Fractal Softworks Forum

Starsector => General Discussion => Topic started by: Joush on September 16, 2013, 05:43:38 AM

Title: Combat Readyness isn't fun..
Post by: Joush on September 16, 2013, 05:43:38 AM
.. and it's keeping .6a from being fun.

It's too heavily abstracted and there is nothing that interacts well with it. As it works now, it functions mostly to force players to rest, burning supplies, between fights, while supplies have become the primary expense and a constant drain. Rather then the primary limit to how much you can fight being your ability to engage and defeat foes, your ability to fight is now primarily limited by a pair of heavily abstracted concepts, supplies and combat readiness. A damaged fleet can have a voracious appetite for supplies, able to consume a freighter's worth before they will be ready to engage in combat again.

And of course, we come to the cost of supplies, something changed and warped so much that at this point the ammunition, food and spare parts carried by a fleet is higher then the price to buy their ships outright.

I can see, in the blog post and in the game, what this system was intended to do, but currently it adds nothing good to the gameplay.
Title: Re: Combat Readyness isn't fun..
Post by: liq3 on September 16, 2013, 06:34:10 AM
.. and it's keeping .6a from being fun.
I disagree.
Quote
It's too heavily abstracted and there is nothing that interacts well with it. As it works now, it functions mostly to force players to rest, burning supplies, between fights, while supplies have become the primary expense and a constant drain.
This is true in all walks of life. Maintenance of vehicles (let alone full blown repairs from weapon hits) is usually always more expensive then the initial construction (assuming they have a long life).
Quote
Rather then the primary limit to how much you can fight being your ability to engage and defeat foes, your ability to fight is now primarily limited by a pair of heavily abstracted concepts, supplies and combat readiness. A damaged fleet can have a voracious appetite for supplies, able to consume a freighter's worth before they will be ready to engage in combat again.
So you're saying ships that have taken people sized shellings, missiles blowing chunks in the hull and lasers melting the armour, SHOULD NOT use insane amounts of supplies to repair? You're basically rebuilding entire parts of the ship.

Quote
And of course, we come to the cost of supplies, something changed and warped so much that at this point the ammunition, food and spare parts carried by a fleet is higher then the price to buy their ships outright.
The way the game works atm, the spare parts are enough to basically build an entire ship anyway. It does rather make sense they'd be expensive.

Quote
I can see, in the blog post and in the game, what this system was intended to do, but currently it adds nothing good to the gameplay.
It does add something good - it's making the choice of battles more interesting. It's making the strategic layer deeper. No longer can you just go and annihilate weaker enemy fleets using your entire fleet. You have the balance how easily you want to win, with the cost of supplies. This results in interesting choices, and thus enjoyment.
Title: Re: Combat Readyness isn't fun..
Post by: Uomoz on September 16, 2013, 06:40:13 AM
Completely agree with liq3.
Title: Re: Combat Readyness isn't fun..
Post by: Gotcha! on September 16, 2013, 06:44:36 AM
Completely agree with liq3.
Title: Re: Combat Readyness isn't fun..
Post by: Histidine on September 16, 2013, 06:53:36 AM
Rather then the primary limit to how much you can fight being your ability to engage and defeat foes, your ability to fight is now primarily limited by a pair of heavily abstracted concepts, supplies and combat readiness.
Hmm. I dunno about you, but for me the time immediately after a battle is spent hauling loot to the nearest station anyway, and after that (assuming I didn't just get CR replenished there) I still have to spend time looking for and chasing fleets appropriate to my strength. CR is never the limiting factor on how often I can fight battles.
Title: Re: Combat Readyness isn't fun..
Post by: ValkyriaL on September 16, 2013, 06:54:46 AM
Go low tech and your CR is back the second the fight is over. ;D
Title: Re: Combat Readyness isn't fun..
Post by: Joush on September 16, 2013, 07:02:19 AM
.. and it's keeping .6a from being fun.
I disagree.
Quote
It's too heavily abstracted and there is nothing that interacts well with it. As it works now, it functions mostly to force players to rest, burning supplies, between fights, while supplies have become the primary expense and a constant drain.
This is true in all walks of life. Maintenance of vehicles (let alone full blown repairs from weapon hits) is usually always more expensive then the initial construction (assuming they have a long life).
Quote
Rather then the primary limit to how much you can fight being your ability to engage and defeat foes, your ability to fight is now primarily limited by a pair of heavily abstracted concepts, supplies and combat readiness. A damaged fleet can have a voracious appetite for supplies, able to consume a freighter's worth before they will be ready to engage in combat again.
So you're saying ships that have taken people sized shellings, missiles blowing chunks in the hull and lasers melting the armour, SHOULD NOT use insane amounts of supplies to repair? You're basically rebuilding entire parts of the ship.

