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Starsector => General Discussion => Blog Posts => Topic started by: Alex on July 02, 2021, 01:13:52 PM

Title: Skill Changes, Part 1
Post by: Alex on July 02, 2021, 01:13:52 PM
Blog post here (https://fractalsoftworks.com/2021/07/02/skill-changes-part-1/).
Title: Re: Skill Changes, Part 1
Post by: SCC on July 02, 2021, 01:18:33 PM
Goddamit, I was about to go to sleep. Was.
Title: Re: Skill Changes, Part 1
Post by: Alex on July 02, 2021, 01:22:58 PM
Sleep is important, it'll keep :)
Title: Re: Skill Changes, Part 1
Post by: RustyCabbage on July 02, 2021, 01:45:38 PM
I feel like I say this every blog post, but sweeet - really exciting changes! I don't even know which T5 skill / combination I'm looking forward to most, which is probably a good sign that they're roughly similarly appealing.
Title: Re: Skill Changes, Part 1
Post by: Tarnish on July 02, 2021, 01:50:01 PM
These look like great changes! One thing I like is that colony skills seem to be off the menu for this system, or at the very least bypassable. I suspect you may be underestimating the value of mixing Best of the Best with Support Doctrine, as in a late game fleet of mixed ship classes (ostensibly the intended fleet composition, rather than the meme-y “Three Paragon” setup) there simply aren’t enough officers to go around.

That brings me to my next point, though. Is anything being done to rein in AI fleets with more officers than a player fleet could field? It seems as though every Redacted fleet I run into has the Deployment Point advantage simply because they fit a core to every vessel, and even late game Hegemony fleets seem to have more than they ought. This undermines the parity of “anything the AI can do, you can do as well” — a fleet (or really, even a combination of several) should have a maximum number of deployment points it derives from officers, simply because having too many cooks in the kitchen shouldn’t help matters. The officers should still give their ship-sode benefits (though Redacted deathfleets still need a look at) but I’m tired of seeing smaller fleets “outnumber” me because they’ve managed to squeeze sixteen officers around their planning table, when mine only fits 8.
Title: Re: Skill Changes, Part 1
Post by: SCC on July 02, 2021, 01:53:20 PM
This concludes part of of this two-part blog post! In part two, I’ll talk about:
  • Colony skills
I want the first row seat to watch their demise! Less so because I want them gone and more because I want to see if you really are getting rid of them. Quite an upheaval.
I think Damage Control is even redder now than it was in 0.9.1. Bad sunburn?
Title: Re: Skill Changes, Part 1
Post by: Marco on July 02, 2021, 01:55:11 PM
I think we're gonna be seeing two skill trees now, one that's ships(what we just saw) and one that's colonies.
Title: Re: Skill Changes, Part 1
Post by: Kanil on July 02, 2021, 02:02:27 PM
I like the changes around making officer-less ships more viable. Derelict Contingent is especially frustrating in that regard, and I'm pleased the new junkfleet skill is about bringing lots of random stuff to battle, rather than finding 8-10 elite-but-battered ships.

S-mods giving always recoverable status as well is pretty interesting, too.
Title: Re: Skill Changes, Part 1
Post by: Dread Pirate Robots on July 02, 2021, 02:06:48 PM
Derelict Operations only affecting ships with officers seems weird. You're looking to to run a fleet of trashy junk ships... and then you need to make sure they all have officers?
Title: Re: Skill Changes, Part 1
Post by: Vinyl Dash on July 02, 2021, 02:07:37 PM
Ooh boy, Neural Link is looking sexy. That has so much potential, and it feels like there would be a ton of different ways to make use of it.

Assuming there's no cooldown and no delay (so 50 and down), the skill ceiling on using it seems insane. I can't wait to try to pilot two SO Hammerheads simultaneously.

On the other hand, it means I don't need to focus as much on speed if I want to have a personal effect on battles, since we can now fly two ships to two different places, win one, switch, and have the other ship start getting to the next fight in the meantime.

Double combat skill capital ships also sounds funny. Good? I don't know. Funny? Oh absolutely.

The core changes, moving away from the rigid structure to one that better fits each aptitude, looks great.

I can't decide between combining it with more combat skills, or with Best of the Best. Which I'm sure is the point. Looking forward to trying it out.
Title: Re: Skill Changes, Part 1
Post by: Sutopia on July 02, 2021, 02:08:17 PM
Automated ship get support doctrine if I don’t plug a core in?
That makes gamma core seems very bad for what it does.
Title: Re: Skill Changes, Part 1
Post by: Cathair on July 02, 2021, 02:10:59 PM
Derelict Operations only affecting ships with officers seems weird. You're looking to to run a fleet of trashy junk ships... and then you need to make sure they all have officers?

The blogpost didn't mention anything about officers in the section about Derelict Operations, so assuming it's gonna work that way based on the current Derelict Contingent may or may not be accurate. vOv
Title: Re: Skill Changes, Part 1
Post by: Grievous69 on July 02, 2021, 02:11:39 PM
Quote
This concludes part of of this two-part blog post!
I read this sentence 3 times and couldn't figure out what was wrong. Guess after a read like this people won't even notice the mistakes hahahaha. Anyways I'm really happy about the changes you mentioned, especially S-modded ships being always recoverable and less boring skills in general (I literally never picked a colony skill in any of my playthroughs). Oh yeah and the different structures certainly sound like a big improvement, hopefully it will help with the "I hate having to pick skills I don't like" problem. Can't wait to try all of them out.

EDIT: I've almost missed this "mercurial scythe of balance coming for your phase ships in part 2". You sly devil always teasing us in the tags tsk tsk tsk.
Title: Re: Skill Changes, Part 1
Post by: Dread Pirate Robots on July 02, 2021, 02:15:53 PM
Derelict Operations only affecting ships with officers seems weird. You're looking to to run a fleet of trashy junk ships... and then you need to make sure they all have officers?

The blogpost didn't mention anything about officers in the section about Derelict Operations, so assuming it's gonna work that way based on the current Derelict Contingent may or may not be accurate. vOv

It says so in the picture with the skill desription.
Title: Re: Skill Changes, Part 1
Post by: Alex on July 02, 2021, 02:16:36 PM
I feel like I say this every blog post, but sweeet - really exciting changes! I don't even know which T5 skill / combination I'm looking forward to most, which is probably a good sign that they're roughly similarly appealing.

:D Let's see! I have a feeling a lot of players will make for Best of the Best just for "comfort" reasons, but hopefully the other stuff is comparable. It's kind of like how, at least, the impression that I get is that a lot of people don't think the Automated Ships skill compares well to Special Modifications, even though it absolutely does. It's just, it's real hard to mess up "you have an extra s-mod"...

These look like great changes! One thing I like is that colony skills seem to be off the menu for this system, or at the very least bypassable. I suspect you may be underestimating the value of mixing Best of the Best with Support Doctrine, as in a late game fleet of mixed ship classes (ostensibly the intended fleet composition, rather than the meme-y “Three Paragon” setup) there simply aren’t enough officers to go around.

Thank you!

And, ah, re: all the colony talk: I'd like to keep any discussion of colony skill changes until part 2 is out!


I suspect you may be underestimating the value of mixing Best of the Best with Support Doctrine, as in a late game fleet of mixed ship classes (ostensibly the intended fleet composition, rather than the meme-y “Three Paragon” setup) there simply aren’t enough officers to go around.

It's possible! Though I don't think that mixing them has more effect than them just being separately good, where other combinations have effects that actively help each other. But the whole could still be very good even if it's no greater than the sum of the parts.

That brings me to my next point, though. Is anything being done to rein in AI fleets with more officers than a player fleet could field? It seems as though every Redacted fleet I run into has the Deployment Point advantage simply because they fit a core to every vessel, and even late game Hegemony fleets seem to have more than they ought. This undermines the parity of “anything the AI can do, you can do as well” — a fleet (or really, even a combination of several) should have a maximum number of deployment points it derives from officers, simply because having too many cooks in the kitchen shouldn’t help matters. The officers should still give their ship-sode benefits (though Redacted deathfleets still need a look at) but I’m tired of seeing smaller fleets “outnumber” me because they’ve managed to squeeze sixteen officers around their planning table, when mine only fits 8.

Human faction fleets don't generally have too many officers beyond the limit, with the Hegemony having the most, IIRC (and you can have mercs, though right now that's a bit too punishing/difficult). For Redacted fleets, though, I'd say that your expectations of parity are just misplaced! Even just looking at things from a completely in-fiction point of view, they're not operating by anything like the same rules you are.


I like the changes around making officer-less ships more viable. Derelict Contingent is especially frustrating in that regard, and I'm pleased the new junkfleet skill is about bringing lots of random stuff to battle, rather than finding 8-10 elite-but-battered ships.

S-mods giving always recoverable status as well is pretty interesting, too.

*thumbs up*


Derelict Operations only affecting ships with officers seems weird. You're looking to to run a fleet of trashy junk ships... and then you need to make sure they all have officers?

Oh, oops! That's a typo in the skill description; it should just say "all ships". Fixed up the screenshot, thank you!

Ooh boy, Neural Link is looking sexy. That has so much potential, and it feels like there would be a ton of different ways to make use of it.

Assuming there's no cooldown and no delay (so 50 and down), the skill ceiling on using it seems insane. I can't wait to try to pilot two SO Hammerheads simultaneously.

On the other hand, it means I don't need to focus as much on speed if I want to have a personal effect on battles, since we can now fly two ships to two different places, win one, switch, and have the other ship start getting to the next fight in the meantime.

Double combat skill capital ships also sounds funny. Good? I don't know. Funny? Oh absolutely.

The core changes, moving away from the rigid structure to one that better fits each aptitude, looks great.

I can't decide between combining it with more combat skills, or with Best of the Best. Which I'm sure is the point. Looking forward to trying it out.

Indeed, that's what I like to hear :)


Automated ship get support doctrine if I don’t plug a core in?
That makes gamma core seems very bad for what it does.

They do. And, I mean! They have 3 elite skills you can pick, vs 3 non-elite that you can't - plus, you have to actually pick up Support Doctrine.

But, of course, it does cut into the usefulness of gamma cores - all cores, really - if you do. That's kind of the point, to open up the possibility of not using cores.


Quote
This concludes part of of this two-part blog post!
I read this sentence 3 times and couldn't figure out what was wrong. Guess after a read like this people won't even notice the mistakes hahahaha.

Thank you! Took me a second even after knowing something was wrong there.

Anyways I'm really happy about the changes you mentioned, especially S-modded ships being always recoverable and less boring skills in general (I literally never picked a colony skill in any of my playthroughs). Oh yeah and the different structures certainly sound like a big improvement, hopefully it will help with the "I hate having to pick skills I don't like" problem. Can't wait to try all of them out.

And, thank you!

EDIT: I've almost missed this "mercurial scythe of balance coming for your phase ships in part 2". You sly devil always teasing us in the tags tsk tsk tsk.

Haha - sorry but also not sorry? It's how I do.
Title: Re: Skill Changes, Part 1
Post by: DatonKallandor on July 02, 2021, 02:26:37 PM
This all sounds great, the only thing I'd want is for both Industry Capstones to have "All ships are recoverable when destroyed" not just one of them. Especially since they are essentially mutually exclusive. It's Industry! Both paths are about getting ships blown up and not caring, but only one of them gets the tools to really not care.
Title: Re: Skill Changes, Part 1
Post by: Alex on July 02, 2021, 02:29:29 PM
Hmm, that's interesting! In my mind, Hull Restoration is "you don't care because you'll get it back easily", while Derelict Operations is "you don't care because what you lost is easily replaceable by something else"*.

(*With a side of "and if you don't want to, s-mods and Reinforced Bulkheads")
Title: Re: Skill Changes, Part 1
Post by: Bidiguilo on July 02, 2021, 02:32:11 PM
Very excited to be able to pilot a Radiant with the new Neural Link skill!
Title: Re: Skill Changes, Part 1
Post by: Sutopia on July 02, 2021, 02:40:41 PM
OMG I really like this new layout. It doesn’t sacrifice the decision making but also doesn’t make the entire design seem unnecessarily restrictive.

I’m however legit wondering how colony will be changed. I really hope I can make self sufficient organs without use of AI.
Title: Re: Skill Changes, Part 1
Post by: Sordid on July 02, 2021, 02:45:58 PM
I see some steps in the right direction in there, but overall it's a disappointing read as the destination, while marginally closer, remains very far away.
Title: Re: Skill Changes, Part 1
Post by: Chikanuk on July 02, 2021, 02:56:24 PM
Derelict Operations seems like a bad design. Pervious version give junk ships straight buff, which is always userful. This one just let you deploy more ships, and they are a bit cheap to maintain... Untill the pick up certain d-mod. But with this strategy you will lose more ships in combat, which will turn into more spendings on repair, crew, fuel, etc.
And you also can pick Hull Restoration instead. So why even bother with this junk? Especially in late game, lol.
Title: Re: Skill Changes, Part 1
Post by: Thaago on July 02, 2021, 03:08:54 PM
This looks very cool!

For Automated Ships, does that meant that 4 unofficered Radiants, and 1 Radiant with an alpha core, have the same number of points? I'm honestly a bit torn there, as combat skills are very powerful, but maybe not 4x poweful... but otoh, those 4 Radiants are a less efficient use of fleet points than 1 Radiant with an Alpha. But support doctrine would boost those unofficered ships (and give them more CR!), or I could put neural link on 1 and then have 3 others, or one neural link, one beta core... lots of possibilities!

In terms of quality of life, I really like that elite skills become elite again for free if the player has specced out of them and then back. That alleviates a lot of the cost of switching playstyles!

Derelict operations requiring officers and lowering the deployment cost kind of implies that its best use would be to spam capital ships... so how does for example a 5 D mod Onslaught match up against a 28OP heavy cruiser? I think that really depends on the D mods, so I can see myself somewhat "fishing" for the "right" ones. Noncombat D mods for example would be amazing: something like increased maintenance becomes the most desired D mod, as it reduces deployment cost in combat for a small increase in money cost (for an Onslaught, 2k credits per month). Reduced crew capacity would be even more desirable. So the value of this skill as it stands seems to go up on recovering big ships with noncombat D mods, which is a bit odd.
Title: Re: Skill Changes, Part 1
Post by: Kanil on July 02, 2021, 03:11:57 PM
Do reductions in deployment cost also apply to skills that are limited by deployment points? e.g. does pairing Derelict Operations and Automated Ships allow your fleet to maintain more AI ships, provided they have lots of D-mods?

The wording in the blog implies it does, but the screenshot of the Automated Ship skill says "deployment recovery cost" which implies it doesn't?
Title: Re: Skill Changes, Part 1
Post by: AcaMetis on July 02, 2021, 03:15:37 PM
Quote
mercurial scythe of balance coming for your phase ships in part 2
Hoping that is not going to be the story of how a Doom boosted by unbalanced skills managed to get every other phase ship nerfed straight into Drover-tier.

I'm liking the direction this is taking, but I can't shake the feeling that this new(er?) skill system is still too restrictive in terms of having to choose a playstyle and sticking to it. I'm assuming there's separate skills that boost one of line ships/carriers/phase ships, with skill points being as sparse as they are is it at all feasible to have a mixed fleet without either dragging along nerfed ships or making compromises elsewhere?
Title: Re: Skill Changes, Part 1
Post by: Alex on July 02, 2021, 03:27:57 PM
Very excited to be able to pilot a Radiant with the new Neural Link skill!

:D

OMG I really like this new layout. It doesn’t sacrifice the decision making but also doesn’t make the entire design seem unnecessarily restrictive.

And also :D

I’m however legit wondering how colony will be changed. I really hope I can make self sufficient organs without use of AI.

:-X until part 2 is out, I'm afraid.

Derelict Operations seems like a bad design. Pervious version give junk ships straight buff, which is always userful. This one just let you deploy more ships, and they are a bit cheap to maintain... Untill the pick up certain d-mod. But with this strategy you will lose more ships in combat, which will turn into more spendings on repair, crew, fuel, etc.
And you also can pick Hull Restoration instead. So why even bother with this junk? Especially in late game, lol.

I think you're under-valuing having lower deployment points by quite a large margin. And it's supported well by other Industry skills, though to be fair, I only touched on the details there. In particular, Field Repairs makes recovery cheaper, and Containment Procedures do a better job of reducing crew casualties.


This looks very cool!

For Automated Ships, does that meant that 4 unofficered Radiants, and 1 Radiant with an alpha core, have the same number of points? I'm honestly a bit torn there, as combat skills are very powerful, but maybe not 4x poweful... but otoh, those 4 Radiants are a less efficient use of fleet points than 1 Radiant with an Alpha. But support doctrine would boost those unofficered ships (and give them more CR!), or I could put neural link on 1 and then have 3 others, or one neural link, one beta core... lots of possibilities!

Yeah, that's what I'm thinking - compressing that power into a single ship is really, really valuable.

If you got 4 un-officered Radiants, btw, they'd be at malfunction level CR due to not getting +15% from officer skills - so you'd need to either get it from Support Doctrine, or BotB + Hull Restoration + s-mods. Or just go with 3 Radiants!

Worth noting, also, is that the Radiant is now 60 deployment points - and, of course, the Automated Ships threshold is tuned to work with that. But the point is that other automated ships may be worth another look; in particular the Rampart, which is now only 15 points and brings a fair bit of firepower.

Derelict operations requiring officers and lowering the deployment cost kind of implies that its best use would be to spam capital ships... so how does for example a 5 D mod Onslaught match up against a 28OP heavy cruiser? I think that really depends on the D mods, so I can see myself somewhat "fishing" for the "right" ones. Noncombat D mods for example would be amazing: something like increased maintenance becomes the most desired D mod, as it reduces deployment cost in combat for a small increase in money cost (for an Onslaught, 2k credits per month). Reduced crew capacity would be even more desirable. So the value of this skill as it stands seems to go up on recovering big ships with noncombat D mods, which is a bit odd.

It doesn't require officers! That was a tooltip issue (since corrected in the screenshot).

Re: d-mods, that's a good point and something I didn't mention. The non-combat d-mods that can end up on combat ships now come with a reduction to maximum CR, so that they have *some* effect on combat performance. So, Degraded Life Support, Increased Maintenance, and Faulty Automated Systems. (None of these can roll for automated ships, btw, since that penalty would have an outsized effect there...)


Do reductions in deployment cost also apply to skills that are limited by deployment points? e.g. does pairing Derelict Operations and Automated Ships allow your fleet to maintain more AI ships, provided they have lots of D-mods?

The wording in the blog implies it does, but the screenshot of the Automated Ship skill says "deployment recovery cost" which implies it doesn't?

Yes, it goes! The tooltip is wrong, an oversight on my part - thank you for pointing it out.

Quote
mercurial scythe of balance coming for your phase ships in part 2
Hoping that is not going to be the story of how a Doom boosted by unbalanced skills managed to get every other phase ship nerfed straight into Drover-tier.

They'll be fine, nothing that won't buff out. The Doom got a little bit of special attention, though nothing drastic at that - just via a range reduction to Mine Strike, and an improvement to how enemy AI handles mines.

I'm liking the direction this is taking, but I can't shake the feeling that this new(er?) skill system is still too restrictive in terms of having to choose a playstyle and sticking to it. I'm assuming there's separate skills that boost one of line ships/carriers/phase ships, with skill points being as sparse as they are is it at all feasible to have a mixed fleet without either dragging along nerfed ships or making compromises elsewhere?

Hmm, I'm not sure I'm on board with calling ships that haven't been boosted to the max "nerfed". That aside, though, I don't see why it woudln't be viable. It's already viable without any skills involved. Compromises are basically the name of the game regardless, though, if you're picking some of the things, you're not picking the rest of the things.
Title: Re: Skill Changes, Part 1
Post by: ScytheSe7en on July 02, 2021, 03:30:02 PM
Two questions:
Quote
Note: deployment points are now shown on the ship tooltip as a separate stat, to help make these sorts of things clear.
Does this mean that deployment points and recovery cost are getting split up in ship_data.csv?

If you put a Neural Interface on a ship module (on a ship added by a mod, presumably, since there are no player-ownable ships with modules in the base game), will you be able to control that module directly?
Title: Re: Skill Changes, Part 1
Post by: Alex on July 02, 2021, 03:32:52 PM
Quote
Note: deployment points are now shown on the ship tooltip as a separate stat, to help make these sorts of things clear.
Does this mean that deployment points and recovery cost are getting split up in ship_data.csv?

They're not - it's just got a separate modifier via stats.getDynamic().getMod(Stats.DEPLOYMENT_POINTS_MOD).

If you put a Neural Interface on a ship module (on a ship added by a mod, presumably, since there are no player-ownable ships with modules in the base game), will you be able to control that module directly?

Oh, huh, neat question! I *think* so? That's kind of cool, actually, if that works, I can see being a "gunner" be a fun alternate take on things.
Title: Re: Skill Changes, Part 1
Post by: IonDragonX on July 02, 2021, 03:34:58 PM
Blog post here (https://fractalsoftworks.com/2021/07/02/skill-changes-part-1/).
Thanks so much! Very exciting.
I recall seeing a Twitter post of yours showing the process of removing Best of the Best. You didn't mention that process in your description of the skill, though.
Did you change Weapon Drills? I remember quite a bit of disappointed comments. Personally, I'd like to see the skill buffed in a way that buffs your marines.
Title: Re: Skill Changes, Part 1
Post by: Alex on July 02, 2021, 03:38:09 PM
I recall seeing a Twitter post of yours showing the process of removing Best of the Best. You didn't mention that process in your description of the skill, though.

That's talked about in Part 2 :)

Did you change Weapon Drills? I remember quite a bit of disappointed comments. Personally, I'd like to see the skill buffed in a way that buffs your marines.

I did, actually! It's now "Tactical Drills", boosts 240 points worth of ships (but with only +5% damage - I try to keep bonuses meatier, but +10% fleetwide is just... too much), and indeed buffs your marines.
Title: Re: Skill Changes, Part 1
Post by: Sutopia on July 02, 2021, 03:41:32 PM
I can already imagine people try 100 different ways to dupe the neuro link hullmod...
I wonder how prepared is Alex  :D
Title: Re: Skill Changes, Part 1
Post by: Alex on July 02, 2021, 03:44:28 PM
Do you mean by modding? Or some way to cheese it in-game?

Either way, the answer is likely "pretty prepared, but probably not quite enough" :)
Title: Re: Skill Changes, Part 1
Post by: AcaMetis on July 02, 2021, 03:47:35 PM
Quote
They'll be fine, nothing that won't buff out. The Doom got a little bit of special attention, though nothing drastic at that - just via a range reduction to Mine Strike, and an improvement to how enemy AI handles mines.
That's more than fair. Though how does the AI handle the old, tried and true "HE Doom mines behind you, 4-6× Anti-Matter Blaster/2× Reaper Doom right in front of you" situation now? Pointing omni-shields forwards instead of backwards would just be trading one problem for another, it seems like.

Quote
Hmm, I'm not sure I'm on board with calling ships that haven't been boosted to the max "nerfed". That aside, though, I don't see why it woudln't be viable. It's already viable without any skills involved. Compromises are basically the name of the game regardless, though, if you're picking some of the things, you're not picking the rest of the things.
Eh...probably not the best word to use, admittedly, but it's the one I went with. Blame the fact I'm currently playing Nerfopolis: The Modpack while waiting for the next Starsector update ;).

Even if they're still viable it just never feels worthwhile to use what you're not specced for. When I make choices(/compromises) I want to get the most out of what I got, and that means focussing on what I've made my strength. Why field carriers when I've chosen skills that boost line ships, or phase ships when I'm focussed on carriers, etc.
Title: Re: Skill Changes, Part 1
Post by: Sutopia on July 02, 2021, 03:52:11 PM
Do you mean by modding? Or some way to cheese it in-game?

Either way, the answer is likely "pretty prepared, but probably not quite enough" :)
Cheese - such like strike package s mod exploit.
Shoving ship into storage with such mod/ sell the ship/ transfer the ship ownership but not dropping the mod/ dupe ship

Hm, maybe just make it not be able to built in and auto remove if it’s not in fleet should suffice?
Do a check on every ship transfer - from or to player fleet.

Sorry for dipping my fingers in the soup but I can’t help myself not to cheese.
Title: Re: Skill Changes, Part 1
Post by: Megas on July 02, 2021, 03:54:10 PM
They'll be fine, nothing that won't buff out. The Doom got a little bit of special attention, though nothing drastic at that - just via a range reduction to Mine Strike, and an improvement to how enemy AI handles mines.
Star Fortress get less range on mines too, or do they have a different system (or something else) to offset reduced range Doom will get?
Title: Re: Skill Changes, Part 1
Post by: Alex on July 02, 2021, 03:59:14 PM
That's more than fair. Though how does the AI handle the old, tried and true "HE Doom mines behind you, 4-6× Anti-Matter Blaster/2× Reaper Doom right in front of you" situation now? Pointing omni-shields forwards instead of backwards would just be trading one problem for another, it seems like.

Yeah, it's a tough spot. It'll just point shields at mines a bit later in that case. So: better, but unlikely to change the outcome.

Even if they're still viable it just never feels worthwhile to use what you're not specced for. When I make choices(/compromises) I want to get the most out of what I got, and that means focussing on what I've made my strength. Why field carriers when I've chosen skills that boost line ships, or phase ships when I'm focussed on carriers, etc.

Yeah, I get that. Some things you're not specced for can be better than more of the thing you are specced for, though, just due to providing something different and complementary. But a lot of this is a psychological/how it feels thing. Still, it'd take, what, two points to feel like you've got something going with carriers and phase ships? Provided you had some points in tech and leadership, anyway.


Cheese - such like strike package s mod exploit.
Shoving ship into storage with such mod/ sell the ship/ transfer the ship ownership but not dropping the mod/ dupe ship

Hm, maybe just make it not be able to built in and auto remove if it’s not in fleet should suffice?
Do a check on every ship transfer - from or to player fleet.

Sorry for dipping my fingers in the soup but I can’t help myself not to cheese.

It's all good, this stuff is super fun to think about :)

I *am* prepared for this one, actually! The game doesn't limit what you can put the hullmod on - just, only the first two ships with it on the battlefield are linked, assuming you're in one of them. If one is destroyed, the remaining one can link with another ship, etc.

The hullmod also can't be built in - not to prevent exploits, but to 1) keep SO company and 2) it's a cheap mod and it's not a great idea to do it since you might want to remove it and it's a waste of an s-mod slot, anyway.
Title: Re: Skill Changes, Part 1
Post by: Cathair on July 02, 2021, 04:11:14 PM
Initial opinions that are burning a hole in my head:


 - The only one of these changes that I disagree strongly with is putting the third S-mod in the Leadership tree. I get your reasoning, but it's pretty different from what I've come to expect from these trees. It may sound a bit arrogant to tell you what your own game's themes are, but FWIW, the impressions stuck in my head from previous iterations are that Leadership is about being the best at using whatever you've got, while Technology is more about making what you've got the best it can be. The latter is often my first priority; I usually want my individual ships to be as mechanically tricked out as possible. So, anytime I'm going deep into Technology, I will always want that third S-mod. I don't mind putting a few points into Leadership for good officers (gonna need respectable pilots who can handle my beast machines, after all!), but having to max it for the S-mod doesn't fit the ethos I'm after at all.


 - Support Doctrine being where it is seems questionable to me unless there are changes coming to substantially reduce the power of high-end officers. As lots of other people have been saying in this iteration, unless an officer-less ship has some strong inherent gimmick (thinking of the support Omens I run, here), it's a disposable speedbump in high-end combat. So unless it's an intentional balance decision that we should avoid using un-officered ships without this skill, I would consider it a band-aid for the issue. I can deal with having a mandatory band-aid skill, but putting at the top of a tree feels unrewarding, and irritating to build around.


 - Neural Link seems very gimmicky. I would typically want to use a skill like this defensively more than offensively- I don't want the AI potentially wasting missiles or whatever that I had planned for a particular purpose, during the times when I need to switch to the other ship. But limiting it to non-officered ships nixes most of its defensive potential, that of repositioning your most important ships to get them out of trouble, since anything really important is going to have an officer in it. It does seem like a great opportunity to make use of ships I wouldn't normally consider fast enough to work as a flagship, and bouncing between two capital ships could be strong as hell. I don't know, the biggest problem I have with it is that it feels, in light of my aforementioned biases, like it's in the wrong tree. It's a skill that's all about making you better at using a ship, instead of making the ship better for you to use- and yes, I'm skimming over the skill bonuses because they seem like a side benefit at best. One more "officered" ship but you can't choose the personality; that doesn't sound like the pinnacle of mechanical engineering. Meanwhile, the skill that literally is the pinnacle of mechanical engineering is over in Leadership.

Hear me out: Replace Best of the Best with a skill called "Neuro-linked Coordination" or something, which combines Neural Link's switching with BotB's deployment bonus. Ditch the application of the player's Combat skills to switched ships, and make switching apply only to officered (or AI-cored) ships. Now you have a command buff combined with the ultimate expression of fleet control, requiring the ultimate in intimacy and trust with your officers. That seems a lot more appropriate to me, both mechanically and thematically. It also neatly solves the issue of too much synergy in the same tree.

And clearly has nothing at all to do with how much the ability reminds me of mind-jacking your Executors in House of the Dying Sun, no sir. :P


 - S-mods making ships recoverable sounds really cool. Maybe too soft on the player for some tastes, but I like it as another potential help for the issues with non-officered ships. I'm usually loathe to "waste" story points on S-modding ships that aren't my best, but if I get more bang for my buck in the form of this guaranteed recovery, that gives me more options for building and fielding stuff I normally wouldn't bother with.


 - Nothing but optimism for the Industry top-tier changes. Hull Restoration seems well worth going five deep in Industry for the technical elitist player, and I completely agree with your reasoning on Derelict Operations. It seems like it could still be very powerful, or even overpowered depending on exact numbers, while offering a playstyle that's a lot more unique than Derelict Contingent.
Title: Re: Skill Changes, Part 1
Post by: AcaMetis on July 02, 2021, 04:13:47 PM
Quote
Yeah, it's a tough spot. It'll just point shields at mines a bit later in that case. So: better, but unlikely to change the outcome.
There's really no ideal solution, since you're looking at heavy HE damage on either side. I guess if you're going to die either way the best thing you could do is try and deal as much damage before inevitably going down, meaning you don't risk an overload by taking the Anti-Matter Blaster shots on the shield and instead use that flux to fire weapons? A Doom isn't the most survivable boat IIRC (dear word the amount of Atlus MK. IIs that straight killed me with their death explosion...).

Quote
Yeah, I get that. Some things you're not specced for can be better than more of the thing you are specced for, though, just due to providing something different and complementary. But a lot of this is a psychological/how it feels thing. Still, it'd take, what, two points to feel like you've got something going with carriers and phase ships? Provided you had some points in tech and leadership, anyway.
I really need to do some testing with that after battle statistics mod, forgot the name, and try to figure out exactly what blank carriers/phase ships can do for a line fleet. Unfortunately two points cannot be spared while there's campaign QoL skills and necessary fleet logistics skills to be had, so base hulls it is.
Title: Re: Skill Changes, Part 1
Post by: BarnOwlBlue on July 02, 2021, 04:48:43 PM
Sounds great, breathing more life into the low tech ships and expanding the skill point tree.

