Fractal Softworks Forum

Starsector => General Discussion => Topic started by: StriderGunship on May 10, 2025, 06:42:36 AM

Title: What made me quit this run.
Post by: StriderGunship on May 10, 2025, 06:42:36 AM
Officer skill system even with the officer management mod made me quit this run. I want to try different things, but I'm locked into doing it through "balanced/random progression". You know what? I don't even care about the new content at this point. So much time dumped into this run and I haven't even gotten a single useful ship blueprint. And, oh boy, what fun it was trying to farm bounties for a single Legion when I needed 4. Even with console commands, it's mind-numbingly boring and tiresome.

Until there's a mod that allows to edit officers like AI cores and switching smods, and proper dev tools that allow cloning ships and officers, I'm done with Starsector.

It's like the most interesting aspect of this game was made to be as painfully uncomfortable as possible.

Oh, and tech-mining still being yet another useless waste of time FOR ALL THESE YEARS is really great! Also, no "in-game" ship search. As if running around playing casino with black markets if you wanted a specific ship is what everyone has the time to do.
Title: Re: What made me quit this run.
Post by: Killer of Fate on May 10, 2025, 07:33:11 AM
i made a mod that fixes this
but not in the way you wanted it fixed
does that still count?

If not, I think there are other things out there
Lukas04 has made a mod in which the entire officer skill tree is overhauled
And there is some other mod that allows you to edit your officer's skills, I'm sure. People talk about it from time to time here
Title: Re: What made me quit this run.
Post by: Selfcontrol on May 10, 2025, 08:05:57 AM
Mmmmmh I don't understand the critics about finding Legions ? If you have a Hegemony commission, you can buy plenty of them on their commissionned markets.
Title: Re: What made me quit this run.
Post by: Doctorhealsgood on May 10, 2025, 11:34:58 AM
There is the blackmarket guys on bars/contacts too
Title: Re: What made me quit this run.
Post by: TK3600 on May 10, 2025, 01:10:54 PM
If anything ships are way too easy to obtain. They gotta be gatekept harder.
Title: Re: What made me quit this run.
Post by: Killer of Fate on May 10, 2025, 01:43:54 PM
If anything ships are way too easy to obtain. They gotta be gatekept harder.
neither ships or weapons aren't necessarily easy to find
money is easy to find, and reloading the game is easy

but if you actually lose something specific in the early game. Getting it back takes like 10 minutes
Title: Re: What made me quit this run.
Post by: Mazrim on May 10, 2025, 01:57:48 PM
Officer skill system even with the officer management mod made me quit this run. I want to try different things, but I'm locked into doing it through "balanced/random progression". You know what? I don't even care about the new content at this point. So much time dumped into this run and I haven't even gotten a single useful ship blueprint. And, oh boy, what fun it was trying to farm bounties for a single Legion when I needed 4. Even with console commands, it's mind-numbingly boring and tiresome.


It's like the most interesting aspect of this game was made to be as painfully uncomfortable as possible.


My guy, Legions are easy as *** to get. Along with building Officers you want. This sounds like a skill issue.

Legions are _comically_ easy to get. Legion XIVs? Maybe a bit less so but not impossible.

Don't need to clone officers either.


Yet Another Skill Issue Thread.
Title: Re: What made me quit this run.
Post by: TK3600 on May 10, 2025, 02:05:40 PM
If anything ships are way too easy to obtain. They gotta be gatekept harder.
neither ships or weapons aren't necessarily easy to find
money is easy to find, and reloading the game is easy

but if you actually lose something specific in the early game. Getting it back takes like 10 minutes
You can access most of the ship with a nano forge offer in bar/contact. It is way to darn easy to obtain any ships.
Title: Re: What made me quit this run.
Post by: Killer of Fate on May 10, 2025, 02:22:48 PM
If anything ships are way too easy to obtain. They gotta be gatekept harder.
neither ships or weapons aren't necessarily easy to find
money is easy to find, and reloading the game is easy

but if you actually lose something specific in the early game. Getting it back takes like 10 minutes
You can access most of the ship with a nano forge offer in bar/contact. It is way to darn easy to obtain any ships.
nanoforge contact doesn't offer enough cred limit to buy a capital ship, I think
the weapon's trader is rare. But that is the best source of ships. However it is fairly expensive

the game is very unfriendly to beginners who want to make a new fleet and test it out
considering how many story points it takes to refit your fleet in terms of officers (presuming officer training)

