Fractal Softworks Forum

Starsector => General Discussion => Topic started by: kazi on November 25, 2015, 01:21:58 AM

Title: 0.7 feedback
Post by: kazi on November 25, 2015, 01:21:58 AM
Been playing again since the update. Although the update's been good, there are a bunch of mildly infuriating bugs and related stuff that I thought I'd address here in the hopes they'll get fixed. All of the below feedback is from playing on normal.

The bad:
Spoiler
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- Allies' deployed forces count against your deployment limit. I jumped into a massive pirates versus Diktat fight, only to find that I couldn't deploy anything but a single Sunder. Really frustrating in big fights when you're not able to help out with anything more than a small ship.

- The terrain description (that says "Corona", etc.) occasionally renders about half it's width too low and gets obscured by the skillbar. Mashing the "Prev/Next" buttons fixes this.

- It's unclear which factions tolerate an inactive transponder and which do not. Maybe add a sentence or two to the faction description in the intel screen?

- It's unclear where you can and can't be detected by other fleets. I'm going to guess that the sensor ping-ish lines say this, but I'm not sure. Maybe add a pop-up hint at the beginning of the game?

- It took me awhile to figure out that turning on/off a transponder took two clicks, whereas everything else on the skill bar only takes one. Everything on the skill bar should be only a single-click to activate/deactivate.

- Food shortages seem to be a net credit loss in most cases. Sure the rep and exp are nice, but I'd like to at least have a small profit too?

- The intel screen map should be scrollable.

- The intel map gets really cluttered really quickly. Just get rid of completed events instead of keeping them on the intel map and even adding an EXTRA icon to say that the event has been finished and keeping both icons. We also don't need a little "$" sign every time we collect a bounty.

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Trade missions are REALLY out of balance and are difficult to understand/succeed in. Here's a whole section on those/mission-related stuff:
Spoiler
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- The ones you can't take (not enough cargo capacity/faction is hostile) should be highlighted in red/grayed out or something. The player shouldn't have to look through those (although it'd be nice to know they're there, so you could buy an extra cargo ship, etc.).

- Most of the trade missions are a net credit loss or are very marginal (on normal difficulty). Buy and deliver 100 units of supplies to Cethlenn for a 3000Cr reward? I think not. Sometimes you have to flip back and forth several times between the trade screen and the missions screen before you figure out that the missions actually lose you money.

- It takes like 3-4 clicks each direction to flip between the trade and mission screens, which you have to do all the time (Does the market have the resource I need? Is the mission profitable? Do I even have the money to buy the items? I forgot what I was supposed to be buying, gotta go back and check...). It'd be nice to be able to flip back and forth with only one click.

- Many mission deadlines are WAY too short. A lot of the 10 day ones are simply unachievable due to travel time. Increase the minimum mission length to 20 days at the very least (the "get there in 10 days" and get a bonus is fine). It'd also be nice to know how far a star system was just by clicking on it in the map

- There's also absolutely no way to figure out how long you have left in a mission unless you write down the start time on a piece of paper and stare at the date in the upper left corner. Right now all we know is we got a mission ~2 weeks ago (from the intel screen, which gives the time to the mission deadline that could be anywhere from 0-7 days off. Put an updating bit of text next to the date that has the current mission, destination, and time left to solve this (20 x Drugs --> Cruor ... 5 days left).

- Speaking of missions and travel time, there's really no way to know how long it takes to get anywhere. Right now my best estimate for the time between systems is a little less than 10 days between adjacent systems in a frigate if you really book it and don't get murdered along the way. We should be able to hover our mouse over an object and have a little tooltip popup that says the estimated travel time with our current burn rate.

- There's no way to figure out where stuff is in a destination system. I keep jumping into systems in the wrong spot (which occasionally results in a failed mission if the deadline is tight). When in hyperspace, I should be able to click on a star and have the system map pop up to figure out where the best place to jump in is, then hit escape to go back to the hyperspace map.

- I'd like to be able to set waypoints/routes on the map by right clicking and have a pointer/line on the screen that either points the direction to the next waypoint in a series or shows the path to the waypoint. Would be really useful for missions/trade routes.

- I almost think missions should get their own screen and tab in the UI (either next to intel or as part of intel). This would help with the constant flipping back and forth between them and trade, and also give a nice place to check what missions are active/where they are/which ones are available.

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The good:
Spoiler
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- That Tachyon Lance. Hnnnnnnngggg.

- The Luddic Path are awesome. Please, give them more ships and have them kill me more.

- Terrain implementation is fabulous.

- The Tri-Tachyon music is awesome. Rest of the tracks are ok.

- All of the new art is great.

- The new ships are great. I can't believe that smuggling in a Mudskipper is actually a viable way to play.

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Title: Re: 0.7 feedback
Post by: Pushover on November 25, 2015, 02:07:07 AM
Regarding the 10 day missions, you can often get the job done by emergency burning, although that obviously cuts into profits. In-system 10 day missions are very doable. Would also make sense if those were the most profitable ones. It would be nice if the game could detect which missions required goods from outside the destination system, and made the minimum on those 20+ days.

Per unit prices might be better if they have 2 values, one if the bonus is reached, one if it is not (rather than just if it is not). I didn't have an issue figuring out if they are profitable or not, simply check per unit price vs the price after tariffs, and the bigger the difference, the more profit. That information could also fit on the mission screen, but then there's a lot of numbers on the mission screen.

I would also be in favor of a dedicated mission tab, especially if missions will get more complicated (such as 'go here and hunt down the TT supply fleet before it reaches its destination')

Also is it just me, or is there no sizeable amount of lobster anywhere? Not even the namesake planet has more than ~50 lobster.
Title: Re: 0.7 feedback
Post by: Sordid on November 25, 2015, 02:35:11 AM
- It's unclear where you can and can't be detected by other fleets. I'm going to guess that the sensor ping-ish lines say this, but I'm not sure. Maybe add a pop-up hint at the beginning of the game?

The problem is the game only informs you when you're passing the edge of a fleet's detection range, but there's no indication when you're actually in one. It's entirely possible to be inside a fleet's detection range without being able to see either the fleet or the edge of the detection range. In that case you have no idea if anyone can see you or not.

Quote
- It took me awhile to figure out that turning on/off a transponder took two clicks, whereas everything else on the skill bar only takes one. Everything on the skill bar should be only a single-click to activate/deactivate.

Yeah, I don't get that either.

Quote
- The intel map gets really cluttered really quickly. Just get rid of completed events instead of keeping them on the intel map and even adding an EXTRA icon to say that the event has been finished and keeping both icons. We also don't need a little "$" sign every time we collect a bounty.

I couldn't agree more. There's also this:

(http://i.imgur.com/ypZ30jI.jpg)

That is useless for actually selecting bounties. I have to click them one by one to get the expanded descriptions to get the information I need.

System-wide bounties: Why are you telling me the settlement that issued it? That information is useless to me. I don't know where these places are and who they belong to. What I need to know is what faction issued it and what system it's in. Color-code the settlement name to indicate faction and append the name of the system.

Officer bounties: I don't need to be told they're "Wanted". I kinda get that from the fact that there's a bounty out on them, y'know? Don't really care about their full names either. What I do need is what faction issued the bounty and what system it's in. Preferably what planet too.
Title: Re: 0.7 feedback
Post by: TaLaR on November 25, 2015, 02:42:40 AM
While I agree that it's hard to judge when enemies see you based on pings, and this part needs improvements, there still is a simple rule of thumb:
If you can see them, they most likely can see you too (assuming both parties with same transponder state and no sensor/phase ships).
Title: Re: 0.7 feedback
Post by: Igncom1 on November 25, 2015, 02:44:06 AM
Also FYI, the system wide bounties also seem to pay out for the surrounding subspace or whatever you call it.

And pirates love subspace, so drawing them out is easy when they are chasing you or smaller prey.
Title: Re: 0.7 feedback
Post by: gigglezp3wp3w on November 25, 2015, 03:52:05 AM
Hahaha if you haven't outfitted a Sunder with a tachyon lance and a double phase lance yet do it !!!! Squadron of 3 is 240K, very expensive for a support element but they can literally destroy frigates before their shields go down, it's hilarious trust me.

On a another note, not to say that your opinion isn't valid or that your wrong, but a lot of the problems you seem to have with trade missions and the sensor system are more problems (at least to me) with a simulated style of game ? I mean it took me a little bit to figure out the transponder double click too and the sensor system isn't perfect but it's also a lot of fun too, figuring out where the enemy is and trying to minimize your sensor profile is a bit hard but oh so rewarding when you surprise that pirate smuggling fleet. I however think it's hilarious how far the AI will go to get you to turn on your transponder, I've had an elite military detachment follow me through a few systems.

I've also made a ton of money from trade missions, >100,00 net profit from some, the trade system outside of these missions is fairly dull and silly, I mean you've mastered faster than light travel but can't handle feeding people ? The trade missions are, to me at least, are nice step in the right direction requiring you to think about what your trading and where to get it from, as opposed to just responding to "idiots on planet B forgot to feed themselves again" . As well as that I don't think I've ever failed a trade mission due to timeout, I lost the early delivery bonus once but thats about it, you can refit the aug. engines and tailor your ships for free before you take those 10 day missions, at 16  burn you can get pretty far if you willing to drop some supplies, as for not knowing where things are in a system you can just poke your head through a system jumpoint  and pause it to figure out where everything is and jump back into hyper space for free essentially.

I haven't played the game too much yet so I probably missed a lot of cool info, a bit surprised you didn't mention the new radical faction mechanics that just sort of made it into this version haha.

I really don't want to come across as raining on your parade, I agree with everything you said was good about the game and the U.I could be way more helpful as a lot of other stuff you said !  Your review was well worded and inspired me to reply I guess ?   ;D
Title: Re: 0.7 feedback
Post by: SafariJohn on November 25, 2015, 06:57:24 AM
The missions section isn't very visible. I knew it existed and had a pretty good idea where it was, but it still took me awhile to realize it was above the officers in the comm directory.
Title: Re: 0.7 feedback
Post by: monkhouse on November 25, 2015, 11:30:51 AM
Quote
The problem is the game only informs you when you're passing the edge of a fleet's detection range, but there's no indication when you're actually in one. It's entirely possible to be inside a fleet's detection range without being able to see either the fleet or the edge of the detection range. In that case you have no idea if anyone can see you or not.

Second this. You can try and gauge it by the wave-lines that go over you as you move out of range, but there's no firm way to tell whether a given fleet can see you at a given time. Would be nice to have something as simple as a warning bleep when you single-press the transponder button while another fleet can see you, so you have the choice to press again and face the consequences or keep moving and try again further out.

Also a little grace period would be nice, so you can get away with fiddling with the transponder for a few seconds after going through a wormhole, or if you're at the edges of a patrol fleet's vision.
Title: Re: 0.7 feedback
Post by: Sordid on November 25, 2015, 03:57:42 PM
Quote
The problem is the game only informs you when you're passing the edge of a fleet's detection range, but there's no indication when you're actually in one. It's entirely possible to be inside a fleet's detection range without being able to see either the fleet or the edge of the detection range. In that case you have no idea if anyone can see you or not.

Second this. You can try and gauge it by the wave-lines that go over you as you move out of range, but there's no firm way to tell whether a given fleet can see you at a given time. Would be nice to have something as simple as a warning bleep when you single-press the transponder button while another fleet can see you, so you have the choice to press again and face the consequences or keep moving and try again further out.

Also a little grace period would be nice, so you can get away with fiddling with the transponder for a few seconds after going through a wormhole, or if you're at the edges of a patrol fleet's vision.

Personally I'd just put a number on the transponder icon showing the number of fleets that can see you. Perhaps even several numbers, color-coded for the different factions. Perhaps getting this information could be tied to a character skill.
Title: Re: 0.7 feedback
Post by: gigglezp3wp3w on November 25, 2015, 09:40:27 PM
I think the number idea is good, maybe not telling you who can see you but saying something like "you've been pinged 3 times", excluding fleets in "dark" mode as it would ruin the point. Maybe a ring around your fleet indicating your sensor range which would be a nice quality of life improvement. Obviously because of how sensor profile works it wouldn't be a foolproof way of knowing whether or not someone can or can't see you but that sort of challenge is the reason we have sensors.
Title: Re: 0.7 feedback
Post by: pigreko on November 26, 2015, 10:07:49 AM
My feedback takes a lot from what you already wrote, but still I have something to add:

- now more than ever I felt the need of some consequence for my action. After building a sizeable fleet I tried to seize "control" of some pirate sub-system... until they endless piled on me and ate all my CR. Their fleets keep spawning like rabbits during the mating period. We are just looking at the iceberg's tip of this campaign, I know it is normal that the game is like this now, I'm just depressed that I cannot influence the status quo of anything on all these system, just some inconsequential shortage which is going to solved at some point, since my CR do not allow for unending pressure.

- I'm very much stressed by how much it costs to maintain a fleet, and how few income venues I have. Later in my quest of conquest, I resolved in laying in ambush in the Luddic yellow nebula, waiting for a big patrol to ambush and squeeze for supplies. That or going back to be an errand boy, for this or that merchant, which is silly having a fleet of capitals and destroyers. In few words: the quests do not take into account who you are and what you could do. (as before, this is prone to be expanded, but still, this could already be in place so I feel it is ok to mention)

Side note: did they nerf the paragon? Since I "finished" the game I cheated to helm the paragon... man it is underwhelming. With my gorgeous Onslaught I dove into the enemy fleet, guns blazing, Maulers and Hephaestus mauling frigates, and never had to rise my shield. With the paragon I get swarmed in a blink since I'm a sitting duck, and with most of energy weapons having a flux-damage ratio ridicule and it is bursty, missing a kill with a salvo of a big gun means you are probably overloading. Dunno what happened, I remember a full lvl character could own fleets with a paragon, with ease. Man i missed the nerf somewhere


edit cause: I HAVE TOTALLY FORGOTTEN ABAUT THE PROS...

This game is addicting. I stopped played in wait of the new releases. I experimented a bit with an array of mods but ultimately I feel I have not seriously played SS in quite a lot of months. But then, I launch the updated game, build my new commander, and already the blood is rising wait of the challenges ahead... iron mode, do you even lift?

The sensor mechanic is already mature enough to be of use "almost" form the get go (I stayed ON for most of my firsts few hours, I understood what other fleets were doing at it was awesome).I felt a lot like in a submarine, with every ping revealing the larger but also yourself,  I guess it is literally the same mechanic, nevertheless it felt good.

The little snippets of lore are awesome. I totally read every description of every planet and station. Side note here: 2 layers of description often of the same length are a bit redundant. Isn t better to have a much more generic tooltip on the star map, and a very detailed story board once I click on it? Now I often need to pause to read all the description while traveling, only to find another layer of narration on a deeper level. (kudos for the peripheral planet with those mass drivers launching water and other organics to the inner planets, that is very clever concept)

The combat is mind-blowing as usual. Aggressive captains suiciding with my destroyers 2 times per battle is the routine, and yet there are those epic moments where I rush forward with my Onslaught, creating a barrage of ordinance to shield my fellow captain from a deadly salvo of missiles and eventually interposing my MUSCULAR AND OILED body amor between me and his ship, allowing his retreat. Ah such cool moments.

Love you all.

 
Title: Re: 0.7 feedback
Post by: 10900209 on November 26, 2015, 07:50:58 PM
My only complaint right now is how hard it is to find the ships I want.  I reeeeeally want an Apogee or an Aurora, but there's only 2 stations in the galaxy where I could conceivably buy one (Hybrasil Astropolis and Nortia in Askonia), and they're never in stock.  I haven't seen any flying around that I could try to board, either, as iffy as that is anyway.

Plus, I had to alienate the Hegemony, Sindrian Diktat, and Luddic Church to get my rep up high enough with the Tri-Tachs and Independents that they'd sell me the ships I want if I ever managed to strike gold and find one for sale. 

So now I'm spending all my credits buying out the inventories of the Indie/Tri-Tach military markets to force them to restock while flying constant round trips between Hybrasil and Askonia.  I'm getting low on credits, and I won't be able to replenish them easily because half the galaxy won't let me trade with them or pay me bounties anymore.

It'd be cool if there was some alternate way of getting the rare ships.  Maybe you could bribe a high-ranking official to procure one for you if your rep is high enough and if you have an obscene amount of money to spend.

Title: Re: 0.7 feedback
Post by: Cik on November 26, 2015, 10:45:33 PM
might be cool if you could actually have them build you one. most major (non-pirate) factions presumably have a limited ship construction still remaining, so if you are 80+ faction standing and put down enough credits to buy a planet i'm sure they'd go for it fluffwise.

should obviously still take some time, though.
Title: Re: 0.7 feedback
Post by: jason0320 on November 27, 2015, 06:54:34 AM
Hegemony's XIV variants are so awesome. I hope every faction can get their own exclusive variants.
Title: Re: 0.7 feedback
Post by: frag971 on November 27, 2015, 07:57:24 AM
- Something similar to World of Warcraft's quest tracker on the side for all active missions and bounties would be awesome.

- I have no way of knowing if any mission is a net loss or gain.

- Having a constant fight to not run out of supplies. Most of my gameplay is tedious because of it and i'm unable to travel around without running out of supplies.

- Ship AI always gets my ships killed so i'm forced to run a single powerful ship instead of 3 or 4 frigates/destroyers.

- Any big fleet is a waste of time and money because of the aforementioned supply issues. It has to be nerfed by at least half.

- Combat readiness is boring and limits by options severely. If there's a mod that removes CR and nerfs supply demand in half i'm all for it.
Title: Re: 0.7 feedback
Post by: Cik on November 27, 2015, 08:22:46 AM
supplies are mostly an issue i feel because of the fickle nature of bounty/trade profits. they are very random, so if you are an onslaught at the head of a large cruiser detachment and the 300k+ bounties dry up for even a little stretch of time you can't maintain your fleet supplywise except on enormously expensive mass purchases from fleet bases. (like jangala) CR is fine as a mechanic and is actually beneficial if the player isn't the biggest fleet on the block; you can actually pull victories out of impossible situations by jumping fleets that are low CR from back-to-back battles.

supply use is really heavy though. bounty fleets are the only way to get reliable payouts, enough to sustain a large fleet, and they dry up in the midgame because of the investigations and because sometimes you will get unlucky with who is putting them out and how much they pay.

but CR is lifeblood for pirates, because it allows you to fight disproportionately well against targets that are low CR, or lower max CR. once you have an elite wolf it's a net benefit for you, because no one can hang out in a battle as long as you can without suffering malfunctions, and because every now and then you will run into cruisers that are 20% CR you can pick off for huge payouts.

