a repeated skill point investment, and I frequently need those points elsewhere, even when I'm grinding ordos for skill points. Likewise, I frequently use 1 mercenary on a civilian grade hull ship to act as a reinforcement. What that ship is depends on the run.

Fair enough.  Everyone values story points different based on their in game goals.

For BOTB, you need the 240 DP limit for fighting ~1,000,000 bounties and multiple ordos. The exception is five capital fleets specifically designed to fight at 200DP. Even then you can only fight two ordos max, or you need auxiliary ships to cap points.

Can a support doctrine ship handle double its DP in everything? As that is my requirement for good loadouts for OM fleets. From everything I've seen, the answer is no, losing the third s-mod, or paying 8 skill points kills fleet effectiveness.

Why do you need 240 DP and BotB to fight Tesseract bounties?  I just slapped together a support doctrine fleet and beat one with only 220 DP deployed on the very first try (although, I did lose an Omen and a Medusa - on the other hand, they are cheap to restore).  See attached screenshots.  The fight was never in doubt, given 8 officered Monitors as the front line.  Just base 8 level 5 officers with 1 elite skill (field modulation), plus player with 7 combat skills in a Doom (mostly for clearing the fighters at the end).  Support doctrine is almost tailor made for frigate/destroyer wolfpacks.   Although, I need to remember to change Doctrine aggression to 3 or 4 when using SO ships, since they defaulted to Steady in this particular fight, which is less than optimal for SO ships.  But still worked fine.


Here we go.
DO costs five skill points, while this is fine for a capstone, and it is a capstone, but it is locked behind 4 skills, only two of which may be useful for a rather limited number of builds. While yes 340 DP deployed all at once is huge, it weakens the ships massively to the point where it can't handle 240 DP or more of enemy ships that have level 6+ officers and three S-mods, i.e. a ~1,000,000 bounty.
Which means on average you lose three skill points for it, in return for a fleet that is far weaker than SD or OM.
It's not worth it unless you are using 1 or 2 ships for niche story point farming builds.

I'm pretty sure there are also examples of derelict operations fleets beating stuff here.  CapnHector even has a derelict operation fleet with only 66 DP deployed killing a double Ordo.  You can see it in: https://fractalsoftworks.com/forum/index.php?topic=27808.0.  I'm pretty sure if you scale that up to 240 DP, it will have no problem farming a double Ordo or farming Tesseracts.

The game isn't so hard that you need the absolute strongest possible fleet to beat the end game challenges, at least in this iteration.

About Support Doctrine, I think its biggest issue is that you start with 8 officers. You can avoid putting your officers on your biggest ships where they will have the most impact, but SD is not a good enough reason to do so. Your average officered ship only needs to be of 15 DP to comprise half of your force at max deployment cap of 240. If you use stronger ships, don't start with 240 DPs or have more officers, there's even less of a reason to use SD.

Well, that just makes it encourage fleets with less than 15 DP average per ship.  Like destroyer/frigate wolfpacks, which you don't generally see otherwise, because of that base line set of officers.  A high tech pack of Medusa, Omens, and Monitors will be well below that average, for example.  But it is a perfectly workable setup with Support Doctrine.
[close]
It's for the near 1,000,000 human bounties. I've only seen 960,000 personally, but I've seen other players fighting more. Most of them are around 240DP, ten level 7 officer, and three s-mods.
Even so most of them are weaker than the tesseract bounty. Key phrase here, most of them.
Some are optimal enough that they will kill player fleets that can perfectly beat the tesseract bounty.

As for derelict operations, you just posted the niche for it. Yes, they can kill double ordos, but they will struggle against anything more than that as it will not expand efficiently. The video you are talking about makes use of mercenary officers to get around the issue of not having officer training. Furthermore, the d-mods are hand picked to be optimal. While save scumming works it is far more costly than save scumming for optimal officers as you pay crew, and supplies for every new d-mod.
The only place it has a niche outside of this area is with a fleet of pure capitals, but hull restoration typically outshines it due to HRs CR boost.
Title: Re: The currant character sheet discourages and nerfs players flying their own ship.
Post by: JanJan on November 19, 2023, 01:19:04 PM
For some of the logistics skills like Makeshift Equipment (percentage maintenance cost reduction), Containment Procedures (percentage fuel cost reduction) and the leadership skills, I've got two thoughts:

Option 1: think it would be pretty convenient if those could be hullmods, or better yet built-in hullmods like salvage gantry's; there's already the Ox-class tug that gives a fleet-wide bonus to speed, so a dedicated logistics hull ship that affects things like that could be neat.

Maybe a similar concept to an Ox but a larger hull size with a built-in hullmod that streamlines the drive bubble (lore-wise) and adds a percentage fuel cost reduction?

And a larger salvage-rig-like logistics vessel (a dedicated fleet tender vessel perhaps) that has a built-in hullmod which reduces your maintenance costs by a percentage, with hull-size and stacking considerations taken into account in the calculations.

A change could also be made to the command-center hullmod (one that improves command point recovery), since that is somewhat anemic in my opinion; maybe hullmods that implement some of the leadership skills could be moved there, or to similar alternate hullmods?

For sensors phase-ships exist, and High-resolution sensors also exists for improving your sensor range, which works more or less as intended imo.

Option 2: Logistics officers and Bridge Staff. Essentially officers you can have in your fleet who can pick those skills or variants of those skills, letting you spec into other things. Not sure if they should be part of the existing officer limit or have a different count though.

To summarise, moving those "affects your entire fleet tremendously and only you can do it" skills and de-centralizing them, so that if you still want those you have to invest in it somewhere else, freeing up your character to be the unkillable super god-warrior with all elite combat skills you dreamed of without being annoyed remembering your other character's Wish.com-tier maintenance costs.

I understand there is a story-telling idea to it; 'will you choose to be the fleet's commander and logistician, or it's ace?'. There's also an element of promoting multiple play-throughs I guess, so that you aren't doing everything on one character. But as it is you could have 8 combat aces in your fleet as officers if you want who can do almost everything your god-warrior with max elite skills can, but not a single one of them can figure out how to use less toilet paper to save on supplies.