It takes really long to farm that much XP. The proper combat encounters are sparse and take long time to reach. If you are playing at default vanilla speed (edit: as in 2x), then it takes ages to get anywhere. Even after getting hyperspace. The game is purposefully designed to waste your time

There are huge difficulty gaps. Leading to the player becoming too ill-prepared against a sudden threat coming out of nowhere. The game is very bad at implying what kind of difficulty the next encounter is going to have.

This leads to the player suddenly losing their fleets.
The player might not reload the save file, because they assume things like that are supposed to happen. But they aren't supposed to happen. Because gathering back your stuff takes a while. And finding blueprints is also a long task

There has been no buff to Tech Mining

There are obviously ways to go around that. But I find it ironic. From a certain point of view the Starsector's natural mechanics are very poorly designed. They can be bypassed. They can be understood. They can be played around. But it feels a bit... Arcade-like in the end. Unituitive. Unfun.
Title: Re: What made me quit this run.
Post by: Selfcontrol on May 10, 2025, 02:26:56 PM
Quote
nanoforge contact doesn't offer enough cred limit to buy a capital ship, I think

Depends which one we are talking about. The Arms Dealer has a 1M budget and the only capital ship too expensive to buy from him is the Invictus (unless you get him/her as a contact, then you can buy an Invictus from him).
Title: Re: What made me quit this run.
Post by: eert5rty7u8i9i7u6yrewqdef on May 10, 2025, 03:09:49 PM
Officer skill system even with the officer management mod made me quit this run. I want to try different things, but I'm locked into doing it through "balanced/random progression". You know what? I don't even care about the new content at this point. So much time dumped into this run and I haven't even gotten a single useful ship blueprint. And, oh boy, what fun it was trying to farm bounties for a single Legion when I needed 4. Even with console commands, it's mind-numbingly boring and tiresome.

Until there's a mod that allows to edit officers like AI cores and switching smods, and proper dev tools that allow cloning ships and officers, I'm done with Starsector.

It's like the most interesting aspect of this game was made to be as painfully uncomfortable as possible.

Oh, and tech-mining still being yet another useless waste of time FOR ALL THESE YEARS is really great! Also, no "in-game" ship search. As if running around playing casino with black markets if you wanted a specific ship is what everyone has the time to do.
Don't level officers until they have max XP, it will stop saying they gained XP after battle when they hit max XP. Save. Level up your officer, if you don't get the skills you need, reload.

Blueprints are most commonly found on larger ruins and Research Stations. Pirates and the Historian will also "sell" you the locations of blueprints. You can raid a couple of blueprints from faction worlds that have heavy industry, after that it will go into lockdown and it will be some time before you raid for mor blueprints.

Larger worlds and military worlds have better ships for sale. Being on good terms with a faction and having a commission with them will allow you to buy capitals from their military markets. Medium to Very High importance faction contacts will sell Capital ships on occasion. Very High importance pirate contacts will sell every type of capital that has a blueprint. The ships that are recoverable after a bounty are random, saving before the bounty and reloading will allow you to grab what you want, although you may need to fight it a few times.

Tech-Mining is only useful on extensive ruins or vast ruins. Improving Tech-Mining and putting an Alpha Core on Tech-Mining will improve what you find by a large margin. Using the bigger ruins + Improved Alpha Core method, I always at least get a few AI cores, and commonly a colony item. Depending on how many blueprints I've found, I also will occasionally find blueprints.
You can shut down Tech-Mining once the ruins have been comprehensibly combed over multiple times, the odds you'll get anything good from that point on is too low to bother. You can then swap out the industry for something else. As long as you keep the world size 3, besides pirates, other factions shouldn't target it.

Use the codex to find which factions produce which ships. Then use the above to get the ships you want from that faction.

