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Starsector => General Discussion => Blog Posts => Topic started by: Alex on July 15, 2021, 02:17:28 PM

Title: Skill Changes, Part 2
Post by: Alex on July 15, 2021, 02:17:28 PM
Blog post here (https://fractalsoftworks.com/2021/07/15/skill-changes-part-2/).
Title: Re: Skill Changes, Part 2
Post by: Kohlenstoff on July 15, 2021, 02:34:44 PM
Sounds great. Especially the respec solutions for permanents are great!!!! So im not fixed on one spec anymore.
Title: Re: Skill Changes, Part 2
Post by: Morrokain on July 15, 2021, 02:48:28 PM
I definitely like the thought process I am seeing here! I think skills are going to be in a much better place after all of these changes.

A few questions:

 - How does the new phase mechanics impact the AI from what you've seen? We have a fairly competent phase AI at the moment, imo, and I'm slightly concerned that the slower speed is going to revert phase ships back to being overly timid since the time to get to the target is longer - so there is more opportunity for the ship AI to go "oh crap I'm in trouble better start retreating" except now that is harder too. Have they been made even more aggressive to compensate for this? Or are they otherwise more willing to use their armor to tank in order to get damage in since that value is higher?

 - Is it possible that admins could just have skills (similar to cores) that the player doesn't have access to? Please forgive my ignorance, but what would a 0 skill admin do, exactly? I was under the impression the skills were the main point but I haven't played around with colonies all that much and I'm a bit unfamiliar with the mechanics other than the general stuff.

 - How are these changes reflected under the hood? Is there now just a section for the number of skill points required per tier in the JSON, or is this stuff hardcoded in the skill line itself - since it varies from skill line to skill line?

*EDIT*

I also 100% agree that the colony skills for the player are probably better off removed until colonies have a more solidified role in the overall campaign rig. I think that was a good call. So too was the combination of Phase Master and Shield Modulation.
Title: Re: Skill Changes, Part 2
Post by: Sozzer on July 15, 2021, 02:48:37 PM
mm. Not sure how I feel about the phase speed thing.
On one hand, it's good to have a balancing aspect to make overextending matter more, since they just don't have any consequence to it as it stands unless you well and truly blow it out. But on the other, it feels like it may make them a lot less enjoyable to play.
Sure, they're still effective. And externally they're still just as fast.
But if you're piloting one and you're gradually taken down to 1/3rd the speed your ship normally has, I'm concerned it might feel as crippling as when engines blow out and you're left limping along at a fraction of the speed you were working with a moment prior, which could easily both discourage engaging and, as mentioned, simply make it feel very slow and "boring" to pilot.
Title: Re: Skill Changes, Part 2
Post by: Zuthal on July 15, 2021, 02:49:35 PM
Quote
The one issue is the Phase Anchor hullmod (the one that makes the ship slower, but with a higher phase-time multiplier) – the ship just feels too slow to fly, and the extra time multiplier doesn’t feel like enough to make up for it.

Yes. Going from 1x speed at 3x time flow to 0.5x speed at 4x timeflow is an effective speed reduction by 1/3 (3x "outside" speed vs 2x "outside" speed at zero hard flux), while with phase coil tuning and phase anchor, a ship is just as fast while phased as a phase ship without the hullmod or skill.

If you wanted the hullmod to have zero effect on "outside" speed while phased, it'd need to only do a 25% speed reduction while phased (0.75*4=3), but I do not know if that would be a good design goal or not.
Title: Re: Skill Changes, Part 2
Post by: intrinsic_parity on July 15, 2021, 02:50:44 PM
Would it be possible to have officers placed 'in reserve' (unusable and you pay their salary but they are not removed or altered) if the skill is respecced out of? Also, the same thing for ships with s-mods (CR is set to 0) would be nice.

It will also be interesting to see how the phase mechanics play out. It seems like there are a ton of bonuses now that might offset the changes and not actually weaken phase ships.
Title: Re: Skill Changes, Part 2
Post by: Sutopia on July 15, 2021, 02:54:52 PM
Phase anchor sound really weird to me. It makes phase ship impossible to escape and tick down PPT much faster. It sounds like ... uh... bad life decisions.
The main purpose of this hullmod is for brawling phase ships right?
How about let a phase ship vent hard flux prior to soft flux when unphased? (Is it possible?)
Title: Re: Skill Changes, Part 2
Post by: Thaago on July 15, 2021, 03:13:44 PM
Oh me oh my flat bonuses for speed and dissipation! Ballistic weapon mastery and hull regeneration! Be still my low tech heart! There's a lot of stuff to dig into here. A few specific thing (I'm sure I'll have more later :D):

For Polarized Armor, I see that part of it is hard flux only so doesn't work for unshielded ships unless they have other ways to drive up hard flux. Good for phase ships! Would a converted shield shunt ship have something?

For Ballistic Mastery, it has a great shot speed bonus. Is the recoil reduction still part of gunnery implants? That to me is the other half of the ballistic gun skill buffs.

For the previously unremovable skills that can now be respecced: I absolutely think this is the right call in terms of the design of the skill system, but my god does the backend work you put in look like a pita. Thanks!
Title: Re: Skill Changes, Part 2
Post by: RustyCabbage on July 15, 2021, 03:13:50 PM
Autofit improvements are :heart_eyes: (as is the rest of the post, of course!)

I think the only thing I'm particularly hesitant about is the max speed reduction of Phase Anchor (though you've mentioned it yourself) which sounds a bit excessive at -50% speed. It feels like it's going to be in the same ballpark as High Scatter Amplifier - a relatively costly hullmod with significant downsides that outweigh its benefit). I haven't really found a good use for HSA and I sort of have the feeling that as-is I likely wouldn't bother with Phase Anchor either.

Other random thoughts
- ooh, the Neural Link status info icon is pretty
- what are the costs of the Neutral Link/Integrator hullmods? Is it going to be an easy choice to s-mod the latter? :P
- unmentioned in the blog post but I kind of want to complain that Point Defense's +100% damage against fighters is rather extreme (granted I'm not a big fan of very high damage multipliers in general - I like things in Ballistic Mastery's ballpark of +10% more than Energy Weapon Mastery/Ranged Specialization's +30%, albeit conditional)
- feels a bit strange that the Phase Coil Tuning fluff is a Brother Cotton quote, but it's a good line.
- Ordnance Expertise is going to like 1.5x the Onslaught's base flux dissipation and I am so for it
Title: Re: Skill Changes, Part 2
Post by: IonDragonX on July 15, 2021, 03:18:51 PM
One lone colony skill? Hmm...
Title: Re: Skill Changes, Part 2
Post by: Sutopia on July 15, 2021, 03:24:01 PM
- what are the costs of the Neutral Link/Integrator hullmods? Is it going to be an easy choice to s-mod the latter? :P
They cannot be built in :p
Title: Re: Skill Changes, Part 2
Post by: Great Wound on July 15, 2021, 03:28:41 PM
Ballistic Mastery:
+10% Ballistic Weapon Range
+10% Ballistic Weapon Damage
+50% Ballistic Projectile Velocity

Dakka: (https://fractalsoftworks.com/forum/index.php?topic=22063.0)

+10% Ballistic Weapon Range
+10% Ballistic Weapon Damage
+25% Projectile Velocity
+10% Ballistic Weapon RoF

So close! When this update it out I'll be amending the projectile velocity to Ballistic only (that was the original intent) and let the insanity stack!
Title: Re: Skill Changes, Part 2
Post by: Dal on July 15, 2021, 03:38:02 PM
The good: I like the removal of colony skills, and Field Manipulation is a great roll-together.
The bad: Combat endurance is imo forgettable (PPT is *really* generic/binary/boring when it's all in one place), and I think Ballistic Mastery looks very OP (effective damage application through the roof!).
The fuzzy: Phase ships are probably cut out of any large battle because they'd eat all the attrition while retreating, but being pushed out from that environment may not be a bad thing. I'm not sure this address their strengths/weakness (hyper-impactful ship systems) directly, and that may not resolve their balance problems in smaller engagements.

Quote from: Blog
Admins, officers, NPCs, etc will all have their old skills converted to new equivalents/best matches, as appropriate
How will this handle officers with non-vanilla skills at the time of the patch?
Title: Re: Skill Changes, Part 2
Post by: AcaMetis on July 15, 2021, 03:38:14 PM
Quote
Combat Endurance brings back the “repair ship hull during combat” effect from several versions ago – repairs up to 25% of the hull level, with total repairs not exceeding the higher of 50% of the hull, or, as of right now, 2000 points.
Is that base hull or modified hull? Basically if I have a Sunder (4000 hull) with Reinforced Bulkheads (+40% hull, from 4K to 5600) will that effect cap at 2000 (50% of 4K/2K, whichever) or 2800 (50% of 5600)?

Quote
Damage Control’s elite effect grants a reduction to large hull hits – any hull hit above a certain threshold of damage has the portion above the threshold reduced by (again, as of right now) 60%. No-one plans on being hit by a Reaper torpedo, but still, neutralizing that much damage when things go wrong is going to have a lot of appeal. To make the skill not completely neutralize the strike potential of certain weapons, this effect only triggers at most once every two seconds.
I still think this is too much of a kick in the teeth to those types of finisher weapons. Reapers especially exist to do a ton of single hit damage, with this skill turning that into a gamble (does any given officered ship have this skill yes/no?) there's not much argument I can think of to take a Reaper over a Hammer.

Quote
A new personal-combat skill in Industry, this is a fun one – it boosts flux dissipation (and capacity, as an elite effect) based on the number of ordnance points spent on weapons.
Just to clarify, is this based off of the base OP cost of a weapon or the actual cost that any given weapon takes to equip? Basically did the Onslaught/Conquest and their Heavy Ballistic Integration get put on stage to be laughed at by the High Tech audience again ::).

Quote
Alpha Cores – which you can install as colony administrators – also get Industrial Planning. In addition, they also get a unique “Hypercognition” skill that confers some of the benefits of the previous colony skills.
That does answer the question of "how is my vagabond wanderer of a captain able to do the work of multiple Alpha cores simultaneously from the other side of known space". How rare are these new skilled admins, compared to how hunting down a decent admin was such a pain previously?

Quote
Adaptive Phase Coils increase the hard flux level at which speed bottoms out to 75%. This, naturally, facilitates an “assassin” type of build. Phase Anchor increases time time multiplier to 4x, but reduces the ship’s speed while phased by half – this is good for the “brawling” style.
While a good idea on paper these new hullmods very much feel like "mandatory OP tax" territory, depending on what type of build you're going with. Than again with hull and armor increased across the board you can maybe forgo Heavy Armor, noted king of OP costs and prime S-Mod candidacy, so perhaps it all balances out. Still curious, though: What is the OP cost of these new hullmods?

Quote
*Bunch of "combat phase ships" in skill descriptions*
Did the two new logistics phase ships get civilian tags, or will they still cripple this skill if you try to go full phase raiding party?

Quote
*Phase ship sensor changes*
;D

Quote
Even though the Radiant had its deployment points cost increased (to account for powerful it is in player fleets, especially now that it can be controlled directly with a Neural Link), they might be overall more difficult to face just due to how consistently deadly they are.

With the test conditions established, I played a lot. (You don’t want to know how much I got wrecked by these, you really don’t. More to the point, I don’t want to talk about it.)
Right, because of how powerful it is in player fleets. Not because it has better stats and guns than a Paragon along with the mobility system of a Wolf, but because a player is now able to control it. That is why it's worth 60DP.

The resulting wrecking ball after making sure they consistently had decent guns was...not unexpected ;).

Quote
That can no longer be installed on automated ships – instead, there’s a new “Neural Integrator” hullmod which is functionally identical and just costs a pile more ordnance points, especially for capital ships.
Disappointing, although I do agree with this being a better solution than gutting either the Radiant or the whole Neural Link mechanic entirely.
Title: Re: Skill Changes, Part 2
Post by: Alexis Incarnadine on July 15, 2021, 03:44:52 PM
Everything combat/ship related sounds fascinating! Concerning the colony skills being effectively removed though: What about coming up with some quick back of the napkin administrator-only skills? Surely there's some possibilities there?
Title: Re: Skill Changes, Part 2
Post by: sector_terror on July 15, 2021, 03:50:44 PM
Just as a quick addition, I do want to echo Morrokain's question about Administrators. Is it possible to let them retain a unique set of skills that the players dont have access to, thus keeping the same skill system for admins we have and increasing the diversity of administrators? I 100% agree with the colony skills discussion(which will likely be in my wall of text on this) but I think reverting admins to just be weak expansions on the number of colonies rather than definable skillful(or weak) admins is also reverting a system that makes players think about their administrators(or seek out constant improvements) isn't a wise idea.

Plus now that I write this and thus think about it, it likely adds in potential later down the line to have a more expansive colonization system without toying with player skills.
Title: Re: Skill Changes, Part 2
Post by: braciszek on July 15, 2021, 03:58:32 PM
We were discussing phase ships on the unofficial discord (we do this a lot for everything lore related), and I wanted to ask you: how does movement in phase work? The phase coils anchor ships to realspace, right? But otherwise the rest of the ship is in phase space, as it no longer becomes affected by objects or energy in realspace.

So what is the ship moving in that allows normal ship thrusters/mobility to function as normal? Is phase a medium? Harsh entropy? Is it empty space?

Phase lance per its name shoots a beam that partially exists in phase space. Why would it not be possible to develop a weapon that shoots a beam of energy into phase space and melt phase ships? And why wouldn't the opposite also be possible?

I mean, the entire concept of phase is purposely shrouded in mystery, but at what level are objects in phase still obeying the physics of realspace?

And then there's the Doom that can teleport mines from phase space into realspace. That creates even more questions!

---

Regarding the change to phase ships around hard flux and speed...

While I like it for the purposes of balance, it's going to be a bit lame personally piloting a phase ship. I guess that's a part of the reason why you made Adaptive Phase Coils...
Title: Re: Skill Changes, Part 2
Post by: Megas on July 15, 2021, 04:04:03 PM
Re: Whatever phase hullmod that slow ships too much?
Just make their time shift speed up your ship instead of slowing down the world.  Part of the reason to use phase is a poor-man's teleport.

Re: Colonies...
So we lose the skills but get nothing back?  We are stuck with four worlds (two from player and two from human admins) unless we use cores?  Seems Hegemony extermination is the way to go to make that annoyance stop permanently.
Title: Re: Skill Changes, Part 2
Post by: Alex on July 15, 2021, 04:11:18 PM
I definitely like the thought process I am seeing here! I think skills are going to be in a much better place after all of these changes.

Thank you! FWIW I do too, so here's hoping :)

- How does the new phase mechanics impact the AI from what you've seen? We have a fairly competent phase AI at the moment, imo, and I'm slightly concerned that the slower speed is going to revert phase ships back to being overly timid since the time to get to the target is longer - so there is more opportunity for the ship AI to go "oh crap I'm in trouble better start retreating" except now that is harder too. Have they been made even more aggressive to compensate for this? Or are they otherwise more willing to use their armor to tank in order to get damage in since that value is higher?

I did tweak it a bit to be aware of what it's actual speed is/is going to be, for the attack runs calculations. It seems... fine? I haven't spent *that* much time with it but also haven't seen any obvious problems. And for example a pack of phase frigates was just rapidly deleting remnant frigates I right-clicked them on.

- Is it possible that admins could just have skills (similar to cores) that the player doesn't have access to? Please forgive my ignorance, but what would a 0 skill admin do, exactly? I was under the impression the skills were the main point but I haven't played around with colonies all that much and I'm a bit unfamiliar with the mechanics other than the general stuff.

These are already a thing - what they do is take away the stability penalty from having too many colonies under your direct personal control.

- How are these changes reflected under the hood? Is there now just a section for the number of skill points required per tier in the JSON, or is this stuff hardcoded in the skill line itself - since it varies from skill line to skill line?

I'm not sure what you mean exactly. Oh, "line" being "aptitude"? If so: the skill points required etc are in skill_data.csv.


mm. Not sure how I feel about the phase speed thing.
On one hand, it's good to have a balancing aspect to make overextending matter more, since they just don't have any consequence to it as it stands unless you well and truly blow it out. But on the other, it feels like it may make them a lot less enjoyable to play.
Sure, they're still effective. And externally they're still just as fast.
But if you're piloting one and you're gradually taken down to 1/3rd the speed your ship normally has, I'm concerned it might feel as crippling as when engines blow out and you're left limping along at a fraction of the speed you were working with a moment prior, which could easily both discourage engaging and, as mentioned, simply make it feel very slow and "boring" to pilot.

I hear what you're saying! Flying around in a stock Afflictor, without Adaptive Phase Coils, felt fine. I mean, obviously it's not as zippy, but I didn't find it painful, either. It also encourages you to cloak later and cut some things finer, which isn't a bad thing. A Harbinger with Phase Anchor on the other hand felt truly awful to pilot, which is why I've got a TODO to re-work Phase Anchor.

And, heck, maybe Unstable Injector will find a place on some phase ship builts. And they'd meaningfully benefit from Coordinated Maneuvers. Now that their speed isn't off-the-charts, speed modifiers actually matter.

This is definitely going to be subjective, though. If you're used to them feeling a certain way, I mean, this is definitely a change to that, no two ways about it.


Yes. Going from 1x speed at 3x time flow to 0.5x speed at 4x timeflow is an effective speed reduction by 1/3 (3x "outside" speed vs 2x "outside" speed at zero hard flux), while with phase coil tuning and phase anchor, a ship is just as fast while phased as a phase ship without the hullmod or skill.

If you wanted the hullmod to have zero effect on "outside" speed while phased, it'd need to only do a 25% speed reduction while phased (0.75*4=3), but I do not know if that would be a good design goal or not.

Right now I'm thinking of having it reduce the threshold to 25%, so the ship still hase a window where it's fairly mobile, just not a "drive behind any enemy" window. Need to try it and see though!



Would it be possible to have officers placed 'in reserve' (unusable and you pay their salary but they are not removed or altered) if the skill is respecced out of? Also, the same thing for ships with s-mods (CR is set to 0) would be nice.

Hmm - things are really not set up for doing that easily, unfortunately.

It will also be interesting to see how the phase mechanics play out. It seems like there are a ton of bonuses now that might offset the changes and not actually weaken phase ships.

I'm curious to see exactly how it'll play out, too.


Phase anchor sound really weird to me. It makes phase ship impossible to escape and tick down PPT much faster. It sounds like ... uh... bad life decisions.
The main purpose of this hullmod is for brawling phase ships right?
How about let a phase ship vent hard flux prior to soft flux when unphased? (Is it possible?)

Hah! Hmm, that's an interesting idea, actually. It's not currently possible but it's *likely* doable without too much trouble - I'll see how my threshold-altering idea goes, then maybe try this too, if needed. I mean, reducing the "lowest speed" threshold to 25% hard flux should hopefully hit some of the same goals - enough mobility to get away if you're part of a battle line.


For Polarized Armor, I see that part of it is hard flux only so doesn't work for unshielded ships unless they have other ways to drive up hard flux. Good for phase ships! Would a converted shield shunt ship have something?

Right, it's hard flux only so that e.g. just firing guns randomly didn't give you more of a bonus. A shield-shunt ship would not benefit from these, no. Which, I guess - a bit unfortunate? Maybe the skill could do with some kind of effect for when the ship is at 0% hard flux, hmm...

For Ballistic Mastery, it has a great shot speed bonus. Is the recoil reduction still part of gunnery implants? That to me is the other half of the ballistic gun skill buffs.

GI's recoil reduction is at 25% now, with another 25% potentially coming from Armored Weapon Mounts.

For the previously unremovable skills that can now be respecced: I absolutely think this is the right call in terms of the design of the skill system, but my god does the backend work you put in look like a pita. Thanks!

(You have no idea!)

I think the only thing I'm particularly hesitant about is the max speed reduction of Phase Anchor (though you've mentioned it yourself) which sounds a bit excessive at -50% speed. It feels like it's going to be in the same ballpark as High Scatter Amplifier - a relatively costly hullmod with significant downsides that outweigh its benefit). I haven't really found a good use for HSA and I sort of have the feeling that as-is I likely wouldn't bother with Phase Anchor either.

Yeah, same page here. I've got a TODO item to reduce the HSA range penalty a bit, btw.

- ooh, the Neural Link status info icon is pretty

:D

- what are the costs of the Neutral Link/Integrator hullmods? Is it going to be an easy choice to s-mod the latter? :P

Neither is s-moddable! This and SO are really kind of playstyle-changers and outliers and it wouldn't make sense to be able to s-mod them. Otherwise the high cost is just about meaningless.

Neural Interface is, off the top of my head, something like 3/6/9/25. Neural Integrator is 4/8/12/50. The higher cost for capital is to provide a bit more of an incentive to use smaller ships.

(And, the Radiant is *extremely* capable with an Integrator...)

- unmentioned in the blog post but I kind of want to complain that Point Defense's +100% damage against fighters is rather extreme (granted I'm not a big fan of very high damage multipliers in general -

That's actually down to 50%!

- feels a bit strange that the Phase Coil Tuning fluff is a Brother Cotton quote, but it's a good line.

The skill screen strives to provide differing viewpoints :)

- Ordnance Expertise is going to like 1.5x the Onslaught's base flux dissipation and I am so for it

Yeah! It's one of those that sounds great - and I mean I think it's pretty good! - but it does also take up a skill point, so it needs to be good.

Ballistic Mastery:
+10% Ballistic Weapon Range
+10% Ballistic Weapon Damage
+50% Ballistic Projectile Velocity

Dakka: (https://fractalsoftworks.com/forum/index.php?topic=22063.0)

+10% Ballistic Weapon Range
+10% Ballistic Weapon Damage
+25% Projectile Velocity
+10% Ballistic Weapon RoF

So close! When this update it out I'll be amending the projectile velocity to Ballistic only (that was the original intent) and let the insanity stack!

Haha! (I tend to stay away from RoF modifiers in skills especially since it increases flux generation and so isn't a completely unqualified good, which imo skills should try to be.)

The good: I like the removal of colony skills, and Field Manipulation is a great roll-together.

*thumbs up*

The bad: Combat endurance is imo forgettable (PPT is *really* generic/binary/boring when it's all in one place), and I think Ballistic Mastery looks very OP (effective damage application through the roof!).

Hmm - it's not the most exciting skill, perhaps, but I think it's pretty handy depending on your choice of flagship, and for frigate/perhaps phaseship officers.

The fuzzy: Phase ships are probably cut out of any large battle because they'd eat all the attrition while retreating, but being pushed out from that environment may not be a bad thing. I'm not sure this address their strengths/weakness (hyper-impactful ship systems) directly, and that may not resolve their balance problems in smaller engagements.

FWIW, I had some phase frigates survive to the end of a win vs the Ordo from the blog post. To be fair, I was using them together with the Neural Integrator Radiant, and that was... really something, when it comes to just rolling stuff up.

Quote from: Blog
Admins, officers, NPCs, etc will all have their old skills converted to new equivalents/best matches, as appropriate
How will this handle officers with non-vanilla skills at the time of the patch?

They should keep them.

Is that base hull or modified hull? Basically if I have a Sunder (4000 hull) with Reinforced Bulkheads (+40% hull, from 4K to 5600) will that effect cap at 2000 (50% of 4K/2K, whichever) or 2800 (50% of 5600)?

Modified!

I still think this is too much of a kick in the teeth to those types of finisher weapons. Reapers especially exist to do a ton of single hit damage, with this skill turning that into a gamble (does any given officered ship have this skill yes/no?) there's not much argument I can think of to take a Reaper over a Hammer.

If you really need to know, you can actually tell what skill the enemy officer has when you target it! Anyway, from experience firing a ton of Reapers recently vs things that ALL had elite Damage Control, they're still fine and great and Hammers don't really compare. Just not enough raw damage.


Just to clarify, is this based off of the base OP cost of a weapon or the actual cost that any given weapon takes to equip? Basically did the Onslaught/Conquest and their Heavy Ballistic Integration get put on stage to be laughed at by the High Tech audience again ::).

Actual equip cost. And yeah, this interacts with HBI.

That does answer the question of "how is my vagabond wanderer of a captain able to do the work of multiple Alpha cores simultaneously from the other side of known space". How rare are these new skilled admins, compared to how hunting down a decent admin was such a pain previously?

I forget exactly. Not too rare?

While a good idea on paper these new hullmods very much feel like "mandatory OP tax" territory, depending on what type of build you're going with. Than again with hull and armor increased across the board you can maybe forgo Heavy Armor, noted king of OP costs and prime S-Mod candidacy, so perhaps it all balances out. Still curious, though: What is the OP cost of these new hullmods?

I forget exactly what the cost is. Right now APC is pretty cheap and Phase Anchor (in addition to needing a rework) is more expensive, but we'll see.

Did the two new logistics phase ships get civilian tags, or will they still cripple this skill if you try to go full phase raiding party?

IIRC I'd tweaked that a while ago.


Right, because of how powerful it is in player fleets. Not because it has better stats and guns than a Paragon along with the mobility system of a Wolf, but because a player is now able to control it. That is why it's worth 60DP.

The resulting wrecking ball after making sure they consistently had decent guns was...not unexpected ;).

I'm not sure if you're being sarcastic or not, but it's really for both of these reasons, so if there's sarcasm, I'm not sure it lands :)


Disappointing, although I do agree with this being a better solution than gutting either the Radiant or the whole Neural Link mechanic entirely.

Trust me, it's not!

