Fractal Softworks Forum

Starsector => Suggestions => Topic started by: msoltyspl on August 14, 2022, 01:17:42 PM

Title: split skills for fun (piloted ship) and the rest into separate categories / etc.
Post by: msoltyspl on August 14, 2022, 01:17:42 PM
I was wondering if it wasn't actually a decent idea - currently there are 14 "piloted ship" + "neural link" skills in vanilla (and nominal limit is 15 skills total). I know there are some interesting combinations with neural link and big ships, but for the most part it feels like the player is trading "a bit of fun" for skill-wise crippled fleet/other options - or - one could suck it up, put a good officer or fly a bit weakened just one ship and just use skills for better stuff.

So for example following the current set of skill - split them into e.g. 15 "personal" (current 14 + neural) skills (8-9 can be chosen) and 25 fleet/colony/etc. skills (13-15 can be chosen) - perhaps with explicit limits to how many T4 skills are allowed to be selected in each category (so e.g. 1 T4 in personal, and 2-3 in non-personal - depending on how many will be designated as T4). [all values just an example].

A simpler way would be to just formally bump max level ... (yes, I know it's in settings.json) - but the above approach imho would be better as it gives more fine grained control over limitations (and avoids situation where someone can still choose [almost] all piloted or non-piloted skills if the max level was just boosted).
Title: Re: split skills for fun (piloted ship) and the rest into separate categories / etc.
Post by: Grievous69 on August 14, 2022, 01:23:13 PM
Weird, just had this discussion on a stream. Anyways I'll repeat myself and say piloted skills aren't really "for fun" or QoL. A player piloted ship with a number of combat skills is many times stronger than a ship with an AI officer.

Splitting the personal and fleet options would just make everyone always pick the best combat skills for their ship and then taking fleet skills which they like no problem. If anything it would greatly reduce replayability and variety.

This has came up multiple times over the years (god knows we had skill reworks) and the response has always been the same.
Title: Re: split skills for fun (piloted ship) and the rest into separate categories / etc.
Post by: SCC on August 15, 2022, 02:32:00 AM
Personal skills aren't just "for fun", but they require you learn how to pilot your ship.
Title: Re: split skills for fun (piloted ship) and the rest into separate categories / etc.
Post by: intrinsic_parity on August 15, 2022, 07:31:56 AM
I don't agree with OPs wording/reasoning but I do agree that having personal and fleet skills competing against one another creates some fundamental issues.

Namely, personal skills are more fun in some sense because they directly augment your piloting experience while fleet-wide skills more augment your ability to win combats but don't make a huge difference in your personal second-to-second experience. That creates some really annoying decisions where you have to choose between having more fun and being better at winning, which I think is not a good decision in a game. It's analogous to deciding between going into finance and being rich but hating your job, or going into poetry and doing what you love but having low standard of living. It's variety, but it's not good variety IMO.

That's not even getting into balance of the two against one another. Balancing things that have categorically different effects against one another is also just inherently much more difficult, and will likely result in many more balance issues.

I think having separate combat and fleet skills still creates interesting decisions. The decisions are just more of 'what kind of ships/strategies do I want to use and how can I pick skills to augment that' rather than 'do I want to have fun piloting a strong flagships with a weak fleet, or do I want to build an AFK farming fleet and go alt-tab into a youtube video'. Personally, I think that later is not an interesting decision, but I understand others might disagree.

I do bump max level to 17 so I can get a couple extra combat skills because the game is just more fun when your flagship is strong, but I think the fleet skills I would have to drop to get those skills at level 15 are more valuable overall.
Title: Re: split skills for fun (piloted ship) and the rest into separate categories / etc.
Post by: SonnaBanana on August 15, 2022, 07:53:30 AM
I don't agree with OPs wording/reasoning but I do agree that having personal and fleet skills competing against one another creates some fundamental issues.

Namely, personal skills are more fun in some sense because they directly augment your piloting experience while fleet-wide skills more augment your ability to win combats but don't make a huge difference in your personal second-to-second experience. That creates some really annoying decisions where you have to choose between having more fun and being better at winning, which I think is not a good decision in a game. It's analogous to deciding between going into finance and being rich but hating your job, or going into poetry and doing what you love but having low standard of living. It's variety, but it's not good variety IMO.

That's not even getting into balance of the two against one another. Balancing things that have categorically different effects against one another is also just inherently much more difficult, and will likely result in many more balance issues.

I think having separate combat and fleet skills still creates interesting decisions. The decisions are just more of 'what kind of ships/strategies do I want to use and how can I pick skills to augment that' rather than 'do I want to have fun piloting a strong flagships with a weak fleet, or do I want to build an AFK farming fleet and go alt-tab into a youtube video'. Personally, I think that later is not an interesting decision, but I understand others might disagree.

I do bump max level to 17 so I can get a couple extra combat skills because the game is just more fun when your flagship is strong, but I think the fleet skills I would have to drop to get those skills at level 15 are more valuable overall.

I remember someone's suggestion about personal skills and fleets skills each having their own skillpoints instead of using the same skillpoints as it is right now.
Title: Re: split skills for fun (piloted ship) and the rest into separate categories / etc.
Post by: Grievous69 on August 15, 2022, 08:05:24 AM
I don't understand why people are making the comparison in black and white. You don't either go with 15 combat skills and zero fleet ones, or vice versa. There are many fleet skills that will make your ship also stronger, and even just having 2-3 pure combat skills is a strong boon. Likewise you're always able to grab something for the fleet even if you're going crazy with the combat skills.

And no one has yet responded to the argument: "I'll just always pick the best combat skills for my flagship", with the fleet skills at least there are more meaningful decisions.

The solution to that would be to have 20 combat skills that are all slightly different flavours, which honestly sounds even more boring.

I completely 100% agree that it sucks having few combat skills on your flagship when you want to have a super strong fleet. But that's the whole point of the skill tree, you can't have it all.
Title: Re: split skills for fun (piloted ship) and the rest into separate categories / etc.
Post by: TaLaR on August 15, 2022, 08:17:21 AM
I already pick quite different skills for piloting Afflictor or Conquest. There is no small set of universal best personal skills.

There are also some semi-personal skills like Phase Corps or Wolfpack, that I take mostly for effect on piloted ship, if I take them.
Personal vs Fleet-wides that also affects my piloted ship - yep, I take these. But Fleet-wides that have no effect on piloted shop - never (carrier skills since I never pilot a carrier, phase corps if I don't pilot a phase ship, auto-ships if I don't link a Radiant, purely economic skills, etc).
Title: Re: split skills for fun (piloted ship) and the rest into separate categories / etc.
Post by: Grievous69 on August 15, 2022, 08:19:58 AM
I already pick quite different skills for piloting Afflictor or Conquest. There are no small set of universal best personal skills.
That's not what I meant, of course the skills will change with different ships. I'm saying in 2 different runs, a similar type of ship will have the same combat skills because now you have to pick them.
Title: Re: split skills for fun (piloted ship) and the rest into separate categories / etc.
Post by: SCC on August 15, 2022, 08:21:27 AM
Combat skills being quite play-style specific is probably their biggest weakness right now.
Title: Re: split skills for fun (piloted ship) and the rest into separate categories / etc.
Post by: intrinsic_parity on August 15, 2022, 08:24:37 AM
The difference between 3,5 and 7 personal combat skills is pretty massive for personal piloting experience, and those are the decisions you have to make. It's an issue of being incentivized to reduce your personal piloting enjoyment.