Quote
And of course, we come to the cost of supplies, something changed and warped so much that at this point the ammunition, food and spare parts carried by a fleet is higher then the price to buy their ships outright.
The way the game works atm, the spare parts are enough to basically build an entire ship anyway. It does rather make sense they'd be expensive.

Quote
I can see, in the blog post and in the game, what this system was intended to do, but currently it adds nothing good to the gameplay.
It does add something good - it's making the choice of battles more interesting. It's making the strategic layer deeper. No longer can you just go and annihilate weaker enemy fleets using your entire fleet. You have the balance how easily you want to win, with the cost of supplies. This results in interesting choices, and thus enjoyment.


Most of maintenance and operating cost is salaries, something the game makes no effort to cover, unless supplies are also payroll (given they are abstracted to cover everything else we may as well say they are.)

If you'd like to bring realism in, I'd suggest you don't. Nothing about the game is realistic, while it is internally consistent and effective at what it dose, the simple fact is that after a battle with serious damage a ship should be fit for nothing but being scrapped for salvage if we are being "realistic". In real life, it's nearly never economical to repair a ship that has suffered heavy damage. In truth, my problem isn't really with repairs and their supply cost, it's with the CR system.  It still is silly and counter intuitive that supplies are more expensive then ships or weapons.

CR doesn't really interact with how much damage a ship took. A ship that never took armor damage and one reduced to a half melted ruin are equally crippled for being in a fight. You have no way to repair CR faster, and no way to avoid CR loss. Yes, there are some strategies that work with it, and other that simply exploit it to make for easy fights and free money, but none of those are fun. The single defense of them is that it encourages you to have reserve ships, but is that really a problem? Especially given your foes are in no way required to stage their attacks this way, and will mob with what they have at hand. If you don't have reserve ships, or are one of the people that prefers to play with a single ship, it simply serves as a time out box that effects you far more then anyone you are fighting.
Title: Re: Combat Readyness isn't fun..
Post by: Doom101 on September 16, 2013, 07:15:03 AM
I've yet to run into any CR related issues, save for when i've been stranded in space after chasing a particularly juicy fleet of buffalos out into the fringes of space.
Title: Re: Combat Readyness isn't fun..
Post by: Reshy on September 16, 2013, 07:22:57 AM
Let's just get some numbers out.


Most Frigates cost about 2 supplies a day plus the never quite full CR penalty which brings it up to about 3.  This means that for each frigate in the fleet you have to pay 360 credits PER DAY.  Keep in mind that you only get a thousand or two credits per fight at the lower levels.  Now keep in mind how long it takes to regenerate CR and you can see where the problems begin.  Furthermore this doesn't account for damage ships take in battle (which they inevitably will).


Now that's just frigates, how about we go a little higher with destroyers, they often cost 4 a day and while under CR they take about 5 per day.  That means they take about 600 credits per day.  Not as bad as frigates but still pretty expensive considering how empty the sector is.


Cruisers take about 9 per day on average with an additional 2 for CR generation.  About 1320 credits per day.  Capital ships take up on average 15 supplies a day and 20 while regenerating CR or about 2400 credits per day.