Also a slight shout-out to Hull Restoration in the logistics tree as well; maybe when you store ships at a world that has an orbital works with a pristine nanoforge on it, there can be a chance of said repairs being done to them every month? Oh and, I really think Automated Ships should be a storyline unlock the way gate travel is :X

I've looked at seeing if I can do Option 1 through modding (by looking at MakeshiftEquipment.java, and DriveFieldStabilizer.java to figure out how a hullmod affects campaign layer stuff), and so far the api seems like it might work, but I'm curious to see if there are any changes to the officer system before I throw myself into fiddling with it.
Title: Re: The currant character sheet discourages and nerfs players flying their own ship.
Post by: Thaago on November 19, 2023, 03:33:09 PM
Support Doctrine: It is my favorite skill thematically, but it lost a little power in the last patch because of how powerful custom tailored S mods are. It is still a good skill imo, especially in the early game for a more commandery type player to rush, because it gives all of its benefits without a single story point needed, and because it significantly raises the power of the player fleet without raising its apparent size for bonus XP calculations. (I believe a 'level 3' officer counts as 18.75 DP worth of ships? Its been a while and the last reference I found was a few years old on the calculation).

I feel like this is what Support Doctrine was designed for, no?  Now it is possible support doctrine isn't strong enough to support this playstyle generally, but it doesn't strike me as that much weaker than an officer centric style.
To be fair, you have to go against the intent behind the majority of the Leadership skills (which either buff officers specifically, or all ships (including officers)) to get the most out of SD. I also don't think relying on SD is as good as regular officer usage, simply because you get so many officers for free.
...

I agree that its value would be higher if there were fewer default officers. Especially with mercenaries (and possibly AI ships) it is not hard to fill a fleet out completely with officers.

In terms of the synergy behind Leadership and SD though for deploying un-officered ships, I don't see a conflict. Crew Training of Tactical Drills buff everything; Coordinated Maneuvers want enough officers to max out the bonus and then buff everything; Carrier Group and Fighter Uplink are better with officers, so there is a strike against using unofficered ships there, but they are still pretty good without officers on them.

Wolfpack Tactics is special because it relies on officers in small ships. This both helps to max out the Coordinated Maneuvers bonus faster and leaves more DP free for unofficered ships to be boosted by SD. It only takes 3 frigates + 1 other officer and the player in any ships to max out the bonus though, so going 'all in' on Wolfpack + SD is not needed. Having fewer officers available would make this combo better (in general coordinated maneuvers is too easy to max out imo).

So for a Leadership build going for using a bunch of unofficered ships, something like Crew Training, Coordinated Maneuvers, Wolfpack Tactics, Officer Training, then Support Doctrine would work well. The officers go in high performance frigates and turn them into murder machines, the unofficered ships get the full suite of leadership bonuses (+40% speed, +60% maneuvering, +10% damage done, -10% shield/armor damage taken, -35% hull damage taken, +50% repair rate on weapons/engines, top accuracy, -10% fighter refit time (and other 100% CR bonuses on the fighters themselves), more CR/slower degredation, and -20% DP).
Title: Re: The currant character sheet discourages and nerfs players flying their own ship.
Post by: Candesce on November 19, 2023, 03:54:02 PM
(in general coordinated maneuvers is too easy to max out imo)
... Really?

I've found Nav Relays easy enough to fit into my fleets, and making Coordinated Maneuvers harder to trigger would make it that much more tempting to just do that and save the skill point. Not like Command doesn't have a whole bunch of other interesting options to choose from.
Title: Re: The currant character sheet discourages and nerfs players flying their own ship.
Post by: kenwth81 on November 19, 2023, 11:24:20 PM
It's okay to play "sub-optimal" builds.
I highly disagree with this if the player is not intentionally building a challenge fleet.

It is annoying that Leadership is a must for a standard or conventional fleet (similar to what a human NPC faction might use).

Your build is suboptimal. It is like disagreeing with yourself.  ???


Late game you start fighting near 1,000,000 credit human bounties from high importance contacts. Thier fleet comps are actually decent, frequently have 10 pure level 7 officers, and three s-mods on their ships. Thier fleet compositions range anywhere from okay, to very good. They're typically not as dangerous as the tesseract ordo, but sometimes are more dangerous. Also, for ordo hunting purposes.
Changing skill arrangements so that other fleet compositions are equally as powerful as my above response to you makes the game more fun for those of us that play well into the late game, and for those that mod their game to be harder as it opens up the number of viable builds. All while having either no effect, or beneficial effects on players that want to play with "sub-optimal" builds.


The current skill system was created with intention of discouraging people picking the "best" build and allowing more diversity. That didn't work. As expected, people who pick the "best" build would continue to do so.

I don't consider elite bounties or tesseract ordo a threat. They might kill one or 2 ships but they can't possibly win vs my fleet. On a good day, I don't lose anything.
Another victory! My fleet is still standing, while theirs is gone. Hooray!
Since I don't see how it couldn't be done, it is not even a proper excuse.

You need to win battle but it doesn't matter how you do it.  ;)

How would players of non-optimized or sub-optimal builds win battle if the game doesn't allow other viable playstyle? A harder game doesn't mean a no in most cases.
Title: Re: The currant character sheet discourages and nerfs players flying their own ship.
Post by: Kohlenstoff on November 20, 2023, 09:18:41 AM
Quote
The current skill system was created with intention of discouraging people picking the "best" build and allowing more diversity. That didn't work. As expected, people who pick the "best" build would continue to do so.

Actually the current system has multiple "best" builds depending on tactics and ships. And all of these do work with only small differences. During my current playthrough i changed my skills and focus several times on different ships and weapons. Despite my maximized flagship focus i still know several good skillsets to use. Others with command and officer focus know other sets. I think this game has a quite balanced skill three with only few "a bit better than the others" options.
Title: Re: The currant character sheet discourages and nerfs players flying their own ship.
Post by: Megas on November 20, 2023, 10:28:25 AM
Your build is suboptimal. It is like disagreeing with yourself.  ???
Yes, I played with suboptimal build before.  No, I did not intentionally want a challenge build.  If I wanted to get any Leadership like nearly every top-performing build posted, I need to dump either the high-tier special campaign skills (Tech/Industry) or flagship stuff (Combat).  Combat/Tech/Industry is suboptimal, and I do not like it.
Title: Re: The currant character sheet discourages and nerfs players flying their own ship.
Post by: Hiruma Kai on November 20, 2023, 11:17:42 AM
Hi JanJan, welcome to the forums. 

