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Starsector => Mods => Modding => Topic started by: isaacssv552 on May 30, 2017, 01:44:35 PM

Title: [0.8a] Industrial Skill Expansion
Post by: isaacssv552 on May 30, 2017, 01:44:35 PM
The industry skills currently lack personal ships skills. I added two new skills. Both are available for officers. Feedback is appreciated.

Efficient Operations:
Level 1: -50% Crew Requirement (piloted ship)
Level 2: -25% Supply Use for Maintence (piloted ship)
Level 3: -25% Fuel Use (piloted ship)

Commercial Spacefaring:
Level 1: +40% Cargo/Fuel Capacity (piloted ship)
Level 2: +1 Burn Level (piloted ship)
Level 3: -50% Sensor Profile (piloted ship)

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Title: Re: [0.8a] Industrial Officers
Post by: sycspysycspy on May 31, 2017, 05:39:08 AM
I think it's pointless no one would like to waste the precious officers on the freighters or tankers. As supplies and fuel are dirty cheap and you could get a ton of those fighting REDACTED as well.
Title: Re: [0.8a] Industrial Officers
Post by: Snrasha on May 31, 2017, 05:58:57 AM
Idea:
If I found them very useful when you have a big fleet, you need probably add, like the future 0.8.1a, a specialization carrier or no-carrier.

They cannot have a industrial skill except if you have buy them with one industrial skill.

Quote
Efficient Operations:
Level 1: -50% Crew Requirement (piloted ship)                
Level 2: -25% Supply Use for Maintence(piloted ship)
Level 3: -25% Fuel Use (piloted ship)

Freight Management:
Level 1: +40% Cargo/Fuel Capacity (piloted ship)
Level 2: +2 Burn Level (piloted ship)
Level 3: -50% Sensor Profile (piloted ship)

My feedback on the description value, not on game:

Efficient Operations:
The level 1, maybe insert a -5% per level of officer, max 50%? (More you are good, more the requirement is low, logic, no?)
The level 2 et 3 need maybe exist only if the ship have a salvage hullmod or surveying equipment? Else only -10%?

Freight Management:
The level 1 need maybe a small nerf, or increased per the size of the ship.
The level 2 need maybe +2 only if the ship have a freighter or tanker hint, else +1, no?
The level 3 do not seems logic with Freight Management.







Title: Re: [0.8a] Industrial Officers
Post by: isaacssv552 on May 31, 2017, 12:10:19 PM
Idea:
If I found them very useful when you have a big fleet, you need probably add, like the future 0.8.1a, a specialization carrier or no-carrier.

They cannot have a industrial skill except if you have buy them with one industrial skill.

Quote
Efficient Operations:
Level 1: -50% Crew Requirement (piloted ship)                
Level 2: -25% Supply Use for Maintence(piloted ship)
Level 3: -25% Fuel Use (piloted ship)

Freight Management:
Level 1: +40% Cargo/Fuel Capacity (piloted ship)
Level 2: +2 Burn Level (piloted ship)
Level 3: -50% Sensor Profile (piloted ship)

My feedback on the description value, not on game:

Efficient Operations:
The level 1, maybe insert a -5% per level of officer, max 50%? (More you are good, more the requirement is low, logic, no?)
The level 2 et 3 need maybe exist only if the ship have a salvage hullmod or surveying equipment? Else only -10%?

Freight Management:
The level 1 need maybe a small nerf, or increased per the size of the ship.
The level 2 need maybe +2 only if the ship have a freighter or tanker hint, else +1, no?
The level 3 do not seems logic with Freight Management.
I can't access hullmods or hints from skills. I'll be renaming Freight Management to Commercial Spacefaring since it is supposed to cover smuggling as well.
The burn speed perk will be reduced to +1. The Cargo/Fuel boost is going to remain the same as the opportunity cost of the skill is quite high, requiring an officer to man the ship receiving the boost. The efficient operations level 2 and 3 perks are based on the fleetwide equivalents (-50% nerfed to -25% and -25%).
I think it's pointless no one would like to waste the precious officers on the freighters or tankers. As supplies and fuel are dirty cheap and you could get a ton of those fighting REDACTED as well.
Freight Management is intended for industry-leadership fleets with a focus on non-combat income sources. e.g Survey, salvage, smuggling, food shortages, etc. Efficient Operations is meant as an officer skill fitting the industry theme of logistical power rather than combat power.
Title: Re: [0.8a] Industrial Officers
Post by: Snrasha on May 31, 2017, 01:06:33 PM
Quote
if(stats.getEntity() instanceof ShipAPI){

   ShipAPI ship=(ShipAPI) stats.getEntity();

   ship.getCaptain();

   ship.getVariant().getHullMods();
}

Yes,you can.
Title: Re: [0.8a] Industrial Officers
Post by: isaacssv552 on May 31, 2017, 02:39:17 PM
Quote
if(stats.getEntity() instanceof ShipAPI){

   ShipAPI ship=(ShipAPI) stats.getEntity();

   ship.getCaptain();

   ship.getVariant().getHullMods();
}

Yes,you can.
getEntity returns null outside of combat. I've already tried all these methods and they don't work.
Title: Re: [0.8a] Industrial Officers
Post by: Snrasha on May 31, 2017, 11:54:21 PM
Quote
if(stats.getEntity() instanceof ShipAPI){

   ShipAPI ship=(ShipAPI) stats.getEntity();

   ship.getCaptain();

   ship.getVariant().getHullMods();
}

Yes,you can.
getEntity returns null outside of combat. I've already tried all these methods and they don't work.


Ah yes, sorry, well, you have the id of the ship, so you can try
Quote
List< FleetMemberAPI > members=Global.getSector().getPlayerFleet().getFleetData().getMembersInPriorityOrder();
for(FleetMemberAPI member: members){
if(member.getID()==id){
[...]
}
}
I do not think this is necessary to apply skills for others fleets. But I think I go wrong on a thing for search the member. Well, whatever. The ID is unique to a member.
Title: Re: [0.8a] Industrial Officers
Post by: isaacssv552 on June 01, 2017, 01:36:20 AM
Quote
if(stats.getEntity() instanceof ShipAPI){

   ShipAPI ship=(ShipAPI) stats.getEntity();

   ship.getCaptain();

   ship.getVariant().getHullMods();
}

Yes,you can.
getEntity returns null outside of combat. I've already tried all these methods and they don't work.


Ah yes, sorry, well, you have the id of the ship, so you can try
Quote
List< FleetMemberAPI > members=Global.getSector().getPlayerFleet().getFleetData().getMembersInPriorityOrder();
for(FleetMemberAPI member: members){
if(member.getID()==id){
[...]
}
}
I do not think this is necessary to apply skills for others fleets. But I think I go wrong on a thing for search the member. Well, whatever. The ID is unique to a member.
id is the skill id, not the ship id. It is used to track the source of the bonuses so they can be easily reverted.