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Starsector => General Discussion => Topic started by: Sorbo on January 05, 2023, 07:20:58 PM

Title: I don't like the idea of build-in hull mods debuffs
Post by: Sorbo on January 05, 2023, 07:20:58 PM
(https://cdn.discordapp.com/attachments/939179414187565066/1060756107070554212/builtin.png)

Looks like top tier ones are getting debuffs and I'm not really a fan of that. Missile racks in particular was one of my favorites on Gryphons. That rate of fire debuff kills my missile specialization elite, pretty nasty.

Stated goals are "variety in what gets built-in (not "always most expensive", and more ship loadout options". I dunno feels like a club way of achieving this. Add buffs to all build-in hull mods, with low tier giving high bonuses, mid something minor and high tier giving nothing extra at all.
Title: Re: I don't like the idea of build-in hull mods debuffs
Post by: prav on January 05, 2023, 07:27:29 PM
If you don't like the penalty you can just build in a cheaper mod and pay some OP for the difference.
Title: Re: I don't like the idea of build-in hull mods debuffs
Post by: SafariJohn on January 05, 2023, 07:53:45 PM
I would guess that part of Alex's reasoning in doing bonus-nothing-penalty is that there are only a couple high OP hullmods so their penalties can be tailored to change up how they work. For example, somebody pointed out on Twitter that a RoF penalty could be exploited to help AIs conserve missile ammo.

Here's hoping Heavy Armor's penalty is not yet another boring mobility/maneuverability nerf.
Title: Re: I don't like the idea of build-in hull mods debuffs
Post by: Wyvern on January 05, 2023, 08:03:11 PM
I'm worried about Hardened Shield - it got nerfed last patch, with no matching reduction in OP cost, making it only worth using with s-modding (or on ships that just have oodles of OP, like the Paragon)... but I'll bet it's getting an extra nerf to being s-modded, because it's still one of the highest OP-cost hullmods...

On the plus side, maybe Heavy Armor's maneuverability penalty will get moved to 'only if you s-mod it'?
Title: Re: I don't like the idea of build-in hull mods debuffs
Post by: Spacer Heater on January 05, 2023, 08:27:13 PM
Missile racks in particular was one of my favorites on Gryphons.

Alex said that ships that come with built-ins (not smods) won't receive the penalties. So your gryphons will be unaffected at least. I'm not glad to see the penalties personally, but I understand why they're being added.

I just hope that the high res sensors effect gets changed. Unless the increased vision range grants the AI to make better decisions or something else that I'm not seeing, it seems like a waste of a story point to me. I'd rather see a paltry bonus to weapon range (5,10%?)  since it's the opposite to glitched sensor array. That or a slight increase to missile speed/maneuverability since the sensors helps breakthrough enemy ECM or something. Probably good reasons why neither of these were the case though
Title: Re: I don't like the idea of build-in hull mods debuffs
Post by: Timid on January 05, 2023, 08:33:06 PM
I just hope that the high res sensors effect gets changed. Unless the increased vision range grants the AI to make better decisions or something else that I'm not seeing, it seems like a waste of a story point to me. I'd rather see a paltry bonus to weapon range (5,10%?)  since it's the opposite to glitched sensor array. That or a slight increase to missile speed/maneuverability since the sensors helps breakthrough enemy ECM or something. Probably good reasons why neither of these were the case though
My guess is that the next update will finally give us an opportunity to flank the enemy from the sides (as the engine supports it right now) and the increased line of sight will help with finding certain annoying ships.

Right now the point where you can flank the enemy is when you can just auto-resolve it.
Title: Re: I don't like the idea of build-in hull mods debuffs
Post by: Sorbo on January 05, 2023, 08:39:12 PM
Alex said that ships that come with built-ins (not smods) won't receive the penalties. So your gryphons will be unaffected at least. I'm not glad to see the penalties personally, but I understand why they're being added.
Yeah you're right, but I kinda wanted to replace them with new missile cap ship. Do they also come with them preinstalled? Judging by the screenshot it doesn't seem so.
Title: Re: I don't like the idea of build-in hull mods debuffs
Post by: Spacer Heater on January 05, 2023, 08:45:14 PM
My guess is that the next update will finally give us an opportunity to flank the enemy from the sides (as the engine supports it right now) and the increased line of sight will help with finding certain annoying ships.

Right now the point where you can flank the enemy is when you can just auto-resolve it.

That sounds really cool actually. Right now I have fog of war disabled lol, but if something like this was implemented I'd def turn it back on.

 Do they also come with them preinstalled? Judging by the screenshot it doesn't seem so.

Yeah, seems like not. At least its got a lot of OP.
Title: Re: I don't like the idea of build-in hull mods debuffs
Post by: prav on January 05, 2023, 08:59:44 PM
-50% missile ROF seems like a very high penalty for saving 5 OP (cruiser size). I'm assuming that, say, ITU, won't have any penalties and you can just S-mod that instead.
Title: Re: I don't like the idea of build-in hull mods debuffs
Post by: Amoebka on January 05, 2023, 09:44:22 PM
I just don't like the idea of s-mod penalties. S-modding shouldn't make things worse, it feels bad conceptually. Top tier hullmods could use no bonus instead, and everything else get bumped up accordingly.
Title: Re: I don't like the idea of build-in hull mods debuffs
Post by: Dri on January 05, 2023, 09:57:54 PM
I just don't like the idea of s-mod penalties. S-modding shouldn't make things worse, it feels bad conceptually. Top tier hullmods could use no bonus instead, and everything else get bumped up accordingly.
I'd be more keen on that too, but there are a lot of hullmods and it is already rather crazy that Alex is slapping another significant layer of combat balancing/tweaking onto the pile.
Title: Re: I don't like the idea of build-in hull mods debuffs
Post by: Embolism on January 05, 2023, 10:34:57 PM
I hope built-in hullmods like sensor array on the Apogee gets the S-mod bonus. Otherwise you get the weird situation with the Venture where having something built-in locks you out of getting something better (Venture can't use converted hangars because it already has a *** mining drone - it really should be able to use it to get rid of the drones for something else).
Title: Re: I don't like the idea of build-in hull mods debuffs
Post by: Shinr on January 05, 2023, 11:39:46 PM
Now that BDSM-style S-Mod buffs/maluses are now on the table, how about looking into making S-modding not completely refund the OP costs as an alternative to the maluses, or even getting rid of OP refund mechanic altogether and making the buffs the main incentive for s-modding (assuming that in that case all s-mods will give bonuses)?
Title: Re: I don't like the idea of build-in hull mods debuffs
Post by: Grievous69 on January 06, 2023, 12:33:02 AM
Ever since s-mods became a thing, I wasn't a huge fan. And now this change, my first reaction is also negative. I believe Alex will make things work in the end but here's my thoughts why this was too much spent dev time.

So, s-mods are basically old Loadout Design where they're meant to give your ships some extra power, just instead of adding pure OP points, you get those through free hullmods (that you can't remove). Which wasn't the most elegant idea, but hey it works. Now, there were discussions on how the most expensive hullmods always get built it. I understand those but since I always viewed it as just bonus OP, I felt it was fine. I mean you still had to think which specific hullmods you want forever.

Doing this bonus-nothing-penalty mumbo jumbo will increase the time in the refit screen big time. When in the end, the final product will remain pretty much the one you were going to build before this mechanic. Obviously with some bonuses and penalties on the side. The argument "if you don't want the penalty, build in something else" is sooo bad. So you want us to spend story points on something we DON'T want, so we can get something we DO want in the end. That sucks. Ok sure I'll s-mod ECCM instead of EMR, that's the solution. And it took who knows how much time to come up with all the bonuses and penalties.

Again, I understand why Alex is doing this, but it seems like an unnecessary mechanic just to get out more min maxing out of people. Although no point in arguing since it's coming in the next update, we can only hope it turns out fine.

Btw can't believe there's a problem with s-modded EMR and Heavy Armour while SO is still a thing in the game. The single most braindead part of the game.
Title: Re: I don't like the idea of build-in hull mods debuffs
Post by: Sorbo on January 06, 2023, 12:40:12 AM
I just don't like the idea of s-mod penalties. S-modding shouldn't make things worse, it feels bad conceptually. Top tier hullmods could use no bonus instead, and everything else get bumped up accordingly.
Pretty much how I feel. Like game punishes me for no reason.
Title: Re: I don't like the idea of build-in hull mods debuffs
Post by: vladokapuh on January 06, 2023, 12:53:50 AM
just having story points add X OP to the ships, depending on size, would be simpler and easier to work with
Title: Re: I don't like the idea of build-in hull mods debuffs
Post by: BCS on January 06, 2023, 01:44:04 AM
S-mods already had associated cost(SP and opportunity cost) and now there's extra cost on top of that. This is getting weird and really complicated. No one likes exceptions on top of exceptions.
Title: Re: I don't like the idea of build-in hull mods debuffs
Post by: Strict on January 06, 2023, 02:02:19 AM
we are finally getting closer to the idea that s-mods/story points are bad in general, not only for balancing, after a few patches we can get back to loadout design or nothing at all, its actually great
Title: Re: I don't like the idea of build-in hull mods debuffs
Post by: braciszek on January 06, 2023, 02:18:19 AM
If the notion is a blanket negative effect above a certain OP cost, then we would be nerfing hullmods because some smods save more OP than others, rather than some hullmods are better than others. That is, a hullmod being more expensive doesn't necessarily mean it is better and the new incentive is based around OP savings rather than hullmod viability. Operations center is a mediocre hullmod, but it costs quite a bit of OP so it likely gets nothing. It gets nothing not because it doesn't deserve a bonus but because it's expensive. I don't necessarily agree with that decision as hullmod balance isn't perfect itself and we are building another system of balancing on top of it. Now this example is just an assumption, but the tone of this change seems to be based around cost and not performance. If there is an smod bonus for this example in reality, then that would be contrary to the original intention.
Otherwise, I argue that perhaps some hullmods' effects and their costs should be looked at before they are given some smod effect based on their current cost...
Title: Re: I don't like the idea of build-in hull mods debuffs
Post by: Fotsvamp on January 06, 2023, 03:35:26 AM
I think it could be fun, since it seems everyone is always putting in S-mods (myself included) doing something to promote other behaviour is good for variety.

It would be even neater if there were more things that start off as a negative, but in the right hands could be good (like AI conserving ammo longer with lower missile RoF). Or a long range gun getting shorter range to make more weapons into a single range bracket improving AI flux management etc.
Title: Re: I don't like the idea of build-in hull mods debuffs
Post by: SCC on January 06, 2023, 03:51:14 AM
If you wanted a PD bonus, wouldn't you simply built in IPDAI instead of gyros?
Title: Re: I don't like the idea of build-in hull mods debuffs
Post by: prav on January 06, 2023, 04:01:57 AM
If you wanted a PD bonus, wouldn't you simply built in IPDAI instead of gyros?

Maybe S-IPDAI improves turret turn rate.
Title: Re: I don't like the idea of build-in hull mods debuffs
Post by: Grievous69 on January 06, 2023, 04:32:30 AM
just having story points add X OP to the ships, depending on size, would be simpler and easier to work with
Pretty much. This feels like trying to put out a dumpster fire with a Rube Goldberg machine that happened because of another overcomplicated system which will probably introduce another dumpster fire.

Imagine when players figure out the new meta for these bonus hullmods. We're back at square one only with a more complex game and wasted time.

EDIT: It's paradoxical when developers try to fight min maxing by adding another mechanic which will get, wait for it, min maxed as well.
Title: Re: I don't like the idea of build-in hull mods debuffs
Post by: BCS on January 06, 2023, 04:33:57 AM
I think it could be fun, since it seems everyone is always putting in S-mods (myself included) doing something to promote other behaviour is good for variety.

Giving downsides to S-modded hullmods won't stop you from using them since at the end of the day it's just free OP. You'll always be better off using S-mods than not using them.

The change may make you think twice which hullmods to build in instead of always going for the most expensive option but without a full list of downsides it's impossible to tell. And the be honest I doubt it would work like that in general, you build in most expensive hullmods to save most OP, doing the opposite kind of defeats the point. People will probably just eat the penalty.

Basically all I see here is a nerf to the player fleet(since enemy ships very rarely have S-mods)
Title: Re: I don't like the idea of build-in hull mods debuffs
Post by: Grievous69 on January 06, 2023, 04:35:50 AM
Basically all I see here is a nerf to the player fleet(since enemy ships very rarely have S-mods)
Don't forget that special hard bounty with all s-modded ships which will also be weaker (but not easier obviously). Wooo hoooo
Title: Re: I don't like the idea of build-in hull mods debuffs
Post by: Schwartz on January 06, 2023, 07:44:19 AM
EDIT: It's paradoxical when developers try to fight min maxing by adding another mechanic which will get, wait for it, min maxed as well.

I think fringe min-maxing should simply not be nerfed out of the game at all, as it hurts people who play normally as well. It's a singleplayer game and there is no pressure to keep everything perfectly even keel.

When officers were new, they were way OP and produced crazy maneuverability and other buffs on their ships. We also had plenty of OP and other stat bonuses in the skill tree. This was overpowered but fun. Arguably it became frustrating when trying to take out certain ship/officer enemy combos.

Now the power ceiling is way, way lower and still we're getting nerfs to the S-Mod system, even though it is itself a lower-power replacement of the previous bonus system. I don't see why it needs this nerf and I'll probably try to mod it out of my game if it happens. I don't need my Annihilator racks to fire at half RoF and make it impossible to actually empty themselves over the course of an engagement.
Title: Re: I don't like the idea of build-in hull mods debuffs
Post by: FooF on January 06, 2023, 08:29:01 AM
While I think the additional debuffs around the expensive hullmods are getting all the attention, I’d be more curious what the added bonuses are for the “lesser” hullmods. Also, it will be trivial to reduce the malus on certain things if balance calls for it (would there be this much weeping and gnashing of teeth if EMR debuff was -10% RoF?)

Knee-jerk reactions aside, I need to see the whole picture before making judgement. If anything, +25% to Frigates is a bigger deal than EMR nerfs. As far as I remember, nothing in the game increases damage to Frigates. That means Capitals can now swat down smaller ships easier for little OP cost. Why isn’t that getting more attention?
Title: Re: I don't like the idea of build-in hull mods debuffs
Post by: prav on January 06, 2023, 08:36:54 AM
(would there be this much weeping and gnashing of teeth if EMR debuff was -10% RoF?)

Maybe not, but why add a bunch of negligible effects? That's just clutter.

If anything, +25% to Frigates is a bigger deal than EMR nerfs. As far as I remember, nothing in the game increases damage to Frigates. That means Capitals can now swat down smaller ships easier for little OP cost. Why isn’t that getting more attention?

And at a net cost of... 9 OP on a Cruiser, compared to just S-modding ITU? That's a pretty good deal. Really it's two hullmods in one, an S-mod and a regular hullmod, welded together for reasons somewhat unclear.
Title: Re: I don't like the idea of build-in hull mods debuffs
Post by: Drazan on January 06, 2023, 08:38:22 AM
-50% missile ROF seems like a very high penalty for saving 5 OP (cruiser size). I'm assuming that, say, ITU, won't have any penalties and you can just S-mod that instead.

It seems to be ridiculusly overtuned, halving missile rof practically makes this mod unusable with while built in.
Title: Re: I don't like the idea of build-in hull mods debuffs
Post by: Drazan on January 06, 2023, 08:45:12 AM
This is just another mechanic needlesly complicating an already complicated game.
Title: Re: I don't like the idea of build-in hull mods debuffs
Post by: Jackundor on January 06, 2023, 09:13:53 AM
i find it rather bad, like incentives to build in lower cost hullmods for extra buffs? probably ok, but debuffs? yeah no thanks.... Though overall this "fixes" a problem that i just don't think is a problem... "oh but you only build in the most expensive hullmods" which is a problem why exactly?
Title: Re: I don't like the idea of build-in hull mods debuffs
Post by: Schwartz on January 06, 2023, 09:23:01 AM
Also, no we don't just S-Mod the most expensive hullmods. Adding Heavy Armor to a high-tech ship just because it's an expensive hullmod is a total waste, just as adding Missile Racks to a Paragon is bordering on silly. Even for a Dominator the choice is not so clear-cut, because the Armor hullmods come in a bunch (Armor, EMP resist, Armored Mounts.. possibly Thrusters). It depends on the role. For a brawling Domi I'd just slap Annihilators on there and possibly make the S-Mods more about mobility and survivability. A RoF nerf would certainly not make me want to use Missile Racks at all.

That buff to frigate damage sounds pretty big too; if I'd heard about it I'd have an opinion, but I don't follow Twitter stuff.  ;)
Title: Re: I don't like the idea of build-in hull mods debuffs
Post by: Grievous69 on January 06, 2023, 09:27:06 AM
"oh but you only build in the most expensive hullmods" which is a problem why exactly?
I'm trying to understand that as well. Sure it was discussed a couple of times but never did it appear as an issue for the game. Think even Alex defended that system (obviously) when it was first introduced, since you're committing to a hullmod. But now it seems the Missile Autoloader hullmod made him introduce a new mechanic, which is ughhh, problem with the hullmod clearly then.

Man, waiting for more than a year on an update only to see dev time spent on fixing what ain't broken.

Someone on Twitter said how Alex became his own modder. Didn't see that then, definitely see it now.
Title: Re: I don't like the idea of build-in hull mods debuffs
Post by: prav on January 06, 2023, 09:40:16 AM
Why not just soup up some cheap mods to have the same cost and potency as HA/EMR? There's just not that much actually competing for the S-mod slots - since they're fixed cost you just look at the total strength of the mod, and the list of high-powered, high OP mods is short. But give me 50% more Unstable Injector or Hardened Shields for 50% more OP and I certainly start considering alternatives.

In several ways that's what this is already doing, but in a very roundabout manner.
Title: Re: I don't like the idea of build-in hull mods debuffs
Post by: Alex on January 06, 2023, 10:13:33 AM
I'm worried about Hardened Shield - it got nerfed last patch, with no matching reduction in OP cost, making it only worth using with s-modding (or on ships that just have oodles of OP, like the Paragon)... but I'll bet it's getting an extra nerf to being s-modded, because it's still one of the highest OP-cost hullmods...

It's 20%, 5/10/15/25 OP cost, and no bonus or penalty.

Now the power ceiling is way, way lower and still we're getting nerfs to the S-Mod system, even though it is itself a lower-power replacement of the previous bonus system. I don't see why it needs this nerf and I'll probably try to mod it out of my game if it happens. I don't need my Annihilator racks to fire at half RoF and make it impossible to actually empty themselves over the course of an engagement.

There's like 3 hullmods with a penalty and around 30 with a bonus. (That said, 50% might be a bit steep.)


... "oh but you only build in the most expensive hullmods" which is a problem why exactly?

It makes it difficult to add expensive hullmods and balance them with the OP cost without making them non-build-in. Which, to some degree is alright; there are other considerations. Still, adding this piece to the system cleans it up and - initial numbers aside - makes it possible to balance properly, which opens some doors design-wise.

... only to see dev time spent ...