Everything combat/ship related sounds fascinating! Concerning the colony skills being effectively removed though: What about coming up with some quick back of the napkin administrator-only skills? Surely there's some possibilities there?
Just as a quick addition, I do want to echo Morrokain's question about Administrators. Is it possible to let them retain a unique set of skills that the players dont have access to, thus keeping the same skill system for admins we have and increasing the diversity of administrators? I 100% agree with the colony skills discussion(which will likely be in my wall of text on this) but I think reverting admins to just be weak expansions on the number of colonies rather than definable skillful(or weak) admins is also reverting a system that makes players think about their administrators(or seek out constant improvements) isn't a wise idea.

Plus now that I write this and thus think about it, it likely adds in potential later down the line to have a more expansive colonization system without toying with player skills.

Hmm - I'm not *generally* into giving other NPCs skills the player has no access to. There are exceptions - like the new Hypercognition skill for Alpha Cores - but it's for stuff where it makes sense the player couldn't get it themselves. I think it'd feel bad if the colonies you ran yourself were just always worse than skilled-admin ones.

If colonies were completely excised from the player skill system, though, and if running colonies yourself was just not an option - you *had* to have an admin... hmm. This sort of thing could make sense and be good.


We were discussing phase ships on the unofficial discord (we do this a lot for everything lore related), and I wanted to ask you: how does movement in phase work? The phase coils anchor ships to realspace, right? But otherwise the rest of the ship is in phase space, as it no longer becomes affected by objects or energy in realspace.

So what is the ship moving in that allows normal ship thrusters/mobility to function as normal? Is phase a medium? Harsh entropy? Is it empty space?

Hmm. You'll note that engine glows fade out when a ship is phased, so I'm not sure I'd describe that as "functioning as normal".

Phase lance per its name shoots a beam that partially exists in phase space. Why wouldn't it not be possible to develop a weapon that shoots a beam of energy into phase space and melt phase ships? And why wouldn't the opposite also be possible?

"... in laboratory settings the p-space components of a beam exceeding 6.66 giga-watts will sometimes flicker - as if blocked. Weapon mounts never use such high energy levels..." etc. It's perhaps reasonable to suppose that achieving meaningful damage to a phased object would require higher energy levels. Also, the idea that just getting something into p-space is enough to let it *actually* hit something in p-space is demonstrably false - see: phase ships being able to fly through each other while both are phased.

I mean, the entire concept of phase is purposely shrouded in mystery, but at what level are objects in phase still obeying the physics of realspace?

And then there's the Doom that can teleport mines from phase space into realspace. That creates even more questions!

It is, indeed, a mystery.


While I like it for the purposes of balance, it's going to be a bit lame personally piloting a phase ship. I guess that's a part of the reason why you made Adaptive Phase Coils...

(See: my earlier comment about piloting an Afflictor! And, yeah.)

Re: Whatever phase hullmod that slow ships too much?
Just make their time shift speed up your ship instead of slowing down the world.  Part of the reason to use phase is a poor-man's teleport.

Hmm, it's a possibility, but it'd feel weird to put that on a hullmod. And it totally doesn't work as a general mechanic for all phase ships, they'd be way too fast to control well.

Re: Colonies...
So we lose the skills but get nothing back?

I'm not sure that's how this works :D
Title: Re: Skill Changes, Part 2
Post by: Schwartz on July 15, 2021, 05:03:17 PM
Overall pretty good. Lack of colony skills is quite alright - the player is not an administrator. It would be cool if the admin limit was removed. Why? Because most people will use AI cores and those are flat-out supreme, have no running costs (except Hegemony ire) and no limit. I think administrators would be more useful if they kept their cost and their (now very meagre) skillset but were not restricted by a limit. As it stands, this obvious power and penalty difference feels off and I haven't used a human admin in my games except as a very brief stopgap until I got cores.

Condensing phase and shield skills into one is alright. Just makes an either-or required pick into one required pick. It also makes officers a fair bit more versatile.

I'm not sure about the flux level movement penalty for phase ships. They blow themselves up all the time decloaking too close to explosions, and now they're even slower - it will be even harder for the AI to gain distance in time, and when it's an emergency decloak too close to an enemy ship it'll basically be crawling away from it. But that aside, thematically, it can work alright. Energy Weapon skill makes damage go up but within a tight radius, phase makes speed go down. Will have to play and see what that's like. It sounds like this skill buff will be more difficult to use for something like AM Blasters, where you're already close. My first conclusion here is that for phase ships Energy Weapon Mastery could turn into a trap choice over something like Gunnery Implants, which just appreciated in value by a lot.

I think rather than adding more downsides, it would be worth it to try reducing the phase time differential, or to make stuff like EMP arcs or a fraction of beam damage hit phase space, or hit phase ships by adding flux. But by all means, let us play with the speed nerf and see what that's like.
Title: Re: Skill Changes, Part 2
Post by: Sutopia on July 15, 2021, 05:06:15 PM
How does heavy ballistic integration interact with the new OE?
Title: Re: Skill Changes, Part 2
Post by: Voyager I on July 15, 2021, 05:12:50 PM
I am not going to miss this long, cold winter of phase ships having complete dictation over the terms of engagement against any vanilla ship not cowering in a corner.
Title: Re: Skill Changes, Part 2
Post by: Schwartz on July 15, 2021, 05:18:31 PM
They're really not that bad, certainly not the NPC ships. Get you some shield tank, some fast hunters like Omens and Tempests, maybe some fighters, some situational Locust spam, beams... and most phase ships will crumble.

If they're piled on like TT bounties, that can present a challenge though.
Title: Re: Skill Changes, Part 2
Post by: Alex on July 15, 2021, 05:40:35 PM
I'm not sure about the flux level movement penalty for phase ships. They blow themselves up all the time decloaking too close to explosions, and now they're even slower - it will be even harder for the AI to gain distance in time, and when it's an emergency decloak too close to an enemy ship it'll basically be crawling away from it.

Hmm - this doesn't sound like a very likely scenario, does it? If the phase ship just unloaded some flux-using weapons and is phased, it's doing to have some soft flux "headroom" to burn through while phased. Though I suppose if the issue is decloaking when they shouldn't, rather than being forced to decloak... well, then that's an AI issue that should be resolvable. I haven't seen this myself, btw - if you happen to have a sim scenario that shows this in mind, I'd be happy to have a look! Will poke at it a bit myself, too.

How does heavy ballistic integration interact with the new OE?

The actual amount of ordnance points spent on weapons is counted, so it's the reduced cost.

If they're piled on like TT bounties, that can present a challenge though.

I think that's where it's currently most problematic, yeah.
Title: Re: Skill Changes, Part 2
Post by: torbes on July 15, 2021, 05:43:39 PM
"Still, we’re not aiming for perfect balance, just viability of everything and things being in the right general ballpark. As long as we’re getting something out of it – this particularly fun and different playstyle – it being a bit too strong is ok."

This sentiment alone is so rare these days and imho needs to be recognized and applauded!  ;D
Title: Re: Skill Changes, Part 2
Post by: Alex on July 15, 2021, 05:51:54 PM
This sentiment alone is so rare these days and imho needs to be recognized and applauded!  ;D

(I just want to say, for the record, that even with that in mind some things can still be *too* strong and do need to be reined in for the good of the game! I feel like there's a lot of gray area there. And, heck, the "piloted Radiant" thing may end up being in that category, still, though I suppose if that turned out to be the case, cranking up the ordnance point cost of Neural Integrator to a truly obscene level could balance it out without qualitatively changing things.)

But that aside, thank you :D
Title: Re: Skill Changes, Part 2
Post by: Histidine on July 15, 2021, 06:30:08 PM
On the 'running phase ships at 1/3rd speed is annoying' thing: Would it be better instead to cut the phase time dilation to 1x as hard flux increases?
So the player ship isn't unbearably slow, and I think the "bullet time" effect where every non-player ship is slow (as perceived by the player) on activation and speeds up over time might be an interesting experience.
Title: Re: Skill Changes, Part 2
Post by: Sutopia on July 15, 2021, 06:32:04 PM
On the 'running phase ships at 1/3rd speed is annoying' thing: Would it be better instead to cut the phase time dilation to 1x as hard flux increases?
So the player ship isn't unbearably slow, and I think the "bullet time" effect where every non-player ship is slow (as perceived by the player) on activation and speeds up over time might be an interesting experience.
That would simply make them able to stay invincible for 3x time and makes ticking phase PPT to their demise much harder.
Title: Re: Skill Changes, Part 2
Post by: Alex on July 15, 2021, 06:35:08 PM
On the 'running phase ships at 1/3rd speed is annoying' thing: Would it be better instead to cut the phase time dilation to 1x as hard flux increases?
So the player ship isn't unbearably slow, and I think the "bullet time" effect where every non-player ship is slow (as perceived by the player) on activation and speeds up over time might be an interesting experience.

Ah - I actually mentioned this in the post; that's mess with "brawler"-type phase ships, and I'd like to avoid that.

For all that, I actually did try it! It was... confusing. Your perceived movement speed doesn't change, right, so on some level you don't feel slower but you are, and it was hard to come to grips with that by watching other things get faster.

And, running a phase ship away from something at 1/3rd speed - feel-wise, this is surprisingly similar to trying to back off while overloaded in a normal ship.
Title: Re: Skill Changes, Part 2
Post by: Mordodrukow on July 15, 2021, 07:29:30 PM
About skills in general: i m exited! I mean: the last patch was interesting, but now i feel like i want 40 skill points  ;D

About phase ships: may be i m wrong, but i feel that they ll be even more OP now. I told it earlier, and i ll repeat: some phase ship's abilities require cooldown. Like Doom's mine or Afflictor's "turn off" button. You tested everything vs remnants. Do you realise how annoying it to play against some phase fleets? Imo, it would be good if ability and phase cloak will be the same (3 seconds without skills? I dont remember...) and global. So, if you just placed a mine, you need to wait before going back into warp.

About administrators: How about making specialisations? A mean: officers have different behavior (steady, agressive, etc.). Why not make admins different? For example, AI is OP, but it has no emotions. While admin can sometimes make strange decicions, but it may lead to better outcome.

Also i d like to see skills, affecting colonies in some ways, like:
- bonuses to specific industry
- bonus to pop growth
- bonus to combat
- bonus, allowing to deal with ludds/pirates better (like: admin automatically goes to bar, buys a drink to a pirate and sends a fleet to eliminate pirate base)
- bonus, adding extra industry by some high price (not money, but something else... maybe malus to pop growth)
- bonus, decreasing enviroment penalties

Also. Why not add people happyness system in future updates?
- if planet is happy, people from other planets might want to migrate there (maybe even people from different factions, if they will not prevent that). It also will allow to create colonies specially for pop export (i mean: you anyway cant get colony bigger than 7 now).
- your people will be more happy if there is no war with other factions
- admins might have skills to boost happyness
- some planets might have exotic fauna which boost happyness
- miners will have some other ways to enjoy life, not just by medicine
- higher happyness rate if luxury goods are cheap (so, you need to choose: low price and happy people or sad people, but more income)
- etc.
Title: Re: Skill Changes, Part 2
Post by: SonnaBanana on July 15, 2021, 07:48:33 PM
Called it on the colony overhaul!
Title: Re: Skill Changes, Part 2
Post by: Morrokain on July 15, 2021, 07:58:03 PM
I did tweak it a bit to be aware of what it's actual speed is/is going to be, for the attack runs calculations. It seems... fine? I haven't spent *that* much time with it but also haven't seen any obvious problems. And for example a pack of phase frigates was just rapidly deleting remnant frigates I right-clicked them on.
Gotcha. Sounds good. My only suggestion would be to test out 1v1 a bit. That's probably where it would show up the most. It's not relevant as much as general fleet behavior, but it can be annoying in specific circumstances where the player is engaged elsewhere and relying on an isolated phase ship.

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These are already a thing - what they do is take away the stability penalty from having too many colonies under your direct personal control.
Ah ok right so that's their standard function now rather than colony bonuses. (At least the majority of the time anyway.) That makes sense.

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I'm not sure what you mean exactly. Oh, "line" being "aptitude"? If so: the skill points required etc are in skill_data.csv.
Oh yeah sorry I meant aptitude. And great!

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If colonies were completely excised from the player skill system, though, and if running colonies yourself was just not an option - you *had* to have an admin... hmm. This sort of thing could make sense and be good.
Hmm, I actually think that could be a very good idea. Not sure about any potential pitfalls off the top of my head, but it's intriguing to separate the two in order to give more spice to admins - and therefore cores as well. (Though cores are already pretty interesting by themselves.)

It also makes a bit more sense to me that the player doesn't govern their own colonies directly and rather hires administrators to oversee them, since, they aren't actually present most of the time. And that doesn't necessarily mean that the player couldn't have skills that sort of tie into colonies (like the detachment idea that was mentioned) without directly affecting them.
Title: Re: Skill Changes, Part 2
Post by: Wyvern on July 15, 2021, 08:13:49 PM
If colonies were completely excised from the player skill system, though, and if running colonies yourself was just not an option - you *had* to have an admin... hmm. This sort of thing could make sense and be good.
I'd suggest, rather, making it so that colonies can't get to size four without an admin.


...On the phase ships thing, I'll just say that the current phase mastery elite bonus is very much a quality-of-life thing for me; I don't like playing phase ships without that because the fastest way to travel is using phase... and that costs you your zero flux speed boost, making it feel slow. Losing that will be annoying.
Title: Re: Skill Changes, Part 2
Post by: FooF on July 15, 2021, 08:30:07 PM
Great stuff. I can’t wait to try it.

Re: colonies/admins. It makes too much sense to simply not let the player govern. Keep colony skills as-is but up the number of base admins to 4. Make non-skilled admins plentiful and 1-skill admins still relatively common. 2 skill admins would be rare/found (as an aside, these rare ones that cost $25k a month cripple early colonies. All admin salaries need to be pro-rated based on colony size). Also, Beta Admins should be a thing (2-skills but no hypercognition). Industrial planning in Skills could just be Colony Management and increases Admin count by 2 and gives all colonies under Admin control (but not Cores) some kind of bonus to their existing skulls and/or a reduction in their cost to govern. I think Cores are simply no-brainers at this point and paying admins should have an upside.
Title: Re: Skill Changes, Part 2
Post by: Hiruma Kai on July 15, 2021, 08:51:05 PM
Quite an interesting read and looking forward to when it all gets released.

I don't want to think about the coding headache removing the permanent skills was, but yeah, I agree it is much cleaner from a player perspective.

I'll have to play with the new phase ship rules before being able to make a sensible statement about them.  Although clearly at 50% and higher hard flux, the only reason to be in phase is to avoid incoming ordinance that would connect otherwise.  Retreating becomes the same in phase and out - and in fact with the 0-flux bonus from Helmsmanship it is faster to retreat out of phase

I like how phase coil tuning says "Combat phase ships", which gives me hope the logistic phase ship issue has been handled.

And it feels like low tech is getting a lot of subtle buffs from some of these skills.  Polarized armor is an obvious boost to high armor ships, bringing back the 85%->90% max reduction, as well as the +50% armor for calculations (admittedly scaling, but still).  That straight up increases the amount of damage before minimum stops applying by 50% (at 0% flux).  Assuming high flux, say, 75%, I'd guess you'd get 37.5% more effective armor for calculations, which means 1.5*1.37 that overall that minimum damage period lasts twice as long.

It does raise the question, does the scaling armor for calculations apply to damage hitting hull (in terms of minimum armor?).

And Ordinance Expertise is amazing on high OP high weapon mount count ships like the Enforcer, Dominator and Onslaught.  I typically am sitting at a little over 180 OP on weapons on an Onslaught, which would be +360 flux dissipation and +3600 flux capacity.  That's like if flux regulation was +60% dissipation and +20% capacity on an Onslaught, which seems good.  At this point, there's probably too many skills I'd want on an Onslaught.

Combat Endurance (Elite), Damage Control, Impact Mitigation, Polarized Armor, and Field Modulation all look like they'd boost it's survivability significantly.  Then there is Gunnery Implants, Ballistic Mastery, and presumably Target Analysis stacking range and damage.  The generous missile mounts basically demand Missile specialization.  And Ordinance Expertise is just extra flux which helps everything.  Lastly Helmsmanship is buffing an Onslaught XIV from speed 23 to 30, but more importantly making it turn 50% faster.  Sadly can't take everything I'd want in such a case, but having choices feels good.  And officers are going to feel very different from a defensive build going to an offensive build.

To be honest, a pair of Neural linked Onslaught XIVs with a pile of personal skills looks like they should be terrifying.  Combat 7, Tech  5, Industry 3 sounds crazy to me initially, but 10 personal skills buffing them both feels like low tech ballistics with old release armor survivability and probably around 1600 flux dissipation each (and potentially with resistant flux conduits+elite polarized armor, 4800 dissipation while venting, for a 4-5 second vent from full flux).

I will say, the 25 OP cost for Neural interface isn't that bad for an Onslaught, but for say a Legion or Odyssey, 25 OP feels a bit steep.  Battle carriers, which tend to feel to many players to have insufficient OP for fighters and guns, are going to probably pass on being Neural linked.   I guess you're worried about double capitals being the optimal use, given the DP limits on instant swap, and the large jump in OP costs on the hull mod.  I'm wondering if I'd bother to use it with an Odyssey, for example.  That tends to require attention 100% of the time, the AI isn't quite as good at handling some player centric builds, plus it is a 9% hit to OP.  Certainly looking forward to trying it at least getting a feel for how much of a benefit fast swap is on those kinds of ships.
Title: Re: Skill Changes, Part 2
Post by: SonnaBanana on July 15, 2021, 09:07:36 PM
Are the core worlds now even more easily destabilized by pirates than ever?
Title: Re: Skill Changes, Part 2
Post by: SonnaBanana on July 15, 2021, 09:35:36 PM
Doubleposting here because a new user posted in the old one:

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 2
Post by: JUDGE! slowpersun on July 15, 2021, 10:31:26 PM
If colonies were completely excised from the player skill system, though, and if running colonies yourself was just not an option - you *had* to have an admin... hmm. This sort of thing could make sense and be good.
Hmm, I actually think that could be a very good idea. Not sure about any potential pitfalls off the top of my head, but it's intriguing to separate the two in order to give more spice to admins - and therefore cores as well. (Though cores are already pretty interesting by themselves.)

It also makes a bit more sense to me that the player doesn't govern their own colonies directly and rather hires administrators to oversee them, since, they aren't actually present most of the time. And that doesn't necessarily mean that the player couldn't have skills that sort of tie into colonies (like the detachment idea that was mentioned) without directly affecting them.

Re: colonies/admins. It makes too much sense to simply not let the player govern. Keep colony skills as-is but up the number of base admins to 4. Make non-skilled admins plentiful and 1-skill admins still relatively common. 2 skill admins would be rare/found (as an aside, these rare ones that cost $25k a month cripple early colonies. All admin salaries need to be pro-rated based on colony size). Also, Beta Admins should be a thing (2-skills but no hypercognition). Industrial planning in Skills could just be Colony Management and increases Admin count by 2 and gives all colonies under Admin control (but not Cores) some kind of bonus to their existing skulls and/or a reduction in their cost to govern. I think Cores are simply no-brainers at this point and paying admins should have an upside.

Very much agree that colonies should basically always require an admin to run, and player never runs any colonies (at least until the inevitable addition of the fifth skill tree for colonies with max level cap being increased to 20; some sci fi voodoo neural ansible skill will therefore eventually allow player to again administrate some colonies).  This would also reward player for later swapping in better admins as time passes and colony income can handle the increased admin cost, though this essentially demands that admins have skills (and alpha core just get skills AND a weaker hypercognition.  Or no skills and stronger hypercognition).  Having a Beta AI core as a weaker admin than an Alpha core is an interesting idea, though I guess should get a weaker cognition skill than Alpha ("advanced cognition," maybe?).

But NO ONE has asked the most important question of all...



Why would an update with such a massive change to the skill system be titled 0.95.1a instead of 0.95b?

But all in all, the skill changes detailed in both this post and the previous blog post appear to be a massive improvement over the current 0.95a skill system, though perhaps I'm just biased because I just straight up hate the wrap-around mechanic.

Edit:  grammar... the quiet sibling of spelling.
Title: Re: Skill Changes, Part 2
Post by: SonnaBanana on July 15, 2021, 11:12:56 PM
Why would an update with such a massive change to the skill system be titled 0.95.1a instead of 0.95b?

But all in all, the skill changes detailed in both this post and the previous blog post appear to be a massive improvement over the current 0.95a skill system, though perhaps I'm just biased because I just straight up hate the wrap-around mechanic.

Edit:  grammar... the quiet sibling of spelling.
Because it's not a comprehensive overhaul (by Alex's standards).
Title: Re: Skill Changes, Part 2
Post by: TaLaR on July 15, 2021, 11:20:55 PM
Phase Anchor seems useless. It inherits the weakness of previously existing 4x time skill (when 2 phase ships fight, the one which can out-wait the other has immense advantage) and adds speed reduction on top. This is a huge "kill me please" advert to all enemy phase ships.

Also, I don't think speed reduction at 50% hard flux is actually a notable nerf to player-piloted assassin builds - I rarely go above 25% hard flux in current version.  Short approach ( a bit hard flux) - unload AMs (soft flux close to the cap) - short retreat (a bit more hard flux) - vent - repeat.
Title: Re: Skill Changes, Part 2
Post by: Deshara on July 15, 2021, 11:29:48 PM
alex i think were missing a trick here.
phase ships are baseline too powerful in a lot of situations bc of the affect of their time dilation.
so, nerf the crap out of their time dilation so that a phase ship by default isn't faster moving or faster reloading, just faster-breaking (only its CR is sped up while phased), & is basically just a low-tech ship with an upgraded fortress shield, then shunt that power back into the phase ships via officer skills.
Now, phase ships (which shouldnt be that numerous in a fleet anyway) aren't capable of being top of the line ships unless they have a competent officer at the helm. You still get a lot of the asymmetrical benefits of a phase ship without an officer, but they don't turn into fleet-killers without one.
Plus it might be fun to customize phase ships to be exactly what you want them to be with skills, while being encouraged not to just take all of them with a malus being inflicted by phase skills. They already have one baseline, delicate machinery, you could make each phase skill multiply the affect of delicate machinery to represent over-stressing the ship's systems, or have each phase skill add a new malus to delicate machinery (one skill increases deployment CR cost by 50%, another increases sensor profile by 50%), and/or you can do both -- if you take the CR skill then it just increases CR cost by 50%, but if you take the sensor profile skill then it gets 100% increased CR cost and 100% increased sensor profile
Title: Re: Skill Changes, Part 2
Post by: SonnaBanana on July 16, 2021, 12:06:12 AM
Phase Anchor seems useless. It inherits the weakness of previously existing 4x time skill (when 2 phase ships fight, the one which can out-wait the other has immense advantage) and adds speed reduction on top. This is a huge "kill me please" advert to all enemy phase ships.

Also, I don't think speed reduction at 50% hard flux is actually a notable nerf to player-piloted assassin builds - I rarely go above 25% hard flux in current version.  Short approach ( a bit hard flux) - unload AMs (soft flux close to the cap) - short retreat (a bit more hard flux) - vent - repeat.
Same thoughts here.
Title: Re: Skill Changes, Part 2
Post by: 00lewnor on July 16, 2021, 12:29:04 AM
When does the forced removal of the “permeant” effects take place? i.e. if I want to swap my skills from phase ship to carrier skills do I go through that dialogue (and lose stuff) when I press the reassign button or after I have re-spent my points and re-brought the skills (therefore to no effect)?
Title: Re: Skill Changes, Part 2
Post by: Scar on July 16, 2021, 12:59:35 AM
I see no one talking about the very complicated built in hullmod undoing system.

Alex, I think you're getting yourself into a mess there - keeping an extra list of all ships that remembers what to undo when the skill is unselected? That sounds like a nightmare to maintain, and also very opaque to the player.

I suggest instead that when a player has the relevant skill and builds-in a hullmod, these are marked as "extra built-in" - so it's clear to the player that these are the ones that go away, and the data is stored together with everything else. No second master list of ships!

This makes it trivial to give ships to players that never owned them. Imagine a mod adding an event that gifts a ship - the mod creator can kit it out with the extra built-in hullmods, knowing that if the player doesn't have the appropriate skill they'll just be removed.
Title: Re: Skill Changes, Part 2
Post by: SonnaBanana on July 16, 2021, 01:08:47 AM
I see no one talking about the very complicated built in hullmod undoing system.

Alex, I think you're getting yourself into a mess there - keeping an extra list of all ships that remembers what to undo when the skill is unselected? That sounds like a nightmare to maintain, and also very opaque to the player.
??????
What do you mean extra list?
Title: Re: Skill Changes, Part 2
Post by: Rain on July 16, 2021, 01:09:18 AM
Okay, largely looks reasonable to me. One of the few moment to moment gameplay issues I've had has been phase ships being really irritating, mostly due to speed and zipping around at mach 10 being kind of un-fun in general to my aging brain (incidentally a problem I've had with temporal shell and other modded time dilation ships, to the point of where I've been digging into the files and replacing their active system, but I guess that's a separate thing). Having them slow down at least somewhat sometimes has my support, for what that's worth.

Re the solution to permanent skills, I never really had any issue with them and they made sense to me, so to me it looks like questionably-necessary effort, but I guess this is fundamentally a QoL improvement either way, so, yay?