As for mods, console commands can let you custom tailor officers and ships via adding, deleting, giving them XP, giving yourself XP, etc.
Title: Re: What made me quit this run.
Post by: Cryovolcanic on May 10, 2025, 03:12:07 PM
I just edit campaign.xml to change officer skills. I cut paste the entire skill line I want. Takes only a minute or two.
Title: Re: What made me quit this run.
Post by: prav on May 10, 2025, 03:26:09 PM
Code
addofficer personality level
Very convenient console command.
Title: Re: What made me quit this run.
Post by: Lawrence Master-blaster on May 10, 2025, 10:20:01 PM
"Just cheat bro" is not a valid response to a complaint.
Title: Re: What made me quit this run.
Post by: TK3600 on May 10, 2025, 11:28:31 PM
What else can we say? We already explained to him that ships are very easy to get via nano forge quest/contact. Maybe too easy.
Title: Re: What made me quit this run.
Post by: koprus on May 11, 2025, 12:21:39 AM
imo officers should be named captains as they "captain" their ships not "officering" them and each faction should have a planet with captain training that you should take them and pay to fix them as you want for current ship needs. You want the captain to go to a different ship?
new training and skills for you sir. As it should be in real life.

It makes no sense as it is now with rng generator skills, this game is not a roguelike. Also the absurd amount of story points needed in this game cmon ... just remove all story points from officer skills make it pay to fix on the academies.
Title: Re: What made me quit this run.
Post by: Cryovolcanic on May 11, 2025, 05:23:44 AM
"Just cheat bro" is not a valid response to a complaint.

What would be a valid response?

Almost everyone agrees that the current implementation of officers leaves a lot to be desired. But a change to the officer system won't come until we get .99 or later, which is at least a year out, if it comes at all.
Title: Re: What made me quit this run.
Post by: prav on May 11, 2025, 06:30:38 AM
"Just cheat bro" is not a valid response to a complaint.

He explicitly asked for a mod and dev tools to solve his problem.
Title: Re: What made me quit this run.
Post by: Terethall on May 12, 2025, 06:46:06 PM
just remove all story points from officer skills make it pay to fix on the academies.
This, but also remove all story points everywhere and replace them with a credit cost. Story points were a complete mistake.
Title: Re: What made me quit this run.
Post by: WhisperDSP on May 13, 2025, 01:07:51 PM
Officer skill system even with the officer management mod made me quit this run. I want to try different things, but I'm locked into doing it through "balanced/random progression". You know what? I don't even care about the new content at this point. So much time dumped into this run and I haven't even gotten a single useful ship blueprint. And, oh boy, what fun it was trying to farm bounties for a single Legion when I needed 4. Even with console commands, it's mind-numbingly boring and tiresome.

Until there's a mod that allows to edit officers like AI cores and switching smods, and proper dev tools that allow cloning ships and officers, I'm done with Starsector.

It's like the most interesting aspect of this game was made to be as painfully uncomfortable as possible.

Oh, and tech-mining still being yet another useless waste of time FOR ALL THESE YEARS is really great! Also, no "in-game" ship search. As if running around playing casino with black markets if you wanted a specific ship is what everyone has the time to do.

A few responses to this, and not being disrespectful and all:

Finding a Legion (or other specific ships): Since you are willing to use the Console Commands mod, save the tedium and straight-up add the ship you want to your fleet. If you don't want to do that then deal with the tedium (easy mode is also an option to speed things up).
Code
list ships legion
addship legion_xiv

list ships onslaught
addship onslaught_xiv

addship onslaught_mk1 <<< for the giggles LOL
Useful ship blueprints: You can Console those in as well. Be careful, you can crash the game.

Alternatives:
* Scrape-raid the faction shipyards for blueprints (and deal with the consequences)
* Get special blueprint missions from the Storyteller (costs story points - console the story points in if you want)

Officers: I agree with this to a point. I would like to see spending a story point have the officer come up with an interface like that for AI core skill selection. Though once a skill is chosen, the officer should not be able to have the skills re-chosen at will - people aren't as flexible as an AI core with hypercognition being able to run training simulations at lightspeed. To me, people learning should be a one-and-done affair, not something to forget entirely and learn something completely new in its place.