Title: Re: 0.7 feedback
Post by: Alex on November 27, 2015, 09:23:52 AM
(@frag971: Quick question - have you tried the "easy" difficulty? That gives you 50% more supplies and other loot from salvage.)
Title: Re: 0.7 feedback
Post by: Dri on November 27, 2015, 09:45:34 AM
So the gist of this thread seems to be that players just want an arcade game where the only thing they have to worry about is how big their guns are and what ships they choose to play with; anything that involves strategic planning and thought (CR, sensors, making due without the exact ships/weapons you want) is too much to handle. Gotcha.

Poor Alex, I suppose this is side effect of having the game stay a particular way for a solid year - players get too used to how the game was and fail to realize that the game still has some large changes ahead.
Title: Re: 0.7 feedback
Post by: Cik on November 27, 2015, 10:06:23 AM
the other thing i should mention is i don't think supplies are the root problem, it's just the money. anybody can just get a freighter or two and have very long legs supply-wise. paying to fill the holds with them is the big issue.
Title: Re: 0.7 feedback
Post by: Thaago on November 27, 2015, 11:19:30 AM
On supplies: Early game, supplies are tight. Then once you get your first big bounty break/trade run, you are set for life. Just don't over extend. Have a Dram full of fuel and a Buffalo (or 5) full of supplies. Not only do you have the endurance to get through a dry spell, but you can make MASSIVE profits (and trade exp!) whenever you find a market with high supply costs.
Title: Re: 0.7 feedback
Post by: Cik on November 27, 2015, 11:37:44 AM
i feel the opposite. keeping an elite wolf at high CR is trivial. if you are going to kill high bounty fleets with any surety of low casualties you will need at least a few cruisers, and once you have a reasonable core warship formation of several cruisers/destroyers you eat supplies like mad. even with reasonable leadership supply use reduction i'm still at 80-90~ use a day when rearming, and ~4-5 when at CR cap. i carry around 2300~ supplies on average but filling the holds after a few engagements can cost 100k+ for fuel and supplies. adding in the fact that 150-170k bounty fleets seem far more common than 300k+ (while still forcing me to deploy most of my cruisers) and that 60~% of the bounties are immediately off the table due to investigations, keeping a fleet in good order is not easy.
Title: Re: 0.7 feedback
Post by: Serenitis on November 27, 2015, 11:40:07 AM
So the gist of this thread seems to be that players just want an arcade game where the only thing they have to worry about is how big their guns are and what ships they choose to play with; anything that involves strategic planning and thought (CR, sensors, making due without the exact ships/weapons you want) is too much to handle. Gotcha.

Poor Alex, I suppose this is side effect of having the game stay a particular way for a solid year - players get too used to how the game was and fail to realize that the game still has some large changes ahead.

To be fair, as technically amazing as 0.7 is, 0.65.2 was a fair bit more fun to play.
Less complexity, no hassle regarding finding or avoiding things, factions didn't automatically hate you for carrying boxes with a different colour than thiers, and the whole thing was just far more accessible.
In my (incredibly biased) opinion 0.7 would have been incredible if it were 0.65.2 with battle joining, officers, and cargo missions added to it. But again, opinions and preferences etc.

Maybe things will change? Maybe we'll get used to 0.7 and wonder what we were ever talking about? Who knows....
Title: Re: 0.7 feedback
Post by: Abradolf Lincler on November 27, 2015, 11:42:46 AM
I don't know if I'm the odd one out, but I love the complexity, I don't like my games being shallow, I want them to make me think. For me .7 is the best update so far(Except for those ******************************** Investigations)
Title: Re: 0.7 feedback
Post by: Cik on November 27, 2015, 11:51:45 AM
i really like sensors, complexity etc. .7 is my favorite version of the game no question. just a few kinks to iron out.

maybe people get the wrong impression though, i spend most of the time complaining.
Title: Re: 0.7 feedback
Post by: Toxcity on November 27, 2015, 12:21:34 PM
I find 0.7a more enjoyable. In previous versions it was still fun, but I was never in any danger unless I did something incredibly stupid. Now I find myself using commands I would've ignored previously (like retreat).

On the other hand Faction Ties Investigations are real bad. If it were constrained to the Hegemony and Tri-Tachyon or if your allied faction decreased market prices it would be okay. Right now though it just limits sources of money without anything to counteract it.
Title: Re: 0.7 feedback
Post by: orost on November 27, 2015, 12:31:07 PM
I find 0.65 more enjoyable at the moment but this is purely a matter of content, not mechanics. It's difficult to find enemies to fight and things to do with all the great new mechanics due to the current "minimum viable content" policy, but mods will completely solve this. 0.65 with mods > vanilla 0.7 > vanilla 0.65, and I'm sure 0.7 with mods will utterly destroy all three. I can't wait to see what modders do with the new mechanics.
Title: Re: 0.7 feedback
Post by: Nimaniel on November 27, 2015, 12:56:36 PM
- Allies' deployed forces count against your deployment limit. I jumped into a massive pirates versus Diktat fight, only to find that I couldn't deploy anything but a single Sunder. Really frustrating in big fights when you're not able to help out with anything more than a small ship.

I haven't tried it, but if you increase the battle size setting from 200 to something significantly higher, this is a non-issue, yes/no? Can do it in-game. Just click Settings from the menu and then hit the settings tab at the top. Also, you can deploy your ships as the battle progresses, assuming friendly ships (including allies) are being blasted to space-dust.

Quote from: kazi
- It's unclear which factions tolerate an inactive transponder and which do not. Maybe add a sentence or two to the faction description in the intel screen?

Someone posted in another thread that the Sindrian Diktat didn't care if you had your transponder on. Turned out to be not true. As far as I know, all the major factions care (ie., all except Path and Pirates).

Quote from: kazi
- It's unclear where you can and can't be detected by other fleets. I'm going to guess that the sensor ping-ish lines say this, but I'm not sure. Maybe add a pop-up hint at the beginning of the game?

Sensor lines show the detection range that the opposing fleet has against your fleet at any given moment. If the opposing fleet does an active scan, the lines will sweep out. If you turn off your transponder or you go dark, you will see that opposing fleets sensor lines collapse (because your sensor profile becomes smaller). This is why you have to lower your sensor profile before the detachment you are trying to sneak past does an active scan.

Quote from: kazi
- It took me awhile to figure out that turning on/off a transponder took two clicks, whereas everything else on the skill bar only takes one. Everything on the skill bar should be only a single-click to activate/deactivate.

Personally I disagree on this point. I prefer it the way it is. It is critically important that you do not turn your transponder on or off by accident. Particularly if you are playing iron mode.

Quote from: kazi
- Food shortages seem to be a net credit loss in most cases. Sure the rep and exp are nice, but I'd like to at least have a small profit too?

There seem to be a number of very low value trade goods in the game that serve little purpose until we get industry implemented. Maybe food is one of them, but I agree.

Quote from: kazi
- The intel map gets really cluttered really quickly. Just get rid of completed events instead of keeping them on the intel map and even adding an EXTRA icon to say that the event has been finished and keeping both icons. We also don't need a little "$" sign every time we collect a bounty.

Agree 100%. The whole intel map icon thing is a bit innovative, but has not turned out too well.. yet. A little more 'how can I quickly and easily find the info I need' and a little less 'how can we make this super nifty' would be nice.


Re: Trade missions
===========================================================================================
Quote from: kazi
- Most of the trade missions are a net credit loss

Not sure if it's most, but yeah, some missions expect you to deliver goods for prices that are far below the average price. I would like to eventually be able to set filter and various things, like e.g. missions. For the time being I would be happy if we just narrowed the price ranges slightly (get rid of the 100% guaranteed loss missions, and maybe curb the huge profit ones a bit).

Quote from: kazi
- It takes like 3-4 clicks each direction to flip between the trade and mission screens

Yeah, I find myself flipping back and forth between them a LOT as well. Really does beg for a UI improvement here.

Quote from: kazi
- Speaking of missions and travel time, there's really no way to know how long it takes to get anywhere

It's old-school, but there is actually a map size indicator in light years if you look at the intel screen (lower left). When you know your burn speed, you can estimate travel time.

Quote from: kazi
- There's no way to figure out where stuff is in a destination system.

This has been brought up before. Considering we already have some full conversion mods, I have to agree that we really need this feature sooner or later. Preferably sooner. New years resolution, Alex? ;-)
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The good:
===================================================================================
Quote from: kazi
- Terrain implementation is fabulous.

+1

Quote from: kazi
- The new ships are great. I can't believe that smuggling in a Mudskipper is actually a viable way to play.

The Mudskipper has a civilian hull, which gives it double the sensor profile of a non-civilian frigate. I would recommend Cerberus/Hound, or Mule if you go big. My current smuggling playthrough used a phase frigate and 2 mules for the first 1M$.


Nice post Kazi.  :D
Title: Re: 0.7 feedback
Post by: Alex on November 27, 2015, 01:04:16 PM
(Just wanted to drop in here and say thank you for all your feedback! And to say again that while I'm not able to respond to stuff as much as I'd like, I'm very much staying on top of it as far as reading everything. Well, almost everything; I'm sure a few things manage to slip by, but it's not for my lack of trying.)
Title: Re: 0.7 feedback
Post by: Gothars on November 27, 2015, 01:31:15 PM
(Thank you for staying in touch with the community so much! Also, why are we talking in brackets?)
Title: Re: 0.7 feedback
Post by: Alex on November 27, 2015, 01:33:55 PM
(I think I'm rather too fond of parentheticals. I guess in my mind it means that what I'm saying isn't particularly on-topic, more of a "let me interject with something but please carry on" kind of thing.)
Title: Re: 0.7 feedback
Post by: Zapier on November 27, 2015, 01:46:23 PM
So, here's my feedback after getting some time to finally sink my teeth into the new update and the time I've put in has been more than the last couple releases combined:

Overall, SS is starting to shape more into the universe I've been waiting to get into since I bought it while it was still just a combat simulator without anything else. Many of the mechanics were hard to adjust to such as the sensors and how to use your transponder (apparently I didn't understand I had to click it twice to turn it off, so I got into a few shouting matches with Hegemony over it) but I quickly adapted and found my place in the grand scheme of things where I'm having fun and getting frustrated in a good way.

First, just going to say how I tend to play to give an idea about the mechanics and potential benefits/handicaps I have while playing. I love and hate ironman, so I play it because I love to hate it. It punishes me when I screw up and makes me feel more accomplished when I don't and I can't play any other way. My skills I tend to max out tech first with emphasis on repairs, ordinance skills and some auto targeting, followed by leadership for maintenance/crew skills. Picking a faction and sticking with it works great for me, so investigations and making others upset with me don't bother me, because even when neutral with most of the groups at the start, I have my enemies in mind and work towards that goal. I've never tried smuggling or zipping around with my transponder off so I tend to stay on and proudly announcing myself as a potential target to everyone who doesn't like the Hegemony, but I do still buy from the black market for weapons and ships liberally and just sell goods legitimately.

So, with that said I started out much the same as previous versions... trying to pick off some pirates and hopefully get some bounty money and sell a few goods to get something better than my combat freighter and wound up getting destroyed a couple times by fleets I never saw, or not knowing when or if I should use my emergency burn, and a friendly fire torpedo after the final enemy ship exploded and it pegged me in the side to one shot me and so on. When I finally landed in a lasher I was able to accomplish picking off some small fleets and getting myself accustomed to everything. I learned and love the danger of high level pilots in fleets, it certainly makes the same fleets fight so much differently which my first real notice of it was a Luddic raider fleet of two ships that were so fast and could kite me so easy I had no choice but to let them get away after wasting time, money and resources on them.

Getting my hands on a nice Medusa from the black market was a game changer for me and turned me into a bounty hunting machine. Seeing cash flows and worry woes fade away was fantastic and my fleet expanded to some escort fighters and a condor, some officers and all was right in the world. At least, until the multi-fleet battle mechanic utterly destroyed my universe in a couple big gulps. I love this because now some fights are always a little unpredictable depending on sensor range for who you can or can't see. I got greedy and thought I could pick on Mr. High Tech Fancy McTriPants' merchant fleet and didn't see the small patrol fleet in the nebula and couldn't retreat fast enough except for the Mudskipper of mine that just ran and ran. I liked seeing I got to keep my officers so long as I had at least one ship survive these doomsday encounters, until the pirates wore out my CR and supplies and destroyed me while I was running with their fleets merging to kill me.

Now, I'm back to getting a little cash... buying a ship or two... biting off more than I can chew and getting killed to start the process over again a little smarter, a little more leveled, and a little more determined to get back on top. My uncaring attitude towards my faction relations has netted me a comfortable 75 relations with Hegemony, 52 with independants, 6 with the church, -1 with the Purps, -88 with Tri, -67 with the fanatics and the always wonderful -100 with pirates. I get investigated every once in awhile but only once was I ever found guilty and I seem to only remember losing a few points, so the new faction relations haven't really been an issue for me.

I like having more systems to explore and absolutely love the changes in the terrain on the campaign map. It feels more immersive and I find myself now caring where nebulas, stars and some planets are because I alters where and how I fly.

I wish there were some more systems with more mixed factions kinda like Valhalla and Ragnar so I can more easily fight against factions while having a base to operate from in the same system, since most are kinda a single faction mixed with independents and maybe pirates. I'm sure there will be something more like this in the future.

Seeing increased activity in places where bounties were going off was pretty cool, seeing bounty hunter fleets, increased patrols and even more pirates around maybe dead end planets very alive for the duration of the bounties. Maybe some events (I haven't really noticed them yet so please feel free to mention if they are in) focused around factions skirmishing around a planet or system so that more fleets of hostile factions will be in systems they aren't normally in would increase some potential action and varied playthroughs. For instance, I want to really work with the Luddic Church, but they seem to rarely get involved in anything and staying by them leaves me without much to do in the rest of the universe.

I haven't really tried doing the missions much yet, but I like the idea of them. Currently, at first glance, trading seemed a little harder to make money and many of the trading missions seemed harder to take on without money to start with. Perhaps some missions designed around escorting/transporting like in X3 when you can accept them, get a passenger or cargo and fly them to a destination to get paid without much investment aside from surviving the trip could pay off as a filler for these high cost/unprofitable trade missions. Could even make it so when you take those missions that some pirate fleets might find out you're moving cargo/passengers and sorta get them to seek you out in a way the bounties seem to spawn more fleets. Just thoughts...

Um, if you're still reading my thoughts on how I was going to write this have ended up varying some so I hope I've included much of what I wanted to add... love the custom hull types for some ships too... hope to see more of those or the possibility of going to some stations and maybe getting a special retrofit to ships to add some of these in the future, like a large cost retrofit to or from civilian hulls, to pirate hulls, etc. with their own pros and cons.



So, for me this update has again been great. Love the direction its going and its feeling more immersive for me now.

- Love the music additions and static/comm chatter sounds, much better atmosphere.

- Love the varied hull types.

- Officers are fantastic and scary. Would enjoy seeing some special/varied officers in the future, like ones with special skills or just different level maxes with maybe tradeoffs of being able to or not being able to actually pick the skills from a full list. Like, this officer can get to level 30 but you never get to pick their skills. This one can only go to 15 but you can pick from 4 skills... I dunno, something to make you maybe still search for new officers continually. Oh, and I thought there used to be an officer tab... wasn't intuitive for me to find where I could see a list of the officers I already had.

- Missions, I see where they can be useful but feel like they don't offer much for me yet (would also love the be able to take some of these missions to help with rep even when I've got bad relations... perhaps some like 'redeem yourself' type missions that end up being more sacrificial to the player for rep gain, like buying and transporting freighters to replace those you destroyed you horrible person)

- Sensors are great but I'd love to get some sort of way to get a visual idea of how my sensor range is (perhaps a key you can toggle on and off)

- Terrain is fantastic and gives some depth to the campaign map that before just felt like images I flew through all the time without a care.
Title: Re: 0.7 feedback
Post by: SCC on November 27, 2015, 02:14:17 PM
>that feeling when your admins/moderators gossip in parenthesis just like that and they're still cool
As for supplies, when you're short on money you gotta look for smuggler or pirate trade fleets that have supplies, they're easy to defeat and rewarding most of the time. :)
Also, later, when you've got some spare cash, buy supplies and fuel whenever they're cheap, because you'll need them later even if you don't now.
Also x2, if that's important, MOAR complexity! I love it. :3 ...But slow down leveling, I have 34 level with ~250k credits (though dying did have an impact on my funds) and still no cruisers in my fleet.

@Nimaniel: I posted that thread and it was more like asking "do you guys get that too?", since I've found that odd.
Title: Re: 0.7 feedback
Post by: Abradolf Lincler on November 27, 2015, 03:00:11 PM
>that feeling when your admins/moderators gossip in parenthesis just like that and they're still cool
As for supplies, when you're short on money you gotta look for smuggler or pirate trade fleets that have supplies, they're easy to defeat and rewarding most of the time. :)
Also, later, when you've got some spare cash, buy supplies and fuel whenever they're cheap, because you'll need them later even if you don't now.
Also x2, if that's important, MOAR complexity! I love it. :3 ...But slow down leveling, I have 34 level with ~250k credits (though dying did have an impact on my funds) and still no cruisers in my fleet.

@Nimaniel: I posted that thread and it was more like asking "do you guys get that too?", since I've found that odd.

I have to agree on the leveling, I have 10 science and 10 combat, and just got my first destroyer.
Title: Re: 0.7 feedback
Post by: kazi on November 27, 2015, 03:02:15 PM
@ Alex - Thanks for listening to the comments! Being able to give feedback and have it be read is awesome.

Also, most of my comments so far deal with early- to mid-game. I've been playing on Normal + Iron, and am way worse at this game than I thought I was. All of my playthroughs go something like this: bounty or smuggle to a medium-sized fleet by the skin of my teeth (I rarely make it to having a cruiser) -> do a few big-ish fights -> get wiped -> ragequit -> start over and repeat the cycle.

The update (and difficulty) are great overall. I only have two comments about the general underlying mechanics for this update:

-I can't quite seem to make standard, 'legit' trading a viable playstyle on Normal difficulty. It's really hard, and there's no clear ways to check prices or make profits with legal goods easily.