Re the colony stuff I reckon the angle where admins are necessary and players don't govern at all feels to 'make the most sense', with perhaps having a player skill allowing for recruiting more of them; then you also have that 'design space' for some potentially-interesting NPC-only skills there to differentiate the admins and put them up next to and compare to alpha cores which could still do their "all skills +1" shtick there, consistent with their superhuman ship command ability. Doesn't get around there inevitably being some players who really like the idea of governing themselves ending up disappointed, though I might note that as time has gone on I've rather ended up feeling the game plays in a more interesting way when there's at least some pressure to keep getting earning more money and the passive income of built-up colonies kind of ends up removing that. Of course, that self-same pressure I imagine a lot of people might just feel they particularly want to be rid of... So I guess have fun sorting that out. :)

Question: does Polarized Armor "turn off" when a ship is overloaded or is it passive-passive to the point of protecting you a bit during such unfortunate circumstances too? I guess it'd be weird to have a skill 'disabled' in such a way, but it's not exactly completely unprecedented (the no-flux-generate speed boost ended up doing that, IIRC?) so I could see that one go either way.
Title: Re: Skill Changes, Part 2
Post by: AcaMetis on July 16, 2021, 01:23:14 AM
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If you really need to know, you can actually tell what skill the enemy officer has when you target it! Anyway, from experience firing a ton of Reapers recently vs things that ALL had elite Damage Control, they're still fine and great and Hammers don't really compare. Just not enough raw damage.
Huh, wasn't expecting that. And how are Reapers still worth it despite getting their damage reduced to 1900, whereas an individual Hammer punches for 1800 and has two shots for the same OP as a single Reaper? Purely firing at armor rather than as a finisher against hull?

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Actual equip cost. And yeah, this interacts with HBI.
Hmm...on the surface it sounds like that gives HBI a negative synergy with that skill, but "get the benefit of two guns for the price of one gun" isn't a negative, so...playtesting needed...

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I forget exactly. Not too rare?
Well, previously there only existed a single two skill admin in the Sector at any given time, and finding this one person when you actually needed them was improbable if not impossible. So hiring early, long before you needed them, and just eating the unassigned salary and hiring bonus years before you could start to begin working on getting a return on that investment wasn't an unreasonable idea. The configurable odds of X-skill admins spawning also didn't work anymore, or something like that? I don't exactly remember, either way so long as I'm no longer tempted to hoard good admins I'll be happy.

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I forget exactly what the cost is. Right now APC is pretty cheap and Phase Anchor (in addition to needing a rework) is more expensive, but we'll see.
Making them cheap is probably the best solution, at least the best one I can think of. Something like Expanded Deck Crew you could easily make standard and just completely remove the mandatory OP tax for dedicated carriers, but a choice between two distinct playstyles is a lot harder to manage that way.

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IIRC I'd tweaked that a while ago.
Excellent.

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I'm not sure if you're being sarcastic or not, but it's really for both of these reasons, so if there's sarcasm, I'm not sure it lands :)
Me and sarcasm have a long and storied history of being unable to meet up somewhere sensible, so let's just call that Schroedinger's Sarcasm ;).

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Trust me, it's not!
Speaking as someone who prioritizes campaign QoL (meaning ADF, EO, etc.) over pure combat power I'm sure that -50OP for manual control will sting greatly. Still, I'm sure there's a budget build I can make work.

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If colonies were completely excised from the player skill system, though, and if running colonies yourself was just not an option - you *had* to have an admin... hmm. This sort of thing could make sense and be good.
I'll echo what others have said and mention that this does indeed sound like a good idea, worth testing at least. Just make sure that good admins aren't an absolute pain to get within a short window of time (the game can't tell when a player is ready to put down colonies, after all) as they are in the current version, otherwise hiring/hoarding good admins early becomes a thing.

And yes, some easy way to keep colonies at size 3 also really needs to be a thing. With everything and the kitchen sink waking up to kill you when you reach size 4 some means of giving yourself time to build up would be very useful.
Title: Re: Skill Changes, Part 2
Post by: SonnaBanana on July 16, 2021, 04:34:31 AM
New industry skills are good too.
Love Ballistic Mastery, far more AI-friendly than LRS  :P
You still haven't revealed what T4L does.

I agree with other players on Colony Skills: That the player shouldn't be able to govern anything personally, that any purchasable colony skills should have a wide purview instead of only affecting a single colony.

What if Phase Anchor's effects are inverted: Less TD and more top speed?

Any changes to Shield Shunt?
Title: Re: Skill Changes, Part 2
Post by: Sutopia on July 16, 2021, 06:13:50 AM
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I forget exactly. Not too rare?
Well, previously there only existed a single two skill admin in the Sector at any given time, and finding this one person when you actually needed them was improbable if not impossible. So hiring early, long before you needed them, and just eating the unassigned salary and hiring bonus years before you could start to begin working on getting a return on that investment wasn't an unreasonable idea. The configurable odds of X-skill admins spawning also didn't work anymore, or something like that? I don't exactly remember, either way so long as I'm no longer tempted to hoard good admins I'll be happy.

Totally false. The admin is generated on the fly and it’s about 1 out of 15 freelance admin having two skills. You’re just not checking comm frequently enough.
Title: Re: Skill Changes, Part 2
Post by: Megas on July 16, 2021, 06:19:40 AM
And yes, some easy way to keep colonies at size 3 also really needs to be a thing. With everything and the kitchen sink waking up to kill you when you reach size 4 some means of giving yourself time to build up would be very useful.
There should be growth freeze option aside from removing Spaceport until the growth bar declines to an acceptable level before rebuilding it.
Title: Re: Skill Changes, Part 2
Post by: AcaMetis on July 16, 2021, 07:32:42 AM
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Totally false. The admin is generated on the fly and it’s about 1 out of 15 freelance admin having two skills. You’re just not checking comm frequently enough.
Could swear that freelance admins were generated at game start and periodically "moved around", effectively, since one would be removed and another generated elsewhere as a replacement, and only if the two skill admin was removed could a new one spawn somewhere. Is it officers that work that way, or is that an older mechanic? I don't think I completely made up that whole idea.

Either way, two skill admins in the current game are too rare. Especially if you need them on short-ish notice.
Title: Re: Skill Changes, Part 2
Post by: Sutopia on July 16, 2021, 07:39:27 AM
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Totally false. The admin is generated on the fly and it’s about 1 out of 15 freelance admin having two skills. You’re just not checking comm frequently enough.
Could swear that freelance admins were generated at game start and periodically "moved around", effectively, since one would be removed and another generated elsewhere as a replacement, and only if the two skill admin was removed could a new one spawn somewhere. Is it officers that work that way, or is that an older mechanic? I don't think I completely made up that whole idea.

Either way, two skill admins in the current game are too rare. Especially if you need them on short-ish notice.
Admin skill may change if you load a game saved prior to visiting the planet.
Title: Re: Skill Changes, Part 2
Post by: Hiruma Kai on July 16, 2021, 07:40:59 AM
What if Phase Anchor's effects are inverted: Less TD and more top speed?

Wouldn't that favor the assassin style over the brawler style?  Getting into position for less peak performance time sounds good for assassins, given most of their phase time is spent positioning properly.  Having light needlers and lances take 50% more real time to cycle until the next burst sounds like it would hurt the brawler style.

The more I think about it, the more I think an additional speed penalty on top of the of the 1/3rd at high flux sounds like a bit too much stacking penalty.  If I understand it correctly, from the pilot's perspective, a Harbinger with Phase Anchor and 50% or higher hard flux moves at a speed 13.3 (80/3 -> 26.6/2 -> 13.3), which roughly half the speed of an Onslaught for a human pilot.  That's going to feel painful to pilot a destroyer at.  Even reducing it to 25% means speed 20 (26.6*0.75 = 20), although which with 4x time dilation means standard out of phase speed of 80.

The benefits of 4x time dilation relative to 3x are: 25% faster soft flux dissipation, 25% faster weapon cycling, 25% faster ship system cycling, and 25% faster movement speed relative to real time.  Adding a speed reduction eliminates the last advantage, literally turning it into faster gun/system cycling at the cost of player patience while trying to move.

The disadvantages are 25% faster hard flux accumulation, and 25% faster peak performance time tick down.  Say it's a 25% speed penalty from the Anchor mod, so real time speed stays the same.  The hard flux cost per unit distance covered in phase has gone up by 33%.  Which means such a mod makes it more likely you simply get killed when it comes time to run away as your hard flux will be higher than compared to a ship that didn't have that hull mod.

To put it to some hard numbers, a Harbinger with maxed vents (9000 flux capacity, 250 activation, 200 flux/second phase cloak), can stay cloaked for 23.75 seconds in it's own time frame.  At base speed 80, in 12 seconds it can cover 640 distance units (assuming smooth ramp from 0% to 50% speed penalty, going from 1.0 to 0.33).  So in 4 seconds real time, it goes 640 units and is now sitting at 50% hard flux.  On retreat it can cover a further 320 before hard fluxing out.

With anchor, in 12 seconds it can cover 320 distance units, in 3 seconds real time.  Then it's at 50% hard flux, and can back out a grand total of 160 distance units over 12 seconds and then fluxes out.  Reducing the speed penalty to 25%, still puts you at only 480 distance units, in 3 seconds real time, and then at 50% hard flux, 240 distance units until flux out.

Compared to what we currently have, which is cover 960 units on the way in and 960 units on the way out in 8 seconds realtime.  So new phase rules means you can go half as far in phase.  Proposed phase anchor can go one quarter as far in phase as we can now.  Even a 25% penalty phase anchor can go 37.5% the distance we can go now.  Those are certainly non-trivial number changes.  The  change is perhaps warranted, but given how important positioning is to phase ships, I can't see using a hull mod that means the ship can go even less of a distance while phased.  It makes the approach that much more dangerous having to do it out of phase if you want to have any chance of escape later.

Brawlers care about escaping just as much as assassin builds at high flux - they just don't spend time trying to get behind to a weak spot.  Adaptive Phase Coils with it's reduction of the speed penalty is almost always going to be better on a brawler because it means it can still escape if things go south.  Anchor basically means escape is not possible.  Phase ships already have good burst damage with a 3x multiplier.  25% more burst damage on top already good burst damage combined with less distance in phase just doesn't seem like a worthwhile trade to me.  And the benefit goes away if the autofit doesn't include burst weapons.

One possible suggestion is the hull mod simply decrease weapon cycle times while phased by 25%, which eliminates the other phase ships simply wait you out issue and peak performance time changes.  That is still misses the 25% faster soft flux reduction/25% faster ship systems, but on the other hand, you don't have 25% more hard flux generation from your phase cloak (from a real time perspective).  Assassins already spend so much time maneuvering that faster cycle times wouldn't be much of a benefit I should think.
Title: Re: Skill Changes, Part 2
Post by: Megas on July 16, 2021, 08:14:19 AM
For a phase ship to be a brawler, it needs to be able to attack without taking hits back (or heal damage taken).  Old cloak with no cooldown was great for that, and current Ziggurat with Phase Mastery is close to that.  Doom can brawl because it can distract the enemy with mines and fire while enemy is distracted.  (Before Doom got mines, it was an expensive and underperforming punching bag.)  Harbinger with combat skills can use QD from medium range to stun the enemy then fire blasters or lances.  (Without skills, Harbinger is better as an easier-to-use assassin Afflictor.)

With old cloak, Afflictor could phase though shots and pump the enemy full of holes with ballistics.  With new cloak, Afflictor is pigeonholed into Reaper or AM Blaster assassin.  Trying to brawl will get it killed.  For Shade, it used to be a ghost tank that can stand off and phase through shots possibly giving it more longevity than Monitor tanking everything with Fortress Shield.  Now, Shade is a poor-man's Afflictor trades offense for PD through its system (poor trade for assassination).

Phase ships are high-tech, which means they generally get into the range of other enemy ships, and if they cannot distract the enemy with motes, mines, or something, then phase ship will take hits and should not brawl.  If it cannot brawl, then assassin build is the only logical choice.

Last release, Doom was fun because it was the only viable brawler phase ship.  Everything else was pigeonholed into an assassin build.  Today, Ziggurat is clearly a brawler, and Combat skills can uplift Harbinger into a brawler.  Frigates are still assassins because they cannot brawl without dying.

Also, AI is terrible at assassination.  It works much better as a brawler.  Phase ships that are capable only as assassins are useful only as playerships, and unless they are overpowered (like Afflictor), then they are useless because they are not strong enough to compete with a battleship or high-end cruiser.

Phase anchor speeding up time shift is bad for brawling.  Endurance is important for brawling too (especially with and against cowardly AI), and faster time shift guts endurance.  If anything, faster time shift would be more useful for assassination.  Assassins tend to use limited ammo weapons or other alpha strikes and spend them before PPT is up, and those weapons tend to have long reload times (AM Blaster, Reapers) and faster time shift helps with that.  Brawlers just want to slug it out with the enemy, possibly with near continuous fire weapons like pulse lasers or many ballistics.
Title: Re: Skill Changes, Part 2
Post by: Alex on July 16, 2021, 09:32:32 AM
About skills in general: i m exited! I mean: the last patch was interesting, but now i feel like i want 40 skill points  ;D

:D

About phase ships: may be i m wrong, but i feel that they ll be even more OP now.

Hmm - genuinely not sure what you mean! I'm not seeing how any of these changes would make them "more OP".

Spoiler
About administrators: How about making specialisations? A mean: officers have different behavior (steady, agressive, etc.). Why not make admins different? For example, AI is OP, but it has no emotions. While admin can sometimes make strange decicions, but it may lead to better outcome.

Also i d like to see skills, affecting colonies in some ways, like:
- bonuses to specific industry
- bonus to pop growth
- bonus to combat
- bonus, allowing to deal with ludds/pirates better (like: admin automatically goes to bar, buys a drink to a pirate and sends a fleet to eliminate pirate base)
- bonus, adding extra industry by some high price (not money, but something else... maybe malus to pop growth)
- bonus, decreasing enviroment penalties

Also. Why not add people happyness system in future updates?
- if planet is happy, people from other planets might want to migrate there (maybe even people from different factions, if they will not prevent that). It also will allow to create colonies specially for pop export (i mean: you anyway cant get colony bigger than 7 now).
- your people will be more happy if there is no war with other factions
- admins might have skills to boost happyness
- some planets might have exotic fauna which boost happyness
- miners will have some other ways to enjoy life, not just by medicine
- higher happyness rate if luxury goods are cheap (so, you need to choose: low price and happy people or sad people, but more income)
- etc.
[close]

All possible ideas! We've actually got some ideas for roughly this sort cooking, too :) I just don't want to come up with a bunch of mechanical stuff if it all boils down to "more or less credits at the end of the month"... well, we'll see.

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If colonies were completely excised from the player skill system, though, and if running colonies yourself was just not an option - you *had* to have an admin... hmm. This sort of thing could make sense and be good.
Hmm, I actually think that could be a very good idea. Not sure about any potential pitfalls off the top of my head, but it's intriguing to separate the two in order to give more spice to admins - and therefore cores as well. (Though cores are already pretty interesting by themselves.)

It also makes a bit more sense to me that the player doesn't govern their own colonies directly and rather hires administrators to oversee them, since, they aren't actually present most of the time. And that doesn't necessarily mean that the player couldn't have skills that sort of tie into colonies (like the detachment idea that was mentioned) without directly affecting them.

Yeah, the more I think about this, the more I like it.

I'd suggest, rather, making it so that colonies can't get to size four without an admin.

That sounds really good.


...On the phase ships thing, I'll just say that the current phase mastery elite bonus is very much a quality-of-life thing for me; I don't like playing phase ships without that because the fastest way to travel is using phase... and that costs you your zero flux speed boost, making it feel slow. Losing that will be annoying.

Yeah, I get that. I mean, you could get Phase Coil Tuning for half that bonus, and Unstable Injector is there, etc, but yeah. That one stings a bit but I don't think there's any good way around that.


Re: colonies/admins. It makes too much sense to simply not let the player govern. Keep colony skills as-is but up the number of base admins to 4. Make non-skilled admins plentiful and 1-skill admins still relatively common. 2 skill admins would be rare/found (as an aside, these rare ones that cost $25k a month cripple early colonies. All admin salaries need to be pro-rated based on colony size). Also, Beta Admins should be a thing (2-skills but no hypercognition). Industrial planning in Skills could just be Colony Management and increases Admin count by 2 and gives all colonies under Admin control (but not Cores) some kind of bonus to their existing skulls and/or a reduction in their cost to govern. I think Cores are simply no-brainers at this point and paying admins should have an upside.

I'll just say, if admins don't use skills the player can get, then that opens up some possibilities for what sorts of things those skills could be/represent...



I like how phase coil tuning says "Combat phase ships", which gives me hope the logistic phase ship issue has been handled.

It should be, yeah. I still need to double check but I think I fixed that.

And it feels like low tech is getting a lot of subtle buffs from some of these skills.

Indeed :)

It does raise the question, does the scaling armor for calculations apply to damage hitting hull (in terms of minimum armor?).

It does, yeah.

To be honest, a pair of Neural linked Onslaught XIVs with a pile of personal skills looks like they should be terrifying.  Combat 7, Tech  5, Industry 3 sounds crazy to me initially, but 10 personal skills buffing them both feels like low tech ballistics with old release armor survivability and probably around 1600 flux dissipation each (and potentially with resistant flux conduits+elite polarized armor, 4800 dissipation while venting, for a 4-5 second vent from full flux).

I will say, the 25 OP cost for Neural interface isn't that bad for an Onslaught, but for say a Legion or Odyssey, 25 OP feels a bit steep.  Battle carriers, which tend to feel to many players to have insufficient OP for fighters and guns, are going to probably pass on being Neural linked.   I guess you're worried about double capitals being the optimal use, given the DP limits on instant swap, and the large jump in OP costs on the hull mod.  I'm wondering if I'd bother to use it with an Odyssey, for example.  That tends to require attention 100% of the time, the AI isn't quite as good at handling some player centric builds, plus it is a 9% hit to OP.  Certainly looking forward to trying it at least getting a feel for how much of a benefit fast swap is on those kinds of ships.

Hmm, there's no one-size-fits all here, or with hullmods in general. It feels like the other concerns with using an Odyssey have more importance than the OP cost, though, maybe? Worth thinking about/keeping an eye on, though.

Why would an update with such a massive change to the skill system be titled 0.95.1a instead of 0.95b?

Because "a" stands for "alpha" :)


Phase Anchor seems useless.

... I mean, I literally said in the blog post that it's getting re-worked :)

Also, I don't think speed reduction at 50% hard flux is actually a notable nerf to player-piloted assassin builds - I rarely go above 25% hard flux in current version.  Short approach ( a bit hard flux) - unload AMs (soft flux close to the cap) - short retreat (a bit more hard flux) - vent - repeat.

Just to clarify, the speed reduction *maxes out* at 50% hard flux. At 25% flux, you'd be at -33% speed. But yeah, these things are still quite doable, which is intended.


When does the forced removal of the “permeant” effects take place? i.e. if I want to swap my skills from phase ship to carrier skills do I go through that dialogue (and lose stuff) when I press the reassign button or after I have re-spent my points and re-brought the skills (therefore to no effect)?

It's done when you confirm the changes. Just pressing the reassign button doesn't *do* anything aside from letting you press some buttons.


I see no one talking about the very complicated built in hullmod undoing system.

Alex, I think you're getting yourself into a mess there - keeping an extra list of all ships that remembers what to undo when the skill is unselected? That sounds like a nightmare to maintain, and also very opaque to the player.

I suggest instead that when a player has the relevant skill and builds-in a hullmod, these are marked as "extra built-in" - so it's clear to the player that these are the ones that go away, and the data is stored together with everything else. No second master list of ships!

This makes it trivial to give ships to players that never owned them. Imagine a mod adding an event that gifts a ship - the mod creator can kit it out with the extra built-in hullmods, knowing that if the player doesn't have the appropriate skill they'll just be removed.

I feel like what you're suggesting - "marking a hullmod as extra built in" - is basically the same thing I'm doing, as far as keeping track of things. And the part about it being trivial to give ships s-modded ships to players is also already true.

Question: does Polarized Armor "turn off" when a ship is overloaded or is it passive-passive to the point of protecting you a bit during such unfortunate circumstances too? I guess it'd be weird to have a skill 'disabled' in such a way, but it's not exactly completely unprecedented (the no-flux-generate speed boost ended up doing that, IIRC?) so I could see that one go either way.

It doesn't!

(For Helmsmanship, technically it wasn't a change to the skill to make it not apply, but a fix to an oversight in the underlying mechanics!)



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If you really need to know, you can actually tell what skill the enemy officer has when you target it! Anyway, from experience firing a ton of Reapers recently vs things that ALL had elite Damage Control, they're still fine and great and Hammers don't really compare. Just not enough raw damage.
Huh, wasn't expecting that. And how are Reapers still worth it despite getting their damage reduced to 1900, whereas an individual Hammer punches for 1800 and has two shots for the same OP as a single Reaper? Purely firing at armor rather than as a finisher against hull?

Hmm - maybe you didn't catch the part about the skill being changed so this damage-reduction effect only procs at most once every two seconds? Because with that, you fire two Reapers, the first one takes down the armor and also procs the effect, while the second one just deals full damage. Hammers... things get a lot messier trying to use Hammers. It's not just a DPS-on-paper thing, you know?

Hmm...on the surface it sounds like that gives HBI a negative synergy with that skill, but "get the benefit of two guns for the price of one gun" isn't a negative, so...playtesting needed...

I mean, getting 10 OP to spend is generally going to be better than getting 20 flux dissipation (and, what, 200 capacity?), since that's just 3 OP worth of vents/caps. So unless you're maxed on vents and caps and have flux distributor/coil adjunct, HBI is just strictly better than not having it (which isn't even a choice in the first place since it's built-in, so that's a bit of a moot point anyway). And even if flux stats are maxed, chances are you can get more out of the extra OP.


Me and sarcasm have a long and storied history of being unable to meet up somewhere sensible, so let's just call that Schroedinger's Sarcasm ;).

Hah!

Speaking as someone who prioritizes campaign QoL (meaning ADF, EO, etc.) over pure combat power I'm sure that -50OP for manual control will sting greatly. Still, I'm sure there's a budget build I can make work.

Yeah, a budget build with 4 Autopulse Lasers, a Plasma Cannon, and maybe 4 Tyhpoons to round it out... :)


You still haven't revealed what T4L does.

(Sadly, that notation no longer makes much sense. Maybe we can call it, like... T3C. Or just T33.)

That skill is called "Cybernetic Augmentation", but beyong that, :-X

Any changes to Shield Shunt?

Nope.

The more I think about it, the more I think an additional speed penalty on top of the of the 1/3rd at high flux sounds like a bit too much stacking penalty.  If I understand it correctly, from the pilot's perspective, a Harbinger with Phase Anchor and 50% or higher hard flux moves at a speed 13.3 (80/3 -> 26.6/2 -> 13.3), which roughly half the speed of an Onslaught for a human pilot.  That's going to feel painful to pilot a destroyer at.  Even reducing it to 25% means speed 20 (26.6*0.75 = 20), although which with 4x time dilation means standard out of phase speed of 80.

The benefits of 4x time dilation relative to 3x are: 25% faster soft flux dissipation, 25% faster weapon cycling, 25% faster ship system cycling, and 25% faster movement speed relative to real time.  Adding a speed reduction eliminates the last advantage, literally turning it into faster gun/system cycling at the cost of player patience while trying to move.

The disadvantages are 25% faster hard flux accumulation, and 25% faster peak performance time tick down.  Say it's a 25% speed penalty from the Anchor mod, so real time speed stays the same.  The hard flux cost per unit distance covered in phase has gone up by 33%.  Which means such a mod makes it more likely you simply get killed when it comes time to run away as your hard flux will be higher than compared to a ship that didn't have that hull mod.

...

What I'm thinking about is having it reduce the hard flux threshold instead, so that it hits max speed penalty at 25% instead of at 50%. That way you'd have a tougher time getting into an "assassinate" type position, but would have enough room to back off and vent, especially with some support to hide behing. Reducing the phase cloak cooldown could be good here, too, or perhaps just overall reducing the damage taken. And perhaps combining all this with a 5x multiplier. Need to try a bunch of things and see how it all feels, though - that's just assorted ideas at this point, nothing concrete.
Title: Re: Skill Changes, Part 2
Post by: Yunru on July 16, 2021, 10:12:04 AM
I always felt the player colony fleet size skill would of benefited from also applying in a similar way to the player's fleet.
Title: Re: Skill Changes, Part 2
Post by: AcaMetis on July 16, 2021, 10:27:16 AM
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Hmm - maybe you didn't catch the part about the skill being changed so this damage-reduction effect only procs at most once every two seconds? Because with that, you fire two Reapers, the first one takes down the armor and also procs the effect, while the second one just deals full damage. Hammers... things get a lot messier trying to use Hammers. It's not just a DPS-on-paper thing, you know?
I did, but I don't know how I'm supposed to consistently deal a 500+ damage hit at most two seconds before landing a Reaper to get the full damage out of it. Using a second Reaper is only possible if I've got multiple Reapers slotted and is a huge waste of ammo/damage potential if I do besides, to the point where I'd be better off using that same OP to fit Hammers and using them to dance with the damage nerf. A small hammer torpedo slot comes with 2 ammo and a 1 second reload time, so (in theory, decent aim permitting) it can trigger the damage nerf and sneak in a full damage shot by itself, whereas that same OP worth of Reaper either needs support or gambles with hitting the damage nerf and turning into a dud.