(It was, like, 3 days. Only reason I decided to just do it now, it looked to be way less effort than I'd have expected.)
Title: Re: I don't like the idea of build-in hull mods debuffs
Post by: bob888w on January 06, 2023, 10:17:00 AM
(https://cdn.discordapp.com/attachments/304690022299336705/1060872200430829568/Screenshot_2023-01-06-02-47-13-23_40deb401b9ffe8e1df2f1cc5ba480b12.jpg)

(https://cdn.discordapp.com/attachments/304690022299336705/1060871730807197696/Screenshot_2023-01-06-02-45-13-33_40deb401b9ffe8e1df2f1cc5ba480b12.jpg)

Food for thought. The discord theorized the 3 mods likely hit with the smod penalty are EMR, Missile Autoloader and heavy armor
Title: Re: I don't like the idea of build-in hull mods debuffs
Post by: SapphireSage on January 06, 2023, 10:28:54 AM
I think, with regards to S-mods, Alex is on the right track to find some way to give choice as to what to S-mod into ships because it does tend to turn into your top 3 OP-cost mods that you'll always keep on because the benefits are so strong you'd be crazy not to. Everyone already know that Heavy Armor is almost a freebie for Low-techs like Dominator, Onslaught, Legion, or Mora, and then you slap on EMR if it has so much as has a couple Medium missiles or greater because you're getting the most OP to firepower bonus in the game with that. If you're high-tech, you'll hardly ever go wrong with stacking Hardened Shields on them and ITU was almost always guaranteed because range is so key despite actually being on the higher end of OP cost. The only thing holding those back *were* those expensive OP costs and the sacrifices you'd need to make for them, but now the sacrifice has just become an SP or two, and the slots you get to put them in so its more of a competition of which of the most-expensives do you want to permanently benefit from.

As an idea, instead of giving the S-mods benefits or debuffs based on what it is (thereby adding more hidden effects on enemy ships even more so as there's already a problem with not knowing *exactly* what hullmods listed on ships in the pre-combat screen *do* which will only be exacerbated with this. It'll be a real fun surprise getting nuked in my wolfpack run by a ship that just so happened to have a built-in that gave it +damage to frigates when *no other bonuses in the game give +damage against frigates* and I didn't know this) what about adding or subtracting OP based on the mods cost? When I was trying to figure out what to put in as my third S-mods on my ships I was trying to balance out something I'd want permanently that was also higher in cost, but what if say building in something Expensive like the incredibly bulky HA permanently "reserved" some of your OP for it, but was still cheaper and something cheap and lightweight could add to your total OP instead and the difference was just based on the average cost of hullmod as, for capitals, a fair number of them hover around the 15, 20, 25 range? This way Heavy armor isn't necessarily a given because it'd still cost OP, just less, and be expensive relatively whereas if you always wanted say Accelerated Shields so that they always raise on time as you need it, then it can add some OP your way such that every S-mod guarantees a strict X amount of additional OP regardless of cost.

Edit: Also, as an aside a large thing I do enjoy about the refit screen is being able to build around a situation to counter an opponent and a lot of examples can be seen here with respect to builds centered around countering the doritos and Zig. Other examples include slapping on Solar Shielding against Tri-tach and the remnants, Piranhas when going to assault a base, Hellbores and HILs when dealing with the Hegemony or Church, or even ECM when dealing with the League. All options you can and might want to think about including for specific situations, but wouldn't want all the time like ECM against pirates/pathers that never use it, or Hellbores against Tri-tach's weak PD and armor. Built-ins run counter to that by making you want to slap in permanent bonuses and so focusing on something almost always generalized for any situation you might want to refit.
Title: Re: I don't like the idea of build-in hull mods debuffs
Post by: BreenBB on January 06, 2023, 10:36:45 AM
As for me its another unnecessary nerf, like Phase speed slowdown nerf, first of all, the decision cost means bad isn't best one, because some hullmods are already situational enough, like Heavy Armor which reduces maneuverability, or EMR which only benefit missile focused ships, so they aren't built in always already, its just nerf of ships which rely on armor or missiles, and make hullmod which supposed to just improve ship actually harm it looks strange, it is basically turning smods into dmods, and its quite logical what people will build most expensive hullmod from their loadout, if you have 1 sp which can apply any hullmod, its logical to built most costly one. Game have other more important problems, and smodding expensive hullmods is not one of them.

And if you don't like the fact what 10 Op and 40 Sp hullmods cost same 1 SP, I think there more ways to resolve that without complicating balance even more, like make expensive hullmods cost several SP points, or just give fixed OP count per spent SP on ship, or just leave as it is now. Story points have issue that you can gain much different benefit from spending 1 sp in term of usefulness, ranging from useless options, such as most quest options, like get little more reward in quest, or not raid objective in raiding quest, and receive twice less amount of money, considering that these quests don't give much reward, or use same point on built in hullmod, so reward ranging from gain insignificant reward to permanent benefit, but again, root of the problem is not that built in option is too good, is what that other options are too useless even to consider.

Also another issue I think, its also indirect nerfs ships with built-in mods, since they won't receive s-mod bonuses, like Apogee won't have bonus from Sensors hullmod, and non-science ship with built in will have it, to be honest this feature shift balance too much.
Title: Re: I don't like the idea of build-in hull mods debuffs
Post by: Megas on January 06, 2023, 10:41:14 AM
I am suspicious of extras on s-mods, especially if they have powers that cannot be gained any other way.  I am more concerned about unique buffs instead of debuffs, although debuffs may not feel good.

The extra range on High Resolution Sensors can be a debuff because it increases the radius when a ship starts to tick down on PPT.  It would be exploitive if there was a mod to reduce vision so that a ship does not tick down on PPT because it cannot see enemy ships.

Likewise, less fire rate on missiles can be used to enforce endurance on missiles left on autofire or on AI ships.

Unless implementation is too hard, just make story points give more OP, +5/10/15/25 per SP.
Title: Re: I don't like the idea of build-in hull mods debuffs
Post by: Wyvern on January 06, 2023, 10:53:04 AM
I'm worried about Hardened Shield - it got nerfed last patch, with no matching reduction in OP cost, making it only worth using with s-modding (or on ships that just have oodles of OP, like the Paragon)... but I'll bet it's getting an extra nerf to being s-modded, because it's still one of the highest OP-cost hullmods...

It's 20%, 5/10/15/25 OP cost, and no bonus or penalty.
Oh, nice! A slight buff from current patch, there. Huzzah.
Title: Re: I don't like the idea of build-in hull mods debuffs
Post by: Grievous69 on January 06, 2023, 10:55:34 AM
I mean even if there was a penalty for a single hullmod in the whole game, I'd still ask the same question. Why add such a system to "promote variety" when meta players always find a way to min max something. So with these 30 hullmods that get bonuses, players will no doubt find a combination that makes each ship get the biggest benefit from it. I know this is oversimplified but I just want to show how in the end, not much will change, except people will need to read a whole lot more.

Also fair point about bonuses that appear only on s-mods. That just makes everything even more gamey.

Going back to the penalties, it's such a weird way to nerf strong hullmods. If Autoloader is so broken, make it innately have a long delay between missiles (since small missile fire pretty fast). Make EMR lower missile damage by 10%. Heavy Armour is honestly fine and situational, and I still don't get why it has that maneuverability penalty (it's the skills making armour ships very strong).

For the billionth time, if the goal is to make the game less boring, removing SO will help a great lot. We're making a fuss out of a mod giving more ammo, when there's one literally ignoring game mechanics and creating one dimensional builds that serves as a crutch for players that aren't sure how to get more power out of their fleet.

EDIT: Alex said he'll look into SO next patch probably.
Title: Re: I don't like the idea of build-in hull mods debuffs
Post by: Alex on January 06, 2023, 11:13:17 AM
The discord theorized the 3 mods likely hit with the smod penalty are EMR, Missile Autoloader and heavy armor

The Discord is correct.


... what about adding or subtracting OP based on the mods cost? When I was trying to figure out what to put in as my third S-mods on my ships I was trying to balance out something I'd want permanently that was also higher in cost, but what if say building in something Expensive like the incredibly bulky HA permanently "reserved" some of your OP for it, but was still cheaper and something cheap and lightweight could add to your total OP instead and the difference was just based on the average cost of hullmod as, for capitals, a fair number of them hover around the 15, 20, 25 range? This way Heavy armor isn't necessarily a given because it'd still cost OP, just less, and be expensive relatively whereas if you always wanted say Accelerated Shields so that they always raise on time as you need it, then it can add some OP your way such that every S-mod guarantees a strict X amount of additional OP regardless of cost.

I've thought about this, but that's - well, it'd work, but I think it's a bit boring - it would make "what to build in" irrelevant provided you were certain about the set of hullmods you wanted on the ship. At that point, it'd be simpler to have the SP give you a flat amount of OP; it'd amount to the same thing. Which, I'm aware has been suggested, but I don't think it makes for any interesting decisions!


I mean even if there was a penalty for a single hullmod in the whole game, I'd still ask the same question. Why add such a system to "promote variety" when meta players always find a way to min max something. So with these 30 hullmods that get bonuses, players will no doubt find a combination that makes each ship get the biggest benefit from it. I know this is oversimplified but I just want to show how in the end, not much will change, except people will need to read a whole lot more.

Well - if you follow that argument all the way through, why try to balance anything at all ever?

The point, though, is that the absolute most powerful thing doesn't matter all that much in a single player game. E.G. SO or a mono-Mora fleet are powerful and easy, and, alright, neither is ideal to have in the game. But what really matters is the range of *viable* (not *optimal*, there's only going to be like one of those, no matter what) choices the player has. And this system should increase that.

Going back to the penalties, it's such a weird way to nerf strong hullmods. If Autoloader is so broken, make it innately have a long delay between missiles (since small missile fire pretty fast). Make EMR lower missile damage by 10%. Heavy Armour is honestly fine and situational, and I still don't get why it has that maneuverability penalty (it's the skills making armour ships very strong).

Right - and, I mean, this is workable, but overall it means that strong hullmods will all gravitate to the 5/10/15/25 cost band, or be somewhat overpowered when built in. Nothing disastrous, but just fundamentally what you're suggesting isn't a solution for what you're suggesting it as a solution for.
Title: Re: I don't like the idea of build-in hull mods debuffs
Post by: FooF on January 06, 2023, 11:20:30 AM
Heavy Armor already has a maneuverability malus baked-in. S-modding adds another debuff? May I ask what it is before overreacting? ;)

In all honesty, if only those 3 hullmods have penalties, I’m good. EMR is extremely powerful so I get the change, Missile Autoloader is really only game-changing for a handful of hulls and Heavy Armor is likewise only super-applicable to a handful of Low Tech ships. For my play style, it’s not that big of a deal. Interestingly, the Onslaught can afford to not build in HA because it has a lot of OP (and build in something else). It’s the Legion and Dominator that will hurt more.
Title: Re: I don't like the idea of build-in hull mods debuffs
Post by: Alex on January 06, 2023, 11:23:44 AM
Heavy Armor already has a maneuverability malus baked-in. S-modding adds another debuff? May I ask what it is before overreacting?  ;)

The penalty is a bit higher (25%) and moved entirely to the s-mod effect :)
Title: Re: I don't like the idea of build-in hull mods debuffs
Post by: FooF on January 06, 2023, 11:29:46 AM
Heavy Armor already has a maneuverability malus baked-in. S-modding adds another debuff? May I ask what it is before overreacting?  ;)

The penalty is a bit higher (25%) and moved entirely to the s-mod effect :)

[overreact]Totally unacceptable! I’m leaving forever![/overreact]

That’s actually quite reasonable and I have no concerns.  ;D
Title: Re: I don't like the idea of build-in hull mods debuffs
Post by: CapnHector on January 06, 2023, 11:30:27 AM
The EMR penalty does seem slightly harsh. Let's assume I have a choice to build in Hardened Shields and get no malus, or build in EMR and get a malus, if I understand this correctly.

No officer:
Build in EMR - 50% missile fire rate, +15 OP compared to building in Hardened Shields
With officer and elite missile spec:
Build in EMR - 75% missile fire rate of base, 50% compared to no malus, +15 OP compared to building in Hardened Shields

In each case building in Hardened Shields instead of EMR is equivalent to installing a 15 OP hullmod that gives +100% missile fire rate. This hullmod seems like you would install it on quite a few ships.

It's also slightly odd that the Gryphon specifically is spared from the penalty, when Gryphon is per Vanshilar's simulation testing far and away more powerful than other cruisers: https://fractalsoftworks.com/forum/index.php?topic=25686.msg383303#msg383303
Title: Re: I don't like the idea of build-in hull mods debuffs
Post by: Grievous69 on January 06, 2023, 11:32:50 AM
@Alex
Fair enough, you're safe for now.

It's also slightly odd that the Gryphon specifically is spared from the penalty, when Gryphon is per Vanshilar's simulation testing far and away more powerful than other cruisers:
Dear lord I completely forgot about this. The most obvious broken contender gets an easy escape.
Title: Re: I don't like the idea of build-in hull mods debuffs
Post by: Comrade_Bobinski on January 06, 2023, 11:33:05 AM

Btw can't believe there's a problem with s-modded EMR and Heavy Armour while SO is still a thing in the game. The single most braindead part of the game.

I tend to agree with you on s-modding sub-bonus/malus but what is your point about SO ?

Edit:

Heavy Armor already has a maneuverability malus baked-in. S-modding adds another debuff? May I ask what it is before overreacting?  ;)

The penalty is a bit higher (25%) and moved entirely to the s-mod effect :)

And just like that, i'm on with this and not even mad about the S-mod change. Good work Alex !
Title: Re: I don't like the idea of build-in hull mods debuffs
Post by: SapphireSage on January 06, 2023, 11:39:25 AM
Going into this then, is there going to be a way to lookup effects of hullmods and their S-mod bonuses and maluses? Currently, as it stands I can codex up the effects of Ship systems, which are already available on their ship card, but can't do the same for hullmods and have to rely on knowing the hullmod at all or having a ship with it built-in to figure what's happening with it and if the S-mod effects are going to potentially be significant I'd like to be aware of what they are going into combat.
Title: Re: I don't like the idea of build-in hull mods debuffs
Post by: Megas on January 06, 2023, 11:41:01 AM
I guess fire rate penalty on EMR does not apply to charge regeneration.

On Ziggurat, I use Expanded Missile Rack to increase capacity (to make-up for not getting six AMSRMs and four Resonators), and the main limiter is how fast those Omega missiles recharge (with help from Phase Anchor).  More missiles just means it takes longer before Ziggurat runs out and needs to recharge more missiles.

Ziggurat with human weapons, I s-mod Hardened Subsystems and ITU.  After I find enough Omega tech, I use two respecs to replace s-mod ITU with s-mod EMR for +5 OP.
Title: Re: I don't like the idea of build-in hull mods debuffs
Post by: Alex on January 06, 2023, 11:47:57 AM
In each case building in Hardened Shields instead of EMR is equivalent to installing a 15 OP hullmod that gives +100% missile fire rate. This hullmod seems like you would install it on quite a few ships.

Hmm - that makes it seem like it's in the right ballpark, at least, no? That theoretical hullmod needs to be in the "sometimes worth it" category. If it's a no-brainer, then the penalty is too large, and if it's never worthwhile, then the penalty is too small. Still, maybe 33% might be a better number. I'll mess around with it!

It's also slightly odd that the Gryphon specifically is spared from the penalty, when Gryphon is per Vanshilar's simulation testing far and away more powerful than other cruisers: https://fractalsoftworks.com/forum/index.php?topic=25686.msg383303#msg383303

For an alternative perspective on this: the Gryphon got EMR built-in because it was an absolute no-brainer of a hullmod to put on the ship. And also to then s-mod it in. Now that there are more factors, I wonder if the Gryphon shouldn't lose built-in EMR, and get some ordnance points in exchange - maybe 15 or so. Then you'd have the option of for-OP EMR, or build-in with a penalty; an actual decision to make. (The actual nerf to the ship would be equal to the difference in the OP it gains and the cost of built-in EMR that it would lose.)

Going into this then, is there going to be a way to lookup effects of hullmods and their S-mod bonuses and maluses? Currently, as it stands I can codex up the effects of Ship systems, which are already available on their ship card, but can't do the same for hullmods and have to rely on knowing the hullmod at all or having a ship with it built-in to figure what's happening with it and if the S-mod effects are going to potentially be significant I'd like to be aware of what they are going into combat.

I don't think they're generally significant enough to alter tactics. I'd imagine at some further point you'd be able to look up hullmods in the Codex, probably? Right now the s-mod effect doesn't change the situation very much, if you don't know a hullmod or its effects, you don't know what it does to the enemy ship; the s-mod effect just adds to that and it's not a situation that comes up much, either.
Title: Re: I don't like the idea of build-in hull mods debuffs
Post by: Grievous69 on January 06, 2023, 11:49:14 AM

Btw can't believe there's a problem with s-modded EMR and Heavy Armour while SO is still a thing in the game. The single most braindead part of the game.

I tend to agree with you on s-modding sub-bonus/malus but what is your point about SO ?
Not specifically a part of the whole topic but it could be one day when it gets reworked.

I find it boring gameplay wise, difficulty concerns come second. So early game, putting SO on your ships is an easy crutch if you're having trouble in fights since the biggest downside (reduced PPT) has zero impact on fights at the start of the game which are short. It removes the zero flux mechanic and enchances your flux so much you now have a supercharged frigate that can solo any other non-SO frigate in the game. Not to mention SO builds are one dimensional, put highest DPS weapons and max flux stats.

Later on it's actually a decision if you want to keep SO on your ships as the fights become longer. But here's the catch, SO snowballs. Single SO ship in big fights won't appear as an obvious problem. But fighting almost a whole fleet of SO ships is another thing. The only fleets in the game that scare me are Luddic Path fleets when I'm still weaker.

I also heavily dislike how it makes for such a nice pick on some high tech ships. Having any sort of ship discussion is tiresome when you get comments "just put SO lmao". Hyperion pretty much demands SO, Scarab and Tempest become even more disgusting. Medusa is too weak and short ranged without it. And lastly, Aurora, which I hate, basically screams "install SO here" when you look at the weapon mounts and stats.

Last time I used the hullmod was probably 2-3 years ago, and I'm having more fun with the game coming up with actual builds, instead of a one trick cheese pony playstyle. Before someone asks "But why does it bother you? It's a single player game." Correct, but I can see how it's not healthy for the game when new players are very often recommended to SO their ships if they're having trouble. Ship and weapon discussions can also fall flat when such a hullmod exists.
Title: Re: I don't like the idea of build-in hull mods debuffs
Post by: vladokapuh on January 06, 2023, 11:55:31 AM
Another small thing i want to bring up:
I almost never use those points for anything else than buffing my fleet / officers
Very very very rarely it makes sense to use them for doing "something cool" or story related, i rather just buff my ships and later officers. For me the system is degraded into just grindable fleet buff points, that AI fleets do not even use for the most time, so it creates a bigger gap between me as a player, and most faction fleets.

I think it would feel better overall if we had less base smods, and factions used them a bit too.
Title: Re: I don't like the idea of build-in hull mods debuffs
Post by: CapnHector on January 06, 2023, 11:57:46 AM
In each case building in Hardened Shields instead of EMR is equivalent to installing a 15 OP hullmod that gives +100% missile fire rate. This hullmod seems like you would install it on quite a few ships.

Hmm - that makes it seem like it's in the right ballpark, at least, no? That theoretical hullmod needs to be in the "sometimes worth it" category. If it's a no-brainer, then the penalty is too large, and if it's never worthwhile, then the penalty is too small. Still, maybe 33% might be a better number. I'll mess around with it!

You'll probably figure out what is best, but that sounds like a good number.

EMR has a 50% malus - building in a 25 OP hullmod on a capital instead of EMR is equivalent to installing a 15 op hullmod giving +100% rate of fire to missiles.
EMR has a 33% malus - building in a 25 OP hullmod on a capital instead of EMR is equivalent to installing a 15 op hullmod giving +50% rate of fire to missiles.

The former seems more like a no-brainer for any ship that uses missiles. The latter is more interesting, you might want to use it or maybe not. It still seems like a strong hullmod but not as much of a no-brainer.