-The game could use a kind of "insurance" mechanism for when you die. The most fun I have is when I get into difficult/outnumbered fights. Unfortunately, when you lose one of these, you are back to square one, and lose everything you've earned so far aside from faction rep and exp. So many players feel forced to only take easy, winnable fights, and stay away from the really good stuff until they're "done" with a playthrough and ready to lose everything. In either case (lose everything or boredom), the game is over and the best option is to restart. I almost think there should be an insurance mechanism where when you die, a friendly faction gives you free ships in exchange for like 50% of your earnings until you pay the money back or something. Just some kind of mechanism to get the player back on their feet again and continue playing rather than restarting.
Title: Re: 0.7 feedback
Post by: frag971 on November 27, 2015, 03:27:05 PM
So the gist of this thread seems to be that players just want an arcade game where the only thing they have to worry about is how big their guns are and what ships they choose to play with; anything that involves strategic planning and thought (CR, sensors, making due without the exact ships/weapons you want) is too much to handle. Gotcha.

Poor Alex, I suppose this is side effect of having the game stay a particular way for a solid year - players get too used to how the game was and fail to realize that the game still has some large changes ahead.
Actually i think the main issue is incomplete game systems. From what i can see the limits set on our gameplay are done so with future game systems in mind. RIGHT NOW it feels too hard and annoying but i think it will make sense once game reaches 1.0 (aka all core features implemented and working).

My systems wishlist is:

- Industry. I want to set up factories and research bases to become self-sufficient.
- Support fleets. I want to be able to field multiple fleets, such as a supply convoy with armed escort or a mining operation in an asteroid field.
- Split fleets. I want to be able to take a couple of ships off my fleet and send them to the planet to sell stuff, buy supplies/personnel and fly back to my fleet.
- Faction conquest. I want to be able to join a faction and fight for that faction to take control of planets and other planetary systems. Eventually be able to "conquer" the entire game world if at all possible. This includes fighting starbases or even a planetary bombardment minigame.
- Investments. I want to be able to invest into planets to develop them. Say there's a tiny colony and i want to bring in everything they need to develop.
- Peaceful development - as a non-combat alternative i want to be able to trade and invest into the various planets and bases for properity.
- Elimination of factions - really wanna go all white knight and purge the sector of pirates.
- Officers - not in game yet?
Title: Re: 0.7 feedback
Post by: Abradolf Lincler on November 27, 2015, 03:34:06 PM
So the gist of this thread seems to be that players just want an arcade game where the only thing they have to worry about is how big their guns are and what ships they choose to play with; anything that involves strategic planning and thought (CR, sensors, making due without the exact ships/weapons you want) is too much to handle. Gotcha.

Poor Alex, I suppose this is side effect of having the game stay a particular way for a solid year - players get too used to how the game was and fail to realize that the game still has some large changes ahead.
Actually i think the main issue is incomplete game systems. From what i can see the limits set on our gameplay are done so with future game systems in mind. RIGHT NOW it feels too hard and annoying but i think it will make sense once game reaches 1.0 (aka all core features implemented and working).

My systems wishlist is:

- Industry. I want to set up factories and research bases to become self-sufficient.
- Support fleets. I want to be able to field multiple fleets, such as a supply convoy with armed escort or a mining operation in an asteroid field.
- Split fleets. I want to be able to take a couple of ships off my fleet and send them to the planet to sell stuff, buy supplies/personnel and fly back to my fleet.
- Faction conquest. I want to be able to join a faction and fight for that faction to take control of planets and other planetary systems. Eventually be able to "conquer" the entire game world if at all possible. This includes fighting starbases or even a planetary bombardment minigame.
- Investments. I want to be able to invest into planets to develop them. Say there's a tiny colony and i want to bring in everything they need to develop.
- Peaceful development - as a non-combat alternative i want to be able to trade and invest into the various planets and bases for properity.
- Elimination of factions - really wanna go all white knight and purge the sector of pirates.
- Officers - not in game yet?

Join a faction? Pshhhhhhhh, I will make MY OWN FACTION, THE CULT OF BRADASSNESS! MWAHAHAHAHAHAHAHA!
Title: Re: 0.7 feedback
Post by: orost on November 28, 2015, 09:42:34 AM
The game gets veeery easy after a point. I just fought a bounty fleet that I think was about as difficult as those can get (20-ish ships, 10 officers, Onslaught flagship with a level 15 captain), and it was a 45-second affair. I flew around the Onslaught, put 4 Reapers in its backside, killed a couple destroyers, and by that time my other ships had mopped up the rest. No significant damage taken by any of my ships, no real challenge, not very interesting.

And it's not like I'm some minmaxed endgame monster either - I'm level 33 (edit: was 30 before that battle, it gave a ton of XP) and my fleet is a Medusa (flagship), an Enforcer-XIV, a Venture, a Brawler, a Hammerhead and a Wolf.
Title: Re: 0.7 feedback
Post by: Megas on November 28, 2015, 10:03:03 AM
Pirate bounties will always be easy by endgame.  Traitor bounties are harder.  Eventually, you will routinely fight bounties with 30+ ships and 10 level 20 officers.  Some of them will include a big nasty capital; I fought two with an Onslaught XIV.

If you want a real challenge, get six or more patrol and security enemy fleets together and try to kill a hundred or more of their ships with your lone fleet in one huge extended battle.  One possible problem: it can slow your computer significantly with that many ships (it does for me).  In any case, do not fight that many ships near a market or it will take ages before you can dock there again should you win.
Title: Re: 0.7 feedback
Post by: Abradolf Lincler on November 28, 2015, 10:10:47 AM
Pirate bounties will always be easy by endgame.  Traitor bounties are harder.  Eventually, you will routinely fight bounties with 30+ ships and 10 level 20 officers.  Some of them will include a big nasty capital; I fought two with an Onslaught XIV.

If you want a real challenge, get six or more patrol and security enemy fleets together and try to kill a hundred or more of their ships with your lone fleet in one huge extended battle.  One possible problem: it can slow your computer significantly with that many ships (it does for me).  In any case, do not fight that many ships near a market or it will take ages before you can dock there again should you win.

I haven't seen a single traitor bounty in .7, I this a bug or intentional?
Title: Re: 0.7 feedback
Post by: Megas on November 28, 2015, 10:16:03 AM
Traitors are those "convicted of desertion" not "a notorious pirate".  They are all red pirates by name, but the ships are clearly from their faction of origin.  That is, deserters do not use (D) ships, usually.  Hegemony traitors sometimes use (XIV) ships.

Traitors appear in more difficult bounties.
Title: Re: 0.7 feedback
Post by: Abradolf Lincler on November 28, 2015, 10:19:13 AM
Traitors are those "convicted of desertion" not "a notorious pirate".  They are all red pirates by name, but the ships are clearly from their faction of origin.  That is, deserters do not use (D) ships, usually.  Hegemony traitors sometimes use (XIV) ships.

Traitors appear in more difficult bounties.

Yes I know, but all the bounties so far have been "a notorious pirate" not "convicted of desertion"  The biggest bounty so far has been for 110,000 credits. Is there something broken in my game?

LOL, NVM, just found my first convicted of desertion.
Title: Re: 0.7 feedback
Post by: Megas on November 28, 2015, 10:24:03 AM
How many did you fight so far?  Alex posted elsewhere that difficulty increases after every three bounties done, up to ten times.  By your 30th bounty, difficulty should be maxed.

My biggest bounty in 0.7 so far was worth 320k, and it had a bunch of ships led by an Onslaught XIV.

Unless your game was modded or corrupted, you should see harder bounties eventually if you keep fighting them.
Title: Re: 0.7 feedback
Post by: Tixios on November 28, 2015, 11:35:59 AM
Any idea why I get slight reputation hit when I raid a trade fleet with my transponder off in hyperspace whilst leaving no one left alive to tell the tale?
I suppose it balances out with doing bounties for various factions as I get -5 penalty for the raid and usually +2-5 for bounty.
But still why? I mean no witnesses.
Title: Re: 0.7 feedback
Post by: Vinyl Dash on November 28, 2015, 11:45:51 AM
Any idea why I get slight reputation hit when I raid a trade fleet with my transponder off in hyperspace whilst leaving no one left alive to tell the tale?
I suppose it balances out with doing bounties for various factions as I get -5 penalty for the raid and usually +2-5 for bounty.
But still why? I mean no witnesses.

That's just how the game is coded. Turning the transponder off only reduce the reputation penalty, it doesn't completely negate it.

The justification is something about your crew talking when you're in ports, or on comm channels, or other people putting two and two together and deducing where you could have been given your last known location and where you were seen next. Also the fleet you're attacking sending out SOS signals on comm channels while you attack them. That kind of thing. People can't prove it was you, but they get suspicious.
Title: Re: 0.7 feedback
Post by: Tixios on November 28, 2015, 12:00:36 PM
Any idea why I get slight reputation hit when I raid a trade fleet with my transponder off in hyperspace whilst leaving no one left alive to tell the tale?
I suppose it balances out with doing bounties for various factions as I get -5 penalty for the raid and usually +2-5 for bounty.
But still why? I mean no witnesses.

That's just how the game is coded. Turning the transponder off only reduce the reputation penalty, it doesn't completely negate it.

The justification is something about your crew talking when you're in ports, or on comm channels, or other people putting two and two together and deducing where you could have been given your last known location and where you were seen next. Also the fleet you're attacking sending out SOS signals on comm channels while you attack them. That kind of thing. People can't prove it was you, but they get suspicious.

Thank you. That is a compelling justification and I have no further problem on what I have mentioned.
Title: Re: 0.7 feedback
Post by: gladius2metal on November 29, 2015, 07:25:24 AM
So the gist of this thread seems to be that players just want an arcade game where the only thing they have to worry about is how big their guns are and what ships they choose to play with; anything that involves strategic planning and thought (CR, sensors, making due without the exact ships/weapons you want) is too much to handle. Gotcha.

***, I did very well in 0.6, but now in 0.7 I just lose again and again. I like the new features, but many of them shifted the balanced too much. Yeah, the engineering trait for speeding up the whole fleet in "map-flight" was totally overpowered. Now I am "slow" and suddenly get ambushed by a pirate fleet that I couldn't see and runs at me with emergency boost... so previously: I could evade any engagement with ease, now I haven't managed (yet?) to evade (because I couldn't see them) several enemy fleets that were far larger than mine. Maybe I missed something, but I couldn't find any trait or ship-system that increases my sensor range...
tldr: 0.6 all seeing large fast killer fleet, 0.7 blind small sitting duck target drone
Title: Re: 0.7 feedback
Post by: Megas on November 29, 2015, 09:23:07 AM
The only ships with High-Resolution Sensors, Omen and Apogee, are rare, high-tech ships, limited mainly to Tri-Tachyon (in Hybrasil), though Independents at Nortia (in Askonia) might get them if you are lucky.

New characters start blind.  Might need Unstable Injector and/or Safety Override to flee from everything you cannot fight, which is most things early in the game.
Title: Re: 0.7 feedback
Post by: Cik on November 29, 2015, 09:27:07 AM
the trick is to know when to have the transponder off. generally i snap it off immediately after i've cleared friendly space, a few gridcells away from any planet that might take issue it. when you are approaching a hostile station, planet etc (barad, for example) it's best to go dark for a little while before you get there, so you won't draw in a bunch of fleets to jump you. likewise, when approaching a jump point, in hyperspace or not, it's good to go dark right before you hit it so you won't immediately get spotted by a few fleets on the other side and immediately wasted.

my advice is also to start with the wolf, the other ships are just punching bags. the wolf can kill anything it doesn't need to run from and run from anything it can't kill. even if you're trading it's wise to use the wolf and just do very low-volume trades of organs or something, rather than risk ever being caught by anything and blown out of space.
Title: Re: 0.7 feedback
Post by: Skyrage on November 30, 2015, 07:07:11 AM
Only real bad thing is the current iteration of the faction system. Sweet and short, it utterly sucks. Blapping pirates and eventually having everyone *** at you for no reason says it all really and I am frankly surprised that this passed through even in it's first iteration.

The game needs to recognize your actions a lot better as well as let the player actively choose whether he wants to deepen relationships with a particular faction and take the consequences (aka doing military missions and such).

I mean, flying around, doing random bounties for some money and as such getting friendly with one faction whereas suddenly the Luddic Church starts an investigation and finds you guilty of whatever despite having had exactly 0 interaction with them. Yeah, well, F you too, choir boys - it just gets annoying really with this 3 strikes, you're out nonsense.

Title: Re: 0.7 feedback
Post by: Serenitis on November 30, 2015, 11:47:26 AM
Personally I feel that the faction "anger" mechanics could work pretty well more-or-less as is.
It just needs to follow the "rules" we already have in the game - ref: faction relationships.

eg: A faction will never become angry with you for doing missions for another state it doesn't care about, but it will if you do missions for a state it doesn't like.

So you end up with the game having several "modes" depending upon which faction (if any) the player decides to cosy up to.
Spoiler
Casual Mode - Neutral Traders & Sindrian Diktat
No natural enemies, player is free to do whatever they please so long as they don't make an arse of themselves.

Easy Mode - Hegemony
1 Natural enemy, with a shared system for lots of back and forth battles. Many decently sized markets with abundant opportunity for trade missions.

Normal Mode (Green Flavour) - Luddic Church
1 Natural enemy. Small number of markets with limted scope for trade. Isolated position means lots of fuel use.

Normal Mode (Blue Flavour) - Tri Tachyon
2 Natural enemies, with a shared system for lots of back and forth battles. Decent number of markets but small sizes and quite spread out, decent trading.

Hard Mode - Pirates
5 Natural enemies (ie; everyone else). Very small markets spread out, fuel and supplies at a premium. Trading is good but you'll have to do more of it for the same as the batch sizes are much smaller.

[close]
Title: Re: 0.7 feedback
Post by: hurleybird on November 30, 2015, 12:51:52 PM
In terms of officers there's no real indication of the lvl 20 cap until you reach it, so my first officer to reach lvl 20 had a few abilities with 1-3 points each where you really (at least 99% of the time) want to have nothing but maxed out skills at the end. This isn't very friendly for new players, as once you reach that point you basically have the choice of reloading to an earlier game where you haven't yet screwed up that officer's build, or discarding that guy after you level up someone else to 20 properly.

I'd suggest either limiting the number of skills that an officer can learn so he always maxes out with fully spec'd skills, or removing the cap entirely (with perhaps slower officer XP gain in general).
Title: Re: 0.7 feedback
Post by: TheDTYP on November 30, 2015, 01:18:37 PM
I'm not really miffed about the whole "One faction friend" rule because, frankly, that's how I played the game to begin with.

Though I do know others are pretty frustrated with that whole thing.

My main issue is that the game (And I apologize in advance if this has already been brought up) is INSANELY hard, at least in the beginning. I understand it's a simulator and it's not supposed to be quick and accessible like some AAA titles, but it's really frustrating getting ambushed by fleets 5 times your size and being unable to escape in time because they are just as fast as (If not faster than) you and that you can't see them until they are virtually right on top of you. The "Go Dark" ability mitigates this to a degree but it's not enough.

Perhaps adjusting sensor profiles to be much easier to spot the enemy fleet, depending how large it is or slowing them down could make the early game a teensy bit easier? Or, better yet, modify the "Easy difficulty" mode so that it modifies sensors as well.

Don't get me wrong, I LOVE the Sensors. I love that they've introduced challenge to the game again, not to mention it's awesome that there is now a bit of unpredictability to the game, instilling real fear or glee depending on who or what you run into. It's just frustrating being wiped out time and time again on Iron Man mode the second you enter Hyperspace because a huge pirate fleet can sneak up on and catch up to you (And your slower ships, if you're still early-ish in the campaign) and mop the floor with you. I feel like this could be a HUGE turnoff for newer players, ESPECIALLY because it isn't immediately obvious what to do or how to use these abilities.

I suggest adding some sort of campaign level tutorial mission. One that teaches you what to do at markets and how to use your abilities to escape powerful enemies. Adding tooltips could help but I feel a straight up tutorial could go a long way into making the difficulty curve less intense. Because right now, the only reason I really know how to use these new abilities to their fullest potential is from reading the Blog Posts.

Though once you get past those rough first hours of the campaign and you have a legit fleet you use to kick ass up and down the sector, it's a little less frustrating.

All in all, the new patch is awesome, I just fear how the game will fare with new players at it's present state, especially those who want to play with Iron Man mode.

Although, hey, it could just mean I suck at StarSector.
Title: Re: 0.7 feedback
Post by: Sabotsas on November 30, 2015, 01:31:53 PM
In terms of officers there's no real indication of the lvl 20 cap until you reach it...

I'd suggest either limiting the number of skills that an officer can learn so he always maxes out with fully spec'd skills, or removing the cap entirely (with perhaps slower officer XP gain in general).

Just FYI you can change officers max lvl in the config files. Personally I really like this kind of easy mod-ability because it lets you adjust the game to your preferences. Would also like an option to increase enemies officer max lvl as well.


However I agree with your first point - making it obvious what the max rank will  should be the goal (maybe even something to consider for more differentiation between officers - different max lvls hmm...).
Title: Re: 0.7 feedback
Post by: Megas on November 30, 2015, 02:01:42 PM
@ TheDTYP:  It is not you.  I am known for being a munchkin here, and even I think the early-game is brutally hard to the point of being unfair to more casual players.
Title: Re: 0.7 feedback
Post by: Midnight Kitsune on November 30, 2015, 02:06:09 PM
Just FYI you can change officers max lvl in the config files. Personally I really like this kind of easy mod-ability because it lets you adjust the game to your preferences. Would also like an option to increase enemies officer max lvl as well.
They do after a while but only faction enemies do for some reason. Bounties do not.
Title: Re: 0.7 feedback
Post by: Plantissue on November 30, 2015, 04:01:04 PM
It still doesn't make sense that pirates or whoever chooses to attack you and when you retreat without firing a single shot, the entire faction relationship would decrease. The entire faction hates you enough to try and kill you on sight, why would they hate you any more?
Title: Re: 0.7 feedback
Post by: Megas on November 30, 2015, 04:13:50 PM
They want loot and XP too, and you did not give it by graciously dying for them.  I would be mad too if my chunks of loot and XP on legs got away.
Title: Re: 0.7 feedback
Post by: gladius2metal on December 01, 2015, 03:24:46 AM
They want loot and XP too, and you did not give it by graciously dying for them.  I would be mad too if my chunks of loot and XP on legs got away.

uhm well, I think even pirate to a certain degree understand that you don' want to burn. Since there is a no mechanic for dropping cargo, paying a "passage fee" or some other way to get around pirates, you should not get a reputation hit if you run away from pirates.

would love to see a respect value too, if you run from a small fleet you get a big respect hit, if you beat a huge fleet you get a big respect bonus. If you join a battle for one side you can get a respect value, if the side of your choosing was on the losing side.