I can believe that playtesting shows otherwise, but on paper I'm just not seeing how Reapers aren't knocked down to Hammers in terms of usefulness. To say nothing of every other weapons that are suddenly going to eat a massive damage nerf every two seconds.

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I mean, getting 10 OP to spend is generally going to be better than getting 20 flux dissipation (and, what, 200 capacity?), since that's just 3 OP worth of vents/caps. So unless you're maxed on vents and caps and have flux distributor/coil adjunct, HBI is just strictly better than not having it (which isn't even a choice in the first place since it's built-in, so that's a bit of a moot point anyway). And even if flux stats are maxed, chances are you can get more out of the extra OP.
Yeah, on paper it seems silly that HBI lowers the bonus you get from the skill but in practice you're better off using that OP elsewhere anyway. Unless someone manages to create a physical incarnation of the Platonic Ideal of all meme builds, I suppose. There's a reason I wouldn't call myself a master theorycrafter.

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I'll just say, if admins don't use skills the player can get, then that opens up some possibilities for what sorts of things those skills could be/represent...
Random thought: Faction specific(/inspired?) colony skills? Like a Luddic Church admin might have something farming/handcrafting related, whereas a Tri-Tachyon admin might boost Tech Mining/AI Core usage/etc.? Don't know if admin skills should get that specific, but there might be a decent idea in there.
Title: Re: Skill Changes, Part 2
Post by: Mordodrukow on July 16, 2021, 10:32:05 AM
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Hmm - genuinely not sure what you mean! I'm not seeing how any of these changes would make them "more OP".
Same ability and cloak CD, more HP and armor. You think that speed limit after 50% flux will do the thing, but under 50% there is no difference. And then you allow to install mod for 75% cap. What could go wrong?

Possible solutions:
- ability and cloak CD are the same, as i said
- progressive speed limit. May be cut the speed by 33% at 25% flux and another 33% at 50%. Hull mod increases both caps by 25 (50% and 75% respectively)
- reasonably high cost of hull mod

Just test things against phase fleet and keep in mind that you can see the situation as "ok" while a lot of people dont want to go refit entire fleet just to fight some submarines.

Fighting Harbinger which can turn your shield off 3 times per second is special "joy" indeed. Thats why i suggest to combine the cooldowns.

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I just don't want to come up with a bunch of mechanical stuff if it all boils down to "more or less credits at the end of the month"...
I agree. I d like to see more QoL stuff and, may be, some more ways to attack other factions from different "angles". Culture victory by making every citizen happy? I ll take 2! =)
Title: Re: Skill Changes, Part 2
Post by: ubuntufreakdragon on July 16, 2021, 10:35:47 AM
Phase anchor sound really weird to me. It makes phase ship impossible to escape and tick down PPT much faster. It sounds like ... uh... bad life decisions.
The main purpose of this hullmod is for brawling phase ships right?
How about let a phase ship vent hard flux prior to soft flux when unphased? (Is it possible?)

Hah! Hmm, that's an interesting idea, actually. It's not currently possible but it's *likely* doable without too much trouble - I'll see how my threshold-altering idea goes, then maybe try this too, if needed. I mean, reducing the "lowest speed" threshold to 25% hard flux should hopefully hit some of the same goals - enough mobility to get away if you're part of a battle line.
There is another skill that could really use this mechanic, the 10% hardflux dissipation while shields are up hardly do anything, as you a normally using your guns while your shields are up, so you are only venting softflux anyway.

I don't get the point of an super expensive neural link hullmod for radiants, just S-Mod it.

why remove the third S-Mod anyway on skill removal, just have the cheapest cost its normal op, done.
if you get to over spend op just add a penalty of both a cap and a vent per op, so overspending 1 op costs 2 op worth of flux stats.

I had the idea of a virtual inspired offices skill, you can with a skill inspire an officer to one choosable (like for AI Cores) extra skill, if the office levels this skill is more likely to be offered, if you respec you inspiration just the inspired skill goes away.

All colony skills should be gone.
You should finally be able to hire as much admins as you wish/need.

About the Ziggurat it's quite useless for typical phase ship tasks for it being recognizable, the main point of phase heavy fleets is to sneak in and do something nasty, but this ship gives away your identity.

And I think the AM-blaster should become medium and get some ammo-reg.
There are too many unconventional uses for AM-Torpedos on ships that have small energies with point defence in mind.

Shield shunt should get negative op costs.
Title: Re: Skill Changes, Part 2
Post by: Sutopia on July 16, 2021, 10:40:47 AM
Hmmmmm
Cybernetic Augmentation... is not an officer skill

I have a few guesses

1. Increase the upper limit of coordinated maneuvers and EW
(Same effect as 0.91 Command Control level 3)

2. Allow officer elite skill reassignment and pick any personality (shown in Twitter)

3. Increase auto-fire accuracy across the board (including fighters)

4. Increase weapon hit strength during armor damage calculation

These are all just old skills but missing in latest (except for #2.)
Title: Re: Skill Changes, Part 2
Post by: Sutopia on July 16, 2021, 10:47:44 AM
I don't get the point of an super expensive neural link hullmod for radiants, just S-Mod it.

It has been mentioned in multiple threads and replies that Neural X hullmods are not S-Mod-able.

As you have mentioned, how tight is the guardrail against potential respec cheese as of S mods? There are multiple ways a player can temporarily put away a ship full of S mods for reclaiming later.
Title: Re: Skill Changes, Part 2
Post by: Rauschkind on July 16, 2021, 11:04:43 AM
i enjoyed reading the blog post, sounds like great improvements are comming. very exiting.

one thought i had was that i really do not care so much about safe game compatiblity. its a pre-release game anyway, i think most of us expect that any upgrade might break an older game. i mean, yeah. its nice to have, but id generally would appriciate another piece of progress then safe game compatiblity where i would most likely start a new game after major changes anyhow.
Title: Re: Skill Changes, Part 2
Post by: Alex on July 16, 2021, 11:10:41 AM
A small hammer torpedo slot comes with 2 ammo and a 1 second reload time, so (in theory, decent aim permitting) it can trigger the damage nerf and sneak in a full damage shot by itself, whereas that same OP worth of Reaper either needs support or gambles with hitting the damage nerf and turning into a dud.

I mean, this just doesn't hold up in practice! And if you land a single Reaper on a heavily armored capital (i.e. the Radiant, in this case), much of its damage potential will be spent on armor anyway, and calling that a dud is a bit much. I do understand your logic here, but I don't think it adds up - and playtesting bears that out. Reapers feel powerful.

(And Hammers have a slew of other practical problems, too...)


Quote
Hmm - genuinely not sure what you mean! I'm not seeing how any of these changes would make them "more OP".
Same ability and cloak CD, more HP and armor. You think that speed limit after 50% flux will do the thing, but under 50% there is no difference. And then you allow to install mod for 75% cap. What could go wrong?

Ahhh! The speed penalty *maxes out* when the ship is at 50% max flux, and stays maxed from 50 to 100%. But it begins as soon as hard flux level is above zero, so e.g. at 25% hard flux, it'd have half the penalty - so, a 33% reduction in max speed at that point already. Which, funnily enough - happens to be the exact number you're suggesting there :)

I agree. I d like to see more QoL stuff and, may be, some more ways to attack other factions from different "angles". Culture victory by making every citizen happy? I ll take 2! =)

:D


I don't get the point of an super expensive neural link hullmod for radiants, just S-Mod it.

Per my earlier responses here, you can't s-mod it in! Otherwise it wouldn't have much point, yeah.

Hmmmmm
Cybernetic Augmentation... is not an officer skill

I have a few guesses

1. Increase the upper limit of coordinated maneuvers and EW
(Same effect as 0.91 Command Control level 3)

2. Allow officer elite skill reassignment and pick any personality (shown in Twitter)

3. Increase auto-fire accuracy across the board (including fighters)

4. Increase weapon hit strength during armor damage calculation

These are all just old skills but missing in latest (except for #2.)

Some good guesses, but none of them are correct :)


As you have mentioned, how tight is the guardrail against potential respec cheese as of S mods? There are multiple ways a player can temporarily put away a ship full of S mods for reclaiming later.

I'm having a hard time seeing how it could be avoided. It'd have to be something like a mod cloning a ship.


i enjoyed reading the blog post, sounds like great improvements are comming. very exiting.

Thank you!

one thought i had was that i really do not care so much about safe game compatiblity. its a pre-release game anyway, i think most of us expect that any upgrade might break an older game. i mean, yeah. its nice to have, but id generally would appriciate another piece of progress then safe game compatiblity where i would most likely start a new game after major changes anyhow.

I mean, fair! But I think a lot of people do care about it. And in this case it wasn't too much effort to make it work. I mean, I wouldn't want to spend a ton of time on it, either - at some point it's counter-productive - but in this case it was doable with a bit of forethought and a modicum of effort.
Title: Re: Skill Changes, Part 2
Post by: Sordid on July 16, 2021, 11:48:13 AM
Another mostly disappointing read. The overarching problem seems to be something that's plagued Starsector for years, stinginess with player power ("but not too game-changing"). A whole +5 top speed? Woo-hoo, that'll make all the difference in a fight! ::) I said it for years, I'll say it again: Starsector is a power fantasy, finding ways to attain excessive power is what makes such games fun, and perfect balance is a detriment in that respect. It seems this realization was almost reached in the Neural Link + Automated Ships section ("it's way too strong but also really fun"), but then a nerf was applied instead. Fun overload detected, deploy emergency nerfs!

Thumbs up for removing colony skills and for phase ship changes, those were sorely needed.
Title: Re: Skill Changes, Part 2
Post by: Deshara on July 16, 2021, 11:59:53 AM
I'm gonna idiot-check you (boy is there ever a phrase that doesn't translate well...) on the problem with all the weird edge cases ur dealing with RE: permanent skills to prevent respecc cheesing. Why not just allow the cheese but make it cost? You could make respeccing (after you leave the skills menu) lose you the elite tier of permanent skills* you abandoned, then in order to get that elite tier back you have to spend another story point to re-elite it. Now, every time you cheese the respecc it costs you 2 story points; the game doesn't take away the things you got from the cheese, just the ability to keep getting them.

So if you respecc cheese an elite tier that gives a hullmod, the hullmod is still on the ships you put it on, but you can't put it on any other ships after that without spending another skill point & story point to reacquire that skill & its elite tier (or 2 story points to respecc & upgrade).
Or, flux vents/capacitors increase; let players respecc cheese the elite skill to unlock the increase to capacity, stick extra on the ships they want/need it on then respecc off of it. Any ships they acquire after that are stuck in normal capacity unless they re-spend the resources reacquiring it. You could even make salvaging ships have a chance to/always set their vents/capacitors down to 0 or at least back down to the cap if it's over, so that losing a ship becomes a threat when you've spent 2 story points getting its reactor past spec.
In fact, it seems like the only thing you'd need to make any permanent elite skill work fine while allowing the respecc cheese is a way -- or reason, to lose the thing you got from it. To whit, the only thing I can think of that doesn't fit that criteria rn is officers, since there's no way or reason** to lose them after u get ones u want.

** bbbbbbbbuuuuuuuuut, i happen to recall some individual who sounded pretty smart and handsome make a post suggesting the ability to sell(?) fully trained officers for story points. *eyebrows waggle suggestively*
* permanent skills would need to be renamed. Impermanent skills? Temporary skills? Transient skills? This kind of (https://youtu.be/3YxaaGgTQYM?t=62) skill?

edit: also if you feel player controlled redacted is too much you could balance neural integrator a little more, not by making it less effective or cost more than it does, but by also making it guarantee that the ship is lost for good if it dies in battle. So you do get to play with the super special fun toy, but you better not drop it or daddy alex will take it away. Which would make it, not only fun, but also more tense than piloting a normal ship. (also if you were me, and thank god you arent, id make installing neural integrator toggle ironman mode on until the ship it's on has been lost. just as a small act of cruelty. call it a mysterious act of the AI god's love. even when you think you've tamed it it makes you suffer, just to prove your dedication to it)
Title: Re: Skill Changes, Part 2
Post by: Morrokain on July 16, 2021, 12:30:24 PM
Another mostly disappointing read. The overarching problem seems to be something that's plagued Starsector for years, stinginess with player power ("but not too game-changing"). A whole +5 top speed? Woo-hoo, that'll make all the difference in a fight! ::) I said it for years, I'll say it again: Starsector is a power fantasy, finding ways to attain excessive power is what makes such games fun, and perfect balance is a detriment in that respect. It seems this realization was almost reached in the Neural Link + Automated Ships section ("it's way too strong but also really fun"), but then a nerf was applied instead. Fun overload detected, deploy emergency nerfs!

I don't disagree with you in concept since Starsector is a single player game, but I kind of think of it like this:

It's more that you don't want one aptitude capstone skill to be ridiculously better than all the others. It's not that you want to nerf fun, as you say, so much as it is you don't want one really fun thing to nerf all the rest of the fun of other choices - because its not really a choice then! So when most people are talking about reasonable balance (not perfect balance, mind you, as I don't think anyone is really advocating for that from what I've seen) that is mostly what they mean.

Granted I didn't play the game long, but one of Oblivion's problems for me was that going an archer (at least early game) was just... better... than anything else. Not the "optimal choice" for a min-maxer, I'm talking trivializing the content level better vs really, really, struggling if you wanted to, say, use magic primarily (what an awful, awful magic system who came up with that??).

For a role playing game, there honestly weren't many viable roles, imo. You could rubber-band the controller while sneaking in a corner near an enemy to get max sneak and "win" the game, or you could go archer and mostly "win" the game be running backwards and head-shotting everything. Even with better gear, if the enemy can't catch you...

Good luck being a mage, or even a paladin-like character.

So in that sense, I think the Neural Link adjustment for the Radiant is very reasonable, because otherwise that might fall into that sort of category. Go Automated Ships, Neural Link, cap Radiant - win.

Go Best of the Best - feel really let down by how terrible it is in comparison.
Title: Re: Skill Changes, Part 2
Post by: bobucles on July 16, 2021, 12:33:57 PM
Quote
The one issue is the Phase Anchor hullmod (the one that makes the ship slower, but with a higher phase-time multiplier) – the ship just feels too slow to fly, and the extra time multiplier doesn’t feel like enough to make up for it. So that’s something I’d like to take another look at.
This one is probably an easy fix. Its main goal is to boost brawlers, by effectively giving better flux/weapon recharge? Skip the time acceleration, and just do that:
- Weapon cooldowns +30% faster during cloak
- Soft flux dissapation +30% during cloak
- +30% ability recharge during cloak

The 4x/-speed combo also hurts the overall distance a phase ship can wander during its PPT. That can be duplicated with:
- PPT burns 30% faster during cloak
But who wants to have bad things on their hull mods?  ;)
Title: Re: Skill Changes, Part 2
Post by: Mordodrukow on July 16, 2021, 12:48:59 PM
Quote
Ahhh! The speed penalty *maxes out* when the ship is at 50% max flux, and stays maxed from 50 to 100%. But it begins as soon as hard flux level is above zero, so e.g. at 25% hard flux, it'd have half the penalty - so, a 33% reduction in max speed at that point already. Which, funnily enough - happens to be the exact number you're suggesting there :)
Now it sounds good =)
Title: Re: Skill Changes, Part 2
Post by: SCC on July 16, 2021, 01:02:20 PM
I think disjoining colony and player skills is a good idea, though it leaves Industry in a funny place, since the most money-oriented tree misses any boosts to the best money makers in the game. I'm not sure if the changes will be enough to make Industry less of a "lose less" tree, but we'll see. New Industry personal skills certainly do look tasty, at least.
...On the phase ships thing, I'll just say that the current phase mastery elite bonus is very much a quality-of-life thing for me; I don't like playing phase ships without that because the fastest way to travel is using phase... and that costs you your zero flux speed boost, making it feel slow. Losing that will be annoying.

Yeah, I get that. I mean, you could get Phase Coil Tuning for half that bonus, and Unstable Injector is there, etc, but yeah. That one stings a bit but I don't think there's any good way around that.
I think it would be better to be able to switch how much time dilation you want to experience, when it comes to quality of life. Speed is an in-game statistic and it very much has an impact on the game - as I have demonstrated, the bigger, the more speed you have.

(Sadly, that notation no longer makes much sense. Maybe we can call it, like... T3C. Or just T33.)

That skill is called "Cybernetic Augmentation", but beyong that, :-X
Or 333 even! Full on robot speak. Though I don't think this notation of mine has a long life ahead of it, mainly because of the rather substantial combat tier 1 selection. We will just learn names of all the skills and use those.

The more I think about it, the more I think an additional speed penalty on top of the of the 1/3rd at high flux sounds like a bit too much stacking penalty.  If I understand it correctly, from the pilot's perspective, a Harbinger with Phase Anchor and 50% or higher hard flux moves at a speed 13.3 (80/3 -> 26.6/2 -> 13.3), which roughly half the speed of an Onslaught for a human pilot.  That's going to feel painful to pilot a destroyer at.  Even reducing it to 25% means speed 20 (26.6*0.75 = 20), although which with 4x time dilation means standard out of phase speed of 80.

The benefits of 4x time dilation relative to 3x are: 25% faster soft flux dissipation, 25% faster weapon cycling, 25% faster ship system cycling, and 25% faster movement speed relative to real time.  Adding a speed reduction eliminates the last advantage, literally turning it into faster gun/system cycling at the cost of player patience while trying to move.

The disadvantages are 25% faster hard flux accumulation, and 25% faster peak performance time tick down.  Say it's a 25% speed penalty from the Anchor mod, so real time speed stays the same.  The hard flux cost per unit distance covered in phase has gone up by 33%.  Which means such a mod makes it more likely you simply get killed when it comes time to run away as your hard flux will be higher than compared to a ship that didn't have that hull mod.

...

What I'm thinking about is having it reduce the hard flux threshold instead, so that it hits max speed penalty at 25% instead of at 50%. That way you'd have a tougher time getting into an "assassinate" type position, but would have enough room to back off and vent, especially with some support to hide behing. Reducing the phase cloak cooldown could be good here, too, or perhaps just overall reducing the damage taken. And perhaps combining all this with a 5x multiplier. Need to try a bunch of things and see how it all feels, though - that's just assorted ideas at this point, nothing concrete.
Something for brawlers would be something that reduced cloak cooldown, cloak activation cost or time dilation in phase, or all of the above.
Title: Re: Skill Changes, Part 2
Post by: Sordid on July 16, 2021, 01:07:02 PM
I think the Neural Link adjustment for the Radiant is very reasonable, because otherwise that might fall into that sort of category. Go Automated Ships, Neural Link, cap Radiant - win.

Go Best of the Best - feel really let down by how terrible it is in comparison.

Yes, but that's a reason to buff Best of the Best, not nerf Neural Link. This comes back to the overarching point of Alex being stingy with player power. He accidentally opened this particular tap more than he intended, saw that it was really fun, and then proceeded to close it again rather than open up all the other ones too. That's just... wrong. On every level.
Title: Re: Skill Changes, Part 2
Post by: bobucles on July 16, 2021, 01:16:49 PM
It's certainly more fun to play with over tuned talents than under tuned. Star sector is a single player campaign after all. If it feels like good, fun talents stand out because other trees lack that same punch, it may be worth trying to improve those trees instead.


For example, safety overrides is one of the most game changing hull mods there is. Perhaps a talent should target it directly? The concept of reckless ship design doesn't fit in leadership, combat or technology. It'd be right at home as an industry skill.
Title: Re: Skill Changes, Part 2
Post by: Megas on July 16, 2021, 01:48:00 PM
As you have mentioned, how tight is the guardrail against potential respec cheese as of S mods? There are multiple ways a player can temporarily put away a ship full of S mods for reclaiming later.
The blog says cheapest one gets removed for those not in your fleet, while you choose for those in your fleet.

I see BotB useful for removing built-in Augmented Engines from Ziggurat (if player added it but then later needs to remove Augmented Engies for another s-mod and more combat power), since player can get only one.  Respec to get BotB, add third s-mod, respec again to get old skills, remove Augmented Engines.

For example, Augmented Engines and Heavy Armor for Ziggurat, but player needs different s-mods but cannot get another Ziggurat to replace the one he got.  Respec skills and get BotB and third s-mod, say... Hardened Subsystems.  Respec skills again and get original skills without BotB.  Remove Augmented Engines.

With s-mods being able to be removed by respec-ing BotB on and off, it would be nice if there was another easier way to remove s-mods, especially from unique or limited ships like Ziggurat.
Title: Re: Skill Changes, Part 2
Post by: Sutopia on July 16, 2021, 02:06:07 PM
Yeah I was referring to ship clones, or somehow ship stored as variant instead of actual ship, as those may not be referenced by the collection you built.

But I guess that’s mod’s responsibility to keep track of that. Is there an API for mod to log or query the collection?
Title: Re: Skill Changes, Part 2
Post by: EclipseRanger on July 16, 2021, 02:21:26 PM
I think the new skills changes are a step in the right direction:agency for the player and emphasis on their general playstyle without forcing absolute overspecialization.

Just one question if it can be answered:Is Auxiliary Support changed in any way???It felt relativey weak in its current implementation,mostly because of the crippling DP limit.6 DP is barely enough to fit one small civilian ship,and since no one in their right mind would run Auxiliary Support to buff,say,a Phaeton,that leaves Combat Freighters,which means an entire skill point is spent making a Gemini somewhat stronger which feel immensely weak.
Title: Re: Skill Changes, Part 2
Post by: Sutopia on July 16, 2021, 02:35:04 PM
I think the new skills changes are a step in the right direction:agency for the player and emphasis on their general playstyle without forcing absolute overspecialization.

Just one question if it can be answered:Is Auxiliary Support changed in any way???It felt relativey weak in its current implementation,mostly because of the crippling DP limit.6 DP is barely enough to fit one small civilian ship,and since no one in their right mind would run Auxiliary Support to buff,say,a Phaeton,that leaves Combat Freighters,which means an entire skill point is spent making a Gemini somewhat stronger which feel immensely weak.
Removed.
Title: Re: Skill Changes, Part 2
Post by: EclipseRanger on July 16, 2021, 02:46:25 PM
I think the new skills changes are a step in the right direction:agency for the player and emphasis on their general playstyle without forcing absolute overspecialization.

Just one question if it can be answered:Is Auxiliary Support changed in any way???It felt relativey weak in its current implementation,mostly because of the crippling DP limit.6 DP is barely enough to fit one small civilian ship,and since no one in their right mind would run Auxiliary Support to buff,say,a Phaeton,that leaves Combat Freighters,which means an entire skill point is spent making a Gemini somewhat stronger which feel immensely weak.
Removed.

***,for real???Is there any source confirming it?
Title: Re: Skill Changes, Part 2
Post by: Sutopia on July 16, 2021, 02:54:10 PM
I think the new skills changes are a step in the right direction:agency for the player and emphasis on their general playstyle without forcing absolute overspecialization.

Just one question if it can be answered:Is Auxiliary Support changed in any way???It felt relativey weak in its current implementation,mostly because of the crippling DP limit.6 DP is barely enough to fit one small civilian ship,and since no one in their right mind would run Auxiliary Support to buff,say,a Phaeton,that leaves Combat Freighters,which means an entire skill point is spent making a Gemini somewhat stronger which feel immensely weak.
Removed.