And obviously you're going to try to pick the best skills for your flagship? I don't see how that's different from the current game, the only difference is that you might choose to get less personal skills so your flagship is weaker (which I think is choosing to have less fun playing in order to be better at winning, which is a bad choice to be presented with in the first place).

The process of picking the personal skills you decide to get is the same, you're going to pick the ones that benefit you the most, although I still think there is decent variety for which skills can be used on any given ship.
Title: Re: split skills for fun (piloted ship) and the rest into separate categories / etc.
Post by: Grievous69 on August 15, 2022, 08:27:27 AM
Combat skills being quite play-style specific is probably their biggest weakness right now.
I agree but do people even like skills like Target Analysis? Even Gunnery Implants and Ordnance Expertise aren't good for every type of ship.

Think Alex wanted to make fun skills enabling different and unique playstyles, everything being general use wouldn't exactly be a "strength" to me.

EDIT:
And obviously you're going to try to pick the best skills for your flagship? I don't see how that's different from the current game, the only difference is that you might choose to get less personal skills so your flagship is weaker (which I think is choosing to have less fun playing in order to be better at winning, which is a bad choice to be presented with in the first place).
That's very subjective, there's a ton of folks who just don't care about combat skills (be it they prefer the admiral style gameplay, or are just not good). Why should we nerf those playstyles? I'm the one enjoying piloting strong combat ships and I'm defending the current system, surely I'm not the only one.
Title: Re: split skills for fun (piloted ship) and the rest into separate categories / etc.
Post by: Alex on August 15, 2022, 08:36:29 AM
I feel like there's an unexamined assumption here that more flagship power unequivocally means more fun. I think past a few key skills for whatever you're doing, this isn't necessarily the case. You really want something - an edge you can leverage - since that opens up some interesting decision-making. But once you have that, adding more and more power to your flagship doesn't mean it's more fun to fly. It'll have more impact, certainly (which trades off for less impact by the rest of your fleet), but the actual moment to moment gameplay can easily be more fun when you have a little less to work with.

I mean, consider a flagship buffed to the point where it one-shots everything and takes no damage. That's not fun - beyond a few minutes, perhaps - so clearly there's a line beyond which more power is actually... less fun. The question is where that line - and its more fuzzy cousin, "more power isn't bad but isn't actually *more* fun, either" line - actually are. I think it's at a pretty low number of skills, but a lot of this is necessarily going to be personal preference. And, you have that choice!
Title: Re: split skills for fun (piloted ship) and the rest into separate categories / etc.
Post by: BigBrainEnergy on August 15, 2022, 08:55:28 AM
Spoiler
I feel like there's an unexamined assumption here that more flagship power unequivocally means more fun. I think past a few key skills for whatever you're doing, this isn't necessarily the case. You really want something - an edge you can leverage - since that opens up some interesting decision-making. But once you have that, adding more and more power to your flagship doesn't mean it's more fun to fly. It'll have more impact, certainly (which trades off for less impact by the rest of your fleet), but the actual moment to moment gameplay can easily be more fun when you have a little less to work with.

I mean, consider a flagship buffed to the point where it one-shots everything and takes no damage. That's not fun - beyond a few minutes, perhaps - so clearly there's a line beyond which more power is actually... less fun. The question is where that line - and its more fuzzy cousin, "more power isn't bad but isn't actually *more* fun, either" line - actually are. I think it's at a pretty low number of skills, but a lot of this is necessarily going to be personal preference. And, you have that choice!
[close]
Even though I know from experience that games are most fun when you're this close to failure, my lizard brain wants me to take all the skills and win more.
Title: Re: split skills for fun (piloted ship) and the rest into separate categories / etc.
Post by: FooF on August 15, 2022, 12:39:09 PM
I feel like there's an unexamined assumption here that more flagship power unequivocally means more fun. I think past a few key skills for whatever you're doing, this isn't necessarily the case. You really want something - an edge you can leverage - since that opens up some interesting decision-making. But once you have that, adding more and more power to your flagship doesn't mean it's more fun to fly. It'll have more impact, certainly (which trades off for less impact by the rest of your fleet), but the actual moment to moment gameplay can easily be more fun when you have a little less to work with.

I mean, consider a flagship buffed to the point where it one-shots everything and takes no damage. That's not fun - beyond a few minutes, perhaps - so clearly there's a line beyond which more power is actually... less fun. The question is where that line - and its more fuzzy cousin, "more power isn't bad but isn't actually *more* fun, either" line - actually are. I think it's at a pretty low number of skills, but a lot of this is necessarily going to be personal preference. And, you have that choice!

In absolute agreement from a gameplay perspective. From a player mindset, however, routinely being less powerful than your subordinates is a weird place to be in. I choose quite a few combat skills most runs but more often than not, my flagship is the weakest vessel in my fleet “on paper.” Why? Because officers don’t have to choose between fleet and combat skills.

I don’t think we need another skill revamp or anything like that but I would love for there to be opportunities to earn Combat traits (and exclusively Combat) via missions or quests that don’t eat into other skill points. The Galatia quest line grants your transverse jump and neutrino detector without spending skill points. Why not earn portions of Combat skill traits in a sort of piece-meal fashion? Maybe 3-4, tops. It could be completely optional but for those combat-minded, you’d have an alternate path to improve the flagship passively, albeit not as quickly or powerfully as actual Skills. Maybe you have to spend a Story Point too. Just spit-balling.

Title: Re: split skills for fun (piloted ship) and the rest into separate categories / etc.
Post by: Candesce on August 15, 2022, 12:43:55 PM
From a player mindset, however, routinely being less powerful than your subordinates is a weird place to be in.
You must really dislike Pokemon.
Title: Re: split skills for fun (piloted ship) and the rest into separate categories / etc.
Post by: Alex on August 15, 2022, 01:15:51 PM
In absolute agreement from a gameplay perspective. From a player mindset, however, routinely being less powerful than your subordinates is a weird place to be in. I choose quite a few combat skills most runs but more often than not, my flagship is the weakest vessel in my fleet “on paper.” Why? Because officers don’t have to choose between fleet and combat skills.

Elite skills are supposed to help with this - even with a few combat skills, you'd still have more elite effects than most of your officers. Hmm. What's "quite a few" that if you make them all elite, you still feel weaker than let's say a level 6 officer with 2 elite skills?

Regardless, though, the solution to that - if required - would be to shift more of the combat skill power into the elite effects, imo, since that's what they're there for.