I still like the ability to re-choose elite skills for officers by spending a story point. It's a good mechanic IMO.

i would like the ability to have a "stable" of officers, like some mods allow. It would be good to allow you to unassign officers from your ships and then shift around the "extra" officers that are currently in your "back bench". This would allow a player to nurse and level up officers to fit specific fleet styles, then to switch fleet styles by changing out ships and shifting the inactive officers from the "back bench" to being active. As it is, the game requires you to fire officers and re-grind their replacements experience.

Once players have done that a few times we will likely switch to console commands - I might make a video for use of the following (it can be tedious and there are some tips to help new users):
Code
addofficer aggressive 6
respec <officerslot>
Tech Mining: Yeah, Alex nerfed it some time back and hasn't revisited the system. Either use Yunru's mod or my mod (see my footer below).

In-game ship search: Console is all you have.
Code
list ships
findship sunder
forcemarketupdate

Edit:

Yes, visiting every single planet in the core worlds to find specific ships is a pain. Sometimes it's all you can do. I did that when I was last looking for Odyssey and Anubis: the black market ship maker is your friend, as is some of the legit officers who need to use up some production slots. Making someone a contact will improve your chances.
Title: Re: What made me quit this run.
Post by: Phenir on May 13, 2025, 05:09:28 PM
In-game ship search: Console is all you have.
Code
list ships
findship sunder
forcemarketupdate
Stelnet also has market searcher for ships and other items. You need to configure it to show black markets or hidden markets though.
Title: Re: What made me quit this run.
Post by: WhisperDSP on May 13, 2025, 07:46:12 PM
Stelnet also has market searcher for ships and other items. You need to configure it to show black markets or hidden markets though.
Nice one!

For the OP and others who might be interested:

THE DANGEROUS ART OF EDITING YOUR SAVE

MAKE A COPY OF YOUR SAVE!

You break your save, sucks to be you.

(No support, or caring, or anything other than rolling eyes and laughing, given by anyone. So copy your damn save first.)

Regarding removing S-Mods from your fleet, this assumes one or both of the following:

1/ You don't want to addship, addstorypoints, and rebuild the new ship from scratch

2/ The ship is a unique one that you bollocked up the S-Mods and you want to fix (or test) new ones

You can edit your save file to remove S-MODS:

((((FIRST))))
MAKE A COPY OF YOUR SAVE!!!


(I hope that I have stressed this enough.)

a) Open your save (campaign.xml file) in notepad or notepad++

b) Search for your ship by name, examples:

(https://i.postimg.cc/xd3Gn0Y9/Save-Edit1.jpg)

(https://i.postimg.cc/h4XnYs9t/Save-Edit2.jpg)

c) Scroll down until you find the section which describes the s-mods on this ship, example for the Oldslaught:

(https://i.postimg.cc/VkQbvdYX/Save-Edit3.jpg)

d) Remove the S-Mod that you don't want from all three locations, example I am removing the S-Mod "reinforcedhull":

(https://i.postimg.cc/vZ27BGNy/Save-Edit4.jpg)

NOTE: ALWAYS LEAVE AT LEAST ONE S-MOD. If you remove all then you may bust your save. At least, I'm not risking it - I can S-Mod in something else, then re-edit the game to remove the final S-Mod that I don't want to keep.

e) Save. Load your game. Console in story points. Build in more s-mods. See note above.

Now lets say that you have a ship where you integrated an AI core. Lets say that it's a Gamma core. Now you want to put in an Alpha core. You cannot remove the Gamma core - ooops.

You can edit your save file to allow removal an integrated AI Core captain:

(Do I really need to stress again the importance of making a copy of your save file? Alrightalrightalright, make a copy of your damn save file.)

i) Find your ship by name, as the above - let us look for the Oldslaught

ii) Scroll down to where you find $captain_unremovable like this:

(https://i.postimg.cc/MKmbCC27/Save-Edit5.jpg)

iii) You can:

* Change "true" to "false" - I have done this and it works

* Remove the entire selected section as above - I have done this and it works

Probably the best is the first way, changing "true" to "false":

(https://i.postimg.cc/YCfFGYqQ/Save-Edit6.jpg)

iv) Save. Load game. Console in a story point. Continue.