Quote
Quote
It's also slightly odd that the Gryphon specifically is spared from the penalty, when Gryphon is per Vanshilar's simulation testing far and away more powerful than other cruisers: https://fractalsoftworks.com/forum/index.php?topic=25686.msg383303#msg383303

For an alternative perspective on this: the Gryphon got EMR built-in because it was an absolute no-brainer of a hullmod to put on the ship. And also to then s-mod it in. Now that there are more factors, I wonder if the Gryphon shouldn't lose built-in EMR, and get some ordnance points in exchange - maybe 15 or so. Then you'd have the option of for-OP EMR, or build-in with a penalty; an actual decision to make. (The actual nerf to the ship would be equal to the difference in the OP it gains and the cost of built-in EMR that it would lose.)

This sounds good. You could also think about making EMR just give -50% (or -33%) rate of fire for missile weapons in general, S-mod or not. Then it is always an interesting choice for any ship: do I want more sustainable damage, or more burst damage from my missile weapons.
Title: Re: I don't like the idea of build-in hull mods debuffs
Post by: BCS on January 06, 2023, 12:11:21 PM
Heavy Armor already has a maneuverability malus baked-in. S-modding adds another debuff? May I ask what it is before overreacting?  ;)

The penalty is a bit higher (25%) and moved entirely to the s-mod effect :)

Considering that everyone will build in Heavy Armor/Missile Autoloader/EMR regardless, wouldn't it be simpler to just give them a permanent penalty whether they're built-in or not? At least it would be more consistent this way.
Title: Re: I don't like the idea of build-in hull mods debuffs
Post by: Grievous69 on January 06, 2023, 12:15:50 PM
That's exactly what I asked. And the response is, this system will offer more granularity. A still good choice won't be picked 100% of the time, maybe 80 or 90. And mods that were never built in might see some action. That's how I understood it at least.
Title: Re: I don't like the idea of build-in hull mods debuffs
Post by: Comrade_Bobinski on January 06, 2023, 12:22:37 PM
Another small thing i want to bring up:
I almost never use those points for anything else than buffing my fleet / officers
Very very very rarely it makes sense to use them for doing "something cool" or story related, i rather just buff my ships and later officers. For me the system is degraded into just grindable fleet buff points, that AI fleets do not even use for the most time, so it creates a bigger gap between me as a player, and most faction fleets.

I think it would feel better overall if we had less base smods, and factions used them a bit too.

I was like you, and then I started playing in Ironman. It changes the game and the way you value your story point ! It makes every fight more important and the game lasting a lot longer, forcing you to change your fleets after some looses and be careful about colonisation. I think it is the way the game is meant to be play.
Title: Re: I don't like the idea of build-in hull mods debuffs
Post by: vladokapuh on January 06, 2023, 12:26:52 PM
Another small thing i want to bring up:
I almost never use those points for anything else than buffing my fleet / officers
Very very very rarely it makes sense to use them for doing "something cool" or story related, i rather just buff my ships and later officers. For me the system is degraded into just grindable fleet buff points, that AI fleets do not even use for the most time, so it creates a bigger gap between me as a player, and most faction fleets.

I think it would feel better overall if we had less base smods, and factions used them a bit too.

I was like you, and then I started playing in Ironman. It changes the game and the way you value your story point ! It makes every fight more important and the game lasting a lot longer, forcing you to change your fleets avec some looses and be careful about colonisation. I think it is the way the game is meant to be play.
Nah, what will change is i play slightly less risky with what i engage, and hold 2SP as backup, and still use all rest of them to buff my fleet / officers
It will make the fleet buffs grind a bit slower, and thats about it
Title: Re: I don't like the idea of build-in hull mods debuffs
Post by: Inventor Raccoon on January 06, 2023, 01:55:02 PM
If it's not already in the dev build, giving Dedicated Targeting Core's an s-mod bonus of +5/10% range (so it matches ITU) is a great QoL boon for if you get cruisers earlier on before you find ITU, since it lets you smod in a range bonus without it potentially being a permanent downgrade
Title: Re: I don't like the idea of build-in hull mods debuffs
Post by: Grievous69 on January 06, 2023, 01:56:34 PM
If it's not already in the dev build, giving Dedicated Targeting Core's an s-mod bonus of +5/10% range (so it matches ITU) is a great QoL boon for if you get cruisers earlier on before you find ITU, since it lets you smod in a range bonus without it potentially being a permanent downgrade
Best idea I've heard all year.
Title: Re: I don't like the idea of build-in hull mods debuffs
Post by: Alex on January 06, 2023, 02:02:18 PM
Great idea, made a note!
Title: Re: I don't like the idea of build-in hull mods debuffs
Post by: Wyvern on January 06, 2023, 02:07:43 PM
If it's not already in the dev build, giving Dedicated Targeting Core's an s-mod bonus of +5/10% range (so it matches ITU) is a great QoL boon for if you get cruisers earlier on before you find ITU, since it lets you smod in a range bonus without it potentially being a permanent downgrade
I'd almost rather see it get some other small bonus for being s-modded - maybe 15% reduced recoil or 10% increased projectile speed - just so that it's not a complete clone of ITU (and so that finding that rare ITU modspec is still exciting.)

But you're right that it should definitely get something.
Title: Re: I don't like the idea of build-in hull mods debuffs
Post by: Pratapon51 on January 06, 2023, 02:50:43 PM
If it's not already in the dev build, giving Dedicated Targeting Core's an s-mod bonus of +5/10% range (so it matches ITU) is a great QoL boon for if you get cruisers earlier on before you find ITU, since it lets you smod in a range bonus without it potentially being a permanent downgrade
I'd almost rather see it get some other small bonus for being s-modded - maybe 15% reduced recoil or 10% increased projectile speed - just so that it's not a complete clone of ITU (and so that finding that rare ITU modspec is still exciting.)

But you're right that it should definitely get something.

It would be, if you weren't able to take Ballistic Mastery to immediately get it! And you can refund the pick immediately, too, for SP.  ;D
Title: Re: I don't like the idea of build-in hull mods debuffs
Post by: Amazigh on January 06, 2023, 03:05:21 PM
If it's not already in the dev build, giving Dedicated Targeting Core's an s-mod bonus of +5/10% range (so it matches ITU) is a great QoL boon for if you get cruisers earlier on before you find ITU, since it lets you smod in a range bonus without it potentially being a permanent downgrade
I'd almost rather see it get some other small bonus for being s-modded - maybe 15% reduced recoil or 10% increased projectile speed - just so that it's not a complete clone of ITU (and so that finding that rare ITU modspec is still exciting.)

But you're right that it should definitely get something.

Yeah, if DTC gave something different to ITU when s-modded that would be neat, and would save the annoyance of salvaging a ship with s-mods, and then "oh no it has DTC s-modded, what a waste"
Title: Re: I don't like the idea of build-in hull mods debuffs
Post by: SonnaBanana on January 06, 2023, 05:51:20 PM
Thanks for replying Alex, now fix EWM CA NI!  :P
Title: Re: I don't like the idea of build-in hull mods debuffs
Post by: braciszek on January 06, 2023, 11:23:19 PM
My only annoyance with smod EMR RoF nerf is that it is terribly biased. Missiles with long base cooldowns will likely run out of ppt first before some ships can reasonably fire off all of the ammo. The cyclone reaper is not really an impressive weapon, especially in AI hands, and it takes a long time to shoot between barrages. Taking even longer to shoot is criminal, and it's a weapon that needs greater incentive to be used compared to alternatives, not fewer. Sucks to be a bad weapon, I suppose.
Title: Re: I don't like the idea of build-in hull mods debuffs
Post by: Jackundor on January 07, 2023, 02:57:54 AM
The penalty is a bit higher (25%) and moved entirely to the s-mod effect :)
rn heavy armor penalty is 10%, right? increasing that to 2.5 times of the original is more than "a bit higher"... and the ships that benefit from HA thr most already struggle with manouverability... it feels liable to making Aux thrusters a mandatory bundle with HA, lest you be unable to turn at all...

and about the rof debuff for EMR... it feels entirely wrong... i am of the opinion that for the rof debuff to be acceptable, it would have either have go be made completely insignificant -thus removing the point of introducing it in the first place- or be replaced by a completely different debuff.

in feels entirely counterintuitive in two ways:

firstly it makes it so that the mod that makes your missile weapons have ammo for mote of the fight will now last even longer at the cost of dps, risking that the fight is over (or the ship runs out of ppt) before being able to make use of the missiles

and secondly, it makes it so that on the ships where you'd intuitively want to build it in the most, it would be a very bad choice. Smods are for the most important and impactful hullmods in a build, right? now let's say we have a ship that relies on missiles as it's primary armament but doesn't come with EMR built in as stock, like a gryphon with no emr and 20 more OP.

Now, for a missile specialized ship building in missile hullmods should make a lot of sense, right? but if you build in EMR, you would give a giant gut punch to the primary offensive capabilities of your ship, so that would be a dumb decision and you'd always just pay for EMR with OP. you'd only build in EMR on ships where missiles aren't your primary weapons system, which is rather counterintuitive

also, the "middle ground" for hullmod op cost this system is intended to balance around is 25 OP (at capital size), right? EMR is 30 OP. Why is a 33% debuff to such an important stat as rof for a hullmod that is 5 OP over the middle ground even remotely acceptable? like, other people have said, "building in a 25 op hullmod instead of EMR is equivalent to a 15 OP hullmod that boosts missile rof by 50%" which "might be more interesting" but 1. i disagree that that wouldn't be a no brainer in most circumstances but more importanly 2. is wrong bc it would be the equivalent of a 5 op hullmod

overall a debuff this severe to a stat this important feels just completely out of whack
Title: Re: I don't like the idea of build-in hull mods debuffs
Post by: BaBosa on January 07, 2023, 04:05:02 AM
I find all the people complaining bitterly about the nerfs for a few s-mod funny. As was just pointed out, it’s basically just a small OP nerf if you have another hullmod to build in so why are you guys getting so worked up. If I remember correctly, Alex just threw in s-mods spontaneously when he introduced story points, so it’s not surprising it needed some balancing.

As for the few complaining about this taking up dev time, it wasn’t much time but I also suspect that this might be the clean up update before Alex tackles the command tab and allowing some multi fleet action. I don’t see any other big things for the next update.
This would also likely give some competitive options for story points so they’re not mostly just for s-mods.
Title: Re: I don't like the idea of build-in hull mods debuffs
Post by: vladokapuh on January 07, 2023, 04:57:04 AM
problem we see is that it might mostly hurt the ships that already require a lot of stuff (hullmods, officers) to work, but not touch many others that dont
eg dominator is getting a noticeable nerf, but gryphon is not
Title: Re: I don't like the idea of build-in hull mods debuffs
Post by: Megas on January 07, 2023, 05:04:38 AM
Suggestion:  Apply the s-mod penalty to Heavy Armor only if the ship has shields (or maybe phase cloak).  Ships without shields or phase cloak need Heavy Armor (and every armor booster skill) to last long enough in a fight.
Title: Re: I don't like the idea of build-in hull mods debuffs
Post by: Schwartz on January 07, 2023, 05:54:56 AM
S-Mods may have been a spontaneous addition, but they also almost entirely replaced the OP bonuses that we used to get through player fleet skills before. As such they were a required addition to give the player some breathing room in loadouts, and any tinkering with them will impact the power of the player fleet - not so much that of enemy fleets. Player fleet power is already reduced vs. previous game versions. I am not against nerfs - but I am against nerfs to player enjoyment where the gain to me is not immediately obvious. "Less fun but more flavor" is not a gain, to me. And as someone who likes to use high-ammo missiles like Locusts and Annihilators the most, and uses them in conjunction with ammo bonuses so they can last through or close to your average big fleet engagement, this S-Mod malus lands exactly in a spot where I wouldn't want it to land.

It's not a "well, now that this S-Mod is worse you can spend your OP elsewhere so why cry", it's a devaluing of a hullmod that did not need it. Here's another quick take: Make Extended Missile Racks just cost less OP and remove the S-Mod nerf.

Do I think it should cost less OP? No, it's fine where it is. This is just a silly take on "Everyone S-Mods this because of its OP cost".
Title: Re: I don't like the idea of build-in hull mods debuffs
Post by: McTrigger on January 07, 2023, 09:18:29 AM
I like the idea and hope Alex sticks to his guns. Otherwise its just a boring non-choice on which smod to use.

Title: Re: I don't like the idea of build-in hull mods debuffs
Post by: Hiruma Kai on January 07, 2023, 10:01:22 AM
Well, I know what the first s-mod I'm building in for the early game flagship is.  I'll take a +25% damage bonus against nearly the entire enemy fleet. :)

Anyways, the way I view this, and the better deserved s-mods, is not a change of the original hullmods, but rather introducing an entirely new set of hullmods that have a different resource cost (s-mod slots instead of OP).  Especially when you provide bonuses that you simply cannot duplicate with OP.  That are not allowed to stack in the same way Integrated Targeting Unit and Dedicated Targeting Core are not allowed to stack. Those unique bonuses are going to cause competition with hullmods that do not provide additional benefits, irregardless of the OP differences.

I also tend to like to look at how things impact the entire build, as opposed to taking things in isolation.  Which leads to me want to rephrase the penalties some of these new s-mod hullmods are getting as a bonus for the OP costing hullmods instead.

So I'm wondering, is a +100% or it sounds like potentially now just an increased +50% missile rate of fire worth 5 DP on a cruiser or capital?  That kind of DPS difference is like a capstone combat skill all in itself.  Those are some pretty big DPS increases for pretty cheap, for otherwise identically fit ships.  I mean, compare to the Graviton beam's +5% to shield effect.  For less than the price of a Graviton beam, I can get 50% more flux free missile pressure, as long as they last compared to the other ship.  Sounds like this more traditional OP costing hullmod is a much, much better deal than this new s-mod slot costing hullmod.  My question is, how much of a missile DPS buff should 5 OP buy you on a capital or cruiser.  Given most damage buffs are pretty small shifts, like the +10% for Scattered Amplifier, or +5-10% from the Graviton beams, or the +10% from Ballistic Mastery.  I feel like spending 5 OP should at most buy you that much on a capital, not 50%.  Even the 15 DP difference from the advanced turret gyro presented here is a mere 25% against certain targets.

Unless the ships have a small missile loadout (i.e. Paragon), I don't see how such large differences in DPS could be balanced between similar fits.  Personally, I think a 10% shift in DPS (so more like -10% instead of -33%) would be more in line with the what the rest of the game numbers typically look like for DPS differences between identical ships with different hull mods.  Assuming you keep the disadvantage at all.  Depending on the uniqueness of these new s-mod slot hullmod bonuses, it's possible the OP savings won't be worth it relative to some other benefits.

The +25% maneuverability buff for the traditional OP Heavy Armor compared to the s-mod slot Heavy Armor is at least in the ballpark, given 15 OP is about 60% of a the Auxilliary Thrusters hullmod OP cost on a capital, which is a +50% bonus.

On a side note, if you're looking to nerf missiles overall, then applying a rate of fire penalty to both the OP costing expanded missile racks and the s-mod slot version would make more sense than just the s-mod version, perhaps with an OP cost decrease.  At which point EMR becomes more of a tradeoff hullmod like Unstable Injector.  More speed and less range.  While EMR would be more sustain, less DPS (although more overall damage in the long run, but less good at bursting down shields/armor).
Title: Re: I don't like the idea of build-in hull mods debuffs
Post by: SapphireSage on January 07, 2023, 10:05:48 AM
Actually, as a quick thought. Would we be able to see the S-mod bonuses/penalties when hovering over the hullmods in the add/remove hullmods screen as part of their tooltip? Its typically where I'm thinking about hullmods in a S-modding sense and being able to see that info in the same screen as where I'm able to see their benefits and OP in the first place would be really helpful in decision making over whether or not I would want to S-mod it in for hullmods I don't have in my current build. Especially as we're getting into the territory of more complex hullmods, such that it took me a few rereads of Ballistic Rangefinder to discover that it was actually completely useless with my Legion build (mediums are composites and all my smalls were vulcans) and now with the new Missile Autoloader adding to that complexity as well.
Title: Re: I don't like the idea of build-in hull mods debuffs
Post by: Shinr on January 07, 2023, 10:15:48 AM
Actually, as a quick thought. Would we be able to see the S-mod bonuses/penalties when hovering over the hullmods in the add/remove hullmods screen as part of their tooltip?

The twitter teaser picture shows that the hullmod tooltip description includes the s-mod changes, and I'm quite certain that you don't need to go into s-mod menu or s-mod the hullmod beforehand for that to show up, just like in the gamemod that inspired this mechanic.
Title: Re: I don't like the idea of build-in hull mods debuffs
Post by: SapphireSage on January 07, 2023, 10:19:00 AM
The twitter teaser picture shows that the hullmod tooltip description includes the s-mod changes, and I'm quite certain that you don't need to go into s-mod menu or s-mod the hullmod beforehand for that to show up, just like in the gamemod that inspired this mechanic.

Ah okay good. Thanks for letting me know, I remembered the stuff in the lower right, but didn't remember the tooltip display.
Title: Re: I don't like the idea of build-in hull mods debuffs
Post by: Alex on January 07, 2023, 11:10:47 AM
also, the "middle ground" for hullmod op cost this system is intended to balance around is 25 OP (at capital size), right? EMR is 30 OP. Why is a 33% debuff to such an important stat as rof for a hullmod that is 5 OP over the middle ground even remotely acceptable? like, other people have said, "building in a 25 op hullmod instead of EMR is equivalent to a 15 OP hullmod that boosts missile rof by 50%" which "might be more interesting" but 1. i disagree that that wouldn't be a no brainer in most circumstances but more importanly 2. is wrong bc it would be the equivalent of a 5 op hullmod

overall a debuff this severe to a stat this important feels just completely out of whack

I'm going to be completely honest here, for some reason in my head the OP cost for the capial tier was 40. ... oops? I think it got mixed up with heavy armor or something, in the "build this in always" tier. So, I'm really glad you brought this up. Let me change it to 20%, at least for the moment; open to suggestions!

For 5 OP, though, 20% feels like it should be alright - perhaps a bit much on the face of it, in pure dps terms. But that's only a concern for some missiles, and in that case giving up 5 OP to build in something else could be fine. And for the more ammo-limited missiles, it wouldn't be that big a deal (nor would it on ships with FMR). So it seems like there are a lot of considerations here which might push it one way or another.


On a side note, if you're looking to nerf missiles overall, then applying a rate of fire penalty to both the OP costing expanded missile racks and the s-mod slot version would make more sense than just the s-mod version, perhaps with an OP cost decrease.  At which point EMR becomes more of a tradeoff hullmod like Unstable Injector.  More speed and less range.  While EMR would be more sustain, less DPS (although more overall damage in the long run, but less good at bursting down shields/armor).

Hmm. Worth thinking about, the I'm not sure that's a direction I want to go with it - I think it would push missiles *overall* towards the other weapon types (if only slightly). I think the option of no-penalty +ammo is a good one to have. And given that it only effectively costs 5 OP on the capital tier...


The twitter teaser picture shows that the hullmod tooltip description includes the s-mod changes, and I'm quite certain that you don't need to go into s-mod menu or s-mod the hullmod beforehand for that to show up, just like in the gamemod that inspired this mechanic.

Ah okay good. Thanks for letting me know, I remembered the stuff in the lower right, but didn't remember the tooltip display.