For some of the logistics skills like Makeshift Equipment (percentage maintenance cost reduction), Containment Procedures (percentage fuel cost reduction) and the leadership skills, I've got two thoughts:

Option 1: think it would be pretty convenient if those could be hullmods, or better yet built-in hullmods like salvage gantry's; there's already the Ox-class tug that gives a fleet-wide bonus to speed, so a dedicated logistics hull ship that affects things like that could be neat.

I'd point that those skill effects already are in hullmod form on a per ship basis.  The Efficiency Overhaul hullmod does both.  And indirectly in the form of Expanded Cargo holds and Auxiliary Fuel Tanks (needing only 1 logistic ship instead of two because of more capacity also saves resources).  A built-in hullmod for global less supplies is mostly a reskin of Salvage Gantry already.  One decreases how much you spend, while the other increases how many you earn.  I feel like there isn't a need for both since at the end of the day, after you've spent a month salvaging or fighting, you'd be at the same amount of supplies with either method.

A hullmod that makes a logistic ship into a better Ox, i.e. more speed for less fuel, seems like it would obsolete the Ox itself, which seems not ideal.  Also, I'm guessing Alex intends the high fuel cost and ship slot of the Ox to offset the benefit of higher fleet speed.  Otherwise everyone would be running around with 10 of the things.

In general, if you're moving global campaign skills to logistic ships, and one wants to keep the same level of difficulty, that means reducing the maximum number of skills.  So if all the leadership skills are just ship slots, then the player only gets 5 or 10 skill points to keep the same difficulty curve.  Also, since ship slots and credits are much available than skill points right now, a player would typically include all these logistic ships in every fleet, no?  Would you be decreasing the ship slots along with these changes?  Down to something like 15 or 10?  Or would every player fleet simply include 1 of each of these leadership replacing logistic ships, since there are not any significant downsides?  I'd worry some variety in fleet builds would disappear.

And a larger salvage-rig-like logistics vessel (a dedicated fleet tender vessel perhaps) that has a built-in hullmod which reduces your maintenance costs by a percentage, with hull-size and stacking considerations taken into account in the calculations.

In some sense, Salvage Rigs can be viewed as reducing your net cost by finding more supplies in per fight and per exploration, and naturally scales with fight size.  A global supply reduction, which is based off a logistics ship, while thematic, I think overlaps a bit too much with the currently existing Salvage Rig concept.  It would have to be like the Ox or Salvage rig, bringing little but it's global bonus.  And it would be presumably designed to work only for large fleets, because any global percentage discount that was worthwhile in small fleets would be excessive for a large one for the effort involved.  Basically every end game fleet would have to have one or more, or else you're being inefficient.

Option 2: Logistics officers and Bridge Staff. Essentially officers you can have in your fleet who can pick those skills or variants of those skills, letting you spec into other things. Not sure if they should be part of the existing officer limit or have a different count though.

To summarise, moving those "affects your entire fleet tremendously and only you can do it" skills and de-centralizing them, so that if you still want those you have to invest in it somewhere else, freeing up your character to be the unkillable super god-warrior with all elite combat skills you dreamed of without being annoyed remembering your other character's Wish.com-tier maintenance costs.

Mechanically, what do you see as the difference between using a limited set of points to pick certain pictures on the skill screen to get certain permanent bonuses, and having a limited pool of bridge officer slots, and picking a picture on the bridge officer hiring screen to get certain permanent bonuses?  Isn't this just a different way of splitting skill points into personal and fleet pools, and reducing the ability to swap points between them?  So would you have like 8 bridge slots and limit the player to 7 combat skills, to maintain the same level of difficulty?

The suggestion of sharing these bridge slots with the current officer pool I haven't seen before.  I have heard the suggestion of having an officer be the ship captain instead of the player, and using said officer ship bonuses, but converting an officer slot to a fleet wide bonus is new to me.  Not sure how it would work out.  Probably would depend on stacking effects and how strong the individual effects were.  I need to think about the ramifications more.

I've looked at seeing if I can do Option 1 through modding (by looking at MakeshiftEquipment.java, and DriveFieldStabilizer.java to figure out how a hullmod affects campaign layer stuff), and so far the api seems like it might work, but I'm curious to see if there are any changes to the officer system before I throw myself into fiddling with it.

I'd look at the Efficiency Overhaul hullmod for the equivalent of Makeshift Equipment and Containment Procedures, for a ship specific version.  As for global bonuses, yeah looking at the skills themselves is probably the way to go.
Title: Re: The currant character sheet discourages and nerfs players flying their own ship.
Post by: eert5rty7u8i9i7u6yrewqdef on November 20, 2023, 01:55:44 PM
I'm pretty sure at this point you're just trolling, but I will nevertheless respond to you like you aren't.
The current skill system was created with intention of discouraging people picking the "best" build and allowing more diversity. That didn't work. As expected, people who pick the "best" build would continue to do so.
Between the way that officers and s-mods work, it appears it was based on long term planning. As in the player is supposed to look at what ships and skill are available and plan their build from the start. The issue is, some builds are flat out worse for no reason, my suggestions are all centered around making those worse builds better to bring them inline with the current optimums. That is how you actually allow more diversity.

I don't consider elite bounties or tesseract ordo a threat. They might kill one or 2 ships but they can't possibly win vs my fleet. On a good day, I don't lose anything.
Another victory! My fleet is still standing, while theirs is gone. Hooray!
Since I don't see how it couldn't be done, it is not even a proper excuse.
Right up until your fleet hits a 1,000,000 credit pure carrier bounty. You lack PD, and despite how powerful the monitor is, it's not going to be able to save your Medusas from fighter spam. The only real means you have of dealing with fighters is your flagship, and the Omens. Omens are poor PD even with officers due to their short range and poor hull and armor, and you can't be everywhere.
The Tesseract Ordo you fought was an easy one, it lacked carriers, and it lacked a Radiant. Had it had either, you would have sustained serious losses, and had it had both, you probably would have lost or nearly lost.
Beyond this, if you fought a heavy Paragon bounty that spammed Tachyon Lances, or a Phase ship bounty that had a large volume of Harbingers (even as bad as they are) you would sustain extreme losses.
This is what I'm talking about. There are major drawbacks in your fleet composition, and if you run into a well designed enemy fleet that counters them, you will lose or nearly so. You need every advantage you can get when going against such fleets.
Your skills are part of the problem, you require helmsmanship even though it's barely useful. If it wasn't required for system expertise, and or officer management and best of the best was swapped, you would be able to afford to get BOTB, s-mod one of you hullmods, and have enough OP for more PD, Hardened shields if the Medusas already don't have them, or reinforced bulkheads so that the monitors don't get instantly popped when their shields go down.