All of this together means that the amount of cargo space, credits, and supply usage is far too high at this point in time.  Furthermore the AI really isn't affected by CR in the same way the player is.  They have infinitely respawning fleets that can get free resupplies whenever they want while you cannot.  They always deploy all of their ships into combat and of course since they're AIs they can deal with losses in a way the player cannot.  While you have to deal with being unable to field your entire force, high maintenance costs, and a limited budget.
Title: Re: Combat Readyness isn't fun..
Post by: liq3 on September 16, 2013, 07:30:45 AM
Let's just get some numbers out.


Most Frigates cost about 2 supplies a day plus the never quite full CR penalty which brings it up to about 3.  This means that for each frigate in the fleet you have to pay 360 credits PER DAY.  Keep in mind that you only get a thousand or two credits per fight at the lower levels.  Now keep in mind how long it takes to regenerate CR and you can see where the problems begin.  Furthermore this doesn't account for damage ships take in battle (which they inevitably will).


Now that's just frigates, how about we go a little higher with destroyers, they often cost 4 a day and while under CR they take about 5 per day.  That means they take about 600 credits per day.  Not as bad as frigates but still pretty expensive considering how empty the sector is.


Cruisers take about 9 per day on average with an additional 2 for CR generation.  About 1320 credits per day.  Capital ships take up on average 15 supplies a day and 20 while regenerating CR or about 2400 credits per day.



All of this together means that the amount of cargo space, credits, and supply usage is far too high at this point in time.  Furthermore the AI really isn't affected by CR in the same way the player is.  They have infinitely respawning fleets that can get free resupplies whenever they want while you cannot.  They always deploy all of their ships into combat and of course since they're AIs they can deal with losses in a way the player cannot.
I think you're misunderstanding the numbers. Ships only use 10% supplies when they're at max CR. My fleet is using 2.1 supplies a day at max CR. It consists of 4 fighter squadrons, a frigate, a Hammerhead and a Condor.  Deploying the Hammerhead for example only costs 10 supplies too, or 1200 credits.
Title: Re: Combat Readyness isn't fun..
Post by: Krippakrull on September 16, 2013, 07:33:44 AM

CR doesn't really interact with how much damage a ship took. A ship that never took armor damage and one reduced to a half melted ruin are equally crippled for being in a fight. You have no way to repair CR faster, and no way to avoid CR loss. Yes, there are some strategies that work with it, and other that simply exploit it to make for easy fights and free money, but none of those are fun. The single defense of them is that it encourages you to have reserve ships, but is that really a problem? Especially given your foes are in no way required to stage their attacks this way, and will mob with what they have at hand. If you don't have reserve ships, or are one of the people that prefers to play with a single ship, it simply serves as a time out box that effects you far more then anyone you are fighting.


Firstly, having easy ways to negate CR loss or repair it faster would LESSEN the choice you made when deciding your fleet layout. Differing deployment costs and recovery costs makes you think long and hard about what combos of ships are worth it. Playing with a single ship is still also quite viable, you just have to invest i a freighter and a few tugs. Their supply usage is minimal really. On accelerated time the downtime for CR recovery in physical time is very short indeed too.

I do see where you are coming from in a way though, when the only current objective of the game is to fight fleet after fleet, CR and expensive supplies get in the way (though I do think they still make an interesting mechanic) of the meat of the game. On the other hand, the game is IN-DEVELOPMENT, as it says right on the tin. I think players offering critique of new mechanics (outside of those only pertaining to combat) should at least think a little bit about how said mechanics are likely to work with the rest of the content in the finished game.
Title: Re: Combat Readyness isn't fun..
Post by: RawCode on September 16, 2013, 07:44:07 AM
game no longer fun, now it survival + grinding, i personally can't understand why capital ship lose 30%CR per combat ever without taking any damage.

really, WTF???

