Fractal Softworks Forum
Starsector => General Discussion => Topic started by: kekar on August 04, 2021, 12:23:36 PM
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Hello,
I've been playing the recent vanilla version of the game.
I've gained a drone battleship, and I've equipped it with an alpha core. Currently, the combat readiness is very low at max value because of automated penalty (100%)? Are there any ways to increase the CR?
Kekar
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The penalty is there to make all automated ships useless, unless you get Automated Ships skill. You can increase your Radiant's CR through getting Crew Training (+15% max CR) and selecting Reliability Engineering skill for the ship's core (+15% max CR).
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Thanks for the information. I've got both those first skills, but the max CR is still stuck at 17%, this ship has no de-mods at all as well, so I'm probably missing something?
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Perhaps 17% CR is max for these kinds of ships, even with these skills. The numbers and percentages are a bit vague, what they actually do.
The ship is fully functional in battle, but I guess it somewhat reduced in its full potential to balance the game..
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The numbers and percentages are a bit vague, what they actually do.
this is a fairly common problem with the game's recent design iterations; things are phrased in ways that are mathematically accurate how to the algorithm that makes the thing work in the code is, but is nonsense to the player & completely fails to give a concise & accurate measure of what to expect
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Thanks for the information. I've got both those first skills, but the max CR is still stuck at 17%, this ship has no de-mods at all as well, so I'm probably missing something?
The skill itself should have stated how much CR it provided.
It’s -30% base + automated ship skill + officer skill + crew training
Tldr don’t bring a lot of them
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The numbers and percentages are a bit vague, what they actually do.
this is a fairly common problem with the game's recent design iterations; things are phrased in ways that are mathematically accurate how to the algorithm that makes the thing work in the code is, but is nonsense to the player & completely fails to give a concise & accurate measure of what to expect
The description is fairly concise and accurate.
The part confusing player is the skill effect reduces when you have more ships and player is not immediately notified about it.
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Looking forward to the next iterations of the game. Think I bought it on initial release date, when it became publically available. :)
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Thanks for the information. I've got both those first skills, but the max CR is still stuck at 17%, this ship has no de-mods at all as well, so I'm probably missing something?
Max CR bonus granted from Automated Ships skill is spread over all automated ships you have in your fleet. You need to put some away to get the remaining ones operational. In case you are wondering how many Radiants can you run with acceptable CR, the answer is 1.
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Perhaps 17% CR is max for these kinds of ships, even with these skills. The numbers and percentages are a bit vague, what they actually do.
The ship is fully functional in battle, but I guess it somewhat reduced in its full potential to balance the game..
It peaks at just above 40% for an Alpha core equipped Radiant with the +15 CR skill on its core. 17% is too low, are you carrying any other automated ships in your fleet? On the left side there's a fleet composition readout that should say Automated Ships 50, if it's more than 50 you can hover over it and it'll tell you what's causing that. Mothballed ships don't count so if you're just trying to bring freshly looted ships home mothball them.
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Max CR bonus granted from Automated Ships skill is spread over all automated ships you have in your fleet. You need to put some away to get the remaining ones operational. In case you are wondering how many Radiants can you run with acceptable CR, the answer is 1.
Ah, "spread over all ships", OK thanks. This explains why the total CR dropped so much, because I've got 4 of them in my fleet. I understand that this is a balancing scheme. Great info! :)