How would players of non-optimized or sub-optimal builds win battle if the game doesn't allow other viable playstyle? A harder game doesn't mean a no in most cases.
This is why I think you're trolling. I'm trying to increase the total number of viable or efficient builds, not decrease it. Likewise, I never said to make the game harder.
It could just be your grammar making me mistake why you're trying to say, however.
Title: Re: The currant character sheet discourages and nerfs players flying their own ship.
Post by: Zumberge on November 20, 2023, 04:02:20 PM
Silly idea: What if skills in non-Combat trees (i.e. Leadership, Technology, Industry) had smaller, related flagship bonuses, such that you still get a benefit to piloting your own ship, but less so than picking pure Combat with an equivalent amount of skill points?  As in, with 10 to 15 non-Combat skills you'd be on par with an officer with 5 combat skills?  It's based off of what I've seen in team-based games with choices of perks that either entirely benefit you, or only give you a little bit but give your team more, and if you wanted a lore explanation I suppose it would involve the captain applying what they know to their ship first-hand with Protagonist Power making it just a little bit better.

It's not a perfect solution right out of the box and feels like it's making things a bit complex, but the rough idea is there.

(Really hope nobody said something like this in the thread 'cause I just skimmed it.  Apologies in advance if it's redundant.)
Title: Re: The currant character sheet discourages and nerfs players flying their own ship.
Post by: Hiruma Kai on November 20, 2023, 05:38:45 PM
Right up until your fleet hits a 1,000,000 credit pure carrier bounty. You lack PD, and despite how powerful the monitor is, it's not going to be able to save your Medusas from fighter spam.

That was my fleet, not kenwth81's, so I think you may be confusing posters.  Although, I admit I'm also a bit confused.  A player piloted Doom is more than capable of neutralizing the entire first wave of carrier spam fleet by itself.  All it needs to do is fly forward of the rest of the fleet, attract the first wave, and then put mines in their path.  The AoE is quite big, and the HE damage will basically kill any fighter in 2 hits (shielded ones can go into overload on the 1st).

The only real means you have of dealing with fighters is your flagship, and the Omens. Omens are poor PD even with officers due to their short range and poor hull and armor, and you can't be everywhere.

I mean, that is why I picked the Doom to go with that fleet.  To eliminate the Tesseract fighters quickly and cleanly.  Now Medusa with Heavy Blasters and Ion Pulsars will kill a fighter wing around them, but it isn't nearly as fast as I'd like against Tesseracts.  Monitors can also do some damage to fighters, but when they are tanking direct fire ships, they don't do fire their Flak cannons much.  Against a fighter/bomber swarm though, they tend to fire at least intermittently, because the swarm doesn't do anywhere near enough damage to raise their flux up.  A single Monitor can comfortably tank an Astral's worth of fighters and bombers.  I have more Monitors than any customized fleet is going to have Astrals.

I admit Omens don't armor or hull tank, but that is made up by their shield tanking capability.  Those particular omens had 6325 flux capacity and 0.43 damage ratio.  That shield tanks better than some low tech capitals.  So I use Omens as general purpose survivors, with their 14,500 effective damage capacity shields.  They happen to be good at disabling enemy ships as they surround the enemy.  Their ability to disable some missiles and fighters is just bonus.  I used them instead of another Medusa was just for more bodies on the field, so as to leverage Support Doctrine a bit more (i.e hit 27 ships).

Essentially it boils down to the fact I had 25 ships on the field (220 DP deployed).  It could go as high as 27 if I can bother to issue orders after the first minute.  That is more ships than in the entire enemy fleet (which it can't deploy all at once in any case).  And they are all fast and even the weakest shield tank is roughly on par with a mid-line cruiser.  I don't really need to worry about them dying too much, so I just need to have them pair off 1 by 1, and then gang up on the left overs, and then snowball.

Admittedly, in iron man campaign games, if I'm even the least bit concerned about losing ships, I will deploy solo without the rest of my fleet (usually in a Doom, Odyssey, or Radiant plus Afflictor neural link), forcing the enemy to focus on me, effectively being "everywhere" that matters, thin the ranks a bit (kill off fighter waves, destroy the initial frigate and destroyer waves), and then deploy the fleet with massive numerical superiority, while also catching their fleet on my side of the map.

The Tesseract Ordo you fought was an easy one, it lacked carriers, and it lacked a Radiant. Had it had either, you would have sustained serious losses, and had it had both, you probably would have lost or nearly lost.

It was the Tesseract Ordo I had available in a save already.  I unfortunately didn't have a harder one handy.

Do you happen to have a save with a harder Tesseract Ordo, or perhaps one of these specialized human bounty fleets, because I don't have time this holiday period to get to one the campaign way.  Or maybe someone knows the function calls to spawn Tesseract + Ordo fights in Console Commands?  If not, we'll just have to disagree in our assessments of my personal flying capabilities, as I think my success rate would be quite good against a Radiant heavy ordo, a fighter spam fleet or even a phase fleet.

Radiant doesn't change things much, mostly because that means there are 20 DP fewer elsewhere on the field.  Which means I get to isolate the Radiant and bring an extra 2 Medusa along for the fun compared to the Nova.  Doom plus at least one other ship can tag team a Radiant down very comfortably.  To be honest, 4x Radiant would probably be quite easy, given that is like 2 Monitors, 3-4 Medusa, and 0-1 Omens per Radiant.  Just need to distract with monitors and pull them away, surround, disable with ion, and kill.  I can just chill in the back with my Doom.

The crazy thing about a wolfpack Support Doctrine fleet is you outnumber the enemy, instead of like every other officer limited fleet where it is always the other way around.  It suddenly means your ships don't need to be able to survive two on one.   They just need to survive one on one (Monitor vs a Nova or a Tesseract).  Some of them even end up one on two (I've got two Medusa for every single Harbinger a phase fleet might bring).  Or one on six in the case of Radiants.