***,for real???Is there any source confirming it?

https://fractalsoftworks.com/forum/index.php?topic=22185.msg334705#msg334705
Title: Re: Skill Changes, Part 2
Post by: Deshara on July 16, 2021, 03:37:36 PM
Auxiliary Support
Removed.

you know, originally I was like, "good riddance, my flagship is auxilliary civilian ship and even I don't use that skill" and then I booted SS to actually take a look at how my flagship performs with & without the skill (which you can't do with skills in a regular non-cheated game bc u cant test skills out the way u can a hullmod), and realized what's wrong with the skill; the hullmods that it upgrades, without the upgrade, are joke hullmods. Nobody is taking militarized for +10 armor, nobody is taking escort for +30 PD range, nobody is taking assault package for +10% hull integrity. So, when you propose to someone taking a skill that hinges around using them, they balk. "Why would I take a skill for a series of hullmods that I have never even considered using?".
This is a pretty easy fix; make them only equipable on militarized ships, then shunt all the power the skill gives to the hullmods to the hullmods themselves & make the skill just unlock them, and mmmmmmmmmaybe also an elite tier that upgrades the hullmods for your flagship for those of us lunatics flying a Combat Nebula into a warzone. Since the only skill upgrade for the hullmods would be for the flagship, you wouldn't need the incredibly vague "+% bonus to all affects of several hullmods divided for every ship that could equip it over a DP of 5" description that is completely indecipherable, the elite tier of the skill could just tell you what each hullmod will do if you take it. "Flagship - Militarized Subsystems will increase your flux vent and armor by 10x. Escort package will increase your manueverability and PD range and damage to missiles & fighters by 10x. Assault package will increase the ship's hull, armor and flux cap by 10x."

also, bbbbbbbasically everything the package mods do is done better by normal hullmods you dont need skills for, and most of those things arent things youd even want particularly on a ship you've auxilliarized. I guess the PD range boost is nice, but it doesnt do much without IPDA anyway, and any aux ship I'm planning on fighting with is better off with autocannons instead of LMG, and any aux ship I need PD on where I'm putting IPDA on I'd be better off with a LAG & IPDA instead of a LMG/vulcan and IPDA and escort package. any ship small enough to get anything out of the skill bonus is too small to really need a maneuverability bonus, any ship large enough to need the maneuverability bonus will also be crippled by not being fast enough. Umm, assault package doesnt do much for my flagship as a ship with the durability of two kites is still so fragile it needs to still rely on its maneuverability to dodge shots anyway. ... Idk, even keeping in mind the 10x bonus, I can't think of a single ship that really needs much of anything it offers? I don't think this is an issue with the idea, I think just the bonuses it does give arent a very good combo. They seem focused on shoring up what a militarized ship isn't good at, when the reason we use militarized ships is bc we enjoy hyper-focusing on what they are good at. I fly an A_kite bc I enjoy having a ship that only does torpedo strikes & relies on its engines to stay alive, so the only hullmods I put on it upgrade its torpedo strikes & engines. Maybe the armor would get used by an auxilliary hound?? but then, its flux capacity upgrade isn't getting used, unless you stick a makeshift shield on it to make use of it, and we've circled back around to, the only way to get good use of these mods is to use other hullmods to make up for using them and. idk.
idk how i feel abt it. I can see potential peaking out from inside of it. Something that allows you to get stupid use out of a ship that isnt meant for combat sounds like a lot of fun, it just needs another pass. ... basically it just wants to be safety overrides but different. I cant think of anything I'd replace either of the packages with that isnt just, safety over overrides.
Title: Re: Skill Changes, Part 2
Post by: Undead on July 16, 2021, 03:54:53 PM
Not sure if this question has been asked already but why the elite effect of polarized armor is in direct conflict of interests with the effects of the skill itself? I mean skill favours you being at high hard flux levels by providing bonuses to armour, but the elite effect makes you vent better, thus youll spend more time in the "no bonus to armor" levels of hard flux. Seems a bit counter-intuitive
Title: Re: Skill Changes, Part 2
Post by: Thaago on July 16, 2021, 04:03:27 PM
Not sure if this question has been asked already but why the elite effect of polarized armor is in direct conflict of interests with the effects of the skill itself? I mean skill favours you being at high hard flux levels by providing bonuses to armour, but the elite effect makes you vent better, thus youll spend more time in the "no bonus to armor" levels of hard flux. Seems a bit counter-intuitive

Venting in this case refers to active venting with the V key - so after you've driven up the hard flux you can recover faster (and starting firing everything again). It seems to me the skill is boosting both of the options available to players when at high hard flux: either armor tank or vent. Either way, it makes going to high hard flux safer.
Title: Re: Skill Changes, Part 2
Post by: Sutopia on July 16, 2021, 04:05:32 PM
Not sure if this question has been asked already but why the elite effect of polarized armor is in direct conflict of interests with the effects of the skill itself? I mean skill favours you being at high hard flux levels by providing bonuses to armour, but the elite effect makes you vent better, thus youll spend more time in the "no bonus to armor" levels of hard flux. Seems a bit counter-intuitive
It’s active vent speed, not passive.
When you active vent you want it done ASAP under any given circumstance so you can get your shield back up ASAP.

It’s supplementary to the primary effects so the ship can get back into engagement faster. The main effect benefits mostly low tech ships when they are at high hard flux and has to armor tank some damage. You’re not gonna just active vent right in front of the enemy.
Title: Re: Skill Changes, Part 2
Post by: Morrokain on July 16, 2021, 04:17:09 PM
Re: Derelict Contingent

I changed it to be both combat freighters and civilian ships that benefit but halved the bonus. Maybe something along those lines could be interesting? Or just combat freighters maybe?
Title: Re: Skill Changes, Part 2
Post by: Alex on July 16, 2021, 04:40:27 PM
It's certainly more fun to play with over tuned talents than under tuned. Star sector is a single player campaign after all. If it feels like good, fun talents stand out because other trees lack that same punch, it may be worth trying to improve those trees instead.

I mean, it's a question of degrees! Turning godMode on in the settings file and one-shotting everything is not going to be fun for very long, for most people.

I'm not *trying* to over or under-tune anything, you know? What I'm trying to do is to get it right :) Both over- or under- tuned is less fun than something more properly tuned - pretty much by definition, since the goal of tuning things in general is to make a fun game.

For a player-piloted Radiant, the initial version was rather close to the aforementioned godMode.

The other thing to consider is that when something is over-tuned, that can be *more* dangerous than when it's under-tuned. The worst case scenario when one thing is just way too weak is that no-one uses it. That's not great, but there's all the other stuff you can do. When something is over-tuned, there's a real risk that most players will *only* use that thing, leaving everything else gathering dust. There's also a solid chance that that one thing then makes the game "too easy" and less fun - so these are related, but separate issues. (Important to note that it's "can be more dangerous", not necessarily "will"... everything ends up bring situational, on a case-by-case basis.)

(One more consideration is that the further away something takes you from the game's core gameplay, the more difficult it is to make it work in a way that's good/fun/satisfying/etc. There's sort of a design center where everything comes together, and yeah, you can move away from that with skills, different ship designs, etc, and that can be great. But move away too far, and it will be a problem because the game doesn't "click" anymore. I feel like I didn't do a very good job conveying this last, so I hope it makes some sort of sense. Sort of like - if you made an Onslaught move like a Tempest, it could even be reasonable power-wise in some circumstances, but it'd just fundamentally break the feel of the game.)

So in general - I mean, I hear you. And I feel like all of the top-tier skills stand out in their own way now, and that was very much one of the goals of these skill changes.


For example, safety overrides is one of the most game changing hull mods there is. Perhaps a talent should target it directly? The concept of reckless ship design doesn't fit in leadership, combat or technology. It'd be right at home as an industry skill.

Indeed - and that's Hull Restoration, pretty much! Or Derelict Operations. Either one will do - both make losing ships not hurt and enable SO use on a wider scale.


With s-mods being able to be removed by respec-ing BotB on and off, it would be nice if there was another easier way to remove s-mods, especially from unique or limited ships like Ziggurat.

Might be worth adding that as an option at some point, yeah.



Yeah I was referring to ship clones, or somehow ship stored as variant instead of actual ship, as those may not be referenced by the collection you built.

But I guess that’s mod’s responsibility to keep track of that. Is there an API for mod to log or query the collection?

The tools are there for mods to handle it correctly, yeah.


(Re: Polarized Armor - right, it's active venting speed only.)


Re: Derelict Contingent

I changed it to be both combat freighters and civilian ships that benefit but halved the bonus. Maybe something along those lines could be interesting? Or just combat freighters maybe?

Hmm - I mean, that might work! But I'm not sure there are enough combat freighters/civgrade ships to really base a top-tier skill around. Plus, I just really like the idea of overwhelming the enemy with a large number of junkier ships, which the deployment points reduction from Derelict Operations enables.
Title: Re: Skill Changes, Part 2
Post by: Amazigh on July 16, 2021, 05:42:38 PM
I mean, this just doesn't hold up in practice! And if you land a single Reaper on a heavily armored capital (i.e. the Radiant, in this case), much of its damage potential will be spent on armor anyway, and calling that a dud is a bit much.
So if i'm reading this right, damage control will reduce the hull damage taken, but have no impact on the armour damage taken?
If so then i can understand it.

The (non redacted) weapons that i can think of that will be hit by this skill are: Hammer, Atropos, Reaper, Harpoon, Gauss, Hellbore, AM Blaster, Mining Blaster  My personal feelings towards the impact of this skill on these weapons:

Gauss/Hellbore/Mining Blaster - all have a low enough fire rate that every shot will likely face the penalty if used singly, but suffer rather minimal damage reduction, so it's no big impact to a ship using these weapons.
Harpoon - these can consistently hit fast enough to avoid the reduction and the actual loss of damage from the reduction is small enough to not really impact their use cases anyway, so can basically ignore the skill.
Atropos - these can fire fast enough to only sacrifice one shot to the penalty, and the per-shot damage loss is not (completely) crippling, so i'd consider these basically in the same category as the harpoon.
AM Blaster/Hammer (single) - can be mounted singly as armor cracking/finishing weapons, and will lose out on a significant amount of damage, making their usage against this skill not great, unless you have more than one.
Single Reaper/Typhoon - Single-fire reapers take a massive penalty to damage, and lack the fire rate on their own to get "past" the reduction, so are massively crippled on ships that are unable to mount more than one, making their usage against ships with this skill something of a waste imo.
Cyclone Reaper/Twin Hammer/Hammer Barrage - these fire multiple shots, so yes the first hit will suffer, but follow-up hits will still deal serious damage, making the impact of the skill not a huge impact (imo) if you can be sure to hit with more than just one of the shots form the burst.

Basically, (in my opinion) you have to deal over 1000 damage per-shot to really suffer from the reduction, and even then it's only a big consideration if you can't get a volley of shots off so you only take it on one of them.

- An added thought i came up with after typing all of the above, is how this "every 2 seconds you take reduced damage from a shot" mechanic is going to be rather hard to advertise to the player, unless there is a visual indication of some sort, and that could quite easily look out of place.
There's also the fact that it's a bit of a... "gamey" mechanic, and to me almost feels a bit out of place in the game.



On the subject of everything else, it's all sounding nice.

One thought though, two of polarized armors bonuses only work with hard flux, so for ships that can't generate hard flux (the new Vanguard for one!) it might be an idea to add a cheap(?) hullmod, that converts some/all of soft flux into hard flux (and/or possibly tie this into shield shunt?)
Title: Re: Skill Changes, Part 2
Post by: Alex on July 16, 2021, 05:56:51 PM
That all makes sense, yeah! And, right re: hull damage being affected, but not armor.

- An added thought i came up with after typing all of the above, is how this "every 2 seconds you take reduced damage from a shot" mechanic is going to be rather hard to advertise to the player, unless there is a visual indication of some sort, and that could quite easily look out of place.
There's also the fact that it's a bit of a... "gamey" mechanic, and to me almost feels a bit out of place in the game.

Well, it's in the skill description! I'm not sure I see it as "gamey", though - not any more so than just about any other skill effect. And if you wanted to, you could easily come up with a sensible explanation for why this is the case. (Something simple like the damage control teams are only able to respond to major damage being taken every so often, etc. I mean, canonically, a second of game-combat means rather more "real in-world time"...)

On the subject of everything else, it's all sounding nice.

*thumbs up*

One thought though, two of polarized armors bonuses only work with hard flux, so for ships that can't generate hard flux (the new Vanguard for one!) it might be an idea to add a cheap(?) hullmod, that converts some/all of soft flux into hard flux (and/or possibly tie this into shield shunt?)

Hmm - the issue with that sort of thing is it encourages firing randomly to build up flux levels. Still, I do agree that it'd be nice if the skill benefitted unshielded ships.

Edit: made it so that for unshielded/non-phase ships, the skill always behaves as if they had 50% hard flux.
Title: Re: Skill Changes, Part 2
Post by: SonnaBanana on July 16, 2021, 07:54:33 PM
"Cybernetic Augmentation"? And it's a strikecraft skill.....

Still Alex, it sounds like this along with Best of the Best are skills you could attach colony-related bonuses to if you don't want to add more skills.
Title: Re: Skill Changes, Part 2
Post by: Baqar79 on July 16, 2021, 08:25:16 PM
I'm very much looking forward to trying out the new skill changes!

Really awesome to see the return of in-combat repairs through Combat Endurance.  I loved this skill since it always reminds me of the power of Automated Hull Repair units I built into my starships in Master Of Orion 2.  Will any hull that is currently regenerating when combat ends automatically get their maximum repair?

Sounds good that Phase Coil Tuning now doesn't include non-combat phase ships.  Revenants should provide a decent boost to sensor range without increasing your sensor profile, so they are becoming even better for exploration/salvaging (not quite ready to retire my favourite Apogee just yet though!).

Title: Re: Skill Changes, Part 2
Post by: Alex on July 16, 2021, 08:56:43 PM
"Cybernetic Augmentation"? And it's a strikecraft skill.....

It's not!

Really awesome to see the return of in-combat repairs through Combat Endurance.  I loved this skill since it always reminds me of the power of Automated Hull Repair units I built into my starships in Master Of Orion 2.  Will any hull that is currently regenerating when combat ends automatically get their maximum repair?

It goes the other way, actually - hull level after combat will be the lowest level that was reached. Makeshift in-combat repairs not suitable for long-term operations etc etc...

(Fun fact: Automated Repair Unit is pretty much a direct MoO2 reference.)

Sounds good that Phase Coil Tuning now doesn't include non-combat phase ships.  Revenants should provide a decent boost to sensor range without increasing your sensor profile, so they are becoming even better for exploration/salvaging (not quite ready to retire my favourite Apogee just yet though!).

Ah - phase ships now have half the normal phase profile of a same-size ship instead of just zero. It made sense to make some numbers work out. Still, for practical reasons a Revenant won't really increase your sensor profile since it's not too likely to be in the top 5, unless your fleet is very small.
Title: Re: Skill Changes, Part 2
Post by: SonnaBanana on July 16, 2021, 09:53:49 PM
There's a new Technology skill for strikecraft?


* Is T4L the new Ground Operations?

Hmm? Not sure which you mean but I think it's one of the fighter skills.
Title: Re: Skill Changes, Part 2
Post by: Sutopia on July 17, 2021, 06:05:41 AM
There's a new Technology skill for strikecraft?


* Is T4L the new Ground Operations?

Hmm? Not sure which you mean but I think it's one of the fighter skills.
Since you were talking about GO it was assumed you were talking about "Tier" 4 left of Leadership.

And no.
Title: Re: Skill Changes, Part 2
Post by: Rauschkind on July 17, 2021, 07:13:06 AM

With s-mods being able to be removed by respec-ing BotB on and off, it would be nice if there was another easier way to remove s-mods, especially from unique or limited ships like Ziggurat.

Might be worth adding that as an option at some point, yeah.


so the inflexibility of s-mods is meant as a balancing factor. but how much of a balancing factor is it, really? i would argue not at all, the inflexibility does not change performance, but just makes it less convinient to use. the price is high, as it discourages experimentation as it puts a very high price tag on failed experiments, and inconvinience itself is hardly ever a good thing.

there are more issues: its generally best  to use s-mods on the most expensive mods and so s-mod usefulness scales a lot with the price of the mods its used on, so its effect is variable which i would think is not optimal.

i like the idea of adding a permanent cost on ships, but i do not like this sysem all that much. why not replace it? like, maybe let me spend s-points to increase op and/or maybe max vents to elite my ships for story points.

of couse, this might (proabably would) again break overdrives, but id argue that this is merely an indicator for overdrives themself still being problematic.
Title: Re: Skill Changes, Part 2
Post by: Yunru on July 17, 2021, 07:20:27 AM

With s-mods being able to be removed by respec-ing BotB on and off, it would be nice if there was another easier way to remove s-mods, especially from unique or limited ships like Ziggurat.

Might be worth adding that as an option at some point, yeah.


so the inflexibility of s-mods is meant as a balancing factor. but how much of a balancing factor is it, really? i would argue not at all, the inflexibility does not change performance, but just makes it less convinient to use. the price is high, as it discourages experimentation as it puts a very high price tag on failed experiments, and inconvinience itself is hardly ever a good thing.

there are more issues: its generally best  to use s-mods on the most expensive mods and so s-mod usefulness scales a lot with the price of the mods its used on, so its effect is variable which i would think is not optimal.

i like the idea of adding a permanent cost on ships, but i do not like this sysem all that much. why not replace it? like, maybe let me spend s-points to increase op and/or maybe max vents to elite my ships for story points.

of couse, this might (proabably would) again break overdrives, but id argue that this is merely an indicator for overdrives themself still being problematic.
So what you're saying is...
S-Only-Mods? :P
Title: Re: Skill Changes, Part 2
Post by: Megas on July 17, 2021, 07:28:05 AM
so the inflexibility of s-mods is meant as a balancing factor. but how much of a balancing factor is it, really? i would argue not at all, the inflexibility does not change performance, but just makes it less convinient to use. the price is high, as it discourages experimentation as it puts a very high price tag on failed experiments, and inconvinience itself is hardly ever a good thing.

there are more issues: its generally best  to use s-mods on the most expensive mods and so s-mod usefulness scales a lot with the price of the mods its used on, so its effect is variable which i would think is not optimal.

i like the idea of adding a permanent cost on ships, but i do not like this sysem all that much. why not replace it? like, maybe let me spend s-points to increase op and/or maybe max vents to elite my ships for story points.
For most ships, player can just build another (or loot another in case of automated ships), but this does not work for Ziggurat because it is unique and player cannot replace hero ship Z.  (Guardian could be another limited option if it becomes recoverable.)

Augmented Engines is a very expensive QoL hullmod, and I usually put it on my burn 7 battleships, but I will take it off if I desperately need more power.  I have no problem s-modding that into Onslaught or Paragon, but I do not on Ziggurat because I cannot undo or get another Ziggurat.

Also, Reinforced Bulkheads (expensive on capitals) guarantees recovery of Ziggurat, but depending on skills, that hullmod is unnecessary.
Title: Re: Skill Changes, Part 2
Post by: Sutopia on July 17, 2021, 07:50:19 AM
so the inflexibility of s-mods is meant as a balancing factor. but how much of a balancing factor is it, really? i would argue not at all, the inflexibility does not change performance, but just makes it less convinient to use. the price is high, as it discourages experimentation as it puts a very high price tag on failed experiments, and inconvinience itself is hardly ever a good thing.

there are more issues: its generally best  to use s-mods on the most expensive mods and so s-mod usefulness scales a lot with the price of the mods its used on, so its effect is variable which i would think is not optimal.

i like the idea of adding a permanent cost on ships, but i do not like this sysem all that much. why not replace it? like, maybe let me spend s-points to increase op and/or maybe max vents to elite my ships for story points.
For most ships, player can just build another (or loot another in case of automated ships), but this does not work for Ziggurat because it is unique and player cannot replace hero ship Z.  (Guardian could be another limited option if it becomes recoverable.)

Augmented Engines is a very expensive QoL hullmod, and I usually put it on my burn 7 battleships, but I will take it off if I desperately need more power.  I have no problem s-modding that into Onslaught or Paragon, but I do not on Ziggurat because I cannot undo or get another Ziggurat.

Also, Reinforced Bulkheads (expensive on capitals) guarantees recovery of Ziggurat, but depending on skills, that hullmod is unnecessary.
For .95.1 a ship is almost always recoverable if it has any S-mod / has an officer or has reinforced bulkhead.
I personally feel that since the most important (?) aspect of RB is removed it can has a lower price tag.
40% hull isn't gonna do much since we're talking about hull ...
Title: Re: Skill Changes, Part 2
Post by: Cyan Leader on July 17, 2021, 09:09:39 AM
For a player-piloted Radiant, the initial version was rather close to the aforementioned godMode.

Was it really? With the Ziggurat in the game I have to wonder if that was really that much more powerful.

Either way, I'm looking forward to the changes, seems like almost everything is positive.
Title: Re: Skill Changes, Part 2
Post by: Deshara on July 17, 2021, 09:31:36 AM
going just by statistic it looks like the radiant is just a flatly better ship
https://imgur.com/a/qPZTBkg
Title: Re: Skill Changes, Part 2
Post by: Megas on July 17, 2021, 09:41:01 AM
@ Sutopia:  I meant the current release.  If I pilot Ziggurat, get it disabled, and change ships, Ziggurat loses guaranteed recovery unless it has Reinforced Bulkheads because the pilot with guaranteed recovery, me, is no longer on the ship.  It is a problem because I either stay in the ship and twiddle my thumbs until the end of battle to guarantee recovery, or change ships and take my chances for random recovery unless I have Bulkheads.  That would be the reason for me to s-mod Reinforced Bulkheads (which is 30 DP I think), so I do not twiddle thumbs if my Ziggurat flagship dies.

I read about the guaranteed recovery changes to come, so Reinforced Bulkhead will not be needed for that purpose.
Title: Re: Skill Changes, Part 2
Post by: Brainwright on July 17, 2021, 11:19:17 AM
I'm a little sad to see the administrator skills go, as now the administrators are more a matter of what portrait you want to see on your colony screen.

If the skills aren't that important, why not add something else instead?  Administrators could come with a set of contracts that either make certain production more profitable or increase imports for a particular product in addition to what is maximally available.  These contracts can rotate at intervals, encouraging you to move your administrators to other colonies.

You could even start farming administrators from your pool of contacts once you've ground the reputation enough...
Title: Re: Skill Changes, Part 2
Post by: Draba on July 17, 2021, 05:33:31 PM
And it feels like low tech is getting a lot of subtle buffs from some of these skills.  Polarized armor is an obvious boost to high armor ships, bringing back the 85%->90% max reduction, as well as the +50% armor for calculations (admittedly scaling, but still).  That straight up increases the amount of damage before minimum stops applying by 50% (at 0% flux).  Assuming high flux, say, 75%, I'd guess you'd get 37.5% more effective armor for calculations, which means 1.5*1.37 that overall that minimum damage period lasts twice as long.
IMO the offensive buffs aren't even subtle, ordnance expertise/ballistic rangefinder/ballistic rangefinder look like they really beef up low-tech.
As a guess the range improvements are the more important part, easier to keep multiple ships on the same target despite low tech being slow.
As you said, ordnance expertise on ships with huge OP pools and very low base venting is obviously still great.
Curious how it plays out, seems like Dominator gets a nice consolation price for not having HBI.


I mean, this just doesn't hold up in practice! And if you land a single Reaper on a heavily armored capital (i.e. the Radiant, in this case), much of its damage potential will be spent on armor anyway, and calling that a dud is a bit much. I do understand your logic here, but I don't think it adds up - and playtesting bears that out. Reapers feel powerful.
I don't like damage control's 60%/2 secs for 3 reasons:
- it's pretty hard to show the player which ships will shrug off tons of hull damage at any given time, certainly clunks up the UI
- AI already has some trouble using missiles, this skill complicates that further
- friendly AI can potentially mess with your shot. You can work around their hellbores/whatever, but it's a new way for allies to annoy the player. No matter how rare it is, the few instances it happens will be remembered

IMO it'd be much cleaner to have a weaker effect, but with no frequency limitation.
More reliable, less ways to get frustrated, easier to handle HIL/strike beams.


going just by statistic it looks like the radiant is just a flatly better ship
https://imgur.com/a/qPZTBkg
This is one of those cases where the stats don't tell the full story:
- Ziggurat can use time dilation+a bunch of strike weapons to hammer anything down in record time
- motes are nasty, and very versatile
- Ziggurat is a phase ship so has very high effective speed

It's well worth the 75 DP, and feels easy mode even for that.


I said it for years, I'll say it again: Starsector is a power fantasy, finding ways to attain excessive power is what makes such games fun, and perfect balance is a detriment in that respect. It seems this realization was almost reached in the Neural Link + Automated Ships section ("it's way too strong but also really fun"), but then a nerf was applied instead. Fun overload detected, deploy emergency nerfs!
Starsector is a power fantasy for you.
Plenty of players enjoy optimizing different fleet compositions against content that's hard enough to require  some attention.
Nothing wrong with having your preferences, but your post basically says those looking for a challenge just don't understand your absolute truth yet.
That's not a good argument, and not a good way of convincing people.

"perfect balance" doesn't happen in any game and as already explained isn't a goal here, either.
The "good enough" threshold for complex single player games is usually very generous anyway.
Title: Re: Skill Changes, Part 2
Post by: Alex on July 17, 2021, 05:53:43 PM
so the inflexibility of s-mods is meant as a balancing factor.

I wouldn't say that! As you note, it wouldn't be much of one.

i like the idea of adding a permanent cost on ships, but i do not like this sysem all that much. why not replace it? like, maybe let me spend s-points to increase op and/or maybe max vents to elite my ships for story points.

Well - for one, because I do like it :) But really what you're suggesting doesn't necessarily sound *bad* but it does sound like lateral movement design-wise, if that makes sense.


For a player-piloted Radiant, the initial version was rather close to the aforementioned godMode.

Was it really? With the Ziggurat in the game I have to wonder if that was really that much more powerful.

Either way, I'm looking forward to the changes, seems like almost everything is positive.

I mean, that's definitely a bit of an exaggeration on my part! But: the Ziggurat gets more leeway. I think it's psychologically easier to decide not to use it, where with the Radiant if you want to use automated ships, it's really the pinnacle of that, so you're likely to gravitate to it. The Ziggurat is more of a standalone thing and doesn't have the same kind of impetus being someone really wanting to use it. I think it's also fairly clearly a "you can use this to make the game easier" ship, too... It's a cool story ship, basically, with the up and downsides of that.

And the Radiant also has some things going for it that the Ziggurat doesn't, namely exceptional mobility - which combined with the firepower it has, means a lot.


I'm a little sad to see the administrator skills go, as now the administrators are more a matter of what portrait you want to see on your colony screen.

If the skills aren't that important, why not add something else instead?  Administrators could come with a set of contracts that either make certain production more profitable or increase imports for a particular product in addition to what is maximally available.  These contracts can rotate at intervals, encouraging you to move your administrators to other colonies.

You could even start farming administrators from your pool of contacts once you've ground the reputation enough...

Ah - that sort of thing is just outside of how far I'd want to go while just changing how skills work. I will say that we've talked about some things that are vaguely in the same general area, but it's not something I want to talk about publicly because it's not decided, if that makes sense.



I don't like damage control's 60%/2 secs for 3 reasons:
- it's pretty hard to show the player which ships will shrug off tons of hull damage at any given time, certainly clunks up the UI
- AI already has some trouble using missiles, this skill complicates that further
- friendly AI can potentially mess with your shot. You can work around their hellbores/whatever, but it's a new way for allies to annoy the player. No matter how rare it is, the few instances it happens will be remembered

IMO it'd be much cleaner to have a weaker effect, but with no frequency limitation.
More reliable, less ways to get frustrated, easier to handle HIL/strike beams.