Lets say that you really want a ship to be automated. (HOW DARE THE ZIGGURAT BE AUTOMATED WITHOUT BEING AUTOMATED!!!1!11!!)

You can edit your save file to make the ship be automated:

(Hmph.)

Un) Find an automated ship to use for an example, in this case we will look at the mods on the Oldslaught

Dos) Now we scroll down to where the mods are listed - oh look, is that "automated" we see there?

(https://i.postimg.cc/WbjqRSvg/Save-Edit7.jpg)

Tres) I wonder what happens when we paste that into the same section in the Ziggurat?

(https://i.postimg.cc/JzCLYdCC/Save-Edit8.jpg)

Hmmm!) Not *quite* what we were looking for...though it does have interesting possibilities for a hullmod...

(https://i.postimg.cc/fWjdH19Y/Save-Edit9.jpg)

Hmmm?) Lets go look at the Oldslaught ship definition (starsector-core\data\hulls\onslaught_mk1.ship):

(https://i.postimg.cc/jjjV9Dvy/Save-Edit10.jpg)

Automated! Interesting! Lets see about adding that to the Ziggurat ship definition (starsector-core\data\hulls\ziggurat.ship):

(https://i.postimg.cc/Z5HPnnm7/Save-Edit11.jpg)

Hmph. No change, okay. Still, the ship does act as an automated ship now: it will only accept an AI Core officer and doesn't require / allow crew. That's maybe cheating bonus enough.

(What, you're still here? Doing dangerous stuff with me? Go ahead, what can possibly go wrong...)
Title: Re: What made me quit this run.
Post by: Siffrin on May 13, 2025, 08:09:09 PM
The mod D-Mod Services also allows you to remove s-mods for a price after completing the Usurpers questline.
Title: Re: What made me quit this run.
Post by: Thogapotomus on May 14, 2025, 06:10:07 AM
-snip-

Nice job writing all that up with pictures. I'm sure that will be super helpful to anyone looking to save edit for the first time.
Title: Re: What made me quit this run.
Post by: WhisperDSP on May 14, 2025, 10:31:51 AM
-snip-

Nice job writing all that up with pictures. I'm sure that will be super helpful to anyone looking to save edit for the first time.

Yah, pictures make it so much easier to explain things.

At least the save is an XML file. Older games (like Diablo) we were using a hex-editor.
Title: Re: What made me quit this run.
Post by: WhisperDSP on May 14, 2025, 01:01:34 PM
The Beginner's Guide to Console Commands and Officers:

https://www.youtube.com/watch?v=7hfdO2mNZTM

Best in a show-and-tell video.
Title: Re: What made me quit this run.
Post by: Megas on May 14, 2025, 01:23:01 PM
In my current game, I mostly ignored officers (did not level them up past level 1 or 2) and my fleet was mostly an automated fleet with two neural-linked human flagships by the end of my game.  Ziggurat, Paragon, MK1, and nine Remnant missile frigates (Four Lumens with AMSRMs and five Glimmers with Hungering Rifts) was what I ended up using against pirates or non-human enemies.

The officer situation is very bad despite being like this for at least a few releases.  I do not want MK1 to lose the free alpha core use until the inflexible officer problem is fixed.  Officers the way they are is intolerable.  Their skills are important to fleet composition, but they are much harder to swap out than ships or weapons, something that old releases did not need to bother with.
Title: Re: What made me quit this run.
Post by: WhisperDSP on May 14, 2025, 02:01:14 PM
In my current game, I mostly ignored officers (did not level them up past level 1 or 2) and my fleet was mostly an automated fleet with two neural-linked human flagships by the end of my game.  Ziggurat, Paragon, MK1, and nine Remnant missile frigates (Four Lumens with AMSRMs and five Glimmers with Hungering Rifts) was what I ended up using against pirates or non-human enemies.

The officer situation is very bad despite being like this for at least a few releases.  I do not want MK1 to lose the free alpha core use until the inflexible officer problem is fixed.  Officers the way they are is intolerable.  Their skills are important to fleet composition, but they are much harder to swap out than ships or weapons, something that old releases did not need to bother with.
I hear ya.