This is what I'm talking about. There are major drawbacks in your fleet composition, and if you run into a well designed enemy fleet that counters them, you will lose or nearly so. You need every advantage you can get when going against such fleets.
Your skills are part of the problem, you require helmsmanship even though it's barely useful. If it wasn't required for system expertise, and or officer management and best of the best was swapped, you would be able to afford to get BOTB, s-mod one of you hullmods, and have enough OP for more PD, Hardened shields if the Medusas already don't have them, or reinforced bulkheads so that the monitors don't get instantly popped when their shields go down.

I didn't require helmsmanship.  I actually forgot to swap it for Elite Impact Mitigation, because I was in a rush.  Even without that skill, it would have been fine.  The three key skills for a Doom are Elite Field Modulation, base Systems Expertise, and Phase Coil Tuning.  Everything else are just nice to haves for the Doom, especially for a support Doom as I was flying.

System Mastery on a Doom does in fact turn it into fleet scale fighter killer.  Besides any given Monitor's shields really don't get stressed when there are 8 of them.  I attach screenshots of the builds.  Which looking at I made a number of mistakes.  Should have used front shield instead of extended shield for example, to save an OP for flux dissipation.  But I literally slapped the fleet together with Console Commands in a few minutes, and the fight was no where near close.

At the end of the day, I find System Expertise more valuable to the fleet than Best of the Best, not to mention I value my time a lot more than to go grind in an actual campaign for another 27 story points (even if it really is only 13.5 more because of the XP bonus return).  As it was this was already a little over how many story points I would naturally earn on the way to level 15.  56 vs 54 + 7 + 16 = 77.  I would never bother earning 104 story points in a real campaign.  20 over is already pushing it.

I simply don't need the 3rd s-mod for this fleet to work.  And that is build diversity.  Turning every single fleet into a triple s-mod fleet is the opposite of diversity.  To promote diversity, you make other skills which are not up to the right power level more valuable, not make every single good build in existence take this one skill.  If my assessment were that not taking Best of the Best was literally a mistake and that every build absolutely must have it to work, then instead of moving it lower in the tree, I'd be advocating for its removal and change the game so its effects were default.  Alternatively, reduce the effectiveness of the skill (or replace it entirely) and change the overall difficulty level down.  However, that is not my assessment.

You seem to think I was fighting on the very edge for survival and any change in conditions will doom the fleet (pun intended), but it was done in a quick and sloppy way, in a single take, with fairly light orders to Monitors to eliminate targets I wanted distracted.  In addition to the not perfect builds, I forgot to change my doctrinal setting to aggression 3, so all those SO Medusa?  They were only steady personality and let enemy ships live longer than they really needed to.

[attachment deleted by admin]
Title: Re: The currant character sheet discourages and nerfs players flying their own ship.
Post by: kenwth81 on November 20, 2023, 05:45:18 PM

This is why I think you're trolling. I'm trying to increase the total number of viable or efficient builds, not decrease it. Likewise, I never said to make the game harder.
It could just be your grammar making me mistake why you're trying to say, however.

Disagreeing is not trolling. I consider falsely accusing someone of being a troll disrespectful and offensive, potentially defamatory and slander, my good sir.
Title: Re: The currant character sheet discourages and nerfs players flying their own ship.
Post by: FooF on November 20, 2023, 06:28:51 PM
This idea is only half-baked but I wonder if Combat Skills wouldn't be more attractive if Fleetwide skills were less instantly effective. This ties into an idea I've had for awhile that is essentially a very much watered-down version of Starship Legends.

For the first part, individual ships earn XP and veterancy. I'll probably start another thread regarding this and how envision the mechanics but suffice to say, you'd have Standard, Experienced, Veteran and Elite levels. As the ship gains veterancy, it gets small combat buffs from a small pool of options tied to its hull size, tech type, hull type, and ship system (generally in that order). Officers and their skills overlay on top of veterancy buffs but are independent from it (capstone Combat Skills might require level 3 veterancy). Leveling up your ships means they are more effective than baseline but even Elite ships with a ton of fleet skills are not substitutes for high-end Officered ships.

How this plays into the Leadership Tree is that Leadership skills give bonuses based on ship veterancy. Crew Training, for example, gives 5/10/15/15*% CR based on ship veterancy level. Coordinated Maneuvers gives 60/80/100/100*% of its speed bonus based on veterancy, and so on. (* because Elite ships only count as 1/2 their full value against the 240 DP or Flight Deck limitations). The capstone skills could remain unchanged but I imagine there could be some interesting bonuses that tie into veterancy levels. One caveat is that I don't see Logistic ships needing Veterancy so Leadership skills essentially work as they do currently for them. If you want to try fly your Buffalo into battle, be my guest, but I don't recommend it!

This has a two-fold effect on Skills. First, Combat Skills feel more competitive earlier. +10/20/30% Damage from Target Analysis looks a lot sexier, relatively speaking, than +3/4/5/5*% damage from Tactical Drills spread over 3-4 ships. That is to say, Combat Skills are immediate, impactful upgrades while Leadership skills have to build slowly over the course of the game. In some ways, this is a significant nerf to Leadership early and a slight buff in the very late game, though most/all your ships will need to be Elite to reap the benefits. Obviously, a lot is tied to how quickly ships gain veterancy. I imagine it would take longer to get an Elite ship than getting an officer to Level 5, since every ship you to deploy into combat is diluting the XP gain.

Second, along with veterancy, even if you don't get any Combat Skills, your flagship is still growing in power somewhat. It won't be anywhere near a Level 6 officer with skills but it won't feel completely behind the curve when facing off against "regular" opponents that aren't Elite. For me, there's a hollow feeling if my flagship just gets left in the dust so any kind of power progression, independent from Combat Skills, would be helpful. It's not a "Combat Skills should be earned by doing combat things" skill system but it's a nod toward having some stability in your fleet or growing with the ship you're piloting in a natural way.
Title: Re: The currant character sheet discourages and nerfs players flying their own ship.
Post by: eert5rty7u8i9i7u6yrewqdef on November 20, 2023, 07:26:36 PM
Spoiler
For the first question, mercenaries are a repeated skill point investment, and I frequently need those points elsewhere, even when I'm grinding ordos for skill points. Likewise, I frequently use 1 mercenary on a civilian grade hull ship to act as a reinforcement. What that ship is depends on the run.

Fair enough.  Everyone values story points different based on their in game goals.