#1 and #2 Hmm, I'm not sure that it's enough of an issue to justify making the elite bonus of the skill boring instead. At least, in playtesting so far, this hasn't been a problem, like, at all. I do see what you're saying, though. Just feels like it's a tradeoff worth making.

#3, I'm not sure how friendly AI could mess with it. Their fire can only help, it can't harm anything as far as you trying to manage this. Maybe I'm missing something?
Title: Re: Skill Changes, Part 2
Post by: Megas on July 17, 2021, 06:09:12 PM
One annoyance with Ziggurat is I cannot rob or fight people without going to war with them, regardless of stealth.  (I can only use Z for bounty hunting or Ordos hunting in the fringe.)  On the other hand, being unique gives the Ziggurat the feeling of a blatant hero ship destined to be the player's personal flagship for the remainder of the game, like the Vindicator from Star Control 2.

I feel kind of pressured to get phase ship skills because Xenorphica is Starsector's Vindicator once in falls into the player's hands.

There ought to be at least another unique or signature ship to choose from.
Title: Re: Skill Changes, Part 2
Post by: Yunru on July 17, 2021, 06:11:47 PM
One annoyance with Ziggurat is I cannot rob or fight people without going to war with them, regardless of stealth.  (I can only use Z for bounty hunting or Ordos hunting in the fringe.)  On the other hand, being unique gives the Ziggurat the feeling of a blatant hero ship destined to be the player's personal flagship for the remainder of the game, like the Vindicator from Star Control 2.

I feel kind of pressured to get phase ship skills because Xenorphica is Starsector's Vindicator once in falls into the player's hands.

There ought to be at least another unique or signature ship to choose from.
If only there was a big, reclusive capital ship with a game-changing ability tucked away somewhere in the sector.
And that we could recover.
Title: Re: Skill Changes, Part 2
Post by: Draba on July 17, 2021, 06:28:05 PM
#3, I'm not sure how friendly AI could mess with it. Their fire can only help, it can't harm anything as far as you trying to manage this. Maybe I'm missing something?
Nope, just a brainfart on my side.
I meant allies can mess your timing up by unreliably triggering the CD, properly thinking about it that's not a problem.
Title: Re: Skill Changes, Part 2
Post by: Alex on July 17, 2021, 06:34:00 PM
Nope, just a brainfart on my side.
I meant allies can mess your timing up by unreliably triggering the CD, properly thinking about it that's not a problem.

(Aaaah, gotcha, that makes sense!)
Title: Re: Skill Changes, Part 2
Post by: Brainwright on July 17, 2021, 06:42:02 PM
I'm a little sad to see the administrator skills go, as now the administrators are more a matter of what portrait you want to see on your colony screen.

If the skills aren't that important, why not add something else instead?  Administrators could come with a set of contracts that either make certain production more profitable or increase imports for a particular product in addition to what is maximally available.  These contracts can rotate at intervals, encouraging you to move your administrators to other colonies.

You could even start farming administrators from your pool of contacts once you've ground the reputation enough...

Ah - that sort of thing is just outside of how far I'd want to go while just changing how skills work. I will say that we've talked about some things that are vaguely in the same general area, but it's not something I want to talk about publicly because it's not decided, if that makes sense.

Good to know you're thinking something in the same direction, as it just seems to be something the game wants.  It would be nice if colonies weren't just static entities, but something you could game into higher levels of benefit with some effort.  As it is, we're just locked into eternally killing pirates and pathers...
Title: Re: Skill Changes, Part 2
Post by: Draba on July 17, 2021, 06:55:39 PM
#3, I'm not sure how friendly AI could mess with it. Their fire can only help, it can't harm anything as far as you trying to manage this. Maybe I'm missing something?
Nope, just a brainfart on my side.
I meant allies can mess your timing up by unreliably triggering the CD, properly thinking about it that's not a problem.

(Aaaah, gotcha, that makes sense!)
Nvm got it right the first time, just getting late:
- ally shoots something that triggers damage control
- you plink away with a weapon strong enough to trigger damage control, then fire a reaper
- reaper impacts after right after damage control is back up without shots in between, loses lots of damage

Ally can technically get in your way, but yeah need to reach pretty far for an example.
In the end I don't have much against the effect, the few times it makes a huge save will certainly be remembered.
"Easier on the AI" was the main part, other 2 aren't that important.
Title: Re: Skill Changes, Part 2
Post by: Alex on July 17, 2021, 07:11:29 PM
Aha, right! Yeah, that does make sense/could happen. Hmm. As you say, probably not often enough to be a major concern.
Title: Re: Skill Changes, Part 2
Post by: Deshara on July 17, 2021, 07:29:12 PM
If only there was a big, reclusive capital ship with a game-changing ability tucked away somewhere in the sector.
And that we could recover.

Spoiler
what are we talking about?
[close]
Title: Re: Skill Changes, Part 2
Post by: Megas on July 17, 2021, 11:44:40 PM
If only there was a big, reclusive capital ship with a game-changing ability tucked away somewhere in the sector.
And that we could recover.
We know of Ziggurat, but it is the only one.  Would be nice if there were one or two more such signature ships (very powerful and no hiding ID possible) so player can choose one among few instead of left with Ziggurat as the only choice.

Maybe a real super-sized and super-capital akin to the Star Destroyer, about three times bigger than a capital.  And since shields are a pain for such a large object, maybe give it a field like one of the new low-tech ships.
Title: Re: Skill Changes, Part 2
Post by: pairedeciseaux on July 18, 2021, 01:27:28 AM
Right now in current version I feel like Ziggurat is the only phase ship whose deployment/recovery cost is appropriate, the cost of others is too low.

Looking at the phase ships behaviour changes being play-tested/planned for next version, I think reducing Ziggurat's deployment/recovery cost might be warranted to keep it desirable in a player fleet in next version.

For other phase ships, their existing (supposedly unchanged) deployment/recovery cost might actually become adequate for their new performance profile.
Title: Re: Skill Changes, Part 2
Post by: Yunru on July 18, 2021, 03:42:36 AM
If only there was a big, reclusive capital ship with a game-changing ability tucked away somewhere in the sector.
And that we could recover.

Spoiler
what are we talking about?
[close]
Why the Guardian of course!
It fills the need perfectly, asides from not currently having a recoverable form.
Title: Re: Skill Changes, Part 2
Post by: Deshara on July 18, 2021, 04:29:05 AM
oh you said that it could be recovered lol
Title: Re: Skill Changes, Part 2
Post by: SonnaBanana on July 18, 2021, 04:58:50 AM
So there's only three fighters-affecting skills (Point Defense, Carrier Group, Fighter Uplink) in total now?
Title: Re: Skill Changes, Part 2
Post by: Garafetdin on July 18, 2021, 05:19:47 AM
Speaking of Guardian, can't anything be done to it to make it recoverable? From my experience, the only thing it had over Radiant was too high a number of ordnance points and the fact that I had to conciously not put small sabots in medium missile slots since those are a bit broken when they don't run out due to extremely high DPS. The first problem can easily be solved by reducing OP to slightly less than Radiant, the second can be solved by changing medium missile slot into medium synergy/composite/universal, so that missiles couldn't be downsized.
Wouldn't it be cool to have a choice between 2 different Automated capitals?
Title: Re: Skill Changes, Part 2
Post by: Megas on July 18, 2021, 06:26:09 AM
Guardian cannot be recovered.  I posted a topic in Suggestions suggesting to make it recoverable.  The only thing about Guardian that might be too powerful (aside from current 40? DP cost) is the unlimited missiles.  Yes, Guardian can zip all over the place, but so can Ziggurat, and maybe Radiant.  During my test drives with Guardian, it seemed comparable to Radiant in power if it did not have unlimited missiles.  (With unlimited missiles, it approaches the unlimited Fast Missile Racks and Salamander cheese Venture had in one of the 0.6.5 releases.)  In case of its mobility, that can be done with 60 or 75 DP cost.

NPC Ziggurat has a unique hullmod that enables purple motes, which gets removed and downgraded to blue motes when player gets it.  Do the same for for Guardian and strip the autoforge hullmod after player recovers it if unlimited missiles are too much.

And since Guardian is limited, maybe give it the same aggravation drawback Ziggurat has.

That said, Guardian as a pseudo-flagship is good only for those with Automated Ships and Neural Link.  Ziggurat has none of those requirements.  Would be nice if there was another new signature ship that does not have a skill requirement.
Title: Re: Skill Changes, Part 2
Post by: Dexy on July 18, 2021, 10:55:29 AM
These skill and balance changes sound good. Except for the Damage Control's elite effect which sounds bad. Heavy hitters like reaper torpedoes are exciting for those on the giving and those on the receiving end. It's better if they cannot be neutralized with a passive skill.

Quote
On the other hand, once colonies have a more active role in the game…

Exciting. I like colonies and think they should play a bigger role in the game.
Title: Re: Skill Changes, Part 2
Post by: WeiTuLo on July 18, 2021, 12:25:00 PM
Speaking of Guardian, can't anything be done to it to make it recoverable? From my experience, the only thing it had over Radiant was too high a number of ordnance points and the fact that I had to conciously not put small sabots in medium missile slots since those are a bit broken when they don't run out due to extremely high DPS. The first problem can easily be solved by reducing OP to slightly less than Radiant, the second can be solved by changing medium missile slot into medium synergy/composite/universal, so that missiles couldn't be downsized.
Wouldn't it be cool to have a choice between 2 different Automated capitals?

I added them to the Remnants in the ships file, captured one, then removed it, and they kept showing up in Remnant fleets until I went into the save file and removed it from the Remnants' known blueprints.
Title: Re: Skill Changes, Part 2
Post by: Alex on July 18, 2021, 01:12:08 PM
Looking at the phase ships behaviour changes being play-tested/planned for next version, I think reducing Ziggurat's deployment/recovery cost might be warranted to keep it desirable in a player fleet in next version.

For other phase ships, their existing (supposedly unchanged) deployment/recovery cost might actually become adequate for their new performance profile.

Hmm - I feel like the Ziggurat is probably the least affected by the changes, since it didn't rely on mobility as much anyway.

So there's only three fighters-affecting skills (Point Defense, Carrier Group, Fighter Uplink) in total now?

Right.

Speaking of Guardian, can't anything be done to it to make it recoverable? From my experience, the only thing it had over Radiant was too high a number of ordnance points and the fact that I had to conciously not put small sabots in medium missile slots since those are a bit broken when they don't run out due to extremely high DPS. The first problem can easily be solved by reducing OP to slightly less than Radiant, the second can be solved by changing medium missile slot into medium synergy/composite/universal, so that missiles couldn't be downsized.
Wouldn't it be cool to have a choice between 2 different Automated capitals?

That could be interesting, though I'd have to have another look at the Guardian. The missile-reload thing would have to go, for one. Another possibility is that the Guardian just needs to be stronger. Still, worth thinking about.

These skill and balance changes sound good. Except for the Damage Control's elite effect which sounds bad. Heavy hitters like reaper torpedoes are exciting for those on the giving and those on the receiving end. It's better if they cannot be neutralized with a passive skill.

I'll just say, I understand what you're saying! From the testing I've done, though, Reapers still felt pretty great. I'll keep an eye on this, though.
Title: Re: Skill Changes, Part 2
Post by: Drazhya on July 18, 2021, 02:51:30 PM
Fluff-wise, I think there could be a Best of the Best-style player skill for colonies, where your skill is finding skilled governors, but when I'm on a year-long voyage as part of my mission to survey every planet in the sector... well, I do set up comm relays everywhere to keep track of bounties so... no, it should still be better to have governors for every colony. A pair of boots on the ground should be better than anything the player character can manage while on-the-move, especially if they're leaving comm relay coverage.

Also, kind of annoyed that the projectile speed skill is still attached to ballistics bonuses. I'll still take it for my plasma cannon apogees, because that bonus is the difference between them shooting down frigates and not, but taking "Ballistics Mastery" for a build that is anything but that, does not feel good. Don't suppose we're getting a projectile speed hullmod any time soon?
Title: Re: Skill Changes, Part 2
Post by: Hiruma Kai on July 18, 2021, 02:59:03 PM
These skill and balance changes sound good. Except for the Damage Control's elite effect which sounds bad. Heavy hitters like reaper torpedoes are exciting for those on the giving and those on the receiving end. It's better if they cannot be neutralized with a passive skill.

I'll just say, I understand what you're saying! From the testing I've done, though, Reapers still felt pretty great. I'll keep an eye on this, though.

Personally, I've always seen Reaper as armor crackers primarily.  Which the Damage Control skill doesn't change at all.  A fully skilled Onslaught XIV with heavy armor and armored mounts is still going to have 0 armor in a spot hit by a reaper with Elite Damage Control or without.  So the primary use, to open a hole that your other weapons can exploit is still there.  Sure, you can use them to wipe out hull, but that's always struck me as inefficient compared to using other weapons, especially when factoring misses in.

To be honest, I'd be worried that the skill is too narrow, not that it is too strong against reapers.  It really only comes into play under some very narrow circumstances, which the player doesn't control - namely what weapons the enemy is equipped with.  And even then might affect only a single attack depending on how much incoming alpha there is (overkill harpoon swarms come to mind).  And I'd argue for the majority of fleets and majority of ships (although not all), sabots are scarier than reapers.  You need to win the flux war before you need to concern yourself with how fast you're dealing hull damage.  At the point you're taking hull damage, all other defenses have failed. Range, speed, shields, armor.

For example, I don't think I'd ever consider making it elite on an officer, for example, even if I did take damage control for the officer.  Especially with a 2 second cooldown.  Whatever the field modulation elite effect for shields is likely to prevent more meaningful damage and potentially change the fate of the ship.  Or the elite Combat Endurance if you really are relying on hull tanking - that works against small weapons better which tend to be more common.  If an enemy officer has this as elite as opposed to something else more useful, I'll probably just be glad and most likely won't notice a difference than if they didn't have any elite skill in terms of outcome. 

At best it's going to be a minor perk for Brilliants and Radiant's with AI cores installed.  And you're already better of going kinetic DPS instead of large single shot HE heavy against those ships anyways, and Reapers will open up 1500 armor on a Radiant for kinetics to do hull damage just fine if necessary.

Of course, I'd like to get to play with it first, just to see how much of a difference it really does make, but for a lot of my fleet configurations, just based on their weapon loadouts, it is not going to be noticeable.

Also, kind of annoyed that the projectile speed skill is still attached to ballistics bonuses. I'll still take it for my plasma cannon apogees, because that bonus is the difference between them shooting down frigates and not, but taking "Ballistics Mastery" for a build that is anything but that, does not feel good. Don't suppose we're getting a projectile speed hullmod any time soon?

Actually, according to the description it is +50% ballistic projectile speed.   I don't think taking the skill does anything for plasma cannon projectiles.  So, as far as I can tell, nothing speeds up energy projectiles anymore.
Title: Re: Skill Changes, Part 2
Post by: Yunru on July 18, 2021, 03:31:47 PM
But the missile reloading is the only part that makes the Guardian cool and fun to use?
Title: Re: Skill Changes, Part 2
Post by: Wyvern on July 18, 2021, 05:54:46 PM
...On the phase ships thing, I'll just say that the current phase mastery elite bonus is very much a quality-of-life thing for me; I don't like playing phase ships without that because the fastest way to travel is using phase... and that costs you your zero flux speed boost, making it feel slow. Losing that will be annoying.

Yeah, I get that. I mean, you could get Phase Coil Tuning for half that bonus, and Unstable Injector is there, etc, but yeah. That one stings a bit but I don't think there's any good way around that.
Actually, there are some good ways around that... but the easy one requires changing the helmsmanship elite skill bonus.

Which I think ought to be changed anyway; the current implementation of it is simultaneously annoying and locks out a lot of options for mods.

Annoying, in that it takes what was previously correct behavior (hit vent when you've finished off all nearby enemies) into incorrect behavior; without that perk, you want to get to zero flux ASAP; with the perk, you want to not vent, and it's annoying to un-learn what I've gotten used to.

And as for locked out options - with the skill as it is, you have to be really careful about anything that boosts the zero flux speed bonus.  Cut that out, and you could, for example, just give phase ships enough of a zero flux boost that they're actually better off not using phasing for travel - which should play better.  With the skill in the game, though, you can't do things like give a battlecruiser a significant bonus to zero-flux speed, because it'll compound badly with elite helmsmanship.

I'd prefer an elite helmsmanship bonus that's either just a zero flux speed boost increase - or just a literal "shield maintenance costs no longer disrupt the zero flux boost".  (...Honestly, I did like the old less-than-5% thing, because that meant a normally-designed ship variant could operate both shields and PD without losing the zero flux boost... but I get that it was problematic and abusable via, say, beam-heavy loadouts.)
Title: Re: Skill Changes, Part 2
Post by: SonnaBanana on July 18, 2021, 07:08:06 PM
Alex, what are your thoughts modifying the following skills to affect fighters: Ballistic Mastery, Energy Weapons Mastery, Missile Specialisation, Ordnance Expertise, Best of the Best, Support Doctrine, Cybernetic Augmentation
Title: Re: Skill Changes, Part 2
Post by: intrinsic_parity on July 18, 2021, 07:58:13 PM
If dissipation was active while phased, then soft flux would be completely over-powered. All you would need would be dissipation>cloak cost and you would be able to stay phased indefinitely while you dissipated all flux. If dissipation was not active during cloak (I assume this what megas is referring to), then phase ships would be really bad.

I think the way it is now is better than either of those possibilities. 
Title: Re: Skill Changes, Part 2
Post by: Deshara on July 18, 2021, 08:15:50 PM
i think... i think ur in the wrong thread?
Title: Re: Skill Changes, Part 2
Post by: intrinsic_parity on July 18, 2021, 08:46:07 PM
Yep
Title: Re: Skill Changes, Part 2
Post by: Shinr on July 18, 2021, 10:35:03 PM
So there's only three fighters-affecting skills (Point Defense, Carrier Group, Fighter Uplink) in total now?

Right.

Does that mean that since of out those the officers have access only to Point Defense AFAIK, assigning officers to carriers is basically an inferior choice at best, newbie trap at worst?
Title: Re: Skill Changes, Part 2
Post by: Amoebka on July 18, 2021, 11:58:17 PM
+15% CR skill still exists and is good on carriers. Defensive skills matter for carriers. System Expertise can be great depending on the carrier. Same for missile spec.

Imo it's better than having the same few dedicated carrier skills on every carrier officer you have.
Title: Re: Skill Changes, Part 2
Post by: Sutopia on July 19, 2021, 05:12:40 AM
+15% CR skill still exists and is good on carriers. Defensive skills matter for carriers. System Expertise can be great depending on the carrier. Same for missile spec.

Imo it's better than having the same few dedicated carrier skills on every carrier officer you have.
Energy weapons get EWM, ballistic weapons now get BM, missiles get MS.
Fighters? They aint get nothing.
Title: Re: Skill Changes, Part 2
Post by: ubuntufreakdragon on July 19, 2021, 06:53:18 AM
I typically take phase ship in my fleet to perform nasty things without loosing too much rep, but the Ziggurat with the highest sneak buff can't be used for this.
Would be nice to have a less unique phase capital, even if it's much weaker.

A Missile based point defence option would be cool, e.g.
small 3op active flare launcer against missiles only
small 5op regenerating Locust SRM clone against figthers

Sabots could use a charge up timer, to be less instant on short ranges.
Title: Re: Skill Changes, Part 2
Post by: SCC on July 19, 2021, 07:21:39 AM
Phase ships are supposed to be as good as ships one size bigger, so phase capitals would be like normal supercapitals - one-off unique ship kind of thing.

Alex, what are your thoughts modifying the following skills to affect fighters: Ballistic Mastery, Energy Weapons Mastery, Missile Specialisation, Ordnance Expertise, Best of the Best, Support Doctrine, Cybernetic Augmentation
I bet he's thinking "where's the suggestion in this post?"

(...Honestly, I did like the old less-than-5% thing, because that meant a normally-designed ship variant could operate both shields and PD without losing the zero flux boost... but I get that it was problematic and abusable via, say, beam-heavy loadouts.)
I liked the whatever% thing not because it's any good, but because it makes AI stop shooting itself in the foot in pursuits and the like.
Title: Re: Skill Changes, Part 2
Post by: Alex on July 19, 2021, 08:54:12 AM
Spoiler
Personally, I've always seen Reaper as armor crackers primarily.  Which the Damage Control skill doesn't change at all.  A fully skilled Onslaught XIV with heavy armor and armored mounts is still going to have 0 armor in a spot hit by a reaper with Elite Damage Control or without.  So the primary use, to open a hole that your other weapons can exploit is still there.  Sure, you can use them to wipe out hull, but that's always struck me as inefficient compared to using other weapons, especially when factoring misses in.

To be honest, I'd be worried that the skill is too narrow, not that it is too strong against reapers.  It really only comes into play under some very narrow circumstances, which the player doesn't control - namely what weapons the enemy is equipped with.  And even then might affect only a single attack depending on how much incoming alpha there is (overkill harpoon swarms come to mind).  And I'd argue for the majority of fleets and majority of ships (although not all), sabots are scarier than reapers.  You need to win the flux war before you need to concern yourself with how fast you're dealing hull damage.  At the point you're taking hull damage, all other defenses have failed. Range, speed, shields, armor.

For example, I don't think I'd ever consider making it elite on an officer, for example, even if I did take damage control for the officer.  Especially with a 2 second cooldown.  Whatever the field modulation elite effect for shields is likely to prevent more meaningful damage and potentially change the fate of the ship.  Or the elite Combat Endurance if you really are relying on hull tanking - that works against small weapons better which tend to be more common.  If an enemy officer has this as elite as opposed to something else more useful, I'll probably just be glad and most likely won't notice a difference than if they didn't have any elite skill in terms of outcome. 

At best it's going to be a minor perk for Brilliants and Radiant's with AI cores installed.  And you're already better of going kinetic DPS instead of large single shot HE heavy against those ships anyways, and Reapers will open up 1500 armor on a Radiant for kinetics to do hull damage just fine if necessary.

Of course, I'd like to get to play with it first, just to see how much of a difference it really does make, but for a lot of my fleet configurations, just based on their weapon loadouts, it is not going to be noticeable.
[close]

(Not much to say other than I think it sounds like a good analysis. Though you probably wouldn't get Combat Endurance *at all* on a ship that relies on hull tanking... And, also, there'll be some circumstances where you have access to more elite skills on officers than currently.)

And as for locked out options - with the skill as it is, you have to be really careful about anything that boosts the zero flux speed bonus.  Cut that out, and you could, for example, just give phase ships enough of a zero flux boost that they're actually better off not using phasing for travel - which should play better.  With the skill in the game, though, you can't do things like give a battlecruiser a significant bonus to zero-flux speed, because it'll compound badly with elite helmsmanship.

I'd prefer an elite helmsmanship bonus that's either just a zero flux speed boost increase - or just a literal "shield maintenance costs no longer disrupt the zero flux boost".  (...Honestly, I did like the old less-than-5% thing, because that meant a normally-designed ship variant could operate both shields and PD without losing the zero flux boost... but I get that it was problematic and abusable via, say, beam-heavy loadouts.)

Hmm, interesting! I'll mull this over.


Alex, what are your thoughts modifying the following skills to affect fighters: Ballistic Mastery, Energy Weapons Mastery, Missile Specialisation, Ordnance Expertise, Best of the Best, Support Doctrine, Cybernetic Augmentation

My thoughts are "but why?" :)


Does that mean that since of out those the officers have access only to Point Defense AFAIK, assigning officers to carriers is basically an inferior choice at best, newbie trap at worst?

Generally speaking, yeah, though I think that calling this a newbie trap would be a bit of a stretch. I mean, almost anything you can do sub-optimally could be called that, in some sense, but if the definition is too wide it stops being a very useful term...

+15% CR skill still exists and is good on carriers. Defensive skills matter for carriers. System Expertise can be great depending on the carrier. Same for missile spec.

There's also that, yeah!

Energy weapons get EWM, ballistic weapons now get BM, missiles get MS.
Fighters? They aint get nothing.

The thing is, all of those other skills impact a wide enough range of ships that locking yourself into using those for a playthrough, or a large portion of a playthrough, feels fine. This isn't the case with fighters; just by nature the more interesting carriers tend to be battle-carriers, and I don't think those should feel like they *need* the pilot to have carrier-specific skills. (This came up a bit earlier in either this thread or the Part 1 one, basically... a bit of a conversation about battlecarrier balance as it relates to skills.)