With a high respect value the pirates (or whoever) may hate you, but you respect you as a force/fighter, thus you will be able to do missions for them, if you choose too. Also you get the option in encounters: you know me that translates to "back off" if their force is not like several times stronger than yours.
Title: Re: 0.7 feedback
Post by: Plantissue on December 01, 2015, 05:14:16 AM
No Megas, you know it makes no sense. Why would pirate bases care that their smugglers are running away from other pirates? There is nothing you can do once they have caught you. It is an automatic relationship decrease. Really though, as soon as relationships are bad enough that faction ships will attack you, it shouldn't get any lower.
Title: Re: 0.7 feedback
Post by: Megas on December 01, 2015, 05:26:42 AM
@ Plantissue:  It was a somewhat silly munchkin response.  However, there could very well be very delusional, greedy, and vain people who see everything belongs to them.  Whole faction probably should not, unless they are a collective hive-mind.  Then again, given how missions work, it seems all individuals have major clout within their faction.  Fail a mission for some random Joe Civilian, the whole faction gets angrier (i.e., you lose a little rep).
Title: Re: 0.7 feedback
Post by: Clockwork Owl on December 01, 2015, 05:42:53 AM
More like loss of credibility, I guess. No one would want to entrust a guy with a mission when he is notorious for being late.
Title: Re: 0.7 feedback
Post by: frag971 on December 01, 2015, 11:50:29 AM
Wait there's officers in game? WHERE? How do i get them? i've been flying without officers so far :(
Title: Re: 0.7 feedback
Post by: Plantissue on December 02, 2015, 09:03:52 AM
You have to open comms when you fly onto a planet/station. The section below missions. They are usually the ones at the bottom, below the stationmasters and the quatermasters and their ilk.
Title: Re: 0.7 feedback
Post by: zenstrata on December 02, 2015, 10:31:39 AM
Why is there a timer for battle-time on cruisers now?  wasn't the timer only on smaller ships before (frigates and such)?  I do not like this.  I was willing to live with the addition of CR in general and having a reduction after each engagement (the CR mechanic bothers me a bit, but I could understand why it was added even though I feel there should be another way to do it through actual battle damage instead of random malfunctions. . it still feels wrong somehow to just start having random malfunctions...).

Ships do not just stop working over these short periods of time.  If they take damage, or they go long enough the men get tired sure, but getting tired enough to have errors and problems in under 3 minutes?  .... that is too short.  It should be hours, not minutes before sleep deprivation and such kick in.

But I do not agree at all with this timer running during battle now for cruisers and above during individual battles.  I should be able to spend as long as I want on the battle map in a cruiser or above - not be limited by an arbitrary timer.
Title: Re: 0.7 feedback
Post by: icepick37 on December 02, 2015, 10:41:24 AM
Wait there's officers in game? WHERE? How do i get them? i've been flying without officers so far :(


Go to stations and planets and open up the comm directory. Mercenary officers can be found and talked to there.

Have fun! They are pretty awesome.  :D
Title: Re: 0.7 feedback
Post by: Dri on December 02, 2015, 11:05:38 AM
Even capital ships have limited peak performance time (720 seconds)! Have fun!
Title: Re: 0.7 feedback
Post by: cqsolace on December 02, 2015, 11:19:15 AM
One thing I find a bit strange (as a new player) is how enemy fleets will harass/attack you even when there's no way it could possibly be worthwhile for them. For example, if I have a big fleet, it's expensive in terms of supply, combat readiness etc to engage, and I probably wouldn't attack a single pirate ship because it's totally uneconomical (in terms of salvage, time, etc). Why should the AI be any different? An enormous pirate fleet is probably not going to bother attacking a single freighter, or a shuttle, or whatever. Maybe they will deploy a single ship at best.

It really feels like the game is trying to punish the player because you are constantly being attacked by huge fleets over and over right from the start of the game. I ended up playing in windowed mode so I could "Full Retreat" and just go afk because sometimes I would have to do that 3-4 times in a row, and it takes forever to get to the edge of the map (10+minutes of doing nothing).
Title: Re: 0.7 feedback
Post by: ANGRYABOUTELVES on December 02, 2015, 11:22:33 AM
Even capital ships have limited peak performance time (720 seconds)! Have fun!
I haven't ever run out of peak performance time in my Paragon. 12 minutes is plenty, especially because it doesn't seem to tick down if you don't need that peak performance. I'm not sure if it's something to do with taking shield damage or how close the enemy is, but I've had situations where a few frigates rush into the range of my guns before the rest of their fleet can catch up and die without being able to fire a shot, and my peak performance time didn't start ticking down.
Title: Re: 0.7 feedback
Post by: Gothars on December 02, 2015, 11:44:46 AM
IIRC peak readiness time only ticks down if the combined strength of the ships near you is equal to or greater than your own strength
Title: Re: 0.7 feedback
Post by: Serenitis on December 02, 2015, 11:50:43 AM
Even capital ships have limited peak performance time (720 seconds)! Have fun!
I haven't ever run out of peak performance time in my Paragon. 12 minutes is plenty, especially because it doesn't seem to tick down if you don't need that peak performance. I'm not sure if it's something to do with taking shield damage or how close the enemy is, but I've had situations where a few frigates rush into the range of my guns before the rest of their fleet can catch up and die without being able to fire a shot, and my peak performance time didn't start ticking down.

It runs off "equivalent forces". I might be mis-remembering but it's something like: 1 ship of the same class is equivalent. 2 ships of the class below, 4 ships of the next class below etc....

I don't much like the CR timers, but at least this is a pretty sensible way to do it that doesn't completely ruin your Benny Hill in Space reinactments.
Title: Re: 0.7 feedback
Post by: Alex on December 02, 2015, 11:59:10 AM
It really feels like the game is trying to punish the player because you are constantly being attacked by huge fleets over and over right from the start of the game. I ended up playing in windowed mode so I could "Full Retreat" and just go afk because sometimes I would have to do that 3-4 times in a row, and it takes forever to get to the edge of the map (10+minutes of doing nothing).

Quick note here: for 0.7.1a, I'd added some logic that will hopefully prune out a lot of the uneventful pursuits. If the player has ships that don't look like they can be chased down, then the enemy fleet will just "harry" instead.
Title: Re: 0.7 feedback
Post by: cqsolace on December 02, 2015, 12:03:00 PM
It really feels like the game is trying to punish the player because you are constantly being attacked by huge fleets over and over right from the start of the game. I ended up playing in windowed mode so I could "Full Retreat" and just go afk because sometimes I would have to do that 3-4 times in a row, and it takes forever to get to the edge of the map (10+minutes of doing nothing).

Quick note here: for 0.7.1a, I'd added some logic that will hopefully prune out a lot of the uneventful pursuits. If the player has ships that don't look like they can be chased down, then the enemy fleet will just "harry" instead.

That sounds great, thank you!
Title: Re: 0.7 feedback
Post by: Megas on December 02, 2015, 01:35:25 PM
Re: Capital peak performance
Back in 0.65, it was useful in case you wanted to stall an enemy Combat 10 Paragon flagship to death with your capital.  Edge case, I know.  It was also useful if you want to kill all of the ships in the simulator in one battle.

Since enemy patrols and defense fleets can combine forces, it is possible to fight against more than a hundred ships from five or more fleets in a single battle, not unlike the possible ship rush that can be done in the simulator, and if you want to solo them with a Paragon (good luck), then you likely need Hardened Subsystems to fight that long.
Title: Re: 0.7 feedback
Post by: Mondorius on December 02, 2015, 04:55:52 PM
What's up people, new guy here, discovered this game through youtube about a week or two ago and decided to buy. Here are my impressions based on gameplay I've seen from prior versions and my opinion on how the game feels right now.

Sensors is a fun mechanic, probably more could be done to customize ships to reduce signature or enhance scanning range. Reading previous messages, I have to agree that it would be nice to have more visual feedback when you are in another fleet's range, especially when you're closing in on the fleet as sometimes their scan radius is so large that you're next to huge fleet and you have no clue. Perhaps having the sweeping lines extend from the fleet all the way to edge? I understand that it could rapidly clutter the screen, but there has to be a way... Perhaps just a little screen to the right that says:
Detected by: Unknown, Hegemony, Independant.
or
Nearby signatures: faction unknown, blah blah


I'll also agree with some of the first posts in the thread regarding missions. They do need a bit of tweaking and perhaps variety.


One thing that bugs me a bit is how hard it is on normal difficulty to actually earn money. I understand that the game needs to provide a challenge, but in the current state of the game, trading is slow and annoying because there are very few options. In my current game, the only way to make money trading is either to smuggle things, which has a chance to lower my standing whether or not my transponder is on or whatever... factions apparently have mysterious ways of figuring out what happens on the blackmarket of hostile spaceports? My only other option is pretty much heavy machinery. Everything else is worthless to trade except for the odd case of supplies and fuel, but even then those are often on pirate stations, so smuggling.

Combat is also not very rewarding unless there is a bounty and bounties are very rare in my game... only 2 or 3 pirate fleets at opposite ends of the galaxy and like one or two ongoing 1000 credits for killing opposing faction ships. If I don't go after bounties it's like ships destroyed in combat are vaporized... there is so little salvage that I can rarely justify the supply cost of attacking small trading or smuggling fleets. Even if I take litterally zero damage in the engagement it costs me just as much in supplies wandering and fighting as I plunder.

One potential fix for that in my opinion would be to actually increase the prices of nearly everything and allow for more things to be profitable, if only with a small margin. This way bounties and missions still remain much more effective, but I could, say, build a fleet of freighters and go around delivering food to stations for a small profit but a larger volume. Or you could go bounty hunting for big bucks or you could just ambush small fleets for ship components and salvage for a smaller profit (if you're good at not taking too much damage/losing ships).

That would feel a lot more fun I think, as you wouldn't have to always look for the one deal of heavy machinery across the galaxy and then wait for next shortage of heavy machinery to trade as it is right now.

Beyond that, I have to say that the game is addicting and a lot of fun.
Title: Re: 0.7 feedback
Post by: zenstrata on December 02, 2015, 06:24:44 PM
Even capital ships have limited peak performance time (720 seconds)! Have fun!
more likely if it annoys me too much i'll just mod it out .... 
Title: Re: 0.7 feedback
Post by: ANGRYABOUTELVES on December 02, 2015, 07:35:53 PM
What's up people, new guy here, discovered this game through youtube about a week or two ago and decided to buy.
I imagine a lot of people did. If anyone's wondering where all the new players came from, it's because a relatively popular streamer named Beaglerush did a short gameplay overview video. I've always been a fan of this sort of 2d spaceship game ever since I discovered the Escape Velocity series when I was a kid, and they're unfortunately very rare nowadays, so I snapped up this game as soon as I could. No regrets.
Title: Re: 0.7 feedback
Post by: miljan on December 03, 2015, 07:42:18 AM
Why is there a timer for battle-time on cruisers now?  wasn't the timer only on smaller ships before (frigates and such)?  I do not like this.  I was willing to live with the addition of CR in general and having a reduction after each engagement (the CR mechanic bothers me a bit, but I could understand why it was added even though I feel there should be another way to do it through actual battle damage instead of random malfunctions. . it still feels wrong somehow to just start having random malfunctions...).

Ships do not just stop working over these short periods of time.  If they take damage, or they go long enough the men get tired sure, but getting tired enough to have errors and problems in under 3 minutes?  .... that is too short.  It should be hours, not minutes before sleep deprivation and such kick in.

But I do not agree at all with this timer running during battle now for cruisers and above during individual battles.  I should be able to spend as long as I want on the battle map in a cruiser or above - not be limited by an arbitrary timer.


This is probably the worst addition this game had. The thing that worries me is the way developer thinks in implementing features that limit the game because of bad AI and people abusing that AI. CR and time limit in battles are probably the biggest two missteps in developing this game. While CR may work out to be good in future when more systems are in the game, time limit on battles is a horrible limitation, and I don't see it changing
Title: Re: 0.7 feedback
Post by: SafariJohn on December 03, 2015, 08:07:00 AM
The only time I ever see a capital run out of CR starting from 60%+ is in the simulator 1v1 with another capital. They refuse to engage each other.

In real battles I've rarely ever even had my destroyers run low on CR. For most intents and purposes it's still like they have unlimited time.
Title: Re: 0.7 feedback
Post by: ANGRYABOUTELVES on December 03, 2015, 09:56:21 AM
This is probably the worst addition this game had. The thing that worries me is the way developer thinks in implementing features that limit the game because of bad AI and people abusing that AI. CR and time limit in battles are probably the biggest two missteps in developing this game. While CR may work out to be good in future when more systems are in the game, time limit on battles is a horrible limitation, and I don't see it changing
Both you and the AI are limited by peak performance time and CR. The AI moreso than you most of the time, seeing as pirates and Luddic path raiders have terrible CR to start with, and all AI fleets really like using emergency burn. You should have about 20% to 50% more CR than they do depending on your crew level, combat aptitude skills, and whether they've used emergency burn lately. The CR timer almost always favours the player. The only time it doesn't favour the player is when the AI can't send all of its ships into the battlespace at the same time due to deployment point limitations and you start facing fresh ships halfway through the battle, i.e. when you're fighting multiple huge fleets at once and/or lategame bounty fleets, or if the AI just has bigger ships than you do and you end up trying to plink a cruiser to death with a frigate.

If anything, CR lets you abuse the AI more. Assuming you both have the same size ships, you've got significantly more CR because you're the player, and your ships are faster, you can just run around the battlespace until they start malfunctioning then clean up. It's expensive supply-wise, but it's very effective.
Title: Re: 0.7 feedback
Post by: Megas on December 03, 2015, 10:38:42 AM
It favors the AI if you fight solo or chain flagships.  My Dominator (without Hardened Subsystems) has reached under 20% CR a few times after soloing an endgame threat fleet.
Title: Re: 0.7 feedback
Post by: Vinyl Dash on December 03, 2015, 10:48:08 AM
This is probably the worst addition this game had. The thing that worries me is the way developer thinks in implementing features that limit the game because of bad AI and people abusing that AI. CR and time limit in battles are probably the biggest two missteps in developing this game. While CR may work out to be good in future when more systems are in the game, time limit on battles is a horrible limitation, and I don't see it changing
Both you and the AI are limited by peak performance time and CR. The AI moreso than you most of the time, seeing as pirates and Luddic path raiders have terrible CR to start with, and all AI fleets really like using emergency burn. You should have about 20% to 50% more CR than they do depending on your crew level, combat aptitude skills, and whether they've used emergency burn lately. The CR timer almost always favours the player. The only time it doesn't favour the player is when the AI can't send all of its ships into the battlespace at the same time due to deployment point limitations and you start facing fresh ships halfway through the battle, i.e. when you're fighting multiple huge fleets at once and/or lategame bounty fleets, or if the AI just has bigger ships than you do and you end up trying to plink a cruiser to death with a frigate.

If anything, CR lets you abuse the AI more. Assuming you both have the same size ships, you've got significantly more CR because you're the player, and your ships are faster, you can just run around the battlespace until they start malfunctioning then clean up. It's expensive supply-wise, but it's very effective.

To add on to this, ships only lose CR when they are outnumbered, with larger ships counting for more. A capital ship won't lose CR until they are surrounded (and the distance is pretty small, so kiting you from afar doesn't count) by more than:

And since a capital ship can presumably blow through smaller ships really fast, the amount of time you spend surrounded by what the game considers equivalent forces should be a really small fraction of your time. That timer is only really going to start ticking down when dealing with another capital ship, or multiple cruisers (which you probably should try to split up and engage one at a time anyway). You can stretch that 720 (more with Hardened Subsytems) seconds way longer than 12 minutes. Way, way longer.
Title: Re: 0.7 feedback
Post by: miljan on December 03, 2015, 11:04:46 AM
This is probably the worst addition this game had. The thing that worries me is the way developer thinks in implementing features that limit the game because of bad AI and people abusing that AI. CR and time limit in battles are probably the biggest two missteps in developing this game. While CR may work out to be good in future when more systems are in the game, time limit on battles is a horrible limitation, and I don't see it changing
Both you and the AI are limited by peak performance time and CR. The AI moreso than you most of the time, seeing as pirates and Luddic path raiders have terrible CR to start with, and all AI fleets really like using emergency burn. You should have about 20% to 50% more CR than they do depending on your crew level, combat aptitude skills, and whether they've used emergency burn lately. The CR timer almost always favours the player. The only time it doesn't favour the player is when the AI can't send all of its ships into the battlespace at the same time due to deployment point limitations and you start facing fresh ships halfway through the battle, i.e. when you're fighting multiple huge fleets at once and/or lategame bounty fleets, or if the AI just has bigger ships than you do and you end up trying to plink a cruiser to death with a frigate.

If anything, CR lets you abuse the AI more. Assuming you both have the same size ships, you've got significantly more CR because you're the player, and your ships are faster, you can just run around the battlespace until they start malfunctioning then clean up. It's expensive supply-wise, but it's very effective.

The time limit was specifically implemented so people not abuse the bad AI of ships, or better said kill all fleets with one frigate ship in 40min or so. So CR doesnt let you abuse the AI more, but less, that is its main reason its in the game in the first place.

Now to your other point, it doesnt matter does the AI also have same rules, the system falls apart if you want to play with one ship against other fleets. You are here trying to explain that players starts with better odds over the CPU, that is also not the problem. The core problem is the time limit of the battles it self. It works horrible if you want to play alone in a fleet, and it also plays horrible in any bigger fight that will last longer. And it also is a horbille addition on psychological scale, where your battles are timed and you know you cant take your time how much you want.

If people want to abuse the bad AI and play one battle kitting them for 40 min, let them do it, this is not a mmo, but a single player game. The worst thing you can do is implement a bad mechanics to try and fix something that doesnt need fixing and at the same time make other parts of the game worse.
Title: Re: 0.7 feedback
Post by: SafariJohn on December 03, 2015, 11:33:31 AM
the system falls apart if you want to play with one ship against other fleets.
My Dominator (without Hardened Subsystems) has reached under 20% CR a few times after soloing an endgame threat fleet.

I think Megas has answered that. If a cruiser can defeat an endgame fleet solo without running out of CR completely, then a capital has nothing to worry about.


Overall, I think CR is an interesting and fun mechanic that works well at giving bigger ships an inherent advantage to counter smaller but faster ships.
Title: Re: 0.7 feedback
Post by: Wyvern on December 03, 2015, 11:35:08 AM
If people want to abuse the bad AI and play one battle kitting them for 40 min, let them do it, this is not a mmo, but a single player game.
Strongly disagree on this point.  Basically, the game shouldn't encourage that sort of thing - and with supply costs for deploying ships, there's a strong incentive to deploy only what you actually need, and before CR timers, "what you actually need" was always "One Hyperion."
Title: Re: 0.7 feedback
Post by: miljan on December 03, 2015, 12:16:46 PM
If people want to abuse the bad AI and play one battle kitting them for 40 min, let them do it, this is not a mmo, but a single player game.
Strongly disagree on this point.  Basically, the game shouldn't encourage that sort of thing - and with supply costs for deploying ships, there's a strong incentive to deploy only what you actually need, and before CR timers, "what you actually need" was always "One Hyperion."