3 damn frigates attacking capital ship one at time will win, ever without doing ANY DAMAGE.
Title: Re: Combat Readyness isn't fun..
Post by: ValkyriaL on September 16, 2013, 07:47:16 AM
going into combat stations and then going back and forth from there must be very tiring for the crew, and putting the ship in full combat readiness and then back down and back up again strains the systems because, you don't have time to fix them if you're being constantly harassed.

You have to think outside the box sometimes.
Title: Re: Combat Readyness isn't fun..
Post by: mendonca on September 16, 2013, 07:53:47 AM
Also, why would a capital ship not have a significant escort?
Title: Re: Combat Readyness isn't fun..
Post by: Joush on September 16, 2013, 08:01:35 AM

CR doesn't really interact with how much damage a ship took. A ship that never took armor damage and one reduced to a half melted ruin are equally crippled for being in a fight. You have no way to repair CR faster, and no way to avoid CR loss. Yes, there are some strategies that work with it, and other that simply exploit it to make for easy fights and free money, but none of those are fun. The single defense of them is that it encourages you to have reserve ships, but is that really a problem? Especially given your foes are in no way required to stage their attacks this way, and will mob with what they have at hand. If you don't have reserve ships, or are one of the people that prefers to play with a single ship, it simply serves as a time out box that effects you far more then anyone you are fighting.


Firstly, having easy ways to negate CR loss or repair it faster would LESSEN the choice you made when deciding your fleet layout. Differing deployment costs and recovery costs makes you think long and hard about what combos of ships are worth it. Playing with a single ship is still also quite viable, you just have to invest i a freighter and a few tugs. Their supply usage is minimal really. On accelerated time the downtime for CR recovery in physical time is very short indeed too.

I do see where you are coming from in a way though, when the only current objective of the game is to fight fleet after fleet, CR and expensive supplies get in the way (though I do think they still make an interesting mechanic) of the meat of the game. On the other hand, the game is IN-DEVELOPMENT, as it says right on the tin. I think players offering critique of new mechanics (outside of those only pertaining to combat) should at least think a little bit about how said mechanics are likely to work with the rest of the content in the finished game.

Having no way to interact with CR save to hold down the shift key and sigh?

Bad game design. There are currently no skills, hull mods or ship special abilities that relate to it, while as every other aspect of a ship can be effected. I did not say an easy way to negate CR loss, just some other part of the game having an effect on it would be a good idea. Obliviously. To the point where I seriously question rolling it out before fitting it into the game.

I am sort of bemused that your suggestion to work with one ship is to buy several other ships, but yes, if you are willing to compromise on one ship you can have one ship take the lead, striking and then running away to recover CR.

game no longer fun, now it survival + grinding, i personally can't understand why capital ship lose 30%CR per combat ever without taking any damage.

really, WTF???

3 damn frigates attacking capital ship one at time will win, ever without doing ANY DAMAGE.


I hear that. It's inane that a ship can fight a gigantic fleet action at perfect combat readiness, even if it takes a very long time and involves firing it's guns constantly for half an hour, but two or three small engagements turns it into a helpless, uncontrollable target.

going into combat stations and then going back and forth from there must be very tiring for the crew, and putting the ship in full combat readiness and then back down and back up again strains the systems because, you don't have time to fix them if you're being constantly harassed.

You have to think outside the box sometimes.

I'm aware of the basic justification for the CR system, I do read the blog. My point is a game play one, that it's not fun.

Also, why would a capital ship not have a significant escort?

Cruisers and destroyers often operate alone. Even battleships and battle cruisers would be tasked to solo missions like raiding. More to the point, given the inspirations for the game, first-rate ships of the line were often deployed to station alone.
Title: Re: Combat Readyness isn't fun..
Post by: Magician on September 16, 2013, 08:10:05 AM
 The point is that CR should not limit variety of strategies to play with. It ONLY should limit how good is certain strategy in different situations. But we don't have any variety of situations, and instead of bringing different playstyles, making players to invent strategy for different situations, new system only limits us to limited number of viable playstyles. You want to try something different? No. It's not effective.
 What I am afraid of is that this will persist through whole alpha to release date. I already saw such gamedev decisions with bigger titles and I am not sure that history won't repeat itself.