I don’t think we need another skill revamp or anything like that but I would love for there to be opportunities to earn Combat traits (and exclusively Combat) via missions or quests that don’t eat into other skill points. The Galatia quest line grants your transverse jump and neutrino detector without spending skill points. Why not earn portions of Combat skill traits in a sort of piece-meal fashion? Maybe 3-4, tops. It could be completely optional but for those combat-minded, you’d have an alternate path to improve the flagship passively, albeit not as quickly or powerfully as actual Skills. Maybe you have to spend a Story Point too. Just spit-balling.

Ah, interesting! I think that would devalue the actual combat skills, though.
Title: Re: split skills for fun (piloted ship) and the rest into separate categories / etc.
Post by: FooF on August 15, 2022, 03:33:12 PM
During my "Only Destroyers and Frigates" playthrough, I only had Energy Weapons Mastery and Ordnance Expertise (because they were on the way to other skills!) Meanwhile, my Officers were all Level 6 with 3 Elite skills. Granted, that's an extreme playstyle but I was always looked like the weakest link in the fleet. Normally, I try for 4-5 Combat skills, which puts me on par with other officers but often another Combat Skill feels like it has less impact than a fleetwide one by the time you have a large fleet.

Regarding the "earn Combat perks" idea, if there were 3-4 missions (total) that granted say, "+10% top speed", or "+50% damage to fighters" or "50% faster in-combat weapon and engine repairs"...basically, single lines of actual Combat Skills and nothing Elite, you could kind of have a watered-down version of the Combat Tree that supplements the few picks you do have.

Would it devalue the actual skills? I guess it depends on when you do the quest line. If you do it early, you'd probably be tempted to skip the Combat Skills you have "partials" of. If you did it late, after you're at max skill, you'd pick the ones you know you probably won't get otherwise. There's some min/maxing of timing in here I'm not particularly fond of and we'd have to figure out if you get to pick these combat perks, if they're awarded at random, or you go on a questline specifically for a certain perk. If there was a bar mission/contact that had as a reward "+50% maneuverability for the flagship," I'd jump at the chance. (Perhaps this has more to do with more varied mission rewards than it does with flagship power but the two could be intertwined).
Title: Re: split skills for fun (piloted ship) and the rest into separate categories / etc.
Post by: intrinsic_parity on August 15, 2022, 05:42:46 PM
IMO, it's not about the player being arbitrarily more powerful (or that being fun), it's about the opposite end of the power spectrum (being too weak without enough skills) and relative power to other ships in the game. By mid-end game, most enemies have lots of officers with lots of skills, and if you don't have lots of personal combat skills, then your ship will be frequently outmatched which just feels bad. But you also have to drop really strong high tier fleet-wide skills to get relatively less impactful low tier combat skills, for instance two extra officers (10/12 more skills) vs one personal combat skill, or an alpha radiant (8 skills) in my fleet vs one combat skill. Player skills are not worth 10x more than a skill in AI hands IMO. And skills like crew training or flux mastery also feel like an extra skill on every ship in the fleet. Plus som really good combat skills (gunnery implants and ordinance expertise) require an extra point a non-combat QOL skill to reach, so they almost cost 2 skill points if you are not going down that tree.

Another idea is to just have some skills be worth more than one skill point, and increase max level to compensate. That would let you make it cheaper to grab combat skills, and just gives another lever for making skill balanced overall.
Title: Re: split skills for fun (piloted ship) and the rest into separate categories / etc.
Post by: Candesce on August 15, 2022, 05:57:18 PM
Player skills are not worth 10x more than a skill in AI hands IMO.
Don't think I agree with this.

The player's ship is going to be the most influential ship on the battlefield if they're even half trying, and because concentrated power counts for more and allows more aggressive play, increases in power for the player ship have an impact that's much more than linear.

If you're just setting your ship on autopilot and playing admiral, maybe you're not going to get much use out of the Combat tree, but that's really not a gameplay issue. You've picked a strategy that doesn't reward combat skills, so don't take them; sit down in an Astral and provide fire support.
Title: Re: split skills for fun (piloted ship) and the rest into separate categories / etc.
Post by: intrinsic_parity on August 15, 2022, 06:32:47 PM
Of course skills are worth more to the player. A lot more. Probably ~5x more usually IMO (although they definitely stack non-linearly). But 10-12x is way too high of a bar for a combat skill to be balanced against some of the top tier fleet wide skills. Maybe if you go full combat skills, you can solo everything, but I don't think that combat skills are individually balanced against those tier 4/5 fleet skills outside of that edge case of going all-in on combat skills and soloing.

Just to be clear, I always take combat skills and pilot my flagship.
Title: Re: split skills for fun (piloted ship) and the rest into separate categories / etc.
Post by: Hiruma Kai on August 15, 2022, 07:17:22 PM
My general take away from these discussions of splitting the options into two categories is by definition limiting your choices when compared to the current single skill tree.  If you're going to advocate raising the level limit, then just raise the level limit, but don't change the system to something where you're forced to take player skills or forced to take fleet skills, dumping some players into a playstyle they don't care for.

From my experience in vanilla, you can be successful with the no personal skill style as well as the 13 player skill style, or anything in between, assuming you have an appropriately designed fleet for the skills you chose.  It's a single player game, so absolutely perfect balance isn't necessary - simply good enough balance such that you can have fun with different character and fleet builds.  I consider more builds being viable to be desirable since it means more replayability and variety.  Also, I think that it's great that different skills have different values to different fleet compositions.

If I'm running 2 Onslaughts XIV, 2 Legion XIV, a Fury and 4 Hyperions, adding +2 officers provides literally zero benefit, while adding a player skill is likely a nice bump in effectiveness.  Support Doctrine also adds no benefit, so there's no point going for double T4 leadership.

The fact that the same system also lets you run a destroyer and frigate fleet with 25-30 combat ships that are getting maximum benefit from grabbing eight or more skills in the leadership tree while neglecting personal skills, is a strength of the system, not a weakness.

The original suggestion requested an equivalent maximum level of 21 to 23 (8 to 9 points in combat skills, and 13 to 15 in non-combat skills).  How is that 8/13 split (or 5/10 split with the current max level 15) better than just putting 21 points where you want?  That results in more types of fleets and more types of play styles, which is generally what I want in a game.
Title: Re: split skills for fun (piloted ship) and the rest into separate categories / etc.
Post by: intrinsic_parity on August 15, 2022, 09:16:16 PM
If you're going to advocate raising the level limit, then just raise the level limit, but don't change the system to something where you're forced to take player skills or forced to take fleet skills, dumping some players into a playstyle they don't care for.
I don't think raising the level cap fixes the issue. It just results in you taking more fleet wide combat skills IMO. I think it's fair to argue that splitting combat skills off would eliminate some possibilities (taking no combat skills), and there are probably better approaches. I guess my favorite idea is making skills cost different numbers of skill points as way to balance them without having to gut the strong skills, or try to make all skills equally strong.