It actually does not encourage that type of play style, as the game difficulty and balance is not made around cheesing a fleet.  Its just that people that want to min/max things will play that way, or that actually have fun playing that way.  But if you want to improve it , implement better AI, not some bad game mechanic with time limits in battle. Less mindset to balance the game as a MMO, where most people min/max to compete with each other, and more balance the game around different play styles.
Title: Re: 0.7 feedback
Post by: Megas on December 03, 2015, 12:18:42 PM
@ Hartlord: My next challenge is to kill six or more Diktat patrols and defense fleets simultaneously in one big battle with only a Paragon I just acquired.  Opposition is currently at 70+ ships, but I will try to get more for about 100.

Update:  My lone Paragon fought six fleets for almost 70 ships total in one huge extended battle.  The hardest part was not the enemy Onslaught with max Gunnery Implants, but the Lion's Guard high-tech frigates with max Helmsmanship and some other skills.  After succumbing to a frigate swarm twice (two phase frigates, two Tempests, Wolf, and Hyperion are brutal), I backed myself into a corner as soon as I saw a phase frigate on my third attempt.  Ships cannot flank me when I camp at a corner of the map, and are forced to get into my weapons range, and when they do, they die!  Using corner cheese, I racked up more than sixty kills before the remaining six or so ships retreated.  I still had peak performance time left when the battle ended.  Over a half million experience and a bunch of loot after six enemy fleets perished.
Title: Re: 0.7 feedback
Post by: Clockwork Owl on December 03, 2015, 03:31:18 PM
@ Hartlord: My next challenge is to kill six or more Diktat patrols and defense fleets simultaneously in one big battle with only a Paragon I just acquired.  Opposition is currently at 70+ ships, but I will try to get more for about 100.

Update:  My lone Paragon fought six fleets for almost 70 ships total in one huge extended battle.  The hardest part was not the enemy Onslaught with max Gunnery Implants, but the Lion's Guard high-tech frigates with max Helmsmanship and some other skills.  After succumbing to a frigate swarm twice (two phase frigates, two Tempests, Wolf, and Hyperion are brutal), I backed myself into a corner as soon as I saw a phase frigate on my third attempt.  Ships cannot flank me when I camp at a corner of the map, and are forced to get into my weapons range, and when they do, they die!  Using corner cheese, I racked up more than sixty kills before the remaining six or so ships retreated.  I still had peak performance time left when the battle ended.  Over a half million experience and a bunch of loot after six enemy fleets perished.
So you basically did Forlorn Hope [extra hard] on Campaign.
......Glad it's singleplayer.
Title: Re: 0.7 feedback
Post by: ANGRYABOUTELVES on December 03, 2015, 08:26:03 PM
The time limit was specifically implemented so people not abuse the bad AI of ships, or better said kill all fleets with one frigate ship in 40min or so. So CR doesnt let you abuse the AI more, but less, that is its main reason its in the game in the first place.

Now to your other point, it doesnt matter does the AI also have same rules, the system falls apart if you want to play with one ship against other fleets. You are here trying to explain that players starts with better odds over the CPU, that is also not the problem. The core problem is the time limit of the battles it self. It works horrible if you want to play alone in a fleet, and it also plays horrible in any bigger fight that will last longer. And it also is a horbille addition on psychological scale, where your battles are timed and you know you cant take your time how much you want.

If people want to abuse the bad AI and play one battle kitting them for 40 min, let them do it, this is not a mmo, but a single player game. The worst thing you can do is implement a bad mechanics to try and fix something that doesnt need fixing and at the same time make other parts of the game worse.
That specific form of AI abuse is gone, but now there's different kinds of AI abuse in its place. That's just the nature of predictable computer systems.

I all have to say to "the system falls apart if you want to play with one ship against other fleets" is that it doesn't. I'm running around with an Ăśber-Paragon blenderizing entire bounty fleets solo, and I've never felt limited by CR. I consistently have more than half of my peak performance time left at the end of every fight. I don't feel any sort of psychological pressure from the time limit at all, I've never hit it, why would I feel pressure?

I strongly disagree with the idea that tedious-yet-optimal strategies should be left in the game. For players who approach games as optimization puzzles, such as myself, the existence of such a strategy ruins the fun of the game. If the optimal way to play the game is boring, if the rules encourage tedium, the game does not produce fun. It is possible to have fun in spite of the rules encouraging you to not have fun, but then if you can do that, you could probably have fun playing with a cardboard box. I can't. A good article about this is Water Finds a Crack (http://www.designer-notes.com/?p=369 (http://www.designer-notes.com/?p=369)), written by one of the Civilization designers.

I also disagree that CR is a bad mechanic that makes the game worse. It makes the game better in several ways, by allowing for various mechanics that interact with CR. Environmental hazards like star coronas and hyperspace storms, abilities with significant trade-offs, like emergency burn, and bonuses to combat for having extremely high CR and maluses for entering a fight with low CR. CR makes the game more interesting, and Starsector would be worse for its loss.
Title: Re: 0.7 feedback
Post by: Pushover on December 03, 2015, 11:32:06 PM
@ Hartlord: My next challenge is to kill six or more Diktat patrols and defense fleets simultaneously in one big battle with only a Paragon I just acquired.  Opposition is currently at 70+ ships, but I will try to get more for about 100.

Update:  My lone Paragon fought six fleets for almost 70 ships total in one huge extended battle.  The hardest part was not the enemy Onslaught with max Gunnery Implants, but the Lion's Guard high-tech frigates with max Helmsmanship and some other skills.  After succumbing to a frigate swarm twice (two phase frigates, two Tempests, Wolf, and Hyperion are brutal), I backed myself into a corner as soon as I saw a phase frigate on my third attempt.  Ships cannot flank me when I camp at a corner of the map, and are forced to get into my weapons range, and when they do, they die!  Using corner cheese, I racked up more than sixty kills before the remaining six or so ships retreated.  I still had peak performance time left when the battle ended.  Over a half million experience and a bunch of loot after six enemy fleets perished.
So you basically did Forlorn Hope [extra hard] on Campaign.
......Glad it's singleplayer.

I feel like it's much easier with +30% OP, extra maneuverability, flux dissipation, damage, tankiness etc.

Peak performance is only really an issue for frigates. I don't think I've had issues with peak performance on destroyers other than SO builds. 300 seconds is really only the length of very long battles, and it's okay to fight for about a minute after that. Failing that, just rengaging is a viable strategy if the battle will take much longer.
Title: Re: 0.7 feedback
Post by: Megas on December 04, 2015, 05:16:34 AM
Solo battles with endgame fleets can take oven ten minutes, at least with smaller ships.  Peak performance is definitely an issue if I try to solo fleets with Medusa.  If a cruiser wants to solo an extremely large fleet or combined fleets, peak performance can be a problem.  Also, cruisers with Safety Override have about as much time as a frigate without Safety Override, and those are best used in fleet or pursuit battles.

@ ANGRYABOUTELVES:  "optimization puzzles" is a good term.  I have no shame ruthlessly exploiting optimal game mechanics, even if they suck the fun out of the game, because not exploiting them makes me feel dumb, which is worse.  For example, I exploit scuttle-and-respawn (which I call suicide exploit) to convert broken shuttles to Lashers early in the game.  I (try to) solo fleets when I can for maximum profit.
Title: Re: 0.7 feedback
Post by: miljan on December 04, 2015, 05:40:03 AM
The time limit was specifically implemented so people not abuse the bad AI of ships, or better said kill all fleets with one frigate ship in 40min or so. So CR doesnt let you abuse the AI more, but less, that is its main reason its in the game in the first place.

Now to your other point, it doesnt matter does the AI also have same rules, the system falls apart if you want to play with one ship against other fleets. You are here trying to explain that players starts with better odds over the CPU, that is also not the problem. The core problem is the time limit of the battles it self. It works horrible if you want to play alone in a fleet, and it also plays horrible in any bigger fight that will last longer. And it also is a horbille addition on psychological scale, where your battles are timed and you know you cant take your time how much you want.

If people want to abuse the bad AI and play one battle kitting them for 40 min, let them do it, this is not a mmo, but a single player game. The worst thing you can do is implement a bad mechanics to try and fix something that doesnt need fixing and at the same time make other parts of the game worse.
That specific form of AI abuse is gone, but now there's different kinds of AI abuse in its place. That's just the nature of predictable computer systems.

I all have to say to "the system falls apart if you want to play with one ship against other fleets" is that it doesn't. I'm running around with an Ăśber-Paragon blenderizing entire bounty fleets solo, and I've never felt limited by CR. I consistently have more than half of my peak performance time left at the end of every fight. I don't feel any sort of psychological pressure from the time limit at all, I've never hit it, why would I feel pressure?

I strongly disagree with the idea that tedious-yet-optimal strategies should be left in the game. For players who approach games as optimization puzzles, such as myself, the existence of such a strategy ruins the fun of the game. If the optimal way to play the game is boring, if the rules encourage tedium, the game does not produce fun. It is possible to have fun in spite of the rules encouraging you to not have fun, but then if you can do that, you could probably have fun playing with a cardboard box. I can't. A good article about this is Water Finds a Crack (http://www.designer-notes.com/?p=369 (http://www.designer-notes.com/?p=369)), written by one of the Civilization designers.

I also disagree that CR is a bad mechanic that makes the game worse. It makes the game better in several ways, by allowing for various mechanics that interact with CR. Environmental hazards like star coronas and hyperspace storms, abilities with significant trade-offs, like emergency burn, and bonuses to combat for having extremely high CR and maluses for entering a fight with low CR. CR makes the game more interesting, and Starsector would be worse for its loss.

The point that I made is that your post where it said that CR offer more abuse was not correct, as the old system offered more freedom, and with that  you could abuse  the bad AI a lot more. The problem is, why it doesnt work anymore, and its not because of better AI, but because of arbitrary limits of implementing simply a bad mechanic with timed battles. And it is true from small frigates to cruiser and destroyers. The system is just bad, and very cheap way of trying to change something.

If you approach a game in a min/max style, then youl never have fun with any game, as you will always find and abuse the system, as you said with new type of abusing that is there with CR. I dont think the game should implement limitation because people will abuse the system, as the game will become worse with a lot more limitation and more bad mechanics.

Now CR in it self in its current implementation does make the game worse. I have two separate problems with the game, time limited battles, that I hate, and CR that doesnt add anything to the game that the old supplies could not do. But I am willing to wait and see with industry and similar will CR have any good impact on the game. At the moment the only thing it does is slow down the game, so you need to wait after battle to get your CR to normal level, and with the new sensor and having a lot harder time finding fleets to fight it make the game a lot more tedious and boring than it was. But again, will wait for other part of the game like industry, outposts and similar, where it may not be that huge of a problem, as you would actually have things to do and not just wait around for your CR to go up.
Title: Re: 0.7 feedback
Post by: ANGRYABOUTELVES on December 04, 2015, 06:19:37 AM
The point that I made is that your post where it said that CR offer more abuse was not correct, as the old system offered more freedom, and with that  you could abuse  the bad AI a lot more. The problem is, why it doesnt work anymore, and its not because of better AI, but because of arbitrary limits of implementing simply a bad mechanic with timed battles. And it is true from small frigates to cruiser and destroyers. The system is just bad, and very cheap way of trying to change something.

If you approach a game in a min/max style, then youl never have fun with any game, as you will always find and abuse the system, as you said with new type of abusing that is there with CR. I dont think the game should implement limitation because people will abuse the system, as the game will become worse with a lot more limitation and more bad mechanics.

Now CR in it self in its current implementation does make the game worse. I have two separate problems with the game, time limited battles, that I hate, and CR that doesnt add anything to the game that the old supplies could not do. But I am willing to wait and see with industry and similar will CR have any good impact on the game. At the moment the only thing it does is slow down the game, so you need to wait after battle to get your CR to normal level, and with the new sensor and having a lot harder time finding fleets to fight it make the game a lot more tedious and boring than it was. But again, will wait for other part of the game like industry, outposts and similar, where it may not be that huge of a problem, as you would actually have things to do and not just wait around for your CR to go up.

You're less free to spend an entire hour killing a cruiser with a frigate, sure. But the AI is similarly chained. It cannot take as much time as it likes to kill your cruisers with its frigate. And given that an AI will always, always have more patience than a human, I think that adding a hard time limit hurts the infinitely patient AI more than it hurts a human. How would you feel if you couldn't kill a single AI frigate with a cruiser, and it took an hour for the AI to kill you? I would find that extremely frustrating. The AI doesn't care either way, whether it's taking an hour to kill you or if you take an hour to kill it. And you can abuse that infinite patience by having more CR and running around until the AI is malfunctioning while you aren't. That also feels more like a realistic strategy, taking advantage of your well-maintained ship and experienced crew, which I find helps my immersion.

I have fun with a game when playing optimally is fun. For example, in most FPS games, it's optimal to aim for the head. Aiming for the head is a skill challenge that rewards precision with higher damage, but usually people find demonstrating skill fun in and of itself regardless of being rewarded by a system. In the case of FPS games, playing optimally means demonstrating skill, which is fun in and of itself, but becomes more fun for being the best way to play. The system rewards having fun.

In the case of CR, playing optimally is 1) ending battles before you run out of peak performance time, 2) with the fewest supply worth of ships possible. It's a balancing act; you have to size up the enemy forces, consider your fleet, and commit the number of ships you think will be able to defeat the enemy most efficiently. That balancing act means there's never going to be a single optimal answer for every single engagement; even though you can probably kill everything in the game with an ĂĽber-Paragon, you'll be wasting supplies deploying that ĂĽber-Paragon vs a Luddic Path patrol, for example. Although, most players are probably going to err on the side of committing more ships than strictly necessary, as that means you're just going to spend more supplies after the battle instead of potentially losing valuable ships. I find having to balance a strategic objective (use fewer supplies) against a tactical objective (kill the enemy) an interesting puzzle that's fun to solve; finding the solution to puzzles is fun, the system rewards finding the solution, the system rewards having fun.

"CR that doesnt add anything to the game that the old supplies could not do." The old supply system did not encourage ending battles within a certain time limit. CR adds an incentive to end battles within a certain time limit. You are objectively wrong. You just don't like what CR adds. "At the moment the only thing it does is slow down the game" Well, I've offered multiple examples of things CR does other than slow down the game, but here's another. It incentivizes you to have backup ships in your fleet, so if your first set of ships is running low on CR, you can use the second set. I do that myself; I've got a Paragon that I usually use, but I also have a pair of Medusas and a pair of Wolves as backup.
Title: Re: 0.7 feedback
Post by: miljan on December 04, 2015, 07:23:46 AM
The point that I made is that your post where it said that CR offer more abuse was not correct, as the old system offered more freedom, and with that  you could abuse  the bad AI a lot more. The problem is, why it doesnt work anymore, and its not because of better AI, but because of arbitrary limits of implementing simply a bad mechanic with timed battles. And it is true from small frigates to cruiser and destroyers. The system is just bad, and very cheap way of trying to change something.

If you approach a game in a min/max style, then youl never have fun with any game, as you will always find and abuse the system, as you said with new type of abusing that is there with CR. I dont think the game should implement limitation because people will abuse the system, as the game will become worse with a lot more limitation and more bad mechanics.

Now CR in it self in its current implementation does make the game worse. I have two separate problems with the game, time limited battles, that I hate, and CR that doesnt add anything to the game that the old supplies could not do. But I am willing to wait and see with industry and similar will CR have any good impact on the game. At the moment the only thing it does is slow down the game, so you need to wait after battle to get your CR to normal level, and with the new sensor and having a lot harder time finding fleets to fight it make the game a lot more tedious and boring than it was. But again, will wait for other part of the game like industry, outposts and similar, where it may not be that huge of a problem, as you would actually have things to do and not just wait around for your CR to go up.

You're less free to spend an entire hour killing a cruiser with a frigate, sure. But the AI is similarly chained. It cannot take as much time as it likes to kill your cruisers with its frigate. And given that an AI will always, always have more patience than a human, I think that adding a hard time limit hurts the infinitely patient AI more than it hurts a human. How would you feel if you couldn't kill a single AI frigate with a cruiser, and it took an hour for the AI to kill you? I would find that extremely frustrating. The AI doesn't care either way, whether it's taking an hour to kill you or if you take an hour to kill it. And you can abuse that infinite patience by having more CR and running around until the AI is malfunctioning while you aren't. That also feels more like a realistic strategy, taking advantage of your well-maintained ship and experienced crew, which I find helps my immersion.

I have fun with a game when playing optimally is fun. For example, in most FPS games, it's optimal to aim for the head. Aiming for the head is a skill challenge that rewards precision with higher damage, but usually people find demonstrating skill fun in and of itself regardless of being rewarded by a system. In the case of FPS games, playing optimally means demonstrating skill, which is fun in and of itself, but becomes more fun for being the best way to play. The system rewards having fun.

In the case of CR, playing optimally is 1) ending battles before you run out of peak performance time, 2) with the fewest supply worth of ships possible. It's a balancing act; you have to size up the enemy forces, consider your fleet, and commit the number of ships you think will be able to defeat the enemy most efficiently. That balancing act means there's never going to be a single optimal answer for every single engagement; even though you can probably kill everything in the game with an ĂĽber-Paragon, you'll be wasting supplies deploying that ĂĽber-Paragon vs a Luddic Path patrol, for example. Although, most players are probably going to err on the side of committing more ships than strictly necessary, as that means you're just going to spend more supplies after the battle instead of potentially losing valuable ships. I find having to balance a strategic objective (use fewer supplies) against a tactical objective (kill the enemy) an interesting puzzle that's fun to solve; finding the solution to puzzles is fun, the system rewards finding the solution, the system rewards having fun.

"CR that doesnt add anything to the game that the old supplies could not do." The old supply system did not encourage ending battles within a certain time limit. CR adds an incentive to end battles within a certain time limit. You are objectively wrong. You just don't like what CR adds. "At the moment the only thing it does is slow down the game" Well, I've offered multiple examples of things CR does other than slow down the game, but here's another. It incentivizes you to have backup ships in your fleet, so if your first set of ships is running low on CR, you can use the second set. I do that myself; I've got a Paragon that I usually use, but I also have a pair of Medusas and a pair of Wolves as backup.