(Right, yes!)
Title: Re: I don't like the idea of build-in hull mods debuffs
Post by: BCS on January 07, 2023, 11:19:46 AM
Thinking about it some more and running the numbers in my head, these seem to be options with new EMR:

 - Missile Specialization: double missiles, normal firing time(2x endurance, normal DPS)
 - Expanded Missile Racks: double missiles, double firing time(4x endurance, half DPS)
 - Missile Specialization + Expanded Missile Racks: triple missiles, half firing time(6x endurance, half DPS)
 - Elite Missile Specialization: double missiles, half the firing time(1x endurance, double DPS)
 - Elite Missile Specialization + Expanded Missile Racks: triple missiles, normal firing time(3x endurance, normal DPS)

So it seems that the entire spectrum is covered, at least as far as endurance is concerned. We'll have to see how it works live(fights only last so long after all, so one of these options will be most optimal)
Title: Re: I don't like the idea of build-in hull mods debuffs
Post by: Megas on January 07, 2023, 11:42:11 AM
I'm going to be completely honest here, for some reason in my head the OP cost for the capial tier was 40. ... oops? I think it got mixed up with heavy armor or something, in the "build this in always" tier. So, I'm really glad you brought this up. Let me change it to 20%, at least for the moment; open to suggestions!
For some ship sizes, EMR and Heavy Armor cost the same; 8 for frigates and 20 for cruisers.  Only destroyers and capitals are different; 12/16 for destroyers and 30/40 for capitals.
Title: Re: I don't like the idea of build-in hull mods debuffs
Post by: Thaago on January 07, 2023, 02:03:22 PM
Well, I know what the first s-mod I'm building in for the early game flagship is.  I'll take a +25% damage bonus against nearly the entire enemy fleet. :)

Anyways, the way I view this, and the better deserved s-mods, is not a change of the original hullmods, but rather introducing an entirely new set of hullmods that have a different resource cost (s-mod slots instead of OP).  Especially when you provide bonuses that you simply cannot duplicate with OP.  That are not allowed to stack in the same way Integrated Targeting Unit and Dedicated Targeting Core are not allowed to stack. Those unique bonuses are going to cause competition with hullmods that do not provide additional benefits, irregardless of the OP differences.

...

Agreed! I'm already a fan of advanced turret gyros as a hullmod thats good for its cheap cost. S modding it instead of ITU is essentially paying 2/4/9/15 OP to install +25% damage to fighters/missiles/frigates on top of other bonuses. I'd do that on several ships.
Title: Re: I don't like the idea of build-in hull mods debuffs
Post by: Alex on January 07, 2023, 02:07:15 PM
(In all honesty, I think the current gyros effect is a bit too much! I think - and this applies across the board - that it mostly shouldn't be the main thing you get the mod for. I mean, some amount of that is unavoidable if you have interesting effects, but still...)
Title: Re: I don't like the idea of build-in hull mods debuffs
Post by: Hiruma Kai on January 07, 2023, 02:24:46 PM
(In all honesty, I think the current gyros effect is a bit too much! I think - and this applies across the board - that it mostly shouldn't be the main thing you get the mod for. I mean, some amount of that is unavoidable if you have interesting effects, but still...)

If you're balancing against 4/8/15/25 cost OP hullmods as the no benefit or no penalty version, and Advanced Turret Gyro only costs 2/4/6/10, then one could argue the s-mod benefit should be the thing you s-mod it for.   Since the s-mod portion is trying to be 2/4/9/15 OP worth in some kind of overall balance sense, which at the cruiser and capital tiers, is higher than the base OP value of the hullmod itself.  It's got to entice the player that much, at least in some builds, or the design effort goes to waste as players won't spend one of their precious s-mod slots on it.  From a balance standpoint, I feel like you can go a little bit more crazy with these new s-mod only hullmods, simply because you're limited to 2 (or 3 with a character skill).

As soon as you start changing what a hullmod does by putting them into a story point hullmod slot, it's not saving OP, it is a different customization option that can not be acquired in any other way.  Which means it kind of needs to stand on its own and be balanced on it's own, separate from the OP costing version.  If you really want people to use one of it's two s-mod slots, it has to be good, like built in ITU good.

Whether +25% is too much, probably not given IPDAI's 4/8/12/20 OP value. 
Title: Re: I don't like the idea of build-in hull mods debuffs
Post by: Alex on January 07, 2023, 02:40:40 PM
If you're balancing against 4/8/15/25 cost OP hullmods as the no benefit or no penalty version, and Advanced Turret Gyro only costs 2/4/6/10, then one could argue the s-mod benefit should be the thing you s-mod it for.   Since the s-mod portion is trying to be 2/4/9/15 OP worth in some kind of overall balance sense, which at the cruiser and capital tiers, is higher than the base OP value of the hullmod itself.  It's got to entice the player that much, at least in some builds, or the design effort goes to waste as players won't spend one of their precious s-mod slots on it.

I think ideally, it'd be in the sweet spot of being worth the OP you're giving up, but not being worth the full 5/10/15/25 OP *on its own*. Basically, where it's a good choice to s-mod in, but not so much so that you'd select the mod even if you don't care about its baseline effects at all.

Again, though, with some of the effects being more interesting, I think the value proposition of the effects will be different enough based on the specific circumstances that it won't always fall into that sweet spot. And I don't think making the effects boring to avoid this with mathematical certainty is the way to go. But, still, if an s-mod effect screams "I'll definitely be getting this hullmod just for that", that's probably something to look at.
Title: Re: I don't like the idea of build-in hull mods debuffs
Post by: Thaago on January 07, 2023, 02:51:09 PM
I think thats entirely reasonable! To clarify my point from before, I already do think advanced turret gyros is a good buy for its cost (with OP, not S modded), so it wouldn't be entirely for the S mod bonus.

Comparing the "ITU normalized" 2/4/9/15 OP of S modding ATG to integrated point defense AI: if the bonus was 25% to fighters and missiles alone it wouldn't be worth it except for specialized PD ships (like I'd still do it on an officered max PD, max system, max range omen that just swats things down all the time, but thats a really special case), and for late game the +25% bonus to frigates is good but not extreme, especially because skills are already giving scaling damage boosts to larger ship classes. I can see some ships wanting it (slow ships vulnerable to being flanked, hunter/killer flanking frigates) but its not an "always" buy.

It's only early game where frigates make up a large portion of enemy fleets that I'd say the boost is "overpowered"... but in that case its a case of boosting a ship now (with a hard to get resource) in a way that will become less useful over time, which is to me an interesting choice. Its maybe a bit too good, but I think its on the right track.
Title: Re: I don't like the idea of build-in hull mods debuffs
Post by: Doctorhealsgood on January 07, 2023, 03:22:05 PM
The idea seems interesting all things considered although not sure how to feel about it. It does give you a reason to S-Mod some more fringe stuff although i do hope it doesn't result on mods that are only ''good'' if S-Modded if that makes sense. And maluses are always kinda upsetting of course. That aside i kinda wish the AI used S-Mods more often. Nothing crazy though maybe one or two ships or something. That would be neat.
Title: Re: I don't like the idea of build-in hull mods debuffs
Post by: YAZF on January 07, 2023, 06:04:24 PM
This is an interesting idea. S-mods being a permanent addition to ships has always been too good and they need some sort of rework. I'd be down to try it.

That being said...
Personally I like the idea of S-mods staying as they are BUT being temporary instead, lasting only a month or two. You can view it as taking very special preparations before a big station assault or other decisive battle. It brings S-mods more inline with some other current story point uses, like making special maneuvers or negotiating trade deals; They'll be one time decisions focused around a singular event in your character's "story" rather than flat upgrades forever. 
Title: Re: I don't like the idea of build-in hull mods debuffs
Post by: Doctorhealsgood on January 07, 2023, 09:00:34 PM
This is an interesting idea. S-mods being a permanent addition to ships has always been too good and they need some sort of rework. I'd be down to try it.

That being said...
Personally I like the idea of S-mods staying as they are BUT being temporary instead, lasting only a month or two. You can view it as taking very special preparations before a big station assault or other decisive battle. It brings S-mods more inline with some other current story point uses, like making special maneuvers or negotiating trade deals; They'll be one time decisions focused around a singular event in your character's "story" rather than flat upgrades forever.
Please no
Title: Re: I don't like the idea of build-in hull mods debuffs
Post by: ForestFighters on January 07, 2023, 09:39:28 PM
This is an interesting idea. S-mods being a permanent addition to ships has always been too good and they need some sort of rework. I'd be down to try it.

That being said...
Personally I like the idea of S-mods staying as they are BUT being temporary instead, lasting only a month or two. You can view it as taking very special preparations before a big station assault or other decisive battle. It brings S-mods more inline with some other current story point uses, like making special maneuvers or negotiating trade deals; They'll be one time decisions focused around a singular event in your character's "story" rather than flat upgrades forever.

You would need to significantly increase the story point gain to make that work.

It would also run a serious risk of making S-mods basically unused, because of the "save it for when I really need it" mentality, in addition to it being such a worse trade than before.
This also lowers the power level of player fleets by quite a bit.

Also, any ship with poor burn speed just gets screwed. All capitals would basically have a -40 OP budget or force your fleet to be super slow. There is a very real chance that most story points being repeatedly used just to keep your fleet moving at decent speed, which is just awful and nullifies the whole point. Ships that really want to S-mod Heavy Armor would also be screwed.
Title: Re: I don't like the idea of build-in hull mods debuffs
Post by: CapnHector on January 07, 2023, 09:46:13 PM
also, the "middle ground" for hullmod op cost this system is intended to balance around is 25 OP (at capital size), right? EMR is 30 OP. Why is a 33% debuff to such an important stat as rof for a hullmod that is 5 OP over the middle ground even remotely acceptable? like, other people have said, "building in a 25 op hullmod instead of EMR is equivalent to a 15 OP hullmod that boosts missile rof by 50%" which "might be more interesting" but 1. i disagree that that wouldn't be a no brainer in most circumstances but more importanly 2. is wrong bc it would be the equivalent of a 5 op hullmod

overall a debuff this severe to a stat this important feels just completely out of whack

I'm going to be completely honest here, for some reason in my head the OP cost for the capial tier was 40. ... oops? I think it got mixed up with heavy armor or something, in the "build this in always" tier. So, I'm really glad you brought this up. Let me change it to 20%, at least for the moment; open to suggestions!

For 5 OP, though, 20% feels like it should be alright - perhaps a bit much on the face of it, in pure dps terms. But that's only a concern for some missiles, and in that case giving up 5 OP to build in something else could be fine. And for the more ammo-limited missiles, it wouldn't be that big a deal (nor would it on ships with FMR). So it seems like there are a lot of considerations here which might push it one way or another.


My bad, I also got it wrong. A 20% drop in rate of fire means that the equivalent 5 OP hullmod gives +25% rate of fire. That does again seem like a no brainer on missile boats since 5 OP is very little, worth 1 PD laser. Can't think of a situation where I would not install that hullmod on a missile ship and just skip 1 PD unless specifically trying to make it fire slower.

Here is a table - 1st row is EMR penalty to rate of fire, 2nd row the bonus from the equivalent 5OP hullmod (ie. modding in a neutral S-mod instead and paying OP for EMR is equivalent to installing this 5OP hullmod)

EMR malus%      -50 -47.5 -45.0 -42.5 -40.0 -37.5 -35.0 -32.5 -30.0 -27.5 -25.0 -22.5   -20 -17.5 -15.0 -12.5 -10.0
5OP mod bonus%  100  90.5  81.8  73.9  66.7  60.0  53.8  48.1  42.9  37.9  33.3  29.0    25  21.2  17.6  14.3  11.1
     
EMR malus%     -7.5  -5.0  -2.5
5OP mod bonus%  8.1   5.3   2.6


This one gets trickier to balance. 5OP is so little that even if it just gives +10% ROF it is a strong hullmod for a missile ship. On the other hand if it gives like +2.5% ROF then that makes it very spreadsheet-y and probably gives the player a weird feeling.

And remember that 5OP is for capitals so it's really insignificant OP for the effect. For a destroyer the missile rof boosting hullmod costs 2OP. Basically this risks making S-modding in EMR a newbie trap and a somewhat insidious one, since it's not immediately clear how bad of a trade you're making unless you math it out.

One fix would be what several people have suggested - apply the nerf to EMR whether it is S-modded in or not. Else it's likely going to be always install on missile ships but never S-mod in.

Some alternatives: make the base hull mod actually cost 40OP for capitals so S-modding it in with a slight malus is worth considering sometimes. Or give it the SO treatment that it can't be S-modded in at all, kind of reasonable since it is a hullmod that is basically always a great choice or never never a good choice depending on ship so the choice of S-modding it is not very interesting unless one of the other alternatives is applied. Well, it might be interesting still if the others give bonuses worth considering.

(R code to generate table)
Code
m <- matrix(data=seq(-50,-2.5,2.5),nrow=2,ncol=20,byrow=TRUE)
for (i in 1:length(m[1,])) m[2,i] <- 100*100/(100+m[1,i])-100
round(m,1)
Title: Re: I don't like the idea of build-in hull mods debuffs
Post by: Hiruma Kai on January 07, 2023, 11:09:37 PM
That being said...
Personally I like the idea of S-mods staying as they are BUT being temporary instead, lasting only a month or two. You can view it as taking very special preparations before a big station assault or other decisive battle. It brings S-mods more inline with some other current story point uses, like making special maneuvers or negotiating trade deals; They'll be one time decisions focused around a singular event in your character's "story" rather than flat upgrades forever.

Out of curiosity, do you regularly use mercenary officers?  Because they're arguably a bigger temporary buff than a this proposed temporary s-mod situation, and I admit to not using them often.  Alex has also upped the duration of their contracts (effectively reducing story point cost per time) because as I understand it, many people are hesitant to pay story point for temporary buffs.

But yeah, I agree with other responses that you'd have to completely rework the story point gain rate to account for the fact that story points (and the old loadout design before them) was designed to give the player fleet a permanent leg up, so if they go away after a while, you'd need like an order of magnitude more in terms of their earning rate.

Also, any ship with poor burn speed just gets screwed. All capitals would basically have a -40 OP budget or force your fleet to be super slow. There is a very real chance that most story points being repeatedly used just to keep your fleet moving at decent speed, which is just awful and nullifies the whole point. Ships that really want to S-mod Heavy Armor would also be screwed.

Personally, in regard to speed, I just throw fuel at the problem in the form of 4 Ox Tugs (or 6 if I don't have Navigation), and a Prometheus tanker or two.  I'd rather sacrifice credits from my colonies rather than combat power most of the time.
Title: Re: I don't like the idea of build-in hull mods debuffs
Post by: vladokapuh on January 08, 2023, 01:14:56 AM
i think its just gonna feel better if the hullmods that are supposed to get debuffs, just get made cheaper instead
eg majority of ships using heavy armor, are already not agile ships, giving them a penalty that reduces that further and almost requiring you to get aux thruster or mobility from an officer, just feels like a tax.
EMR is also a priority smod pick due to cost if not smodded, but otherwise mods like ITU are prioritized over it as is.
EMR is also another thing that will have an impact on performance or on cost, on many ships that just do not need another penalty.

It would overall feel better if those hullmods just get a bit cheaper and we just skip the bad effects things entirely, because lets be real, even if HA and EMR have same cost as ITU, ITU will be first pick over both anyways.

The ships i see getting hurt the most here would be:
Onslaught, Dominator, Legion, Enforcer; both HA and EMR hurts these, and i do not really feel like these need nerfs
Conquest; EMR, good ship, but not the easiest to make work as is
Odyssey, Aurora; EMR, both good ships in player hands, not that good otherwise, not common picks
Phase ships; HA is often picked on these, and while agility nerf wont be that noticeable on them, these ships already struggle as is (minus doom and ziggurat)

Radiant; here i will not mind as the ship is quite ridiculous anyways (but that one is meant to be)

if gryphon EMR is taken out, that is one ship where i will agree it does need a nerf, but that one also has spare luxury points, so it wont make much impact on it
Title: Re: I don't like the idea of build-in hull mods debuffs
Post by: Schwartz on January 08, 2023, 03:31:02 AM
Yep, and it's also kinda funny that they get penalized for costing so much OP - not necessarily because they're so powerful that they're worth their OP cost. So that thing I was suggesting as a joke - just making expensive hullmods cheaper so we wouldn't have to penalize them as S-Mods - actually applies.

To me, there are many top-tier hullmods that are roughly equally useful. Missile Racks, Hardened Shields, Heavy Armor, ITU, Hardened Subs (for frigates) just off the top of my head. And their usefulness also depends on the kind of ship they're fitted to. Are they all receiving penalties to their main functionality as S-Mods? A side-grade is the last thing I'm looking for when I spend story points. I want a bump in usability and some free OP. Although the OP increase is secondary to me not having a bad time when I want to use the ship.

Please think good and hard whether penalties have any place in a storypoint-based ship loadout "elite promotion" kind of system. I'd rather take a hit to the power level of hullmods. I'd rather see their OP costs rejuggled. I'd rather see fewer S-Mods per ship maximum than penalties. Although I think none of these measures are actually necessary in the current state of the game.
Title: Re: I don't like the idea of build-in hull mods debuffs
Post by: Megas on January 08, 2023, 06:30:50 AM
Also, any ship with poor burn speed just gets screwed. All capitals would basically have a -40 OP budget or force your fleet to be super slow. There is a very real chance that most story points being repeatedly used just to keep your fleet moving at decent speed, which is just awful and nullifies the whole point. Ships that really want to S-mod Heavy Armor would also be screwed.

Personally, in regard to speed, I just throw fuel at the problem in the form of 4 Ox Tugs (or 6 if I don't have Navigation), and a Prometheus tanker or two.  I'd rather sacrifice credits from my colonies rather than combat power most of the time.
Eventually, some slow ships need all the OP they can get for combat stuff, and four tugs and Navigation is the only feasible option for burn 20 with base burn 7 ships.  No way I can squeeze Augmented Engines on Ziggurat when I need Phase Anchor and several other hullmods, especially if I use Omega weapons on it.

I only burn-in Augmented Engines on haulers that never get deployed.  If I need Augmented Engines on a battleship, I pay the 40 OP because I plan for it to be temporary only.


Please think good and hard whether penalties have any place in a storypoint-based ship loadout "elite promotion" kind of system. I'd rather take a hit to the power level of hullmods. I'd rather see their OP costs rejuggled. I'd rather see fewer S-Mods per ship maximum than penalties. Although I think none of these measures are actually necessary in the current state of the game.
Heavy Armor used to give less armor (100/200/300/400, I think).  Maybe the old weaker Heavy Armor can be brought back so that OP cost can be cheaper.  Or just make Heavy Armor ineligible for s-mod like Phase Anchor/Safety Override.
Title: Re: I don't like the idea of build-in hull mods debuffs
Post by: BCS on January 08, 2023, 06:53:33 AM
i think its just gonna feel better if the hullmods that are supposed to get debuffs, just get made cheaper instead

If it was up to me all hullmods would have penalties but they would also cost no OP at all. Then you'd simply have 2 hullmod slots, 3 with BotB(although the extra hullmod doesn't really fit the skill but whatever) and you can put whatever you want in there.

But that might just be me copying EVE Online's rig system.
Title: Re: I don't like the idea of build-in hull mods debuffs
Post by: Alex on January 08, 2023, 10:24:03 AM
I think thats entirely reasonable! To clarify my point from before, I already do think advanced turret gyros is a good buy for its cost (with OP, not S modded), so it wouldn't be entirely for the S mod bonus.

Comparing the "ITU normalized" 2/4/9/15 OP of S modding ATG to integrated point defense AI: if the bonus was 25% to fighters and missiles alone it wouldn't be worth it except for specialized PD ships (like I'd still do it on an officered max PD, max system, max range omen that just swats things down all the time, but thats a really special case), and for late game the +25% bonus to frigates is good but not extreme, especially because skills are already giving scaling damage boosts to larger ship classes. I can see some ships wanting it (slow ships vulnerable to being flanked, hunter/killer flanking frigates) but its not an "always" buy.

It's only early game where frigates make up a large portion of enemy fleets that I'd say the boost is "overpowered"... but in that case its a case of boosting a ship now (with a hard to get resource) in a way that will become less useful over time, which is to me an interesting choice. Its maybe a bit too good, but I think its on the right track.

Hmm. I think to me it's more about feel - I'd like it to be something where, you're getting ATG so that your turrets have an easier time tracking speedy targets, and then the s-bonus really drives that point home. A frigate getting ATG to pick on other frigates doesn't really fit the bill here - I think on a frigate, it being good for a specialized escort role feels just about right.