From my experience in vanilla, you can be successful with the no personal skill style as well as the 13 player skill style, or anything in between, assuming you have an appropriately designed fleet for the skills you chose.
Success is a super poorly defined term. You can do a ton of stuff that could be called 'success' (make arbitrarily large amounts of money, clearing most fights etc.) without any skills. Does that mean that skill balance doesn't matter since you can do most stuff regardless? IMO it's important to think about the direction that the game balance moves you in, even if the balance is not perfect. In other words: what is the game incentivizing you to do and is that good? If the system creates the possibility of playing in fun ways, but incentivizes you to play in unfun ways, I think there is a problem (obviously fun is subjective, but there are definitely some generally agreed upon ideas, particularly of what is unfun).

Abstractly, the game is pushing you towards doing the 'strongest' things, so it's important to consider what those are and try to make sure they are not unfun. I think the game pushes you towards using minimal combat skills, which is arguably a balance issues with top tier fleet wide skills being really strong compared to individual combat skills, and I would like there to be some mechanic or adjustment that address that.

RE 'my good fleet can't use these strong fleet-wide skills'
From the perspective of pure optimization, the response would be that the fleet is probably worse than another fleet that can use those skills, and you should just use different ships (for instance just remove some capital ships and add more hyperions to use the extra officers). You can of course do many things that will work, but I am trying to talk about what the game is incentivizing you to do, which is the 'strongest' thing.
Title: Re: split skills for fun (piloted ship) and the rest into separate categories / etc.
Post by: Amoebka on August 15, 2022, 10:52:11 PM
I don't like the idea of nerfing fleet-wide skills. The player needs them overpowered to stay competitive in the late game.

IMO one of the main reasons for fleet-buffing feeling mandatory is the difficulty level. Enemy always has more ships than you can realistically fly around, since there are no logistics for AI. Enemy always has better officers, because the game assumes they have maxed out XP and fully elited skills, while players need millions upon millions of XP and tens of SP to achieve the same (not to mention the incredibly fun and balanced level 8 alpha cores). And most importantly, enemy doesn't care about losses. You don't just have to win fights, you have to win without any significant losses. If AI blew up one of your cruisers and it got 2 d-mods, you lost. Doesn't matter if the end battle screen says otherwise.

Enemy ships now have mostly good loadouts and s-mods, so you can't gain an advantage there either. And both fleets use the same braindead AI that can't even remotely cope with being outnumbered, which the player always is, unlike the enemy fleets.

You either use the overpowered fleet-buffing skills to stand a chance, or pilot an unfair super-flagship and kill everything yourself. Neither is fun.

The problem is with the difficuty curve and late-game design, not the skills.
Title: Re: split skills for fun (piloted ship) and the rest into separate categories / etc.
Post by: Grievous69 on August 15, 2022, 10:55:56 PM
It's time to realize that if you value fleet skills that much higher than combat ones, you're just not very good at combat it seems. That's it, there's no fancy philosophy here.

Come on now, having Missile Spec on an appropriate ship is literally stronger than any other t5 skill, ok maybe not Automated Ships. But you get my point, I'll be doing fights much easier if I'm having 5-6 elite skills than my whole fleet having 1 more s-mod, having a bit cheaper DP, or those trap Industry capstones. And again this is just MY experience. Someone will do the opposite and claim combat skills are a trap. Let them play that way then.

EDIT: @Amoebka
I find the difficulty curve just fine, in fact there's a number of players wishing for more end game stuff that's challenging as well.
Title: Re: split skills for fun (piloted ship) and the rest into separate categories / etc.
Post by: Amoebka on August 15, 2022, 11:01:10 PM
There are better ways to implement challenge than bloat the raw numbers on emeny ships and demand the player copes with it by "being good in combat". I shouldn't be expected to single-handedly take out half a fleet, regardless of whether or not I can.
Title: Re: split skills for fun (piloted ship) and the rest into separate categories / etc.
Post by: Grievous69 on August 15, 2022, 11:13:20 PM
That's nowhere near what I said, you can literally use autopilot and win every fight in the game, if you choose so by picking only fleet skills. That's the point I'm making.

There's youtube videos of players not even present on the map and just giving orders.
Title: Re: split skills for fun (piloted ship) and the rest into separate categories / etc.
Post by: FooF on August 16, 2022, 05:16:13 AM
It's time to realize that if you value fleet skills that much higher than combat ones, you're just not very good at combat it seems. That's it, there's no fancy philosophy here.

I would disagree with this. I’m very good at combat but when comparing the benefits of adding Support Doctrine (with my 10 unofficered ships) vs. Ballistic Mastery for my flagship, the impact of the former is magnitudes higher than the latter. And this a real choice the game gives you. All Tier 0 Combat Skills ultimately compete with T3/T4/T5 skills for your skill points.

It’s not about valuing fleet skills more to me: it’s getting the most bang for my buck. At a certain point, fleet skills flat-out have more impact and are more competitive for skill points than flagship skills. Early on, it’s the opposite.

It’s just not a great feeling knowing that you’re making the suboptimal pick. The problem is, at a certain size fleet, every Tier 0 combat skill feels suboptimal individually (even if getting them in conjunction would actually have a greater net effect). It’s more the psychology of the pick than the skill itself.
Title: Re: split skills for fun (piloted ship) and the rest into separate categories / etc.
Post by: Grievous69 on August 16, 2022, 05:23:21 AM
That's a very bad comparison. First you're comparing a t5 skill to a combat skill you can pick whenever. Better comparison would be either Systems Expertise or Missile Spec.

Secondly, the power of combat skills is their combination on a single ship. Your flagship can have a number of combat skills (all elite), along with the fleet buffs that affect all ships. It's weird to compare a single combat skill to a single fleet skill in a vacuum, there's very little context.

But compare investing 5 skills into combat versus investing 5 skills into industry.

EDIT: Random idea: ok so if a chunk of people think personal skills are meh, just make them a slightly stronger version of officer skills?
Title: Re: split skills for fun (piloted ship) and the rest into separate categories / etc.
Post by: Megas on August 16, 2022, 05:37:23 AM
And most importantly, enemy doesn't care about losses. You don't just have to win fights, you have to win without any significant losses. If AI blew up one of your cruisers and it got 2 d-mods, you lost. Doesn't matter if the end battle screen says otherwise.
This is a reason why I love Hull Restoration.  It is not guaranteed, but there is a good chance ships get recovered without any lasting damage.  It makes casualties acceptable.

The problem with it is if I want to use solo flagship (Ziggurat), then Hull Restoration is good mostly for the +5% CR per s-mod, although being able to recover and repair Remnant ships if I happen to have Automated Ships (or other ships if I fight human bounties) is nice too.

Overall, I agree on the "you lost" point.  The game is balanced on player getting flawless victories.  Without Hull Restoration, I usually reload the game immediately when one of my ships blow up (because I just lost all profit I would get from combat).  With Hull Restoration, casualties become acceptable.

I guess Derelict Operations would thrive on d-mods, but I never liked playing with clunkers, so I doubt I will ever touch that skill.  All ships in my fleet must be pristine.

I am not too fond that the premium QoL skill is a capstone Industry skill.  It is somewhat tolerable that the tier 2 Industry skills are strong.  Ordnance Expert is obvious, and elite Polarized Armor is great for flagships that want to vent spam (although it is also must-have for armor tanks without shields).