I am liking the Neural Link skill, being able to put to say a capital and a frigate to more personal use in the same battle is an interesting idea. No longer do we have to wait so long for our little shuttle to bounce between two ships XD

Would there be any interaction between the Operations Center hullmod and Neural Link?
Title: Re: Skill Changes, Part 1
Post by: Burvjradzite on July 02, 2021, 05:10:04 PM
I do not care of that 4 radiants thingie. Why should I? If i can bring 16 betacored glimmers mwaahahahha. Like, if gold standard is alphacored radiant 60*4 then at the same cost i will have 16*5*3 points of glimmers, and that's value value. I'm a bit concern at all that ai officers not contributing to battle points, they still do receive bonuses for officer skills right, like wolfpack?
Title: Re: Skill Changes, Part 1
Post by: snicka on July 02, 2021, 05:11:26 PM
Phase Command teleporter - assuming Player control od this ship and other ships from it is instant

*Visible happiness in having something close to a suggestion ( Neural link ) implemented in game*
Title: Re: Skill Changes, Part 1
Post by: evzhel on July 02, 2021, 05:12:22 PM
Making the skill tree easily configurable and moddable still seems to be the best solution, as it's nearly impossible to make it satisfactory for everyone. Also modding is what keeps small games going through years.
Regarding changes, the root of the problem still stays - the skill tree mixes personal piloting skills (1), fleet commander skills (2), fleet technician skills (2) and colony government skills (4) while having too few points and too big of disparity between these groups, making players pick certain skills in certain order from (2) and (3), ignoring (1), while (4) shouldn't even be there.
If a certain skill is an absolute must-have, it shouldn't be a skill or shouldn't be optional and missable. So my personal view on the skill system is the same - I'd better mod it while having more types of officers for the fleet.
Title: Re: Skill Changes, Part 1
Post by: Alex on July 02, 2021, 05:44:16 PM
- The only one of these changes that I disagree strongly with is putting the third S-mod in the Leadership tree. I get your reasoning, but it's pretty different from what I've come to expect from these trees. It may sound a bit arrogant to tell you what your own game's themes are, but FWIW, the impressions stuck in my head from previous iterations are that Leadership is about being the best at using whatever you've got, while Technology is more about making what you've got the best it can be. The latter is often my first priority; I usually want my individual ships to be as mechanically tricked out as possible. So, anytime I'm going deep into Technology, I will always want that third S-mod. I don't mind putting a few points into Leadership for good officers (gonna need respectable pilots who can handle my beast machines, after all!), but having to max it for the S-mod doesn't fit the ethos I'm after at all.

That's a really interesting way to look at it! And a neat categorization/split. But, does it actually hold up? If we consider "making a ship the best it can be" to mean "if you take it and put into a fleet without the same commander skills, it'll still be better" then I think Special Modifications is literally the only skill that fits the bill. I'm having a hard time seeing how one could come up with a reasonable definition of this that would somehow make skills liks Crew Training, Carrier Group, Fighter Uplink, Flux Regulation, and Phase Corps qualitatively different.

I *think* the way you're thinking about this might be largely driven by the existence of Special Modifications and where it currently is.


- Support Doctrine being where it is seems questionable to me unless there are changes coming to substantially reduce the power of high-end officers. As lots of other people have been saying in this iteration, unless an officer-less ship has some strong inherent gimmick (thinking of the support Omens I run, here), it's a disposable speedbump in high-end combat. So unless it's an intentional balance decision that we should avoid using un-officered ships without this skill, I would consider it a band-aid for the issue. I can deal with having a mandatory band-aid skill, but putting at the top of a tree feels unrewarding, and irritating to build around.

Well - I think unofficered ships are quite usable, at least to a point. For some of the more recent testing, I've been using a fairly middling fleet - a bunch of ships with default loadouts, but with a couple of s-mods built into the officered ones only, and generally facing a mid-tier Remnant bounty, with one Radiant. I was having a much harder time using officer-only ships - but then I added a bunch of unofficered Vanguards and Lashers to my deployments, and things got much easier. Throwing Support Doctrine in further improved things, but it was already great to have a bunch of unofficered ships - even frigates! With Support Doctrine, I felt like I could put some capital-class ships on the field w/o officers, and that made the fight go even more smoothly.

You're right about them being disposable, though, especially the frigates. But not speedbumps - you lose them, sure, but they give you a lot. And some reasonable number usually survived until the very end, too. I can see them dropping off vs tougher targets, perhaps... well, maybe not tougher, just *different* in a way that punishes them more. Since for example this Remnant fleet always had me at 40% deployment points, so a larger one wouldn't be *that* much tougher.

But in general, the idea is that you *are* mostly using officer'ed ships, with non-officered ones thrown in for special purposes. So it's less of a band-aid for and issue an more just things working as intended.

(Yes, I'm probably trying to have my cake and eat it too, here - "you can use unofficered ships!" and "it's fine if they aren't any good". Uh, sorry.)


- Neural Link seems very gimmicky. I would typically want to use a skill like this defensively more than offensively- I don't want the AI potentially wasting missiles or whatever that I had planned for a particular purpose, during the times when I need to switch to the other ship. But limiting it to non-officered ships nixes most of its defensive potential, that of repositioning your most important ships to get them out of trouble, since anything really important is going to have an officer in it. It does seem like a great opportunity to make use of ships I wouldn't normally consider fast enough to work as a flagship, and bouncing between two capital ships could be strong as hell. I don't know, the biggest problem I have with it is that it feels, in light of my aforementioned biases, like it's in the wrong tree. It's a skill that's all about making you better at using a ship, instead of making the ship better for you to use- and yes, I'm skimming over the skill bonuses because they seem like a side benefit at best. One more "officered" ship but you can't choose the personality; that doesn't sound like the pinnacle of mechanical engineering. Meanwhile, the skill that literally is the pinnacle of mechanical engineering is over in Leadership.

Hmm, I think what you're saying you'd want to use Neural Link for is the sort of micromanagement that I super don't want it to be used for :) Like, if we're not careful with it, it becomes a "cycle through your ships and tell them to vent" sort of skill and that doesn't sound like much fun.

And clearly has nothing at all to do with how much the ability reminds me of mind-jacking your Executors in House of the Dying Sun, no sir. :P

Hah! I need to play more of that game. Just couldn't get into it using a mouse, though...

- Nothing but optimism for the Industry top-tier changes. Hull Restoration seems well worth going five deep in Industry for the technical elitist player, and I completely agree with your reasoning on Derelict Operations. It seems like it could still be very powerful, or even overpowered depending on exact numbers, while offering a playstyle that's a lot more unique than Derelict Contingent.

*thumbs up*


I really need to do some testing with that after battle statistics mod, forgot the name, and try to figure out exactly what blank carriers/phase ships can do for a line fleet. Unfortunately two points cannot be spared while there's campaign QoL skills and necessary fleet logistics skills to be had, so base hulls it is.

FWIW, with the new system, I think there's more flexibility on doing that.


Sounds great, breathing more life into the low tech ships and expanding the skill point tree.

I am liking the Neural Link skill, being able to put to say a capital and a frigate to more personal use in the same battle is an interesting idea. No longer do we have to wait so long for our little shuttle to bounce between two ships XD

Would there be any interaction between the Operations Center hullmod and Neural Link?

Oh, good question! Offhand, I believe it'll work when it's on either ship, and I suppose you could put it on both. That'd be... interesting :)

I'm a bit concern at all that ai officers not contributing to battle points, they still do receive bonuses for officer skills right, like wolfpack?

They do, yeah. Nothing's changed regarding that.

Phase Command teleporter - assuming Player control od this ship and other ships from it is instant

*Visible happiness in having something close to a suggestion ( Neural link ) implemented in game*

Oh, hah! Hadn't seen that, but that does indeed sound quite similar :)


Making the skill tree easily configurable and moddable still seems to be the best solution

It is and has been!

Regarding changes, the root of the problem still stays - the skill tree mixes personal piloting skills (1), fleet commander skills (2), fleet technician skills (2) and colony government skills (4) while having too few points and too big of disparity between these groups, making players pick certain skills in certain order from (2) and (3), ignoring (1), while (4) shouldn't even be there.

Ah, hard disagree that it's actually a problem! Or, rather, that it's a fundamental problem. I mean, it *could* be an issue, but whether it is or isn't depends on the details. And we're pretty far from combat skills not being worth taking. You certainly don't have to, and how beneficial they are depends on how your piloting is, but that's not a bad thing.

(*cough*can't disagree too much about (4), though*cough*)

If a certain skill is an absolute must-have, it shouldn't be a skill or shouldn't be optional and missable. So my personal view on the skill system is the same - I'd better mod it while having more types of officers for the fleet.

I'm not sure that any skill is a absolute must-have, since you can play the game and beat the toughest challenges without any of them!
Title: Re: Skill Changes, Part 1
Post by: Kohlenstoff on July 02, 2021, 06:15:05 PM
Most of the changes look good.

BUT as an fanatic Radiant user i have to say, I really dislike the changes on Automated Ships. Its a shame to have the Radiant on so low CR levels. It feels not good to have either a ship with degraded performance or not the maximum core inside. Its not a Gold standard at all. Its feels as incomplete like having to choose an antique ming Vase with either color lacking or a corner lacking. None of both is an choice to go for because it is just incomplete. The 60 % maximum CR of the current tree is the bare minimum, which actually feels usefull. Its already a shame, that it cannot even have improved Performance, which gives already an incomplete feeling. When i had to choose less than 60 % CR (equals a mere two Battles in succession), i would ditch the skill Automated Ships and choose another skill instead and go back to deploy Paragons again.

A Paragon with improved Performance combined with another skill due ditching Automated Ships and the ability to be deployed more often in succession is much better than an Alpha Core Radiant on bare minimum and degraded Performance and just one Deployment in succession. Especially, when i also consider, that i can command this Paragon during Battle.
Title: Re: Skill Changes, Part 1
Post by: Cyan Leader on July 02, 2021, 06:52:32 PM
I think the best change here is that the wrap around system is gone, so you actually have more freedom of choice while still maintaining progress through the skill tree with unlocks for the new tiers. A very elegant solution, seems like this will work very well.

I'm not sold on Neural Link though, seems fun but without finer control of the AI piloting the other ship I can see a lot of problems with it. Ie. the AI wasting all your precious missiles. Also, is the delay for larger ships really necessary? Is that something that you think would really be broken? The appeal of the skill is to have instant control switch, I'd say let players have that regardless of the ships they like flying. I say that because piloting large ships is something that not all players like since they are slow compared to the more agile and, well, "fun" ships. Having a skill to switch between a fast ships and a big one seems cool and motivates direct control of those slow ships more, but if there is a delay between switching that's another matter entirely because you might need to take control of that fast ship quickly if the AI mis-positions it. It just seems unnecessary to have that, I don't think there are any obvious exploits here.
Title: Re: Skill Changes, Part 1
Post by: Alex on July 02, 2021, 07:17:32 PM
Regarding changes, the root of the problem still stays - the skill tree mixes personal piloting skills (1), fleet commander skills (2), fleet technician skills (2) and colony government skills (4) while having too few points and too big of disparity between these groups, making players pick certain skills in certain order from (2) and (3), ignoring (1), while (4) shouldn't even be there.

I wanted to expand on this a bit - it's a common enough sentiment (and also, IMO, wrong) and I think it warrants addressing. At the core of it is, I think, the idea that personal combat skills have too little impact compared with fleetwide bonuses for personal combat skills to be worth taking, and that this is a fundamental problem because the scale of battles is such that it'll always be the case - too many ships benefit from fleetwide skills.

Let's do some really rough math here. Suppose you've got a maximum battle size of 400 points, and are deploying 60% of it - that's 240 points. Say the player's ship is worth around 30 deployment points - approximate, right, but in the ballpark for a strong cruiser. So, 1/8th of player's deployment points is in the flagship. This means that at absolute worst, before we factor in the impact of the player's decision making and piloting skills, or the player's ability to - unlike officers - swap into another ship and keep fighting, or the fact that concentrating more power into a single ship counts for a lot more than the actual raw power increase, or the fact that the AI is fairly conservative and the player has a lot of time to make their impact felt - all of that aside - if combat skill effects were about 8x stronger that the effects of fleetwide skills, they'd be roughly balanced. That's the scale of battles we're looking at, that's the deficit that combat skills have to make up to pull their weight.

Even in the absence of all of the compensating factors, that's not enough of a disparity to say there's a fundamental problem with having both types of skills use the same skill points or be in the same tree. With the compensating factors? Frankly, I think personal combat skills have an easy time making up the difference and then some.


BUT as an fanatic Radiant user i have to say, I really dislike the changes on Automated Ships.
... The 60 % maximum CR of the current tree is the bare minimum, which actually feels usefull. ...

Hmm. Let me take a look - I might've mixed up some numbers or just mis-remembered exactly where it's at in 0.95a. ... yeah, let me just raise the threshold to 120 points, at least - so that it's at 50% and out of debuff range.

(You do have the option of giving it an extra 10% (or even 15%) CR, though 10% involves going up into Industry, and making that 15% involves going all the way up into Leadership, as well.)


I'm not sold on Neural Link though, seems fun but without finer control of the AI piloting the other ship I can see a lot of problems with it. Ie. the AI wasting all your precious missiles. Also, is the delay for larger ships really necessary? Is that something that you think would really be broken? The appeal of the skill is to have instant control switch, I'd say let players have that regardless of the ships they like flying. I say that because piloting large ships is something that not all players like since they are slow compared to the more agile and, well, "fun" ships. Having a skill to switch between a fast ships and a big one seems cool and motivates direct control of those slow ships more, but if there is a delay between switching that's another matter entirely because you might need to take control of that fast ship quickly if the AI mis-positions it. It just seems unnecessary to have that, I don't think there are any obvious exploits here.

It's just as you say - piloting large ships is not something all players like! But if it's instant in that case, then I think it would be optimal - or it would at least feel very optimal - to have the two biggest, best ships in the game linked, and then just absolutely load up on combat skills. I think the delay is necessary to give smaller ships more appeal here, as they are generally more "fun". It's not a long delay, though; it maxes out at 5 seconds.
Title: Re: Skill Changes, Part 1
Post by: Megas on July 02, 2021, 07:19:58 PM
For me, the biggest draw of Neural Link is the combination with Automated Ships, making NPC ships (especially Radiant) fully playable.  Not sure I want to sink that many points for that.

The capstone I am most interested in is Hull Restoration.  Looks like a buffed version of current Field Repairs, with faster d-mod removal, less chance of d-mod acquisition, and more max CR per s-mod.  If this changes acceptable casualties from none or minimal to half a fleet wipe, this would be a huge QoL feature (no need to reload if a two s-mod capital dies and acquires two or more d-mods that costs close to a million credits to restore).  Who needs flawless victories to profit if player can laugh off minor to moderate casualties and fully resurrect after battle?

The other skill I would still have great interest in is Automated Ships because I feel compelled to capture AI ships, but that is only possible with Automated Ships.
Title: Re: Skill Changes, Part 1
Post by: Mordodrukow on July 02, 2021, 07:48:27 PM
I like the changes, but i have some questions:
1) will my alter-ship (i m talking about Neural link, ofc) act like regular ally while i am piloting first one?
2) is it possible to add an order specially for alter-ship "stay exactly where i leave you, just keep shields up and fire at everything that moves"?
3) will enemy have any of top tier skills? I hope not, because i m pretty tired of enemies (especially Alphas) having literally every skill that matters in combat and infinite money/supplies.

IMO:
Neural link just great.
And yes, i ll vent em, because come on! He can fly circles completely hidden behind your shield for almost a minute and then be like "hey! I can vent!" And few minutes after: "I have 30% flux, lets eat that reaper!" Jesus Christ...

Best of the best is... well... best of the best now? +1 S mod was good enough, and now you giving me 10% extra dp? But yes, it mostly depends on the quality of low-tier leadership skills. Entire Tech line was great. Leadership... old one was not that appealing for me.

Hull restoration literally gives you 10% bonus CR. 15% sometimes. Thats it. Quality of life is good, but why build around taking losses if you can invest points into another skills and dont take losses? My endgame in last playthrough was like: deploy Odyssey or Paragon, solo them all. Sometimes deploy few support ships at the end of the fight. Now i can use two ships, so...

Other skills less appealing for me, so, i dont know what to say about them. Just wanna see how Derelict Operations will interact with Ship&Weapon pack mod's special bounties. Like 8 D-mods per ship...  ;D
Title: Re: Skill Changes, Part 1
Post by: SonnaBanana on July 02, 2021, 07:54:50 PM
What about new strikecraft skills?
Anyway, what will take up Strike Commander's bonuses?
Title: Re: Skill Changes, Part 1
Post by: Alex on July 02, 2021, 08:12:06 PM
The capstone I am most interested in is Hull Restoration.  Looks like a buffed version of current Field Repairs, with faster d-mod removal, less chance of d-mod acquisition, and more max CR per s-mod.  If this changes acceptable casualties from none or minimal to half a fleet wipe, this would be a huge QoL feature (no need to reload if a two s-mod capital dies and acquires two or more d-mods that costs close to a million credits to restore).  Who needs flawless victories to profit if player can laugh off minor to moderate casualties and fully resurrect after battle?

Indeed!

1) will my alter-ship (i m talking about Neural link, ofc) act like regular ally while i am piloting first one?

Yep.

2) is it possible to add an order specially for alter-ship "stay exactly where i leave you, just keep shields up and fire at everything that moves"?

You could right-click it onto a "rally task force" or give it an escort order or some such.

3) will enemy have any of top tier skills? I hope not, because i m pretty tired of enemies (especially Alphas) having literally every skill that matters in combat and infinite money/supplies.

Some/sometimes. In particular Hegemony commanders can have Support Doctrine; at this point I think that's all of it, but that might change.

Best of the best is... well... best of the best now? +1 S mod was good enough, and now you giving me 10% extra dp?

Well, it's not quite an extra 10% - you could get that from capturing a pair of objectives. You just get it faster - i.e. instantly - this way.

Hull restoration literally gives you 10% bonus CR. 15% sometimes. Thats it. Quality of life is good, but why build around taking losses if you can invest points into another skills and dont take losses?

Conversely, why *not* build around it and have more resilience, if the losses don't matter much? You could do different things with the ships, much more aggressive strategies/builds/etc. I can definitely see why it looks this way - like a QoL skill that makes you lose less and why lose at all when you don't have to? - but I think it actually enables different strategies that might be more effective but commonly discounted because they can lead to more losses than is normally considered acceptable.


What about new strikecraft skills?
Anyway, what will take up Strike Commander's bonuses?

*crickets*

(IIRC part of the bonus moved to Fighter Uplink...)
Title: Re: Skill Changes, Part 1
Post by: CrashToDesktop on July 02, 2021, 08:21:20 PM
So, with the removal of Strike Commander, will there be any point to putting an officer on a dedicated carrier anymore? Like a Heron or a Drover - their main weapons are their fighters, not their guns. From the looks of it, there's no officer skills that actually buff fighters, so there's little to no point to putting an officer on these ships.
Title: Re: Skill Changes, Part 1
Post by: SonnaBanana on July 02, 2021, 08:26:05 PM
If strikecraft get bonuses from Weapon Drills now, I'm happy.
Title: Re: Skill Changes, Part 1
Post by: Megas on July 02, 2021, 08:36:58 PM
Quote
I can definitely see why it looks this way - like a QoL skill that makes you lose less and why lose at all when you don't have to?
Because when player fights as a fleet, it is not always possible for everyone (you or AI) to play perfectly and win flawlessly.  If a single casualty (caused by dumb AI or pilot error) results in a pyrrhic victory, such that the player must spend more money than the reward, then it is effectively a loss and a reload.  If that happens often (because the enemy levels up faster than you can and you are forced to fight at a disadvantage, or you fight overpowered enemies like Radiants or Tesseracts), it gets frustrating.  However, if the player can fight, die, and shrug off and recover from several casualties at negligible cost, then the pressure for perfect play becomes much less or gone altogether, and reloading after a casualty or two is no longer necessary.

And cheap and easy recovery is very useful for unique or limited ships like Ziggurat.  Player must kill it first then recover it.  If player wants to restore it normally at a dock, it costs over 1.5M credits for the job.  No way I am paying that much!  I will take the skill the removes d-mods and repair Z for free.
Title: Re: Skill Changes, Part 1
Post by: FooF on July 02, 2021, 08:39:03 PM
Every blog post is a gem. Just FYI :)

A lot to digest here!

Overall: What I really like is the hybrid approach (i.e. broad choices of .9 and Tiered & either/or of .95) but not only that, each Tree tier is as independent as it needs to be to make the choices meaningful. Combat having 8 skills to start is needed. Some people will value one thing over another based both on personal preference and flagship choice. The binary system we have currently had meaningful choice but they were, as mentioned in the blog post, arbitrarily restrictive. Having the Top Tier choices play well with one another is an interesting design choice and I like how you started with a 'baseline' of "Extra S-Mod" (which is great) or "Alpha-Cored Radiant" (god-like). That makes every aptitude capstone (except Combat) feel like a true payoff. But then you went a step further and thought "But's lets synergize the cap stones!" and it went off the rails, in a good way!

Of the Top Tier choices right now, the only one that seems "less than" is Hull Restoration and only because it seems the primary boon is inverted relative to the difficulty curve. When I *want* the skill is early game when I don't have money, generally have more D-mods I'd love to get rid of, and need to squeeze a little extra juice out of my clunkers (via CR boost). It also allows my inferior fleet to take losses and I don't feel like I'm unduly punished. Now, granted, I want that also once I get my fleet in tip-top shape but unless I'm fighting full Ordos or multiple $300k bounties simultaneously (like I just did last night)...I don't tend to lose many ships. The primary benefit of the skill is greatly reduced once I'm at end-game. Now if I bee-line for it, I could probably get 5 skill points before I leave Corvus but that means I don't have any other skills outside of Industry and I don't know if Hull Restoration is worth that much. It's one of those skills that pays the most dividends if taken early and is used throughout the playthrough, not as a capstone. Contrast this to Automated Ships where you probably wouldn't even want the skill all that early because there won't be any Remnats or Derelicts to use it on until late.

I think the same could also be said of Derelict Operations because if you're going to go the "junk fleet" route, you'd probably want to make that decision early. Up until you get that particular skill, d-mods are almost a complete liability and the player is incentivized to avoid them when possible. Now an early/small fleet won't see a great benefit from the lowered deployment costs, true, but you won't be penalized along the way if that's the goal you're shooting for from the beginning. As it is, you have to roll with your junk fleet until you hit 5 skill points in Industry and all of a sudden you can deploy 50% more of them.

Strangely, I almost feel like the Top Tier Industry skills ought to be more of an early game pick than late. That also might make Industry more enticing if the Top Tier skills were somehow available earlier than the other aptitudes. (Maybe a "loan" system where you can take them whenever but you have to pay back the skill point "debt" in a prescribed manner like forced Industry picks at least every other skill point choice). Maybe I'm making much ado of nothing but those are very interesting skills that seem more tailor-made for the early game rather than late. But I digress...

Neural Link is bonkers. Just straight-up, bonkers. I saw the Twitter and thought "wtf" but now that it's explained, it's even more crazy than I imagined. It does reward Combat skills and that I can 100% get behind. I think Combat needed some more synergy with the other trees. Is it as powerful as having an Alpha-Core Radiant in your fleet (which is 60 DP now! Much-needed)? With my current piloting (which is pretty good but not Helmut), I think I could take advantage of the skill but I go to other forums and I can't tell you how many people leave their piloting to the AI. This skill will have little/no use for the player who tends to watch the battles and direct vs. directly pilot. For me personally, I think this is a cool and, again, bonkers skill but I know there will be some that immediately pass on it because they don't feel they have the skill to exploit it.

Best of the Best is probably the "safest" choice of the bunch. As long as Story Points flow like water early (and are you happy with the rate of their acquisition or is that also changing?) and players horde them, dumping 3 points into flagships and officered ships will seem like a logical choice to maximize combat effectiveness. Now that it's in Leadership (not Tech), that makes it a bit different but there's a ton of good offerings in Leadership along the way so I don't have an issue with that particular change.

Finally, Support Doctrine is the one that probably intrigues me the most because I usually run pretty lean on un-officered ships but the ones I do use are usually higher end frigates or support Destroyers like Sunders. By end-game, I might have an unofficered Cruiser or two. This skill boosts their effectiveness a little but it also gives me reason to pack more of my fleet with support craft, in general (hence the name). Bringing more along will help even the fight when I'm outnumbered and yes, if it means I can deploy an extra Cruiser and Destroyer due to the savings, that is kind of a big deal. I don't know if I'd ever un-officer a Capital just to switch to it and game the system but I like that's where your mind went!

Really good stuff. I'm also curious about what wasn't talked about...but all in due time I'm sure.

Title: Re: Skill Changes, Part 1
Post by: Rojnaz on July 02, 2021, 08:41:17 PM
Derelict Operations sounds like fun!

Is there a way to reduce the negative effect of D-mods on a desired ship?
Title: Re: Skill Changes, Part 1
Post by: Alex on July 02, 2021, 09:02:09 PM
So, with the removal of Strike Commander, will there be any point to putting an officer on a dedicated carrier anymore? Like a Heron or a Drover - their main weapons are their fighters, not their guns. From the looks of it, there's no officer skills that actually buff fighters, so there's little to no point to putting an officer on these ships.

Point Defense still applies. To be fair, though, I'm not sure how of a difference "an officer with 2 useful skills" vs "an officer with 1 useful" skill is - it's still a waste of more than half the officer - and besides, you could get Helmsmanship now (which you'd have a hard time getting alongside Strike Commander?) and that's a handy skill for carriers.

If strikecraft get bonuses from Weapon Drills now, I'm happy.

They don't! General-purpose fleetwide buffs don't apply to fighters unless they specifically say they do.

Quote
I can definitely see why it looks this way - like a QoL skill that makes you lose less and why lose at all when you don't have to?
Because when player fights as a fleet, it is not always possible for everyone (you or AI) to play perfectly and win flawlessly.  If a single casualty (caused by dumb AI or pilot error) results in a pyrrhic victory, such that the player must spend more money than the reward, then it is effectively a loss and a reload.  If that happens often (because the enemy levels up faster than you can and you are forced to fight at a disadvantage, or you fight overpowered enemies like Radiants or Tesseracts), it gets frustrating.  However, if the player can fight, die, and shrug off and recover from several casualties at negligible cost, then the pressure for perfect play becomes much less or gone altogether, and reloading after a casualty or two is no longer necessary.

That's absolutely true too, yeah. But nonetheless, skills that require you to plan for some degree of failure are psychologically often a harder sell.


Every blog post is a gem. Just FYI :)

Ahh, thank you so much! <3


Of the Top Tier choices right now, the only one that seems "less than" is Hull Restoration and only because it seems the primary boon is inverted relative to the difficulty curve. When I *want* the skill is early game when I don't have money, generally have more D-mods I'd love to get rid of, and need to squeeze a little extra juice out of my clunkers (via CR boost). It also allows my inferior fleet to take losses and I don't feel like I'm unduly punished. Now, granted, I want that also once I get my fleet in tip-top shape but unless I'm fighting full Ordos or multiple $300k bounties simultaneously (like I just did last night)...I don't tend to lose many ships. The primary benefit of the skill is greatly reduced once I'm at end-game. Now if I bee-line for it, I could probably get 5 skill points before I leave Corvus but that means I don't have any other skills outside of Industry and I don't know if Hull Restoration is worth that much. It's one of those skills that pays the most dividends if taken early and is used throughout the playthrough, not as a capstone. Contrast this to Automated Ships where you probably wouldn't even want the skill all that early because there won't be any Remnats or Derelicts to use it on until late.

I think the same could also be said of Derelict Operations because if you're going to go the "junk fleet" route, you'd probably want to make that decision early. Up until you get that particular skill, d-mods are almost a complete liability and the player is incentivized to avoid them when possible. Now an early/small fleet won't see a great benefit from the lowered deployment costs, true, but you won't be penalized along the way if that's the goal you're shooting for from the beginning. As it is, you have to roll with your junk fleet until you hit 5 skill points in Industry and all of a sudden you can deploy 50% more of them.

Strangely, I almost feel like the Top Tier Industry skills ought to be more of an early game pick than late. That also might make Industry more enticing if the Top Tier skills were somehow available earlier than the other aptitudes. (Maybe a "loan" system where you can take them whenever but you have to pay back the skill point "debt" in a prescribed manner like forced Industry picks at least every other skill point choice). Maybe I'm making much ado of nothing but those are very interesting skills that seem more tailor-made for the early game rather than late. But I digress...

Hmm. As I touched on a couple of posts ago, I think an "active" but non-obvious strength of Hull Restoration is enabling riskier strategies that may also be more effective. And for Derelict Operations, having more DP is such a huge deal late-game! So I think this is more a case of both of those skills *also* being really appealing early on. Which - I mean, I think Industry is a pretty good tree to beeline early! Ramp up your salvage and ship recovery, get some decent combat skills, improve your fleet's efficiency (fuel, supplies, or both), and by that point you can pick the top-tier skill.

Neural Link is bonkers. Just straight-up, bonkers. I saw the Twitter and thought "wtf" but now that it's explained, it's even more crazy than I imagined. It does reward Combat skills and that I can 100% get behind. I think Combat needed some more synergy with the other trees. Is it as powerful as having an Alpha-Core Radiant in your fleet (which is 60 DP now! Much-needed)? With my current piloting (which is pretty good but not Helmut), I think I could take advantage of the skill but I go to other forums and I can't tell you how many people leave their piloting to the AI. This skill will have little/no use for the player who tends to watch the battles and direct vs. directly pilot. For me personally, I think this is a cool and, again, bonkers skill but I know there will be some that immediately pass on it because they don't feel they have the skill to exploit it.

Yeah, I hear you. I think it might still have some appeal with a safer two-capital approach? But, yeah, an Alpha Radiant is probably better in that kind of scenario.


Best of the Best is probably the "safest" choice of the bunch. As long as Story Points flow like water early (and are you happy with the rate of their acquisition or is that also changing?)

I've increased the XP to get from level 1 to 5 a decent amount, and from 5 to 10 by a smaller amount. Nothing drastic, though. Oh, also - only of interest for modded games, but raising the level cap will no longer mess with the SP gain rate once you reach max level.


Finally, Support Doctrine is the one that probably intrigues me the most because I usually run pretty lean on un-officered ships but the ones I do use are usually higher end frigates or support Destroyers like Sunders. By end-game, I might have an unofficered Cruiser or two. This skill boosts their effectiveness a little but it also gives me reason to pack more of my fleet with support craft, in general (hence the name). Bringing more along will help even the fight when I'm outnumbered and yes, if it means I can deploy an extra Cruiser and Destroyer due to the savings, that is kind of a big deal. I don't know if I'd ever un-officer a Capital just to switch to it and game the system but I like that's where your mind went!

(I so used to be that type of player, as far as going for the optimal/exploity things. Still am to some degree, I suppose :) )

Really good stuff. I'm also curious about what wasn't talked about...but all in due time I'm sure.

Part to is more of an, ah, smorgasbord, though about the same length.


Derelict Operations sounds like fun!

Is there a way to reduce the negative effect of D-mods on a desired ship?

Well - you can restore the ship and remove the d-mods :) More seriously, though, no - I think combined with Derelict Operations, that would be too strong. It's a conscious choice for that skill to enable "more worse ships" and I don't want to take away from that.
Title: Re: Skill Changes, Part 1
Post by: CrashToDesktop on July 02, 2021, 09:18:46 PM
Point Defense still applies. To be fair, though, I'm not sure how of a difference "an officer with 2 useful skills" vs "an officer with 1 useful" skill is - it's still a waste of more than half the officer - and besides, you could get Helmsmanship now (which you'd have a hard time getting alongside Strike Commander?) and that's a handy skill for carriers.
Well, the bonuses from Point Defense and Missile Specialization along with the damage bonus from Strike Commander were enough to make a reasonably dedicated carrier officer, what with extra range, bonus damage vs fighters and destroyers+, and better missiles. With the removal of Strike Commander, it's really just not worth it anymore. If it was a bad idea to put an officer in a carrier before, now it's even more so. Feels weird to have an entire class of ship just be a no-go for officers, but if that's the intent, then alright.