The time limit doesnt hurt the AI more, as it was not a problem with the game before. And yes you can abuse current system. I dont like abusing things, i like to play the way I played the game, and not be pushed with time limits. The problem with CR has nothing to do with optimal, it has to do with removing my play style how i liked to play the game, and forcing you to play one way. Its a very limited system. You like to not play optimal, but to min/max and in process abuse the system, and nothing wrong with that. But the thing that is wrong because of people breaking the game, devs limit the game it self and in process destroy the play style of other that didn't abused the min/max exploit.

Normally that supply system, didnt had the time limt, that was the whole point of the problem with CR in battles. And CR doesnt add incentive to end battles within a certain time limit. Time limit in battles are separated as most ships didnt had a time limit except frigates , when it was implemented. You can have CR and unlimited battles. Its not one system, but two systems, but later dev *** up even more implementing time limits for all ships, not only frigates. Objectively  speaking you should not have incentive to end battles within a certain time limit, because it's a bad design, and there is nothing good in it. That is the core problem, you dont want to have time limits and to push people to finish the battle in that time limit.  You didnt offer any example of anything good that CR brings that supply could not bring to the table. And the limited time battles is actually a negative thing.  CR on global map only slows the game play without anything bringing to the table, on battle map it makes playing how people want limited. Do you want to have time limits in battles? If yes, no problem, i dont, i want to have freedom to play and take my time how much I want.
Title: Re: 0.7 feedback
Post by: Megas on December 04, 2015, 08:06:35 AM
There is one good thing about CR now, and the only reason why I tolerate CR instead of outright despising it:  It represents ammo for ballistic weapons and (for now) Gryphon's ship system.

Now high-tech ships should be more efficient with CR in some way (less deployment costs, more peak performance, or something).  Their only advantage was unlimited ammo, and they lost it.  Now, ballistic-based (low-tech and most midline) ships tend to be better ships than most high-tech ships.
Title: Re: 0.7 feedback
Post by: ANGRYABOUTELVES on December 04, 2015, 08:48:24 AM
The time limit doesnt hurt the AI more, as it was not a problem with the game before. And yes you can abuse current system. I dont like abusing things, i like to play the way I played the game, and not be pushed with time limits. The problem with CR has nothing to do with optimal, it has to do with removing my play style how i liked to play the game, and forcing you to play one way. Its a very limited system. You like to not play optimal, but to min/max and in process abuse the system, and nothing wrong with that. But the thing that is wrong because of people breaking the game, devs limit the game it self and in process destroy the play style of other that didn't abused the min/max exploit.

Normally that supply system, didnt had the time limt, that was the whole point of the problem with CR in battles. And CR doesnt add incentive to end battles within a certain time limit. Time limit in battles are separated as most ships didnt had a time limit except frigates , when it was implemented. You can have CR and unlimited battles. Its not one system, but two systems, but later dev *** up even more implementing time limits for all ships, not only frigates. Objectively  speaking you should not have incentive to end battles within a certain time limit, because it's a bad design, and there is nothing good in it. That is the core problem, you dont want to have time limits and to push people to finish the battle in that time limit.  You didnt offer any example of anything good that CR brings that supply could not bring to the table. And the limited time battles is actually a negative thing.  CR on global map only slows the game play without anything bringing to the table, on battle map it makes playing how people want limited. Do you want to have time limits in battles? If yes, no problem, i dont, i want to have freedom to play and take my time how much I want.
I've given multiple examples of how the CR system hurts the AI more than the player, you seem to just be ignoring them and saying "No it doesn't". You're complaining that you can't abuse the AI because of the CR system, then say that you don't want to abuse the AI and it's just your "playstyle". You've said that "Objectively  speaking you should not have incentive to end battles within a certain time limit, because it's a bad design, and there is nothing good in it." You're not backing your claims of objectivity up with reasons or evidence, you're just saying it shouldn't exist because it's bad and it's double bad and you don't like it.

I think you just need to git gud at videogaem.
Title: Re: 0.7 feedback
Post by: TaLaR on December 04, 2015, 08:56:53 AM
I kind of agree with Megas here, high-techs have lost a lot of their comparative advantage with ammo removal and didn't get any compensation for it.
Instead one of important energy weapons - AM blaster is the only non-missile weapon with finite ammo.
Title: Re: 0.7 feedback
Post by: miljan on December 04, 2015, 10:44:57 AM
The time limit doesnt hurt the AI more, as it was not a problem with the game before. And yes you can abuse current system. I dont like abusing things, i like to play the way I played the game, and not be pushed with time limits. The problem with CR has nothing to do with optimal, it has to do with removing my play style how i liked to play the game, and forcing you to play one way. Its a very limited system. You like to not play optimal, but to min/max and in process abuse the system, and nothing wrong with that. But the thing that is wrong because of people breaking the game, devs limit the game it self and in process destroy the play style of other that didn't abused the min/max exploit.

Normally that supply system, didnt had the time limt, that was the whole point of the problem with CR in battles. And CR doesnt add incentive to end battles within a certain time limit. Time limit in battles are separated as most ships didnt had a time limit except frigates , when it was implemented. You can have CR and unlimited battles. Its not one system, but two systems, but later dev *** up even more implementing time limits for all ships, not only frigates. Objectively  speaking you should not have incentive to end battles within a certain time limit, because it's a bad design, and there is nothing good in it. That is the core problem, you dont want to have time limits and to push people to finish the battle in that time limit.  You didnt offer any example of anything good that CR brings that supply could not bring to the table. And the limited time battles is actually a negative thing.  CR on global map only slows the game play without anything bringing to the table, on battle map it makes playing how people want limited. Do you want to have time limits in battles? If yes, no problem, i dont, i want to have freedom to play and take my time how much I want.
I've given multiple examples of how the CR system hurts the AI more than the player, you seem to just be ignoring them and saying "No it doesn't". You're complaining that you can't abuse the AI because of the CR system, then say that you don't want to abuse the AI and it's just your "playstyle". You've said that "Objectively  speaking you should not have incentive to end battles within a certain time limit, because it's a bad design, and there is nothing good in it." You're not backing your claims of objectivity up with reasons or evidence, you're just saying it shouldn't exist because it's bad and it's double bad and you don't like it.

I think you just need to git gud at videogaem.

Dude, if you want to talk about something, be sure to read things I said and my points. No, i dont complain about abusing, i dont care about abusing the AI. I complain about the time limit, and why its implemented, and its implemented because people abused the game. Time limit is bad, because you can not play the game how you want, you need to rush it, i posted why its bad, i also posted why CR is bad. Accept those facts or dont, i dont care, but please, if you want to talk about something in future be sure you read what people post so you dont waste time of going no where with your "objective" posts that how it seems miss the whole point/dont understand it.
Title: Re: 0.7 feedback
Post by: Serenitis on December 04, 2015, 11:45:17 AM
Just starting a new game now and even knowing about sensors, contracts, and kill stealing it is just so horribly tedious. Way worse than the last one.
There is virtually nothing to do, not for want of trying. And all the while what little money I have ticks away as supplies are consumed.

I have 2 frigates. 1 Wolf (D) 1 Lasher and I don't like either. Approx. 6500cr. And I'm pretty much stuck in a terminal spiral. I lost my original Wolf becasue I can't fly it worth a damn.
Large battles are resolved by the time I get to them. If I see them at all. Burn 10 :toot toot:
Any "personal" battles I have I'm always way outmatched because hidden allies are a thing all of a sudden.
Transport contracts spawn all over the place, but are entirely useless as they are all either for 100s of units of something which I can't carry, or for hugely expensive stuff I just cannot afford.
System bounties seem to not be a thing that anyone does this time round.

And to cap it all off I do in fact loathe, hate, and despise flying frigates. But obtaining a destroyer, even a (D) (in this playthrough) I am finding is impossible as I simply cannot accumulate enough money to run my current ships let alone save for another (and all the stuff you need to put in it).
Also might not help that in my previous game supplies were ~50 each, but in this game they're ~150 each. No idea why.

Suggestion 1: The abandoned station at Asharu has a broken shuttle in storage. Change this for (D) variant Hammerhead or Enforcer.
Being able to skip this first segment of arbitrary enforced frustration would be quite welcome, and a junky destroyer won't create either a huge imbalance or a pile of money.

Suggestion 2: I have found that I really miss the early trade run between Jangala and Asharu that the (almost) guaranteed food shortage used to give you, and that without being able to pick and choose battles anymore not having this "leg up" makes it incredibly difficult to get started to any degree.
What I would like to see are a few small transport contracts guaranteed to be on the boards on Jangala and Asharu to transport items between them. Not only would this give the player some early seed money, but it could be used as a sort of tutorial or hint for a new player - a "hey look, here's a good way to make some money" sort of thing.
Title: Re: 0.7 feedback
Post by: Vinyl Dash on December 04, 2015, 11:56:51 AM
...

Hey, just in case you hadn't realized, the new patch is out. It addresses a lot of the issues you just outlined, by increasing sensor range for small fleets by a bunch. It makes picking your fights, finding fights to intervene in, not being surprised by enemy reinforcements, all of that, a lot easier. It also helps with smuggling I guess. Not really my thing so I can't say how much.
Title: Re: 0.7 feedback
Post by: Flare on December 04, 2015, 12:06:38 PM
The time limit doesnt hurt the AI more, as it was not a problem with the game before.

It wasn't a problem in every battle before, and was quite rare from my experience, but it does happen. Especially if you were using some of the slower Hegemony ships and the AI opponent had a Hyperion, a phase frigate, or even just a slightly faster ship with long ranged weapons.

Quote
And yes you can abuse current system. I dont like abusing things, i like to play the way I played the game, and not be pushed with time limits. The problem with CR has nothing to do with optimal, it has to do with removing my play style how i liked to play the game, and forcing you to play one way. Its a very limited system.

It's really no different than getting your engines or guns disabled when hit by enemy fire, or the cops showing up when you're blowing up downtown in Grand Theft Auto. That something limits a player's choices and forces them to adapt and think resourcefully about what they can do when faced with these mechanics, is not in itself a bad thing. It's fine that you don't like it, and you should say it since it's valuable feedback, but you don't have to make up all these crazy reasons in an effort to justify how you feel a certain way about a game or a certain part of it.
Title: Re: 0.7 feedback
Post by: Serenitis on December 04, 2015, 12:25:03 PM
Hey, just in case you hadn't realized, the new patch is out. It addresses a lot of the issues you just outlined, by increasing sensor range for small fleets by a bunch. It makes picking your fights, finding fights to intervene in, not being surprised by enemy reinforcements, all of that, a lot easier. It also helps with smuggling I guess. Not really my thing so I can't say how much.

I can guarantee you it won't address the fact I loathe frigates. :P
Title: Re: 0.7 feedback
Post by: Alex on December 04, 2015, 12:29:31 PM
I can guarantee you it won't address the fact I loathe frigates. :P

Re: frigates - just wanted to say that I've read your feedback, it makes sense, and I'm thinking about it. It's especially relevant considering that frigates, while being a starting ship choice, have a relatively unique playstyle compared to the larger ships.

(I don't think adding a (D) Enforcer of Hammerhead would help much; they're just not good even in player hands. It'd be a bit of a trap.)
Title: Re: 0.7 feedback
Post by: Mondorius on December 04, 2015, 12:53:52 PM
[...]And all the while what little money I have ticks away as supplies are consumed.[...]
As a newbie (who has watched some videos), I don't find it impossible to stay afloat and to progress. I do however agree that the possibilities to make money are really limited and that a single mistake can turn something that would have been profitable into a financial disaster rather easily. There should be more opportunities to earn money, even if it means earning less at a time. That way, at least, I wouldn't feel forced to always be taking the one deal that's profitable at one time or to track the one bounty that I think I can

As for the CR issue, I don't find the mechanic bad. Wear and tear between fights can create opportunities and avoids a single ship/fleet destroying infinite amounts of opponents, which I think is a good thing. As for it limiting the time in battle, well, I don't know about everyone else but I find it extremely boring to kite enemies for hours to win otherwise impossible battles. CR limits that. Can you take a bigger ship and wait for smaller ones to deplete their CR before commiting? Sure. Is that bad? Don't think so. If you go against too many, there's a chance you will get overwhelmed anyway, and if you're making it boring because you're too greedy to deploy a couple more ships for a quick victory, it's your call.
Title: Re: 0.7 feedback
Post by: Megas on December 04, 2015, 01:12:30 PM
I have stalled enemy frigates to death by CR.  When I solo fleets with a Dominator or other big slow ship, enemy frigates with Timid officers are annoying.  They want to steal the objective if you leave, but they refuse to get close enough to you to blast them.  Sometimes, your only recourse is to sit on the objective for minutes until their CR times out and their engines die, then you can destroy them.
Title: Re: 0.7 feedback
Post by: Mondorius on December 04, 2015, 01:19:17 PM
I have stalled enemy frigates to death by CR.  When I solo fleets with a Dominator or other big slow ship, enemy frigates with Timid officers are annoying.  They want to steal the objective if you leave, but they refuse to get close enough to you to blast them.  Sometimes, your only recourse is to sit on the objective for minutes until their CR times out and their engines die, then you can destroy them.
Fair enough, but if you run around with a single large ship... you know... if you know you're going up against potentially fast frigates that you'll want to chase... bring something fast?

I know I'm the first one to advocate having options, but really, asking to be able to do everything alone in a large and slow ship does not sound like adding options but rather like dumbing down the game...

Realistically, fast ships could retreat and you wouldn't even have an engagement. If you want to kill people with a chainsaw but you go around in crutches, to me it makes sense that the only way you'll catch anyone is for them to be crippled or to run out of breath...
Title: Re: 0.7 feedback
Post by: Toxcity on December 04, 2015, 01:34:38 PM
I'm thinking they should retreat, just to save the players time.
Title: Re: 0.7 feedback
Post by: Alex on December 04, 2015, 01:39:27 PM
I'm thinking they should retreat, just to save the players time.

In 0.7.1a, timid officers stop being as timid when they're the only ones left on the field.
Title: Re: 0.7 feedback
Post by: Megas on December 04, 2015, 02:07:28 PM
@ Mondorius:  Few problems with that:

1.  It costs more supplies to deploy more ships.  The point of soloing fleets is to consume the least amount of supplies as possible and maximize profit.

2.  Lone AI frigates or fighters will be picked off by otherwise overwhelming enemy fleet, unless maybe my frigate is Timid, which means he is not meant to fight.

3.  The frigates and fighters I would use for other (pursuit or all-out fleet) battles have less CR for later, if I need to chain-fight another battle soon.
Title: Re: 0.7 feedback
Post by: harrumph on December 04, 2015, 02:10:10 PM
I can guarantee you it won't address the fact I loathe frigates. :P

Re: frigates - just wanted to say that I've read your feedback, it makes sense, and I'm thinking about it. It's especially relevant considering that frigates, while being a starting ship choice, have a relatively unique playstyle compared to the larger ships.

(I don't think adding a (D) Enforcer of Hammerhead would help much; they're just not good even in player hands. It'd be a bit of a trap.)

I think this is a great idea. Like you say, most destroyers play like small cruisers (or very small battleships), whereas most frigates are quite different. And whereas there are now seven flagship-worthy cruisers and at least ten frigates that are fun in the player's hands, there are really only four destroyers anybody wants to pilot (Enforcer, Hammerhead, Sunder, and Medusa—the latter being the one destroyer that's more super-frigate than mini-cruiser).

What about a new semi-civilian destroyer? Something faster than the Mule and sturdier than the Buffalo Mk. II, with more of a gun-based layout than either of those, but without as much OP or flux capacity/dissipation as the existing military destroyers. (Also, as long as I'm imagining making more work for David, why not TWO new semi-civilian destroyers—something like a destroyer-sized Cerberus would be cool too. And a phase destroyer! And one with some medium missile mounts! And a pony—no, two ponies! Three ponies!)
Title: Re: 0.7 feedback
Post by: Alex on December 04, 2015, 02:15:41 PM
Hah.

Good point re: combat destroyer variety, noted.
Title: Re: 0.7 feedback
Post by: Serenitis on December 04, 2015, 02:18:44 PM
Re: frigates - just wanted to say that I've read your feedback, it makes sense, and I'm thinking about it. It's especially relevant considering that frigates, while being a starting ship choice, have a relatively unique playstyle compared to the larger ships.

(I don't think adding a (D) Enforcer of Hammerhead would help much; they're just not good even in player hands. It'd be a bit of a trap.)
Okay. I can buy that. (D)s are junk and are probably not the best thing ever.
Personally I wouldn't mind a start that just gives you a no-frills destroyer of some kind but otherwise doesn't alter the game. The mid and late game is pretty chill as you can cruise around and reasonably expect to fight off pretty steep odds due to huge skills and good equipment, and making that easier is kinda dull.
It's the early game right the start which is turning out to be really amazingly difficult.
Again, this could just be me and my complete incompetance with twitch based anything.

I started another game off with the new new version and binned the others, and it went a lot better.
The bounty from Jangala is pretty generous and you only need to find 2 or 3 decent dogpiles to jump into in order to get a little stack of money together.
I even managed to keep my Wolf alive.
(The whole back of the armour display was black during the last battle though, so I can only assume all it's engines were shot off and are now decorating an asteroid somewhere near Barad.) (http://i12.photobucket.com/albums/a224/Tifi78/Smilies/toot_zpscbc5f935.gif)

Comissions look like a mixed bag to be honest. That you can now opt in to the whole "pick a side" thing is much nicer.
Having virtually everything locked behind faction membership is quite annoying, even if it does does make lots of sense. I've found that I buy almost all my ships and equipment from the BM now and use salvage a lot more.
This is something I want to get into later, but right at the start of a game I want nothing to do with faction related drama.

Maybe it might be worth having some mid-level equipment and ships locked only behind rep like before, and keep just the best stuff for commissions?
Don't know. This is probably working as intended for all I know. :P

What about a new semi-civilian destroyer? Something faster than the Mule and sturdier than the Buffalo Mk. II, with more of a gun-based layout than either of those, but without as much OP or flux capacity/dissipation as the existing military destroyers. (Also, as long as I'm imagining making more work for David, why not TWO new semi-civilian destroyers—something like a destroyer-sized Cerberus would be cool too. And a phase destroyer! And one with some medium missile mounts! And a pony—no, two ponies! Three ponies!)

Yes.
You can't a have a pony though. SS+ beat you to it. And it is gloriously pink.