 In v.0.54 you were able to try anything and the only judge was battlefield. I want to clear one thing on this matter. Is it possible to imagine game completely striped of supplies, inventory, traveling in space between planets, buying ships etc.? Yes. And I am sure that many players will be still satisfied with such gameplay.
 Now try to imagine game completely striped of combat. It's hard to imagine, for game to have at least some meaning you will have to come up at least some sort of combat dialogue, or game will become another Microsoft flight sim.
 What it shows is that in Starsector gameplay centered around combat. Everything else exists only to support combat and make it more fun to play. And things get less fun when such sytems as CR is taking focus from combat, things become less fun when the main role in game is played by some abstract number. In other words combat means less in current game and CR determines too many things, its too important number. And while being important it brings zero fun, while cutting off good portion of fun from other parts of this game.

In my opinion this system isn't even needed to balance and smooth things out. There are other ways. But if this system was implemented, well there is 1% chance that it will be removed or changed significantly. I only hope that in final game there will be easy ways to mod these things, if they will stay the same, because Starsector is still great game and I'd love to play it when its finished.
Title: Re: Combat Readyness isn't fun..
Post by: Silver Silence on September 16, 2013, 08:13:20 AM
Also, why would a capital ship not have a significant escort?

I see Independant solo Conquests and Auroras quite often just minding their own business, not running home for supplies or anything, just on their patrols.

At the moment, I just fly a Conquest and two Wolves.
Title: Re: Combat Readyness isn't fun..
Post by: Thaago on September 16, 2013, 08:15:29 AM
I love the cr mechanic. Finally there is a reason to make smart deployment decisions! And to actually have frigates! And CR is intricately tied into the new multi-battle engagements, which I think is the best thing to happen to combat since combat has come out. Sure there are a few problems with it, but those are going to be ironed out.


Two tips for people having trouble managing supplies/cash/CR:
1) Sell your marines. They have outrageous upkeep.
2) If you won't be getting into another fight before returning to station, take ALL the supplies from a battle. Even if your logistics rating goes to 0, you probably won't have an accident and you'll be hauling home an extra 10k supplies in cash easy.
3) Go to the station with your loot then use the repair option. No waiting and it saves you money.

It took me 3 fights to get a destroyer, then another 5 to be sitting on 100k in cash. In the last version it would take me 3 times as long if I didn't get a lucky capture.

game no longer fun, now it survival + grinding, i personally can't understand why capital ship lose 30%CR per combat ever without taking any damage.

really, WTF???

3 damn frigates attacking capital ship one at time will win, ever without doing ANY DAMAGE.

Thats odd! Isn't the point of the "Stand Down" option after a fight to restore most of the CR if there wasn't any damage? Maybe that mechanic isn't working, because I thought the whole point of that was to avoid the situation you are describing.

That said - I'm very glad that skirmishers are effective. Teaches the capital ship to bring a few escorts... Being able to fatigue/demoralize/skirmish the enemy has been a vaild tactic for thousands of years, from ancient times to present day. History is rife with vastly weaker, mobile forces harassing larger forces to death.

...

Also, why would a capital ship not have a significant escort?

Cruisers and destroyers often operate alone. Even battleships and battle cruisers would be tasked to solo missions like raiding. More to the point, given the inspirations for the game, first-rate ships of the line were often deployed to station alone.

Ah, but thats a false analogy: ships of the line were significantly faster than smaller fighting craft in the age of sail. Anything dumb enough to harass a ship of the line was run down and destroyed or captured. Nowadays we think big=slow (and the game balance is a heck of a lot better that way, think of cruisers being uniformly faster than frigates...) but that wasn't the case then. Its more like an aircraft carrier or battleship being harassed by waves of torpedo armed speedboats.
Title: Re: Combat Readyness isn't fun..
Post by: rex on September 16, 2013, 08:25:08 AM
The CR system totally cuts into my cheesy spammy fun.  I can't just steamroll System Defence Fleets anymore.