And Helmsmanship good on carriers now? I'm guessing there are changes to how getting the skill's 0-flux boost works, because currently, that bonus gets removed when setting fighters to Engage.
Title: Re: Skill Changes, Part 1
Post by: Cathair on July 02, 2021, 11:08:23 PM
That's a really interesting way to look at it! And a neat categorization/split. But, does it actually hold up? If we consider "making a ship the best it can be" to mean "if you take it and put into a fleet without the same commander skills, it'll still be better" then I think Special Modifications is literally the only skill that fits the bill. I'm having a hard time seeing how one could come up with a reasonable definition of this that would somehow make skills liks Crew Training, Carrier Group, Fighter Uplink, Flux Regulation, and Phase Corps qualitatively different.

I *think* the way you're thinking about this might be largely driven by the existence of Special Modifications and where it currently is.

Hmmm. I admit, skills like Weapon Drills or Carrier Group could be made Technology skills, and Electronic Warfare could be made a Leadership skill, with nothing but a change of flavor text. They aren't qualitatively different. However, most of these skills have an additional component that seems to fit a common theme for their tree- like Wolfpack Tactics' damage bonus being conditional on such a high level of abstraction that it seems easier to explain as the result of crew tactics, rather than an immutable property of the machine; or Phase Corps having a flux generation reduction that seems more like a product of per-ship tweaking than something a crew could do with sheer operational skill.

I think the way I look at this is driven by the trees in 0.8 and 0.9, where Tech was "where you go for more vents, caps, and ordnance points"- the stuff that would make ships better even without the same commander skills, as you say. While 0.9.5 has made the distinction muddier, to me it felt like it maintained the same spirit, with Special Modifications being the prime example. It's less that my biases were formed by Special Modifications, and more that Special Modifications being where it is reinforced my existing bias from years of playing the older versions.

I'm not saying that redefining the trees by a more strictly game-mechanics-driven meta-organization is wrong or anything, I just don't like it as much as what we're used to. I suspect that Technology will still be the player's first stop if they want to make their ships into hotrods (now that I'm thinking about it, will Tech still have a +10/10 vents/caps skill?), and having the ultimate hotrod skill in a different tree, one that feels less focused on this kind of tweaking, seems pretty weird when you're not looking at it in relation to the whole design philosophy.


But in general, the idea is that you *are* mostly using officer'ed ships, with non-officered ones thrown in for special purposes. So it's less of a band-aid for and issue an more just things working as intended.

(Yes, I'm probably trying to have my cake and eat it too, here - "you can use unofficered ships!" and "it's fine if they aren't any good". Uh, sorry.)

Well, that's kinda what I was getting at, trying to determine just how much officerless ships are supposed to be worth. "Speedbump" may be overly dismissive, but what I mean is, I find them good only for delaying the enemy while my "real" ships finish whatever else they're doing, and they often get chewed up while doing so. I do use some un-officered ships out of necessity (not just Omens, haha), but the few times I've been desperate enough to expect them to actually kill anything, it's been pretty rough.

That's fine if it's supposed to be this way, but with the sheer number of enemies (in the case of high-end bounties) or overpowered officer swarms (in the case of Remnants) we can get thrown at us now, it leads to wondering whether I'm supposed to be getting more help from them than I am. And when there's a single option to make the support fodder actually effective at being support fodder, it seems like the kind of thing that I'll either always take, or else learn to cope without and never take, in favor of other top-tiers that open up new playstyles instead of salvaging questionable existing mechanics.

One other thing that I dislike about the current officer dominance is how it gravitates naturally toward running multiple capital ships. It seems like everyone who's serious about getting things done in "endgame" is running three or four or more, and it makes sense as the objective best choice for maximizing your gain from each limited officer slot, while still having some left over for Wolfpack Tactics frigates or whatever. I like a capital anchor or two but I prefer smaller ships, and I'm only hampering myself with that idiosyncrasy. Is it okay to need a top-tier skill just to effectively go wide instead of tall? I don't know.


Hmm, I think what you're saying you'd want to use Neural Link for is the sort of micromanagement that I super don't want it to be used for :) Like, if we're not careful with it, it becomes a "cycle through your ships and tell them to vent" sort of skill and that doesn't sound like much fun.

Ah, I should've noted in my hypothetical rework that I'm fine with the limited target numbers as stated. As a player, I like having micro options a lot more than you do as a designer, but even so, feeling like I'm not getting the most out of my fleet if I'm not giving myself whiplash seems exhausting. I'm okay with switching between two, or at most, three ships.

When I wrote that about getting ships out of trouble, I had missed the part where the switching requires a hullmod (not sure how, not like it wasn't clear), and was under the impression that you would just select any officer-less ship on the field, but wouldn't be able to make a third ship switchable after making your choice for that engagement. So my thoughts about wanting to micromanage officered ships with it don't make much sense; there wouldn't be much reason to keep an officer in a ship that you're modding for this beforehand.


Hah! I need to play more of that game. Just couldn't get into it using a mouse, though...

It's comfortable to play on a gamepad, but my ability to aim with a thumbstick has deteriorated so much since the old days of Xbox Halo that even with aim assist, I end up falling back to the mouse for the harder challenges. :P
Title: Re: Skill Changes, Part 1
Post by: Mordodrukow on July 02, 2021, 11:42:27 PM
Quote
You could right-click it onto a "rally task force" or give it an escort order or some such.
*Sad solo player noices*
Quote
I think it actually enables different strategies that might be more effective but commonly discounted because they can lead to more losses than is normally considered acceptable
I guess, you are right. It might work for a fleets of many small ships.

Also i noticed... I never used 3rd S-mod on Paragon. The only (useful) 40-point mod left was Heavy armor, and i was not quite sure i will not want to remove it. So, may be Best of the best is not an autopick...

Need to wait till all skills will be revealed.

P.S. Hope Systems spec will remain the same (or become better). It is pretty good on Odyssey and Fury. Maybe on some other ships too, idk  ;D
Title: Re: Skill Changes, Part 1
Post by: Vanshilar on July 03, 2021, 12:45:53 AM
Some notes/analysis on the blog post:

* With the change to the skill system, from a design perspective, it also means that now there's no need to keep each aptitude at 10 skills each. You certainly can, for symmetry purposes, but might be something to keep in mind if you're having trouble trying to balance out all the different aptitudes.

* Combat tree: Interesting that it is just 2 tiers. I think though that it may be necessary to cater to as many different player playstyles for their flagship as possible, to have so many skills as tier 1 -- so that there are as few restrictions as practical.

* Best of the Best: For late-game battles (or where I'm farming for that +500% XP), generally my fleet is 40% of battlesize with the enemy at 60%, then I grab some objectives early to get an additional +15% so I'm at 55% of battlesize (I find that planning around getting the full +20% is usually too difficult). So this means that it'll now be that I start with 50% of battlesize and just need another 10% to get the full 60%. So this should make the endgame easier; I can size my fleet knowing I can deploy 60% to their 60%, instead of my 55% to their 60% of battlesize.

This, combined with Radiants having their DP increased to 60 DP, might actually make endgame fights too trivial.

To give a concrete example: Currently, I size my fleet so that the Remnants can have at most 4 Radiants on the battlefield at one time. Thus, 60% of battlesize < 200 DP (the cost of 5 Radiants), so battlesize max is 330, so my fleet, at 55% of that, can have at most 182 DP. So 2 Dooms and 7 Furies (175 DP) fit the bill, and is enough to handle 2 Ordos fairly easily and 3 Ordos fleets with some difficulty (no real need to do 3 at once, since I max out the +500% XP bonus with 2 Ordos fleets, this is simply what it's capable of). With the new changes, including that a Radiant costs 60 DP, then I could theoretically set the battlesize up to 490 (I know, it's capped at 400), and have a fleet of up to 294 DP, and still only deal with 4 Radiants at once. Or more likely, I change the battlesize to 290 (so that they're limited to 2 Radiants at once), and use this same fleet except probably change a Fury out for something cheaper or have one be unofficered, and use this same fleet. It'll steamroll through 2 simultaneous Radiants easily when it can currently handle 4 -- so the endgame fight will become much easier.

* Hull Restoration vs Derelict Operations: Both are interesting; would there be a way to disable Hull Restoration's d-mod-repairing ability? Since not all d-mods are terrible; so I could see some advantage to ships having d-mods "on purpose" to reduce their deployment cost, plus with s-mods for the extra CR. After all, not all d-mods are debilitating. (My flagship having Compromised Hull is something I don't mind, since if I'm taking hull damage then I'm likely doing something wrong in the first place.) Or I don't know if this is intentionally closed off as a fleet composition trick.

* What will happen in terms of enemy fleet commanders having the same skills? For example if they have Support Doctrine and/or Derelict Operations, then they can potentially actually deploy more ships than they can now.

If you put a Neural Interface on a ship module (on a ship added by a mod, presumably, since there are no player-ownable ships with modules in the base game), will you be able to control that module directly?

Oh, huh, neat question! I *think* so? That's kind of cool, actually, if that works, I can see being a "gunner" be a fun alternate take on things.

Actually, I think a concern may be -- which may crash the game if it's not coded around -- what happens if some mod author puts Neural Interface on a module for a station? But yes, if it ends up on a ship's module, then would the ship still be piloted by the AI yet the human controlling the guns, etc. Haha there may be all sorts of potential crash issues if this isn't planned for in the code.

But limiting it to non-officered ships nixes most of its defensive potential, that of repositioning your most important ships to get them out of trouble, since anything really important is going to have an officer in it.

Keep in mind that that the other ship also has all your combat skills, so it's effectively a "super officer ship" just like your flagship (i.e. in that the player character can get a lot more combat skills than regular officers), just that it's under AI control while you're not controlling it. Hopefully the game allows for selecting the personality of this ship while it's under AI control (maybe via your fleet doctrine tab?).

Well, that's kinda what I was getting at, trying to determine just how much officerless ships are supposed to be worth. "Speedbump" may be overly dismissive, but what I mean is, I find them good only for delaying the enemy while my "real" ships finish whatever else they're doing, and they often get chewed up while doing so. I do use some un-officered ships out of necessity (not just Omens, haha), but the few times I've been desperate enough to expect them to actually kill anything, it's been pretty rough.

In which case this will make them worth a lot more, since all these skills (Helmsmanship, Damage Control, Combat Endurance) affect their "tankiness". Having more distractions on your side means it splits up the enemy fleet more, allowing your "real" ships to dispatch them more easily.

One other thing that I dislike about the current officer dominance is how it gravitates naturally toward running multiple capital ships. It seems like everyone who's serious about getting things done in "endgame" is running three or four or more, and it makes sense as the objective best choice for maximizing your gain from each limited officer slot, while still having some left over for Wolfpack Tactics frigates or whatever. I like a capital anchor or two but I prefer smaller ships, and I'm only hampering myself with that idiosyncrasy. Is it okay to need a top-tier skill just to effectively go wide instead of tall? I don't know.

I've never found it necessary to spam capitals or even use capitals at all. In 0.9.1a of course it was all Drovers except my flagship (which was either Aurora, the boss Medusa from the Ship & Weapon Pack, or the superfrigate Brave Blade from DME). Currently my fleet is 2 Dooms and 7 Furies. There are lots of other fleet compositions that work well, which don't use any capital ships (nor frigates).

Capital ships get surrounded easily, especially versus Remnants. They're nice against paper tissue fleets like pirates, where they can kill ships as they close in, but falter against more hardy fleets. They have a low flux per DP ratio -- meaningful for both offensive and defensive power. I've found it much better to use destroyers or cruisers in combat than frigates or capital ships, because frigates are generally too weak to pack a punch, and capital ships are generally too expensive. Under the current system, my combat fleet ends up being 9 cruisers, which sounds about right. The Furies are basically light cruisers, good for chasing down frigates and destroyers. (Falcon P's punch up better, but Remnant fleets throw a lot of trash, and my flagship handles a lot of the major threats.) While a capital or two might be useful to center the fleet around, I don't see it as being necessary.
Title: Re: Skill Changes, Part 1
Post by: Kohlenstoff on July 03, 2021, 02:03:35 AM
Quote
Hmm. Let me take a look - I might've mixed up some numbers or just mis-remembered exactly where it's at in 0.95a. ... yeah, let me just raise the threshold to 120 points, at least - so that it's at 50% and out of debuff range.

(You do have the option of giving it an extra 10% (or even 15%) CR, though 10% involves going up into Industry, and making that 15% involves going all the way up into Leadership, as well.)

This gives a wayyyy better feeling. Thanks for considering the change.

Now i discovered Neural Link:
Quote
This obviously synergizes very well with taking a bunch of Combat skills, so that both ships are great – it’s a multiplier on the return you get for Combat skills. I also had to make a decision about whether the Neural Interface hullmod would be able to be installed on automated ship, finally letting you pilot these yourself. On the one hand, this goes against the general idea of not having top-tier skills in the same aptitude work too well together. On the other hand, it’s just too cool not to do, so that won out.

This will give an enormous boost in own strength! Having a fleet of two piloted ships could become really cheesy. But no matter, which cheese can be found in abusing this skill, i will try my very best to find and abuse the living S*** out of it.  ;D
Title: Re: Skill Changes, Part 1
Post by: Lucax on July 03, 2021, 02:05:28 AM
I really, really like Neural Link ! Combat skills will gain a lot of value with this. Combined with the addition of limitations on most fleetwide skills in 0.95, this will finally make combat skills somewhat on par with fleetwide skills in the endgame.
Title: Re: Skill Changes, Part 1
Post by: TaLaR on July 03, 2021, 02:23:06 AM
A question on Support Doctrine - does this mean that a player with 0 personal skills can now be worse than un-officered ship?

0-8-5-0[+2] (AI spam) sound like a strong build, but would leave player very little to do in combat. Like, take a cheap frigate and pretend you're helping. Even an Afflictor completely without skills is only a pale shade of it's better self.
Title: Re: Skill Changes, Part 1
Post by: HELMUT on July 03, 2021, 03:24:37 AM
I really like what i'm seeing so far. The derelict contingent/operations got reworked into exactly what i hoped for.

Neural link i clearly the really big one. It's something i wished to see in a mod for a while, but i did not expect it to happen in vanilla. The opportunity to fly two ships "at the same time" is incredible, it radically change the way the game can be played, both in the way one can outfit a ship and how it is used on the battlefield. First thing i'll try is a pair of Neural Linked Harbinger to see if a chain-stun strat is viable. Depending on how the mercurial scythe of balance fall in the next blog post.
Title: Re: Skill Changes, Part 1
Post by: Marco on July 03, 2021, 03:43:54 AM
I really like what i'm seeing so far. The derelict contingent/operations got reworked into exactly what i hoped for.

Neural link i clearly the really big one. It's something i wished to see in a mod for a while, but i did not expect it to happen in vanilla. The opportunity to fly two ships "at the same time" is incredible, it radically change the way the game can be played, both in the way one can outfit a ship and how it is used on the battlefield. First thing i'll try is a pair of Neural Linked Harbinger to see if a chain-stun strat is viable. Depending on how the mercurial scythe of balance fall in the next blog post.

I dare you to duo Excelsiors.
Title: Re: Skill Changes, Part 1
Post by: AcaMetis on July 03, 2021, 04:21:53 AM
Regarding changes, the root of the problem still stays - the skill tree mixes personal piloting skills (1), fleet commander skills (2), fleet technician skills (2) and colony government skills (4) while having too few points and too big of disparity between these groups, making players pick certain skills in certain order from (2) and (3), ignoring (1), while (4) shouldn't even be there.

I wanted to expand on this a bit - it's a common enough sentiment (and also, IMO, wrong) and I think it warrants addressing. At the core of it is, I think, the idea that personal combat skills have too little impact compared with fleetwide bonuses for personal combat skills to be worth taking, and that this is a fundamental problem because the scale of battles is such that it'll always be the case - too many ships benefit from fleetwide skills.
The problem for me isn't that personal combat skills can't compete with fleetwide combat skills, it's that personal combat skills can't compete with campaign/logistics skills. No personal combat skill, or officer for that matter, will allow my fleet to get +1 base burn on the campaign map, passively repair D-mods, give me +1 S-mod on my ships (which is very nice QoL on logistics ships), etc. The same pretty much goes for fleetwide combat skills in fact: No officer in the game is going to pick up Wolfpack Tactics for me, only I can do that, so unless I'm not going to be using any frigates at all what personal combat skill can compete with that? And after all is said and done what points are left to invest in personal combat skills? Unless I'm a skilled enough player to solo entire fleets on the wings of the Combat tree (and Neural Link), obviously, but, eh...I'm not :(.

Quote
Oh, also - only of interest for modded games, but raising the level cap will no longer mess with the SP gain rate once you reach max level.
That is great to hear, but what about the XP curve past level 15 (I'm assuming that cap hasn't changed)? Is it as crazy as it was in 0.9.1, or more reasonable?
Title: Re: Skill Changes, Part 1
Post by: Draba on July 03, 2021, 04:45:36 AM
Support doctrine looks like a great addition, ships without officers felt like wasted potential in most cases (Monitors/Omens excluded).
Same for derelict operations, emphasizing the difference between junkers and superships feels better than making junkers the superships.
Neural link also sounds fun.

TL;DR excited for all of the changes mentioned in this post, didn't read anything I don't like.
Title: Re: Skill Changes, Part 1
Post by: SonnaBanana on July 03, 2021, 04:51:58 AM
* Aux Support is gone, not an issue
* Fighter Uplink got shoved into Leadership.
* Industrial Planning, or at least something which uses it's icon is still there
* What about the other Industry piloted ship skill? Does this affect strike craft?
* Is T4L the new Ground Operations?
Title: Re: Skill Changes, Part 1
Post by: Lucky33 on July 03, 2021, 05:07:10 AM
I didn't get how new Damage Control works.

It affect all hits above 500 in a battle.

Or.

It affect a single hit per battle.

?

Former boost difficulty of the Redacted fights from current Hardcore to Nightmare level. While decisively nerfing most high-tier weapons with the finishers being stomped face down into the dirt. And dramatically reducing usefulness of most damage boosting systems and skills in the process.

Latter simply not worth the story point.
Title: Re: Skill Changes, Part 1
Post by: ubuntufreakdragon on July 03, 2021, 05:11:36 AM
0.9.1 had 31 skills + 4 levels, which makes 35*3=105 options to invest a skillpoint, while offering 52 skill points that was ~1/2 of all skills, the new system offers 40 skills and 15 skillpoints, how about raising this a bit.
Title: Re: Skill Changes, Part 1
Post by: Sutopia on July 03, 2021, 05:19:00 AM
0.9.1 had 31 skills + 4 levels, which makes 35*3=105 options to invest a skillpoint, while offering 52 skill points that was ~1/2 of all skills, the new system offers 40 skills and 15 skillpoints, how about raising this a bit.
It was 42 originally, 52 was a placeholder
Besides, .91 skills have generally weaker effects.
I think 15 is at a very good balance to force player make decisions instead of pick everything.
If you want to go ahead and find mods that increases the cap, they're already there.
Title: Re: Skill Changes, Part 1
Post by: pairedeciseaux on July 03, 2021, 05:29:24 AM
Looks promising.

IMO, the best thing here is (hopefully!) this time there won’t be a 18 month delay between the blog post and the release, so that the actual player feedback loop will be shorter this time.

I like that the existing 5-tiers-each-having-2-choices is being broken in such a sensible way. Seems like a good balance between the old choose-whatever and the current approach, retaining the important high-tier skill required commitment.

That said, UI-wise I still feel like those “swimming lanes” are not the best way to convey information, choices, and progression. Having a vertical progression from bottom to top would feel more natural, IMO. And replacing the contextual “Requires at least X lower tier skills” by something always visible for all skills at once would clarify how progression to higher tier works and what choices are actually available.

Best of the best increasing DP budget will allow player fleet to be less at a disadvantage when NOT using fast frigates. Which is fair.

Support Doctrine is a going to have interesting consequences on fleet composition. The trade-off  decision between putting an officer and not putting an officer further rebalances the wide-vs-tall game. As an example, looking at my 239 DP fleet in my last campaign:
Spoiler
(https://i.imgur.com/321xGkJ.png)
[close]
Depending how you count, that’s a potential 10% to 20% fleet strength increase.

Battle-gameplay-wise Neural Link is going to be great, opening new battle strategies and tactics. I have yet to try Automated Ships, it will be hard to resist in 0.95.1 AFAIC. :D

Regarding Elite Damage Control:
Spoiler
Quote
Single-hit hull damage above 500 points has the porting above 500 reduced by 60%

Sounds like an appropriate solution to counter torpedo / AMB / high damage guns. Even Mining Blaster will only do 580 instead of 700, Hellbore will do 600 instead of 750.

I didn't get how new Damage Control works.

It affect all hits above 500 in a battle.

Or.

It affect a single hit per battle.

?

Former boost difficulty of the Redacted fights from current Hardcore to Nightmare level. While decisively nerfing most high-tier weapons with the finishers being stomped face down into the dirt. And dramatically reducing usefulness of most damage boosting systems and skills in the process.

Latter simply not worth the story point.

I think it's former. And yes, my understanding is that's precisely the point. That said we will have to see other damage reducing skills.
[close]
Title: Re: Skill Changes, Part 1
Post by: Lucky33 on July 03, 2021, 05:38:53 AM
It is not a solution. It is a murder.
Title: Re: Skill Changes, Part 1
Post by: Undead on July 03, 2021, 06:56:46 AM
Hold on a second, where is the +10 vents/caps bonus? Please dont tell me that skill is gone

Spoiler
and where is the 30 op s kite
[close]
Title: Re: Skill Changes, Part 1
Post by: Hiruma Kai on July 03, 2021, 07:34:39 AM
The blog was an interesting read and I like the direction you're taking things.

The argument about "game changer" combat skills locking you into a limited ship style makes sense, and I can see why you didn't want to go that route.  And I can't deny that in skilled hands the power of current combat skills are a significant force multiplier. 

Although, to be honest, Neural link almost sounds like a "game changer" combat tree skill hiding in the technology tree.  It certainly gives you a good reason to spend points in the combat tree.  Not that I'm complaining about the location.  Putting it opposite the Automated ships sounds about right.  I expect to see Monitor + Radiant solo player fleets.

I like how there's some clear mixing and matching to be done.  Assuming we are still limited to 15 skill points, and just the top abilities, the combinations look fairly varied.  So we've got the combat tree in general, best of the best, support doctrine, neural link, automated ships, hull restoration and derelict operations.

Keeping in mind that neural link gives you the most benefit when combined with combat, and hull restoration and derelict operations don't mix, you've got something like 14 reasonably distinct combinations that look like they should play differently.  Sounds pretty good to me.

Although I do have a few questions.  Given we now have percentage reductions in deployment points for ships, will they be allowed to be fractional, or will they be rounded?  For example, does a Lasher without officer and under Support Doctrine cost 3 DP, 3.2 DP or 4 DP to deploy?  And does Support Doctrine add with or multiply with the reduction from Derelict operations (20+30=50% off DP costs?).  That will allow for some interesting fighter saturation attempts.  Assuming they add, and if you get choosy with your D-mods, you can get something like 18 Herons worth of fully operational fighters in 180 DP (or 36?! Condors).
Title: Re: Skill Changes, Part 1
Post by: SonnaBanana on July 03, 2021, 07:38:57 AM
Hold on a second, where is the +10 vents/caps bonus? Please dont tell me that skill is gone

Spoiler
and where is the 30 op s kite
[close]
It's part of Flux Regulation now.
Title: Re: Skill Changes, Part 1
Post by: Locklave on July 03, 2021, 09:46:15 AM
Well hot damn. Aside from individual skill balance, which will be debated forever, this solves the core problems I believe everyone presented. Perfect doesn't exist but this is a giant leap forward.

It also leaves the door open to adding new skills in the future without creating secondary problems. So you fixed our concerns, mine at least and planned ahead for the future.

I didn't see this solution coming.
Title: Re: Skill Changes, Part 1
Post by: Deshara on July 03, 2021, 10:32:17 AM
you know whats funny is I was halfway through typing a post comparing the current skill system to heroes of the storm's talent system & discussing its pros & cons and what lessons can be learned from it, took a short break from typing it then saw the blog post lmfao
Title: Re: Skill Changes, Part 1
Post by: SCC on July 03, 2021, 11:02:54 AM
I find it somewhat ironic that now, when you have more officers than need majority of the time, do we get a skill that buffs unofficered ships specifically.
And that you rolled shields and phase skill together after you made the Phase Mastery entirely optional, had it still existed.
Another thing on my mind is that since almost all combat skills are useless to carriers, why don't you just make their effects apply to fighters? Perhaps not all of them, but e.g. Missile Specialisation could give fighter missiles more durability, Targeting Analysis could give them damage bonuses against targets, Damage Control or Impact Mitigation could make fighters a bit more durable, so on.
Given we now have percentage reductions in deployment points for ships, will they be allowed to be fractional, or will they be rounded?  For example, does a Lasher without officer and under Support Doctrine cost 3 DP, 3.2 DP or 4 DP to deploy?
Thanks to Soren once putting a 4,5 DP ship in DME, I can tell you that fractions of DP work.
I did, actually! It's now "Tactical Drills", boosts 240 points worth of ships (but with only +5% damage - I try to keep bonuses meatier, but +10% fleetwide is just... too much), and indeed buffs your marines.
This nerf reminds me of A&W failing to sell one third pounders, because people thought they were smaller than quarter pounders. I really doubt the marine buff is important enough to warrant the nerf of the damage bonus to smaller fleets.
Title: Re: Skill Changes, Part 1
Post by: Schwartz on July 03, 2021, 11:56:31 AM
I think that he rolled PD & fighter buff into one skill for 0.95 was a good idea. Fighters are PD and you can gear a carrier to be good at PD. Offensive skill for fighters, defensive skill for the carrier. Once you throw it all into one pot, a Tempest with ship buffs will also get a bunch of drone buffs on top of it. Dedicated fighter skills are good, as long as they're beefy enough to warrant taking it.
Title: Re: Skill Changes, Part 1
Post by: SCC on July 03, 2021, 12:00:51 PM
Tempest is a fair counterargument. At the same time, there are no carrier-specific combat skills now, which doesn't seem right to me, either.
Title: Re: Skill Changes, Part 1
Post by: Vanshilar on July 03, 2021, 12:10:46 PM
Regarding fighters, a solution may be to have a hullmod that grants some fighter bonuses -- or a hullmod (or skill) that makes fighters of that ship receive the same combat buffs as that ship.
Title: Re: Skill Changes, Part 1
Post by: Tchey on July 03, 2021, 12:42:24 PM
Hm... Not sure i like this "new new", even if it’s still better than the current "new" skills tree.

I do like cherry picking my skills, and i don’t mind being all-powerfull-do-it-all if i spend time ingame rising my skills.
Title: Re: Skill Changes, Part 1
Post by: Megas on July 03, 2021, 12:45:52 PM
Regarding fighters, a solution may be to have a hullmod that grants some fighter bonuses -- or a hullmod (or skill) that makes fighters of that ship receive the same combat buffs as that ship.
That would become another OP tax for carriers, like Expanded Deck Crew.  That would encourage carriers to over-specialize into fighters more than they already do (and not mount any weapons at all).
Title: Re: Skill Changes, Part 1
Post by: Brainwright on July 03, 2021, 01:05:05 PM
I’m liking the new frame for Derelict Operations, as it opens the way for more limited engagements.

As it stands, most npc fleets are either junk pirate fleets or top of the line ships.  Both are stuffed with officers that don’t affect the dp cost much.  So either you can slaughter the junk fleet with a fraction of the ships or go toe to toe against the elites with half the officers, you’re still not getting that limited engagement bonus.

And this hurts because it closes off a style of play where you grind down the opponent’s CR.  The new derelict operations might push down the DP so I can enter a fight, destroy ships until I get a clean disengage, and then retreat for a limited engagement bobus.

Honestly, low tech ships seemed built for this kind of fight, and it always hurt that they could never fully take advantage of their low cost.
Title: Re: Skill Changes, Part 1
Post by: Gaaius on July 03, 2021, 01:18:21 PM
very nice,
finally i dont have to take derelict contingent AND Field repairs if i want both industry skills
or Energy wenpon mastery or Augmentet targeting for my close range ballistics ships
or Shield Mastery or Phase Mastery for my close range ballistics ships
Title: Re: Skill Changes, Part 1
Post by: Alex on July 03, 2021, 01:31:18 PM
Re: Damage Control, hmm. Let me actually make it so this effect can only proc at most once every two seconds. That still keeps it impactful, but no longer stops an alpha strike in its tracks.

Well, the bonuses from Point Defense and Missile Specialization along with the damage bonus from Strike Commander were enough to make a reasonably dedicated carrier officer, what with extra range, bonus damage vs fighters and destroyers+, and better missiles. With the removal of Strike Commander, it's really just not worth it anymore. If it was a bad idea to put an officer in a carrier before, now it's even more so. Feels weird to have an entire class of ship just be a no-go for officers, but if that's the intent, then alright.

And Helmsmanship good on carriers now? I'm guessing there are changes to how getting the skill's 0-flux boost works, because currently, that bonus gets removed when setting fighters to Engage.

Maybe not "good", but perhaps "useful"? More so than a bunch of other stuff, anyway; even without the 0-flux effect, more speed on a carrier is good to help keep it out of trouble.

I think a dedicated carrier is just fundamentally a support ship. If it's *not* then it's a battle-carrier and the other combat skills help it. But having dedicated carrier skills... the more I think about it, the less I like it. It's the same issue as with Phase Mastery right now, you either have it and only fly phase ships, or don't and never fly them. I mean, it doesn't *have* to be this way, but it just feels bad. Plus it makes you feel like you have to pick those up to personally fly a battle-carrier, so all in all I think it works out better to have most of the fighter boosts be fleetwides.



Hmmm. I admit, skills like Weapon Drills or Carrier Group could be made Technology skills, and Electronic Warfare could be made a Leadership skill, with nothing but a change of flavor text. They aren't qualitatively different. However, most of these skills have an additional component that seems to fit a common theme for their tree- like Wolfpack Tactics' damage bonus being conditional on such a high level of abstraction that it seems easier to explain as the result of crew tactics, rather than an immutable property of the machine; or Phase Corps having a flux generation reduction that seems more like a product of per-ship tweaking than something a crew could do with sheer operational skill.

I think the way I look at this is driven by the trees in 0.8 and 0.9, where Tech was "where you go for more vents, caps, and ordnance points"- the stuff that would make ships better even without the same commander skills, as you say. While 0.9.5 has made the distinction muddier, to me it felt like it maintained the same spirit, with Special Modifications being the prime example. It's less that my biases were formed by Special Modifications, and more that Special Modifications being where it is reinforced my existing bias from years of playing the older versions.

Ah - I mean, that makes sense! But also the lines get awfully blurry between stuff like "operation skills" and "tweaking", you know? Again, I think it's a reasonable/interesting distinction to make. I don't think there are enough of definitively "improving the hull" kind of effects to go around, though, and all in all, this is just how stuff *is* now.