Mule is not bad.
Pirate Mule would actually be decent.
Would a Mule start work?
Title: Re: 0.7 feedback
Post by: Alex on December 04, 2015, 02:24:20 PM
I started another game off with the new new version and binned the others, and it went a lot better.
The bounty from Jangala is pretty generous and you only need to find 2 or 3 decent dogpiles to jump into in order to get a little stack of money together.
I even managed to keep my Wolf alive.

Nice!

Comissions look like a mixed bag to be honest. That you can now opt in to the whole "pick a side" thing is much nicer.
Having virtually everything locked behind faction membership is quite annoying, even if it does does make lots of sense. I've found that I buy almost all my ships and equipment from the BM now and use salvage a lot more.
This is something I want to get into later, but right at the start of a game I want nothing to do with faction related drama.

Maybe it might be worth having some mid-level equipment and ships locked only behind rep like before, and keep just the best stuff for commissions?
Don't know. This is probably working as intended for all I know. :P

Well... more or less :) You get more useful stuff available on the black market now, while to get it legitimately you need a commission. That feels right to me, though the details may well need some tuning.

Would a Mule start work?

It feels like it might be flat out superior to any frigate start, which would be a problem.
Title: Re: 0.7 feedback
Post by: Wyvern on December 04, 2015, 02:53:32 PM
Would a Mule start work?

It feels like it might be flat out superior to any frigate start, which would be a problem.
Hm.  I'd take a mule over a hound, no question.  But I'd also take the current heavy blaster wolf you can get over a mule.

...What I'd actually like to see as a starting option is a "legacy" ship - a high-end variant that the player won't be able to replicate without significant tech skill investment, like the old Vigilance variant that came with... I don't even remember, 15 or 20 flux vents, pilums, and a pulse laser.  And as an added bonus, that'd create less competition between a frigate start and a destroyer start; if your options are "stock destroyer or legacy frigate", that'd be much more balanced.
Title: Re: 0.7 feedback
Post by: Mondorius on December 04, 2015, 03:07:29 PM
@ Mondorius:  Few problems with that:

1.  It costs more supplies to deploy more ships.  The point of soloing fleets is to consume the least amount of supplies as possible and maximize profit.

2.  Lone AI frigates or fighters will be picked off by otherwise overwhelming enemy fleet, unless maybe my frigate is Timid, which means he is not meant to fight.

3.  The frigates and fighters I would use for other (pursuit or all-out fleet) battles have less CR for later, if I need to chain-fight another battle soon.

1. Yes, it does. But if you're engaging with the goal of making a profit and spending an extra 10-15 supplies is enough to make that unprofitable, maybe you should rethink your goal for the engagement. I dunno, to be honest I haven't played the game enough to have a good idea of this aspect but so far I've found combat to be mostly an expense beyond bounties. To me combat serves mostly the purpose of being fun, risky and have the chance to drop some loot you may not have otherwise... also, reputation and so on, but I quickly forgot about making money fighting unless I'm bounty hunting. I actually kinda complain about that in my own feedback post.

2. True, but you can use a command to have them stick around you or to wait out of the way. Having the option of reinforcements like in the simulator could also be a potential fix: have the option to deploy a ship later to pursue within the same fight.

3. Yes, but the game is about calculating risk vs reward and managing limited resources. It's your choice how you spend those resources, CR being one. If you feel you can't afford to fight a fleet, then why would you insist on engaging?

Overall, I just think that CR prevents ridiculous things from happening and I have no issue with that. Removing CR would allow for things that are terribly boring but technically efficient, and I say technically because time is also a resource.

I'm thinking they should retreat, just to save the players time.
And this fixes the issue of just sitting in a fight with ships who don't want to engage.
Title: Re: 0.7 feedback
Post by: miljan on December 04, 2015, 03:22:26 PM

Quote
And yes you can abuse current system. I dont like abusing things, i like to play the way I played the game, and not be pushed with time limits. The problem with CR has nothing to do with optimal, it has to do with removing my play style how i liked to play the game, and forcing you to play one way. Its a very limited system.

It's really no different than getting your engines or guns disabled when hit by enemy fire, or the cops showing up when you're blowing up downtown in Grand Theft Auto. That something limits a player's choices and forces them to adapt and think resourcefully about what they can do when faced with these mechanics, is not in itself a bad thing. It's fine that you don't like it, and you should say it since it's valuable feedback, but you don't have to make up all these crazy reasons in an effort to justify how you feel a certain way about a game or a certain part of it.

Your analogy is little wrong. Think if your guns and engines get disable after a timer (like it actually does in starsector), or where you can only fight in GTA for 10 min, and after that game over. You see both those things show why putting a time limitation on something is a bad mechanic, and why devs dont implement them in games that much. So its not the same limitation that you are trying to make with your analogy, because in starsector it is just arbitrary time limitation, that doesnt add anything to the game. and only limits  the game

Anyway the new patch fixed the lag I had. And getting money from killing all those hegemony is getting little easier than before
Title: Re: 0.7 feedback
Post by: harrumph on December 04, 2015, 03:47:03 PM
Hm.  I'd take a mule over a hound, no question.  But I'd also take the current heavy blaster wolf you can get over a mule.

Yeah, I think players who are comfortable with frigates and want to dive into combat would definitely prefer a Wolf or a Lasher to a Mule.

But the Mule would be way too good as a trading/smuggling starter ship, and, at the same time, it's really not much fun to pilot in combat for somebody who wants to jump into destroyer gameplay. It's armed like a frigate, but flies like a battleship (slower than an Odyssey, Eagle, or Conquest).
Title: Re: 0.7 feedback
Post by: Megas on December 04, 2015, 03:49:10 PM
Quote
1. Yes, it does. But if you're engaging with the goal of making a profit and spending an extra 10-15 supplies is enough to make that unprofitable, maybe you should rethink your goal for the engagement. I dunno, to be honest I haven't played the game enough to have a good idea of this aspect but so far I've found combat to be mostly an expense beyond bounties. To me combat serves mostly the purpose of being fun, risky and have the chance to drop some loot you may not have otherwise... also, reputation and so on, but I quickly forgot about making money fighting unless I'm bounty hunting. I actually kinda complain about that in my own feedback post.
You can always profit from combat provided you can solo the fleet with a small (enough) ship.  If you can do that, you do not need bounties to survive, although bounties are always good.  Extra 10-15 supplies is a big deal in the early game, and shaving supplies over a hundred battles or more add up.  Combat is also good for stealing rare stuff (that you may not be able to buy) from the enemy.

Quote
2. True, but you can use a command to have them stick around you or to wait out of the way. Having the option of reinforcements like in the simulator could also be a potential fix: have the option to deploy a ship later to pursue within the same fight.
Not deploying an extra frigate saves about 5 or so supplies, and does not put it at risk at getting killed by the enemy.  (Enemy can deploy scary fast threats like Tempest piloted by level 20 officer.)  Remember the point of soloing fleets is to minimize supply use and possibly save the relatively stupid AI from itself.  Also, I do not want to check my map every ten seconds to see if my AI ship is alright.

Quote
3. Yes, but the game is about calculating risk vs reward and managing limited resources. It's your choice how you spend those resources, CR being one. If you feel you can't afford to fight a fleet, then why would you insist on engaging?
Simple, you may not always have that choice.  For example, you may get caught by a bloodthirsty enemy unexpectedly when you do not want to fight (and cannot escape).
Title: Re: 0.7 feedback
Post by: Techhead on December 04, 2015, 04:10:51 PM
I feel like a Mule would be a very desirable pick for a lot of players, especially for trade-focused playstyles. But what if the 'Honest Trader' start was a Tarsus or Buffalo?
Title: Re: 0.7 feedback
Post by: SpacePoliticianAndaZealot on December 04, 2015, 04:13:13 PM
That would be okay. Maybe a turn-off for newer players, but fair.
Title: Re: 0.7 feedback
Post by: Mondorius on December 04, 2015, 04:43:10 PM
You can always profit from combat provided you can solo the fleet with a small (enough) ship.  If you can do that, you do not need bounties to survive, although bounties are always good.  Extra 10-15 supplies is a big deal in the early game, and shaving supplies over a hundred battles or more add up.  Combat is also good for stealing rare stuff (that you may not be able to buy) from the enemy.
I understand, I'm just saying this is more of a problem of profitability than CR or anything else for that matter. If 200-400 credits is the margin between coming out ahead or not, then it seems to me that it's not really intended to be profitable. That's why I suggested to increase values across the board and make some things (i.e.: combat) slightly more profitable so that you're not literally counting every single crate of supplies you spend without making it too easy either. I believe that flying solo should be equally an option for combat as fighting with a fleet, but comparing profit to supply costs just lead me to treat combat as an expense in general, kinda like gambling for a chance at a good weapon or something.

Quote
Not deploying an extra frigate saves about 5 or so supplies, and does not put it at risk at getting killed by the enemy.  (Enemy can deploy scary fast threats like Tempest piloted by level 20 officer.)  Remember the point of soloing fleets is to minimize supply use and possibly save the relatively stupid AI from itself.  Also, I do not want to check my map every ten seconds to see if my AI ship is alright.
Again, profitability. Also, no comment on being able to deploy mid-battle like you do in the simulations? I think that'd be cool and would serve as a partial fix.


Quote
Simple, you may not always have that choice.  For example, you may get caught by a bloodthirsty enemy unexpectedly when you do not want to fight (and cannot escape).
That's part of risk assessment at this point. Yes it happens, and yes it will happen more with slow ships, but the sensor mechanic does not make you so blind that you're literally about to be ambushed all the time. Also, accounting for the possibility of being intercepted is part, at least to me, of assessing whether or not I should engage now.

In the end, I still don't understand what the issue with CR is. I cannot imagine a situation where CR would frustrate me or otherwise make me feel like it's bad mechanic.
Title: Re: 0.7 feedback
Post by: Achataeon on December 04, 2015, 05:04:37 PM
Minmaxers gonna minmax. Convincing them otherwise is like talking to a brick wall. Besides, it's a Single Player Game.

Every one of us was drawn to this game because of a thing/feature that we like. Some fell in love with the missions, some with combat, and some to the minmaxableness of the game. Should you have problems with the CR and such, why not mod it? Starsector is a Single Player Game after all.
Title: Re: 0.7 feedback
Post by: Talkie Toaster on December 04, 2015, 05:35:51 PM
I feel like a Mule would be a very desirable pick for a lot of players, especially for trade-focused playstyles. But what if the 'Honest Trader' start was a Tarsus or Buffalo?
Getting caught by a pirate fleet would be a straight up GG. You need to have some combat capability, or at least a decent chance to flee combat. A Condor (with a wing of something) or a Gemini would be much more doable, but even if they have an okay chance of surviving a small patrol it's too easy to be caught by large pirate fleets they can't possibly escape from.
Title: Re: 0.7 feedback
Post by: Zapier on December 04, 2015, 11:38:30 PM
I feel like a Mule would be a very desirable pick for a lot of players, especially for trade-focused playstyles. But what if the 'Honest Trader' start was a Tarsus or Buffalo?
Getting caught by a pirate fleet would be a straight up GG. You need to have some combat capability, or at least a decent chance to flee combat. A Condor (with a wing of something) or a Gemini would be much more doable, but even if they have an okay chance of surviving a small patrol it's too easy to be caught by large pirate fleets they can't possibly escape from.

I always felt like the Sheperds made for a much better 'honest trader' starter frigate. Minimal crew, 100 cargo, and relatively light supply cost despite its 20% per deployment. Those borer drones are really good for actually defending and even taking on small pirate fleets, especially hounds and kites since they give nice constant support. Leaves a player their money to literally buy supplies and focus on staying out/away from combat.

Edit: Not to mention... the shield. It to me makes better sense for the average player choosing honest trader start... even though the Cerberus can be quite dangerous, it suffers from the fact that players who aren't prepared to take some damage are easily taken out by missiles and beam wolves right from the start...
Title: Re: 0.7 feedback
Post by: Cik on December 05, 2015, 02:14:40 AM
cerberus would be good but wolf (D) ion fits fry it, and they're in every fleet you're going to get caught by.
Title: Re: 0.7 feedback
Post by: Clockwork Owl on December 05, 2015, 02:14:51 AM
I always felt like the Sheperds made for a much better 'honest trader' starter frigate. Minimal crew, 100 cargo, and relatively light supply cost despite its 20% per deployment. Those borer drones are really good for actually defending and even taking on small pirate fleets, especially hounds and kites since they give nice constant support. Leaves a player their money to literally buy supplies and focus on staying out/away from combat.

Edit: Not to mention... the shield. It to me makes better sense for the average player choosing honest trader start... even though the Cerberus can be quite dangerous, it suffers from the fact that players who aren't prepared to take some damage are easily taken out by missiles and beam wolves right from the start...
It gives decent PD screen without a carrier. Problem is 90 max speed tho.
Title: Re: 0.7 feedback
Post by: Serenitis on December 05, 2015, 02:56:13 AM
Getting caught by a pirate fleet would be a straight up GG. You need to have some combat capability, or at least a decent chance to flee combat.
Mule has both. And probably the 2nd best ship system in the game.
The only serious problem the Mule would have is being swarmed, which is same issue every ship has when you only have one of them.

I do like the idea of having Sheperds being the trader start ship though. Dog freighters are even more of a trap than they were previously as almost all pirates carry ion cannons now.
Although the idea of a "civilian" destroyer is pretty interesting.
You could even make a Hinny (A Mule but with parents the opposite way round); similar handling and armour, but a little smaller so it can't carry as much and a similar weapons load. Maybe drop the medium E to a small and lose one missile rack?

The important bit would be the handling and armour - the two biggest problems I have with frigates are that I just can't control them even with the turn-to-cursor thing on, and that they're really fragile and even a single hit in the wrong place can end you.
These two problems synergise to a really obnoxious degree in that the fragility of the frigate can be mitigated by sliding around all over the place, dodging/weaving etc. but if you lack the ability to do that consistently then you are going to hit a big wall pretty quickly.
[edit]
And turrets. Being able to move freely and still shoot at things makes it quite a lot easier. Probably why I am such a huge fan of the Enforcer.
Title: Re: 0.7 feedback
Post by: Zapier on December 05, 2015, 03:18:19 AM
I always felt like the Sheperds made for a much better 'honest trader' starter frigate. Minimal crew, 100 cargo, and relatively light supply cost despite its 20% per deployment. Those borer drones are really good for actually defending and even taking on small pirate fleets, especially hounds and kites since they give nice constant support. Leaves a player their money to literally buy supplies and focus on staying out/away from combat.

Edit: Not to mention... the shield. It to me makes better sense for the average player choosing honest trader start... even though the Cerberus can be quite dangerous, it suffers from the fact that players who aren't prepared to take some damage are easily taken out by missiles and beam wolves right from the start...
It gives decent PD screen without a carrier. Problem is 90 max speed tho.

Yeah, the speed is a bit of an issue, but those drones help keep stuff off the ship that other ships usually can't do without a dedicated escort. Plus, since the design itself lets you outfit it relatively light, especially if you rely on the drones/escorts you could easily outfit it with the unstable injector at the start to give some extra speed.

Alternatively, perhaps there could be a 'non-civilian' variant of the Shepherd made with a sort of built in engine upgrade at the cost of like, half its armor. Something to give it a 10 burn level or an extra 20 max speed to put it on par with the cerberus... and then a player could choose the injector to get to 150. It would easily give it plenty of escape potential against most targets and the drones/shields should be enough to deter much that could keep up. With the lessened armor it would keep it as more of trade frigate as it would be quite fragile to expose to much risk.

I don't know... all just thoughts really... I just know I love the Shepherd over the Cerberus for civilian trading and I prefer it as a combat frigate despite it being lesser in most ways on paper since it has that built in 'fighter wing' to escort it.

Edit: And a quick thought about the discussion of a mule or new variant of it. Love the idea of some more variants of it as well, I just don't see a lot of justification of having a destroyer for a starter ship, even if its just available the one time during choosing.

Edit 2: I completely forgot about the best draw of the Shepherd if you're worried about its 90 speed... because you rely on the drones (and I like a salamander missile in the universal) you're running at zero flux most of the flight anyway. Most anything even getting close is either fighting your drones or running with shields ruining their own zero flux boost which keeps the Shepherd easily at comparable or faster speeds without any hull mods.
Title: Re: 0.7 feedback
Post by: Clockwork Owl on December 05, 2015, 06:03:33 AM
I always felt like the Sheperds made for a much better 'honest trader' starter frigate. Minimal crew, 100 cargo, and relatively light supply cost despite its 20% per deployment. Those borer drones are really good for actually defending and even taking on small pirate fleets, especially hounds and kites since they give nice constant support. Leaves a player their money to literally buy supplies and focus on staying out/away from combat.

Edit: Not to mention... the shield. It to me makes better sense for the average player choosing honest trader start... even though the Cerberus can be quite dangerous, it suffers from the fact that players who aren't prepared to take some damage are easily taken out by missiles and beam wolves right from the start...
It gives decent PD screen without a carrier. Problem is 90 max speed tho.

Yeah, the speed is a bit of an issue, but those drones help keep stuff off the ship that other ships usually can't do without a dedicated escort. Plus, since the design itself lets you outfit it relatively light, especially if you rely on the drones/escorts you could easily outfit it with the unstable injector at the start to give some extra speed.

Alternatively, perhaps there could be a 'non-civilian' variant of the Shepherd made with a sort of built in engine upgrade at the cost of like, half its armor. Something to give it a 10 burn level or an extra 20 max speed to put it on par with the cerberus... and then a player could choose the injector to get to 150. It would easily give it plenty of escape potential against most targets and the drones/shields should be enough to deter much that could keep up. With the lessened armor it would keep it as more of trade frigate as it would be quite fragile to expose to much risk.

I don't know... all just thoughts really... I just know I love the Shepherd over the Cerberus for civilian trading and I prefer it as a combat frigate despite it being lesser in most ways on paper since it has that built in 'fighter wing' to escort it.

Edit: And a quick thought about the discussion of a mule or new variant of it. Love the idea of some more variants of it as well, I just don't see a lot of justification of having a destroyer for a starter ship, even if its just available the one time during choosing.

Edit 2: I completely forgot about the best draw of the Shepherd if you're worried about its 90 speed... because you rely on the drones (and I like a salamander missile in the universal) you're running at zero flux most of the flight anyway. Most anything even getting close is either fighting your drones or running with shields ruining their own zero flux boost which keeps the Shepherd easily at comparable or faster speeds without any hull mods.
Default 90 + Zero flux 50(it is flat 50 from frigate to capital right?) + Unstable Injector 20 = 160.
Burn speed 8.