(What I've changed it to is +25% to missiles/fighters, and 5% per size class difference to anything smaller than the ship.)

A 20% drop in rate of fire means that the equivalent 5 OP hullmod gives +25% rate of fire. That does again seem like a no brainer on missile boats since 5 OP is very little, worth 1 PD laser. Can't think of a situation where I would not install that hullmod on a missile ship and just skip 1 PD unless specifically trying to make it fire slower.

I think there are many missiles that don't care about the rate of fire very much. They'd care about it being cut in half, sure - that's more qualitative - but maybe not reduced by 20%. Does it really matter if the time between medium Harpoon salvoes is 20% longer? They're probably idling longer than that anyway. Or if the time between one-shot Reapers is 5 seconds instead of 4? And the actual numbers would be lower with elite Missile Spec. Even something like the Annihilator Pod, a lot of its value comes from sustained pressure and not raw dps (though, I mean, that's valuable too); but still a bit of a drop in the rate of fire is not going to be a big deal.

(That said, let me think about making it 10%... it really isn't *that* expensive of a hullmod, except in the bit-of-an-outlier cruiser case. Which, I don't actually remember why that's out of whack; it should probably be 18 or so OP there. Either that, or EMR should be more expensive in the other tiers; missiles *are* very strong, after all...)


Yep, and it's also kinda funny that they get penalized for costing so much OP - not necessarily because they're so powerful that they're worth their OP cost.

I mean, that's a different and potentially productive conversation to have, about the the balance of these hullmods relative to their OP costs - though, I thought they were in a pretty good place prior to story point build-ins. Still, that it's even coming up now means that their OP cost *actually matters* again, which looks like the new system doing its job!
Title: Re: I don't like the idea of build-in hull mods debuffs
Post by: CapnHector on January 08, 2023, 11:12:54 AM
I can think of some missiles that don't care about DPS. The obvious example is the Reaper which you mount for its per-shot damage. The more questionable examples are Sabot (also burst damage) and Annihilator ("pressure" effect, though isn't that related to dps?). I don't use small missiles though because I most always field Conquests, so there might be things I'm not thinking of. But on the other hand even this is more nuanced because there are Reaper use cases such as the larger versions of Reaper where you use them on a ship that's supposed to dive in and fire them as often as possible. So it's a fairly nuanced argument overall.

On the other hand, for most missiles, don't you want them firing as often as possible, when an enemy is in range? If so, then regardless of what the base firing delay is and what the per-shot damage is, a reduction to rate of fire is an equivalent reduction to damage output - right? (I know the AI does try to conserve harpoons, but IIRC Vanshilar found it was better to just link them to Squalls on a Conquest to make it not conserve them when fighting double Ordos - can't find the post though)

I am sure you know this stuff so incredibly much better than I, just trying to be helpful with the discussion.

Edit to add: I'll be honest, I don't know how much worse a 20% reduction to fire rate would make harpoons. This seems like the kind of thing that's pretty hard to gauge by gut feeling because it seems like it would be hard to keep track of all the harpoon fire during fleet combat; might need some testing. I do know Vanshilar did find they were firing a significant proportion of the total time in contact with enemy ship here https://fractalsoftworks.com/forum/index.php?topic=25536.msg380234#msg380234 despite running out of ammo.
Title: Re: I don't like the idea of build-in hull mods debuffs
Post by: Alex on January 08, 2023, 11:58:30 AM
I think the rate of fire matters, but it's going to be very non-linear for many (most?) missiles. A lot of what matters is just "how much damage is there in a burst/how well does a burst get through whatever PD the current enemy has" and "how much damage is there total". Something like a Gryphon is going to skew this a bit due to doubling the ammo with its system; if the missile ammo lasts for the whole fight, then I think that benefits a higher RoF significantly more.

I think it's also going to be very hard to answer that question with tests because the tests might pick up on things like "the rate of fire is just a bit too low so the PD of this specific enemy gets an extra round of fire in", or "the duration of the overload is just high enough that a second burst of this missile can get in", etc. It seems to me like a lot of the effectiveness may depend on qualitative breakpoints like this.
Title: Re: I don't like the idea of build-in hull mods debuffs
Post by: prav on January 08, 2023, 12:09:33 PM
The difference between your Typhoon overloading a target twice, and overloading it followed by a hull hit, is certainly large, and it's often a very close call.

I can't say that I'm a fan of the debuffs - I'm not really seeing them being worth taking without being generally negligible - and there's corner cases like the Typhoon where it's situationally crippling. The buffs seem likely to have the opposite problem - how much eg. +frigate damage should I really be getting for a few OP? If it's too much you're just moving the problem to the other end - though since there are more cheap generalist mods than expensive ones there's also more room to end up accidentally making something too good, which also creates some kind of diversity...?
Title: Re: I don't like the idea of build-in hull mods debuffs
Post by: Alex on January 08, 2023, 12:16:29 PM
I'm not really seeing them being worth taking without being generally negligible - and there's corner cases like the Typhoon where it's situationally crippling. The buffs seem likely to have the opposite problem - how much eg. +frigate damage should I really be getting for a few OP? If it's too much you're just moving the problem to the other end - though since there are more cheap generalist mods than expensive ones there's also more room to end up accidentally making something too good, which also creates some kind of diversity...?

I'm not sure how this is any harder to balance than e.g. the baseline hullmod effects. There'll certainly be some outliers in the initial implementation, but that'll get tweaked in whatever direction is appropriate. I think the balance of these effects is a legitimate concern/topic of discussion, but I don't think it's a fundamental problem, if that makes sense. If the effects are at all in the right ballpark, it's still making more options competitive than the current case.
Title: Re: I don't like the idea of build-in hull mods debuffs
Post by: prav on January 08, 2023, 12:31:42 PM
I'm not sure how this is any harder to balance than e.g. the baseline hullmod effects. There'll certainly be some outliers in the initial implementation, but that'll get tweaked in whatever direction is appropriate. I think the balance of these effects is a legitimate concern/topic of discussion, but I don't think it's a fundamental problem, if that makes sense. If the effects are at all in the right ballpark, it's still making more options competitive than the current case.

Well, I'm saying that I suspect that the right ballpark is too small to bother with. What counts as too small here is a judgement call and matter of taste, of course.
Title: Re: I don't like the idea of build-in hull mods debuffs
Post by: BaBosa on January 08, 2023, 01:39:27 PM
Missile racks probably should have their OP cost changed to match the other hullmods, especially with this s-mod change, otherwise whether it should be s-modded in depends on hull size which feels weird and frustrating. Either increased to heavy armour level with no base debuff or decreased with the debuff.
Title: Re: I don't like the idea of build-in hull mods debuffs
Post by: Jackundor on January 08, 2023, 02:00:09 PM
ok some people seem to suggest that bc of the heavy debuff to s-modding EMR we should nerf normal EMR too and i just can't wrap my head around that logic
Title: Re: I don't like the idea of build-in hull mods debuffs
Post by: CapnHector on January 09, 2023, 01:37:20 AM
I think the rate of fire matters, but it's going to be very non-linear for many (most?) missiles. A lot of what matters is just "how much damage is there in a burst/how well does a burst get through whatever PD the current enemy has" and "how much damage is there total". Something like a Gryphon is going to skew this a bit due to doubling the ammo with its system; if the missile ammo lasts for the whole fight, then I think that benefits a higher RoF significantly more.

I think it's also going to be very hard to answer that question with tests because the tests might pick up on things like "the rate of fire is just a bit too low so the PD of this specific enemy gets an extra round of fire in", or "the duration of the overload is just high enough that a second burst of this missile can get in", etc. It seems to me like a lot of the effectiveness may depend on qualitative breakpoints like this.

Funnily enough the very same argument is why I'd argue quantitative testing in a variety of conditions would be useful. That is, because there are so many qualitative factors that if you focus on a subset of them or use a subjective feeling of what should happen then you could argue it any way you want (missiles are used for burst - so sustained DPS doesn't matter; missiles fire a lot, like guns - so sustained DPS does matter; enemy PD decides missile efficiency more than ROF - so ROF doesn't matter that much if the missiles all get shot down; enemy PD decides missile efficiency - so ROF matters a lot so you can overwhelm enemy PD).

I'm sure that people (Vanshilar and Hiruma Kai I believe are the leading experts here) will test it in the sim if the change happens so probably we'll get some numbers someday. If we ever get our program together then that will also give answers about how it works when paired with sets of other weapons, though we're not planning to include PD so it won't be able to answer all questions that the sim can.
Title: Re: I don't like the idea of build-in hull mods debuffs
Post by: Haresus on January 09, 2023, 06:42:00 AM
At the risk of not being very constructive, I don't love the S-point Hull mod system. The enemy AI generally doesn't use it (at all? I know some mods change that though), so you end up with objectively stronger ships than the opposition. This makes me question whether my ships are actually good or if I've just stacked enough S-point power boosts to overcome most weaknesses.

It would probably be easy to just not use the S-point hull mod system, but it's in the game so I've tried to understand and enjoy it. But then you immediately run into the same issue that these buffs/debuffs try to solve: You always S-mod the most expensive hull mod that you want installed, so that you free up points for other hull mods that you can then add normally. That was rarely an interesting choice.

Well, now we are getting these extra buffs/debuffs that are there to compensate for the OP difference that S-point hull mods are supposed to ignore... which seems like a solution to a self-inflicted problem. It's probably an improvement to the system overall, although I'm not sure it'll be a dramatic difference. Instead of saving 30 OP points and getting a penalty, we'll probably save 25 OP points on a slightly cheaper alternative without a penalty, or 20 OP points with some nifty advantage that may provide great value with the ship's loadout. At best some ships get indirectly nerfed by a handful of OP points.

Wouldn't it be neat to scrap the S-point hull mod system and instead implement these extra hull mod options into the basic ship system? Imagine choosing between pristine heavy armor, or heavy armor with a penalty but for a lower OP cost. Some of the buffs could be turned into their own standalone hullmods, like the high resolution sensors that provide extra vision. Others could just be integrated completely, and have the OP cost increased to compensate.

Ah well, I look forward to trying out the new things.
Title: Re: I don't like the idea of build-in hull mods debuffs
Post by: Alex on January 09, 2023, 10:14:03 AM
Funnily enough the very same argument is why I'd argue quantitative testing in a variety of conditions would be useful. That is, because there are so many qualitative factors that if you focus on a subset of them or use a subjective feeling of what should happen then you could argue it any way you want (missiles are used for burst - so sustained DPS doesn't matter; missiles fire a lot, like guns - so sustained DPS does matter; enemy PD decides missile efficiency more than ROF - so ROF doesn't matter that much if the missiles all get shot down; enemy PD decides missile efficiency - so ROF matters a lot so you can overwhelm enemy PD).

I'm sure that people (Vanshilar and Hiruma Kai I believe are the leading experts here) will test it in the sim if the change happens so probably we'll get some numbers someday. If we ever get our program together then that will also give answers about how it works when paired with sets of other weapons, though we're not planning to include PD so it won't be able to answer all questions that the sim can.

A very good point! And, heck, even a limited test that shows that e.g. a 10% RoF reduction doesn't make much of a difference in a specific scenario (or does!) would be interesting.


... for the OP difference that S-point hull mods are supposed to ignore...

Ah - they're not supposed to! In the current version, it's meant to be balanced out by you getting more bonus XP for building in hullmods that cost less OP. To put it mildly, though, that doesn't work out in practice. (In the new system, you get a flat 75/50/25/0% bonus XP per hullmod, depending on the size of the hull.)
Title: Re: I don't like the idea of build-in hull mods debuffs
Post by: intrinsic_parity on January 09, 2023, 10:56:44 AM
I've always wanted to have a stripped down executable version of the combat sim (no visuals, not time-constrained i.e. runs as fast as it can compute), where you can just input some ships/loadouts and get results (time to complete, damage dealt by each weapon, final hull/armor states etc., could have more advanced results like time series as well). That would make large scale testing a lot easier IMO. You pick a set of 'standard' ships and loadouts that you want as a baseline to balance around, and then run a bunch of sims with the new/updated ships/weapons against the baseline and see if things are over/underperforming.

Obviously it wouldn't be a 'hit button to test everything' solution. You still have to determine what the results should be if things are balanced, and you would still want to do normal testing in the sim to visually diagnose issues you find, but it seems like it would be a time-efficient first pass for balancing, and very useful for a whole host of other things as well. The current system of running the combat sim (or a fulls scale combat in-game) manually over and over seems horribly inefficient.
Title: Re: I don't like the idea of build-in hull mods debuffs
Post by: Jackundor on January 09, 2023, 12:14:24 PM
...that idea wouldn't work
Title: Re: I don't like the idea of build-in hull mods debuffs
Post by: Rusty Edge on January 09, 2023, 01:27:09 PM
Here's hoping that one of the lower teir defensive hullmods (blast doors, insulated assembly, ect) will act as a lower teir Rugged Construction when S-modded in.
 There are some destroyers that pair well with Vangards, and I enjoy the reckless playstyle.
 Or perhaps one might reduce casualties if the ship gets disabled.

 Narratively, with optional debuffs attached to certain hullmods, this does allow you to tinker around with your ships a lot like pirates do.
Title: Re: I don't like the idea of build-in hull mods debuffs
Post by: gG_pilot on January 09, 2023, 03:12:26 PM
I just don't like the idea of s-mod penalties. S-modding shouldn't make things worse, it feels bad conceptually. Top tier hullmods could use no bonus instead, and everything else get bumped up accordingly.
The game  is a bit complicated already, regarding numbers.  Dev intetionaly hid most of  them to make game less intimidating,  hopefuly we  have mods like TIMID - Too much info, to reveal them again.
Well,  The crrent idea presented on twitter, : Look I am Adding more bonuses from bonuses to fix the S-mode which is a bonus,  but doesnt work well. Sounds a bit over the  top.
Also it means, that thosee bonuses bring a *** load numbers to combine with other numbers, (some of which are not visible, even with mods (yes, Menuver bonuses are not properly visible eeveen with TIMID mod, it is some kind of bug, or perhaps those bonuses do not work, I dont know) ), which creates new balance issues, which will  be fixed by ... try to guess ... yes  thats  right >>> MOAR bonuses.

Simple solution,  make s-mod worth of 40 OP. This bonus comes only with a hull  mode installed.
Price of the hullmode instaled is substracted from S-mode OP bonus, then rest is  added  to the ship budget.
e.i. Idea is, every s-mode has  the same  OP worth.
the most expensive mod. Armor (40  OP) installed as s.mode ads  zero OP.
gyros  for 10 OP installed as  S-mode  ads another 30 OP
ECM for 20 OP installed as S-mode ads 20 OP

You see the patern. Simple equasion, no balance issues. Basicaly it levels things out, allowing install s-mode early in game without wrong feeling : " I cripple my ship, wasted s- point,  because I still dont have the most expensive hullmod."
This feeling is THE PROBLEM. So, rather  fix the one problem, then create tons of new problems.
----------------------------------------------------
EDIT: Becouse of wide OP  range of hullmodes, a simple one line rules can be added, max OP worth s-moded  hulmode is 25. (capital size).
Then we get two lines of understandable rules which fiix things, without cause havoc. :
1. every s-mode has  the same  OP worth 25  (when hullmode is cheaper then rest of OP is added as to thee ship budget)
2. max OP worth s-moded  hullmode is 25 (more expensive hulmode canot be s-moded; plain general rule)
(OP prices  are for capital  size, smaller ship sizes has smaller limits  accordingly)
----------------------------------------------------
Current game is  in development, but his popularity is mainly becouse of mods. Refactoring  all hullmods means that all the mods which hullmodees will turn into nonsense. I would realy reccomend Mr. Alex, reconsider some simple solution which allows use all curent mods without change.
Title: Re: I don't like the idea of build-in hull mods debuffs
Post by: Haresus on January 09, 2023, 03:40:35 PM
... for the OP difference that S-point hull mods are supposed to ignore...

Ah - they're not supposed to! In the current version, it's meant to be balanced out by you getting more bonus XP for building in hullmods that cost less OP. To put it mildly, though, that doesn't work out in practice. (In the new system, you get a flat 75/50/25/0% bonus XP per hullmod, depending on the size of the hull.)

That's true, I forgot about that. I do like the new/upcoming incentive to S-mod frigates and smaller ships, that'll create some potentially interesting choices early on.
Title: Re: I don't like the idea of build-in hull mods debuffs
Post by: Schwartz on January 10, 2023, 09:09:23 AM
1. every s-mode has  the same  OP worth 25  (when hullmode is cheaper then rest of OP is added as to thee ship budget)
2. max OP worth s-moded  hullmode is 25 (more expensive hulmode canot be s-moded; plain general rule)
(OP prices  are for capital  size, smaller ship sizes has smaller limits  accordingly)

Some interesting ideas there. It could be tried. Generally I get the feeling this change is trying to compensate for problems that are already very small. Since SS is a singleplayer game, there is always the luxury of just leaving it be and not having everything be the exact same power level as everything else. This may "feel wrong" but overbalancing tends to result in weird appendixes (as in, the bodypart) to existing systems.

I'll offer an option #3: Every story point added to a ship just increases the ship's OP by 10/15/20 whatever is the correct number for its size. That's it. No more S-Mods. With the same SP limits as before. Could also pay a single SP to add a bonus effect to one of the ship's hullmods.
Title: Re: I don't like the idea of build-in hull mods debuffs
Post by: BaBosa on January 10, 2023, 09:30:49 PM
Alex has already said why he doesn’t want to make s-mods just add OP and I agree with him.

I've thought about this, but that's - well, it'd work, but I think it's a bit boring - it would make "what to build in" irrelevant provided you were certain about the set of hullmods you wanted on the ship. At that point, it'd be simpler to have the SP give you a flat amount of OP; it'd amount to the same thing. Which, I'm aware has been suggested, but I don't think it makes for any interesting decisions!

If you still want more OP, that wouldn’t be hard to mod in, especially once the next update drops. Just make a new hullmod that does nothing normally but when it’s s-modded in, it adds OP.
Title: Re: I don't like the idea of build-in hull mods debuffs
Post by: CapnHector on January 10, 2023, 09:54:57 PM
Given that there are lots of negative opinions on added complexity in this thread let me also state the opposite viewpoint that I think the game could do with more complexity and choices. After a while you currently hit an optimum build where it's pointless to experiment more, and it would be nice to have more things to try out. S-mods as they are are very simple buffs to a ship and could stand to be more complex.

I'm not a game designer or anything but as for those concerns, I don't think this will compete for the Call of Duty audience but rather an indie crowd that likes complex rules already. Else they'll stop at the tutorial.
Title: Re: I don't like the idea of build-in hull mods debuffs
Post by: prav on January 10, 2023, 11:49:28 PM
Don't mistake complexity for depth. Chess has simple rules.
Title: Re: I don't like the idea of build-in hull mods debuffs
Post by: smithney on January 11, 2023, 07:26:26 AM
Yeah I'd like to second CapnHector's opinion. Starsector isn't actually all that complex and the kind of complexity we're talking about isn't one that would bore the player or limit meaningful choices. I mean if the player doesn't overthink it, they can just test the hullmods by trial and error without losing much progress.
Title: Re: I don't like the idea of build-in hull mods debuffs
Post by: gG_pilot on January 11, 2023, 08:51:07 AM
1. every s-mode has  the same  OP worth 25  (when hullmode is cheaper then rest of OP is added as to thee ship budget)
2. max OP worth s-moded  hullmode is 25 (more expensive hulmode canot be s-moded; plain general rule)
(OP prices  are for capital  size, smaller ship sizes has smaller limits  accordingly)

Some interesting ideas there. It could be tried. Generally I get the feeling this change is trying to compensate for problems that are already very small. Since SS is a singleplayer game, there is always the luxury of just leaving it be and not having everything be the exact same power level as everything else. This may "feel wrong" but overbalancing tends to result in weird appendixes (as in, the bodypart) to existing systems.