I'm not saying that redefining the trees by a more strictly game-mechanics-driven meta-organization is wrong or anything, I just don't like it as much as what we're used to. I suspect that Technology will still be the player's first stop if they want to make their ships into hotrods (now that I'm thinking about it, will Tech still have a +10/10 vents/caps skill?), and having the ultimate hotrod skill in a different tree, one that feels less focused on this kind of tweaking, seems pretty weird when you're not looking at it in relation to the whole design philosophy.

Fair! The 10/10 effect is now 5/5 and rolled into Flux Regulation, btw (which gives +10% instead of what it used to).

Well, that's kinda what I was getting at, trying to determine just how much officerless ships are supposed to be worth. "Speedbump" may be overly dismissive, but what I mean is, I find them good only for delaying the enemy while my "real" ships finish whatever else they're doing, and they often get chewed up while doing so. I do use some un-officered ships out of necessity (not just Omens, haha), but the few times I've been desperate enough to expect them to actually kill anything, it's been pretty rough.

I think they're good for a kind of leavening - if they're left without officer'ed ship support, they can get in a bad spot. But a few here and there letting officer'ed ships take a breather? Really handy. It also depends on the type of ship; missile boats (and by extension many low-tech ships that are just heavier-than-average on missiles) can be really good and don't as much *need* an officer to get a lot out of. Carriers can be useful, too.

One other thing that I dislike about the current officer dominance is how it gravitates naturally toward running multiple capital ships. It seems like everyone who's serious about getting things done in "endgame" is running three or four or more, and it makes sense as the objective best choice for maximizing your gain from each limited officer slot, while still having some left over for Wolfpack Tactics frigates or whatever. I like a capital anchor or two but I prefer smaller ships, and I'm only hampering myself with that idiosyncrasy. Is it okay to need a top-tier skill just to effectively go wide instead of tall? I don't know.

I don't think you really need that many capitals. I mean, that can be a way to go, but at that point you're likely looking at lower fleetwide bonuses *and* lower bonuses from stuff like Coordinated Maneuvers and EW. So I don't think you're really hampering yourself there. I mean, heck, people have absolutely rolled everything in the game with pure frigate swarms, too. And I don't think support doctrine will be *needed* to go wider - in my experience/from what I've seen, officer-less support ships are already viable.

Ah, I should've noted in my hypothetical rework that I'm fine with the limited target numbers as stated. As a player, I like having micro options a lot more than you do as a designer, but even so, feeling like I'm not getting the most out of my fleet if I'm not giving myself whiplash seems exhausting. I'm okay with switching between two, or at most, three ships.

When I wrote that about getting ships out of trouble, I had missed the part where the switching requires a hullmod (not sure how, not like it wasn't clear), and was under the impression that you would just select any officer-less ship on the field, but wouldn't be able to make a third ship switchable after making your choice for that engagement. So my thoughts about wanting to micromanage officered ships with it don't make much sense; there wouldn't be much reason to keep an officer in a ship that you're modding for this beforehand.

Ah, gotcha.

It's comfortable to play on a gamepad, but my ability to aim with a thumbstick has deteriorated so much since the old days of Xbox Halo that even with aim assist, I end up falling back to the mouse for the harder challenges. :P

(Urgh, gamepads! Never could get a handle on them.)


Also i noticed... I never used 3rd S-mod on Paragon. The only (useful) 40-point mod left was Heavy armor, and i was not quite sure i will not want to remove it. So, may be Best of the best is not an autopick...

Hmm - seems like at worst you could build in a Flux Distributor or something, that's still an extra 20 OP and would never be entirely useless.

P.S. Hope Systems spec will remain the same (or become better). It is pretty good on Odyssey and Fury. Maybe on some other ships too, idk  ;D

Haha *cough*Doom*cough*

(It's unchanged as of right now.)



* With the change to the skill system, from a design perspective, it also means that now there's no need to keep each aptitude at 10 skills each. You certainly can, for symmetry purposes, but might be something to keep in mind if you're having trouble trying to balance out all the different aptitudes.

Ah, good point/something to be aware of. <looks at Bulk Transport> (I actually kind of want to replace that one with something more interesting; right now it's definitely a bench-warmer.)

To give a concrete example: Currently, I size my fleet so that the Remnants can have at most 4 Radiants on the battlefield at one time. Thus, 60% of battlesize < 200 DP (the cost of 5 Radiants), so battlesize max is 330, so my fleet, at 55% of that, can have at most 182 DP. So 2 Dooms and 7 Furies (175 DP) fit the bill, and is enough to handle 2 Ordos fairly easily and 3 Ordos fleets with some difficulty (no real need to do 3 at once, since I max out the +500% XP bonus with 2 Ordos fleets, this is simply what it's capable of). With the new changes, including that a Radiant costs 60 DP, then I could theoretically set the battlesize up to 490 (I know, it's capped at 400), and have a fleet of up to 294 DP, and still only deal with 4 Radiants at once. Or more likely, I change the battlesize to 290 (so that they're limited to 2 Radiants at once), and use this same fleet except probably change a Fury out for something cheaper or have one be unofficered, and use this same fleet. It'll steamroll through 2 simultaneous Radiants easily when it can currently handle 4 -- so the endgame fight will become much easier.

To be quite honest, you're just cheesing the battle size mechanics at that point - that's not something I can really worry about as a balancing concern. I think ideally the game would be played at battle size 400.


* Hull Restoration vs Derelict Operations: Both are interesting; would there be a way to disable Hull Restoration's d-mod-repairing ability? Since not all d-mods are terrible; so I could see some advantage to ships having d-mods "on purpose" to reduce their deployment cost, plus with s-mods for the extra CR. After all, not all d-mods are debilitating. (My flagship having Compromised Hull is something I don't mind, since if I'm taking hull damage then I'm likely doing something wrong in the first place.) Or I don't know if this is intentionally closed off as a fleet composition trick.

There's no way to disable that, no. I specifically don't want to enable that sort of thing.

* What will happen in terms of enemy fleet commanders having the same skills? For example if they have Support Doctrine and/or Derelict Operations, then they can potentially actually deploy more ships than they can now.

That'd be how it would work, yes.

Actually, I think a concern may be -- which may crash the game if it's not coded around -- what happens if some mod author puts Neural Interface on a module for a station? But yes, if it ends up on a ship's module, then would the ship still be piloted by the AI yet the human controlling the guns, etc. Haha there may be all sorts of potential crash issues if this isn't planned for in the code.
[/quote]

I don't think that'd crash it, but that'd be for that mod to sort out!


This gives a wayyyy better feeling. Thanks for considering the change.

*thumbs up*

This will give an enormous boost in own strength! Having a fleet of two piloted ships could become really cheesy. But no matter, which cheese can be found in abusing this skill, i will try my very best to find and abuse the living S*** out of it.  ;D

I'm looking forward to seeing what can be done with it :)


A question on Support Doctrine - does this mean that a player with 0 personal skills can now be worse than un-officered ship?

0-8-5-0[+2] (AI spam) sound like a strong build, but would leave player very little to do in combat. Like, take a cheap frigate and pretend you're helping. Even an Afflictor completely without skills is only a pale shade of it's better self.

That's right, yeah, the flagship would be worse off. But, I mean, if you went 0-8-5-0 you could pick up 2 combat skills and one of Gunnery Implants/EWM, which can let you pack a reasonable punch.

I really like what i'm seeing so far. The derelict contingent/operations got reworked into exactly what i hoped for.

Neural link i clearly the really big one. It's something i wished to see in a mod for a while, but i did not expect it to happen in vanilla. The opportunity to fly two ships "at the same time" is incredible, it radically change the way the game can be played, both in the way one can outfit a ship and how it is used on the battlefield. First thing i'll try is a pair of Neural Linked Harbinger to see if a chain-stun strat is viable. Depending on how the mercurial scythe of balance fall in the next blog post.

:D and :D


The problem for me isn't that personal combat skills can't compete with fleetwide combat skills, it's that personal combat skills can't compete with campaign/logistics skills. No personal combat skill, or officer for that matter, will allow my fleet to get +1 base burn on the campaign map, passively repair D-mods, give me +1 S-mod on my ships (which is very nice QoL on logistics ships), etc. The same pretty much goes for fleetwide combat skills in fact: No officer in the game is going to pick up Wolfpack Tactics for me, only I can do that, so unless I'm not going to be using any frigates at all what personal combat skill can compete with that? And after all is said and done what points are left to invest in personal combat skills? Unless I'm a skilled enough player to solo entire fleets on the wings of the Combat tree (and Neural Link), obviously, but, eh...I'm not :(.

Conversely, none of those skills are going to let you have an amazing flagship. And if you spend say 10 points in Leadership/Tech/Industry, you can easily pick up the majority of what you really want out of that, the relative utility of further points spent on stuff like that will be lower (i.e. if you have 10 hypothetical fleetwide boosts an 11th one matters less), and I think it'd be generally more optimal to put those points into combat skills.

+1 s-mods is mostly just a fleetwide combat buff, btw - I mean, it's not *just* that, but in terms of how it compares to a combat skill, it's something like less than half of one, if that - since it's a third s-mod where high-OP choices are sparser (but of course to all the ships in your fleet).

And something like Wolfpack Tactics... it's great, but you don't really *need* it to run some frigates. It seems like you're considering the opportunity cost of everything *except* for the quality of your flagship and the impact it can make. I mean, I'm not particularly good at piloting, but just for the testing I've been doing, putting 8 points into combat (rather than the IIRC 3 I had before, with more in other aptitudes) made the fights I was trying ridiculously easy compared to how they were with a less-combat heavy build, to the point where the cleaner fights would offset a *lot* of campaign costs. It's true that it's fairly midrange stuff right now (a 1-Radiant bounty), but then, the fleet I'm using is pretty subpar, too. And I was running a bunch of frigates, too - not only sans Wolfpack Tactics, but also sans officers.

Honestly, I would encourage you to give combat skills a closer look. I absolutely understand why they feel like a poor pick, I actually struggle with that myself. But in reality, they're far, far better than they seem.

Quote
Oh, also - only of interest for modded games, but raising the level cap will no longer mess with the SP gain rate once you reach max level.
That is great to hear, but what about the XP curve past level 15 (I'm assuming that cap hasn't changed)? Is it as crazy as it was in 0.9.1, or more reasonable?

It's totally different than what it was in 0.9.1a. And it can also be changed by a mod.


Support doctrine looks like a great addition, ships without officers felt like wasted potential in most cases (Monitors/Omens excluded).
Same for derelict operations, emphasizing the difference between junkers and superships feels better than making junkers the superships.
Neural link also sounds fun.

TL;DR excited for all of the changes mentioned in this post, didn't read anything I don't like.

*thumbs up*


* What about the other Industry piloted ship skill? Does this affect strike craft?

It doesn't, no.

* Is T4L the new Ground Operations?

Hmm? Not sure which you mean but I think it's one of the fighter skills.


0.9.1 had 31 skills + 4 levels, which makes 35*3=105 options to invest a skillpoint, while offering 52 skill points that was ~1/2 of all skills, the new system offers 40 skills and 15 skillpoints, how about raising this a bit.

Hmm, I think 15 feels just about right here. If it's 16 then you'd possibly feel forced to pick two aptitudes and get both top-tier picks in them. I suppose if it was 20 it might be ok? But something about "you can decide to get a top-tier skill in every aptitude" doesn't feel right.


IMO, the best thing here is (hopefully!) this time there won’t be a 18 month delay between the blog post and the release, so that the actual player feedback loop will be shorter this time.

Hahah, we can only hope!

I like that the existing 5-tiers-each-having-2-choices is being broken in such a sensible way. Seems like a good balance between the old choose-whatever and the current approach, retaining the important high-tier skill required commitment.

Thank you, glad you like it!

That said, UI-wise I still feel like those “swimming lanes” are not the best way to convey information, choices, and progression. Having a vertical progression from bottom to top would feel more natural, IMO. And replacing the contextual “Requires at least X lower tier skills” by something always visible for all skills at once would clarify how progression to higher tier works and what choices are actually available.

Possibly! But honestly, the layout's already there and, as you say, we don't want an 18 month delay... :)

Best of the best increasing DP budget will allow player fleet to be less at a disadvantage when NOT using fast frigates. Which is fair.

Yeah, I didn't mention it, but that was another part of its intent!

Support Doctrine is a going to have interesting consequences on fleet composition. The trade-off  decision between putting an officer and not putting an officer further rebalances the wide-vs-tall game. As an example, looking at my 239 DP fleet in my last campaign:
Spoiler
(https://i.imgur.com/321xGkJ.png)
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Depending how you count, that’s a potential 10% to 20% fleet strength increase.

Bold of you to assume the Fury will still be 15 DP :) But, right, yeah, this makes sense.


Although, to be honest, Neural link almost sounds like a "game changer" combat tree skill hiding in the technology tree.  It certainly gives you a good reason to spend points in the combat tree.  Not that I'm complaining about the location.  Putting it opposite the Automated ships sounds about right.  I expect to see Monitor + Radiant solo player fleets.

I thought about putting it at combat at one point, but, yeah. The problem with "forcing a playstyle", plus it'd synergize entirely too well with every single other skill in the aptitude.

I like how there's some clear mixing and matching to be done.  Assuming we are still limited to 15 skill points, and just the top abilities, the combinations look fairly varied.  So we've got the combat tree in general, best of the best, support doctrine, neural link, automated ships, hull restoration and derelict operations.

Keeping in mind that neural link gives you the most benefit when combined with combat, and hull restoration and derelict operations don't mix, you've got something like 14 reasonably distinct combinations that look like they should play differently.  Sounds pretty good to me.

I'm sure some will end up stronger than others! But hopefully most/all would be viable and have a unique feel to them.


Although I do have a few questions.  Given we now have percentage reductions in deployment points for ships, will they be allowed to be fractional, or will they be rounded?  For example, does a Lasher without officer and under Support Doctrine cost 3 DP, 3.2 DP or 4 DP to deploy?  And does Support Doctrine add with or multiply with the reduction from Derelict operations (20+30=50% off DP costs?).  That will allow for some interesting fighter saturation attempts.  Assuming they add, and if you get choosy with your D-mods, you can get something like 18 Herons worth of fully operational fighters in 180 DP (or 36?! Condors).

They're rounded so e.g. 5.5 becomes 6, while 5.4 becomes 5. The Lasher thus costs 3 points. That does means that some ships will benefit a bit more or less than they "should" but I really don't want to get into fractional deployment points!

The modifiers from DO and SD are multiplicative, as with other reductions. (Though under the hood, the SD multiplier is flat, while DO is a multiplier, but functionally it amounts to them being multiplicative...)

Hmm, the fighter thing could get a little weird, yeah. I suppose we'll see! (36 Condors would require increasing the number-of-ships cap...)


Well hot damn. Aside from individual skill balance, which will be debated forever, this solves the core problems I believe everyone presented. Perfect doesn't exist but this is a giant leap forward.

It also leaves the door open to adding new skills in the future without creating secondary problems. So you fixed our concerns, mine at least and planned ahead for the future.

I didn't see this solution coming.

Thank you, happy you like how it's shaping up!

(And this is a good opportunity to say thank you to everyone for the assorted feedback about the skill system, too. I appreciate it!)

you know whats funny is I was halfway through typing a post comparing the current skill system to heroes of the storm's talent system & discussing its pros & cons and what lessons can be learned from it, took a short break from typing it then saw the blog post lmfao

Ha, I'm guessing it's similar? Never played it :)


I find it somewhat ironic that now, when you have more officers than need majority of the time, do we get a skill that buffs unofficered ships specifically.

You can always put officers in small ships, so I don't think "getting all your officers on the field" would really be a problem. In fact, if you have more officers than you need, maybe it would be better to use more small ships?

And that you rolled shields and phase skill together after you made the Phase Mastery entirely optional, had it still existed.

That wasn't the issue with it, though. The issue was it either feeling bad to use phase ships, or to use not phase ships, depending no whether you had the skill or not.

Another thing on my mind is that since almost all combat skills are useless to carriers, why don't you just make their effects apply to fighters? Perhaps not all of them, but e.g. Missile Specialisation could give fighter missiles more durability, Targeting Analysis could give them damage bonuses against targets, Damage Control or Impact Mitigation could make fighters a bit more durable, so on.

Hmm - one concern here is having enough room on the tooltip :) It's an interesting idea, though.

This nerf reminds me of A&W failing to sell one third pounders, because people thought they were smaller than quarter pounders. I really doubt the marine buff is important enough to warrant the nerf of the damage bonus to smaller fleets.

<this is why we can't have nice things dot jpeg>


I do like cherry picking my skills, and i don’t mind being all-powerfull-do-it-all if i spend time ingame rising my skills.

Honestly, that's where I feel comfortable saying "you can mod the game to do that"! Nothing wrong with wanting to play it that way, but that's just not the design I'm aiming for.


And this hurts because it closes off a style of play where you grind down the opponent’s CR.  The new derelict operations might push down the DP so I can enter a fight, destroy ships until I get a clean disengage, and then retreat for a limited engagement bobus.

First off, hi and welcome to the forum :)

Second, that sounds more like an exploit than a style of play! And I'm fairly sure you only get the "limited engagement" recovery if you win the engagement; it's a mechanic meant to prevent an exploit where you'd deploy a frigate, retreat, and have the enemy ships suffer the full CR cost for deploying.
Title: Re: Skill Changes, Part 1
Post by: Undead on July 03, 2021, 01:35:59 PM
I am somewhat dissapointed by strike commander removal, now there are practically no fighter skills, whereas ballistics/energy/missiles have lots of skills. Even with the strike commander skill, there was still too much room for skills of carrier officers - especially lvl6. Perhaps getting back the strike commander and adding some industry skill for fighter replacement rate would make carrier officers viable again? Something like "figher nanoforge expert" - "this officer knows just what buttons to push on the 3d printer nanoforge to make it churn out fighters, much like the bakers churned out cinnamon bons out of the oven, as descripted in the antique books of older times"

as for the neural transfer - I was hoping it would be a skill for a whole fleet, not just 2 ships, that would keep the officer skills of the ship you transferred yourself to. And to prevent the "jump to every ship to vent them" there could be a increasable delay after each transfer - so if you want to make 2 consequtive jumps youre fine, but a 3rd immediate jump will require +x seconds, 4th immediate jump will require +2*x seconds, (and this delay will disipate, at some arbitrary rate)

also, no auxiliary support? so no kites with 6k flux capacity and antimatter missiles? sigh

In any case, untill we see the complete tree there is not much point in theory-crafting - like those 4th and 5th industry are still unknown
Title: Re: Skill Changes, Part 1
Post by: Undead on July 03, 2021, 02:21:25 PM
- "Fair! The 10/10 effect is now 5/5 and rolled into Flux Regulation, btw"

Oh no :'( why does every nerf feels so bad, I mean I would rather have harder enemies to fight rather than nerfing skills but well, im not a specialist in game balancing

- "They're rounded so e.g. 5.5 becomes 6, while 5.4 becomes 5. The Lasher thus costs 3 points. That does means that some ships will benefit a bit more or less than they "should" but I really don't want to get into fractional deployment points!"

But why not apply the discount after summin up individual ship's deployment costs?

Then, someone made an argument that the new top tier industry skills would be much more useful if they were in the tier 1, because they are much more useful in the beginning of the run. I agrree with that - in the end game I have 1,4 million income per month, and restoring ships or producing new ones is not an issue.

Generally speaking the current skill system was fine by me, or at least fine by the playstyle that I have chosen for the last run (which is basically stomping everything with onslaughts covered by monitors and moras, piloted by 10 lvl6 concubines, with minimal personal involvement in battle)

And going back to the topic of fighters - maybe a good idea to counter the mass drover-spark thing would be to introduce an aoe point defence weapon against fighters but with a really big but relatively weak aoe? Basically an equivalent of a weak flamethrower agains bees - useless against few fighters, but good against chipping down hp of dozens of fighters at a time? And im talking about aoe much bigger than the aoe of devastator. Or just to remake the large point defence weapons, as currently they underperform when compared to double/single flak.

One last point - the storm needler is odd. It doesnt really combine with anything well because of its odd range, and even with that ballistic rangefinder it only combines with the small assault cannon. The gauss is simply superior - even with the worse flux stats, especially if you take right hullmods and skills.

edit: the storm needler point doesnt really belong in a skills discussion, but I dont think it deserves creating a separate topic
Title: Re: Skill Changes, Part 1
Post by: AcaMetis on July 03, 2021, 02:26:25 PM
Quote
Re: Damage Control, hmm. Let me actually make it so this effect can only proc at most once every two seconds. That still keeps it impactful, but no longer stops an alpha strike in its tracks.
I don't think that's a good solution. That basically makes it so that a Reaper (1× 4K damage, reduced to 1900) will end up doing less damage than two Hammers fired back to back (first hit gets reduced to 900, second hit gets the full 1500, total 2400 damage). Not to mention that any weapon that has high per-shot damage balanced by low rate of fire (either directly or indirectly by means of high flux cost) will be severely reduced in usefulness.

Quote
Conversely, none of those skills are going to let you have an amazing flagship. And if you spend say 10 points in Leadership/Tech/Industry, you can easily pick up the majority of what you really want out of that, the relative utility of further points spent on stuff like that will be lower (i.e. if you have 10 hypothetical fleetwide boosts an 11th one matters less), and I think it'd be generally more optimal to put those points into combat skills.

+1 s-mods is mostly just a fleetwide combat buff, btw - I mean, it's not *just* that, but in terms of how it compares to a combat skill, it's something like less than half of one, if that - since it's a third s-mod where high-OP choices are sparser (but of course to all the ships in your fleet).

And something like Wolfpack Tactics... it's great, but you don't really *need* it to run some frigates. It seems like you're considering the opportunity cost of everything *except* for the quality of your flagship and the impact it can make. I mean, I'm not particularly good at piloting, but just for the testing I've been doing, putting 8 points into combat (rather than the IIRC 3 I had before, with more in other aptitudes) made the fights I was trying ridiculously easy compared to how they were with a less-combat heavy build, to the point where the cleaner fights would offset a *lot* of campaign costs. It's true that it's fairly midrange stuff right now (a 1-Radiant bounty), but then, the fleet I'm using is pretty subpar, too. And I was running a bunch of frigates, too - not only sans Wolfpack Tactics, but also sans officers.

Honestly, I would encourage you to give combat skills a closer look. I absolutely understand why they feel like a poor pick, I actually struggle with that myself. But in reality, they're far, far better than they seem.
The problem there is that even an amazing flagship can only be as good as the player is a pilot, and my piloting skills are...questionable at best. I don't want to recall the amount of times I've gotten a 1400+ range beam Sunder killed through getting flanked, or caught by Broadswords, or focussing on one enemy I couldn't take down myself and suddenly realizing my entire fleet has wandered off elsewhere, or getting exploded by a dying enemy ship, or getting my rear blown out by flying ahead of my own bombers, etc.

...Come to think of it, maybe the issue is the ship. Eh, part of the issue :-[. My typical flagship is a beam Sunder, which is very much build and used as a support ship (mainly popping the early frigates so my fleet doesn't scatter to every corner of creation chasing every individual Kite). Maybe I need to try a different ship next patch and give the combat build a try...if I can let go of enough campaign QoL and fleet logistics skills, at least.
Title: Re: Skill Changes, Part 1
Post by: Timid on July 03, 2021, 02:38:51 PM
https://twitter.com/amosolov/status/1392522197353308161/photo/1

In response to this... will there be an indicator or a tag to ensure dummy skills don't get picked up during those read-outs...
Title: Re: Skill Changes, Part 1
Post by: Alex on July 03, 2021, 02:50:44 PM
Oh no :'( why does every nerf feels so bad, I mean I would rather have harder enemies to fight rather than nerfing skills but well, im not a specialist in game balancing

Consider it a buff to Flux Regulation, perhaps :)

But why not apply the discount after summin up individual ship's deployment costs?

That doesn't work well with how the deployment process works - you selecting which ships to deploy, knowing how many points each of them is.


And going back to the topic of fighters - maybe a good idea to counter the mass drover-spark thing would be to introduce an aoe point defence weapon against fighters but with a really big but relatively weak aoe? Basically an equivalent of a weak flamethrower agains bees - useless against few fighters, but good against chipping down hp of dozens of fighters at a time? And im talking about aoe much bigger than the aoe of devastator. Or just to remake the large point defence weapons, as currently they underperform when compared to double/single flak.

Hmm - that feels like the AoE would have to be absolutely enormous, and that'd feel weird. And it'd have to be ubiquitous for it to really make a difference.


One last point - the storm needler is odd. It doesnt really combine with anything well because of its odd range, and even with that ballistic rangefinder it only combines with the small assault cannon. The gauss is simply superior - even with the worse flux stats, especially if you take right hullmods and skills.

It and the Gauss have different roles, I'm not sure it makes a lot of sense to compare them. The range is low, though, so to make use of it you kind of have to "waste" some of the range on your HE weapons. But it's a strong enough weapon that I think that's situationally warranted.


I don't think that's a good solution. That basically makes it so that a Reaper (1× 4K damage, reduced to 1900) will end up doing less damage than two Hammers fired back to back (first hit gets reduced to 900, second hit gets the full 1500, total 2400 damage). Not to mention that any weapon that has high per-shot damage balanced by low rate of fire (either directly or indirectly by means of high flux cost) will be severely reduced in usefulness.

The numbers are a bit off - since "-25% hull damage" from the base skill applies first. But "more small hits do more damage than fewer large hits" is an intrinsic property of the effect. For example, without the "every 2 seconds" rule, a Reaper deals 1500 out of its 4000 potential damage, while 6 shots dealing 500 damage each deal 3000 out of their potential 3000 damage.


The problem there is that even an amazing flagship can only be as good as the player is a pilot, and my piloting skills are...questionable at best. I don't want to recall the amount of times I've gotten a 1400+ range beam Sunder killed through getting flanked, or caught by Broadswords, or focussing on one enemy I couldn't take down myself and suddenly realizing my entire fleet has wandered off elsewhere, or getting exploded by a dying enemy ship, or getting my rear blown out by flying ahead of my own bombers, etc.

...Come to think of it, maybe the issue is the ship. Eh, part of the issue :-[. My typical flagship is a beam Sunder, which is very much build and used as a support ship (mainly popping the early frigates so my fleet doesn't scatter to every corner of creation chasing every individual Kite). Maybe I need to try a different ship next patch and give the combat build a try...if I can let go of enough campaign QoL and fleet logistics skills, at least.

Sounds like you might be onto something, yeah :) The Sunder really is a glass cannon, and the situational awareness required is high. I imagine I'd get wrecked a lot in much the same ways if I flew one - what you've described sounds painfully familiar, hah. Plus, I mean, it's still a destroyer, so it's just going to drop off in the impact it can bring to bear as battles get larger.

If I may make a suggestion - I think the Aurora is probably a solid choice just to get a feel for how much impact you can make. It's durable enough that it's more forgiving, it has great firepower, and its system gives it tons of mobility so you can choose where to apply it more freely.

(I've been using the new Eradicator, myself - it's slower than an Aurora, so requires more "look at the map and consider where you'll be most needed in the next minute or two" - but it's pretty durable, and that helps make up for pilot error on my part.)

Non-cruisers can be viable, too, but just as a point of reference, I think cruisers are right around where the sweet spot is for player control - the combination of enough firepower to make a difference, and enough mobility to get that firepower where it needs to be.

(The Doom is great too, of course, but I wouldn't use it to make the "combat skills are good" argument because it's definitely an outlier.)


https://twitter.com/amosolov/status/1392522197353308161/photo/1

In response to this... will there be an indicator or a tag to ensure dummy skills don't get picked up during those read-outs...

Yeah, skills have tags (like "ballistic_weapons" etc) and ship hulls - though not specific loadouts - are looked at so that, say, an Onslaught doesn't get an officer with Energy Weapon Mastery.
Title: Re: Skill Changes, Part 1
Post by: Undead on July 03, 2021, 02:57:24 PM
...
Fair points, I suppose.

But what about the carrier skills argument? not sure if your eyes skimmed through it or not, but anyways here it is dublicated:
Spoiler
I am somewhat dissapointed by strike commander removal, now there are practically no fighter skills, whereas ballistics/energy/missiles have lots of skills. Even with the strike commander skill, there was still too much room for skills of carrier officers - especially lvl6. Perhaps getting back the strike commander and adding some industry skill for fighter replacement rate would make carrier officers viable again? Something like "figher nanoforge expert" - "this officer knows just what buttons to push on the 3d printer nanoforge to make it churn out fighters, much like the bakers churned out cinnamon bons out of the oven, as descripted in the antique books of older times"

as for the neural transfer - I was hoping it would be a skill for a whole fleet, not just 2 ships, that would keep the officer skills of the ship you transferred yourself to. And to prevent the "jump to every ship to vent them" there could be a increasable delay after each transfer - so if you want to make 2 consequtive jumps youre fine, but a 3rd immediate jump will require +x seconds, 4th immediate jump will require +2*x seconds, (and this delay will disipate, at some arbitrary rate)

also, no auxiliary support? so no kites with 6k flux capacity and antimatter missiles? sigh

In any case, untill we see the complete tree there is not much point in theory-crafting - like those 4th and 5th industry are still unknown
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Title: Re: Skill Changes, Part 1
Post by: Alex on July 03, 2021, 03:07:49 PM
I saw it, yeah! Didn't have much to say other than I'm generally very "meh" on carrier-specific skills.
Title: Re: Skill Changes, Part 1
Post by: Undead on July 03, 2021, 03:32:32 PM
I saw it, yeah! Didn't have much to say other than I'm generally very "meh" on carrier-specific skills.

Well, I suppose carrier officer skills will be just for maximum protection. Still a shame that strike commander went the way of the dodo

Also, how will elite damage control interact with beam weapons and [redacted]flamer?

Edit: with regards to fighters, I was talking from the persective of a interceptor/support fighter user, not the bomber user, and that +100 target leading elite bonus was soooo good
Title: Re: Skill Changes, Part 1
Post by: intrinsic_parity on July 03, 2021, 04:04:08 PM
One last point - the storm needler is odd. It doesnt really combine with anything well because of its odd range, and even with that ballistic rangefinder it only combines with the small assault cannon. The gauss is simply superior - even with the worse flux stats, especially if you take right hullmods and skills.
'Simply superior' is a clearly inaccurate take, you identify the main advantage in your own analysis. Storm needler has ~40% more DPS for ~40% less flux cost. That's a massive advantage. I rarely use the gauss cannon because the DPS is just too low for the flux cost IMO. Everyone evaluates DPS, range and flux cost differently though. The fact that we are having this discussion means that the balance is probably fine.
Title: Re: Skill Changes, Part 1
Post by: Undead on July 03, 2021, 04:27:27 PM
One last point - the storm needler is odd. It doesnt really combine with anything well because of its odd range, and even with that ballistic rangefinder it only combines with the small assault cannon. The gauss is simply superior - even with the worse flux stats, especially if you take right hullmods and skills.
'Simply superior' is a clearly inaccurate take, you identify the main advantage in your own analysis. Storm needler has ~40% more DPS for ~40% less flux cost. That's a massive advantage. I rarely use the gauss cannon because the DPS is just too low for the flux cost IMO. Everyone evaluates DPS, range and flux cost differently though. The fact that we are having this discussion means that the balance is probably fine.