-

Hound has 180, meaning it will still outrun a Shepherd while shooting guns at it. Hound(D) Has 135. Zero flux makes it 185. Shepherd has to punch the hell out of it in combat.
Maybe it won't be that hard, considering Hound is shieldless.
Burn 10 means Shepherd can't shake Hound off in campaign(assuming 1-ship-fleet).

Cerberus's max speed is 110. Can barely keep it up with Shepherd with 0 flux. Also shieldless.
again, burn 10.

Kite has 140. (D) variant makes it 105 - no pursuing even with 0 flux.
Burn 9.

Wolf: 150. (D) is 101. Again, no pursuit.
Burn 10.

Conclusion: Unless the pirate fleet has a Hound, a Shepherd can avoid most threat from pirates - except being harried to death.

-

Can we consider this passable? It might be...
Title: Re: 0.7 feedback
Post by: Plantissue on December 05, 2015, 09:26:26 AM
I've tried using a single Mule. On paper it sounds like great idea. It has reasonably good maintence to cargo capacity with near combat ship defence. In practice it is a burn 9 fleet which can't fight effectively as they are too slow and unmanoeuvrable even with maneuvering jets and with too few weapons to put up a good fight even against a Luddic Cerberus. It's simply more effective to have a Buffalo/Tarsus + combat ship though your fuel consumption would be relatively higher per cargo space as well as the problem with having a civilian hull broadcasting your location. A Gemini start also would make for a real freighter/combat combo, though it'll probably be too easy. i don't really see any justification for a destroyer start under standard difficulty.

The Cerberus is the equivalent to a mini Mule anyways. A freighter combat hybrid which doesn't have a civilian hull.
The problem with a Shepard start is that it has a civilian hull, though it would be an interesting "honest" trader start seeing as unlike the Cerberus, it isn't a better smuggler starting ship than the Hound actually is!

The Hound is a bit wierd as a smuggler ship nowadays since it has the same burn speed as everything else, but on the other hand I suppose it can easily outrun the Luddic Path Cerberus.
Title: Re: 0.7 feedback
Post by: Megas on December 05, 2015, 10:24:06 AM
Mule is good for fire support, but not as primary attacker.  Mule can fight back, while Buffalo or Tarsus cannot.

Quote
The Hound is a bit wierd as a smuggler ship nowadays since it has the same burn speed as everything else, but on the other hand I suppose it can easily outrun the Luddic Path Cerberus.
Beginning traders who do not want to fight should rip out their weapons and install Unstable Injector and Safety Override hullmods for maximum top speed.  Weapons are not needed if you can outspeed all early-game threats.
Title: Re: 0.7 feedback
Post by: SafariJohn on December 05, 2015, 10:51:59 AM
Default 90 + Zero flux 50(it is flat 50 from frigate to capital right?) + Unstable Injector 20 = 160.
Burn speed 8.

Shepherd is burn 9, and Unstable Injector gives 40 to frigates, so a Shepherd would have 180 speed, meaning it could keep away from Hounds.
Title: Re: 0.7 feedback
Post by: Gothars on December 05, 2015, 11:02:02 AM
I think a Shepherd would make for a terrible startet ship if you don't already know the game. As it is the only ship that uses drones offensively, it would give a completely false impression of Starsector's combat mechanics.
Title: Re: 0.7 feedback
Post by: Techhead on December 05, 2015, 11:39:46 AM
I think a Shepherd would make for a terrible startet ship if you don't already know the game. As it is the only ship that uses drones offensively, it would give a completely false impression of Starsector's combat mechanics.
The Tempest and its Terminator Drones would like a word with you.
Title: Re: 0.7 feedback
Post by: Gothars on December 05, 2015, 11:46:52 AM
Sorry, I meant as its primary offensive weapon.
Title: Re: 0.7 feedback
Post by: SpacePoliticianAndaZealot on December 06, 2015, 08:45:43 AM
And that's a shame. I want drone tenders! And Sheperd's drones are barely useful for point defence, let alone intercepting fighters or offense!
Title: Re: 0.7 feedback
Post by: zenstrata on December 06, 2015, 10:44:12 AM
IIRC peak readiness time only ticks down if the combined strength of the ships near you is equal to or greater than your own strength


The problem is, I purposefully run with as small a fleet as possible.  I only enter combat with 1 ship (a cruiser).  This gives my fleet a very low strength rating because I Want to be attacked.  I really dislike dealing with multiple friendly ships at a time,  Basically I only have a couple small freighters for carrying junk around quickly, and 1 combat cruiser ship against the universe.

This is why CR is a problem.  Not because I abuse the AI during combat, but because I only run one ship.

I honestly can't figure out why it was added for cruisers, they are not the hyper fast or small ships that people used in the past to abuse the ai with.  They tend to be slower and more strategic during combat.  The readiness timer is honestly not needed on the larger ships and feels like a very bothersome hindrance.
Title: Re: 0.7 feedback
Post by: Serenitis on December 06, 2015, 10:56:15 AM
This is why CR is a problem.  Not because I abuse the AI during combat, but because I only run one ship.
I can empathise, I too like solo flying.
It used to be that only frigates had CR timers and anything larger could happily dance around as long as your patience lasted.
I would prefer to go back to this, but it will never happen.

So I have tried my best to adapt to it and have come the conclusion that while it is not my preference, you can render the timer irrelevant by either killing or chasing off everything as quickly as you can, or separating the enemy force and killing them piecemeal so they don't count as enough to even start the timer.
Also it is possible to reset your ships timer by retreating and re-engaging if you run out.
It feels a bit "gamey" doing it mind.
Title: Re: 0.7 feedback
Post by: Cosmitz on December 06, 2015, 01:11:08 PM
I see the conversation switched to the starting ship, which means there is a serious problem with the beginning of the game, something we've known for a huge while, but now it really puts a crimp into even old players.

As it's been mentioned the issue is split between frigate power, playstyle that differs from larger ships and outright the fact that at the moment the only feasible start is the Wolf with 6k credits, even if you hate the Wolf and will buy something else with the credits and cash from it the first chance you get. I'd like to preserve the lineage of roleplaying a character, but without any of the existing issues. I love what i can do in the game once i put my foot through the door, but the actual putting-foot-in-door process is.. uneeded. All that's needed is bumping up the start up options. I'm sure we all have a point where 'now i can start playing' in regards to fleet choices, let's just get that done before we grind 15k credits during the first mandatory bounty session. In this ocean of predators, we don't even start up as a fish, we start up as plankton. And there's little we /can/ eat.

Let's just have different starts that balance themselves out while offering different playstyles.

- Wolf start is a nice fast-kitey frigate gameplay that can stay, changing the loadout to something geared and proper, heavy blasters, tac lasers. Lose the bonus cash, say you got scammed. You'd start out as a pure breed combat frigate ready to play the start like that with no holds barred.
- A D variant or a severely damaged  30%CR Hammerhead or Enforcer with very few guns and few supplies. You'd have access to some larger, holding-power, ship gameplay, while focusing your first combat cash to either go towards repairing it full up or arming it. The price of selling it would pretty much only buy a low-tier frigate anyway, so you have to work with it.
- A Condor with a flight of fighters. A much different trader/strategist kind of deal. Say this is the only choice that starts with some on-hand cash to kickstart Missions and fast-crisis resolving.
- A Mule D or a Tarsus for a pure trader start. Maybe have the hold already have some Food, some Ore, something you can leverage at start.

And this can go on, but the current choices, between a hound and a Wolf and cash? That's not choice, it's allowing the player to fail before he even sets foot in the game.

Title: Re: 0.7 feedback
Post by: SpacePoliticianAndaZealot on December 06, 2015, 01:53:14 PM
-The old Wolf loadout was the undisputed king of kiting
-Hammerhead (D) is simply too awful. Not to mention how defective hullmods also boost the sensor profile of the ship, which I find blatantly nonsensical. However, a regular Hammerhead would be nice if the player starts with only 2k credits.
-A Gemini would be better. Remember, the combat-oriented starting options aren't about throwing the player all the way down in the food chain.
-Nah, I still believe the Cerberus is a superior starting option for traders.
Title: Re: 0.7 feedback
Post by: Cosmitz on December 06, 2015, 02:34:54 PM
Gemini is overpowered in the same realm as the Hyperion and rarity is the only balancing factor. 250 cargo, small profile and a flight deck plus burn speed. Doesn't help that it's expensive to run for a 'starter' ship. Stick to often-found ships.
Title: Re: 0.7 feedback
Post by: Megas on December 06, 2015, 02:37:05 PM
Graviton Beams and Tactical Lasers are good for frying weak pirates now that they have 1000 range.  Before 0.65, beams had less range, and when Advanced Optics were removed, Tactical Lasers had 600 range, same as Light Autocannon.  Beam Wolf lost that flux war against ballistic-based pirates.  Today, beam Wolf would be great at killing pirates up to Enforcers.  Against stronger enemies, beam Wolf gets stopped cold.

I like the current Wolf's pulse laser/pd laser starter combo - basic but effective.  About the only changes that could be made is maybe an ion cannon at the middle small mount and maybe blast doors swapped out for more capacitors.


Wolf starts with 2,000 credits if you do not take the money option.  I always take the heavy blaster instead of money or crew.  I can get 4,000 more credits or better crew soon enough.  Heavy blasters are rare, and places aside from Black Markets require high relations and commission.  Even if I do not want the blaster on my Wolf, I can always find another ship that can use it soon.

Traders should use either Hound or Cerberus, then buy more frigates without the Civilian Hull handicap.  Those have the option of not fighting at all by stacking speed hullmods and outrunning everything in a pursuit.  Bigger ships are too slow for that.


I would not use current Gemini as a starter ship.  It is slow at burn 8 by default (most things are faster), and it does not have enough OP to use much.  In other words, a fat target that will die if you cannot defend it.  Gemini is good as a carrier/freighter combo once you add cruisers and fighters to your fleet.  If you want to give the player a destroyer to start with, Hammerhead is about as basic as you can get can.  It has the least mounts for a combat destroyer and just enough power to be effective for its size.


What would be nice is if the smuggler start had inhospitable relations (instead of hostile) for pirates.  There seems little practical difference between the two non-hunter starts aside from starting assets.  If I want to be a smuggler, I would probably pick Cerberus, unless I want the Mauler.

The Hermes option for trader is bad - you have less burn, and Civilian Hull prevents use of Safety Override, which is critical for outrunning things you cannot fight.
Title: Re: 0.7 feedback
Post by: Serenitis on December 07, 2015, 12:12:13 PM
If you want to give the player a destroyer to start with, Hammerhead is about as basic as you can get can.  It has the least mounts for a combat destroyer and just enough power to be effective for its size.
I could live with this. (I don't particularly like the Hammerhead, but I can fly it without looking drunk at least.)
Nothing spectacular for the loadout - Arbalests on the mediums, mortars on the front smalls, vulcans on the back, and harpoons in the missile bays.

Actually... Didn't one of the start options for SS+ give you a Hammerhead?
Title: Re: 0.7 feedback
Post by: Plantissue on December 07, 2015, 01:27:33 PM
I don't think you can justify a hammerhead as a starting choice. If you truly wanted such an easy start, you can just choose an easy start instead. A hammerhead (D) or a Buffalo Mk II could be interesting. The smuggler start just seems to be a bad honest trader start at the moment. You basically would play the same way. I would like the Hound to be burn speed 11 instead or the Cerberus to be the Smuggler start ship and some other ship be the Honest trader start ship.
Title: Re: 0.7 feedback
Post by: BHunterSEAL on December 07, 2015, 02:00:48 PM
One thing I always loved about Starsector was how it discouraged savescumming by granting hefty XP following battles which result in the destruction of the player's fleet. I'd like to see bounties earned in defeats paid out as well: faced with the chore of rebuilding essentially from scratch, I typically find myself F9-ing 'squad wipes' by the time I've amassed 4-5 ships. But I hate the idea of rolling back the clock after an epic slugfest fleet action, especially when my ships have inflicted outsized losses on the enemy. Like the XP awards, I think payment of earned system bounty credits would encourage people to continue after a hard-fought defeat. Plus, by helping the player get things back on track following a rout, this should also promote a bit more risk-taking in the campaign.
Title: Re: 0.7 feedback
Post by: Megas on December 07, 2015, 02:28:31 PM
Starsector used to give experience for ships lost in battle, but that was removed because munchkins like me converted money/ships into XP by either shooting and destroying your own ships (I did this purely for the XP!) and/or sending junk ships (that you either bought or boarded) into a hopeless battle to die.  In other words, losing ships for XP was encouraged once the player could afford it.  To compensate, XP gains were doubled, which were not enough at the time (of 0.65) since there were fewer endgame fleets with Onslaughts and Combat 10 flagships did not give more XP.

Quote
I don't think you can justify a hammerhead as a starting choice.
By that criteria, no destroyer is suitable.  The other three combat destroyers are a bit better and have more mounts.  Hammerhead is as low and basic as you can go before you might as well downgrade back to a combat frigate.

Hammerhead used to be the extra Easy ship for bounty hunter in 0.65.  Hammerhead is also the ship used by the player in the tutorials.
Title: Re: 0.7 feedback
Post by: Dri on December 07, 2015, 02:32:14 PM
No amount of EXP reward is going to convince anyone stick with the loss of 2-3 of their ships. Hell, I'm sure a lot of ppl reload if they lose even a single frigate. You're in the VERY small group of players that would, trust me.

Now if you want to add it to Iron Mode only, well, thats fine by me.

As for the whole solo ship thing... there is not much I can say about that other than the fact that Starsector has always advertised itself as a fleet management game with you being a FLEET ADMIRAL. Super fast solo ship vs entire system defence fleet was beyond broken, fun but broken, and I do not at all miss it. Just look at all the Starsector trailers that have been released - all show larger fleet battles and commanding your AI officers/ships.
Title: Re: 0.7 feedback
Post by: Megas on December 07, 2015, 02:42:00 PM
@ Dri:  If those are your prized fighting ships, sure.  What I mean is if you have excess money, and you are buying junk ships from markets to force them to restock with new (and hopefully) better ships, then you would send those junky ships you did not want, yet you bought for whatever reason, into battle to die.  After they die, they disappear, good riddance, and you get more XP for your trouble.

P.S.  Also, if fleet battles are to be encouraged, the player needs bigger bounties (from commissions) and limit greater than 25 ships (endgame enemy fleets have more than 25).  So far, the meager commission bounties are mildly profitable only because I solo or chain-flagships for most battles.

Before commissions, I avoided battles with enemy faction fleets (that were not bounties) unless I really wanted the chance to board a ship a greatly desired.  I lost money unless I could solo the whole fleet, but even then, the profit from loot was minimal.
Title: Re: 0.7 feedback
Post by: Plantissue on December 07, 2015, 03:28:07 PM

Quote
I don't think you can justify a hammerhead as a starting choice.
By that criteria, no destroyer is suitable.  The other three combat destroyers are a bit better and have more mounts.  Hammerhead is as low and basic as you can go before you might as well downgrade back to a combat frigate.

Hammerhead used to be the extra Easy ship for bounty hunter in 0.65.  Hammerhead is also the ship used by the player in the tutorials.
That's right, I don't think any destroyer is suitable as a start ship. Any combat destroyer would be too easy. That why the ones I suggested the ones which could be interesting.
Title: Re: 0.7 feedback
Post by: Megas on December 07, 2015, 04:32:53 PM
The point of a (basic) combat destroyer is for those who do not like frigates to start the game with something bigger that is cheap but effective.  Mule, Gemini, or other destroyer-sized ships have firepower no better than a frigate and are too slow to run away from enemy frigates.

Personally, I do not mind starting with a solid combat frigate, but there are others who dislike twitch-y frigate combat.
Title: Re: 0.7 feedback
Post by: BHunterSEAL on December 07, 2015, 05:34:24 PM
Wow, I had no idea ship loss XP gains were done away with, I guess what I'm seeing are what would have normally accrued based on combat performance. I keep seeing huge gains after battles that cost me a ship or two, but that's probably just coincidental with the amount of killing my fleet would be doing in a battle of that scale. It's too bad that mechanic was removed, but it sounds like a relatively easy exploit to address--maybe scaling XP gains based on ship size vs. player level--so it may be something that comes back in the future as the campaign is built out.

Also definitely agree that commissions could use an income boost, ideally something that ramps as the player levels.
Title: Re: 0.7 feedback
Post by: Toxcity on December 07, 2015, 07:08:45 PM
Having commissions ramp up with faction relationship would be nice, it would especially help when the sector evolves into everyone vs. everyone chaos. Maybe there could also be quota/month for a bonus.
Title: Re: 0.7 feedback
Post by: caso on December 07, 2015, 08:31:33 PM
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Title: Re: 0.7 feedback
Post by: Andrius227 on December 08, 2015, 03:34:19 AM
Also definitely agree that commissions could use an income boost, ideally something that ramps as the player levels.

I think it would be really cool if commissions paid a fraction of your fleet upkeep (in credits). It would make sense i think. They want to hire a bigger fleet, they gotta pay more.
Title: Re: 0.7 feedback
Post by: BHunterSEAL on December 08, 2015, 04:09:03 AM
Also definitely agree that commissions could use an income boost, ideally something that ramps as the player levels.

I think it would be really cool if commissions paid a fraction of your fleet upkeep (in credits). It would make sense i think. They want to hire a bigger fleet, they gotta pay more.

I think the old Exelerin mod had something like that (or I'm thinking of a similar mechanic in a mod for Mount & Blade, where as a merc working for a kingdom part of your upkeep is subsidized). SS+ has almost the opposite idea in place, with recurring wage costs paid out based on total crew strength and experience. At any rate, I'm sure the faction mechanics will be getting quite a bit of attention as the campaign gets built-out further. 

On another progression-related note, the original 0.7a release seemed to have procurement contracts appearing about right, usually only offering 10-50 volume contracts at first, maybe 100-200 for cheap stuff. But 0.71 seems to have randomized quantities so even at the beginning contracts for 500, 1000 or 5000 units are taking up vital space in the mission browser.
Title: Re: 0.7 feedback
Post by: Megas on December 08, 2015, 05:34:27 AM
What would be nice is if tariffs lowered as you raise reputation with the one faction you are commissioned with.  You are one of them, or at least an honorary member.  Other factions can still stick you with a punitive -30% tariff.
Title: Re: 0.7 feedback
Post by: Achataeon on December 08, 2015, 06:30:03 AM
Maybe if persistent people are a thing (you know, the one you do missions for) you could have a slightly reduced tariff IF you're in their faction's good graces AND in good with the person that manages the market. Can't have tariffs at an all-time low, kinda why the black market is there. Can't also have profitable player trade routes without events, which is how the current setup works.