I'll offer an option #3: Every story point added to a ship just increases the ship's OP by 10/15/20 whatever is the correct number for its size. That's it. No more S-Mods. With the same SP limits as before. Could also pay a single SP to add a bonus effect to one of the ship's hullmods.
Well  those two  lines marked by numbers, are meant use together as one rule. It is not one OR another. It is both OR nothing.
Which means, your option #3 is actually #2  :-)
Title: Re: I don't like the idea of build-in hull mods debuffs
Post by: Doctorhealsgood on January 12, 2023, 04:22:51 AM
I have no idea what gG_pilot is talking about.
Title: Re: I don't like the idea of build-in hull mods debuffs
Post by: Psigun on January 12, 2023, 06:51:43 PM
I like it because it makes optimizing built-in mods more diversified. In the current game version it's always like... ITU, Heavy Armor, Hardened Shields, etc.

If we get buffs on cheaper hull mods, and debuffs on the costlier ones, we will be pushed to mix builds up. More options are good for players.
Title: Re: I don't like the idea of build-in hull mods debuffs
Post by: Embolism on January 12, 2023, 08:18:43 PM
I like it in terms of it adding more interesting effects to hullmods rather than it being a balancing mechanism. Which makes me sad that S-mod effects won't apply to normal built-in hullmods like HRS on the Apogee, it feels... wrong that the dedicated sensor ships are worse than the player's Protagonist(tm) jury-rigged ships at sensoring (and whatever else might be built-in and missing out on bonuses).
Title: Re: I don't like the idea of build-in hull mods debuffs
Post by: Wyvern on January 12, 2023, 09:05:27 PM
Which makes me sad that S-mod effects won't apply to normal built-in hullmods like HRS on the Apogee, it feels... wrong that the dedicated sensor ships are worse than the player's Protagonist(tm) jury-rigged ships at sensoring (and whatever else might be built-in and missing out on bonuses).
Yeah, this. I mean, I can see built-ins getting extra penalties relative to s-mods for things like Luddic Path ships, or poorly-maintained pirates, but it feels like "missing s-mod bonus effects" should be a d-mod that you can restore off of things...
Title: Re: I don't like the idea of build-in hull mods debuffs
Post by: BCS on January 12, 2023, 11:27:14 PM
I like it because it makes optimizing built-in mods more diversified. In the current game version it's always like... ITU, Heavy Armor, Hardened Shields, etc.

If we get buffs on cheaper hull mods, and debuffs on the costlier ones, we will be pushed to mix builds up.

Will we though? I certainly don't see myself wasting an S-mod "slot" for something like Advanced Turret Gyros. I'm still going to save as much OP as possible by S-modding the most expensive hullmods. If they come with a penalty, I'll simply eat the penalty.

If anything this would reduce my choices. Heavy Armor comes with a massive penalty -> Heavy Armor is mandatory on armor-tanked ships -> don't use armor tanked ships. Problem solved!
Title: Re: I don't like the idea of build-in hull mods debuffs
Post by: Doctorhealsgood on January 14, 2023, 10:54:25 PM
I like it in terms of it adding more interesting effects to hullmods rather than it being a balancing mechanism. Which makes me sad that S-mod effects won't apply to normal built-in hullmods like HRS on the Apogee, it feels... wrong that the dedicated sensor ships are worse than the player's Protagonist(tm) jury-rigged ships at sensoring (and whatever else might be built-in and missing out on bonuses).
Something something poorly integrated systems D-mod
Title: Re: I don't like the idea of build-in hull mods debuffs
Post by: Droll on January 26, 2023, 12:06:44 PM
I'm gonna paste a comment I made on reddit:

"I think it might be an idea to have hull mods like those have both their bonuses and maluses intensify when built in - heavy armor gives more armor than it would but also tanks your maneuverability even more, makes more thematic sense as to why it can’t be reversed once done as the build-in is more extreme."

Or another example, Expanded Missile Racks gives even more missiles but the reload gets tanked even more. That way it's not just "hullmod but worse".
Title: Re: I don't like the idea of build-in hull mods debuffs
Post by: SapphireSage on January 26, 2023, 01:49:34 PM
Its not just Hullmod but worse though, they're OP free for the cost of an S-mod slot. In fact, the amount of OP they would normally cost to not build them in, alongside with just how strong they are thanks to the power of missiles and the exponential scaling of armor, is exactly why those two in particular are almost always built-in where applicable. You otherwise save massive amounts of OP for the same slot cost as it would cost for you to slot in Advanced Turret Gyros.
Title: Re: I don't like the idea of build-in hull mods debuffs
Post by: Grievous69 on January 26, 2023, 02:23:19 PM
I've already spent way too much time on this topic but hear me out. The amount of times I've s-modded ITU, RFC, ECCM, Armoured Weapon Mounts, ADF, Ballistic Rangefinder, Hardened Shields and Expanded Deck Crew is much much more than this thread suggests. Does a low tech ship always need Heavy Armour? Hell no, and that's not how I play. EMR is just popular because it's just that easy to spam missiles. Enemies have poor PD defenses except a tiny few challenge fights in the game.

Phase ships mount the same 3-4 weapons every time, ok let's rebalance phase ships or add another system so phase ships can use all weapons. It sounds silly but when you think about it the analogy is the exact same. And I'm even someone that optimizes the ever living heck out of ship builds, yet the current system poses zero issue to me. S-modded EMR with the new system just means you'll have to play around it, either by putting missiles that don't care about fire rate, or on a ship that is strong no matter the penalty. One might argue that this "playing around" will be more fun but I guess we'll see in the end.

Think about it, you'll s-mod a hullmod with a shiny new bonus, and your ship build will work pretty much how it would right now. Small adjustments here and there but the key part is going to be that you didn't perform the "expected" action. Missile ships are still going to be built towards making missiles the best, having a bonus come purely from EMR or something else does little to shake things up. We'll just have to learn a whole batch of new bonuses in mind when making fits. Unless of course these bonuses are something wacky, but then I fear for balance.

Here are more examples of obligatory actions you do which somehow don't appear as a problem:
- Onslaught always gets build with cheap, efficient weapons due to flux and mounts.
- Pure carriers always want long range poke and Expanded Deck Crew
- Big low tech ships always get the same officer skills (you can even argue this is another "clear cut" scenario)
- High tech ships without large weapons pretty much need Sabots if they're meant to fight anything of equal size or bigger.
- Hyperion is sad without SO.
- Making fits for logistic ships the same thing over and over again.
I can go on longer but I'll stop here. If you disagree with a single point just read the first paragraph of this post and how the whole "but I don't do this" thing works.

For anyone that's going to ask if I'm against every new change or new mechanic, or why should we even try to balance things. My response is "that's a very weird question to ask after reading my post". Because I like variety, I like making cool ship builds. My only fear is ending up with too many mechanics and levers that don't add much. There's a word for it but I can't think of it right now.

Anyways sorry for the long post, the reddit thread reminded me of how much I hated this when I saw the twitter screenshot. New toys and things to do in the new patch may distract me for a while, but I'll remember my thoughts right now when I try out the new system.
Title: Re: I don't like the idea of build-in hull mods debuffs
Post by: Thaago on January 26, 2023, 02:37:10 PM
On the one had I take your point, but on the other hand I disagree with several of your obligatory action examples:
-Onslaught can be built with a mixture of premium weapons by either leaving some slots blank or skewing them further towards low flux PD. For example a central gauss cannon + HVDs/Maulers + the TPC's make it an effective long range combatant (and the sides can be closer ranged to deal with flankers). Some fits use Mjolnirs of all things, usually dropping any HE weapons other than missiles and using the Mjolnirs as "good enough" anti-armor vs shield tanks and loading up on kinetics otherwise.

-I don't put expanded deck crew on any carrier except those with really replacement rate heavy fighters, because the leadership skills regarding replacement rate are so strong. For interceptor carriers or others with low replacement times (like khopesh for example) I put unstable injector on for better kiting despite the penalty!

-For high tech ships without large slots I prefer torpedos over sabots, but I'm usually commanding them as part of an action group where I order them to all attack at once... so are they really attacking a larger enemy when I'm treating multiple ships kind of as one? I think I sort of agree with you on principle here but not in practice.

So, I guess the point of this is that YMMV on fits.
Title: Re: I don't like the idea of build-in hull mods debuffs
Post by: Grievous69 on January 26, 2023, 02:56:35 PM
Now you know how I feel when I read "x thing is always s-modded" for the thousandth time.
Title: Re: I don't like the idea of build-in hull mods debuffs
Post by: Alex on January 26, 2023, 03:12:58 PM
@Grievous69: I get what you're saying, though I think you may be missing a key point here. The problem isn't really that the same things get built in all the time - that's fairly whatever, as far as problems go. It'd be nice if that wasn't the case, but not worth a lot of effort to "fix"; your examples of other things that are no-brainers are well taken, even if there can be disagreement over the specifics.

The bigger problem is that it felt like this system was constraining what I could reasonably do with new hullmods, by making their OP cost a non-factor. Anything high-impact could not get by with a high OP cost as a balancing factor without also getting the "no build in" tag. Which, I mean - maybe not the biggest problem in the world, but it was getting to be annoying with several hullmods.

Now, I *also* think that getting a bunch of effects from story points is pretty fun, and am hopeful that this will increase build variety in an actual meaningful way - maybe you'll be able to reach viability with some new options by stacking on some s-mod bonuses just so. But by itself this wouldn't be enough for me to want to make these changes.
Title: Re: I don't like the idea of build-in hull mods debuffs
Post by: gG_pilot on January 26, 2023, 05:33:49 PM

The bigger problem is that it felt like this system was constraining what I could reasonably do with new hullmods, by making their OP cost a non-factor. Anything high-impact could not get by with a high OP cost as a balancing factor without also getting the "no build in" tag.
  Bot issues  which are valid desiner headache could be solved by two stright rueles.
1. Hull mode can  be  s-moded up to cost 25 OP.(Hullmodes of size 26 or higher can not be s-moded)
2. Every  s-mode has value of 25  OP. Which  means cheaper hullmodes add leftovers  to the ship OP budget. e.i. when s-mode 15OP hulmode then  ship get another 10 OP in the budget.
(talking capital  ship sizes, other sizes  have to be counted)

On top,
--- rule number 2  has nice side effect, that player could s-mode early in game  without urge to wait for  the only best mode suited for specific ship. Difference between random hullmode vs specific hulmode s-moded to the ship is minimal. Main bonus comes  with the fact  that s-mode is worth  of 25OP.
--- ability  to s-modee small  hull-modes intentionally to  get max bonus free OP for weapons is interesting enough mechanic. It suddenly makes small s-mode  hullmodes very attractive for certain ships, like over fluxed Onslaught.
Now, I *also* think that getting a bunch of effects from story points is pretty fun, and am hopeful that this will increase build variety in an actual meaningful way - maybe you'll be able to reach viability with some new options by stacking on some s-mod bonuses just so.
Idea that you could  balance ~40  hullmods to a  point that everyone is worth s-mode becouse of "special side bonus"  is massive hubris. I bet my dinner, that in 3 days  after update  release, there will be topic  about list of 3 op  hullmodes. Now people s-mode armour,missile rack and itu. After update there will be also 3 hullmodes, maby same,  maby some of  them different.  I  just dont understand effort to reach the same  result.
If you have idea for  more  hullmodes, then introduce them stright.
WHen you lock some  very interesting hullmode effects behind s-mode wall, it  means:
1.  Player  urge to  3 s-mode  to every ship,  skill to get  3  s-modes  becomes mandatory
2. Player harvest s-points even more than  now
3. Player dont  use s-mode feature until get the proper hullmode because he need   the special effect  bejind the wall. Otherwise hee would get feeling "I would  ruin my ship"
4. the ship  build become even more blind alchemy because of piling additive OR multiplicative bonuses without any chance to check them. (TIMID Too much  info mod is possible saviour)

Please, dont apply this sick idea. Thank you very much.


 
Title: Re: I don't like the idea of build-in hull mods debuffs
Post by: Draba on January 26, 2023, 06:03:53 PM
Really like the 2 main effects:
- power cap for s-modded ships is slightly reduced (assuming the new bonuses are mostly in line)
- there is an extra layer of customization from getting more possible effects

On a side note, if you're looking to nerf missiles overall, then applying a rate of fire penalty to both the OP costing expanded missile racks and the s-mod slot version would make more sense than just the s-mod version, perhaps with an OP cost decrease.  At which point EMR becomes more of a tradeoff hullmod like Unstable Injector.
Wanted to suggest this exact same thing before getting to that post. I feel EMR is too obvious and powerful on too many ships, and missiles without bonus from either racks or officer are anemic in comparison.
Would be really good even with a minor tradeoff making it a more lateral change.

About the 50% builtin reload penalty: I think it would make it a really interesting choice, gives an option to conserve the low ammo S/M variants for a bit of OP.
Gryphon losing the builtin and gaining OP sounds nice: it finishes most battles with unused M ammo so reduced firerate would weaken the runaway racks+officer+autoforge interaction.


Heavy armor 25% maneouverability penalty would mostly affect the big boys that are good enough anyway (Onslaught, buffed Legion), kinda-sorta irrevelant on the frigate-destroyer level.
Only thing that I wouldn't be the biggest fan of is potentially making Dominator's wiggling problems worse.


Autoloader: whatever the debuff is I'm just really happy there is an option for making use of the 1-2 dangling S missiles on the ships that can't get EMR.
Title: Re: I don't like the idea of build-in hull mods debuffs
Post by: WhisperDSP on January 26, 2023, 11:48:40 PM
Personal candidates for S-mods are: Augmented Drive Field, Auxiliary Fuel Tanks, Efficiency Overhaul, Expanded Cargo Holds, Expanded Missile Racks, Insulated Engine Assembly, Militarized Subsystems. Mostly the dock-only 2-limit stuff.

Of them all, only Expanded Missile Racks goes on a military ship, the rest are simple QOL choices (I like fast smuggler fleets). Not S-modding the EMR won’t hurt, just less caps/vents available. The rest are not exactly “urgent” and can be mixed and matched to save S-points for more useful things, like Officers and planet/industry bonuses and the Historian.

There are some personal “question/rules” that I ask myself around these choices:

1/ will an officer skill substitute? (Spend the story point on mentoring the Officer - FAR more useful long-term.)

2/ are these ships going to be with me for the entire playthrough? (Cargo, fuel, survey ships.)


3/ can I get the essentials of what I’m wanting into a ship without using an S-mod? (Probably won’t do it.)

4/ are the ships fast enough already without ADF specifically? (Don’t add - and definitely don’t S-mod! - if not needed.)

5/ would putting it in as an S-mod reeeeeeealy take that ship to the next level? (Unlikely. Mostly it’s QOL.)

6/ why am I even considering an S-mod at all for this?

After going through those questions the answer gets clear er for me.

This is not to denigrate players who S-mod lots of stuff. Their choice. I’m trying to point out that spending the story points on Officers is possibly a better return. Comparing an S-modded EMR for one ship vs an Officer with Missile Specialization who can go to any ship as needed. Is an S-modded 3x the number of missiles really that necessary? Will 2x do? Can I fit in 3x without S-modding?

I do get what Alex is saying about other and potentially new hullmod choices being less attractive. Throw 40 OP into armor for a low-tech capitol ship and S-mod the OP cost away, insta-tank, it’s probably near-reflex for long-time players by now. Not like the player is doing it on the whole fleet.

What if the player only gets half (20) of those OP back? Half, rounded down, the rest perma-lost. The permanent reduction of ship OP would require more thought, because experimenting and switching stuff around becomes more restrictive.

Not quite such an “of course I’ll do it” reflex all of a sudden.

Too late as an idea, of course. Alex has already been working on custom malus’ for things. ???
Title: Re: I don't like the idea of build-in hull mods debuffs
Post by: Grievous69 on January 27, 2023, 12:05:35 AM
The bigger problem is that it felt like this system was constraining what I could reasonably do with new hullmods, by making their OP cost a non-factor. Anything high-impact could not get by with a high OP cost as a balancing factor without also getting the "no build in" tag. Which, I mean - maybe not the biggest problem in the world, but it was getting to be annoying with several hullmods.
Well allow me to be cheeky for a bit and point out this issue exists solely because of the story point system allowing built in hullmods. I admit it's far more involved than just bonus OP for each ship but now we need to twist the game around it. And even with this new system, what's going to happen with SO, Phase Anchor and Neural hullmod? SO is going to get changed one day, Phase Anchor is a band aid for phase ships but very strong so I don't see that changing. And I still have zero clue why the need to punish people who invested 5 skill points only to have a permanent malus on the OP pool. It's already a meh tier 5 skill, just be done with the OP cost altogether, no more need to be special then.

@gG_pilot
Woah there this is even more dramatic than me. I hard disagree on the notion that the 3 s-mod skill is mandatory, in fact I avoid it since it's such a drag to spend so many story points.
Title: Re: I don't like the idea of build-in hull mods debuffs
Post by: Draba on January 27, 2023, 05:27:52 AM
Well allow me to be cheeky for a bit and point out this issue exists solely because of the story point system allowing built in hullmods. I admit it's far more involved than just bonus OP for each ship but now we need to twist the game around it.
Will give you that esoteric rules are starting to pile up around builtin mods.
I would prefer story points not having a direct combat power effect on ships or just being a clean OP bonus myself, but for the current system bundled penalties and buffs do look interesting.


I’m trying to point out that spending the story points on Officers is possibly a better return. Comparing an S-modded EMR for one ship vs an Officer with Missile Specialization who can go to any ship as needed. Is an S-modded 3x the number of missiles really that necessary? Will 2x do? Can I fit in 3x without S-modding?
S-mods and officers are not exclusive.
I'd say it's the other way around: using the S-mod and pilot force multipliers on a higher base is better, so S-mod officered ships and officer S-modded ships first.
Officers also do not need a story point to start working, lvl 1 can have missile spec right out the gate.
Title: Re: I don't like the idea of build-in hull mods debuffs
Post by: Hamakua on January 27, 2023, 08:34:15 AM
I don't like it but I also don't care because no matter how much Alex tries to hammer down the "meta nail" another will crop up.   My prediction is players just drop the expensive mods and eat the OD - but pivot to the lightweight mods with the bonus buffs.  It's silly to add disadvantages to what is supposed to be some sort of "bonus"

It's going in circles.  "here, you get a bonus for doing this thing"  "wait, I don't like how you all are choosing the same best bonuses."  "Ok, that's it, I'm functionally removing the bonus for doing this thing."

ok, just remove S mods then.  It's just silly.

A new negative attribute with either be inconsequential (then why bother) or will totally prohibit a mod ever being Smodded - in which case the story point gets used on the next most expensive (or lightweight best bonus) mod on the list.   This doesn't fix the meta issue.

and here is the biggest thing -

It's a single player sandbox game.   

You don't need to balance out this one niche and rare resource.

Meta would be developed if all mods and skill trees and elite talents and what have you were removed anyway.

It would then be a case of Hull vs. OP vs. Weapon cost.

Can't have that- so why don't we just pre-arrange and perma-fix 1 or 2 builds you can choose per hull, with no customization beyond the two loadouts.

oh no - everyone will choose the best hulls with the best loadout.

So we should then remove the loadouts and just have 1 hull per loadout.

Then players will just choose the best ship.

Cannot have that.

Make all the ships the same.