A Missile based point defence option would be cool, e.g.
small 3op active flare launcer against missiles only
small 5op regenerating Locust SRM clone against figthers

Hmm - just in general, I don't think every slot type should be able to do everything. As for anti-fighter, Swarmer is kind of that, though of course not regenerating. But regenerating missiles that deal meaningful damage... well, there's one in the game, and it's special. (I don't think Pilums should count here, since they don't generally hit, even when employed effectively...)
Title: Re: Skill Changes, Part 2
Post by: SonnaBanana on July 19, 2021, 09:01:26 AM


Alex, what are your thoughts modifying the following skills to affect fighters: Ballistic Mastery, Energy Weapons Mastery, Missile Specialisation, Ordnance Expertise, Best of the Best, Support Doctrine, Cybernetic Augmentation

My thoughts are "but why?" :)
For adding more bonus effects for fighters without adding more skills.
Title: Re: Skill Changes, Part 2
Post by: Alex on July 19, 2021, 09:38:06 AM
I think this came up earlier in the Part 1 thread - it's an interesting idea, but I think it'd make you feel forced to use ships with fighters just to make the most out of the bonuses. And that'd likely be the "optimal" way to go.
Title: Re: Skill Changes, Part 2
Post by: Deshara on July 19, 2021, 09:44:54 AM
it definitely does, i literally wont take an officer on who has any carrier skills just bc i dont want to pigeon-hole myself into always having to have a carrier. if some combat skills gave a benefit to a combat ship and also gave a benefit to fighters, it would be great.
Title: Re: Skill Changes, Part 2
Post by: SCC on July 19, 2021, 09:46:11 AM
I am pretty sure people still use Paragons and consider them strong, even if they benefit from neither tier 5 combat skill.
Title: Re: Skill Changes, Part 2
Post by: Yunru on July 19, 2021, 09:46:37 AM
I think this came up earlier in the Part 1 thread - it's an interesting idea, but I think it'd make you feel forced to use ships with fighters just to make the most out of the bonuses. And that'd likely be the "optimal" way to go.
While I feel this is definitely true, I also feel the pendulum's swung too far the other way:
I feel disincentivised to use carriers because they're not an optimal way to go.
Title: Re: Skill Changes, Part 2
Post by: Alex on July 19, 2021, 09:50:47 AM
I am pretty sure people still use Paragons and consider them strong, even if they benefit from neither tier 5 combat skill.

(Hmm - not sure if you're responding to something I said, or not? If so: I'm not clear on how it relates.)

While I feel this is definitely true, I also feel the pendulum's swung too far the other way:
I feel disincentivised to use carriers because they're not an optimal way to go.

I think 1) the reduction of the anti-fighter bonus from the Point Defense skill to 50% (from 100%) and 2) rolling some of the personal-skill bonuses into the fleetwide fighter ones will help shift it a little bit. I don't think they're actually *too* far off from where they need to be - it probably did swing too far, but not by a whole lot.

(Also, I did fix up the Drover/Reserve Deployment bug that was causing returning bombers not to relaunch quickly if the system was used. Doesn't affect carriers as a whole, but should un-squash the Drover somewhat.)
Title: Re: Skill Changes, Part 2
Post by: Sutopia on July 19, 2021, 09:59:53 AM
it definitely does, i literally wont take an officer on who has any carrier skills just bc i dont want to pigeon-hole myself into always having to have a carrier. if some combat skills gave a benefit to a combat ship and also gave a benefit to fighters, it would be great.
Isn’t that the same with current Phase Mastery?
Ships with decks are way more than ships that can phase.

Well both skills are gone for good so aint gonna complain.

Nah lemme complain the last bit:
Phase has everything it needs packed in one single tech skill (fleet-wide), why are carrier skills split into two?
Title: Re: Skill Changes, Part 2
Post by: SCC on July 19, 2021, 10:02:12 AM
(Hmm - not sure if you're responding to something I said, or not? If so: I'm not clear on how it relates.)
The player monkey realises that even if a given ship benefits more from skills than other ships, it doesn't make it automatically a better pick over other ships.
Title: Re: Skill Changes, Part 2
Post by: Deshara on July 19, 2021, 10:05:48 AM
Isn’t that the same with current Phase Mastery

i also dont take officers who have phase mastery lol altho i dont know if ive ever seen one
Title: Re: Skill Changes, Part 2
Post by: Alex on July 19, 2021, 10:16:54 AM
The player monkey realises that even if a given ship benefits more from skills than other ships, it doesn't make it automatically a better pick over other ships.

Ah - if skills were that way and the Paragon (or whatever) was still better, I think this would be more of an argument about the balance of the Paragon, and not the general design logic of having a bunch of skills all also affect fighters.

I am pretty sure people still use Paragons and consider them strong, even if they benefit from neither tier 5 combat skill.

Also, someone piloting the paragon probably wouldn't have a skill point spent on either of those two skills. But consider if at game start, one of the top-tier combat skills was already given to you for free, so using a ship that didn't benefit (much) from it had an opportunity cost. That'd be more like we're talking about here.

Nah lemme complain the last bit:
Phase has everything it needs packed in one single tech skill (fleet-wide), why are carrier skills split into two?

They're not anymore; both carrier fleetwides are in Leadership.
Title: Re: Skill Changes, Part 2
Post by: Sutopia on July 19, 2021, 10:24:01 AM
Nah lemme complain the last bit:
Phase has everything it needs packed in one single tech skill (fleet-wide), why are carrier skills split into two?

They're not anymore; both carrier fleetwides are in Leadership.
I mean, I feel being taxed an additional skill point to use carriers(need 2 points in leadership) comparing to using phase(only need to take the phase coil one).
Title: Re: Skill Changes, Part 2
Post by: Alex on July 19, 2021, 10:32:49 AM
I mean, I feel being taxed an additional skill point to use carriers(need 2 points in leadership) comparing to using phase(only need to take the phase coil one).

Hmm, I'm not sure that logic works - you might as well feel taxed 10 points in combat to "be able to personally use combat ships", you know? Or you might as well feel that phase ships are underpowered because they don't have multiple fleetwides. And besides, these skills have their most concentrated effect at different thresholds of fighter bays/combat phase ship deployment points. It's just an apples and oranges comparison.
Title: Re: Skill Changes, Part 2
Post by: Thaago on July 19, 2021, 11:03:32 AM
Knowing for certain will have to wait for everything to be settled and released, but it looks to me like this incarnation of skills is more fighter friendly than the last, just with an emphasis on fleetwide skilled carriers as opposed to officered carriers.

The last leadership tree had a hard choice between replacement rate and 15% CR: the CR was better for fighters in most circumstances meaning that the only time I took the replacement rate was in wrapped leadership games. If the 15% CR skill (Crew training) is still around (and I see its icon, no idea if unchanged) they can both be taken so they will stack. And with both of the fighter boosters being in leadership now (cool!) they serve as handy prereqs for support doctrine, which gives combat endurance for another 15% means that unofficered carriers can be at 100% (while being at a DP discount!). If I understand the skill structure correctly, that means that a carrier centric playthrough is only going to need 1 noncarrier skill in leadership to reach the first peak.

This current version I was already using non-officered ships for interceptor support, and I think they are going to get a decent power boost. Bombers I was using an officer (for basically 3 skills: CR, strike, and missile spec. Then some defensive ones to keep the ship alive better but those were more luxury). Bomber damage might take a bit of a hit, but they are going to be replacing faster than they were previously and not require an officer, which is a plus. Reduced damage from skilled enemies stacks on top of that so I suspect bomber uptime is going to be getting better, though as always just throwing bombers at an undistracted enemy will lead to high casualties.
Title: Re: Skill Changes, Part 2
Post by: Sutopia on July 19, 2021, 11:10:01 AM
I thought support doctrine doesn’t give 15% CR?
Title: Re: Skill Changes, Part 2
Post by: Thaago on July 19, 2021, 11:55:38 AM
It gives combat endurance, which has 15% CR as one of its effects. I might be way off base, but I think support doctrine might be low key but very strong.
Title: Re: Skill Changes, Part 2
Post by: Sutopia on July 19, 2021, 11:58:43 AM
It gives combat endurance, which has 15% CR as one of its effects. I might be way off base, but I think support doctrine might be low key but very strong.

Okay I was wrong. I’ve found the conversation and Alex said support doc doesn’t apply to NL/NI ships, but according to OG blog post it does for all others.
That actually sounds very solid for brilliant spam.
Title: Re: Skill Changes, Part 2
Post by: Alex on July 19, 2021, 12:18:17 PM
If the 15% CR skill (Crew training) is still around (and I see its icon, no idea if unchanged) they can both be taken so they will stack. And with both of the fighter boosters being in leadership now (cool!) they serve as handy prereqs for support doctrine, which gives combat endurance for another 15% means that unofficered carriers can be at 100% (while being at a DP discount!). If I understand the skill structure correctly, that means that a carrier centric playthrough is only going to need 1 noncarrier skill in leadership to reach the first peak.

Yep! Crew training lost the +30 seconds peak time effect, so it's now just +15% max CR.
Title: Re: Skill Changes, Part 2
Post by: Argentj on July 19, 2021, 12:23:28 PM
I am pretty sure people still use Paragons and consider them strong, even if they benefit from neither tier 5 combat skill.

As one of the random schlubs that only picked up the game about two years ago, I actually have a different position. 

The standard capitals feel altogether weaker over the last series of patches with the last one cementing them into a 'station buster only' slot in most of my fleets.  Enemy AI and builds have improved, and they'll ram that down any captial's throat pretty hard(though your own AI is still a potato).  I'd rather field an Aurora, Griffon, or Doom than any capital. 

As a caveat a shield shunt onslaught with toughness hull mods and good PD is an exception to that rule.  The AI loses its mind trying to shove missiles and fighters at that boat and its a wonderful anchor for that reason, but still a touch underwhelming.  Paragons just get swarmed and explode, and the others are even worse.

I suppose this logic could extend to 'line ships' in general but a lot of what Alex has posted gives me hope that a line ship doctrine will be solid again. 
Title: Re: Skill Changes, Part 2
Post by: Alex on July 19, 2021, 01:08:52 PM
Enemy AI and builds have improved, and they'll ram that down any captial's throat pretty hard(though your own AI is still a potato).

(AI's the same on both sides... :) )
Title: Re: Skill Changes, Part 2
Post by: ubuntufreakdragon on July 19, 2021, 01:39:59 PM
For explorer runs extra Cr is more of a malus than a buff, as you can sink quite some supplies into unneeded CR, would be nice to limit the CR for repairs of ship you never plan to field anyway.
Btw. an efficeny overhauled Paragon in a Corona seams to consume much more supplies than one without efficiency. If you disable repair for the time inside, and repair later both consume the same amount which is even less than both previous values.
Title: Re: Skill Changes, Part 2
Post by: Sutopia on July 19, 2021, 02:37:26 PM
For explorer runs extra Cr is more of a malus than a buff, as you can sink quite some supplies into unneeded CR, would be nice to limit the CR for repairs of ship you never plan to field anyway.
Btw. an efficeny overhauled Paragon in a Corona seams to consume much more supplies than one without efficiency. If you disable repair for the time inside, and repair later both consume the same amount which is even less than both previous values.
That’s totally untrue unless you run extended combats and run down CR to literally 0 or surf hyperspace storms/coronas as if they don’t exist.
It only costs additional supply when recovering CR to max, but uses the same supply to sustain.
Title: Re: Skill Changes, Part 2
Post by: Thaago on July 19, 2021, 02:54:53 PM
A few times I've gotten into trouble by taking the CR boosting skill after levelling up while exploring and not halting repairs, then running into supply issues. Its a bit of a nasty trap, but its a one time cost.
Title: Re: Skill Changes, Part 2
Post by: rabbistern on July 19, 2021, 02:59:44 PM
I gotta say, I really like the direction of the industry skills now. having cr and hulltank improvement skills already felt great and a big step towards more civvie/low tech plays, and the new ones seem to go well with that style.
I think this might be as good as it gets for a place to mention this but hulltanking is really not that big of an option as of now, and it could be the secret to making low tech stronger due to minimum armor reduction. as it stands we had great steps towards it with min armor reduction skills, reduced crew casualties on hull hits etc, but at the end of the day it's still a fleet game where often multiple ships engage one target, with each having dps in the 3-4 digit range against 4-5 digit hull points. multiplying hull points by some factor across the board is not something that would probably happen but it would disproportionately help out ships with higher base armor more,, so I suggest doubling down on what the new industry skills have blessed us with already, some skills further adding hull points and making min armor skills percentage based rather than flat could save lowtech and general civvie scavenger rig play styles (most mods add some or the other commercial mining vessels in the vein of the shepherd), along with perhaps a buff to hull increasing hull mods as in a skill that would reduce hull HP affecting hull mods to be perhaps a bit op cheaper or double their effect or something. Just my 2 cents as a mining/commercial scavenger rp enjoyer seeing how the new industry skills will make this better now
Title: Re: Skill Changes, Part 2
Post by: Argentj on July 19, 2021, 02:59:54 PM
Enemy AI and builds have improved, and they'll ram that down any captial's throat pretty hard(though your own AI is still a potato).

(AI's the same on both sides... :) )

Not trying to be saucy, but that doesn't meet the observation standard from my big bad N of 1.  If I have your attention, I'm actually quite curious!

Looking at vanilla only (nex has been intriguing me lately):

A) [REDACTED] do not have the standard AI, and no combination of commands and officer personalities can replicate how they behave to my own satisfaction.  In vanilla, [REDACTED] and {INCREDIBLY REDACTED} are the two situations for which you really want to bust out capitals, and ironically to me, seem to be the situations they are weakest in.

B) I suspect that enemy fleets are run by an invisible 'fleet commander'.  It seems, based on how fluidly they behave, that this invisible fleet commander has an absolute metric ton of command points.  You can replicate how enemy fleets behave, but you don't have the command points to come close to the sustained behavior.

If these are in the ballpark, then I'll stand by the statement.  You can't replicate the best behaviors and thus the distinction is worthy of merit and consideration.  If I'm spewing nonsense, I'll just chew on the foot in my mouth for a while.
Title: Re: Skill Changes, Part 2
Post by: Yunru on July 19, 2021, 03:03:01 PM
Well for A: AI core officers have an aggression level above reckless, exclusive to them.
Title: Re: Skill Changes, Part 2
Post by: Sutopia on July 19, 2021, 03:04:08 PM
Well for A: AI core officers have an aggression level above reckless, exclusive to them.

Observing from code it suggested otherwise.
The AI officer factory method uses reckless officer personality.
The fearless personality simply doesn’t exist.
Title: Re: Skill Changes, Part 2
Post by: Alex on July 19, 2021, 03:15:35 PM
I gotta say, I really like the direction of the industry skills now. having cr and hulltank improvement skills already felt great and a big step towards more civvie/low tech plays, and the new ones seem to go well with that style.
I think this might be as good as it gets for a place to mention this but hulltanking is really not that big of an option as of now, and it could be the secret to making low tech stronger due to minimum armor reduction. as it stands we had great steps towards it with min armor reduction skills, reduced crew casualties on hull hits etc, but at the end of the day it's still a fleet game where often multiple ships engage one target, with each having dps in the 3-4 digit range against 4-5 digit hull points. multiplying hull points by some factor across the board is not something that would probably happen but it would disproportionately help out ships with higher base armor more,, so I suggest doubling down on what the new industry skills have blessed us with already, some skills further adding hull points and making min armor skills percentage based rather than flat could save lowtech and general civvie scavenger rig play styles (most mods add some or the other commercial mining vessels in the vein of the shepherd), along with perhaps a buff to hull increasing hull mods as in a skill that would reduce hull HP affecting hull mods to be perhaps a bit op cheaper or double their effect or something. Just my 2 cents as a mining/commercial scavenger rp enjoyer seeing how the new industry skills will make this better now

Hmm - I'm not actually sure that buffing hull values would help *that* much. It's useful, right, but if a ship is in a bad way - armor cracked and being shot at by multiple enemies - chances are most of its weapons are disabled, maybe even its engines, and it's not in a position to fight back. So more hull is kind of delaying the inevitable. And, yeah, it would sometimes buy enough time for a friendly ship to come to the rescue. But if the bad spot the ship got into is representative of how the battle is going, then more hull probably isn't going to help very much.



A) [REDACTED] do not have the standard AI, and no combination of commands and officer personalities can replicate how they behave to my own satisfaction.  In vanilla, [REDACTED] and {INCREDIBLY REDACTED} are the two situations for which you really want to bust out capitals, and ironically to me, seem to be the situations they are weakest in.

They have the "reckless" AI combined with a few additional tweaks (that make them a bit more aggressive) that apply to all automated ships. This applies to automated ships in the player's fleet, as well.

B) I suspect that enemy fleets are run by an invisible 'fleet commander'.  It seems, based on how fluidly they behave, that this invisible fleet commander has an absolute metric ton of command points.  You can replicate how enemy fleets behave, but you don't have the command points to come close to the sustained behavior.

They are run by a commander, but that commander is subject to the same command point limits and generally doesn't do too much. It does however trust the ship AI to do its thing more than some players tend to, which probably accounts for the fluid-looking behavior :) It also orders a full "Search & Destroy" a fair bit.
Title: Re: Skill Changes, Part 2
Post by: Argentj on July 19, 2021, 03:35:46 PM
So, about half a foot to chew on, fair enough.
Title: Re: Skill Changes, Part 2
Post by: ubuntufreakdragon on July 19, 2021, 03:54:56 PM
For explorer runs extra Cr is more of a malus than a buff, as you can sink quite some supplies into unneeded CR, would be nice to limit the CR for repairs of ship you never plan to field anyway.
Btw. an efficeny overhauled Paragon in a Corona seams to consume much more supplies than one without efficiency. If you disable repair for the time inside, and repair later both consume the same amount which is even less than both previous values.
That’s totally untrue unless you run extended combats and run down CR to literally 0 or surf hyperspace storms/coronas as if they don’t exist.
It only costs additional supply when recovering CR to max, but uses the same supply to sustain.
Oh its quite very true.
There are effects that instantly reduce the CR of a ship to 0
Recovering 70 Cr is cheaper than 100 Cr on any ship
e.g. a Logistics ship get hit by a hyperspace storm.
I want to be able to limit my repairs to save supplies in some situations, namely I don't profit from extra Cr on that ship and having more Cr just means it will lose more Cr in some situations, which would be a net loss of supplies.
Title: Re: Skill Changes, Part 2
Post by: Sutopia on July 19, 2021, 04:00:51 PM
For explorer runs extra Cr is more of a malus than a buff, as you can sink quite some supplies into unneeded CR, would be nice to limit the CR for repairs of ship you never plan to field anyway.
Btw. an efficeny overhauled Paragon in a Corona seams to consume much more supplies than one without efficiency. If you disable repair for the time inside, and repair later both consume the same amount which is even less than both previous values.
That’s totally untrue unless you run extended combats and run down CR to literally 0 or surf hyperspace storms/coronas as if they don’t exist.
It only costs additional supply when recovering CR to max, but uses the same supply to sustain.
Oh its quite very true.
There are effects that instantly reduce the CR of a ship to 0
Recovering 70 Cr is cheaper than 100 Cr on any ship
e.g. a Logistics ship get hit by a hyperspace storm.
I want to be able to limit my repairs to save supplies in some situations, namely I don't profit from extra Cr on that ship and having more Cr just means it will lose more Cr in some situations, which would be a net loss of supplies.

It’s partially your fault running into storm without moving slowly and get * a bit * unlucky to get logistics insta blapped but I see what you’re saying. (Which I never did so I didn’t know it can insta 0 out)

@Alex, can you roughly explain how HS storm damage works?

Title: Re: Skill Changes, Part 2
Post by: Thaago on July 19, 2021, 04:03:45 PM
Hmm yeah "overkill" from a storm strike would cost more wouldn't it! Consider me corrected. I suppose the player could run with repairs off on those ships as default and only toggle once they got too low for emergency burning? Thats quite the tedious micro though.
Title: Re: Skill Changes, Part 2
Post by: AcaMetis on July 19, 2021, 04:07:50 PM
Hmm yeah "overkill" from a storm strike would cost more wouldn't it! Consider me corrected. I suppose the player could run with repairs off on those ships as default and only toggle once they got too low for emergency burning? Thats quite the tedious micro though.
Ships with critical CR/hull that are not being actively repaired or Mothballed can randomly get destroyed from a lack of repair, even when being stationary on the campaign map.

Had that happen to a Radiant I foolishly un-mothballed before waiting for a new month to tick over and give me enough money to Restore it for a free full CR/Hull repair. No points for guessing which button I hit immediately afterwards...
Title: Re: Skill Changes, Part 2
Post by: ubuntufreakdragon on July 19, 2021, 04:09:00 PM
Hmm yeah "overkill" from a storm strike would cost more wouldn't it! Consider me corrected. I suppose the player could run with repairs off on those ships as default and only toggle once they got too low for emergency burning? Thats quite the tedious micro though.
That's the point, it's tedious micro, limiting the CR for repairs would remove useless tedious micro for the same effect.
Title: Re: Skill Changes, Part 2
Post by: Deshara on July 19, 2021, 04:35:59 PM
Well for A: AI core officers have an aggression level above reckless, exclusive to them.

they actually dont. if you read the AI captain's tooltip it explicitly points out that it's just a reckless stance. The only difference is the enemy commander doesn't call for a general retreat when the fleet is defeated
Title: Re: Skill Changes, Part 2
Post by: Gothars on July 19, 2021, 05:15:24 PM
I really like the changes, looking forward to trying out a bunch of new playstiles with the next update! That we now can completely respec will make it so much easier, thank you for your work on that, Alex!

One thing I'm wondering (maybe it was already answered): will the elite skills stay as cheap as they are, just one SP? At the moment they are absolute no-brainers to pick, and now they will be even better. I was expecting them to double in cost each time you pick one, or something...

Title: Re: Skill Changes, Part 2
Post by: Alex on July 19, 2021, 05:48:30 PM
I really like the changes, looking forward to trying out a bunch of new playstiles with the next update! That we now can completely respec will make it so much easier, thank you for your work on that, Alex!

(I don't mind saying, that was a right pain! So, glad to hear feedback in the vein of it being worth it.)

One thing I'm wondering (maybe it was already answered): will the elite skills stay as cheap as they are, just one SP? At the moment they are absolute no-brainers to pick, and now they will be even better. I was expecting them to double in cost each time you pick one, or something...

They will, yeah - the point, more or less, is to make you feel like you're better than your officers at piloting, but in a way that feels a bit "earned" because you had to spend a point on it. "Whether to pick a given elite skill" isn't meant to be a choice, really.
Title: Re: Skill Changes, Part 2
Post by: SonnaBanana on July 19, 2021, 07:41:18 PM
I think this came up earlier in the Part 1 thread - it's an interesting idea, but I think it'd make you feel forced to use ships with fighters just to make the most out of the bonuses. And that'd likely be the "optimal" way to go.
What about fleet skills instead of piloted ship skills for that purpose? There's no forced assigning this way.
We already have two, why not make it three?
Title: Re: Skill Changes, Part 2
Post by: Ericus on July 20, 2021, 12:39:40 AM

Would it be possible to have officers placed 'in reserve' (unusable and you pay their salary but they are not removed or altered) if the skill is respecced out of? Also, the same thing for ships with s-mods (CR is set to 0) would be nice.

Hmm - things are really not set up for doing that easily, unfortunately.


This is really too bad and I really wish a future development would allow us to use them in colonies, or even store them in a flight school or something.
I have this Harbinger pilot that stayed with me since I began my campaign. At some point, when I will switch to using a doom myself, this dude will have to go. And I got really attached to the persona of this officer.

When colonies get reworked somehow, having the ability to keep some officers in reserve sounds like a genuinely necessary feature to have in the game.
Not only for being able to field various fleet configurations, but also simply because as a player, I get attached to the characters.
Fingers crossed.
Title: Re: Skill Changes, Part 2
Post by: rabbistern on July 20, 2021, 01:01:03 AM
Hmm - I'm not actually sure that buffing hull values would help *that* much. It's useful, right, but if a ship is in a bad way - armor cracked and being shot at by multiple enemies - chances are most of its weapons are disabled, maybe even its engines, and it's not in a position to fight back. So more hull is kind of delaying the inevitable. And, yeah, it would sometimes buy enough time for a friendly ship to come to the rescue. But if the bad spot the ship got into is representative of how the battle is going, then more hull probably isn't going to help very much.
just seems like something industry-ish to me. we have hullmods like RFC and ARU which are kind of dead weight atm as as youve said yourself, "hulltanking" is a ship already on the death bed. the addition of skills in industry giving extra CR (mimicking HS) less crew losses (RS) and extra HP (insulated engines and bulkheads and what not) and now the new flux impoving skills already play into levying the OP-taxes of some of these hullmods, so perhaps investing more skill points into something that would increase the effects and cheapen the op costs of hullmods which precisely are there to mitigate these issues such as ARU for example would just about make it worth the build investment, idk
Title: Re: Skill Changes, Part 2
Post by: SCC on July 20, 2021, 05:50:57 AM
It would be nice, if the most damage a single hyperspace storm hit or any other instant damage event could do was capped at 70%. It would mean that if you get more, it's useful even in the campaign, and it prevents high CR from having those weird downsides to it.
Title: Re: Skill Changes, Part 2
Post by: Sutopia on July 20, 2021, 06:57:15 AM
A weird stray question, how hard would it be to make officers be cargo items?
Just like Alpha cores are commodities, make officers sit in cargo hold as well.
Add attributes to the item as their skills.
That way a player can freely put away officers not needed now and get them back later.
Title: Re: Skill Changes, Part 2
Post by: SonnaBanana on July 20, 2021, 06:58:10 AM
A weird stray question, how hard would it be to make officers be cargo items?
Just like Alpha cores are commodities, make officers sit in cargo hold as well.
Add attributes to the item as their skills.
That way a player can freely put away officers not needed now and get them back later.
That would allow the player to change officer personality and skills at will at no price whatsoever.
Title: Re: Skill Changes, Part 2
Post by: Sutopia on July 20, 2021, 07:44:45 AM
A weird stray question, how hard would it be to make officers be cargo items?
Just like Alpha cores are commodities, make officers sit in cargo hold as well.
Add attributes to the item as their skills.
That way a player can freely put away officers not needed now and get them back later.
That would allow the player to change officer personality and skills at will at no price whatsoever.
Have you heard of Shulker Box?
Title: Re: Skill Changes, Part 2
Post by: lili on July 20, 2021, 08:09:37 AM
Hello, Alex! :)
After reading the new blog Skill Changes, Part 2
It feels like the new skill system is going to make every offiicer and ship even more special!
After the epic 0.95 update, I'm hooked on the new story point mechanics and skill changes
I've had the pleasure and excitement of conceiving builds for almost every ship I've encountered that I couldn't do before
With so many possibilities, I'm stuck with a choice dilemma
I became cautious about the choice of ship skill lieutenants, which left me torn
I put a lot of story points into ships and officers, but the process is irreversible and I have to do it to match those late powerful enemies
Is it possible to switch my fleet build during my campaigh, like changing decks. So I can experience several different styles of fleets and tactics in one save for the same number of story points! Also I can more easily export my current fleet builds and loadouts for sharing and discussion? ;D

The above content is from machine translation
Title: Re: Skill Changes, Part 2
Post by: scrye on July 20, 2021, 12:56:30 PM
I’m pretty keen on the new changes, I think the current skill system is decent but I agree that some of the binary choices feel a lot more arbitrary or even a bit contrived than they need to be.  Binning them a bit more loosely per tier feels better.  I am very interested to try the “neural link” perk in particular as well!  Two buffed ships and more battlefield flexibility sounds like a really fun option for wolfpack play throughs of the sort I tend to enjoy (emphasis on frigates and destroyers with swarm tactics).
Title: Re: Skill Changes, Part 2
Post by: Brainwright on July 20, 2021, 01:40:55 PM
Hmm - I'm not actually sure that buffing hull values would help *that* much. It's useful, right, but if a ship is in a bad way - armor cracked and being shot at by multiple enemies - chances are most of its weapons are disabled, maybe even its engines, and it's not in a position to fight back. So more hull is kind of delaying the inevitable. And, yeah, it would sometimes buy enough time for a friendly ship to come to the rescue. But if the bad spot the ship got into is representative of how the battle is going, then more hull probably isn't going to help very much.