Enemy ships now have mostly good loadouts and s-mods, so you can't gain an advantage there either. And both fleets use the same braindead AI that can't even remotely cope with being outnumbered, which the player always is, unlike the enemy fleets.
s-mods on enemies seem limited to special fleets (mercs, infamous phase fleet, Omega bounty).  I do not see any on the random non-merc fleets, Ordos or otherwise.  And that one unique Omega bounty is not harder than a multi-Ordos fight.


I would disagree with this. I’m very good at combat but when comparing the benefits of adding Support Doctrine (with my 10 unofficered ships) vs. Ballistic Mastery for my flagship, the impact of the former is magnitudes higher than the latter. And this a real choice the game gives you. All Tier 0 Combat Skills ultimately compete with T3/T4/T5 skills for your skill points.
I agree for some ships.  If I do not have Omega missiles for Ziggurat, elite Point Defense and Ballistic Mastery are more valuable to me than either Systems Expertise or Missile Spec.  Only if I get Omega missiles that I respec and grab Missile Spec. (to make up for not enough Omega missiles to fill all mounts.)

Meanwhile, for other trees, capstones are better than lower skills.  Combat is an exception, aside from specific ships.  (System Expertise is game-changer for Doom and Radiant.  Missile Specialization for Gryphon or anything with Omega missiles.)
Title: Re: split skills for fun (piloted ship) and the rest into separate categories / etc.
Post by: FooF on August 16, 2022, 08:39:50 AM
That's a very bad comparison. First you're comparing a t5 skill to a combat skill you can pick whenever. Better comparison would be either Systems Expertise or Missile Spec.

Secondly, the power of combat skills is their combination on a single ship. Your flagship can have a number of combat skills (all elite), along with the fleet buffs that affect all ships. It's weird to compare a single combat skill to a single fleet skill in a vacuum, there's very little context.

But compare investing 5 skills into combat versus investing 5 skills into industry.

EDIT: Random idea: ok so if a chunk of people think personal skills are meh, just make them a slightly stronger version of officer skills?

It’s an extreme example but it is an actual choice the game puts before you. If I have Support Doctrine unlocked, the choice is Support Doctrine vs all other skills (T0 Combat Skills among them) for that skill point.

But that’s what I’m saying. T0 Combat skills start off strong and meaningful and by the time you’re rolling with a fleet, they seem less and less competitive relative to their fleet-wide counterparts. It’s not that Combat skills or fleet skills are under or overpowered but the timing of when you get them greatly influences their overall effect. I personally don’t think there’s any real problem with how the skills are set up or their worth but what skills are “optimal” changes dramatically over the course of a play through.
Title: Re: split skills for fun (piloted ship) and the rest into separate categories / etc.
Post by: SCC on August 16, 2022, 09:46:49 AM
The choice between Support Doctrine and Ballistic Mastery is more of a function of "do I put all my officers in cruisers or capitals and run out of DP before I run out of officers?" - if yes then BM, if not then, SD.
Title: Re: split skills for fun (piloted ship) and the rest into separate categories / etc.
Post by: Hiruma Kai on August 16, 2022, 09:58:31 AM
I don't think raising the level cap fixes the issue. It just results in you taking more fleet wide combat skills IMO. I think it's fair to argue that splitting combat skills off would eliminate some possibilities (taking no combat skills), and there are probably better approaches. I guess my favorite idea is making skills cost different numbers of skill points as way to balance them without having to gut the strong skills, or try to make all skills equally strong.

I think it's coming down to play style differences, different evaluations of skills, and different fleet compositions.

Generally I grab 5 skills in the combat tree, simply because on the right ships I consider System Mastery to be a literal game changer on the right ships, and Missile Specialization isn't that far behind (although the later can be partially duplicated by having an Combat Endurance/Missile Spec officer sit in the ship and swapping at the start of combat, which also frees up a combat endurance pick on player character).  So in some play throughs, I nominally trade 5 (or 6) officer skills for 2 half skills on my personally piloted ship.  On the other hand, I might only have 8 combat ships filling out 240 DP in such a run, at which point am I really trading anything away if ships are actually DP balanced?

From my experience in vanilla, you can be successful with the no personal skill style as well as the 13 player skill style, or anything in between, assuming you have an appropriately designed fleet for the skills you chose.
Success is a super poorly defined term.

I define success in Starsector as the ability to use a 240 DP fleet (on a 400 DP default combat size setting, since on smaller settings personal skills become more valuable relatively speaking) to defeat a pair of [Super Redacted] at a Hypershunt, a single triple Radiant Ordo after farming a red system for awhile, and take out the [Super Redacted] bounty, with the outcome never being in doubt (3 out of 3 replays result in victory).  In addition, being able to get to that point in the game on iron man with a spacer start without taking a commission or respecing, and in a short enough time frame I don't lose interest in the run.  Others may have different definitions of course, but I feel like that one covers most of the bases in terms of end game content.

I agree the direction that balance moves you in is important, but the problem is you have different players with different styles at which point different skills are going to pull on players differently.  I highly value personal ship skills, but then again, my default or typical combat play style is issue a few move orders at the beginning, engage the enemy, and cancel all my orders, and rely on my support ships to survive and essentially be distractions, while I fly around picking enemies off.  I'll sometimes pop up to the tactical map, or if I'm not in an end game fleet and I feel the battle is close I'll actually issue further orders (harass a capital, eliminate that flanking ship, etc). I guess what I'm trying to say is what appears strongest to a player is going to depend on how they actually approach the game.

RE 'my good fleet can't use these strong fleet-wide skills'
From the perspective of pure optimization, the response would be that the fleet is probably worse than another fleet that can use those skills, and you should just use different ships (for instance just remove some capital ships and add more hyperions to use the extra officers). You can of course do many things that will work, but I am trying to talk about what the game is incentivizing you to do, which is the 'strongest' thing.

I’m very good at combat but when comparing the benefits of adding Support Doctrine (with my 10 unofficered ships) vs. Ballistic Mastery for my flagship, the impact of the former is magnitudes higher than the latter. And this a real choice the game gives you. All Tier 0 Combat Skills ultimately compete with T3/T4/T5 skills for your skill points

It's easy enough to say in general and in vacuum, but you really need to have a concrete example, since there's always tradeoffs.  For me my end tier leadership skills are competing with Missile Specialization and System Expertise, not the tier 0s.

So for example, your optimization choice for my proposed fleet is unclear to me.  Swapping, say an Onslaught and Fury for more Hyperions to get more benefit of 2 more officers comes at some cost. It's another 9-12 story points to s-mod the Hyperions and mentor/elite skills the officers for example, on top of the already spent 58 (8 for mentoring, 2 elite skills per officer, 3 s-mods per ship times 9 ships, 7 personal elite skills).  The former requires 2 story point past level 15.  The later requires 15.  If story points are no object, and we're doing pure optimization why would you ever take the +2 officers skill when you can just hire two mercenary officers? 