Silly and I roll my eyes at it - especially since it's a single player sandbox game.
Title: Re: I don't like the idea of build-in hull mods debuffs
Post by: Draba on January 27, 2023, 09:18:31 AM
A new negative attribute with either be inconsequential (then why bother) or will totally prohibit a mod ever being Smodded - in which case the story point gets used on the next most expensive (or lightweight best bonus) mod on the list.   This doesn't fix the meta issue.
Practically it's getting something like ~5-15 OP on a capital for a negative effect (cost difference compared to building in a no penalty 25 OP mod).
Absolutely no reason for the downsides to be 100% out of line with the cost (similar to the majority of the game's standard weapons and hullmods, those also offer various tradeoffs for OP).

Make all the ships the same.
A new mechanic is probably being added to increase variety if you do not want to handicap yourself.
It removes some obvious best cases and adds alternatives, that's the opposite of uniformisation.

It's a single player sandbox game.   
..
Silly and I roll my eyes at it - especially since it's a single player sandbox game.
If you genuinely do not understand why single player games need restrictions to make them fun just grab a pencil, some putty or a CAD program.
100% freedom with no rules to get in the way.
Title: Re: I don't like the idea of build-in hull mods debuffs
Post by: Grievous69 on January 27, 2023, 09:30:03 AM
Any time someone mentions it's a single player game, immediate counter to that is "why balance anything". Guys you're missing like a dozen steps between those extremes. Can we have a little nuance in discussions? Obviously it's not even in the same ballpark >giving up on all balance< and >balancing a mechanic that has an optimal path by introducing a new mechanic<.

I will once again bring up ships like Afflictor, Hyperion, Falcon(P) and so on, which are a clear optimal way of playing by maximizing your power as a pilot. If you don't see an issue there, then you shouldn't see an issue with s-mods now. I don't like the inconsistency. This single thing is not the end of the world, by I fear for the future of potential new needless complexities just to satisfy 5% of the player base.
Title: Re: I don't like the idea of build-in hull mods debuffs
Post by: Alex on January 27, 2023, 09:54:43 AM
... but now we need to twist the game around it.

(I think this is our fundamental disconnect here. To me this whole thing isn't a big deal, like, at all? It's a relatively minor tweak to the system; you get some fun bonuses, it's all smoothed out a little design-wise, hopefully making life easier for me going forward. A few hullmods get minor penalties, which - as one should expect, really, sigh - is what gets like 99% of the attention. But regardless - to me, at least - a lot of the reaction is out of proportion to the magnitude of the change. Which, fair enough, it's hard to gauge things without seeing them first hand. And I'll definitely keep an eye on this while playtesting to make sure it feels good.)

Title: Re: I don't like the idea of build-in hull mods debuffs
Post by: SapphireSage on January 27, 2023, 10:08:07 AM
I'm actually gonna say that as a concept, I've actually liked the mechanic of S-mods as a way to get OP via free hulmods. Hullmods range in effects on how they affect a ship and how you play it. You only really need to go so far as Megas's thread on experimenting with High-tech using Shield Shunt to modify their AI behavior to see that. Being able to add at least a couple of hullmods makes a big difference to ships that struggle with their OP count to even slot in one or two, tbh some of my Moras struggle with OP so much that the S-mods are their *only* hullmods and if I had just gotten an OP increase instead I would just be spending them on more vents or premium fighters and/or weapons instead still leaving them with little to no hullmods.

But naturally people are usually going to gravitate towards hullmods that play to a ship's best strengths. Some ships will have no issues with using a variety or being flexible enough that their viable choices can range between a few of them. Its just that for some other ship cases with clear roles, like Dominator for instance, its a no brainer to just slap Heavy Armor to get the most OP for your frontline buck. Here's the thing with that though, and its that less maneuverability as a penalty is both a limiter on Heavy Armor as a hullmod, due to limiting a ship's ability to rotate armor, and also not that big of a deal for the typical Low-tech ship who's already incredibly vulnerable if you manage to get around and behind their line as it only really accentuates what is already a big weakness for them.

Earlier, someone mentioned that they would be tempted to either build-in EMR to make it last even longer or leave it not-built-in for extended burst at the overall cost of lesser OP by building in something else (with its potential bonuses). It honestly seems like this might be an overall buff or non-effect for more variable ships with their more currently viable options, but will help somewhat expand the decision space for ships that have clear, singular roles like the aforementioned Dominator.

With regards to officers, I will say that typically I do build officers to match their ships and so am reticent to modify what ships I'm using in my fleet due to the higher cost of investment into a fleet. Between S-mods and Officers, if a planned fleet design doesn't work out as effectively as hoped, its very painful to start trying to swap out as I could be spending anywhere between 32 to 50/60 Story Points to completely design a new fleet from scratch. This feels like it goes at odds with the ability to quickly swap between skills and personal builds with a single SP and being able to retrain all officers instead of just found ones would help go a long way toward not requiring tons of time to retrain new officers for new ships again.

(As a suggestion, what if all ships had a permanent slot to begin with that could be used without any SPs. Some of the stronger factions would be able to use that slot as well to make them stronger, like the Hegemony and Tri-tach for instance. This could help players start with experimenting with permanent built-ins while not requiring investment beyond the ship itself and then we can get rid of the hidden mechanic that grants the leftover bonus XP for built-ins on scuttle as the freebie means spending an SP means they're invested in the ship anyway.)
Title: Re: I don't like the idea of build-in hull mods debuffs
Post by: Hamakua on January 27, 2023, 10:22:09 AM
A new negative attribute with either be inconsequential (then why bother) or will totally prohibit a mod ever being Smodded - in which case the story point gets used on the next most expensive (or lightweight best bonus) mod on the list.   This doesn't fix the meta issue.
Practically it's getting something like ~5-15 OP on a capital for a negative effect (cost difference compared to building in a no penalty 25 OP mod).
Absolutely no reason for the downsides to be 100% out of line with the cost (similar to the majority of the game's standard weapons and hullmods, those also offer various tradeoffs for OP).

Make all the ships the same.
A new mechanic is probably being added to increase variety if you do not want to handicap yourself.
It removes some obvious best cases and adds alternatives, that's the opposite of uniformisation.

It's a single player sandbox game.   
..
Silly and I roll my eyes at it - especially since it's a single player sandbox game.
If you genuinely do not understand why single player games need restrictions to make them fun just grab a pencil, some putty or a CAD program.
100% freedom with no rules to get in the way.

You are being obtuse.

My point in it being a single player game was to point out that if something is a little more powerful than something else - it won't matter much.
No restrictions at all would of course make for a very boring game, actually, it wouldn't be a game it would be a tech demo or some sort of numbers simulation.

I was critiquing the logical conclusion, you decided to comment "to the man."

And it still doesn't refute my point that if the maluses are too great most players will just default to the next most expensive OP cost mod Or divert to the "new best" mods with the double buffs/bonuses.   And if they are not then they will be inconsequential anyway.

"Meta" will re-establish itself and it will end up with the same end state where we are now. - except a slightly different.

It's a marketing thing -  Making all the enemies stronger would be the same as making all the weapons weaker - however the former is perceived by humans as less of a bad thing.  You aren't "taking away" something.

The maluses are similar - they are "taking away" something when the opposite could have been performed.  It's busy work.

That said, while I don't like the change it's not so great a change that it will make me not play the game or anything - it will just be yet another "game knowledge wipe" and we all start the "meta chasing" again from scratch.   

The "Same state" will be achieved in the end.  - and that's what I roll my eyes at.
Title: Re: I don't like the idea of build-in hull mods debuffs
Post by: Buggie on January 27, 2023, 10:42:36 AM
This single thing is not the end of the world, by I fear for the future of potential new needless complexities just to satisfy 5% of the player base.

From what ive seen in every other game the real 5%(well, its actually 1-2% usually) of the playerbase are the ones who spend their time in discussion forums getting passionately worried and complaining about any almost meaningless change that happens to their game and the actual 95% don't even know places like this exist and are just gonna see this as a cool update to the game they play.
Title: Re: I don't like the idea of build-in hull mods debuffs
Post by: Grievous69 on January 27, 2023, 11:04:19 AM
This single thing is not the end of the world, by I fear for the future of potential new needless complexities just to satisfy 5% of the player base.

From what ive seen in every other game the real 5%(well, its actually 1-2% usually) of the playerbase are the ones who spend their time in discussion forums getting passionately worried and complaining about any almost meaningless change that happens to their game and the actual 95% don't even know places like this exist and are just gonna see this as a cool update to the game they play.
Fair points, although it's funny I'm being perceived as a complainer. I react with hype and happiness to almost every blog post and twitter tease. But when something bothers me, I want to get my opinions across as clear as possible. Hell if I never complained, feedback from me would be useless.

This might seem goofy but I believe with the few of us generally concerned and cynical folks, we keep the devs from going berserk and doing something "too experimental". I actually don't know how to explain this phenomenon with words but I know it happens in a lot of games with continued development.

Of course the average Joe just playing the game and waiting for the next update doesn't see or interact with any of this. Those people "vote" exclusively with their wallets and game time.
Title: Re: I don't like the idea of build-in hull mods debuffs
Post by: Draba on January 27, 2023, 11:12:13 AM
From what ive seen in every other game the real 5%(well, its actually 1-2% usually) of the playerbase are the ones who spend their time in discussion forums getting passionately worried and complaining about any almost meaningless change that happens to their game and the actual 95% don't even know places like this exist and are just gonna see this as a cool update to the game they play.
Sometimes it feels like every ~1000 hours people flip a coin, on heads the game instantly becomes the worst thing ever :)
Starsector isn't a hard exception, but the crowd here is pretty tame.

This might seem goofy but I believe with the few of us generally concerned and cynical folks, we keep the devs from going berserk and doing something "too experimental". I actually don't know how to explain this phenomenon with words but I know it happens in a lot of games with continued development.
100% my impression but I've pinned Alex as mostly being a "smile and nod" type, player feedback is obviously important but wouldn't give it too much credit for the big picture :)

And it still doesn't refute my point that if the maluses are too great most players will just default to the next most expensive OP cost mod Or divert to the "new best" mods with the double buffs/bonuses.   And if they are not then they will be inconsequential anyway.
"Meta" will re-establish itself and it will end up with the same end state where we are now. - except a slightly different.
The part on how it's a ~5-15 OP tradeoff does exactly that, don't have a simpler explanation.
Arguing with gems like "same, but different" seems as fun as mudwrestling Deepak Chopra so I'm out.
Title: Re: I don't like the idea of build-in hull mods debuffs
Post by: Alex on January 27, 2023, 11:32:02 AM
You are being obtuse

Please stay away from personal attacks and take a look at the forum rules (https://fractalsoftworks.com/forum/index.php?topic=2668.0).


My point in it being a single player game was to point out that if something is a little more powerful than something else - it won't matter much.
No restrictions at all would of course make for a very boring game, actually, it wouldn't be a game it would be a tech demo or some sort of numbers simulation.

I mean, I get what you're saying here, but I don't think it's a very useful argument on its own, which is probably what Draba was getting at. It's true as a generality, but - as you say! - clearly *some* amount of rules/balance is necessary, so it's all down to the specifics of a particular case, deciding what is and isn't needed. You could certainly make an argument against this idea, but "it's single-player etc" is more useful as a supporting justification for a more specific point.

The "Same state" will be achieved in the end.

In this case, the changes *should* make it so that a broader range of options is viable. Not all of these options will be optimal - almost by definition, there's only going to be one of those (unless somehow perfect balance is achieved, which, not very likely) - but still, viable. I think what you might be getting at with the "same state" point is that there'd still be an optimal path, which, fair enough. But - to your other point! - it's a single-player game, balance isn't *that* important, and there should be more viable paths, which is what really matters.

But when something bothers me, I want to get my opinions across as clear as possible. Hell if I never complained, feedback from me would be useless.

And I appreciate it! I'm not even going to say you're necessarily wrong here. I *think*, obviously, that this will be a positive (and also relatively minor) change, but we'll see. There's definitely a player-facing complexity component and it's something I've thought about for a while before moving ahead with this.

This might seem goofy but I believe with the few of us generally concerned and cynical folks, we keep the devs from going berserk and doing something "too experimental". I actually don't know how to explain this phenomenon with words but I know it happens in a lot of games with continued development.

(Not too sure about this aspect of it, to be honest. I know where I want the game to go, generally speaking! So randomly going totally off the rails isn't really a... thing? But at the same time, mistakes happen and a reality check is not a bad thing, either.)

100% my impression but I've pinned Alex as mostly being a "smile and nod" type, player feedback is obviously important but wouldn't give it too much credit for the big picture :)

Haha! Real talk, feedback is super important and I appreciate it. I'm also not going to just do something purely because of it, but the number of times it's made me look at something in a new way and ultimately make changes is too large to count. It's fair to say that player feedback has helped improve the game *a lot*. (That said, looking at the "why" of the feedback is often the important part.)
Title: Re: I don't like the idea of build-in hull mods debuffs
Post by: Doctorhealsgood on January 27, 2023, 11:39:25 AM
So uh... About that point of ships with already built in mods. Will they get the bonuses and stuff too or not? Because as someone said before it kinda feels weird for the specialized ships to be somewhat inferior on their niche to S-Modded ships.
Title: Re: I don't like the idea of build-in hull mods debuffs
Post by: Alex on January 27, 2023, 11:49:38 AM
They get neither bonuses nor penalties. And, yeah, I hear you about it feeling a little weird, but I don't think it works well otherwise, and, it fits with the theme of hardscrabble spacers improvising stuff that's better than the factory-made thing which is what s-mods already *are*.
Title: Re: I don't like the idea of build-in hull mods debuffs
Post by: Vanshilar on January 27, 2023, 11:55:37 AM
(In all honesty, I think the current gyros effect is a bit too much! I think - and this applies across the board - that it mostly shouldn't be the main thing you get the mod for. I mean, some amount of that is unavoidable if you have interesting effects, but still...)

I actually think the opposite, that it'd be interesting if some of the s-mod bonuses are stuff that is difficult or impossible to get in other ways. The reason is that regular hullmods can be stacked on ships as much as desired up to the limit of available OP, but s-mods have a hard limit of 2, or 3 with BotB. So the player has to make that hard, interesting decision about which 2 (or 3) bonus effects the ship should have. It's not unlike how the player can only choose up to 3 top-tier skills out of the 8 possible top-tier officer skills.

For example, maybe one of the s-mod bonuses is an additional +5% weapon range (I would've said Advanced Turret Gyros but guess that's already used), another gives +5 su of speed (maybe Auxiliary Thrusters), another gives +100 armor (maybe Reinforced Bulkheads), another gives -5% weapon flux (maybe Resistant Flux Conduits), and another gives -10% missile damage received (perhaps IPDAI). All of these could be useful to an Onslaught driver, on hullmods that the ship may not take otherwise, so the decision space is made much more interesting about just which unique bonuses the player wants for the ship since the player can choose only 2 (or 3) of them for a given Onslaught.

The hard limit of 2 (or 3) s-mod bonuses implies that these bonuses can actually be made somewhat stronger, since the player can't just stack a bunch of them the way the player could with regular hullmods.
Title: Re: I don't like the idea of build-in hull mods debuffs
Post by: Grievous69 on January 27, 2023, 12:08:18 PM
I actually think the opposite, that it'd be interesting if some of the s-mod bonuses are stuff that is difficult or impossible to get in other ways.
Oh god no. Think it's pretty self explanatory how this would be a bad idea.
Title: Re: I don't like the idea of build-in hull mods debuffs
Post by: Hamakua on January 27, 2023, 12:19:45 PM
You are being obtuse

Please stay away from personal attacks and take a look at the forum rules (https://fractalsoftworks.com/forum/index.php?topic=2668.0).


I called him out for purposely misinterpreting the critique I laid at the system, which had nothing to do with him, that he then used (the misinterpretation) to suggest I go play with putty since I didn't know why rules exist in games.   

Purposely misunderstanding something can be described as being "obtuse" -it's not a personal attack it's a call out for what happened.   "Go play with putty" is a personal attack as it insinuates a lack of cognition. - To which I was responding and clarifying that I understood why rules in games exist.

You warned the wrong comment.

Get called stupid then get warned for telling the person who called you stupid to not call you stupid.
Title: Re: I don't like the idea of build-in hull mods debuffs
Post by: Vanshilar on January 27, 2023, 12:20:35 PM
Oh god no. Think it's pretty self explanatory how this would be a bad idea.

That's another one of your posts where you just pronounce something as "bad" but give exactly zero support or reasoning or argument or discussion behind it, nor counter anything that was said.
Title: Re: I don't like the idea of build-in hull mods debuffs
Post by: Grievous69 on January 27, 2023, 12:31:29 PM
Like Hamakus said, can we stop being rude in a nice way please, there's like 10 previous posts from me that were far more useful than calling out a single post for not stating the obvious.

So here's the obvious part. You want more minmaxing, because this is how you get it. Having unique buffs makes certain hullmods appear strong purely from the bonus part, not the hullmod itself which is backwards game design. Not to mention this would make the 3 s-mod leadership skill much more important than it is right now. Every single specialised ship will gravitate towards the hullmods which bonus benefits them the best. Thus creating the dumbest possible meta we ever had.

In a case where the bonuses are so small it doesn't matter, then there was no point to it in the first place.
Title: Re: I don't like the idea of build-in hull mods debuffs
Post by: Alex on January 27, 2023, 12:44:40 PM
FWIW, I think having stronger or too-unique effects would be troublesome. One thing I want to largely avoid is having hullmods be valued purely because of the s-mod effect. For some of the cheapest ones (e.g. Advanced Turret Gyros) it's harder to avoid, but the goals are to 1) have the bonus be worth the ordnance point-difference between the hullmod cost and the baseline (and not way more), and 2) have the bonus be something you generally want if you already want the hullmod. I don't think the situation of "getting a hullmod just for the s-bonus" is something that should be encouraged.

It's definitely tempting to go more wild with the s-mod effects, though! But I do think that would lead to problems.

As it is now, you're generally picking between some nice but not earthshaking bonuses and "more OP", which feels about right to me.

Edit:
You are being obtuse

Please stay away from personal attacks and take a look at the forum rules (https://fractalsoftworks.com/forum/index.php?topic=2668.0).


I called him out for purposely misinterpreting the critique I laid at the system, which had nothing to do with him, that he then used (the misinterpretation) to suggest I go play with putty since I didn't know why rules exist in games.   

Purposely misunderstanding something can be described as being "obtuse" -it's not a personal attack it's a call out for what happened.   "Go play with putty" is a personal attack as it insinuates a lack of cognition. - To which I was responding and clarifying that I understood why rules in games exist.

You warned the wrong comment.

Get called stupid then get warned for telling the person who called you stupid to not call you stupid.

You've got a PM.
Title: Re: I don't like the idea of build-in hull mods debuffs
Post by: Draba on January 27, 2023, 12:53:14 PM
Not to mention this would make the 3 s-mod leadership skill much more important than it is right now. Every single specialised ship will gravitate towards the hullmods which bonus benefits them the best.
The notable builtins are EMR, HA, reinforced bulkheads, ITU, hardened shields, ECCM package (probably missing something).
EMR and HA are the most obvious ones and they are getting weaker, the rest are still high cost so my bet would be they are unchanged.
The cheap ones are presumably getting a boost to the level of the "standard" set by ITU/shields and nerfed EMR/HA.

That means expected power gain from 2-3 builtins goes down, or stays roughly the same for the few ships that use neither racks nor HA.
Ofc in practice the first round will have a few minor outliers, but on paper this is a tiny(deserved) nerf to Best of the best.
Title: Re: I don't like the idea of build-in hull mods debuffs
Post by: bob888w on January 27, 2023, 12:57:14 PM
Like Hamakus said, can we stop being rude in a nice way please, there's like 10 previous posts from me that were far more useful than calling out a single post for not stating the obvious.

So here's the obvious part. You want more minmaxing, because this is how you get it. Having unique buffs makes certain hullmods appear strong purely from the bonus part, not the hullmod itself which is backwards game design. Not to mention this would make the 3 s-mod leadership skill much more important than it is right now. Every single specialised ship will gravitate towards the hullmods which bonus benefits them the best. Thus creating the dumbest possible meta we ever had.