I have done the whole dismiss, hire new, and go-through-hell grinding their levels up several times. Then repeating it because their last skill does not include one that is needed by the desired end-build.

It is painful.

Imagine this as a real-life scenario, a business-owner/boss and his employee electrician:

Boss: We want you to learn how to install Air Conditioning, we're starting to get lots of those jobs.

Electrician: Sorry Boss. I can only learn how to wire up some stuff in houses: lights, extractor fans, stovetops and ovens.

Boss: No problems, we will train you. (Mentoring.)

Electrician: Okay Boss. I can also learn how to connect a house to mains power, and do safe underwater lighting for swimming pools.

Boss: Seriously? You can't learn or be taught how to install Air Conditioning?

Electrician: No Boss. I can't touch that stuff.

Boss: Dismissed!

Electrician: Hey wait! You can't do that! <escorted from the building>

Boss: <to secretary> Put out a job listing for someone who already has the ability to install Air Conditioning. Hopefully we can train them up to do the other things we need done as well.

Yeah...right.

This is why I'd like mentored officers to have the full interface of skills to choose from, like the AI cores get. A one-and-done choice, not as easily changed as AI cores. Yet the ability to learn if properly trained aka mentored.

(My armchair general knows squat about Target Analysis, however there is plenty of training tapes available.)
Title: Re: What made me quit this run.
Post by: eert5rty7u8i9i7u6yrewqdef on May 14, 2025, 04:38:08 PM
In my current game, I mostly ignored officers (did not level them up past level 1 or 2) and my fleet was mostly an automated fleet with two neural-linked human flagships by the end of my game.  Ziggurat, Paragon, MK1, and nine Remnant missile frigates (Four Lumens with AMSRMs and five Glimmers with Hungering Rifts) was what I ended up using against pirates or non-human enemies.

The officer situation is very bad despite being like this for at least a few releases.  I do not want MK1 to lose the free alpha core use until the inflexible officer problem is fixed.  Officers the way they are is intolerable.  Their skills are important to fleet composition, but they are much harder to swap out than ships or weapons, something that old releases did not need to bother with.
I hear ya.

I have done the whole dismiss, hire new, and go-through-hell grinding their levels up several times. Then repeating it because their last skill does not include one that is needed by the desired end-build.

It is painful.

Imagine this as a real-life scenario, a business-owner/boss and his employee electrician:

Boss: We want you to learn how to install Air Conditioning, we're starting to get lots of those jobs.

Electrician: Sorry Boss. I can only learn how to wire up some stuff in houses: lights, extractor fans, stovetops and ovens.

Boss: No problems, we will train you. (Mentoring.)

Electrician: Okay Boss. I can also learn how to connect a house to mains power, and do safe underwater lighting for swimming pools.

Boss: Seriously? You can't learn or be taught how to install Air Conditioning?

Electrician: No Boss. I can't touch that stuff.

Boss: Dismissed!

Electrician: Hey wait! You can't do that! <escorted from the building>

Boss: <to secretary> Put out a job listing for someone who already has the ability to install Air Conditioning. Hopefully we can train them up to do the other things we need done as well.

Yeah...right.

This is why I'd like mentored officers to have the full interface of skills to choose from, like the AI cores get. A one-and-done choice, not as easily changed as AI cores. Yet the ability to learn if properly trained aka mentored.

(My armchair general knows squat about Target Analysis, however there is plenty of training tapes available.)
I take it you don't save scum as a matter of principle?
Title: Re: What made me quit this run.
Post by: WhisperDSP on May 14, 2025, 08:01:01 PM
I take it you don't save scum as a matter of principle?

Naw, I have the brain of a goldfish - keep forgetting to save. ???

Then I figured that if I was gonna cheat via save-scumming, I might as well learn how to cheat via console. ::)
Title: Re: What made me quit this run.
Post by: Tester50 on May 14, 2025, 11:52:55 PM
I take it you don't save scum as a matter of principle?

Naw, I have the brain of a goldfish - keep forgetting to save. ???