I should have formulated my thought better

My point is that 700 range is odd because it doesnt synergise well with other weapons, only with heavy mortar perhaps, and the assault chaingun is too short even with the future ballistic rangefinder hullmod. And my reasoning for gauss cannon being good is that it has a beastly range of 1200 that becomes even bigger with hullmods and skills, which makes it an excellent artillery weapon. If you were to provide some builds featuring storm needler I would appreciate that. My gauss cannon build is explained in the https://fractalsoftworks.com/forum/index.php?topic=22178.0 (https://fractalsoftworks.com/forum/index.php?topic=22178.0) "Noob help. Is this a good Onslaught build?" topic in general, if youre curious.
Title: Re: Skill Changes, Part 1
Post by: WeiTuLo on July 03, 2021, 04:31:15 PM
Quote
Yeah, it's a tough spot. It'll just point shields at mines a bit later in that case. So: better, but unlikely to change the outcome.
There's really no ideal solution, since you're looking at heavy HE damage on either side. I guess if you're going to die either way the best thing you could do is try and deal as much damage before inevitably going down, meaning you don't risk an overload by taking the Anti-Matter Blaster shots on the shield and instead use that flux to fire weapons? A Doom isn't the most survivable boat IIRC (dear word the amount of Atlus MK. IIs that straight killed me with their death explosion...).

Shields up, ramming speed!
Title: Re: Skill Changes, Part 1
Post by: Alex on July 03, 2021, 05:33:55 PM
Also, how will elite damage control interact with beam weapons and [redacted]flamer?

Their per-shot (or in the case of beams, per-tick) damage is low, so it generally speaking won't. I mean, you could come up with a beam that deals enough DPS for it to kick in, in which case it'd reduce the damage of one tick every two seconds.

Edit: with regards to fighters, I was talking from the persective of a interceptor/support fighter user, not the bomber user, and that +100 target leading elite bonus was soooo good

Ah! 50% of that bonus went to Fighter Uplink.
Title: Re: Skill Changes, Part 1
Post by: Amazigh on July 03, 2021, 05:48:58 PM
I saw it, yeah! Didn't have much to say other than I'm generally very "meh" on carrier-specific skills.
Some things for you to consider:

You have the following three skills: Energy Weapons Mastery, Ballistic Mastery, Missile Specialisation.
Each of these only buff one of the three main weapon types, and are useless if you don't have that particular type of weapon on your ship.
But Fighters, arguably a "fourth weapon type" do not have a dedicated skill. Yes they get something out of Point Defense (unless they are bombers) but they lack any sort of actual dedicated skill for captains to take.

Also with all carrier skills being fleetwide buffs that the player has to spend skillpoints on, it means that you will feel pushed to go all or nothing on carriers.
As an example: Personally i'd feel that either i'd want to grab all the carrier skills and make a significant portion of my fleet carriers to get the most out of the skills, or to not get the carrier skills and then ignore carriers more or less completely because without any carrier skills they will likely underperform.
Title: Re: Skill Changes, Part 1
Post by: Alex on July 03, 2021, 06:09:53 PM
It's worth noting that the carrier skills stop providing additional fleetwide benefit once you're at 8 flight decks, and the total bonus just gets spread around more at that point, so the "all" in "all or nothing" is fairly small. I'm also preeeetty sure they're still useful without the skills; fighters can fill a lot of gaps and are in general good to have around. Kind of like frigates are fine without Wolfpack Tactics and just particularly great with it.

You have the following three skills: Energy Weapons Mastery, Ballistic Mastery, Missile Specialisation.
Each of these only buff one of the three main weapon types, and are useless if you don't have that particular type of weapon on your ship.

That's a fair point, but there's a bunch of ships that benefit from each of these, and there's a variety of playstyles that you can have within each range of ships. "Dedicated carriers" is a less compelling group of ships to fly personally. Perhaps more importantly, these three skills are well-supported by the other combat skills, whereas a personal-ship carrier skill mostly isn't. So these can be part of a good combat build that fits a range of ships, while a carrier skill is still the odd one out in any skill set and putting an officer on a carrier is still a waste of much of that officers potential. Unless we have 5+ carrier skills.

SCCs suggestion from a bit back - of sprinkling in more fighter effects in other skills, like Point Defense does currently - I think has promise, since it gets around this problem. But then the question/problem is whether it'd be a good thing to even *have* carriers that can be buffed by a full officer's potential; I'm not so sure about that. And in particular, battlecarriers would get  an outsized benefit because they'd double-dip. So, hmm, maybe never mind that.
Title: Re: Skill Changes, Part 1
Post by: Deshara on July 03, 2021, 07:37:59 PM
you know whats funny is I was halfway through typing a post comparing the current skill system to heroes of the storm's talent system & discussing its pros & cons and what lessons can be learned from it, took a short break from typing it then saw the blog post lmfao

Ha, I'm guessing it's similar? Never played it :)

HOTS has a system, (starting at level 1) every 3rd level you have to pick a talent out of a predefined set of talents for that level for that hero -- the ones you don't pick at a tier are gone for good. Each talent tier gets at least 3 talents to choose from, which allows players the space to decide that one of the talents is not for them (If I'm running a lowtech campaign where I never use phase ships, I will never take the phase skill) without that deciding which specific talent you must then take -- you're still given a choice of 2 talents if you hate 1 of them. It's far easier to balance 3 weaker talents without forcing players down a road they don't want to go or make them feel like they've been forced to waste a talent tier with bad picks, and if you design a hero's talent tier to be intentionally underwhelming or extremely niche you can just pad the tier out with an "out" talent that just gives a bonus to some stat, that isn't anything impressive but will always do more than nothing unlike, like, 2 other talents that both upgrade the same spell that you don't want to be focusing.
The funny thing being that, Alex worked his way around to this line of thinking too, apparently.
The exception to this 3 or more rule is that level 10 is an ult tier, where instead you get to choose between two super over-powered talents that give you an ultimate ability. Because the ults don't modify an already-existing ability but add a new one (thus not impacting any build you've been making with the abilities you started the game with aside from natural synergy) and because of how much more powerful they are than a normal talent the issue of being forced into taking a sub-optimal talent bc u refuse to take 1 of them is much less of an issue -- if you hate 1 of the ults the other is probably going to be useful to you no matter what just bc of how strong the ults are.
Which again circles back around to Alex adding in "pinched in" skill tiers that narrow down to 2, although that one is not just for super-powered tiers but also for under-powered tiers where Alex wants the player to be inconvenienced(?)
Additionally, the ult talent tier is not the last one -- it's halfway up. The other exception to the two kinds of talent tiers previously described is the final talent tier at level 20, where instead of getting talents that change the functionality of your base abilities, you get 2 talents that change the functionality of the ult talent you picked at level 10 (1 of them being greyed out based on which talent you took) that upgrades your ult to be game-breakingly strong (for context; one hero gets a talent at 20 that allows him to kill every enemy hero on the map from anywhere, under the correct circumstances), and then an additional 2(?) talents that function like a normal talent by just adjusting your base hero's functionality in a way that can add to a spell you've already spent all game upgrading, but bc they're on the same tier as ult talents it lets the devs go hog-wild with how strong they can be (kaelthas gets a talent at 20 that increases the range on his already long-ranged flamestrike spell by 100%, which combined with 5 other flamestrike talents turns the enemy you hit with it into a bomb that will damage everyone around him both of which reduces the cooldown on your flamestrike, makes the ability to cast it on people from outside their sight range so they can't even predict it's coming extremely powerful). And, when in doubt the HOTS devs just throw a "survive death once every x seconds" on some heroes in case you don't like how niche/weird the 20's they put on them are
Title: Re: Skill Changes, Part 1
Post by: SonnaBanana on July 03, 2021, 07:43:31 PM
So might there be more skills in the future?
And what's the mystery new Industry and Technology skills?
Will we still have a skill which boosts marines?
Title: Re: Skill Changes, Part 1
Post by: SCC on July 04, 2021, 01:03:00 AM
Carriers not having any combat skills is kinda heartless and the game in general encourages focusing on your strengths instead of making up for weaknesses. On the other hand, it does discourage fighter spam fleets, since you want at least 8 warships or phase ships for your officers to benefit from their skills, and no carrier specific skills also means no double dip for battlecruisers. I don't like how it looks, but I don't know what would be a better way to tackle it.

...Come to think of it, maybe the issue is the ship. Eh, part of the issue :-[. My typical flagship is a beam Sunder, which is very much build and used as a support ship (mainly popping the early frigates so my fleet doesn't scatter to every corner of creation chasing every individual Kite). Maybe I need to try a different ship next patch and give the combat build a try...if I can let go of enough campaign QoL and fleet logistics skills, at least.
Try a Hammerhead, a Falcon or a Fury.
Title: Re: Skill Changes, Part 1
Post by: Rain on July 04, 2021, 01:19:53 AM
Bold of you to assume the Fury will still be 15 DP :) But, right, yeah, this makes sense.

Oh no. The scythe is coming for me, too. :( I mean hey, look at those phase ships some more, nothing going on here, just a slightly bigger Shrike for twice the DP cost, don't worry about it officer!

I guess that'd be fair, overall. As much as I'm kind of in love with the Fury and everything about it just *clicks* with me, I feel like I've gotten some pretty disgusting effect flying that ship. Even though I still don't really trust the AI with plasma burn.
Title: Re: Skill Changes, Part 1
Post by: TaLaR on July 04, 2021, 02:33:06 AM
It's worth noting that the carrier skills stop providing additional fleetwide benefit once you're at 8 flight decks, and the total bonus just gets But then the question/problem is whether it'd be a good thing to even *have* carriers that can be buffed by a full officer's potential; I'm not so sure about that. And in particular, battlecarriers would get  an outsized benefit because they'd double-dip. So, hmm, maybe never mind that.

Imo, battlecarriers *need* to double-dip to be worth putting officer on. For example:
- a full carrier has abstract fighter power of 1 and direct combat power of 0, and battle carrier has 0.5 + 0.5
- assuming that full relevant skill set doubles the power of fighters/direct
-> Both will have 2.0 buffed power IF skills double-dip, but battle-carrier would be capped at 1.5 otherwise.

This is of course an extremely oversimplified picture, but also roughly how battle-carriers ended up less good than specialized ships in 0.91, when full carrier skills were an option.
Title: Re: Skill Changes, Part 1
Post by: pairedeciseaux on July 04, 2021, 03:45:07 AM
Bold of you to assume the Fury will still be 15 DP :) But, right, yeah, this makes sense.

Oh no. The scythe is coming for me, too. :( I mean hey, look at those phase ships some more, nothing going on here, just a slightly bigger Shrike for twice the DP cost, don't worry about it officer!

I guess that'd be fair, overall. As much as I'm kind of in love with the Fury and everything about it just *clicks* with me, I feel like I've gotten some pretty disgusting effect flying that ship. Even though I still don't really trust the AI with plasma burn.

Well, I think people on the forum expected this kind of re-balance. Either that or a significant nerf.

It's a good thing some ships will get an increased DP cost that better match their actual performance. Radiant and Fury were obvious candidates, IMO. In some other cases we might get reduced performance (nerf) rather than increased DP. Raising DP cost means largely preserving the existing ship behaviour / character.

So Radiant at 60 DP will still be a monster, especially as player will be able to directly control it. And Fury at... maybe 18-22 DP (?)... will still be a very good high tech cruiser, I mean look at the flux stats and mobility of this thing, it's a bit of a mash-up of some of the good parts of Eagle, Falcon, Aurora and Shrike.
Title: Re: Skill Changes, Part 1
Post by: Megas on July 04, 2021, 06:19:53 AM
Imo, battlecarriers *need* to double-dip to be worth putting officer on. For example:
- a full carrier has abstract fighter power of 1 and direct combat power of 0, and battle carrier has 0.5 + 0.5
- assuming that full relevant skill set doubles the power of fighters/direct
-> Both will have 2.0 buffed power IF skills double-dip, but battle-carrier would be capped at 1.5 otherwise.

This is of course an extremely oversimplified picture, but also roughly how battle-carriers ended up less good than specialized ships in 0.91, when full carrier skills were an option.
I missed full carrier having combat power of... 0.5 or 0.6 in the pre-0.8a (well, pre-0.7a) days because they had the OP to arm themselves as a warship of one or two ship classes smaller without giving up fighter power.  (Battlecarrier like pre-0.9a Odyssey or pre-0.8a Venture was 0.8 or 0.9.).  Now, they have combat power of 0 (or maybe 0.1) because they put most OP into fighters and Expanded Deck Crew just to do their expected job.  Of course, carriers before 0.8a could not double-dip because there were no fighter skills, but that did not matter before 0.7a because only one ship on each side had skills and the rest did not.  During 0.7a, too many people had skills and carriers became obsolete because fighters were too slow and weak compared to officered ships.

I hope fighters without skills become useful again.  Currently, in late-game fights that are not trivial, fighters with only Expanded Deck Crew are somewhat relevant for about a minute before they are wiped out at 30% and become irrelevant for the rest of the fight.  Fighters in 0.95a seem to be about as weak as they were in the 0.7a days, and they seem low-tier without skills (and Expanded Deck Crew on all carriers) to back them up.  By late-game, I phase out carriers for better ships as I move from pirates to 200k+ bounty equivalents or Ordos with Radiants.

Expanded Deck Crew feels like a tax, despite the huge nerf it took in 0.95a (because without skills, it is the only boost available to carriers, and they need it to do their job, or try to before their wings are wiped out!)  Unskilled fighters die too quickly even with the hullmod.  Do not want to imagine how fast a carrier becomes an irrelevant load without Expanded Deck Crew.
Title: Re: Skill Changes, Part 1
Post by: Sarissofoi on July 04, 2021, 08:07:24 AM
It looks nice.
Really promising. Good to see system evolving in hopefully great direction.

But I want also point to some point in case of junk fleet.
>CREW CASUALTY
I thing the junk fleet could benefit from some way to limit crew losses. Like making Recovery shuttle mod grant fleet wide reduction to crew losses from all combat losses.
Title: Re: Skill Changes, Part 1
Post by: Undead on July 04, 2021, 08:10:33 AM

...

I hope fighters without skills become useful again.  Currently, in late-game fights that are not trivial, fighters with only Expanded Deck Crew are somewhat relevant for about a minute before they are wiped out at 30% and become irrelevant for the rest of the fight.  Fighters in 0.95a seem to be about as weak as they were in the 0.7a days, and they seem low-tier without skills (and Expanded Deck Crew on all carriers) to back them up.  By late-game, I phase out carriers for better ships as I move from pirates to 200k+ bounty equivalents or Ordos with Radiants.

...


Yes, thats exactly the problem, that could be solved by the skill that I have proposed earlier in the thread. Something like "fighter nanoforge mastery" in an industry tree that would improve the replacement rate, or just directly reduce the time it takes to construct a fighter. Or perhaps something else entirely - like improving the fighter AI, making them backstab/outflank enemy ships, etc. I feel like direct stat buffing of fighters (like +20% damage or whatever) doesnt fit the spirit of fighters, that fits regular weapons much more.
Title: Re: Skill Changes, Part 1
Post by: WeiTuLo on July 04, 2021, 09:20:34 AM
If fighters are going to remain as they are, could carriers have their deployment points lowered or their fuel/lightyear lowered? 2 Wolves will often kill the enemy better than 2 Condors, and even an officered Heron. And the makeshift hangar fighters feel too slow without dmod penalty restrictions.
Title: Re: Skill Changes, Part 1
Post by: Schwartz on July 04, 2021, 09:28:13 AM
Carriers don't need to be made cheaper, they need to be made better again. They were too strong in the last version, now the pendulum swings the other way. While you're working on skills, leave some love for the carriers?
Title: Re: Skill Changes, Part 1
Post by: Alex on July 04, 2021, 09:38:27 AM
Spoiler
HOTS has a system, (starting at level 1) every 3rd level you have to pick a talent out of a predefined set of talents for that level for that hero -- the ones you don't pick at a tier are gone for good. Each talent tier gets at least 3 talents to choose from, which allows players the space to decide that one of the talents is not for them (If I'm running a lowtech campaign where I never use phase ships, I will never take the phase skill) without that deciding which specific talent you must then take -- you're still given a choice of 2 talents if you hate 1 of them. It's far easier to balance 3 weaker talents without forcing players down a road they don't want to go or make them feel like they've been forced to waste a talent tier with bad picks, and if you design a hero's talent tier to be intentionally underwhelming or extremely niche you can just pad the tier out with an "out" talent that just gives a bonus to some stat, that isn't anything impressive but will always do more than nothing unlike, like, 2 other talents that both upgrade the same spell that you don't want to be focusing.
The funny thing being that, Alex worked his way around to this line of thinking too, apparently.
The exception to this 3 or more rule is that level 10 is an ult tier, where instead you get to choose between two super over-powered talents that give you an ultimate ability. Because the ults don't modify an already-existing ability but add a new one (thus not impacting any build you've been making with the abilities you started the game with aside from natural synergy) and because of how much more powerful they are than a normal talent the issue of being forced into taking a sub-optimal talent bc u refuse to take 1 of them is much less of an issue -- if you hate 1 of the ults the other is probably going to be useful to you no matter what just bc of how strong the ults are.
Which again circles back around to Alex adding in "pinched in" skill tiers that narrow down to 2, although that one is not just for super-powered tiers but also for under-powered tiers where Alex wants the player to be inconvenienced(?)
Additionally, the ult talent tier is not the last one -- it's halfway up. The other exception to the two kinds of talent tiers previously described is the final talent tier at level 20, where instead of getting talents that change the functionality of your base abilities, you get 2 talents that change the functionality of the ult talent you picked at level 10 (1 of them being greyed out based on which talent you took) that upgrades your ult to be game-breakingly strong (for context; one hero gets a talent at 20 that allows him to kill every enemy hero on the map from anywhere, under the correct circumstances), and then an additional 2(?) talents that function like a normal talent by just adjusting your base hero's functionality in a way that can add to a spell you've already spent all game upgrading, but bc they're on the same tier as ult talents it lets the devs go hog-wild with how strong they can be (kaelthas gets a talent at 20 that increases the range on his already long-ranged flamestrike spell by 100%, which combined with 5 other flamestrike talents turns the enemy you hit with it into a bomb that will damage everyone around him both of which reduces the cooldown on your flamestrike, makes the ability to cast it on people from outside their sight range so they can't even predict it's coming extremely powerful). And, when in doubt the HOTS devs just throw a "survive death once every x seconds" on some heroes in case you don't like how niche/weird the 20's they put on them are
[close]

Neat, thank you for explaining!


So might there be more skills in the future?
And what's the mystery new Industry and Technology skills?
Will we still have a skill which boosts marines?

Maybe!
:-X
Tactical Drills does that now, per one of my earlier replies.


... nothing going on here, just a slightly bigger Shrike for twice the DP cost, don't worry about it officer!

Oh, that's good :)


Imo, battlecarriers *need* to double-dip to be worth putting officer on. For example:
- a full carrier has abstract fighter power of 1 and direct combat power of 0, and battle carrier has 0.5 + 0.5
- assuming that full relevant skill set doubles the power of fighters/direct
-> Both will have 2.0 buffed power IF skills double-dip, but battle-carrier would be capped at 1.5 otherwise.

This is of course an extremely oversimplified picture, but also roughly how battle-carriers ended up less good than specialized ships in 0.91, when full carrier skills were an option.

Hmm. I get what you're saying! The base assumption here is that boosting the direct-combat power of the battle carrier does not boost the effective power of the fighters. And if the battle carrier uses its fighters separately, then that sort of breakdown - while as you say very simplified - holds up. But does this hold up if we look at the battle carrier using its fighters to complement its other weapons?

I think that gets more complicated and there's a lot of "it depends". It's the same sort of idea where a dedicated carrier can do more with its exactly-the-same fighters if they're used in support of something, and making that something stronger creates more opportunities for the fighters to be useful. And the same fighters used without that might just get mulched and accomplish nothing.

Strictly speaking, the fighters don't get any "better", but there's just a lot of volatility in how much they can do so it feels like what you usually get out of them can improve without improving them directly.


And Fury at... maybe 18-22 DP (?)... will still be a very good high tech cruiser, I mean look at the flux stats and mobility of this thing, it's a bit of a mash-up of some of the good parts of Eagle, Falcon, Aurora and Shrike.

Good guess, it'll be 20! (So will the Falcon(P), btw - another ship that's, to be honest, a bit overpowered - but also fun, and I don't want to change the ship itself.)



But I want also point to some point in case of junk fleet.
>CREW CASUALTY
I thing the junk fleet could benefit from some way to limit crew losses. Like making Recovery shuttle mod grant fleet wide reduction to crew losses from all combat losses.

One step ahead of you! Containment Procedures now reduces crew losses by up to 50%, at 240 total deployment points in your fleet. With that and potentially Blast Doors (and/or Damage Control from Support Doctrine, if you want to combine top skills that way), I think there's solid options to take care of this.


Carriers don't need to be made cheaper, they need to be made better again. They were too strong in the last version, now the pendulum swings the other way. While you're working on skills, leave some love for the carriers?

I'll make a note to playtest while specifically looking at where they're at.

(I need to look at the Drover, too; there's I think a bug involve in making it really underperform... hopefully the impression that carriers aren't good is not based on or at least heavily influenced by the Drover being weak now.)
Title: Re: Skill Changes, Part 1
Post by: Megas on July 04, 2021, 09:48:19 AM
I just want carriers to have the OP to afford ITU, vents, and weapons... while still being able to support quality fighters (8 to 12 OP fighters in all bays).  I get Condor is junk, but something like Mora and Heron should be able to fight as well as a frigate or destroyer without resorting to mining pod spam, and Astral should brawl at least as well as a heavy cruiser.

Currently, aside from Legion, after a carrier gets good fighters and Expanded Deck Crew, there is not enough OP left to get ITU and the rest of the warship necessities, and the ship might as well get more defenses or double-down on more fighter stuff.

Yes, thats exactly the problem, that could be solved by the skill that I have proposed earlier in the thread. Something like "fighter nanoforge mastery" in an industry tree that would improve the replacement rate, or just directly reduce the time it takes to construct a fighter. Or perhaps something else entirely - like improving the fighter AI, making them backstab/outflank enemy ships, etc. I feel like direct stat buffing of fighters (like +20% damage or whatever) doesnt fit the spirit of fighters, that fits regular weapons much more.
I just wish the bonuses from Expanded Deck Crew became the baseline, and the hullmod removed.  It is a guaranteed tax for all carriers that are relied upon for their fighters.  (Few ships like Odyssey and Brilliant are viable warships without the bays and simply have them as a bonus, and do not need EDC.)

It would be nice if unskilled carriers were strong enough, but then again, some warships and phase ships need skills too to be competitive.  Without skills, I would not mind something like old Spark Drovers that were powerful unskilled but ridiculous with skills, like current Doom.  If there will not be anymore carrier skills, then carriers and/or fights could get some of their power back.

(I need to look at the Drover, too; there's I think a bug involve in making it really underperform... hopefully the impression that carriers aren't good is not based on or at least heavily influenced by the Drover being weak now.)
I do not even use Drover unless it is all that I have.  I quickly skipped destroyers for Heron or Mora (and I got the latter only because I can squeeze campaign/logistics hullmods more easily than on Heron.)

If Reserve Deployment chops off replacement rate, that hurts; almost as bad as old Accelerated Ammo Feeder when it did not have the flux discount.  I rather have Flares or No System than that.  Replacement Rate is a prime stat for carriers.
Title: Re: Skill Changes, Part 1
Post by: AcaMetis on July 04, 2021, 09:57:38 AM
Quote
I'll make a note to playtest while specifically looking at where they're at.

(I need to look at the Drover, too; there's I think a bug involve in making it really underperform... hopefully the impression that carriers aren't good is not based on or at least heavily influenced by the Drover being weak now.)
Would it also be possible to take a look at the Converted Hanger hullmod? I swear every time I try to fit it into a build the ship ends up sending one wave of fighters to die horribly against anything more threatening than a Mining Lasing with a bad cold, and after that fighters just seem to slowly come out piecemeal to die horribly one by one instead of all at once. Replacement rate is awful in general, and also drops so quickly as to be basically useless.

Maybe I'm just doing something wrong, but I've never managed to get the hullmod to justify it's own OP cost. Let stand the added 150% cost of fighters/200% cost of bombers.
Title: Re: Skill Changes, Part 1
Post by: Thaago on July 04, 2021, 10:05:09 AM
As a contrary point, while fighters are less powerful then in the past I've found them useful and viable in endgame fleets. I've found destroyer carriers (Condors mainly as I do think Drovers have some sort of bug) to work best with interceptors because they don't need synchronization to do their job, while I use larger ships for bombers. They need orders to guide them as opposed to just rolling over the enemy on autopilot, but thats ok.
Title: Re: Skill Changes, Part 1
Post by: WeiTuLo on July 04, 2021, 10:21:46 AM
I only use Drover for double Cobras. Rockets' red glare!
Title: Re: Skill Changes, Part 1
Post by: Megas on July 04, 2021, 10:22:15 AM
As a contrary point, while fighters are less powerful then in the past I've found them useful and viable in endgame fleets. I've found destroyer carriers (Condors mainly as I do think Drovers have some sort of bug) to work best with interceptors because they don't need synchronization to do their job, while I use larger ships for bombers. They need orders to guide them as opposed to just rolling over the enemy on autopilot, but thats ok.
Did you use the carrier or fighter skills?
Title: Re: Skill Changes, Part 1
Post by: Thaago on July 04, 2021, 11:41:43 AM
As a contrary point, while fighters are less powerful then in the past I've found them useful and viable in endgame fleets. I've found destroyer carriers (Condors mainly as I do think Drovers have some sort of bug) to work best with interceptors because they don't need synchronization to do their job, while I use larger ships for bombers. They need orders to guide them as opposed to just rolling over the enemy on autopilot, but thats ok.
Did you use the carrier or fighter skills?
In that case I was using the tech fighter skill to get more speed and it had a very large impact. The fighters were also boosted by crew training for extra CR (it boosts their speed so I am guessing it also gives them 5% damage/defense). My bomber Heron had an officer with fighter skills and the CR skill for 100% CR, but my Condors with interceptors did not have any officers. I built in expanded deck crew on them (only built in I used for those ships): for the Condor with Thunders I don't think it was needed, but for the Spark one it was (I phased out the Sparks for more Thunders after a while, but IIRC Alex mentioned in another thread tweaking them to have higher DPS but lower armor penetration, which would make them more useful next update).
Title: Re: Skill Changes, Part 1
Post by: Sutopia on July 04, 2021, 11:55:26 AM
Hmm, I think 15 feels just about right here. If it's 16 then you'd possibly feel forced to pick two aptitudes and get both top-tier picks in them. I suppose if it was 20 it might be ok? But something about "you can decide to get a top-tier skill in every aptitude" doesn't feel right.

Would it make sense to have dynamic level limit? For instance, make it 20 for easy mode, but retain 15 for normal
Title: Re: Skill Changes, Part 1
Post by: Marco on July 04, 2021, 03:16:56 PM
Hmm, I think 15 feels just about right here. If it's 16 then you'd possibly feel forced to pick two aptitudes and get both top-tier picks in them. I suppose if it was 20 it might be ok? But something about "you can decide to get a top-tier skill in every aptitude" doesn't feel right.

Would it make sense to have dynamic level limit? For instance, make it 20 for easy mode, but retain 15 for normal

There will always be a mod that raises the level limit high enough to get all the skills. The next version will be no different.
Title: Re: Skill Changes, Part 1
Post by: intrinsic_parity on July 04, 2021, 03:36:38 PM
There's no need for a mod. You can just open setting.json and set the max level to whatever you want.
Title: Re: Skill Changes, Part 1
Post by: Ranakastrasz on July 04, 2021, 03:59:53 PM
There's no need for a mod. You can just open setting.json and set the max level to whatever you want.
Technically true, but the experience curve grows excessively past the point the developers chose for the max level. Like a hundred fold or something.
At least, it used to. With a lower level in vanilla for the cap, who knows how the equation changed and how it would behave.
-----

I am still of the opinion that the Player's skills should not be the same as officer skills, and have personal ship skills be treated differently, bought with different skill points or something.
Title: Re: Skill Changes, Part 1
Post by: Dal on July 04, 2021, 04:08:07 PM
Though I'll still be updating Quality Captains (https://fractalsoftworks.com/forum/index.php?topic=21038.0), I think these are solid improvements across the board. I do have a couple modding questions:
* Will the tier/ult thresholds be modifiable? E.g., if I wanted the two combat ultimate skills to require more/fewer of the preceding skills, is that possible?
* Any chance the maintenance-reduction-per-dmod statmod could be value based rather than binary? I fear my attempts to nerf/buff that modifier are going to get messy ^^'
Title: Re: Skill Changes, Part 1
Post by: Sutopia on July 04, 2021, 04:47:34 PM
There's no need for a mod. You can just open setting.json and set the max level to whatever you want.
Hmm, I think 15 feels just about right here. If it's 16 then you'd possibly feel forced to pick two aptitudes and get both top-tier picks in them. I suppose if it was 20 it might be ok? But something about "you can decide to get a top-tier skill in every aptitude" doesn't feel right.

Would it make sense to have dynamic level limit? For instance, make it 20 for easy mode, but retain 15 for normal

There will always be a mod that raises the level limit high enough to get all the skills. The next version will be no different.

You guys have fundamental misunderstanding about what the question is about.
You can always gain unlimited power from mods. In one of my glitched release EWM gained 100x if it's intended bonus allowing tactical laser scarab to solo a Paragon.
No it's not about that, but overall "vanilla" balance, the "intended" way to play the game.

On top of that I think the easy mode bonuses can have a revisit before 1.0. It's been the same for the past versions and may not be up to date, for instance, colony things aren't in the bonus list.
It would also be fun to have a "hard" difficulty, if you're seeing what I'm going for. Starpoclypse concept can be fun, make existing factions more than well established, making player harder to survive. Normal is just too easy as player can easily exploit the system while AI can't. Heck, they're not even S-modding their ships aside from special bounties, which make no sense to me as player fleet with full S mods can easily crush just about anything aside from largest ordos. Even then the Radiant is getting a significant nerf to 60 DP, shrinking enemy ability to deploy by a huge margin, making it once again too easy (I'd imagine).
Tl;dr: I want an official hard mode.
Title: Re: Skill Changes, Part 1
Post by: Thaago on July 04, 2021, 04:57:47 PM
Well the first tick to hard mode is to turn on iron mode and make a commitment to not save scum. When I do that I find myself engaging a lot more with different game systems, even sometimes retreating out of a battle when it becomes apparent I'm not going to win but before taking heavy losses.
Title: Re: Skill Changes, Part 1
Post by: SonnaBanana on July 04, 2021, 07:46:50 PM
Any changes to Energy Weapon Mastery, Missile Spec and Long Range Spec?
Title: Re: Skill Changes, Part 1
Post by: Vanshilar on July 04, 2021, 08:37:38 PM
The problem for me isn't that personal combat skills can't compete with fleetwide combat skills, it's that personal combat skills can't compete with campaign/logistics skills. No personal combat skill, or officer for that matter, will allow my fleet to get +1 base burn on the campaign map, passively repair D-mods, give me +1 S-mod on my ships (which is very nice QoL on logistics ships), etc. The same pretty much goes for fleetwide combat skills in fact: No officer in the game is going to pick up Wolfpack Tactics for me, only I can do that, so unless I'm not going to be using any frigates at all what personal combat skill can compete with that? And after all is said and done what points are left to invest in personal combat skills? Unless I'm a skilled enough player to solo entire fleets on the wings of the Combat tree (and Neural Link), obviously, but, eh...I'm not :(.