In a case where the bonuses are so small it doesn't matter, then there was no point to it in the first place.

The both point is a non-issue in most cases imo. With 15 skill points, the chance you take BOTB already is relatively high. In fact, I'd say it's the only capstone skill that almost everyone takes already, I think balance should already factor in the smod limit at 3, unless wild changes occur
Title: Re: I don't like the idea of build-in hull mods debuffs
Post by: bob888w on January 27, 2023, 01:02:15 PM
I think the changes overall feel good on paper, I'm still worried about that large manuevabilty debuff for HA though.

HA is go to not because it creates OP ships, but rather as its a necessity for a lot of low tech ships to even compete with high tech, high tech shield absorption ratios are so good that in most cases capacitors  are better the HS, but lowtech armor being nonreplenishable makes the expensive hullmod needed in most builds
Title: Re: I don't like the idea of build-in hull mods debuffs
Post by: Grievous69 on January 27, 2023, 01:04:07 PM
Lol what are you two responding to? I was explaining why Vanshillar's idea was not good. I don't even get what's being argued here. The man suggested unique and important bonuses for hullmods, yet it seems your response was aimed at the current changes confirmed from Alex.

Not that it matters in any way since he already explained better than me why we shouldn't have range buffs on random hullmods.
Title: Re: I don't like the idea of build-in hull mods debuffs
Post by: SCC on January 27, 2023, 01:16:37 PM
My only fear is ending up with too many mechanics and levers that don't add much. There's a word for it but I can't think of it right now.
Wide as an ocean and deep as a puddle. It's not exactly a word, I admit.

This might seem goofy but I believe with the few of us generally concerned and cynical folks, we keep the devs from going berserk and doing something "too experimental". I actually don't know how to explain this phenomenon with words but I know it happens in a lot of games with continued development.
Soviet Womble in one of his DayZ video essays mentioned how people can get attached to what the game could be in the early access, and they don't like if the game towards completion steers in a different direction. I could watch them and see which one was it, but at the moment I'm busy listening to C&C's soundtrack. I hope you understand it's hard to stop.

As for the topic of the discussion... My feeling about Heavy Armour manoeuvrability penalty is that this might lead to HA being unviable again, because it makes low-tech ships too sluggish. Back away too slowly when under heavy fire, turn too slowly to engage other ships effectively.
Title: Re: I don't like the idea of build-in hull mods debuffs
Post by: Grievous69 on January 27, 2023, 01:24:41 PM
My only fear is ending up with too many mechanics and levers that don't add much. There's a word for it but I can't think of it right now.
Wide as an ocean and deep as a puddle. It's not exactly a word, I admit.
Thanks, that's pretty much what I meant.

And I definitely understand how the expectation vs mystery of early access games can affect people that are big fans. This is why it's important to have roadmaps.

Honestly it's going to be hilarious if s-modded HA becomes unviable. Truly the circle of life. But actual numbers are best being trated as question marks until the patch actually drops.
Title: Re: I don't like the idea of build-in hull mods debuffs
Post by: Draba on January 27, 2023, 01:41:50 PM
As for the topic of the discussion... My feeling about Heavy Armour manoeuvrability penalty is that this might lead to HA being unviable again, because it makes low-tech ships too sluggish.
HA is in a strange-ish place, it's basically a necessity for making full use of low tech.
An option could be reducing both HA bonus and cost, and baking the difference into the lowtech hulls themselves.
Still, unless some really wild anti-armor toys are added the big boys will be fine IMO.

I was explaining why Vanshillar's idea was not good. I don't even get what's being argued here. The man suggested unique and important bonuses for hullmods, yet it seems your response was aimed at the current changes confirmed from Alex.
Post by itself also made sense, didn't notice it's a reply.
It does look better with context :)
Title: Re: I don't like the idea of build-in hull mods debuffs
Post by: Grievous69 on January 27, 2023, 01:53:11 PM
Seeing as this patch will introduce the reworked Mining Blaster and a whole array of missiles which fire beyond the ballistic PD range, I think low tech is not going to be as strong as it is currently. Still strong mind you, but hopefully less annoying to take down.
Title: Re: I don't like the idea of build-in hull mods debuffs
Post by: vladokapuh on January 27, 2023, 02:27:53 PM
My only fear is ending up with too many mechanics and levers that don't add much. There's a word for it but I can't think of it right now.
Wide as an ocean and deep as a puddle. It's not exactly a word, I admit.

This might seem goofy but I believe with the few of us generally concerned and cynical folks, we keep the devs from going berserk and doing something "too experimental". I actually don't know how to explain this phenomenon with words but I know it happens in a lot of games with continued development.
Soviet Womble in one of his DayZ video essays mentioned how people can get attached to what the game could be in the early access, and they don't like if the game towards completion steers in a different direction. I could watch them and see which one was it, but at the moment I'm busy listening to C&C's soundtrack. I hope you understand it's hard to stop.

As for the topic of the discussion... My feeling about Heavy Armour manoeuvrability penalty is that this might lead to HA being unviable again, because it makes low-tech ships too sluggish. Back away too slowly when under heavy fire, turn too slowly to engage other ships effectively.
that is a thing i dislike here too
for high tech you typically just take hullmods and skills to buff their output
but the maneuvrability and armor skills on lowtech feel more like compensating for glaring weakness

while lowtech ships (especially onslaughts) can be very strong, they also demand a lot more skills and hullmods to work at all
it also all sounds like shunted ships are gonna be dead
Title: Re: I don't like the idea of build-in hull mods debuffs
Post by: Hamakua on January 27, 2023, 03:56:37 PM
I wrote this elsewhere but it fits better here.

Gamers instinctively know to make the biggest ruckus before something goes through as that's generally the only time they have.  In my ~40 years of playing video games I can count on one hand the times a dev changed things "back" because they were wrong and the "gamers" were right (relatively speaking).

I also stand by my marketing comment.

If you are given the choice between adding 50% HP to all the enemies or taking away the equivalent amount of damage from weapons players already use - it's better to increase the HP of enemies even if the end result is the same.  The perception will be more agreeable to the human psyche.  Humans hate having something "taken away."   In my head (and I think the naysayers) - its' like this.  "the cheap S-mods get an even better bonus"  "The mid S-mods aren't molested" - "The must have S mods (for some ships/builds) are being nerfed/penalized and we have to make trade offs."

Imagine for example we take augmented drive - it needs to be S-modded into a lot of civillian ships for "optimum" builds,  Atlas, IIRC cannot fit both AD and Military subsytems.  Yes, we could go back to Tug gameplay-  but in my playthroughs (with the current build) I still use tugs- even with S-modded Atlases - I'll have 1 or 2 S-modded atlases for general fleet movements -saves a bit of busy work in the mid game - but I'll have a larger fleet of stock atlases when I'm tasking to make big moves - and with those I bring tugs.  I also bring tugs for a main battle fleet as S-modding an AD on the biggest combat ships is a bit of a waste of an Smod slot.   

well now lets say you added a penalty to Augmented drive to "re balance" its value if S-modded.  Lets say if you S-mod it it increases fuel and supply usage by 50% - now it's practically a Dmod - and further wipes out any "gains" it as an Smod might bring as now you might as well bring a Tug.  I'm making up the trade off to illustrate a point - not that I believe that would be the trade off or that they would be that harsh.

There is a similar *potential* conflict with combat S-mods - if the "penalties" are too great it will completely top-down cascade ruin some playstyles and builds.  I don't know them all - I'm mainly an Onslaught low tech fan - but I'm sure there are some builds somewhere where any given penalty will shift the OP balance to the point that the "build" is unusable.  Some builds are only possible because of one or two OP (usually in the frigate/destroyer range)-

Or take the poor shield performance of low-tech as an example - A nerf to Missiles S mod (which low tech is biased towards) may un-seat an entire flowchart of moving OP and mods around to the point that Low tech Cruisers and below become functionally dead weight.  - because 20 or so OP are missing - 

"I need to use vulcans instead of double light machine guns to free up OP - but the shorter range means reapers reach the shields before the PD can kill them - even though they wouldn't have reached the hull - The shield takes more hits - but Midline and High Tech dont' suffer as much,  they both have the speed and/or better shields to be able to back off more easily than low tech.  Do I now slot in hardened shields into builds I wouldn't have before to force this to work?  No,  lets just instead of Smodding missiles, eat the OP difference and go with [whatever] instead - but that leads to... " etc. etc.   It's not *just* the actual trade off effect (and I don't even know what they are other than the 50% missile thing) - it's the potential forcing out of builds because of the trade off.   There may be some "trade off" effects that actually make some current builds impossible.   

I've noticed the most "strict" tweaking happens at the Destroyer level.  (you would think frigate but I've found they have more latitude than destroyers in builds, chiefly because of their excess speed and maneuverability relative to most other ships).

I'll flatly be amazed if the changes go through and unintentional nerfs "further down the flowchart" aren't a result. 
Title: Re: I don't like the idea of build-in hull mods debuffs
Post by: SCC on January 27, 2023, 04:35:17 PM
Imagine for example we take augmented drive - it needs to be S-modded into a lot of civillian ships for "optimum" builds
See, the trick is that the optimal use of story points on spreadsheet ships is that you don't use any and save them for your combat ships instead.
Title: Re: I don't like the idea of build-in hull mods debuffs
Post by: smithney on January 28, 2023, 12:36:17 AM
that is a thing i dislike here too
for high tech you typically just take hullmods and skills to buff their output
but the maneuvrability and armor skills on lowtech feel more like compensating for glaring weakness
Gotta say that this actually feels flavorful. It makes sense for lo-tech ships to feel outdated, where you're smoothing out the flaws to make the strengths shine. And that you're polishing hi-tech to make them worth the investment.

A thought of tech-school-specific hullmods being a thing just crossed my mind, but I'm afraid it would just hammer down the school identity at the expense of player expression.
Title: Re: I don't like the idea of build-in hull mods debuffs
Post by: bob888w on January 28, 2023, 05:14:00 AM
Imagine for example we take augmented drive - it needs to be S-modded into a lot of civillian ships for "optimum" builds
See, the trick is that the optimal use of story points on spreadsheet ships is that you don't use any and save them for your combat ships instead.

But it's been stated numerous times that lowtech isn't "outdated" but rather just a different school of design in lore
Title: Re: I don't like the idea of build-in hull mods debuffs
Post by: Rusty Edge on January 28, 2023, 07:13:17 AM
Is the base Heavy Armor hullmod being Debuffed? Or only the S-modded version?
Title: Re: I don't like the idea of build-in hull mods debuffs
Post by: Nia Tahl on January 28, 2023, 01:50:32 PM
So the reality here is that the build-in debuffs are overall fairly minor and also entirely optional. You can still chose to just not build-in heavy armor or EMR. You're simply trading a small amount of OP to not get the debuff.

It's simply impractical to take these very high cost hullmods as the baseline for S-mod value since they are very much the exception rather than the rule. The ideal baseline is almost certain ITU, given it is an essential hullmod for cruisers and capitals to be combat effective in most cases. It also isn't a hullmod you'd want to give S-mod benefits to given it is already a gamechanger for certain classes of ships.

I frankly much prefer it if building in HA is actually a choice rather than the automatic option for anything that isn't hightech. We are hardly entering massive spreadsheet optimisation territory here, but there's actually build choice now. The way I see it, the dislike for potential S-mod penalties is just the typical reaction of people to any kind of nerf to anything they like. It's a rather silly clinging to power they feel entitled to.

More build diversity is good, more genuine choices for S-modding is brilliant and I simply can't see any real reason against it beyond "I don't like being a little less powerful"
Title: Re: I don't like the idea of build-in hull mods debuffs
Post by: bob888w on January 29, 2023, 12:59:16 AM
[quote author=Nia Tahl link=topic=25852.msg386726#msg386726 date=1674942632
I frankly much prefer it if building in HA is actually a choice rather than the automatic option for anything that isn't hightech. We are hardly entering massive spreadsheet optimisation territory here, but there's actually build choice now. The way I see it, the dislike for potential S-mod penalties is just the typical reaction of people to any kind of nerf to anything they like. It's a rather silly clinging to power they feel entitled to.

More build diversity is good, more genuine choices for S-modding is brilliant and I simply can't see any real reason against it beyond "I don't like being a little less powerful"
[/quote]

But I'd argue lowtech in general needs heavy armor, and if possible IM and PA in order to function, while high-tech just requires a good shield flux ratio (already part of most high-tech ships) and fieldmoudulation being optional.
By making the heavy armor debuff apply only if smodding, means most lowtech ships are effectively short 20-40OP now, lowering build diversity
Title: Re: I don't like the idea of build-in hull mods debuffs
Post by: llama on January 29, 2023, 01:49:57 AM
By making the heavy armor debuff apply only if smodding, means most lowtech ships are effectively short 20-40OP now, lowering build diversity

20-40 OP? I think you're missing the fact that you still get to s-mod another hullmod, potentially the most expensive non-s-modded hullmod. So you're only losing 5/15 OP (cruiser/cap), since the built-ins will be balanced around providing ITU-level value (15/25), which seems like a fair trade for the base heavy armor buff.
Title: Re: I don't like the idea of build-in hull mods debuffs
Post by: Haresus on January 29, 2023, 04:15:38 AM
By making the heavy armor debuff apply only if smodding, means most lowtech ships are effectively short 20-40OP now, lowering build diversity

20-40 OP? I think you're missing the fact that you still get to s-mod another hullmod, potentially the most expensive non-s-modded hullmod. So you're only losing 5/15 OP (cruiser/cap), since the built-ins will be balanced around providing ITU-level value (15/25), which seems like a fair trade for the base heavy armor buff.

I guess the question is if a 5/15 OP nerf for these lowtech ships will be a good change or not. In an ideal universe people will just try to come up with a new wacky non-HA build, but I think it's more likely that players cut corners to afford HA anyway. Hard to tell at this stage though.
Title: Re: I don't like the idea of build-in hull mods debuffs
Post by: Grievous69 on January 29, 2023, 05:06:21 AM
Listen to this genius idea. Have the Auxiliary Thrusters bonus when s-modded grant bonus armour, that way a low tech ship can build in both hullmods without any weaknesses and still remain with a sane build. I'll await for my Nobel prize.

On a serious note, I suppose Auxiliary Thrusters won't have any bonus since it's not a cheap mod, even though it's nothing flashy.
Title: Re: I don't like the idea of build-in hull mods debuffs
Post by: vladokapuh on January 29, 2023, 06:50:18 AM
i consider thrusters to be a rather overpriced hullmod anyways
i would not mind if it was made cheaper and was granted a bonus if smodded
Title: Re: I don't like the idea of build-in hull mods debuffs
Post by: bob888w on January 29, 2023, 03:16:06 PM
By making the heavy armor debuff apply only if smodding, means most lowtech ships are effectively short 20-40OP now, lowering build diversity

20-40 OP? I think you're missing the fact that you still get to s-mod another hullmod, potentially the most expensive non-s-modded hullmod. So you're only losing 5/15 OP (cruiser/cap), since the built-ins will be balanced around providing ITU-level value (15/25), which seems like a fair trade for the base heavy armor buff.

I guess it depends how good the boost is. The HRS bonus doesn't look great, but the advanced gyros look decent
Title: Re: I don't like the idea of build-in hull mods debuffs
Post by: Doctorhealsgood on January 29, 2023, 09:30:46 PM
By making the heavy armor debuff apply only if smodding, means most lowtech ships are effectively short 20-40OP now, lowering build diversity

20-40 OP? I think you're missing the fact that you still get to s-mod another hullmod, potentially the most expensive non-s-modded hullmod. So you're only losing 5/15 OP (cruiser/cap), since the built-ins will be balanced around providing ITU-level value (15/25), which seems like a fair trade for the base heavy armor buff.

I guess it depends how good the boost is. The HRS bonus doesn't look great, but the advanced gyros look decent
What does the HRS smod upgrade do exactly? I don't quite get it.
Title: Re: I don't like the idea of build-in hull mods debuffs
Post by: Jackundor on January 29, 2023, 11:29:21 PM
Is the base Heavy Armor hullmod being Debuffed? Or only the S-modded version?
Actually, it seems like non S-modded HA is getting buffed by having the negative entirely moved to the smodded version.
Title: Re: I don't like the idea of build-in hull mods debuffs
Post by: SapphireSage on January 30, 2023, 07:07:56 AM
What does the HRS smod upgrade do exactly? I don't quite get it.

Unless it's been changed, it would increase the combat vision radius (how far the ship can see in combat) for the ship its attached to. For a fleet, its typically a non-thing unless you wanna see when and what enemy reinforcements arrived but haven't pushed the enemy to their reinforcement zone yet and don't have any fast flankers but otherwise its best use might be built-in on Solo ships for in-combat information if it weren't for the fact that solo ships tend to want to squeeze out as much combat performance as they can.
Title: Re: I don't like the idea of build-in hull mods debuffs
Post by: Megas on January 30, 2023, 09:43:08 AM
Unless it's been changed, it would increase the combat vision radius (how far the ship can see in combat) for the ship its attached to. For a fleet, its typically a non-thing unless you wanna see when and what enemy reinforcements arrived but haven't pushed the enemy to their reinforcement zone yet and don't have any fast flankers but otherwise its best use might be built-in on Solo ships for in-combat information if it weren't for the fact that solo ships tend to want to squeeze out as much combat performance as they can.
Yes, I agree.  With the range of most weapons, adding more vision would probably be a debuff because the user would need to stay further away from the enemy to avoid PPT/CR countdown.  Maybe it would be handy for carriers or MIRV users that do have weapons (or fighters) with long enough attack range.  For conventional ships, less vision would be a buff by requiring less distance from enemies to avoid the doom clocks.

Now if we had more truly long-range weapons that are easy to use like 2500+ range Tachyon Lance from years ago, then more vision would be good.
Title: Re: I don't like the idea of build-in hull mods debuffs
Post by: Alex on January 30, 2023, 09:57:01 AM
adding more vision would probably be a debuff because the user would need to stay further away from the enemy to avoid PPT/CR countdown

(The PPT etc range is equal to the default vision range, not based on it.)
Title: Re: I don't like the idea of build-in hull mods debuffs
Post by: Rusty Edge on January 30, 2023, 01:21:20 PM
Is the base Heavy Armor hullmod being Debuffed? Or only the S-modded version?
Actually, it seems like non S-modded HA is getting buffed by having the negative entirely moved to the smodded version.
So, if I want a HA ship with a lot of mobility, I'll eat the cost, and I can S-mod it if I want a long range HA build.

Alternatively, I could still S-mod it, then use handy features like Auxiliary Thrusters, Helmsmanship and Elite Impact mitigation if I want to have my cake and eat it.
Title: Re: I don't like the idea of build-in hull mods debuffs
Post by: Doctorhealsgood on January 30, 2023, 04:57:42 PM
Is the base Heavy Armor hullmod being Debuffed? Or only the S-modded version?
Actually, it seems like non S-modded HA is getting buffed by having the negative entirely moved to the smodded version.
I thought HA got its penalty reduced when not S-Modded a bit and it gets higher when it is
Title: Re: I don't like the idea of build-in hull mods debuffs
Post by: Midnight Kitsune on January 31, 2023, 03:22:07 PM
I thought HA got its penalty reduced when not S-Modded a bit and it gets higher when it is
It is going from a 10% penalty now to 0% when not S modded and a whopping 25% when S modded...
Title: Re: I don't like the idea of build-in hull mods debuffs
Post by: Doctorhealsgood on February 03, 2023, 09:19:26 AM
I thought HA got its penalty reduced when not S-Modded a bit and it gets higher when it is
It is going from a 10% penalty now to 0% when not S modded and a whopping 25% when S modded...
Oof that's rough.