Fractal Softworks Forum
Starsector => Suggestions => Topic started by: Peluceus on March 05, 2025, 04:27:02 AM
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If there is a mod that does any of these things please let me know, I am happy to fix it myself if the effort fits my capabilities (dragging and dropping files, editing json/ini/cfg)
Safety override is already a massive detriment to the ships in so many ways and I feel that having a high ordnance point cost compounds the detriments to the point of irrelevancy. At the very least, I think it should cost much less OP than it does now. Or at least there should be multiple variants, such as the current one that lowers range significantly should be made cheaper and a normal-range version be as expensive as it is now (or be countered with the DTC/ITU which safety overrides could allow for both) - I fully understand the point is to go in, get close, attack, and get out and I see from a balance perspective how those all synergize but the OP cost is too steep to make that appealing.
This got me thinking how most ordnance (not the points but the actual weapons and fighters and hull mods) in this game have positives and negatives associated to them, pros and cons, etc. and for the most part they are fairly balanced out and have situations where they thrive or are unideal. OP just serves as yet another variable to account for in the creation of a ship, offers nothing to the battle of a ship, and just serves to frustrate me because I am 1 OP point off from placing a weapon.
I don't think that OP is entirely irrelevant, because how else are you supposed to balance vents and capacitors and hullmods? I just feel there is an overreliance on it currently and it hurts the overall experience
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do you use s-mods?
i think most players get around Safety Overrides OP limits using s-mods
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You can change it to being able to be built in as an S-mod, if you want. Safety Overides used to be able to be built in when S-mods were introduced.
If you open the "hull_mods" file in this folder Fractal Softworks\Starsector\starsector-core\data\hullmods, you can find safety overides in there and delete the no_build_in tag. Then you should be able to S-mod it in game.
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This got me thinking how most ordnance (not the points but the actual weapons and fighters and hull mods) in this game have positives and negatives associated to them, pros and cons, etc. and for the most part they are fairly balanced out and have situations where they thrive or are unideal. OP just serves as yet another variable to account for in the creation of a ship, offers nothing to the battle of a ship, and just serves to frustrate me because I am 1 OP point off from placing a weapon.
OP cost is also a pro and con. Better weapons cost more op (while not affecting the actual combat performance directly) so you have to give up something for them. Would anyone ever use the arbalest if it cost the same OP as the HAC or HVD? If you run out of op for your build, you downgrade weapons, reduce caps/vents, drop hullmods, or simply leave slots empty.
do you use s-mods?
i think most players get around Safety Overrides OP limits using s-mods
Not every problem is smods fault.
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Not every problem is smods fault.
i didn't say there's a problem
I just said that players typically get around the issue of Safety Overrides costing a lot using s-mods. I think that's intended design
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Ngl, i think this is a very bad take.
SO isn't a detriment at all if you actually know how to build ships and can see what ships would benefit most from it. SO is strong af. Making it s-moddable or giving it a big cost reduction would just completely kill the balance.
Having a version that doesn't debuff range *is even worse*. Why do you think unstable injector also debuffs range? High speed and high range just means "kite your enemy and shoot at him while he can't do anything".
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I feel like, for SO to be mildly weak (as it is right now) is much better than the alternative. SO is one of those things that will bend the whole balance over if you give it an inch.
I wouldn't be opposed to one small buff of capital SO though. ~~Incompatible with Paragon and Radiant.~~
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I wouldn't be opposed to one small buff of capital SO though. ~~Incompatible with Paragon and Radiant.~~
SO Nova doesn't exist and can't hurt you...
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Nova is a lobotomy range battlecruiser, it can have some fun as a treat.
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I like that it takes a lot of OP. "Pay a lot of OP to completely redefine the way this ship works" makes it unique, and any future rework should keep this. A whole new slate of builds that revolve around using whatever SO adds to compensate for the fact that a gigantic chunk of the normally-used hullmods and weapons must be removed.
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I understand Alex is going to remove SO in the future. It's that over powered. I despise SO a bit for being as strong as it is.
Thematically just consuming combat readiness faster isn't expressing the feeling that your using something could explode at any second. I'd love to see SO have the penalty of "Your ship acts as though you are at critically low combat readiness all the time", then adjust the bonuses till it feels balanced for an average cost hull mod.
Or at the very least it should be broken up into multiple mods that when used together gets you close to what SO is.
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I understand Alex is going to remove SO in the future.
Can you source this? All I heard is that Alex is gonna tweak it a bit more.
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Can you source this? All I heard is that Alex is gonna tweak it a bit more.
That's also what I've heard - I don't think Alex ever said he was going to remove it.
I understand Alex is going to remove SO in the future. It's that over powered. I despise SO a bit for being as strong as it is.
Thematically just consuming combat readiness faster isn't expressing the feeling that your using something could explode at any second. I'd love to see SO have the penalty of "Your ship acts as though you are at critically low combat readiness all the time", then adjust the bonuses till it feels balanced for an average cost hull mod.
Or at the very least it should be broken up into multiple mods that when used together gets you close to what SO is.
Any case, anything relating to random malfunctions isn't going to work well. If the malfunctions aren't a major factor, then a ship is overpowered. If they happen to occur at a critical time, however, the ship is destroyed with no real recourse. Inevitably, enemy ships will get lucky a few times, so it'll feel unfair in enemy hands, and player ships will - just as certainly - be occasionally unlucky and die for reasons beyond player control. Wouldn't be fun.
I like SO's current incarnation well enough, beyond its making a few ships criminally strong in player hands, but if we really, really want a rework, a safe thing to do would be to have it significantly increase flux capacity, cost relatively little, but apply continuous, direct, and gradually-intensifying hull damage when over base flux capacity. High risk, high reward, predictable, deterministic, fair. Checks the boxes.
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What about something like this:
-Keep the flux bonus and zero flux bonus
-Drop the OP cost to the Heavy Armor bracket or possibly even one further into the Integrated Targeting Unit bracket.
-Ditch the range penalty
-Combat Readiness starts degrading as soon as the ship is in engagement range, possibly at half rate.
-Incompatible with Hardened Subsystems
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What about something like this:
-Keep the flux bonus and zero flux bonus
-Drop the OP cost to the Heavy Armor bracket or possibly even one further into the Integrated Targeting Unit bracket.
-Ditch the range penalty
-Combat Readiness starts degrading as soon as the ship is in engagement range, possibly at half rate.
-Incompatible with Hardened Subsystems
how bout my take
- remove the speed boost (not the permamently enabled zero flux boost, the passive speed boost)
- set its cost to that of phase anchor
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how bout my take
- remove the speed boost (not the permamently enabled zero flux boost, the passive speed boost)
- set its cost to that of phase anchor
Just in general or also with what I put? The speed boost could possibly be dropped. The cost is way too high though. Safety Overrides isn't that good.
Actually thinking about what I suggested, if the combat readiness starts ticking down immediately (even if slowly), then maybe Safety Overrides should cost nothing. You get a full power ship with SO but it doesn't stick around long at all. Hmm.
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Just in general