For BOTB, you need the 240 DP limit for fighting ~1,000,000 bounties and multiple ordos. The exception is five capital fleets specifically designed to fight at 200DP. Even then you can only fight two ordos max, or you need auxiliary ships to cap points.

Can a support doctrine ship handle double its DP in everything? As that is my requirement for good loadouts for OM fleets. From everything I've seen, the answer is no, losing the third s-mod, or paying 8 skill points kills fleet effectiveness.

Why do you need 240 DP and BotB to fight Tesseract bounties?  I just slapped together a support doctrine fleet and beat one with only 220 DP deployed on the very first try (although, I did lose an Omen and a Medusa - on the other hand, they are cheap to restore).  See attached screenshots.  The fight was never in doubt, given 8 officered Monitors as the front line.  Just base 8 level 5 officers with 1 elite skill (field modulation), plus player with 7 combat skills in a Doom (mostly for clearing the fighters at the end).  Support doctrine is almost tailor made for frigate/destroyer wolfpacks.   Although, I need to remember to change Doctrine aggression to 3 or 4 when using SO ships, since they defaulted to Steady in this particular fight, which is less than optimal for SO ships.  But still worked fine.


Here we go.
DO costs five skill points, while this is fine for a capstone, and it is a capstone, but it is locked behind 4 skills, only two of which may be useful for a rather limited number of builds. While yes 340 DP deployed all at once is huge, it weakens the ships massively to the point where it can't handle 240 DP or more of enemy ships that have level 6+ officers and three S-mods, i.e. a ~1,000,000 bounty.
Which means on average you lose three skill points for it, in return for a fleet that is far weaker than SD or OM.
It's not worth it unless you are using 1 or 2 ships for niche story point farming builds.

I'm pretty sure there are also examples of derelict operations fleets beating stuff here.  CapnHector even has a derelict operation fleet with only 66 DP deployed killing a double Ordo.  You can see it in: https://fractalsoftworks.com/forum/index.php?topic=27808.0.  I'm pretty sure if you scale that up to 240 DP, it will have no problem farming a double Ordo or farming Tesseracts.

The game isn't so hard that you need the absolute strongest possible fleet to beat the end game challenges, at least in this iteration.

About Support Doctrine, I think its biggest issue is that you start with 8 officers. You can avoid putting your officers on your biggest ships where they will have the most impact, but SD is not a good enough reason to do so. Your average officered ship only needs to be of 15 DP to comprise half of your force at max deployment cap of 240. If you use stronger ships, don't start with 240 DPs or have more officers, there's even less of a reason to use SD.

Well, that just makes it encourage fleets with less than 15 DP average per ship.  Like destroyer/frigate wolfpacks, which you don't generally see otherwise, because of that base line set of officers.  A high tech pack of Medusa, Omens, and Monitors will be well below that average, for example.  But it is a perfectly workable setup with Support Doctrine.
[close]
Yep sorry about that, his post was directly above your fleet post which when combined with him saying he already did it easily got me confused.

Yea, I forgot that the AI loves to focus fighters on the player, so if you deploy yourself first, and then your fleet, you can kill a good chunk of the fighter spam. Assuming of course there's nothing that will prevent a Doom from doing so. It will still be a problem during the second wave, but nowhere near as bad as I was thinking.

Heron's and broadswords with ion beam or tachyon lance support are the main concern for monitors, but that supporting weaponry mostly won't be present in a pure carrier fleet.

Overall, it's better now that I think about it than when I first looked at it.

I don't have a save currently with a harder Tesseract Ordo, I've either beaten them in the saves already, or haven't been playing long enough to get a bounty for them. I think I have a world seed for a harder one, assuming that's how it works but I'm not sure. You can ignore Tesseract bounties, and accept them when they show up later, and I did that once but I can't remember if it had the same fleet loadout. The hardest one I beat was during my Scarab/Medusa/Odyssey run which had a Radiant.

Yep, system expertise is absolutely mandatory when piloting a doom. Which is why I said you require helmsmanship. You could have swapped it for impact mitigation, but you still would require 4 combat skill total for the capstone. Which is annoying when you don't need 4, and weird given the AI captains don't need 4 and can use any skill related to combat to count towards the capstone.

For the Medusas, s-modded extended shields are probably the correct call for two S-mods. As long as the AI doesn't mess up its shield direction, which is less likely for destroyers, you get to protect your engines for the same shield arc as frontal shields. Whereas with frontal shields, you get a minor shield efficiency increase, in return for the constant risk of flameout.

I'll agree with your last point about how every fleet doesn't need three s-mods. That being said, there are still times when fleets should have access to it, but can't due to how the lower tier personal skill work.
For your build however, this isn't an issue. If you needed either of the industry personal skills, you could drop one of the tech personal skills and flux management.

Out of curiosity, have you tried this fleet loadout without the monitors? Is there anything that can even replace them? The closest is probably system expertise, polarized armor Centurion.


This is why I think you're trolling. I'm trying to increase the total number of viable or efficient builds, not decrease it. Likewise, I never said to make the game harder.
It could just be your grammar making me mistake why you're trying to say, however.

Disagreeing is not trolling. I consider falsely accusing someone of being a troll disrespectful and offensive, potentially defamatory and slander, my good sir.
I really shouldn't comment on people's grammar before I quadruple spellcheck. Whatever, it's quoted now.

I was partially assuming, and partially asking because it sounded like you were putting words in my mouth, but I wasn't sure due to not fully understanding what you were trying to say.

Given you didn't take the chance to clarify and ended your reply with "my good sir." I'm going to safely assume you're doing just little bit of light trolling. Carry on.
Title: Re: The currant character sheet discourages and nerfs players flying their own ship.
Post by: Hiruma Kai on November 20, 2023, 08:05:48 PM
So I went and checked Rayan Arrayo (High priority contact) in my longest running test save, and turns out the next mission he had on offer was a 700k fighter focused bounty, so I guess we kind of are in luck for testing.  It is not a full million credit bounty, but it is at least in the same family.  10 minutes later with Console commands and I had a support doctrine fleet setup, with only minor variations (tweaked the Monitor setup, removed the light mortar, switched to front shields, and 3 more vents).

Decided to try it the dumb way, simply deployed 158 DP, grabbed waypoints, deployed full 238, hit full assault.  No finesse, no orders, no trying to player tank the fighters, just see what happens in a giant furball.