Those are different dimensions of gameplay, QoL versus direct combat which is where "the rubber meets the road" in this game. If you spend time learning how to pilot a flagship and how the flagship can contribute to the battle, the combat skills are actually the most powerful. With my fleet (2 Dooms, 7 Furies), generally speaking my Doom flagship contributes about 35-40% of the total damage, while the other Doom contributes around 10-15%, and the 7 Furies combined make up the remainder -- so they're contributing on average around 6-7% each. My flagship contributes multiple times its "weight" in DP, and this is true regardless of if I'm piloting a Doom, an Aurora, a Medusa, etc. Not only that, the player can have a much better understanding of how the battle is progressing than the AI -- where some pressure needs to be exerted, or where the front line is collapsing and a ship needs to be rescued, whether or not you can go in and finish off a target or if it's too risky, etc. -- so the player has much more influence over the battle's success. QoL skills may make the game more convenient, but combat skills -- and the player's understanding of how combat works -- is what unlocks things which are not possible by any other means.

That would become another OP tax for carriers, like Expanded Deck Crew.  That would encourage carriers to over-specialize into fighters more than they already do (and not mount any weapons at all).

True, it would make already-limited OP even more difficult to spread out. Hmm. Maybe a skill instead then where fighters get some % of the combat and/or fleet benefits? So that it's still encouraged for carrier officers to take combat skills, and -- similar to Neural Link -- the more combat skills they take, the more powerful the fighters become. Like how a carrier's CR also affects fighters.

To be quite honest, you're just cheesing the battle size mechanics at that point - that's not something I can really worry about as a balancing concern. I think ideally the game would be played at battle size 400.

Granted, to a certain degree it's to funnel the incoming enemy fleet into a more manageable trickle. But it's also because my computer is literally from a decade ago (i3-2100 @3.1 GHz, 8GB RAM), so even with just about all the options turned down battles take a long time since they run at around 10-15 FPS for full fleet fights (i.e. vs Ordos fleets say). And that's vanilla, it gets slower once I start adding mods. So making the battle size bigger also makes battles take even longer with the additional ships.

Regardless of player computer limitations, though, it still seems like making Radiants 60 DP instead of 40 DP will make Remnant fights significantly easier, coupled with Best of the Best making it easier to get the full 60% of battle size. With a fixed battle size of 400, this means 4 Radiants instead of 6 Radiants at once, plus the player can field a full 240-DP fleet instead of a fleet of 200-220 DP (depending on how good they are about capturing objectives). Not necessarily a bad thing, depends on how easy or difficult you feel the endgame fights should be.

(By the way, I didn't really comment much on the skill system because it all looks pretty good -- the new tiers overcome issues with the current system pretty well, so it all comes down to what the specifics are when it's released, and experimenting with it.)

That wasn't the issue with it, though. The issue was it either feeling bad to use phase ships, or to use not phase ships, depending no whether you had the skill or not.

Hmm I didn't read about combining shields/phase into a single skill. However, this is probably a good thing, not just for the player character's skills, but for things like, cryopod officers, especially if they will be much more limited in the future -- if there's a single skill that gives benefit X if shields, benefit Y if phase, then that makes officers more usable regardless of what type of ship they're in.

The problem there is that even an amazing flagship can only be as good as the player is a pilot, and my piloting skills are...questionable at best.

Eh fortunately that's something any player can learn. I feel like how important a player feels the combat skills are scales pretty directly with how much they've invested in learning how to control their ship and how it can affect the overall tide of battle. It's the single most important thing you can do to make battles go your way, so without spending time learning how to fight, you're basically leaving one of the biggest resources you have on the table.

I'm sure different players have different philosophies, but for me, piloting the flagship is about performing a role within the fleet that I the player am good at but that the AI is bad at. After all, there's little reason to pilot a ship if the AI is going to be nearly just as effective at it anyway. In other words, it may be fun piloting a Paragon and watching it zap frigates all day, but if the AI does the same thing pretty much just as effectively, then I as the human pilot am not really contributing much more to the fight.

The AI is pretty bad at judging the overall "pace" of the fight, i.e. looking ahead and knowing that it's about to be overwhelmed, or that there are too many forces on the left flank and not enough on the right, etc. It's also not good at understanding the more local, "tactical" side of the battle; for example, it usually won't know if it's a good idea to run in and attack or not, or if there's an escape route if it gets overwhelmed, etc. I as the human understand this much better. So for the flagship I tend to pilot an extremely fast, hard-hitting ship, with too many weapons than the flux can bear. The goal is to overwhelm them before my flux bar maxes out, and then recharge as I make my way to the next target. In the meantime I'm also watching for how the rest of the ships are doing, so I know where my flagship needs to go next, whether to help concentrate attacks on a vulnerable ship, or to rush in and help tank and disrupt the enemy formation. Generally I start with Hammerhead then move on to Shrike, Medusa, then Aurora, but it varies from game to game.

This works best when the flagship has a bunch of combat skills to maximize how hard it can hit in a short amount of time, how fast it gets from point A to point B, how much damage it can take when needed, etc. That's where the combat skills really start multiplying in making the fleet be more effective as a whole.

Good guess, it'll be 20! (So will the Falcon(P), btw - another ship that's, to be honest, a bit overpowered - but also fun, and I don't want to change the ship itself.)

Aww, the Fury and Falcon (P) were the two best-performing fleet ships that I've found to handle multiple Ordos fleets. (My fleet composition consists of me piloting a fast, hard-hitting ship, like the Aurora or Doom, one or two other "big ships" like Doom, Aurora, Champion, Odyssey, Legion, etc., then "fleet ships" like Fury, Falcon (P), Hyperion, etc. that make up the bulk of the fleet.) In either case, they relied on Sabot pods and Xyphos fighters, which as a combination really shuts down Remnant fleets very well. The Fury won out because it could get 360 degree shields (the Falcon (P) seems to always be getting a tachyon lance up the 30 degree engine gap) and because it could equip the cryoblaster, which kills frigates very quickly. The Falcon (P), with its additional Sabot pods, handles bigger ships better. However the Fury seems to have an issue with plasma burning into hulks or other ships or something, occasionally I find it drifting flamed out into the enemy fleet at over 200 speed (shields up), which pretty much means death. Not sure if the plasma burn AI checks for whether or not hulks are in its path.

So yeah, it makes sense that both should get nerfed a bit by increasing the DP. However, 20 seems a bit much (since Eagle is 22), I'm not sure if it's that close to an Eagle; 18 (like an Apogee) sounds about right.

Would it also be possible to take a look at the Converted Hanger hullmod? I swear every time I try to fit it into a build the ship ends up sending one wave of fighters to die horribly against anything more threatening than a Mining Lasing with a bad cold, and after that fighters just seem to slowly come out piecemeal to die horribly one by one instead of all at once. Replacement rate is awful in general, and also drops so quickly as to be basically useless.

Maybe I'm just doing something wrong, but I've never managed to get the hullmod to justify it's own OP cost. Let stand the added 150% cost of fighters/200% cost of bombers.

If you're using Converted Hangar, think of the fighters as support, not main attack/artillery. For example, Converted Hangar with Xyphos works well. The Xyphos provides 2 ion beams and PD, and hang near your ship (support range of 0), so they won't go off dying. On a cruiser, this comes out to 38 OP (15 for Converted Hangar, 23 for the Xyphos). However, 2 ion beams cost 24 OP, plus the 400 flux to support them would cost another 40 OP, so you're really getting 64 OP's worth of ion beams plus PD. (Since fighters fire their weapons flux-free, from your ship's vantage point -- they have their own flux.) Combined with some kinetic weapons, this is very effective at shutting down the enemy's offenses; Furies with Sabot pods and Xyphos make up the bulk of my Remnant-farming fleet for this very reason.
Title: Re: Skill Changes, Part 1
Post by: Sutopia on July 04, 2021, 09:15:21 PM

Would it also be possible to take a look at the Converted Hanger hullmod? I swear every time I try to fit it into a build the ship ends up sending one wave of fighters to die horribly against anything more threatening than a Mining Lasing with a bad cold, and after that fighters just seem to slowly come out piecemeal to die horribly one by one instead of all at once. Replacement rate is awful in general, and also drops so quickly as to be basically useless.

Maybe I'm just doing something wrong, but I've never managed to get the hullmod to justify it's own OP cost. Let stand the added 150% cost of fighters/200% cost of bombers.

If you're using Converted Hangar, think of the fighters as support, not main attack/artillery. For example, Converted Hangar with Xyphos works well. The Xyphos provides 2 ion beams and PD, and hang near your ship (support range of 0), so they won't go off dying. On a cruiser, this comes out to 38 OP (15 for Converted Hangar, 23 for the Xyphos). However, 2 ion beams cost 24 OP, plus the 400 flux to support them would cost another 40 OP, so you're really getting 64 OP's worth of ion beams plus PD. (Since fighters fire their weapons flux-free, from your ship's vantage point -- they have their own flux.) Combined with some kinetic weapons, this is very effective at shutting down the enemy's offenses; Furies with Sabot pods and Xyphos make up the bulk of my Remnant-farming fleet for this very reason.

Xyphos suck because
A. they don't obey your orders in any capacity and would shoot at random stuff instead of intended targets
B. they don't benefit from ITU of your own so they can't really have synergy unless you are already running short range weapons
It's really waste of OP to use converted hangar for Xyphos. I'd get broadsword or even long bow.
Title: Re: Skill Changes, Part 1
Post by: CrashToDesktop on July 04, 2021, 09:38:50 PM
(I need to look at the Drover, too; there's I think a bug involve in making it really underperform... hopefully the impression that carriers aren't good is not based on or at least heavily influenced by the Drover being weak now.)
I only use Drover for double Cobras. Rockets' red glare!
Speaking of these two things, the Drover's Reserve Deployment makes it so specifically bombers don't redeploy after going in for a rearm while the ship system is active. A Drover might be able to launch 4 Cobras with Reapers all at once, but it won't actually be able to re-launch any bombers until the ship system expires. This, if anything, really kills it's performance.

Xyphos suck because
A. they don't obey your orders in any capacity and would shoot at random stuff instead of intended targets
B. they don't benefit from ITU of your own so they can't really have synergy unless you are already running short range weapons
It's really waste of OP to use converted hangar for Xyphos. I'd get broadsword or even long bow.
Unfortunately the result of poor vanilla Support fighter behavior. Support fighters completely ignore the player's target (even when set to Engage), so trying to get them to shoot the right thing is like trying to herd cats. Hopefully this could be addressed...?
Title: Re: Skill Changes, Part 1
Post by: Lucky33 on July 04, 2021, 09:48:03 PM
Another thing is buggering me.

Now we do have some means to implement "numerical superiority" doctrine.

Some.

There is a fleet size limit and I'm pretty much sure that x1,5 fleet is currently unfeasible. However, progression wise, enemy fleet size getting to max size pretty fast. And even beyond that due to capability to stack several fleets in the single battle. This kinda limits the whole "numerical superiority" thing. You do have deployment advantage but overall it is not really important since enemy can and will have more ships. For the most part they will be of better quality than your pentadmoded junkers.
Title: Re: Skill Changes, Part 1
Post by: Deshara on July 04, 2021, 11:53:17 PM
<looks at Bulk Transport> (I actually kind of want to replace that one with something more interesting; right now it's definitely a bench-warmer.)

just as long as you leave the +1 burn to non-militarized ships somewhere! it's so handy, not having to put militarized subsystems on every civilian ship that I get just to keep my fleet from getting a -10% to burn rate just bc im dragging a kite behind us that I'd just salvaged. Really actually when you think about it, that specific part of that specific skill is extremely over-valueable for small ships since any large civilian ship you'll want to militarize anyway just for sensor profile purposes -- it would be a prime candidate to be added to... huh... i just realized that both second tier leadership skills are frigate skills. But yeah, anyway, prime candidate to be added to a frigate-specific skill. Or onto anything that shares a skill tier with auxilliary supports. Or maybe put it on auxilliary supports, since the skill's current affect gets diminished by over-using auxilliary supports and being allowed to get half of the campaign-level affect of militarized subsystems without having to dilute auxilliary support's bonuses might be helpful (as it is I never use the skill despite using an auxilliary or militarized civilian fleet for that exact reason)
also, i need to say this at some point; the second line of the mechanical affects of auxilliary support's description, the "maximum at 5" part? I have no clue what that means. Same with Bulk Transport & Weapon Drills. I dont have that issue with energy weapons mastery skill tho, or fighter uplink. I think something about being asked to divide out the affect against deployment points, my brain just kinda pops & deflates -- DP's are already such an esoteric point that I've never in my 5+ years of playing the game really wrapped my brain around thinking about the statistic in any useful manner. Maybe it's just me, maybe not, but IMO as is it might as well be telling me that the skill affect gets reduced in proportion to the phase of jupiter's 3rd moon IRL -- at that point my brain just goes "okay so it's randomly worse sometimes & I'll never know why, got it". Doesn't hit as cleanly as missile spec's' "+100% missile ammo" or even fighter uplinks' "+25% fighter speed for up to 8 wings", or energy weapons mastery telling me that it lerps from 100% bonus to 0% between 600 & 1000 range
edit: thinking about it, it being fine that energy weapons mastery is vague & just lets you figure out on your own what the math must be by telling you the important parts ("does _ at _ range, does nothing at _ range"), it seems like the problem could be solved by being a bit more vague in some of the less readable abilities then letting the player expand it for a full breakdown of the math involved with the f1 key. Could also apply to stuff like coordinated manuevers & ECM skills -- the big block of greyed out text at the bottom, I've either never read (not likely) or never fit it into my brain (much more likely) as the mathematical specifics are far less useful to me than "gives up to +10% weapon range if the enemy doesnt have this skill & u do". ECM's description is already really brief, it could be summed up with "Every deployed combat ship grants +2% to ECM rating of fleet; the fleet with less ECM gets up to 10% reduced weapons range [hullmod stuff],
[line break,]
press f1 for more info" and then what is now greyed out text.
In fact, a lot of skills could probably use an expanded tooltip to move some of the noise to. Like Helmsmanship is IMO the golden standard of what a skill description should strive to look like; readable at a glance, instantly understood, the eye isnt pulled around. If I were dev for 2 minutes & had to improve the game slightly in some way in that time or DIE, I'd move the greyed out text in the leadership tier 4 skills to f1 -- if not remove them entirely since that information is available on the officer management screen. And then I'd die bc it'd definitely take me more than 2 minutes to do that
in fact, it appears every combat skill description is what Id describe as Gold Standard, and all but 3 of the leadership skills have either extra information or a mathmatical breakdown that could be either pared down or shunted to an expanded tooltip. Actually it looks like tech & industry are the same way too -- it kind of shows that the combat tree is (IIRC) the oldest tree; its way cleaner
Title: Re: Skill Changes, Part 1
Post by: oooh_senpai on July 05, 2021, 04:19:31 AM
Well the first tick to hard mode is to turn on iron mode and make a commitment to not save scum. When I do that I find myself engaging a lot more with different game systems, even sometimes retreating out of a battle when it becomes apparent I'm not going to win but before taking heavy losses.
I actually learned to use vanilla ability to engage  & hit - disengage - engage again with iron mode. Makes you use more advanced tactics than usual.

But about skill changes: why not to add ability to give orders to your flagship without use of command points? It will help with neurolink i think, for ex if you wanna to make your ship finish the enemy while you are transmitting to other linked ship. Giving free orders to the linked ship would be nice too, and even without neurolink ability to do this can be helpful (for people who don't like piloting for example). The only problem is to split usual and flagship orders, so other ships from your fleet will ignore flagship's orders and treat this enemy as usual. So if enemy doesn't have and orders for it and you order your flagship to eliminate it, others from your fleet treat this enemy as if they don't have any orders for it, but any non-flagship orders overwrite flagship's orders.
Title: Re: Skill Changes, Part 1
Post by: TaLaR on July 05, 2021, 04:48:04 AM
Well the first tick to hard mode is to turn on iron mode and make a commitment to not save scum. When I do that I find myself engaging a lot more with different game systems, even sometimes retreating out of a battle when it becomes apparent I'm not going to win but before taking heavy losses.

Ironman makes you play safe. Save/load allows you to play at peak performance. Just more fun for me. An Afflictor killing a cruiser/capital is always only a split second timing mistake away from exploding itself.
Title: Re: Skill Changes, Part 1
Post by: SCC on July 05, 2021, 07:05:38 AM
Well the first tick to hard mode is to turn on iron mode and make a commitment to not save scum. When I do that I find myself engaging a lot more with different game systems, even sometimes retreating out of a battle when it becomes apparent I'm not going to win but before taking heavy losses.
Depends on the person. If I couldn't save scum, then I would abuse everything to stack the cards in my favour or do the safest available activity, ignoring whether anything I do is actually fun. While you can't die in Starsector, you can certainly waste time.

There is a fleet size limit and I'm pretty much sure that x1,5 fleet is currently unfeasible. However, progression wise, enemy fleet size getting to max size pretty fast. And even beyond that due to capability to stack several fleets in the single battle. This kinda limits the whole "numerical superiority" thing. You do have deployment advantage but overall it is not really important since enemy can and will have more ships. For the most part they will be of better quality than your pentadmoded junkers.
Thankfully we can modify the ship cap pretty easily, though the artificial limitation of how many ships you can recover at once is still going to be annoying.
Title: Re: Skill Changes, Part 1
Post by: Grievous69 on July 05, 2021, 10:12:38 AM
Sorry if this has been answered already but we're getting part 2 before the next month right? From what I've read the new new skill system is pretty much complete, and you just weren't able to put everything into a single blog post without it being a huge wall of text.
Title: Re: Skill Changes, Part 1
Post by: Thaago on July 05, 2021, 11:19:56 AM
Well the first tick to hard mode is to turn on iron mode and make a commitment to not save scum. When I do that I find myself engaging a lot more with different game systems, even sometimes retreating out of a battle when it becomes apparent I'm not going to win but before taking heavy losses.
Depends on the person. If I couldn't save scum, then I would abuse everything to stack the cards in my favour or do the safest available activity, ignoring whether anything I do is actually fun. While you can't die in Starsector, you can certainly waste time.
...

To play devil's advocate a bit here, wouldn't that be guaranteed wasting time in advance to avoid the possibility of wasting time in the future?
Title: Re: Skill Changes, Part 1
Post by: Sorbo on July 05, 2021, 11:52:55 AM
Alex, what do you think about boosting "Auxilary Support" cap to 8 from 5? I want to run a wolfpack fleet with a pather colossus as my capital, with ultimate point defence performance. My main ship will be like a moving base smaller ships can fall back to for a breather.
Title: Re: Skill Changes, Part 1
Post by: Undead on July 05, 2021, 11:57:56 AM
Alex, what do you think about boosting "Auxilary Support" cap to 8 from 5? I want to run a wolfpack fleet with a pather colossus as my capital, with ultimate point defence performance. My main ship will be like a moving base smaller ships can fall back to for a breather.

While I like the idea, Im afraid that 4 kites with 6k flux and antimatter missiles would be op. But generally I think the skill has lots of potential for proper implementation, and could be especially useful in early game. Shame it got scrapped.
Title: Re: Skill Changes, Part 1
Post by: Alex on July 05, 2021, 12:48:37 PM
Maybe I'm just doing something wrong, but I've never managed to get the hullmod to justify it's own OP cost. Let stand the added 150% cost of fighters/200% cost of bombers.

Hmm - last I looked at it was a while back, but it was useful but situational, which I think is where it needs to be. If it's something that's just always good, that'd be a bigger problem.

As a contrary point, while fighters are less powerful then in the past I've found them useful and viable in endgame fleets. I've found destroyer carriers (Condors mainly as I do think Drovers have some sort of bug) to work best with interceptors because they don't need synchronization to do their job, while I use larger ships for bombers. They need orders to guide them as opposed to just rolling over the enemy on autopilot, but thats ok.

Oh yeah, I remember you talking about this a while back, and using Fighter Uplink! Right, right.


Would it make sense to have dynamic level limit? For instance, make it 20 for easy mode, but retain 15 for normal

Hmm - just in general, I'd like to avoid difficulty settings changing the game so qualitatively.

Technically true, but the experience curve grows excessively past the point the developers chose for the max level. Like a hundred fold or something.
At least, it used to. With a lower level in vanilla for the cap, who knows how the equation changed and how it would behave.

This hasn't been the case in 0.95a, though raising the cap - unless done with more care - did have an impact on the rate of story point gain past max level.


* Will the tier/ult thresholds be modifiable? E.g., if I wanted the two combat ultimate skills to require more/fewer of the preceding skills, is that possible?
* Any chance the maintenance-reduction-per-dmod statmod could be value based rather than binary? I fear my attempts to nerf/buff that modifier are going to get messy ^^'

Yes! Although if they required a *different* amount of points, they'd be in different tier from each other. A tier is basically "all skills that require X points". There are two values here - one is the base points required, and the other is extra points required per every skill you take in that tier. For top-tier skills, the former is set to 4 and the latter is set to 2, thus the second top-tier skill requires 6 points in lower-tier skill (and the first top-tier skill isn't in a lower tier, so doesn't count for it.)

And, sorry, no :(

Any changes to Energy Weapon Mastery, Missile Spec and Long Range Spec?

No, yes, and :-X



Granted, to a certain degree it's to funnel the incoming enemy fleet into a more manageable trickle. But it's also because my computer is literally from a decade ago (i3-2100 @3.1 GHz, 8GB RAM), so even with just about all the options turned down battles take a long time since they run at around 10-15 FPS for full fleet fights (i.e. vs Ordos fleets say). And that's vanilla, it gets slower once I start adding mods. So making the battle size bigger also makes battles take even longer with the additional ships.

Regardless of player computer limitations, though, it still seems like making Radiants 60 DP instead of 40 DP will make Remnant fights significantly easier, coupled with Best of the Best making it easier to get the full 60% of battle size. With a fixed battle size of 400, this means 4 Radiants instead of 6 Radiants at once, plus the player can field a full 240-DP fleet instead of a fleet of 200-220 DP (depending on how good they are about capturing objectives). Not necessarily a bad thing, depends on how easy or difficult you feel the endgame fights should be.

Right, fair enough. I *am* also looking at Radiant loadouts and how they don't get access to all the weapons they need too often.

I should also probably change the bonus of BotB to just capture one of the Comm Relays on your side. It's not meant to give you a qualitative advantage, but I wasn't really thinking that it *does*. And that makes it stack too well with Support Doctrine and is just in general way too strong for something that's meant to be a secondary bonus of a skill that already gives you +1 s-mod.

(By the way, I didn't really comment much on the skill system because it all looks pretty good -- the new tiers overcome issues with the current system pretty well, so it all comes down to what the specifics are when it's released, and experimenting with it.)

Thank you! *thumbs up*


Speaking of these two things, the Drover's Reserve Deployment makes it so specifically bombers don't redeploy after going in for a rearm while the ship system is active. A Drover might be able to launch 4 Cobras with Reapers all at once, but it won't actually be able to re-launch any bombers until the ship system expires. This, if anything, really kills it's performance.

Right, I think that's the bug!

Unfortunately the result of poor vanilla Support fighter behavior. Support fighters completely ignore the player's target (even when set to Engage), so trying to get them to shoot the right thing is like trying to herd cats. Hopefully this could be addressed...?

It's a bit tricky on the code side of things; still, duly noted.


But about skill changes: why not to add ability to give orders to your flagship without use of command points? It will help with neurolink i think, for ex if you wanna to make your ship finish the enemy while you are transmitting to other linked ship. Giving free orders to the linked ship would be nice too, and even without neurolink ability to do this can be helpful (for people who don't like piloting for example). The only problem is to split usual and flagship orders, so other ships from your fleet will ignore flagship's orders and treat this enemy as usual. So if enemy doesn't have and orders for it and you order your flagship to eliminate it, others from your fleet treat this enemy as if they don't have any orders for it, but any non-flagship orders overwrite flagship's orders.

Yeah, you've hit on the problem with the otherwise interesting idea. I think the complications this creates makes it not worthwhile, unfortunately.


Thankfully we can modify the ship cap pretty easily, though the artificial limitation of how many ships you can recover at once is still going to be annoying.

(Worth mentioning: that's going up to 24 normal + 24 difficult.)

Sorry if this has been answered already but we're getting part 2 before the next month right? From what I've read the new new skill system is pretty much complete, and you just weren't able to put everything into a single blog post without it being a huge wall of text.

Yeah, I was thinking of putting part two out within maybe two weeks. It's already mostly written.


Alex, what do you think about boosting "Auxilary Support" cap to 8 from 5? I want to run a wolfpack fleet with a pather colossus as my capital, with ultimate point defence performance. My main ship will be like a moving base smaller ships can fall back to for a breather.

Weeeeeell, the main thing I think about this is if you have a closer look at the screenshots, you won't see an icon for Auxiliary Support... :(
Title: Re: Skill Changes, Part 1
Post by: Sorbo on July 05, 2021, 01:35:25 PM
Weeeeeell, the main thing I think about this is if you have a closer look at the screenshots, you won't see an icon for Auxiliary Support... :(
Oh..was it too op or too useless? I really liked that skill.
Title: Re: Skill Changes, Part 1
Post by: Alex on July 05, 2021, 01:44:15 PM
Oh..was it too op or too useless? I really liked that skill.

Same, just Leadership already had a bunch of "specialize in something" skills and out of everything, this was the one for the chopping block. I think I liked it more conceptually than how it actually turned out.
Title: Re: Skill Changes, Part 1
Post by: Megas on July 05, 2021, 02:02:15 PM
Same, just Leadership already had a bunch of "specialize in something" skills and out of everything, this was the one for the chopping block. I think I liked it more conceptually than how it actually turned out.
This mean Gemini will lose the Civilian Hull built-in mod?  It seemed like Gemini got that debuff built-in mod for the sake of Auxiliary Support.  Gemini is the freighter hybrid that favors fighters instead of Mule's brawling power.
Title: Re: Skill Changes, Part 1
Post by: AcaMetis on July 05, 2021, 02:06:36 PM
Also, did the support package hullmods get removed, or did they get rebalanced to (potentially) be useful even without the auxiliary support skill? Speaking for myself I thought they were interesting, but I never managed to find a use for them.
Title: Re: Skill Changes, Part 1
Post by: Undead on July 05, 2021, 02:56:33 PM
..
Any changes to Energy Weapon Mastery, Missile Spec and Long Range Spec?

No, yes, and :-X


oh no
Title: Re: Skill Changes, Part 1
Post by: Sorbo on July 05, 2021, 03:49:57 PM
useful even without the auxiliary support skill? Speaking for myself I thought they were interesting, but I never managed to find a use for them.
Yeah, Alex, buff them 900% without the skill  :D

One fun use was to slap Escort Package on double Mercuries (unlike ballistic only Hermes it supports energy weapons). Arm it with extended PD lasers, build-in range improving mods and advanced optics. Optionally piloted by point defense admirals. All of that makes a normally useless civilian ship into a fearsome little escort with something close to 2k range point defense.

Another was to pimp out Tarsus with Assault Package with hull and armor mods. Thanks to the base quality of the ship the result was something very sturdy indeed. Flown one with spoiler weapons and it was decent cap ship in my wolfpack fleet.

Really sad it got the cut. Also wanted to try mudskipper MKII+Escort Package armed with a heavy machine gun. Wonder if devastator counts as point defense weapon. I guess there is no point anymore.

Title: Re: Skill Changes, Part 1
Post by: Undead on July 05, 2021, 04:05:49 PM
One fun use was to slap Escort Package on double Mercuries. Arm it with extended PD lasers, build-in range improving mods and advanced optics. Optionally piloted by point defense admirals. All of that makes a normally useless civilian ship into a fearsome little escort with something close to 2k range.

The funniest use of auxiliary support is the antimatter missile kite with huge (thanks to assault package) flux pool. Also somebody mentioned that a single venture with the skill becomes quite a formiddable battle ship, despite being 10 deployments point above the skill limit. Who knows, perhaps the skill will come back some day (or will be modded in)
Title: Re: Skill Changes, Part 1
Post by: FooF on July 05, 2021, 06:22:43 PM
I won't shed any tears over losing Aux. Support. I still haven't even tried it in any run so far. It's not that I don't "get it," it's just not something ever appealed to me.

Re: the Fighters/Carriers discussion

Personally, whenever I tried to pilot a carrier, it never felt all that satisfying. You either had enough firepower to kill your target in the first few waves or you didn't and then attrition would make success harder and harder to achieve. There was very little granularity and player skill really didn't matter (unless you count perfecting your loadout a part of player skill). It just wasn't "active" enough for me and that's why I never piloted an Astral, even when you could abuse mass bomber loadouts and dedicated carrier skills.

With the removal of "piloted ship" carrier skills, I will admit that it begs the question "If I pilot a carrier, why don't any of the skills seem to apply to me?" but really, it's more of a polite way of nudging the player into a more active ship. "Pure" carriers like the Drover and Astral have little in the way of active involvement besides (potentially) when to use their ship system. At least a Heron can kite other ships with long-range weapons and battlecarriers  can get into the thick of things, but a ship that predominantly relies on fighters as its offensive firepower will never be more than a support ship, unless the method of controlling fighters is drastically changed.

Kind of like the Phase skills we have now, the only thing per-ship Carrier skills add is an opportunity to complain that the level 7 Officer you found has a specific skill that kills their usefulness. If you keep carrier skills fleet-wide, you don't have to respec your skills every time you jump from a warship to battlecarrier. I think there's room to buff carriers but doing so on a per-ship basis just emphasizes an all-or-none philosophy when it comes to officers or the flagship. You either have "Carrier" or "Non-Carrier" officers/flagships and not specializing is grossly sub-optimal.

I think the "carrier skills" argument comes more from a basis of principle than gameplay necessity ("We're neglecting a huge portion of ships." "Look at all the weapon skills, why not fighters?" "Why even pilot a carrier, then?") They're fair questions but unless piloting a carrier becomes more active somehow, I have a hard time believing that they will ever be more than support. Effective, even powerful support, but never the stars of the show. I'm good with that, though others might not be.

Title: Re: Skill Changes, Part 1
Post by: Voyager I on July 05, 2021, 06:40:37 PM
A pretty big fan of the changes so far, especially switching the skill distribution to broader tiers from the current version, since this greatly reduces the risks of the player being forced into bad choices like having to take a skill they didn't care about at all simply to progress down the path or being unable to pick complementary skills on the same node without having to do unpleasant things to their character progression. If I'm being frank, looking over the development of the various skill / aptitude systems we've seen over the years, it looks like you've come pretty close to reinventing the wheel here. There has been a lot of iteration to come with what is probably one of the most common systems of character development.
Title: Re: Skill Changes, Part 1
Post by: Megas on July 05, 2021, 06:51:20 PM
I won't shed any tears over losing Aux. Support. I still haven't even tried it in any run so far. It's not that I don't "get it," it's just not something ever appealed to me.
Main problems are it uplifted one or two ships to warship level and it competed with a generic damage boost.  If I wanted Leadership, I will take Gunnery Drills.  Similar reason why I take Flux Regulations first over Phase Corps even in a pure phase fleet.

Personally, whenever I tried to pilot a carrier, it never felt all that satisfying. You either had enough firepower to kill your target in the first few waves or you didn't and then attrition would make success harder and harder to achieve. There was very little granularity and player skill really didn't matter (unless you count perfecting your loadout a part of player skill). It just wasn't "active" enough for me and that's why I never piloted an Astral, even when you could abuse mass bomber loadouts and dedicated carrier skills.

...

I think the "carrier skills" argument comes more from a basis of principle than gameplay necessity ("We're neglecting a huge portion of ships." "Look at all the weapon skills, why not fighters?" "Why even pilot a carrier, then?") They're fair questions but unless piloting a carrier becomes more active somehow, I have a hard time believing that they will ever be more than support. Effective, even powerful support, but never the stars of the show. I'm good with that, though others might not be.
This is why I dislike fighters and Expanded Deck Crew eating too much OP.  After getting good fighters and Deck Crew, there is not enough OP left to get ITU, flux stats, and good weapons to be a passable warship (Legion excepted).  If fighters were effective enough while carrier could fly around and bully small warships or standoff against an equal-sized ship, then I would pilot carriers (like during pre-0.7a releases).  Dedicated carriers (other than Condor) could use fighters and brawl like a warship back in the day.  Today, carriers are merely dedicated freighters or logistics ships that carry fighters instead of cargo or fuel.