So to make it concrete, lets assume I'm piloting an Onslaught XIV, my baseline fleet is 2 Onslaught XIV, 2 Legion XIV, 1 Fury, 4 Hyperions, and my skill selection is:
Combat Endurance, Impact Mitigation, Target Analysis, Ballistic Mastery, Missile Specialization
Wolfpack Tactics, Crew Training, Carrier Group, Officer Training, Best of the Best
Navigation, Gunnery Implants, Flux Regulation
Field Repairs, Ordinance Expertise

Dropping Missile Specialization defeats the point of piloting the Onslaught since the plan is to drive up flux at long range with 4x Squalls and 8x Longbows from escorting Legions, and Thermal Pulse Cannons at 1950 range, and then burn drive in and drop 4 Reapers at point blank (and a 2nd salvo if necessary 10 seconds later within the overload duration, such as against Radiants). 5 other smaller ships tends to be enough to keep the rest of the enemy fleet distracted while I quickly focus fire down capitals and cruisers.

I suppose you could drop the Field Repairs and Ordinance Expertise, but it's not clear to me the two extra Hyperions are really that much better than an Onslaught in such a fleet, and the loss of flux on the player ship is quite noticeable.  The extra capital provide some nice staying power in long slogs (like against multiple large pirate fleets or the like which just take time to churn through all the hullpoints) that the Hyperions lack.

So assuming the player wants to use a shiny Onslaught XIV, and found 2 Legion XIV (like I did in my last play through - it admittedly doesn't always happen), how would you respec the character and rebuild the fleet with minimal player skills and 11-15 fleet skills, while keeping that 3 ship low tech core, working under the assumption that fleet skills are going to be superior generally?  That'll let me try flying around both setups and at least I'll have a personal testing experience against a hypershunt and Ordos I can relay back.
Title: Re: split skills for fun (piloted ship) and the rest into separate categories / etc.
Post by: SCC on August 16, 2022, 10:04:44 AM
Generally I grab 5 skills in the combat tree
Right, I forgot one thing: combat tree's usefulness falls off hard after getting 5 or 6 skills, simply because that's how many skills are really useful to the ship you're piloting. Getting Impact Mitigation for Hyperion won't really change all that much. There are still good skills in Technology and Industry trees.
Title: Re: split skills for fun (piloted ship) and the rest into separate categories / etc.
Post by: Megas on August 16, 2022, 10:11:23 AM
EDIT: Random idea: ok so if a chunk of people think personal skills are meh, just make them a slightly stronger version of officer skills?
That is probably the reason for Elite level.  Officers only get one or two (with Officer Training), unless they take Cybernetic Augmentation for two more.  (Then eventually, player fights Remnants with a massive skill advantage.)

Part of what makes Neural Link attractive (when I have four in Tech for Ziggurat and do not care about Automated Ships) is getting an Alpha+ core equivalent in another human ship to emulate a Remnant ship piloted by Alpha core, except the Neural Interface hullmods are a stiff OP tax, when OP budgets are already tight enough without the tax.  Does not help that the AI is locked at Steady, when most should have Aggressive+.

Generally I grab 5 skills in the combat tree
Right, I forgot one thing: combat tree's usefulness falls off hard after getting 5 or 6 skills, simply because that's how many skills are really useful to the ship you're piloting. Getting Impact Mitigation for Hyperion won't really change all that much. There are still good skills in Technology and Industry trees.
I would like to get about six or seven in Combat but limit myself to five when I want capstone skills in two other trees.

My general-purpose Combat skill selection is Helmsmanship, Combat Endurance, Impact Mitigation, Point Defense, and Ballistic Mastery.  There are other skills I would like to get but cannot when I have ten in Technology and Industry.  If I get enough Omega Missiles on Ziggurat, I swap Point Defense and Ballistic Mastery to Target Analysis and Missile Specialization.
Title: Re: split skills for fun (piloted ship) and the rest into separate categories / etc.
Post by: Wyvern on August 16, 2022, 11:02:06 AM
I have, personally, been in favor of a split between flagship skills and fleet-wide skills for some time now.

But I'd like to draw attention to a point that others have brought up in passing: A major factor in the pain of how skills are set up right now is that fleet sizes - both for the player and for their opponent - are significantly larger than they were in earlier versions of Starsector.

I would very much like to see a return of the player's fleet being limited by deployment value - though ideally, this time, with several skills that play around with that limit (boosting the maximum value, or offering discounts for certain ship types, or even easing the over-cap penalties.) And a slightly higher base limit to start with, too; back when this was in the game, the base limit was small enough as to make taking the skill to boost it effectively mandatory.

_____
As for elite skills - yeah, the player gets to elite everything they take, which is nice. But a lot of the elite perks are just kindof meh at best.

* Helmsmanship: This one's... okay for the player. Not the best choice for AI, though, since the AI doesn't know how to use it.
* Combat Endurance: Trash for the sorts of ships I prefer to field; if your Aurora is below 50% hull, it should be retreating.
* Impact Mitigation: Surprisingly useful as an elite effect; I'll sometimes take this skill just to get the elite bonus on otherwise shielding-heavy hulls.
* Damage Control: Even for armor-tanking ships, I'd rather install enough PD that torpedos don't connect in the first place. Pass. (I'd also note that this effect is one that just feels bad - for your ships it only triggers if something has gone horribly wrong already, while for enemy ships what you see is "Oh, I got a solid torpedo hit in! Wait, why is it not dead?")
* Field Modulation: This one's good.
* Point Defense: This one's also good.
* Target Analysis: ...I guess maybe if you're kitting out a support ship with a bunch of ion beams or something? Definitely not a good choice for elite effect on a general-purpose officer, though.
* Ballistic Mastery: Eh. It's okay, I guess? Probably better choices for your limited officer elite skills, though.
* Systems Expertise: The elite effect here does a lot of things! And I don't actually care about any of them. It's a nice bonus for the player, but the sorts of ships where these bonuses really matter are ships I'd never give to the AI in the first place.
* Missile Specialization: Generally good, but also kindof situational - this matters a lot if you've got large missile slots, not so much if what you're working with is a bunch of smalls.
* Gunnery Implants: The poster child of bad elite effects. What does this do for your individual ship you're flying? Basically nothing. Can be useful if stacked... until you run up against someone who's stacked it more than you (Hello, ordos,) at which point it's useless again. Just a bad investment unless you're planning on not fighting the remnants.
* Energy Weapon Mastery: Decent. Not great, and generally less important to elite than, say, Field Modulation or Point Defense, but still decent.
* Ordnance Expertise: Eh. It's not bad, but it's also not good, either. Not an exciting skill to elite.
* Polarized Armor: Surprisingly one of the better choices for a skill to elite. The AI still won't always vent when they should, but a faster cycle time on venting makes it at least a bit more likely that they will.

So that's about three-to-five good picks, four-to-five decent-but-not-exciting picks, and the rest are generally not worth considering for your officers. (Outside of special situations like deciding that you're going to go all-in on ECM.)
Title: Re: split skills for fun (piloted ship) and the rest into separate categories / etc.
Post by: Thaago on August 16, 2022, 11:29:49 AM
Generally I grab 5 skills in the combat tree
Right, I forgot one thing: combat tree's usefulness falls off hard after getting 5 or 6 skills, simply because that's how many skills are really useful to the ship you're piloting. Getting Impact Mitigation for Hyperion won't really change all that much. There are still good skills in Technology and Industry trees.