Lost a single Medusa because we pushed the enemy fleet to the top, and a Legion, Mora, and Astral decided to deploy right on top of it.

Typical Medusa had 5-10 fighter kills, generally more with Heavy blaster than Ion pulser.  Doom had 110 fighter kills with mines and another 25 with Ion pulsers and Burst PD combined.

So, I don't really see a failure mode against fighter spam.

Unfortunately, world seed only affects the double Tesseract fights, it doesn't affect the mid-game spawned Tessaract + Ordo fight.

As for substitutions for Monitors, I don't think there is one.  On the other hand, you can't normally afford to stick your entire officer corp in them as you need some offense, so this is kind of a Support Doctrine or flagship focused only style.

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Title: Re: The currant character sheet discourages and nerfs players flying their own ship.
Post by: kenwth81 on November 20, 2023, 08:56:06 PM

I really shouldn't comment on people's grammar before I quadruple spellcheck. Whatever, it's quoted now.

I was partially assuming, and partially asking because it sounded like you were putting words in my mouth, but I wasn't sure due to not fully understanding what you were trying to say.

Given you didn't take the chance to clarify and ended your reply with "my good sir." I'm going to safely assume you're doing just little bit of light trolling. Carry on.

Instead of apologies, you escalate your antagonistic and obnoxious behaviour. I am done with you.
Title: Re: The currant character sheet discourages and nerfs players flying their own ship.
Post by: eert5rty7u8i9i7u6yrewqdef on November 20, 2023, 09:12:51 PM
So I went and checked Rayan Arrayo (High priority contact) in my longest running test save, and turns out the next mission he had on offer was a 700k fighter focused bounty, so I guess we kind of are in luck for testing.  It is not a full million credit bounty, but it is at least in the same family.  10 minutes later with Console commands and I had a support doctrine fleet setup, with only minor variations (tweaked the Monitor setup, removed the light mortar, switched to front shields, and 3 more vents).

Decided to try it the dumb way, simply deployed 158 DP, grabbed waypoints, deployed full 238, hit full assault.  No finesse, no orders, no trying to player tank the fighters, just see what happens in a giant furball.

Lost a single Medusa because we pushed the enemy fleet to the top, and a Legion, Mora, and Astral decided to deploy right on top of it.

Typical Medusa had 5-10 fighter kills, generally more with Heavy blaster than Ion pulser.  Doom had 110 fighter kills with mines and another 25 with Ion pulsers and Burst PD combined.

So, I don't really see a failure mode against fighter spam.

Unfortunately, world seed only affects the double Tesseract fights, it doesn't affect the mid-game spawned Tessaract + Ordo fight.

As for substitutions for Monitors, I don't think there is one.  On the other hand, you can't normally afford to stick your entire officer corp in them as you need some offense, so this is kind of a Support Doctrine or flagship focused only style.
Fair enough, I was wrong. The failure point, if there was going to be one, was going to be due to the Medusas lack of full shield coverage and low armor. Basically, the fighters would chip them to death. At which point you wouldn't have enough firepower to continue the fight.
It looks like the enemy AI made the mistake of focusing too much attention on the monitors which allowed the Medusas free rein, given how little damage most of the Medusas have.
Also, I'm saying this is fine for testing purposes and saying I was incorrect, because while that fleet wasn't a 1,000,000-credit bounty, it did have 16 officers. Which is going to make up the difference in s-mods and officer levels.

As for a substitute for the Monitor's distracting role, maybe a long-range laser Scarab build could work. I've tried short range builds in the past, the AI is too stupid to drop its shield for three seconds to use its system. While not as good as a Monitor's tanking, the ability to annoy enemies from 1650 range may work just as well.
Title: Re: The currant character sheet discourages and nerfs players flying their own ship.
Post by: Thaago on November 20, 2023, 11:08:58 PM
@Hiruma Kai
Cool fleet! I love 360 shielded Medusas, though I hadn't played around with SO ones too much, that looks neat.

I'm also a bit curious about the officers on the Monitors - do the officers significantly enhance their survival? I'm guessing its that elite field modulation skill interacting with their system to be utterly broken? It seems a bit of a waste of wolfpack compared to putting officers on Scarabs/Hyperions (though Hyperions are DP pricey enough to be cutting into the fleet concept). Then again I'm a heretic who doesn't play with monitors because I don't think they should be in the game. :p

I also like officers on Omens, though I lost my notes on what combat skills effect their ship System. I know that its range and uptime are magnified by system expertise, and I'm 90% sure it is boosted by generic damage boosts + the PD skill for anti missile/fighters, but I don't remember range boosts (either from gunnery or ITU) or if it qualifies for EWM etc (not that I have room on an omen officer for EWM). I do remember my omens could shock things from ridiculously far away when upgraded, but I can't remember exactly what went into it.
Title: Re: The currant character sheet discourages and nerfs players flying their own ship.
Post by: Nettle on November 20, 2023, 11:33:46 PM
Why do you need 240 DP and BotB to fight Tesseract bounties?  I just slapped together a support doctrine fleet and beat one with only 220 DP deployed on the very first try (although, I did lose an Omen and a Medusa - on the other hand, they are cheap to restore).  See attached screenshots.  The fight was never in doubt, given 8 officered Monitors as the front line.  Just base 8 level 5 officers with 1 elite skill (field modulation), plus player with 7 combat skills in a Doom (mostly for clearing the fighters at the end).

All it tells me yet again is that Monitor should probably get changed at some point, and that Doom is a damn good ship for player pilot, but all of this is already known.
Title: Re: The currant character sheet discourages and nerfs players flying their own ship.
Post by: SCC on November 21, 2023, 10:04:56 AM
If anything, the more fighters an enemy fleet has, the better Doom becomes. In fact, Remnants as of the current patch are harder to fight in a Doom, because Brilliants no longer bring fighters to the field (and so fighters are rarer). It was pretty amusing to see someone bring up a fighter fleet as a possible counter to a fleet with a Doom in it.
This idea is only half-baked but I wonder if Combat Skills wouldn't be more attractive if Fleetwide skills were less instantly effective. This ties into an idea I've had for awhile that is essentially a very much watered-down version of Starship Legends.
I don't dislike the idea, but it feels somewhat wrong to punish fleetwide skills for officer abundance, when only 3 skills have much to do with them.
Title: Re: The currant character sheet discourages and nerfs players flying their own ship.
Post by: Hiruma Kai on November 21, 2023, 11:01:53 AM
As for a substitute for the Monitor's distracting role, maybe a long-range laser Scarab build could work. I've tried short range builds in the past, the AI is too stupid to drop its shield for three seconds to use its system. While not as good as a Monitor's tanking, the ability to annoy enemies from 1650 range may work just as well.