Fighters need to be good enough unskilled and durable enough to last longer than missiles to be worth using over a warship.  Otherwise, just grab some good missile lobbers and pretend Sabots/Locusts/MIRVs are suicide bombers.  Fighters should not become Pilums v2.
Title: Re: Skill Changes, Part 1
Post by: SonnaBanana on July 05, 2021, 09:10:30 PM
Can we all agree that we could use more fighter-related hullmods?
Title: Re: Skill Changes, Part 1
Post by: TaLaR on July 05, 2021, 09:38:48 PM
Can we all agree that we could use more fighter-related hullmods?

Not really, these kill viability of combat carriers. Most of them already can't fit expanded deck, fighters and a viable weapons package + ITU.
Title: Re: Skill Changes, Part 1
Post by: Deshara on July 05, 2021, 10:00:55 PM
Can we all agree that we could use more fighter-related hullmods?

we also need phase hullmods...
Title: Re: Skill Changes, Part 1
Post by: Megas on July 06, 2021, 05:55:56 AM
Can we all agree that we could use more fighter-related hullmods?
NO!  For reasons TaLaR mentioned.  If anything, Expanded Deck Crew needs to be removed from the game, and its bonuses made the baseline (because unskilled fighters are still easily wiped in non-trivial fights even with the hullmod), so carriers might have the OP to arm up.

Not really, these kill viability of combat carriers. Most of them already can't fit expanded deck, fighters and a viable weapons package + ITU.
Sums up my biggest complaint with carriers since 0.8a.

Carriers were the most fun to pilot during the 0.65a release because they could use fighters AND brawl like a warship (though carriers needed combat and +OP skills to brawl like a warship).  Every carrier except Condor could be used like a Legion, and carriers armed like a warship were not helpless if a few small ships blitzed the carrier.

Since 0.8a, carriers could either use (good) fighters OR brawl (while using pods or talons), and since using good fighters is superior to brawling while using Talons, it makes sense to treat carriers like dedicated logistics ships after getting the necessary fighter stuff, while ignoring "viable weapons package + ITU" because they do not have enough OP left to get guns.

Today in current release, carriers have the weaknesses of both 0.7a (underpowered fighters if unskilled) and post-0.8a (too much OP needed to do basic job of using fighters).
Title: Re: Skill Changes, Part 1
Post by: Sutopia on July 06, 2021, 06:37:59 AM
Expanded deck crew is useless when you don’t lose fighters (for example, longer range torpedo bomber or support fighters) so it doesn’t make sense to me to make it baseline.
Title: Re: Skill Changes, Part 1
Post by: Undead on July 06, 2021, 06:47:53 AM
But the problem is that in any non trivial fighter you do lose fighters, because even the toughest of them cant withstand the heat of the battle for long periods of time. And I also agree of the expanded deck issue of being mandatory - there are no other hullmods that are that much mandatory, even ITU is not mandatory if you intend to make a close-range ship, and hardened shields also sometimes are not needed even though its a top tier hullmod.
Title: Re: Skill Changes, Part 1
Post by: Megas on July 06, 2021, 06:50:50 AM
Not to mention bombers are considered dead for purposes of rate drain after they launch their payload then return to ship.  (One reason why Recall Device was so great last release, it removed the return trip.)
Title: Re: Skill Changes, Part 1
Post by: Sutopia on July 06, 2021, 07:18:19 AM
But the problem is that in any non trivial fighter you do lose fighters, because even the toughest of them cant withstand the heat of the battle for long periods of time. And I also agree of the expanded deck issue of being mandatory - there are no other hullmods that are that much mandatory, even ITU is not mandatory if you intend to make a close-range ship, and hardened shields also sometimes are not needed even though its a top tier hullmod.

As I said it’s useless on certain niche builds just as you described for ITU.
ITU is not needed for CQC brawling ships, and expanded deck crew is not needed for Astrals and support fighters.
You just used your own argument against yourself: if there is any case that it make sense to not have a certain hullmod it is not mandatory thus should not be baseline.
Title: Re: Skill Changes, Part 1
Post by: Megas on July 06, 2021, 09:21:16 AM
I would think Expanded Deck Crew is especially needed on Astral even during last release's Recall Device.  It is not like Recall Device completely eliminates bombers' downtime (if bombers are used), just reduces it greatly.  (Of course, now that Recall has cooldown...)  Plus, bombers or any other fighter will take casualties in a tough enough fight.

If a carrier relies on fighters to kill things, it needs Expanded Deck Crew.  It is the ITU for carriers.  Woe to the battlecarrier (i.e., Legion) that needs both Expanded Deck and ITU.

Something like Odyssey that flies around like a Shrike or Fury and relies mostly on heavy weapons to kill things, does not need Expanded Deck.  (And Odyssey does not have the OP to afford both Deck and ITU+guns even if it wants both.)  Plus, getting only two bays instead of much more for a capital if player wants mostly fighters is silly.

On Legion, I do get Expanded Deck because it partially relies on fighters, and the point of using Legion instead of Onslaught is to use some fighter power (along with some brawling power).
Title: Re: Skill Changes, Part 1
Post by: FooF on July 06, 2021, 10:04:56 AM
The only hull mod option that I think I could get behind (because it still doesn't increase player activity, just stats for fighters) is a Carrier-Only dedicated hullmod slot (akin to the limited "Dock" hullmods) that can accept Expanded Crew Decks or any other Carrier-only hullmod options. That way you have to choose your carrier buff and can't just stack them all. If there were, for example, a +20% fighter damage hullmod or a +20% fighter range/speed hullmod, you could put those in the Carrier slot but they would all be mutually exclusive of each other on a per-ship basis.

I guess that's better than dedicated carrier skills (where you feel it's all-or-none) but it still doesn't make me want to pilot a carrier. All it does is nudge the power of carriers up a notch at the expense of OP. It would kind of be an OP tax on Carriers but I suppose S-mods would mitigate some of the pain of that.
Title: Re: Skill Changes, Part 1
Post by: Megas on July 06, 2021, 10:37:37 AM
All it does is nudge the power of carriers up a notch at the expense of OP. It would kind of be an OP tax on Carriers but I suppose S-mods would mitigate some of the pain of that.
S-mods (at least one) mitigate the removal of old Loadout Design 3.
Title: Re: Skill Changes, Part 1
Post by: SonnaBanana on July 06, 2021, 07:42:34 PM
Big question: Are the colony skill changes done in mind with the upcoming colony overhaul?
Title: Re: Skill Changes, Part 1
Post by: SCC on July 07, 2021, 03:46:42 AM
What colony overhaul?
Title: Re: Skill Changes, Part 1
Post by: SonnaBanana on July 07, 2021, 03:49:37 AM
What colony overhaul?
One I suspect that he is planning  :P
Title: Re: Skill Changes, Part 1
Post by: IonDragonX on July 07, 2021, 05:13:32 AM
What colony overhaul?
One I suspect that he is planning  :P
I haven't seen anything from Alex or David about a colony overhaul...
That said, he did vaguely allude that he was moving colony skills off of the skill tree and was changing colony administrators. Those would be adjunct to colonies but not a colony overhaul itself.
Title: Re: Skill Changes, Part 1
Post by: Megas on July 07, 2021, 07:38:08 AM
I see the icon for Industrial Planning in the tier before the final tier with Hull Restoration, but I do not recognize the other two icons next to IP.
Title: Re: Skill Changes, Part 1
Post by: SonnaBanana on July 07, 2021, 07:49:05 AM
I see the icon for Industrial Planning in the tier before the final tier with Hull Restoration, but I do not recognize the other two icons next to IP.
Makeshift Equipment and Containment Procedures icons, not that we know if names or effects have changed.
Title: Re: Skill Changes, Part 1
Post by: rabbistern on July 07, 2021, 06:06:54 PM
its great that neural uplink doesnt have to compete with the no-brainer skill of +1 smod, but i just dont see it being a top tier skill due to the CP limit...
1)
ill try to express my concern as short as possible, but basically, the skill is based on you having spent lots of CP in combat, and then lots in tech to get the skill itself, and then you have to spend op on your flagships to make use of the skill. so assuming you spend the largest chunk of your cp having a strong combat skill that would justify neural uplink, and on the tech tree, you will not have enough CP to boost your campaign-layer logistics in industry, nor enough for the best of the best, so this directly translates to making anaemic, op-starved ships and/of anaemic campaign stats. you dont have an extra smod to build in EO, and you dont have the CP to blow on industry to not need EO. and if you dont significantly invest in combat, then there isnt even that much of a point in going for NU over just a good officer no? imo the least this would need is being put on the lowest tier and be a free hullmod.
2)  not to mention the fact that the high speed ship switching would benefit you the most in superfrigate to DD dogfights where your hit and run and pincer attack and high speed low drag antics would justify the use of NU (and i very much would use it!) but its a top tier skill, and i dont think many people will still be in the frigate/destroyer heavy combat stage by the time you have the CP needed to get a top level skill.
i know it might seem stupid to critique something i couldnt try yet, but from the blogpost descriptions this just really bothers me and screams noobtrap
Title: Re: Skill Changes, Part 1
Post by: Deshara on July 07, 2021, 06:21:25 PM
if neural link doesnt allow you to control [redacted] i will riot
Title: Re: Skill Changes, Part 1
Post by: Alex on July 07, 2021, 08:10:24 PM
its great that neural uplink doesnt have to compete with the no-brainer skill of +1 smod, but i just dont see it being a top tier skill due to the CP limit...
1)
ill try to express my concern as short as possible, but basically, the skill is based on you having spent lots of CP in combat, and then lots in tech to get the skill itself, and then you have to spend op on your flagships to make use of the skill. so assuming you spend the largest chunk of your cp having a strong combat skill that would justify neural uplink, and on the tech tree, you will not have enough CP to boost your campaign-layer logistics in industry, nor enough for the best of the best, so this directly translates to making anaemic, op-starved ships and/of anaemic campaign stats. you dont have an extra smod to build in EO, and you dont have the CP to blow on industry to not need EO. and if you dont significantly invest in combat, then there isnt even that much of a point in going for NU over just a good officer no? imo the least this would need is being put on the lowest tier and be a free hullmod.
2)  not to mention the fact that the high speed ship switching would benefit you the most in superfrigate to DD dogfights where your hit and run and pincer attack and high speed low drag antics would justify the use of NU (and i very much would use it!) but its a top tier skill, and i dont think many people will still be in the frigate/destroyer heavy combat stage by the time you have the CP needed to get a top level skill.
i know it might seem stupid to critique something i couldnt try yet, but from the blogpost descriptions this just really bothers me and screams noobtrap

Hmm - it *is* a new skill that's a radical departure from how other skills work, so it's possible that it'll be a bit off target! That said, I don't think what you're specifically concerned about will be a problem. Even if you did 100% need either EO or industry logistics skills, you could still do a 5 combat / 5 tech / 5 industry build and end up with 7-8 personal combat skills. (5 from combat, 1 from tech since you probably wouldn't want both GI and EWM, and 1 or 2 from industry; one of them is fairly armor focused so you may or may not want it.)

Re: #2, I don't see why switching would benefit you more in small ships. Even just tactically you might benefit more with larger ships because there are more impactful things to combine well. Consider also that you get more bang for your personal combat skills when the two ships that both benefit from the bonuses are larger. And from your piloting ability, too!
Title: Re: Skill Changes, Part 1
Post by: SonnaBanana on July 07, 2021, 08:28:38 PM
Alex, a little hint on what you've done with the colony skills?  :P
Title: Re: Skill Changes, Part 1
Post by: Alex on July 07, 2021, 08:42:49 PM
Alex, a little hint on what you've done with the colony skills?  :P
And, ah, re: all the colony talk: I'd like to keep any discussion of colony skill changes until part 2 is out!

:-X
Title: Re: Skill Changes, Part 1
Post by: SonnaBanana on July 07, 2021, 08:49:59 PM
I called it, the colony overhaul's coming!
Otherwise, why would it need an entire blogpost?  ;D
Title: Re: Skill Changes, Part 1
Post by: Deshara on July 07, 2021, 09:20:04 PM
 ??? small thought; is neural uplink going to instantly from the ship you're leaving into the normal AI's hands with it picking what it wants to engage unless you manually set an engage/eliminate, or will it attempt to engage/eliminate whatever you had targeted while piloting it for a few seconds so that if you keep hot swapping neither ship will break from your targets just cuz the AI wouldnt want to target your target?
Title: Re: Skill Changes, Part 1
Post by: SonnaBanana on July 08, 2021, 01:22:24 AM
if neural link doesnt allow you to control [redacted] i will riot
Fear not!
Quote
This obviously synergizes very well with taking a bunch of Combat skills, so that both ships are great – it’s a multiplier on the return you get for Combat skills. I also had to make a decision about whether the Neural Interface hullmod would be able to be installed on automated ship, finally letting you pilot these yourself. On the one hand, this goes against the general idea of not having top-tier skills in the same aptitude work too well together. On the other hand, it’s just too cool not to do, so that won out.
Title: Re: Skill Changes, Part 1
Post by: IonDragonX on July 08, 2021, 05:39:53 AM
I called it, the colony overhaul's coming!
Otherwise, why would it need an entire blogpost?  ;D
So, you are assuming that Part 2 is entirely about colony skills? I doubt that but we just have to wait.
Title: Re: Skill Changes, Part 1
Post by: Megas on July 08, 2021, 05:45:13 AM
The use case for Neural Link that comes to mind is disposable (or ECM/Nav buff) 3 DP shuttle flagship and Radiant.  Swap to Radiant immediately, let the original flagship die (or hide it in the corner), then pilot (maybe) overpowered Radiant for the rest of the battle.

Wish Guardian was recoverable.  Even with unlimited missiles, it seems no more overpowered than current 40 DP Radiant.  Plus, it is limited like Ziggurat, unless there are unlimited Guardian bounties from the bar.
Title: Re: Skill Changes, Part 1
Post by: Undead on July 08, 2021, 06:50:42 AM
3 DP shuttle flagship

But what about the droid attack on the wookies 2 DP mudskipper mk2?

Even with unlimited missiles

excuse me, whut
Title: Re: Skill Changes, Part 1
Post by: Megas on July 08, 2021, 07:24:30 AM
@ Undead:
Right, any cheap disposable ship.  The point is player only cares about piloting the Radiant, and the initial ship is merely the shuttle to neural link from.

Guardian has a built-in hullmod that periodically refills all missiles.  Basically a passive, unlimited, and flux-free version of Gryphon autoforge system that automatically procs every few seconds.  Guardian has plasma jets, so it can kite and lob missiles until its PPT runs out.  (But if not piloted by player, AI Guardian will be Fearless.)

Unless there are unlimited bar bounties for Guardians, Guardian is limited like... Legion14 last release without the blueprint (because no historian).  Probably should be another 60 or 75 DP ship like Ziggurat.  Currently, it might be only 40 DP like Radiant is now.
Title: Re: Skill Changes, Part 1
Post by: Megas on July 08, 2021, 07:40:41 AM
Question:  Given a fleet of two ships, Radiant and X.  X is the flagship, and Radiant is the ship player will Neural Link to.  If ship X dies but Radiant lives - basically only ships left alive after battle are automated, what happens?  Does player get shunted to Radiant as its new captain, or will it be a fleet wipe and respawn?
Title: Re: Skill Changes, Part 1
Post by: SonnaBanana on July 08, 2021, 08:20:10 AM
I have a similar question too.
Given three ships all with Neural Interface: A (Flagship), B and C

Transfer from A to B, A and B receive bonuses. Then transfer to B to C, is it B and C with bonuses or is it A (Flagship) and C which get bonuses?
Title: Re: Skill Changes, Part 1
Post by: TaLaR on July 08, 2021, 08:38:28 AM
I assume the best way to use neural linked Radiants would be to deploy 2 Radiants + player shuttle. Transfer from shuttle to one of Radiants, then retreat the shuttle. Only 2 linked ships left on field, both get the bonus and both are Radiants. And still probably have more CR than single alpha-cored Radiant (4x penalty...).

If having 3 linked ships on field initially is a problem, then 2nd Radiant would have to enter after shuttle leaves, rest remaining same.
Title: Re: Skill Changes, Part 1
Post by: Undead on July 08, 2021, 10:19:02 AM
The whole neuron transfer thing is a bit too confusing. I would have made it either a regular hullmod, or a skill without the need for hullmod. I mean, we already can do the same thing the neural transfer does - which is transferring yourself in a shuttle pod, it just takes a bit more time. And spending a whole skill point plus needing to install a hullmod plus having that 2 ship limit just feels too much for something that just saves a bit of time
Title: Re: Skill Changes, Part 1
Post by: SCC on July 08, 2021, 10:20:13 AM
Regular shuttle transfer doesn't let the other ship enjoy your flagship skills at the same time.
Title: Re: Skill Changes, Part 1
Post by: Undead on July 08, 2021, 10:32:50 AM
Regular shuttle transfer doesn't let the other ship enjoy your flagship skills at the same time.

Oh, so thats the catch of the skill. Still, I feel sceptic about the skill, and this doubling of your combat skills. I was hoping that the skill would actually not transfer your skills, and would have kept the skills of the officer of the ship you have transferred yourself to. So this way you could have invested in other trees than combat, while also having the opportunity to contribute to battle on a piloted ship that wouldnt suck because you have no combat skills. And something like that feels like something that can compete with the redacted skill as alternatives for the end of tech tree. This way you still can pilot the radiant, but youd have to spend 10 sp for that. Or you can have a strong tech/leadership combo, taking command of the fleet as a general aboard kite in the back, transferring yourself back and forth from time to time to make adjustments to your ship positioning/venting/etc.
Title: Re: Skill Changes, Part 1
Post by: Megas on July 08, 2021, 10:46:15 AM
Neural linked ships cannot have officers in them, according to the blog.
Title: Re: Skill Changes, Part 1
Post by: Sutopia on July 08, 2021, 10:53:13 AM
It also would make NL Radiant somewhat balanced because you won’t be able to get both missile spec and system spec and is capped at level 9 officer equivalent assuming you invested 7080.

Question: does support doctrine apply to NL target?
Title: Re: Skill Changes, Part 1
Post by: Hiruma Kai on July 08, 2021, 10:59:41 AM
I was hoping that the skill would actually not transfer your skills, and would have kept the skills of the officer of the ship you have transferred yourself to. So this way you could have invested in other trees than combat, while also having the opportunity to contribute to battle on a piloted ship that wouldnt suck because you have no combat skills.

My guess is that would be unbalanced and leads to undesirable incentives in skill allocation.  Trading in 1 character point to get the equivalent of 5 or 6 from another tree seems to completely defeat the purpose of that other tree.  We've got access to 8 officers baseline, losing 1 isn't a big deal for many fleets, so Neural Link would become mandatory, and you'd grab 2 more tier 5's, and ignore combat completely every time.

In my view, it is much better to have synergy between trees as opposed to outright obsoleting another tree.  As it stands, if you never use the switching, at a minimum it's the equivalent of +1 officer.  If you do use the quick switching, it potentially gives you a hard to quantify force multiplier.

And something like that feels like something that can compete with the redacted skill as alternatives for the end of tech tree. This way you still can pilot the radiant, but youd have to spend 10 sp for that. Or you can have a strong tech/leadership combo, taking command of the fleet as a general aboard kite in the back, transferring yourself back and forth from time to time to make adjustments to your ship positioning/venting/etc.

I'll note it is actually 8 skill points according to the blog. 7 points invested lets you grab the 2nd top tier skill, for a total of 8.  And combining an Alpha Core Radiant that has 8 elite combat skills with player piloting with no investment in combat skills would be crazy strong.  8 Tech, 7 leadership would be optimal every time.  All the fleet bonuses, all the officers bonuses, and a top tier combat skilled 60 DP flagship. Spending points in the combat tree with such an ability in play would be a mistake, since you could always get exactly the same bonuses plus more bonuses on top of them with Neural Link.

Also, I'm not quite understanding the "General piloting a kite" play style being combined with Neural link.  If you want to occasionally tweak a ship, you can do that now.  From what I understand, as soon as you leave the ship to transfer command, it goes back to it's previous officer. So if you just want to order a vent, you can transfer in by being close by in your kite, order the vent, then transfer back, with the ship maintaining officer bonuses before and after.
Title: Re: Skill Changes, Part 1
Post by: sector_terror on July 08, 2021, 11:09:46 AM
why do you do this to me Alex? Why do you make updates so interesting and well written I stop wanting to play the current release and play the new one instead? This is the third time you've done this. Stop doing this me! The hype is not good for my brian!
Title: Re: Skill Changes, Part 1
Post by: Alex on July 08, 2021, 12:38:58 PM
The use case for Neural Link that comes to mind is disposable (or ECM/Nav buff) 3 DP shuttle flagship and Radiant.  Swap to Radiant immediately, let the original flagship die (or hide it in the corner), then pilot (maybe) overpowered Radiant for the rest of the battle.

Hmm - I'm not sure why you wouldn't just use a good ship at that point and have it also benefit from your presumably-heavily-invested-in personal ship skills. Unless you're planning to solo something with the Radiant, in which case, fair enough! But probably looking at an easier fight in that case anyway.

Question:  Given a fleet of two ships, Radiant and X.  X is the flagship, and Radiant is the ship player will Neural Link to.  If ship X dies but Radiant lives - basically only ships left alive after battle are automated, what happens?  Does player get shunted to Radiant as its new captain, or will it be a fleet wipe and respawn?

It would be the same thing that happens in that same situation without Neural Link being involved. Which <checks> - weird, you get a fleet without a flagship. That might crash under certain circumstances, actually. Let me make it so that this becomes a respawn.

Given three ships all with Neural Interface: A (Flagship), B and C

Transfer from A to B, A and B receive bonuses. Then transfer to B to C, is it B and C with bonuses or is it A (Flagship) and C which get bonuses?

You can only transfer between two ships at any given time. If all three are on the field, then you'd only have A and B linked and receiving bonuses.


I assume the best way to use neural linked Radiants would be to deploy 2 Radiants + player shuttle. Transfer from shuttle to one of Radiants, then retreat the shuttle. Only 2 linked ships left on field, both get the bonus and both are Radiants. And still probably have more CR than single alpha-cored Radiant (4x penalty...).

If having 3 linked ships on field initially is a problem, then 2nd Radiant would have to enter after shuttle leaves, rest remaining same.

Ah, good point! Funnily enough, the game already tracks the player's physical location (for purposes of where the "transfer command" shuttle takes off from), so... I think makes sense for Neural Interface to only function when you're physically present on one of the ships. Thus if your original flagship gets destroyed, you'd have to transfer command to a ship with NI before you can link. This both makes more sense, and takes care of the "two Radiants" case which - having just tried it for a decent bit! - is definitely verging on "optimal".


It also would make NL Radiant somewhat balanced because you won’t be able to get both missile spec and system spec and is capped at level 9 officer equivalent assuming you invested 7080.

Worth noting - you're likely better off getting System Spec for the Radiant because only the actual flagship benefits from +100% ammo, much like tranferring command also doesn't carry over that bonus.

(And, System Spec with its phase skimmer is... good.)

Question: does support doctrine apply to NL target?

It does when you deploy it and then it stops applying just about immediately when the link is established. No easy way around that because which ship actually gets linked is up to a script with hasn't run at that point. Though, hmm - I suppose NI could just get rid of the Support Doctrine bonus! Yeah, let me do that. Nice catch!


Spoiler
I was hoping that the skill would actually not transfer your skills, and would have kept the skills of the officer of the ship you have transferred yourself to. So this way you could have invested in other trees than combat, while also having the opportunity to contribute to battle on a piloted ship that wouldnt suck because you have no combat skills.

My guess is that would be unbalanced and leads to undesirable incentives in skill allocation.  Trading in 1 character point to get the equivalent of 5 or 6 from another tree seems to completely defeat the purpose of that other tree.  We've got access to 8 officers baseline, losing 1 isn't a big deal for many fleets, so Neural Link would become mandatory, and you'd grab 2 more tier 5's, and ignore combat completely every time.

In my view, it is much better to have synergy between trees as opposed to outright obsoleting another tree.  As it stands, if you never use the switching, at a minimum it's the equivalent of +1 officer.  If you do use the quick switching, it potentially gives you a hard to quantify force multiplier.

And something like that feels like something that can compete with the redacted skill as alternatives for the end of tech tree. This way you still can pilot the radiant, but youd have to spend 10 sp for that. Or you can have a strong tech/leadership combo, taking command of the fleet as a general aboard kite in the back, transferring yourself back and forth from time to time to make adjustments to your ship positioning/venting/etc.

I'll note it is actually 8 skill points according to the blog. 7 points invested lets you grab the 2nd top tier skill, for a total of 8.  And combining an Alpha Core Radiant that has 8 elite combat skills with player piloting with no investment in combat skills would be crazy strong.  8 Tech, 7 leadership would be optimal every time.  All the fleet bonuses, all the officers bonuses, and a top tier combat skilled 60 DP flagship. Spending points in the combat tree with such an ability in play would be a mistake, since you could always get exactly the same bonuses plus more bonuses on top of them with Neural Link.

Also, I'm not quite understanding the "General piloting a kite" play style being combined with Neural link.  If you want to occasionally tweak a ship, you can do that now.  From what I understand, as soon as you leave the ship to transfer command, it goes back to it's previous officer. So if you just want to order a vent, you can transfer in by being close by in your kite, order the vent, then transfer back, with the ship maintaining officer bonuses before and after.
[close]

Right on, on all points!


why do you do this to me Alex? Why do you make updates so interesting and well written I stop wanting to play the current release and play the new one instead? This is the third time you've done this. Stop doing this me! The hype is not good for my brian!

Hahah, I'm sorry! For what it's worth, I know the feeling.
Title: Re: Skill Changes, Part 1
Post by: Deshara on July 08, 2021, 01:58:40 PM
Question:  Given a fleet of two ships, Radiant and X.  X is the flagship, and Radiant is the ship player will Neural Link to.  If ship X dies but Radiant lives - basically only ships left alive after battle are automated, what happens?  Does player get shunted to Radiant as its new captain, or will it be a fleet wipe and respawn?

It would be the same thing that happens in that same situation without Neural Link being involved. Which <checks> - weird, you get a fleet without a flagship. That might crash under certain circumstances, actually. Let me make it so that this becomes a respawn.

i find it interesting that you can fight battles without deploying your flagship just fine but throw in NL'ing a radiant & suddenly it becomes an issue lol. Maybe putting NL on a droneship could give it a +1 to crew size (the player character just sticks themselves into a gap in the droneship that's relatively free of moving parts if they have no non-automated ships left) so that losing everything but droneships isnt a game over, but if it happens then u cant pilot any ships in combat & have to rely on your AI to carry you until you can get a regular ship to put crew & NL on to RESUMING DIRECT CONTROL. winning then getting a game over would be weird, i could forsee a lot of feedback posts about it; "I ran a fleet with an s-kite & a bunch of captured remnants. my kite ate a stray pilum, i won then after the battle the game deleted the rest of my fleet & told me i got a game over. wtf"
Title: Re: Skill Changes, Part 1
Post by: Sutopia on July 08, 2021, 02:13:54 PM
Question: does support doctrine apply to NL target?
It does when you deploy it and then it stops applying just about immediately when the link is established. No easy way around that because which ship actually gets linked is up to a script with hasn't run at that point. Though, hmm - I suppose NI could just get rid of the Support Doctrine bonus! Yeah, let me do that. Nice catch!

What about the 15% max cr from reliable engineering? Or is the skill changed as well?
Title: Re: Skill Changes, Part 1
Post by: Alex on July 08, 2021, 02:27:52 PM
What about the 15% max cr from reliable engineering? Or is the skill changed as well?

That's back to being "Combat Endurance" now, but, that (intentionally/as expected) doesn't apply to NL'ed ships at all since +max CR is an out-of-combat effect and NL/NI only applies conditionally in combat.

Edit: re the "respawn" thing, I wouldn't expect this to come up much since just having some logistics ships would prevent the scenario from happening. Definitely not something I want to add extra code/complications to "make work".
Title: Re: Skill Changes, Part 1
Post by: Megas on July 08, 2021, 02:50:12 PM
Hmm - I'm not sure why you wouldn't just use a good ship at that point and have it also benefit from your presumably-heavily-invested-in personal ship skills. Unless you're planning to solo something with the Radiant, in which case, fair enough! But probably looking at an easier fight in that case anyway.
Because Radiant is the good ship I really want to use.  The original flagship is simply the (car) key to piloting that (high-performance sports car) Radiant!  If I can only pilot one ship at a time, why would I trust my original ship in AI hands?  (Especially if my old flagship zips all over the place under AI control and greet my return with possible disorienting snapback if I Neural Link back.)  The idea is I Neural Link to Radiant immediately after deployment and I do not care what happens to the original flagship.  (I do not plan to neural back to my old flagship.)  I can retreat the old flagship immediately or let it suicide at first contact with the enemy.  The end result is I pilot the overpowered SNK boss ship Radiant, which was the main reason why I want Neural Link to begin with.  In short, instead of using Paragon as my flagship, I choose Radiant, and I just take an extra step to do so.

Of course, if the old flagship dying or retreating breaks the neural link and ejects the pilot from Radiant in the process, the plan above would not work.  In that case, player probably wants a good flagship and not want a disposable car key to Radiant.
Title: Re: Skill Changes, Part 1
Post by: Alex on July 08, 2021, 02:55:45 PM
Hmm, I don't think that makes sense? Unless the only ship you want deployed in that combat is the Radiant. No-one's making you transfer back to the original ship, so at that point all you're doing is giving up essentially a ship with a superior custom-made officer for no reason that I can see.
Title: Re: Skill Changes, Part 1
Post by: Megas on July 08, 2021, 03:01:19 PM
Hmm, I don't think that makes sense? Unless the only ship you want deployed in that combat is the Radiant. No-one's making you transfer back to the original ship
That means if my old flagship explodes or retreats from battle, my pilot is still in the Radiant?  Nice!

The car key flagship would be sub-five DP frigate who is not meant to fight in the first place.  (It could be the Shepherd I haul around as a campaign stat stick.)  After I deploy cheap frigate and Radiant, then swap to Radiant via Neural Link at the earliest opportunity, the frigate has done its job and I no longer need it in battle.

I am not using Neural Link to jump between two ships as needed and attempt tag-team shenanigans.  I am using it to make normally unplayable (and overpowered) AI ship playable.
Title: Re: Skill Changes, Part 1
Post by: Alex on July 08, 2021, 03:07:20 PM
That means if my old flagship explodes or retreats from battle, my pilot is still in the Radiant?  Nice!

Yep.

The car key flagship would be sub-five DP frigate who is not meant to fight in the first place.  (It could be the Shepherd I haul around as a campaign stat stick.)  After I deploy cheap frigate and Radiant, then swap to Radiant via Neural Link at the earliest opportunity, the frigate has done its job and I no longer need it in battle.

I am not using Neural Link to jump between two ships as needed and attempt tag-team shenanigans.  I am using it to make normally unplayable (and overpowered) AI ship playable.