I kind of agree with this, kind of disagree. Some of the fleetwide skills are also good personal combat skills, and some of them are just powerful enough I want them anyways, so there is some balance to be had. But in general the more combat skills I can stack on what I'm flying the more of a murder machine I can be. I find that the combat skills are more general than they first appear - the shield boosting skills are good on low tech because they do use shields, just less often; the hull/armor/repair skills are good on high tech because the more hull/armor tanking you can do the more aggressive you can be and the less opportunities are wasted, particularly for incoming kinetic firepower (I'm constantly taking hull damage when flying high tech, partially because I'm too aggressive/mess up my shield timing, partially because its a resource that I have so I'm going to spend it killing things faster).
Title: Re: split skills for fun (piloted ship) and the rest into separate categories / etc.
Post by: Megas on August 16, 2022, 11:38:31 AM
* Helmsmanship: This one's... okay for the player. Not the best choice for AI, though, since the AI doesn't know how to use it.
* Combat Endurance: Trash for the sorts of ships I prefer to field; if your Aurora is below 50% hull, it should be retreating.
I would want elite Helmsmanship on a non-SO high-tech ship like Shrike or Fury so it can run away more easily to vent.  Although I would not take it on an officer.

Combat Endurance is good a few ships, like Neural Link Onslaught.  It gets worn down by lots of chip damage.  I have tried Onslaught flagship and second AI Onslaught with level 5 officer.  The AI Onslaught dies sooner from chip damage.  If my AI Onslaught is Neural Linked, it survives more easily like my flagship.  That said, Combat Endurance does not compete for the single elite skill.

Field Modulation is a must-have for normal phase ships.  Phase cooldown is normally too long.  eFM cuts cooldown time to something more acceptable.

The skills I consider making elite are either Point Defense or Missile Specialization (or Field Modulation for phase ships).
Title: Re: split skills for fun (piloted ship) and the rest into separate categories / etc.
Post by: SCC on August 16, 2022, 12:05:08 PM
A simpler way would be to just formally bump max level ... (yes, I know it's in settings.json)
You might want to check out a mod for that instead, (https://fractalsoftworks.com/forum/index.php?topic=20535.0) as just modifying the settings.json values will make levelling past level 15 way too slow.

the shield boosting skills are good on low tech because they do use shields, just less often
I always take this one anyway and I included it in the "5 or 6 useful skills" I mentioned earlier.
the hull/armor/repair skills are good on high tech because the more hull/armor tanking you can do
While that is true, you probably will want the Polarised Armour skill for faster venting, in addition to better armour tanking. And it's a yellow skill, instead of a red skill.

Elite skills are supposed to help with this - even with a few combat skills, you'd still have more elite effects than most of your officers. Hmm. What's "quite a few" that if you make them all elite, you still feel weaker than let's say a level 6 officer with 2 elite skills?

Regardless, though, the solution to that - if required - would be to shift more of the combat skill power into the elite effects, imo, since that's what they're there for.
My experience with combat skills so far, is that for regular warships (and probably carriers), 091 skills were preferable to 095 skills. Missile-heavy and gimmicky ships are better off in 095. A part of that difference might be that Remnants get more skills than human officers and than they used to, and that they are more aggressive now. 7/8 elite combat skills might be around the same as a character that goes for best flagship bonuses, not the most combat skills.
Title: Re: split skills for fun (piloted ship) and the rest into separate categories / etc.
Post by: Thaago on August 16, 2022, 12:58:19 PM
Oh I see what you mean - I was thinking all the personal combat skills, not just the red ones, but you specifically said combat tree. My bad!
Title: Re: split skills for fun (piloted ship) and the rest into separate categories / etc.
Post by: Megas on August 16, 2022, 02:48:07 PM
My experience with combat skills so far, is that for regular warships (and probably carriers), 091 skills were preferable to 095 skills. Missile-heavy and gimmicky ships are better off in 095. A part of that difference might be that Remnants get more skills than human officers and than they used to, and that they are more aggressive now. 7/8 elite combat skills might be around the same as a character that goes for best flagship bonuses, not the most combat skills.
Not only more skills, but more officers (cores) too.  Every ship in an Ordos fleet has a core, and the cores in about half of the ships are Alpha grade.  Human fleets do not have officers in all of their ships, and none of them are as powerful as an Alpha core.
Title: Re: split skills for fun (piloted ship) and the rest into separate categories / etc.
Post by: Vanshilar on August 17, 2022, 03:09:47 AM
I don't see why having more piloted skills and less fleet skills automatically equates to more "fun". In fact right now I see what is "fun" as being very poorly defined here, relying on some vague notions of ship power or strength (i.e. implicitly assuming that buffing your personal ship is more fun while buffing the fleet is less fun by comparison), so it's unclear how to even go about trying to discuss what makes the game more enjoyable. In other words, proposing solutions without actually clearly defining what the problem is, why that's a problem, and how the solution addresses those problems. I would argue that in many circumstances, more fleet skills actually make the fight more interesting, i.e. more "fun", over more combat skills.

As an example, let me first define what I personally think is fun, i.e. my personal playstyle. Generally, I prefer to pilot a fast ship that goes around beating up and taking out weakened, vulnerable ships. So that means say LP Brawler with dual Assault Chainguns, or SO Medusa with dual Cryoblasters (current favorite), or Doom with a bunch of Antimatter SRMs prior to the latest patch (i.e. before phase got nerfed). I recognize other players have different playstyles, but that's how I prefer to fight the battles.

I the human pilot am also much better than the AI at gauging the risk vs reward of jumping into the enemy fleet to finish off a weakened ship. So my flagship tends to have extremely high burst damage (and particularly, anti-hull), and then slink back into the fleet while I recover. Meanwhile my fleet is geared to be more anti-shield (to weaken enemy ships) and more fleet support-oriented (such as Xyphos) so that I can duck behind them when needed. So this works out well because I the human player specialize in doing what the AI is poor at doing, rather than trying to duplicate its strengths, thus making the battles as smooth as possible.

So my current fleet is me in a SO Medusa, with a bunch of LP Brawlers using Support Doctrine, and a couple of Falcon XIV's as support. Since I also take Best of the Best that means 8 points into Leadership, so 7 points remaining. The temptation here might be to say well then I should go top tier in Combat for Systems Expertise since that'll double the range of my Phase Skimmer and make me more maneuverable, thus more "fun" since I can zoom around the battlefield more.

But if I take Flux Regulation instead, the LP Brawlers can gain an additional 1300 flux capacity, which is huge considering they start with only 3000 flux capacity. They're very squishy. So if I spend that skill point on Flux Regulation, then the LP Brawlers being more tanky means 1) they can do more damage before they have to back off, so I get more weakened ships to kill (instead of having to weaken the ships myself by slogging through their shields before I get to the fun bit) and 2) I spend less time having to rescue some errant LP Brawler from imminent demise when I'd rather be killing stuff.