That might work with a longer range version of the fleet (Manticores instead of Medusa?), but I'd be afraid the SO Medusa are going to spend most of the time up in front of the range 1000 scarabs, so I'd need to issue some avoid orders in addition to the engage/eliminate orders for the distraction ships.  I'd probably go with Tempest with Ion Beam + other beam to be honest, so if it does get into the rear arc, the ion damage can knock something out.

Also, while a Scarab can absorb a lot of punishment (12,254 effective shield capacity), a Monitor can spike it's tanking up to something like (449*0.65-100)/0.49*10=3915 effective shield capacity *per second* when fortress shield is on.  So a Scarab can do what a Monitor can do at peak, for around 3-4 seconds.  So if things go bad, the Monitor has a lot more forgiveness built in.  So in the sense of a fleet being roughly as strong, I don't think there is a substitute for 8 Monitors.

@Hiruma Kai
Cool fleet! I love 360 shielded Medusas, though I hadn't played around with SO ones too much, that looks neat.
I like 360 shield Medusas with accelerated shields.  For a 2 s-mod version, because of the skimmer, I like the 240 omni-shield version.  My thinking was to leverage a free Combat Endurance on every ship the most, you go to safety overrides.

I'm also a bit curious about the officers on the Monitors - do the officers significantly enhance their survival? I'm guessing its that elite field modulation skill interacting with their system to be utterly broken? It seems a bit of a waste of wolfpack compared to putting officers on Scarabs/Hyperions (though Hyperions are DP pricey enough to be cutting into the fleet concept). Then again I'm a heretic who doesn't play with monitors because I don't think they should be in the game. :p

The officers do significantly improve things.  Consider the two cases:
Without Field Modulation: (449*0.5-100)/0.58*10 = 2146 effective shield damage per second
With Elite Field Modulation: (449*0.65-100)/0.49*10=3915 effective shield damage per second

So that elite skill magnifies their defense an additional 80%, which is one of the biggest relative improvements you can have in the game.  Consider the 5 Plasma cannon Radiant, which can do 3750 DPS sustained (at least while their flux holds out).  The skilled Monitor can tank that indefinitely.  Or at least as long as the PPT and CR holds out.  Which is the other reason to put officers in, is to benefit from Wolfpack tactics +50% peak operating time.  Those SO monitors have 257 PPT. Without an officer and just Support Doctrine, it drops to 198, so it buys an extra full minute of combat time before eating into CR.

The only real counters are shield piercing weapons - although shield piercing depends on flux level, which is almost always low on these frigates - and Harbingers.  Otherwise I can just order one monitor to each enemy capital and not really pay attention.  With 8, I believe there is no conventional fleet it can't tank for at least 8 minutes or so.
Title: Re: The currant character sheet discourages and nerfs players flying their own ship.
Post by: Thaago on November 21, 2023, 02:24:50 PM
... you know I hadn't done the math before. It is so utterly broken that a monitor can tank a Radiant's firepower.
Title: Re: The currant character sheet discourages and nerfs players flying their own ship.
Post by: Nettle on November 21, 2023, 02:36:43 PM
It is super unhealthy for the balance and I think Monitor needs to become an enirely different kind of ship. If Monitor defensive stats are to be severely nerfed and the ship is left as it is what you get is 6 DP worth of nothingness, 2 small mounts on a cardboard grade hull.
Centurion is a Monitor done right IMO.
Title: Re: The currant character sheet discourages and nerfs players flying their own ship.
Post by: Hiruma Kai on November 21, 2023, 03:47:37 PM
Depends on your metrics.  Also, changes to SO could also impacts its maximum tanking by a factor of 2.  Monitors are literally zero offense, so they are in a weird part of the parameter space.

For many fleets which tank well enough already, adding a monitor doesn't actually make it better, as it slows down the killing speed.  And things like Tempests can approximate it with long range beams and harassment orders, using speed and distance instead of much slower damage absorption, at least against conventional human enemies.  They won't work against a Tesseract with a triple speed boost though.
Title: Re: The currant character sheet discourages and nerfs players flying their own ship.
Post by: eert5rty7u8i9i7u6yrewqdef on November 21, 2023, 10:00:23 PM
Depends on your metrics.  Also, changes to SO could also impacts its maximum tanking by a factor of 2.  Monitors are literally zero offense, so they are in a weird part of the parameter space.

For many fleets which tank well enough already, adding a monitor doesn't actually make it better, as it slows down the killing speed.  And things like Tempests can approximate it with long range beams and harassment orders, using speed and distance instead of much slower damage absorption, at least against conventional human enemies.  They won't work against a Tesseract with a triple speed boost though.
Started a new save for a wolfpack playthrough. I can confirm a Scarab with five tactical lasers at 1,650 range with built in advanced turret gyros is pretty good. It never gets killed, and it outranges pretty much all cruisers, and stays at a safe distance vs capitals.
I'll need to keep testing as I currently only have one. As despite having already made multiple millions of credits, colonizing five planets and gotten them up a couple levels, and found the vast majority of blueprints, I've yet to run into more than 1 viable officer.
My only concern is that it prioritizes ships over fighters, which I need them to shoot at the fighters first. I may have to replace one or two of the tac lasers with LR PD, we'll see.
Title: Re: The currant character sheet discourages and nerfs players flying their own ship.
Post by: RadiantReeRee on November 22, 2023, 12:09:54 PM
There could be two different skill lines which level up, one related to combat, and one related to everything else. Each time you fight a battle, you gain combat experience, allowing you to level up your combat level. Each combat level allows you to select buffs or skills you gain in combat. Currently, you could spend the entire game exploring and smuggling to level up. You could then use every level to max out all the combat traits. Obviously, that doesn't make any sense, but it works because nobody really plays that way.

You could go crazy with this idea, and have 4 separate skill lines, which all take different things to level up. I think that is a little over the top, but I definitely think combat should have its own skill tree.