I find that better hull is valuable for fast ships that can evade well, like phase ships.  Armor never lasts since so much breaks it, and better shields don't matter if you only zip in and out anyway, but more hull pads you against mistakes that may have otherwise been crippling.
Title: Re: Skill Changes, Part 2
Post by: intrinsic_parity on July 20, 2021, 01:44:18 PM
Armor is effectively extra hull because of minimum armor mechanics. That's a huge part of the value of armor IMO, it's as much about the reduction in hull damage due to residual armor as the actual raw armor numbers and damage absorption.
Title: Re: Skill Changes, Part 2
Post by: Sutopia on July 20, 2021, 02:10:07 PM
I find that better hull is valuable for fast ships that can evade well, like phase ships.  Armor never lasts since so much breaks it, and better shields don't matter if you only zip in and out anyway, but more hull pads you against mistakes that may have otherwise been crippling.

https://fractalsoftworks.com/forum/index.php?topic=12268
FYI.

Armor is extremely effective at mitigating low damage hits.
It’s especially obvious against low dph ballistic weapons and kinetic damage weapons.
For instance, sabot has 100 hit strength on armor. An odyssey (1000) can mitigate 33% of its damage on hull but if you put a heavy armor it can now mitigate 43%.
Also part of the reason why current derelict contingent Venture so OP.
Title: Re: Skill Changes, Part 2
Post by: JUDGE! slowpersun on July 20, 2021, 03:08:46 PM
I think this came up earlier in the Part 1 thread - it's an interesting idea, but I think it'd make you feel forced to use ships with fighters just to make the most out of the bonuses. And that'd likely be the "optimal" way to go.

Perhaps the optimal method of catering to peeps who want more carrier/fighter oriented builds is to add a few more carrier hull mods rather than more carrier/fighter skills, whether or not such mods can be built in or not.  IE, weaker carrier/fighter hull mods can be built-in, while the really powerful hull-mods cannot (like the upcoming changes for neural link and [redacted] ships can't be built in).  Example of "powerful" hull mod:  All fighter/bomber wings always launch with temporary Damper Fields (up to 3-5 "impacts" before going away, regardless of whether fighters have a shield or not), or maybe a launch catapult so that all fighters/bombers launch with a temporary speed bonus that lasts 30 seconds or something.

Point is that maybe having too many carrier ship skills runs into the same issue has having too many phase ship skills in skill tree... It wastes a skill point on a skill that might be better expressed as a hull mod.  Food for thought.  But I agree, carriers and fighters/bombers maybe need to have more varied effects that shouldn't necessarily be skill dependent, only money/OP dependent.

But then again, I keep complaining about bringing back fighter/bomber wing control to overhead tactical map so attack behavior isn't directed per parent carrier and that prolly ain't gonna happen, so not exactly holding my breath...
Title: Re: Skill Changes, Part 2
Post by: Sutopia on July 20, 2021, 03:33:01 PM
I think this came up earlier in the Part 1 thread - it's an interesting idea, but I think it'd make you feel forced to use ships with fighters just to make the most out of the bonuses. And that'd likely be the "optimal" way to go.

Perhaps the optimal method of catering to peeps who want more carrier/fighter oriented builds is to add a few more carrier hull mods rather than more carrier/fighter skills, whether or not such mods can be built in or not.  IE, weaker carrier/fighter hull mods can be built-in, while the really powerful hull-mods cannot (like the upcoming changes for neural link and [redacted] ships can't be built in).  Example of "powerful" hull mod:  All fighter/bomber wings always launch with temporary Damper Fields (up to 3-5 "impacts" before going away, regardless of whether fighters have a shield or not), or maybe a launch catapult so that all fighters/bombers launch with a temporary speed bonus that lasts 30 seconds or something.

Point is that maybe having too many carrier ship skills runs into the same issue has having too many phase ship skills in skill tree... It wastes a skill point on a skill that might be better expressed as a hull mod.  Food for thought.  But I agree, carriers and fighters/bombers maybe need to have more varied effects that shouldn't necessarily be skill dependent, only money/OP dependent.

But then again, I keep complaining about bringing back fighter/bomber wing control to overhead tactical map so attack behavior isn't directed per parent carrier and that prolly ain't gonna happen, so not exactly holding my breath...
How would the on impact damper field interact with lasers? They deal constant damage (10 ticks per second) so it can just tick away the damper counts?

The improved speed may be malus to certain deck orientations. For example, legion has first and second deck launching fighters backwards. Bombers with lower agility will suffer from this hullmod because they’ll get yeet forward and never have time to properly turn around to aim their ordnance.
I don’t see mod ships aligning the launching direction to the sprite (they just all launch forward), but maybe that’s just the mods I installed.
Title: Re: Skill Changes, Part 2
Post by: JUDGE! slowpersun on July 20, 2021, 03:40:19 PM
To clarify, those examples aren't set in stone or anything, the hull mod could just as easily apply like a 15% armor buff to fighters/bombers.  Or whatever.  Which is why I used the word EXAMPLE.  Lazy criticism is the worst...
Title: Re: Skill Changes, Part 2
Post by: rabbistern on July 20, 2021, 03:54:15 PM
I find that better hull is valuable for fast ships that can evade well, like phase ships.  Armor never lasts since so much breaks it, and better shields don't matter if you only zip in and out anyway, but more hull pads you against mistakes that may have otherwise been crippling.

https://fractalsoftworks.com/forum/index.php?topic=12268
FYI.

Armor is extremely effective at mitigating low damage hits.
It’s especially obvious against low dph ballistic weapons and kinetic damage weapons.
For instance, sabot has 100 hit strength on armor. An odyssey (1000) can mitigate 33% of its damage on hull but if you put a heavy armor it can now mitigate 43%.
Also part of the reason why current derelict contingent Venture so OP.
you are 100% correct. yet the key detail here is that the "0 armor" minimum armor values are a percentage of original armor, which do not further decrease until the ship sinks. they obviously favour more armor so technically a low tech ship at min armor with 1000 hp has more hp than a high tech ship at min armor. think of the difference RB makes on a wolf vs a centurion. and thats where the skills come in; take for example the current damage control which adds 25% hull value and containment procedures for less crew damage from hull tanking, they are skills which favor armored ships more, and yet theres still issues of disabling. we have industry skills which can basically replace some hullmods (for extra hull and less crew loss) or can add to them, having something more of that sort of synergy for increasing the effect of those hullmods and perhaps the automated repair unit in particular would open a new industry playstyle without the RNG mess that we know from derelict contingent.
there is even an example of that in the mod HMI, with ships that truly give you the hull tank experience, except their gimmick is getting more ordnance points per d mod. vanilla has extra CR per dmod which is cool and all but really say something like +15% extra effect to hull/repair beneficial hullmods or some op reduction on them would cure DC. i cannot remark enough how bad of a mechanic an RNG based skill is, when theres projectiles such as reapers which are night and day to your victory prospects, all down to a coinflip rather than meticulous fleet engineering and kitting in synergy with appropriate industry skills.
I find that better hull is valuable for fast ships that can evade well, like phase ships.  Armor never lasts since so much breaks it, and better shields don't matter if you only zip in and out anyway, but more hull pads you against mistakes that may have otherwise been crippling.
+
Title: Re: Skill Changes, Part 2
Post by: Sutopia on July 20, 2021, 03:58:37 PM
To clarify, those examples aren't set in stone or anything, the hull mod could just as easily apply like a 15% armor buff to fighters/bombers.  Or whatever.  Which is why I used the word EXAMPLE.  Lazy criticism is the worst...

How is that a criticism? I’m simply interested in what ideas you have to make fighters interesting, and point out where may cause issues from my limited experience. Hey, no idea is perfect at the first iteration.

The limited damper idea seems nice, it can definitely increase the survivability of fighters, just feeling 3 to 5 may be too conservative numbers judging from how chaotic the battle field may be. I wouldn’t mind if it’s designed to be weak to beam attack which just deletes the damper stack.
Title: Re: Skill Changes, Part 2
Post by: WeiTuLo on July 20, 2021, 07:21:53 PM
Hmm... if fighters (non bombers) will not be made stronger, could they have faster base speeds, so they can better chase down frigates and other fast ships?
Title: Re: Skill Changes, Part 2
Post by: SonnaBanana on July 20, 2021, 07:37:41 PM
Hmm... if fighters (non bombers) will not be made stronger, could they have faster base speeds, so they can better chase down frigates and other fast ships?
I think fighters and bombers per wing need to be increased, not speed.
Title: Re: Skill Changes, Part 2
Post by: namad on July 20, 2021, 10:09:48 PM
I want to mention, phase ships have been basically "OP" for a long time now. If the next patch aims to "fix" this problem. Then I think the logistics/campaign map layer might need some tuning as well. Because while phase ships were OP they also were quite overpriced and expensive to maintain. If they're not supposed to be "OP" then maybe they need some price/costofmaintenance adjustments back in line with normal ships?
Title: Re: Skill Changes, Part 2
Post by: TaLaR on July 20, 2021, 10:47:02 PM
I don't think Alex ever meant for phase ships to be as strong as they are.

A player piloted Afflictor with character skills can kill about 300 DP of pretty much any un-officered ships (unless it's ridiculously too many small ships, like Kites. AM blasters have limited shots and attack approaches against shielded frigates are particularly time consuming, unless you can just kill through the shield). More in favorable matchups, less vs officers (mostly due to armor/hull skills) or Moras (due to system). At only 8 DP cost. And then you swap to next Afflictor from reserve.

Nothing comes anywhere close in per-DP efficiency. Doom is probably next best thing, but it's far less efficient.
Title: Re: Skill Changes, Part 2
Post by: SCC on July 21, 2021, 04:11:49 AM
Nothing comes anywhere close in per-DP efficiency. Doom is probably next best thing, but it's far less efficient.
If Afflictors cannot destroy everything in the game, then Doom wins out in the cases Afflictors fail. And potentially against the station, but I don't know how good Afflictors are against stations.
Title: Re: Skill Changes, Part 2
Post by: Sutopia on July 21, 2021, 06:12:22 AM
I have always thought balance is based on AI vs AI strength and the game is meant to be fighting stronger enemies and use flagship to turn the tide, thus my unpopular opinion is that they are unnecessarily nerfed from player and is making fights even more trivial than ever.
Title: Re: Skill Changes, Part 2
Post by: TaLaR on July 21, 2021, 08:04:07 AM
If Afflictors cannot destroy everything in the game, then Doom wins out in the cases Afflictors fail. And potentially against the station, but I don't know how good Afflictors are against stations.

Not all that good actually, or at least strongly dependent on type, level and armaments of station. In some cases there is literally no safe way to attack due to overlapping coverage of something like phase lances or tachyon lances.

It's not that important in vanilla though. You don't get to or need to fight tier 3 stations all that much, unlike Nexelerin. And even when you do, if it's just the station, your fleet should be able to mostly handle it while also creating opening for Afflictor. Otherwise there are ships to kill for Afflictor, until we are back to fighting just the station.
Title: Re: Skill Changes, Part 2
Post by: 6chad.noirlee9 on July 21, 2021, 06:42:00 PM
i think it would be cool to have amechanic where you can level up skills, say where the effect of skills over time and by some sort of experience thresh hold eventually makes the skill more effective, or able to affect more ships at once
Title: Re: Skill Changes, Part 2
Post by: SonnaBanana on July 21, 2021, 07:25:53 PM
Rather than adding more player colony skills (or even having any in the first place), give colony-related bonuses once a number of skillpoints are invested in an aptitude?
Title: Re: Skill Changes, Part 2
Post by: Gothars on July 22, 2021, 09:04:35 AM
Now, with so many of the skills influencing the conditions of the battlefield and the properties of fleets, maybe it would be a good idea to show the opposing commanders relevant skills?
 I think the player should not be left in the dark if the enemy fleet will have a early numerical advantage via best of the best, be able to field an overwhelming amount of junkers via derelict operations or if their un-officered ships will perform better than expected via support doctrine. Having that information could make the difference between a fight feeling arbitrarily difficult or being an interesting challenge you can adapt to.


Title: Re: Skill Changes, Part 2
Post by: SonnaBanana on July 25, 2021, 08:34:51 PM
Can we have more teasers please?
Title: Re: Skill Changes, Part 2
Post by: JUDGE! slowpersun on July 26, 2021, 12:10:58 AM
Can we have more teasers please?

I don't know, can we?
Title: Re: Skill Changes, Part 2
Post by: Sutopia on July 27, 2021, 02:01:21 PM
Does high resolution sensor on phase ship affects the profile reduction?
Title: Re: Skill Changes, Part 2
Post by: SonnaBanana on July 28, 2021, 10:37:58 PM
Can we have more teasers please?

I don't know, can we?
Alex posted a screenshot of a much-needed feature on Twitter.
Title: Re: Skill Changes, Part 2
Post by: JUDGE! slowpersun on July 29, 2021, 01:42:06 AM
Can we have more teasers please?

I don't know, can we?
Alex posted a screenshot of a much-needed feature on Twitter.

Oh finally, so annoying to have to switch screens and guesstimate distance to some star system you can't remember the name to.  Although if dual-monitor support were ever to be added... but not for a long time (or it is rendered pointless by VR headsets allowing for as many monitors as you want/your graphics card can handle).
Title: Re: Skill Changes, Part 2
Post by: SonnaBanana on July 29, 2021, 08:15:33 AM
Alex, we're all loving the new feature even though it has nothing to do with the skill system  :P
Anyway, have there been any new skill changes after Skill Changes Part 2?
Title: Re: Skill Changes, Part 2
Post by: Serenitis on August 09, 2021, 02:14:58 AM
From a way back...
Colonies requiring admins to exist at all is actually a p. neat way of resolving some of thier issues.

I kinda want this to happen because it also implies you could get rid of the hard cap for colony numbers entirely, as admins then become the limiting factor for them. The player is 'capped' by thier own finances and admin availability there.
That way, there's a soft limit on colony numbers which slowly grows as the player progresses. And they always have the option to (eventually) scatter admins about like alpha cores, so long as they are prepared to handle thier ever growing upkeep.
And it also solves the issue of the player not being guaranteed to have enough colonies to access all resources at meaningful levels and perform additional tech mining.

If you wanted another soft cap you could also raise the upkeep costs of all admins by multiplying it by something like Math.max(0, SQRT(n-3)) to give the player 4 admins at base cost, and every one they add after that increases the cost of all of them.
(I'm bad at Java, apologies if I made a huge hash of that expression.)
Title: Re: Skill Changes, Part 2
Post by: SonnaBanana on August 12, 2021, 06:18:10 PM
Are there any plans have more than 10 skills per aptitude?
Title: Re: Skill Changes, Part 2
Post by: SCC on August 12, 2021, 11:00:22 PM
* 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.)
Considering this, there are plans to have fewer than 10 skills, if anything.
Title: Re: Skill Changes, Part 2
Post by: FabianClasen on August 20, 2021, 07:27:02 AM
Just wanted to tune in with an unpopular opinion.

I personally nearly always end up with all of the colony management skills. Like 90% of my games i skill them, because boosting passive income is my idea of fun. It also is my personal main endgame goal. Get as many Colonies as possible and make them self sufficient militarily and profitable.
These skills are definitely not boring at all. Sad to see them go away.

So there's that.
Title: Re: Skill Changes, Part 2
Post by: Deshara on August 20, 2021, 10:02:45 AM
i think if you always take all of those skills that isn't an argument to keep them bc then it defeats one of the points of a skill tree, optionality; non-options are better off folded into some of the game's other mechanics, like making them industrial items you have to fight a boss for
Title: Re: Skill Changes, Part 2
Post by: SonnaBanana on August 20, 2021, 06:26:14 PM
Just wanted to tune in with an unpopular opinion.

I personally nearly always end up with all of the colony management skills. Like 90% of my games i skill them, because boosting passive income is my idea of fun. It also is my personal main endgame goal. Get as many Colonies as possible and make them self sufficient militarily and profitable.
These skills are definitely not boring at all. Sad to see them go away.

So there's that.
Voice your support for this then:https://fractalsoftworks.com/forum/index.php?topic=22515.0
Title: Re: Skill Changes, Part 2
Post by: Vanshilar on August 23, 2021, 06:41:56 AM
I personally nearly always end up with all of the colony management skills. Like 90% of my games i skill them, because boosting passive income is my idea of fun. It also is my personal main endgame goal. Get as many Colonies as possible and make them self sufficient militarily and profitable.
These skills are definitely not boring at all. Sad to see them go away.

I think the main issue with colony skills isn't that they're not good, it's that they're mostly replaceable by Alpha Cores. Once you're able to fight [REDACTED] fleets, Alpha Cores are essentially unlimited (just based on how much time you're willing to spend farming them), whereas skills are limited to 15 total. So in that situation, it's better to just use Alpha Cores as colony admins so you can maximize your skills.
Title: Re: Skill Changes, Part 2
Post by: FooF on August 24, 2021, 06:33:47 AM
I personally nearly always end up with all of the colony management skills. Like 90% of my games i skill them, because boosting passive income is my idea of fun. It also is my personal main endgame goal. Get as many Colonies as possible and make them self sufficient militarily and profitable.
These skills are definitely not boring at all. Sad to see them go away.

I think the main issue with colony skills isn't that they're not good, it's that they're mostly replaceable by Alpha Cores. Once you're able to fight [REDACTED] fleets, Alpha Cores are essentially unlimited (just based on how much time you're willing to spend farming them), whereas skills are limited to 15 total. So in that situation, it's better to just use Alpha Cores as colony admins so you can maximize your skills.

Or Colony Items, which are much more interesting and have more levers to pull than Skills. Ultimately, all colony skills boil down to generating income and keeping that income safe. I agree with Alex in that printing money can be handled outside of the Skill system. The only Skill that might still be necessary is something to improve the number/efficiency of Admins but even then it should probably be tied to some other campaign layer.
Title: Re: Skill Changes, Part 2
Post by: Megas on August 24, 2021, 07:33:32 AM
Colony items are not that interesting when they spike Pather interest.  I avoid Hypershunt Tap like the plague because I never ever want cells on my colonies, not after the painful experience of 0.9a.  Two colonies are locked with pristine nanoforge and synchrotron because I need them to meet demand for Military Base/High Command.  That leaves two other planets with one colony item each.  Ideally, they should have Dealmaker Holosuite (or maybe Biofactory for the Light Industry drug planet if core worlds were not wiped out).

Industrial Planning feels like a tax because it seems like demand always assumes admin has IP, not to mention that meeting 9 or 10 demand for the lamp or tap assumes player min-maxed demand stats.

It would be nice if player could rule more than four planets without using cores.  Even if getting colony skills was sub-optimal (thanks 0.9.1a Pather bug), at least it was a way to get a kingdom as big as the Hegemony or League.

P.S.  Four planets feels kind of constraining when I need two systems with two planets or one system with four planets because of required colony defenses to avoid babysitting.
Title: Re: Skill Changes, Part 2
Post by: JUDGE! slowpersun on August 24, 2021, 02:49:46 PM
I personally nearly always end up with all of the colony management skills. Like 90% of my games i skill them, because boosting passive income is my idea of fun. It also is my personal main endgame goal. Get as many Colonies as possible and make them self sufficient militarily and profitable.
These skills are definitely not boring at all. Sad to see them go away.

I think the main issue with colony skills isn't that they're not good, it's that they're mostly replaceable by Alpha Cores. Once you're able to fight [REDACTED] fleets, Alpha Cores are essentially unlimited (just based on how much time you're willing to spend farming them), whereas skills are limited to 15 total. So in that situation, it's better to just use Alpha Cores as colony admins so you can maximize your skills.

Or Colony Items, which are much more interesting and have more levers to pull than Skills. Ultimately, all colony skills boil down to generating income and keeping that income safe. I agree with Alex in that printing money can be handled outside of the Skill system. The only Skill that might still be necessary is something to improve the number/efficiency of Admins but even then it should probably be tied to some other campaign layer.

Colony items are not that interesting when they spike Pather interest.  I avoid Hypershunt Tap like the plague because I never ever want cells on my colonies, not after the painful experience of 0.9a.  Two colonies are locked with pristine nanoforge and synchrotron because I need them to meet demand for Military Base/High Command.  That leaves two other planets with one colony item each.  Ideally, they should have Dealmaker Holosuite (or maybe Biofactory for the Light Industry drug planet if core worlds were not wiped out).

Industrial Planning feels like a tax because it seems like demand always assumes admin has IP, not to mention that meeting 9 or 10 demand for the lamp or tap assumes player min-maxed demand stats.

It would be nice if player could rule more than four planets without using cores.  Even if getting colony skills was sub-optimal (thanks 0.9.1a Pather bug), at least it was a way to get a kingdom as big as the Hegemony or League.

P.S.  Four planets feels kind of constraining when I need two systems with two planets or one system with four planets because of required colony defenses to avoid babysitting.

I think the primary reason that Alex is dropping a player's access to colony skills is that making them available basically forces a player to choose between either "route" (for lack of a better term), but choosing colony skills over combat skills means that a player will conversely have that much harder of a time beating the story line, unless they respec (since player doesn't yet have option to drag a second fleet around with them).  So the least complicated solution is to remove option for the choice entirely (and either "fix" and add back later, or just move on).

Still, I'm of the opinion that the colony skills should be kept for colony admins, and player at most might have to choose a skill that allows for either handling more admins, or just reduces the penalty for having non-admin colonies (so only your best colonies need/have admins, in the event you don't want to use alpha cores).  However, the second half of this could admittedly be achieved by just adding more unique colony items that player can find, which would sync in nicely with the possible change to tech mining (where it would generate quests for unique colony items instead of just dumping out items randomly).  Plus, I'm sure at some point there will be another event chain building on a player's alpha cores going rogue (which happens when player sometimes tries to remove an alpha core from being an admin).  Which would be cool for player to basically run into the same issue that TT had 200+ years ago... which can be avoided by using normal admins, but tradeoff is that player's faction is limited in how far it can grow.

Edit: spelling, grammar, yo mama...
Title: Re: Skill Changes, Part 2
Post by: CupcakeSama on September 04, 2021, 08:14:50 AM
Throwing an idea out for simpler solution to permanent skills:
Make a new tree that entails permanent effects specifically, the tree as we see it should contain fluid non permanent effects that require skill points per level
the permanent effect line should be more "this is the flavor path you're gonna choose and you're sticking to it" and it should unlock a choice at lvl 7 and lvl 15 for a total of 2 (not too) powerful permanent effects that alter the game play in a way you like.
Dunno if that'd work but i like the idea of permanent skills as a choice that tailors your campaign to be more specific, and this way you can have more than just 4 choices in the permanent pool to choose from with your final 2 points. This can give that feeling of "I can get these two but then I cant have any of those other 10 that are left, am I sure I want this?"
Granted for someone experimenting how skills work this still wont solve the problem that they are permanent. But the best thing i can say is usually that what a new save file is for if we want to keep this system at all.
As for colony skills maybe those should be within a colony management system separate from skills, as in the colony screen is where you tailor your colony game play, not the skills screen, if so you can change the Industry skill tree to be instead the Logistical skill tree with more focus on game play instead of colonies.
But I do also realize that this mean there will be more than one cohesive section where you'd choose your skills and that may or may not become confusing either contextually or interface-wise. But at the same time it could also work. Anyway that's my two cents after buying the game wholly enjoying it so far (Accidentally staying up till 1 AM playing it oops)