Then I figured that if I was gonna cheat via save-scumming, I might as well learn how to cheat via console. ::)

There also mod called AdjustableSMods lets you remove S-Mods not listed on the forums here, but some googling you'll find the github for it created by AudaxLudos
Title: Re: What made me quit this run.
Post by: Megas on May 15, 2025, 05:07:47 AM
For me, it is not the save-scumming (although doing that to pick skills is annoying too), but that the player needs the officers with skills matched to the ship, and if the fleet changes much, those officers probably become obsolete, and they must be replaced, which will burn SP without refund if those officers sent to the chopping block had elite skills you paid for.  Then player needs to grind more to level up the new officers.

In old releases, I freely changed ships and weapons, although ships and weapons were rarer and more easily lost back then.  Now, I cannot do that because officers are usually needed in the fleet to beat harder fights.  At this point, I just try to build fleets that do not need human officers.  While I like to try Support Doctrine simply to be free from human officers, that is not an option when my skills do not include Leadership 5.  (My builds have no Leadership at all.)
Title: Re: What made me quit this run.
Post by: TheMeInTeam on May 15, 2025, 07:36:00 AM
The game has reasonable avenues to attain most ships.

The criticisms of officers are legit.  It is time consuming to swap setups even if you save scum.  Mercenaries in their present form are a joke unless you re-spec to make your own officers mercs, which seems backwards.  Since you can reroll them indefinitely for money, they do not offer any meaningful constraints on decisions beyond being grind-gated.  I don't see any clear reason the game should be married to this system for officers.
Title: Re: What made me quit this run.
Post by: Killer of Fate on May 15, 2025, 07:52:11 AM
The game has reasonable avenues to attain most ships.

The criticisms of officers are legit.  It is time consuming to swap setups even if you save scum.  Mercenaries in their present form are a joke unless you re-spec to make your own officers mercs, which seems backwards.  Since you can reroll them indefinitely for money, they do not offer any meaningful constraints on decisions beyond being grind-gated.  I don't see any clear reason the game should be married to this system for officers.
they're not even grind-gated, unless you mean specifically the one you get through dementia, they are so incredibly rare, you'll barely find any. And if you do, they might have the wrong personality, wrong skills... Stuff like Energy Weapons Mastery and Ballistic Mastery at the same time. Which is like only good on an Eagle or a Falcon
Title: Re: What made me quit this run.
Post by: Lawrence Master-blaster on May 16, 2025, 02:40:48 AM
At the very least something needs to be done about capstones being always offered for officer skill picks from level 4 onward. I am currently not even bothering with testing of any ship that doesn't benefit from either Missile Specialization or System Expertise because I know I will not be able to find officers for them in a real game.
Title: Re: What made me quit this run.
Post by: Pizzarugi on May 16, 2025, 05:45:04 AM
Probably not the answer OP or anyone is asking for, but I use the VIC (https://fractalsoftworks.com/forum/index.php?topic=19603.0) mod to resolve my officer problem.

It allows you to reset your officers back to level 1 so you can choose new skills for them if you got unlucky with the selection. Unfortunately, they will keep one of the skills they previously had when reset so if it's something you don't care or want, you're stuck with it until you can find a replacement.
Title: Re: What made me quit this run.
Post by: TheMeInTeam on May 16, 2025, 03:46:23 PM
The game has reasonable avenues to attain most ships.

The criticisms of officers are legit.  It is time consuming to swap setups even if you save scum.  Mercenaries in their present form are a joke unless you re-spec to make your own officers mercs, which seems backwards.  Since you can reroll them indefinitely for money, they do not offer any meaningful constraints on decisions beyond being grind-gated.  I don't see any clear reason the game should be married to this system for officers.
they're not even grind-gated, unless you mean specifically the one you get through dementia, they are so incredibly rare, you'll barely find any. And if you do, they might have the wrong personality, wrong skills... Stuff like Energy Weapons Mastery and Ballistic Mastery at the same time. Which is like only good on an Eagle or a Falcon

If you want a new ship, you can build one or salvage within a few battles.
If you want to change your own skills, it's one SP of farming at most.
If you want to allocate officer skills into new build, you have to move planet to planet a great deal to get starting skills which are tolerable, then fight a ton of battles to get them to level 5 or 6.  This takes way longer than most other things late game, other than maybe replacing an entire fleet's worth of ships w/o SP refund from scuttling.