In this case, putting the point into a fleet skill means I spend more time doing what I feel is "fun" and less time doing what I feel is "unfun". I generally end up doing around 20% of the overall damage, with the bulk of my time jumping around from weakened ship to weakened ship to finish them off, which is what I find "fun". Meanwhile, the LP Brawlers and Falcon XIV's do the other 80%, of driving up the enemy ships' flux (to weaken them for me), or chasing down frigates (which I don't find that fun and I suck at pointing the guns at fast-maneuvering targets anyway). So I do 20% of the work, most of it the "fun" bits, and get 100% of the benefit.

Similarly, while it's certainly possible to solo through battles with a Ziggurat, I've always felt that's not particularly fun, because you the player have to chase down and kill every single ship. Too tedious. Much better to have a fleet with you to take care of all the annoying stuff like chase down the scattered frigates around the battlefield while you do the fun stuff. So beyond taking some of the highest impact skills for your ship, it ends up being better to spend points on your fleet instead.

So I don't feel splitting up the skill tree into dedicated "piloted ship" and "fleet" branches, each with their own set of skill points, is needed. Part of the decision process itself is figuring out how much of one or the other (or colony skills or campaign skills if that's your thing) you the player prefer to invest in. Having the skills share the same pool of points gives the player the flexibility to adjust where they spend the points to their preference.

Another idea is to just have some skills be worth more than one skill point, and increase max level to compensate. That would let you make it cheaper to grab combat skills, and just gives another lever for making skill balanced overall.

That's what the tier system essentially does.
Title: Re: split skills for fun (piloted ship) and the rest into separate categories / etc.
Post by: Fotsvamp on August 17, 2022, 03:46:06 AM
What if experience was split into two kinds of experience, one gained (fighting experience or combat experience or called anything really) from personally dealing damage in combat used to fill out a tree of personal combat skills,

and another kind of experience (fleet experience, leadership experience or whatever) gained from trade, exploring salvage and subordinate ships dealing damage in combat which is used to level up a tree of skills made up of skills having an effect on map activities, logistical and fleet wide effects.

That way both sides could be fleshed out without having to "take" from the other, yet you can tailor how you build your skills and what to pick and at what point.

This would probably neccessitate expanding into more skills, so there are choices in both trees, but I think this type of system of becoming good at what you are doing adds flavour to a game and would fit this game quite a bit.

This would be similar to the systems of experience in elder scrolls games and mount & blade but not quite as excessive.
Title: Re: split skills for fun (piloted ship) and the rest into separate categories / etc.
Post by: Megas on August 17, 2022, 05:52:21 AM
I would very much like to see a return of the player's fleet being limited by deployment value - though ideally, this time, with several skills that play around with that limit (boosting the maximum value, or offering discounts for certain ship types, or even easing the over-cap penalties.) And a slightly higher base limit to start with, too; back when this was in the game, the base limit was small enough as to make taking the skill to boost it effectively mandatory.
I would prefer this to the DP caps in skills if it means removing DP pools in full fleet skills like Field Repairs, Flux Regulations, Crew Training.

Alex tries to force this through lowered max map size, skill DP caps, and maybe bonus +xp%.  Just simplify the mess with classic DP limits used in 0.5 or 0.6 releases.

If we consider what modern skills do, player would probably start with 100 DP and have skills that boost it by about 25%, not start at 25 DP and boost it to 100 or 125 DP in a 0.6 era release.

Also, no return to crew adding to fleet DP limits (Logistics in 0.6x).
Title: Re: split skills for fun (piloted ship) and the rest into separate categories / etc.
Post by: robepriority on August 17, 2022, 08:23:11 AM
I might be a bit weird, but I've played starsector without being able to pilot the flagship for quite a while, and instead just using command points/tactical map in battle. I suspect a lot of new players might not be able to utilize a combat buffed flagship, either.
Title: Re: split skills for fun (piloted ship) and the rest into separate categories / etc.
Post by: SCC on August 17, 2022, 08:35:14 AM
I would prefer this to the DP caps in skills if it means removing DP pools in full fleet skills like Field Repairs, Flux Regulations, Crew Training.

Alex tries to force this through lowered max map size, skill DP caps, and maybe bonus +xp%.  Just simplify the mess with classic DP limits used in 0.5 or 0.6 releases.

If we consider what modern skills do, player would probably start with 100 DP and have skills that boost it by about 25%, not start at 25 DP and boost it to 100 or 125 DP in a 0.6 era release.

Also, no return to crew adding to fleet DP limits (Logistics in 0.6x).
Limiting everyone else so drastically, just for the sake of making personal skills better, makes no sense to me.
Title: Re: split skills for fun (piloted ship) and the rest into separate categories / etc.
Post by: Megas on August 17, 2022, 10:43:22 AM
Limiting everyone else so drastically, just for the sake of making personal skills better, makes no sense to me.
Field Repairs, Flux Regulations, other similar skills are not personal skills, but full fleet skills, or at least all combat ships for some.

P.S.  The point of the suggestion is not to make personal skills better, but to make the fleet skills simpler by removing redundancy (of DP pools in some fleet skills) when other mechanics like map size and deployment limits already serve as limits.
Title: Re: split skills for fun (piloted ship) and the rest into separate categories / etc.
Post by: Goumindong on August 18, 2022, 02:11:28 AM
I don't agree with OPs wording/reasoning but I do agree that having personal and fleet skills competing against one another creates some fundamental issues.

Namely, personal skills are more fun in some sense because they directly augment your piloting experience while fleet-wide skills more augment your ability to win combats but don't make a huge difference in your personal second-to-second experience. That creates some really annoying decisions where you have to choose between having more fun and being better at winning, which I think is not a good decision in a game. It's analogous to deciding between going into finance and being rich but hating your job, or going into poetry and doing what you love but having low standard of living. It's variety, but it's not good variety IMO.

That's not even getting into balance of the two against one another. Balancing things that have categorically different effects against one another is also just inherently much more difficult, and will likely result in many more balance issues.

I think having separate combat and fleet skills still creates interesting decisions. The decisions are just more of 'what kind of ships/strategies do I want to use and how can I pick skills to augment that' rather than 'do I want to have fun piloting a strong flagships with a weak fleet, or do I want to build an AFK farming fleet and go alt-tab into a youtube video'. Personally, I think that later is not an interesting decision, but I understand others might disagree.

I do bump max level to 17 so I can get a couple extra combat skills because the game is just more fun when your flagship is strong, but I think the fleet skills I would have to drop to get those skills at level 15 are more valuable overall.

I remember someone's suggestion about personal skills and fleets skills each having their own skillpoints instead of using the same skillpoints as it is right now.

Might have been me. But that was a long time ago: https://fractalsoftworks.com/forum/index.php?topic=11113.0

For what it’s worth while I don’t think the suggestion is bad I don’t think it’s terribly necessary now. The skill system has significantly changed, the number of levels is far lower, and skills no longer have scaling effect.

You could still separate skills but I feel like you would need to significantly change how skills work in order to make that work.