Are you reading what I'm saying? :) If you want *any* other ships in the battle one of them might as well be the ship you hop to the Radiant from. You will get a stronger ship on the field that way since it'll have your characters all-elite skills rather than some officer. So the only reason this "car key" approach makes sense is if you intend to solo everything with the Radiant.
Title: Re: Skill Changes, Part 1
Post by: Megas on July 08, 2021, 03:20:43 PM
I guess if the original ship leaves, I cannot Neural Link to another, and... can it actually swap out of a neural link ship via command shuttle?  (If so, that is some advanced cloning-on-demand technology for the player to body surf, especially on a ship that cannot support human crew.)  I get that if the old flagship leaves, Neural Linking back is impossible.

I do not intend to solo the fight as Radiant.  I intend to stay in the Radiant for the rest of the battle without swapping into any other ship unless it dies in battle, battling alongside with the rest of my fleet.  (I already do this more often than not when I pilot any other capital, especially with Paragon or Ziggurat.)
Title: Re: Skill Changes, Part 1
Post by: AcaMetis on July 08, 2021, 03:21:31 PM
That means if my old flagship explodes or retreats from battle, my pilot is still in the Radiant?  Nice!

Yep.
So...you have a device that allows you to command a ship remotely through a neural interface, but even if your flagship is destroyed/retreated you can still remotely pilot that other ship? That sounds to me like you're able to keep playing a game even after your controller is broken/disconnected, how does that work? In universe, I mean, not mechanically.
Title: Re: Skill Changes, Part 1
Post by: Deshara on July 08, 2021, 03:44:02 PM
i think the in universe explanation is "it would be a lot less cool if it worked differently" lol
Title: Re: Skill Changes, Part 1
Post by: Alex on July 08, 2021, 03:44:40 PM
I guess if the original ship leaves, I cannot Neural Link to another, and... can it actually swap out of a neural link ship via command shuttle?  (If so, that is some advanced cloning-on-demand technology for the player to body surf, especially on a ship that cannot support human crew.)  I get that if the old flagship leaves, Neural Linking back is impossible.

If you swap out of the "linked" (but not original) ship the shuttle will take off from the original ship or its hulk. If neither is present (i.e. if it retreated, or the hulk drifted off the map) then it'll follow the standard thing it does when you "transfer command" without having your flagship deployed - it'll just fade in somewhere near the target ship and go there.


So...you have a device that allows you to command a ship remotely through a neural interface, but even if your flagship is destroyed/retreated you can still remotely pilot that other ship? That sounds to me like you're able to keep playing a game even after your controller is broken/disconnected, how does that work? In universe, I mean, not mechanically.

Use your imagination :D Backup power cells/autonomous power system for NI (those ordnance points get used for something), quantum coupling (or just transmission range that's greater than the size of the battlefield), and so on - the possibilities are many!
Title: Re: Skill Changes, Part 1
Post by: Megas on July 08, 2021, 03:50:54 PM
Ah, okay, makes sense.  (I have swapped ships after retreating my flagship before, so I understand.)
Title: Re: Skill Changes, Part 1
Post by: Undead on July 08, 2021, 04:03:11 PM
I am still confused about this Elon Musks neuralink hullmod/skill, especially the "your ship is blown up but you still get to remotely pilot" part, but hey. At least I have chicken 30 OP operations center s-kite. (In the future update. I hope)

And what about those 2 unnamed industry skills? The one with the gun increases the number of shots like expanded magazines, I bet
Title: Re: Skill Changes, Part 1
Post by: Sutopia on July 08, 2021, 04:31:19 PM
I am still confused about this Elon Musks neuralink hullmod/skill, especially the "your ship is blown up but you still get to remotely pilot" part, but hey. At least I have chicken 30 OP operations center s-kite. (In the future update. I hope)

And what about those 2 unnamed industry skills? The one with the gun increases the number of shots like expanded magazines, I bet

https://starsector.fandom.com/wiki/Skills?oldid=15857

No. I assume it’ll at least have increased weapon HP as base effect, but not sure if there’s any other effects and don’t have an idea about elite.

Since industry is about enduring and recovering, I may assume it also comes with increased weapon repair speed?


https://twitter.com/amosolov/status/1408467120678227972?s=20

The other is called polarized armor. I would guess it has something to do with emp mitigation and/or minimum residual armor and/or maximum damage reduction for armor calculation.

Both are combat skills and are most likely defensive.
Title: Re: Skill Changes, Part 1
Post by: Deshara on July 08, 2021, 06:40:46 PM
I am still confused about this Elon Musks neuralink hullmod/skill, especially the "your ship is blown up but you still get to remotely pilot" part, but hey. At least I have chicken 30 OP operations center s-kite. (In the future update. I hope)

you know this made me realize that neurolink is going to be one of those skills/mods that gives in to capital creep bc the ability to neorolink between your favorite frigates is effectively worthless when compared to the ability to neurolink between capitals. like, my meta fleet screams out for something like neurolink; i like to run a lot of torpedo frigates, pilot one like a mad person until I've fired its racks empty then swap to a new one. There is literally not a single thing in the game that could improve that meta for me more than a skill that lets me swap instantly between frigates, if it werent for the fact that it has been made only useful for capital ship metas by being restricted to 1 ship. Maybe this'll be something I have to take up with a modder but if the hullmod scaled by hull size, like only 8 neurolink points allowed (not counting flagship) with hull sizes costing 1/2/4/8 neurolink points each, it would be perfect for me.
bc my actual favorite fleet of all is s-kite with operations center leading a fleet of a-kites with atropos that i swap to (idk if ive mentioned this before)
Title: Re: Skill Changes, Part 1
Post by: torbes on July 08, 2021, 07:35:29 PM
I am still confused about this Elon Musks neuralink hullmod/skill, especially the "your ship is blown up but you still get to remotely pilot" part, but hey. At least I have chicken 30 OP operations center s-kite. (In the future update. I hope)

you know this made me realize that neurolink is going to be one of those skills/mods that gives in to capital creep bc the ability to neorolink between your favorite frigates is effectively worthless when compared to the ability to neurolink between capitals. like, my meta fleet screams out for something like neurolink; i like to run a lot of torpedo frigates, pilot one like a mad person until I've fired its racks empty then swap to a new one. There is literally not a single thing in the game that could improve that meta for me more than a skill that lets me swap instantly between frigates, if it werent for the fact that it has been made only useful for capital ship metas by being restricted to 1 ship. Maybe this'll be something I have to take up with a modder but if the hullmod scaled by hull size, like only 8 neurolink points allowed (not counting flagship) with hull sizes costing 1/2/4/8 neurolink points each, it would be perfect for me

this would be cool

atm you have to bring in reinforcement frigates as you retreat the depleted ones
Title: Re: Skill Changes, Part 1
Post by: Deshara on July 08, 2021, 08:10:23 PM
I am still confused about this Elon Musks neuralink hullmod/skill, especially the "your ship is blown up but you still get to remotely pilot" part, but hey. At least I have chicken 30 OP operations center s-kite. (In the future update. I hope)

you know this made me realize that neurolink is going to be one of those skills/mods that gives in to capital creep bc the ability to neorolink between your favorite frigates is effectively worthless when compared to the ability to neurolink between capitals. like, my meta fleet screams out for something like neurolink; i like to run a lot of torpedo frigates, pilot one like a mad person until I've fired its racks empty then swap to a new one. There is literally not a single thing in the game that could improve that meta for me more than a skill that lets me swap instantly between frigates, if it werent for the fact that it has been made only useful for capital ship metas by being restricted to 1 ship. Maybe this'll be something I have to take up with a modder but if the hullmod scaled by hull size, like only 8 neurolink points allowed (not counting flagship) with hull sizes costing 1/2/4/8 neurolink points each, it would be perfect for me

this would be cool

atm you have to bring in reinforcement frigates as you retreat the depleted ones

theres a mod that makes that process much easier; its the automated commands mod & i make sure all my kite variants have the free "retreat when missiles are empty" hullmod on them & it makes piloting a strike frigate fleet so much nicer

edit: does noerolink mean it would theoretically be possible to have a ship a player can pilot with a special builtin hullmod that precludes it (or the fleet its in) from having neorolink, that splits into two ships that are nerolinked together so the player can control them as simultaneously as is possible, and/or maybe link back together into 1 ship? when are we getting a pair of auroras bolted together to make 1 symmetrical superaurora

edit edit: okay but for serious this time; what if the tempest had its 2 drones with 1 ir & pd laser replaced with 1 drone with 2 ir & 2 pd lasers with double the stats that's very slightly smaller than the smallest vanilla frigate & the tempest got a ship system that allows you (if ur piloting it) to hotswap between the tempest & its drone (& if ur not piloting it, it at least lets an AI officer give both their piloting skills and also their carrier skills to both ships)? What if we turned the tempest into a frigate-carrier that can benefit itself from its own carrier skills? The ship already feels like being bolted by your brain stem into a machine that outpaces the human capacity to pilot it, why not take that a little further & turn it into literally a pair of ships that literally exceeds the human capacity to pilot both at the same time?

edit edit edit: what if there was a destroyer/cruiser that's as bad at fighting as a gemini, whose Bit is that instead of mounting LRMs & fighters to keep it out of the fight, it slung a drone frigate on a launcher that it can use to deploy that frigate into an enemy's blindspot via a long ranged torpedo that passes over enemies as if they were friends until triggered to release the frigate that the player can then pilot until it dies/they recall themselves back to the deploying ship? And then that ship's ship system is termination sequence that allows it to, if it survives long enough after deployment, end its deployment by accelerating wildly & slamming into whatever is in front of it doing heavy damage in the process & sending player control back to the deploying ship

edit edit edit edit: what if there was a astral-like carrier designed around strike craft whose ship system deploys a drone that the pilot hotswaps into, & the drone's Bit is that instead of having (useful) guns itself all of the fighters under that carrier's command get locked into flying with the drone & the drone gains control of all of their guns as if they were turrets, with all of each fighter wing's guns being their own firing groups with duplicate wings getting lumped together?. And the drone's ship system is fighter recall which recalls itself back into the carrier along with the strike craft, returning the player to the carrier in the process? And by astral-like I mean what if the astral was that, instead of a slow RTS ship that u never have reason to actually helm, it is now a cool fast strike ship that lets you pilot 30 bombers at once

someone call the fire brigade, my brain is lit up rn
Title: Re: Skill Changes, Part 1
Post by: TaLaR on July 09, 2021, 12:21:07 AM
How long does transfer take? If I can't have 2 Radiants, then deploying Paragon(or at least a Conquest) + Radiant seems optimal. But this wouldn't work if result of going far over 50 total DP for 2 ships is ridiculously long transfer.
Title: Re: Skill Changes, Part 1
Post by: Undead on July 09, 2021, 01:05:30 AM
How long does transfer take? If I can't have 2 Radiants, then deploying Paragon(or at least a Conquest) + Radiant seems optimal. But this wouldn't work if result of going far over 50 total DP for 2 ships is ridiculously long transfer.

Somewhere in this thread Alex told that the upper time limit is 5 seconds
Title: Re: Skill Changes, Part 1
Post by: SCC on July 09, 2021, 03:13:34 AM
Pairing up a bad ship and a good ship with Neural Link seems weird. If you have combat skills that encourage you to pilot good ships, why would your "clone" have any different priorities?
Does wolfpack tactics and other "all ships with officers" skills apply to neurolinked ship?

edit edit: okay but for serious this time; what if the tempest had its 2 drones with 1 ir & pd laser replaced with 1 drone with 2 ir & 2 pd lasers with double the stats that's very slightly smaller than the smallest vanilla frigate & the tempest got a ship system that allows you (if ur piloting it) to hotswap between the tempest & its drone (& if ur not piloting it, it at least lets an AI officer give both their piloting skills and also their carrier skills to both ships)? What if we turned the tempest into a frigate-carrier that can benefit itself from its own carrier skills? The ship already feels like being bolted by your brain stem into a machine that outpaces the human capacity to pilot it, why not take that a little further & turn it into literally a pair of ships that literally exceeds the human capacity to pilot both at the same time?
Terminator drone already benefits from fighter skills.
Title: Re: Skill Changes, Part 1
Post by: SonnaBanana on July 09, 2021, 04:30:11 AM
Pairing up a bad ship and a good ship with Neural Link seems weird. If you have combat skills that encourage you to pilot good ships, why would your "clone" have any different priorities?.
No, it's not to make a bad ship better. It's for using a bad ship to make a good ship even better.
Title: Re: Skill Changes, Part 1
Post by: Yunru on July 09, 2021, 04:35:44 AM
Pairing up a bad ship and a good ship with Neural Link seems weird. If you have combat skills that encourage you to pilot good ships, why would your "clone" have any different priorities?.
No, it's not to make a bad ship better. It's for using a bad ship to make a good ship even better.
Riiight... But you can do exactly the same thing using a good ship to make a good ship even better. And then you've also got a good additional ship rather than a bad one.
Title: Re: Skill Changes, Part 1
Post by: SonnaBanana on July 09, 2021, 05:20:21 AM
Riiight... But you can do exactly the same thing using a good ship to make a good ship even better. And then you've also got a good additional ship rather than a bad one.
Bad ships are cheaper than good ships, whether because of D-mods or design.
Title: Re: Skill Changes, Part 1
Post by: Yunru on July 09, 2021, 05:49:18 AM
Okay... But unless you're flying a solo ship combat fleet you're not going to be short on other good ships to better spend your talents on.
Title: Re: Skill Changes, Part 1
Post by: SCC on July 09, 2021, 06:44:27 AM
Few good ships are cheaper to run than many bad ships, since you're getting more bang out of your buck.
Title: Re: Skill Changes, Part 1
Post by: Alex on July 09, 2021, 09:10:14 AM
Does wolfpack tactics and other "all ships with officers" skills apply to neurolinked ship?

Wolfpack tactics does due to how its effects work, e.g. they also work on a ship you transfer command to. Other skills work on the same basis - some classes of effects would apply, and some wouldn't. E.G. if you had a "ships with officers get +100% missile ammo" effect, that would not apply.
Title: Re: Skill Changes, Part 1
Post by: Deshara on July 09, 2021, 09:44:20 AM
Pairing up a bad ship and a good ship with Neural Link seems weird. If you have combat skills that encourage you to pilot good ships, why would your "clone" have any different priorities?
Does wolfpack tactics and other "all ships with officers" skills apply to neurolinked ship?

edit edit: okay but for serious this time; what if the tempest had its 2 drones with 1 ir & pd laser replaced with 1 drone with 2 ir & 2 pd lasers with double the stats that's very slightly smaller than the smallest vanilla frigate & the tempest got a ship system that allows you (if ur piloting it) to hotswap between the tempest & its drone (& if ur not piloting it, it at least lets an AI officer give both their piloting skills and also their carrier skills to both ships)? What if we turned the tempest into a frigate-carrier that can benefit itself from its own carrier skills? The ship already feels like being bolted by your brain stem into a machine that outpaces the human capacity to pilot it, why not take that a little further & turn it into literally a pair of ships that literally exceeds the human capacity to pilot both at the same time?
Terminator drone already benefits from fighter skills.

but the tempest doesnt, & since neoruolinking a ship gives both ships the benefit of your skills & since part of my suggestion is to make both ships into frigates, im interpreting that rule in the tempest's case to mean that both ships get the benefit of fighter skills.
Title: Re: Skill Changes, Part 1
Post by: SafariJohn on July 09, 2021, 05:23:16 PM
Another reason for using a good ship as your piggy back to your Radiant or whatever - if you just plan on piloting the Radiant the whole battle, then you don't care about the 5 second delay from going over the DP limit for Neural Link.
Title: Re: Skill Changes, Part 1
Post by: Thaago on July 10, 2021, 11:24:15 AM
It seems like its always better to have a decent ship on both ends of the link, if only to get 2 ships with the player combat skills/counting as an officer for buffs.

If a player wants to take advantage of frequent switching to do amazing maneuvers/coordinated flanking maneuvers etc, then they want to use smaller ships and not have the delay: less DP being boosted but they are getting more benefit from the skill because 2 ships are getting human piloting. If they want to just pilot a Radiant, then they can gave 2 battleships with full player skills which is more DP being boosted - but only 1 of the ships is getting the player piloting. Trying to pilot both battleships is possible for a maximum of both, but the delay makes it less optimal (which is good!).

Question (and apologies if this has been asked before, I can't remember): Does the ship the player is not piloting get the personality of the fleet doctrine/retain orders? And do orders placed on it persist from switching in and out? I think the situation that would make me the most sad would be if I were trying to do a 2 ship flanking maneuver and the other ship kept retreating from the target, so I can see myself giving both ships engage or eliminate orders then switch between them repeatedly.
Title: Re: Skill Changes, Part 1
Post by: Alex on July 10, 2021, 11:46:32 AM
Question (and apologies if this has been asked before, I can't remember): Does the ship the player is not piloting get the personality of the fleet doctrine/retain orders? And do orders placed on it persist from switching in and out? I think the situation that would make me the most sad would be if I were trying to do a 2 ship flanking maneuver and the other ship kept retreating from the target, so I can see myself giving both ships engage or eliminate orders then switch between them repeatedly.

I'm not sure if this came up before or not! But, yeah, the orders do get retained. I could still see it being frustrating at times, depending, since the AI simply can't continue doing *exactly* what you'd ideally want it to, but... well, we'll see how it all pans out :)
Title: Re: Skill Changes, Part 1
Post by: Deshara on July 10, 2021, 11:53:24 AM
Question (and apologies if this has been asked before, I can't remember): Does the ship the player is not piloting get the personality of the fleet doctrine/retain orders? And do orders placed on it persist from switching in and out? I think the situation that would make me the most sad would be if I were trying to do a 2 ship flanking maneuver and the other ship kept retreating from the target, so I can see myself giving both ships engage or eliminate orders then switch between them repeatedly.

I'm not sure if this came up before or not! But, yeah, the orders do get retained. I could still see it being frustrating at times, depending, since the AI simply can't continue doing *exactly* what you'd ideally want it to, but... well, we'll see how it all pans out :)

that could work out to be a good thing. The AI's inability to continue doing what the player wants, could be a problem. But it'd be a problem the player can fix by just getting better at the game -- which is a good problem. Nobody ever accused starcraft of being a bad game bc playing against a player better than you pushes you to increase your APM & situational awareness, & AFAIA this "problem" injects the same quality in SS, which is -- fortunately, optional. Any player who plays SS for a slow, relaxing gameplay experience can just not take the skill
although it just occured to me that the transfer delay would probably undercut all of that. I don't think it's a bad idea to have the delay, but maybe the ability to remove it in vanilla somehow wouldnt go amiss for those of us who main zagara in sc2 coop mode & have to drop what you're doing to hotkey your hatcheries, hit the z button 30 times in a row as fast as you can then hotkey between your queens & queue up new larva injections every 20 seconds on the dot and then immediately get back to microing your army
Title: Re: Skill Changes, Part 1
Post by: Megas on July 10, 2021, 04:50:50 PM
Any player who plays SS for a slow, relaxing gameplay experience can just not take the skill
Not if they are set on piloting killer Radiant or other automated ship in battle.  For me, the point of taking both Automated Ships and Neural Link is to make those normally unplayable NPC ships fully playable.  Player will have seven points left for non-Tech skills, so there is not much more choice left.

I am contemplating full Tech and the rest in Industry because Hull Restoration seems like huge QoL, and I want to pilot Radiant personally.  Have my doubts that it will work well.
Title: Re: Skill Changes, Part 1
Post by: Hiruma Kai on July 11, 2021, 12:02:54 AM
Any player who plays SS for a slow, relaxing gameplay experience can just not take the skill
Not if they are set on piloting killer Radiant or other automated ship in battle.  For me, the point of taking both Automated Ships and Neural Link is to make those normally unplayable NPC ships fully playable.  Player will have seven points left for non-Tech skills, so there is not much more choice left.

I am contemplating full Tech and the rest in Industry because Hull Restoration seems like huge QoL, and I want to pilot Radiant personally.  Have my doubts that it will work well.

Given the flattening of the combat tree, you could still pick up 2 combat tree skills (like whatever Shield Modulation became + Target Analysis), grab Energy Weapon Mastery and Gunnery Implants as of your 8 picks in technology, and then 2 Industry personal skills on the way to Hull Restoration.  Depending on what the industry personal skills are like, that might be a solid set of 6 skills to pilot the Radiant with, along with the +10% CR from 2 s-mods in Hull Restoration.  Correct me if I'm wrong, but without the Alpha core, the a 2 s-mod Radiant (you're at 100 points of automated ships or less) should be sitting at 70-100+100+10=80% base CR.  You could even pick up 2 alpha core 5 DP Redacted frigates for escort duty and still be hitting that CR.

 On the other hand, if one of the Industry personal skills is a ballistic buff, then maybe not so much, as you're then got 5 applicable skills. Still, it's the equivalent of an a standard officer.
Title: Re: Skill Changes, Part 1
Post by: SonnaBanana on July 13, 2021, 08:22:53 PM
Out of the four aptitudes which one got changed the most?
Title: Re: Skill Changes, Part 1
Post by: Amoebka on July 14, 2021, 05:11:04 AM
How often do bounty fleets get DP-reducing skills on their admirals? In other words, is it another "you have to take this just to break even" skill, like the +2 officers one?

Overall, not thrilled at all. The system looks extremely ad-hoc and inelegant now. I can't possibly see it being in the end release, feels more like some wild experimentation.
Title: Re: Skill Changes, Part 1
Post by: Helldiver on July 14, 2021, 07:09:08 AM
Not very excited for the changes except for the new Support Doctrine skill that seems very interesting for making non-officer ships viable.

Progression seems more confusing than before and doesn't fix forcing the player to take skills just to access other skills. Auxiliary Support is gone even though it just needed to have the stupid "reduced effect based on DP of all relevant ships" tossed out the airlock (and have more good civilan ships to use with but mods add those).

Most of the problems of the current skill system are fixed by the great "Quality Officers" skill rework mod and I don't see any of that mod's great changes here (toxic ECM reworked to no longer be a game-breaking range reduction, "reduced effect based on DP of all relevant ships" gimmick done away with except for AI ships, unbalanced raw damage increases overall replaced with "soft" stats that don't break the game and so on).
Those could be part of the next blog post though so fingers crossed.
Title: Re: Skill Changes, Part 1
Post by: Alex on July 14, 2021, 08:34:59 AM
Given the flattening of the combat tree, you could still pick up 2 combat tree skills (like whatever Shield Modulation became + Target Analysis), grab Energy Weapon Mastery and Gunnery Implants as of your 8 picks in technology, and then 2 Industry personal skills on the way to Hull Restoration.  Depending on what the industry personal skills are like, that might be a solid set of 6 skills to pilot the Radiant with, along with the +10% CR from 2 s-mods in Hull Restoration.  Correct me if I'm wrong, but without the Alpha core, the a 2 s-mod Radiant (you're at 100 points of automated ships or less) should be sitting at 70-100+100+10=80% base CR.  You could even pick up 2 alpha core 5 DP Redacted frigates for escort duty and still be hitting that CR.

 On the other hand, if one of the Industry personal skills is a ballistic buff, then maybe not so much, as you're then got 5 applicable skills. Still, it's the equivalent of an a standard officer.

That sounds pretty solid! And both Industry personal skills would be handy on a Radiant - perhaps not optimal, but definitely useful.

Out of the four aptitudes which one got changed the most?

I'd say Leadership, probably - it went from effectively not having any top-tier skills to having two, and had a few changes in the lower skills, besides.

How often do bounty fleets get DP-reducing skills on their admirals? In other words, is it another "you have to take this just to break even" skill, like the +2 officers one?

Right now, not very often. But I'm not sure that take makes sense - for one, if they got one of those, that'd be instead of some other commander-level skill.

... The system looks extremely ad-hoc and inelegant now. ...

Hmm, that's interesting - I mean, "elegant" is going to be subjective to a large degree, but still. The 0.95a system has a lot of uniformity and symmetry, but so does something like brutalist architecture, and not too many people would call *that* elegant. (Though I'm sure some would...) To me, the new system is much more elegant - it takes away unnecessary restrictions and flows naturally instead of being so rigid. So I really couldn't disagree more, but, again, subjective!
Title: Re: Skill Changes, Part 1
Post by: SonnaBanana on July 14, 2021, 08:59:56 AM
That sounds pretty solid! And both Industry personal skills would be handy on a Radiant - perhaps not optimal, but definitely useful.
And what would they do? We know the name of one but no details on effects of either.
Title: Re: Skill Changes, Part 1
Post by: Alex on July 14, 2021, 09:08:04 AM
There'll be some detail on those in Part 2 :)
Title: Re: Skill Changes, Part 1
Post by: Vanshilar on July 14, 2021, 09:33:38 AM
Progression seems more confusing than before and doesn't fix forcing the player to take skills just to access other skills.

Uh that's the whole point and is by design. More powerful skills are gated behind requirements so that players don't just pick the most powerful skills and end up with overpowered builds. That way the game can offer powerful skills without them being game-breaking. Rather than saying "okay weaker skills cost 1 point, more powerful skills cost 5 points" for example (where the first 4 points really do provide zero benefit), the gate is that you have to spend points on other skills first, so you still get some benefit from those skill points.

It's not as if Starsector is the first game to do this, I mean in Starcraft you can't just build carriers or battlecruisers from the start, you also have to work through a progression. That's why it's a "skill tree".

Edit: For example, looking at the Quality Captains mod, the player can just take Special Modifications and Automated Ships together right away, without any prerequisites. That eliminates the need to choose between improving the power of every ship (Spec Mod) or getting a powerful ship (Auto Ships) -- the player gets to have both. You can also take Systems Expertise and Missile Specialization together, meaning (in my case) Doom with antimatter missile spam. So it removes the need for the player to make those hard choices and tradeoffs, leading to overpowered fleets. Hard to see how that's balanced, IMO.
Title: Re: Skill Changes, Part 1
Post by: Deshara on July 14, 2021, 09:59:42 AM
Progression seems more confusing than before and doesn't fix forcing the player to take skills just to access other skills.

Uh that's the whole point and is by design. More powerful skills are gated behind requirements so that players don't just pick the most powerful skills and end up with overpowered builds.

plus its a fix to the problem of players pigeon-holing themselves. If the game doesnt let you get access to a range upgrade for every gun on your ship until after you've picked one of two skills that either upgrades your fleet's ability to outrun enemies or upgrades your fleet's ability to hide & sneak past enemies, then the campaign can be designed around players having either one of those two abilities. You can have a mission that requires the player to either kite an enemy fleet away from an objective then outrun them back to the objective, or requires the player to kite the enemy fleet away from the objective then sneak back to it while they look for you -- which you may note is actually a story mission in the game
Title: Re: Skill Changes, Part 1
Post by: Sutopia on July 14, 2021, 10:07:59 AM
There'll be some detail on those in Part 2 :)
Will part 2 be covering all the new skills / skills that have changes?
When will part 2 publish?
Title: Re: Skill Changes, Part 1
Post by: Alex on July 14, 2021, 10:12:29 AM
Will part 2 be covering all the new skills / skills that have changes?
When will part 2 publish?

It won't cover *everything* - I think that'd probably be a bit too dry. But it'll cover the things I think are more interesting, and (without looking at the draft) at least one of those two new industry skills is.

And, pretty soon!
Title: Re: Skill Changes, Part 1
Post by: Madbadger2 on July 15, 2021, 09:30:44 PM
Ah, good point/something to be aware of. <looks at Bulk Transport> (I actually kind of want to replace that one with something more interesting; right now it's definitely a bench-warmer.)

Finally registered a forum account after a year playing this game to reply to this: Bulk Transport is definitely not a bench-warmer for my playstyle; It's either the 2nd (after Navigation) or the 1st skill (if I'm playing the turtorial) I take. It's good at the start, it's good in midgame, and it's good in the endgame (the high cap on the personnel capacity helps with the marines needed for raids against high end targets.)  It opens up new possibilities for play (an early tanker can be skipped if you have exploration ships, you can afford more crew losses, it really takes the sting out of the crew capacity/minimum crew D-mods, and the +1 burn for civ ships means militarization or Augmented Drive fields is not necessarily mandatory for most of them to keep up with fleet speed. I could go on for a while 8-))

If you wanted to nerf/change it because you thought it was *too good*, I'd understand. But please don't get rid of it because you think it's a bench-warmer 8-)

Thank you for making a great game with loads of replayability.
Title: Re: Skill Changes, Part 1
Post by: Deshara on July 15, 2021, 11:32:57 PM
idk if i ever commented on it but +1 to bulk transport. It's a must-have for me
Title: Re: Skill Changes, Part 1
Post by: Yunru on July 16, 2021, 03:32:33 AM
I always rushed straight from storage space to fuel recovered, to free fleet healing after battle: They're just too tasty not to.
Title: Re: Skill Changes, Part 1
Post by: Alex on July 16, 2021, 08:20:37 AM
Duly noted! I appreciate the feedback.
Title: Re: Skill Changes, Part 1
Post by: Megas on July 16, 2021, 08:31:01 AM
I like Bulk Transport to handle loot bombs (extra loot from the other skill is no good if I do not have the capacity) and especially +1 burn to civilian ships that removes the need to put Militarized Subsystems solely for more burn, and possibly hogging DP pool from other skills because they may count as military for skill purposes.

While I would trade it for another combat skill if given the choice, I do not mind taking Bulk Transport as a prereq for higher Industry skills.
Title: Re: Skill Changes, Part 1
Post by: Wyvern on July 16, 2021, 08:36:39 AM
Agreed. Bulk Transport's implementation could use some improvement - the way its effects are displayed to the player is not ideal* - but the actual effect is surprisingly meaningful and useful.

*I made a suggestion thread (https://fractalsoftworks.com/forum/index.php?topic=21527.0) on this a while back, though it didn't garner much attention.
Title: Re: Skill Changes, Part 1
Post by: Madbadger2 on July 16, 2021, 11:48:57 AM
Agreed. Bulk Transport's implementation could use some improvement - the way its effects are displayed to the player is not ideal* - but the actual effect is surprisingly meaningful and useful.

*I made a suggestion thread (https://fractalsoftworks.com/forum/index.php?topic=21527.0) on this a while back, though it didn't garner much attention.

Oh yeah, very much this. Wyvern's description works  8-)
Title: Re: Skill Changes, Part 1
Post by: Brainwright on July 17, 2021, 11:47:03 AM
First off, hi and welcome to the forum :)

Second, that sounds more like an exploit than a style of play! And I'm fairly sure you only get the "limited engagement" recovery if you win the engagement; it's a mechanic meant to prevent an exploit where you'd deploy a frigate, retreat, and have the enemy ships suffer the full CR cost for deploying.

Yo!  Thanks!

And yeah, it would be an exploit the way things currently are, but there's a good argument for tweeking things so it works.

As it is, there's no benefit for being cheap and less capable.  You do spend less supplies deploying, but you die more, too, which eliminates the bonus and adds crew loss to the cost as well.  So the reduced supply expenditure is pointless : you can't draw the battle out to punish the opponent on endurance.  Longer peak operating time doesn't work, that just punishes the player.  Worse yet, the missile dependent hulls don't benefit from having all combat in one, long apocalyptic battle.  You may as well beef up the stats and make all the ships more or less in line based on capability.

However, we can make it work.  From what I see, you can just count a clean disengage as denying the AI from getting a limited engagement.  This gives the player a chance at building a cheap, low-tech fleet with a small wing of dedicated assault craft to engage a superior fleet and try to pick away at it until the less robust high-tech fleets begin suffering from CR degradation.  Missileboats also get to reload between fights, so it's an all around bonus to low-tech fleets.

The disparities in the tech levels have always bothered me, as I rather like the low-tech ships in general.  However, giving them more tech to accommodate just feels like making low-tech into midline or high tech.  We can actually shift the tuning over to logistics and keep the ships themselves exactly as they are.