Now I have to think tactically even about fights I can win easily.

Boooo....

I don't want to have to think.  Make with the pew pews, scratch the CR system.


Title: Re: Combat Readyness isn't fun..
Post by: ValkyriaL on September 16, 2013, 08:37:00 AM
This is a game where you have to use your brain, don't like it, find another game that doesn't require thinking.
Title: Re: Combat Readyness isn't fun..
Post by: Joush on September 16, 2013, 08:40:17 AM
I love the cr mechanic. Finally there is a reason to make smart deployment decisions! And to actually have frigates! And CR is intricately tied into the new multi-battle engagements, which I think is the best thing to happen to combat since combat has come out. Sure there are a few problems with it, but those are going to be ironed out.


Two tips for people having trouble managing supplies/cash/CR:
1) Sell your marines. They have outrageous upkeep.
2) If you won't be getting into another fight before returning to station, take ALL the supplies from a battle. Even if your logistics rating goes to 0, you probably won't have an accident and you'll be hauling home an extra 10k supplies in cash easy.
3) Go to the station with your loot then use the repair option. No waiting and it saves you money.

It took me 3 fights to get a destroyer, then another 5 to be sitting on 100k in cash. In the last version it would take me 3 times as long if I didn't get a lucky capture.

game no longer fun, now it survival + grinding, i personally can't understand why capital ship lose 30%CR per combat ever without taking any damage.

really, WTF???

3 damn frigates attacking capital ship one at time will win, ever without doing ANY DAMAGE.

Thats odd! Isn't the point of the "Stand Down" option after a fight to restore most of the CR if there wasn't any damage? Maybe that mechanic isn't working, because I thought the whole point of that was to avoid the situation you are describing.

That said - I'm very glad that skirmishers are effective. Teaches the capital ship to bring a few escorts... Being able to fatigue/demoralize/skirmish the enemy has been a vaild tactic for thousands of years, from ancient times to present day. History is rife with vastly weaker, mobile forces harassing larger forces to death.

...

Also, why would a capital ship not have a significant escort?

Cruisers and destroyers often operate alone. Even battleships and battle cruisers would be tasked to solo missions like raiding. More to the point, given the inspirations for the game, first-rate ships of the line were often deployed to station alone.

Ah, but thats a false analogy: ships of the line were significantly faster than smaller fighting craft in the age of sail. Anything dumb enough to harass a ship of the line was run down and destroyed or captured. Nowadays we think big=slow (and the game balance is a heck of a lot better that way, think of cruisers being uniformly faster than frigates...) but that wasn't the case then. Its more like an aircraft carrier or battleship being harassed by waves of torpedo armed speedboats.

Under some sailing conditions a first rate could move more quickly then a smaller ship, owing to it's great size and stability allowing it to carry more canvas. It could still be outmaneuvered by lighter craft, however, and in many weather conditions and points of sail outrun in a straight line.

Those speedboats would need to be able to present a threat, in combat, to the ship in question. The ships that burn up a fleet's CR have no such requirement in .6, and can be trash that could be wiped out by the dozen. The added complications and difficulty aren't a serious problem, I don't need advice as to how to make the game easier or exploit the CR system for easy profit.

The CR system totally cuts into my cheesy spammy fun.  I can't just steamroll System Defence Fleets anymore.

Now I have to think tactically even about fights I can win easily.

Boooo....

I don't want to have to think.  Make with the pew pews, scratch the CR system.




Wonderful tone, very mature. Not at all asinine.

i won't even reply with a solid comment to that one.

this is a game where you have to use your brain, don't like it, find another game that doesn't require thinking.

Well you aren't using your brain to post here. You must be saving it for the game. I assume you don't make a solid post, like several other people have to refute my point, because it would take far too much away from your ability to play. Godspeed and good luck, space cowboy.

Ok, children, let's review: You can disagree with someone without all sorts of personal attacks.
Title: Re: Combat Readyness isn't fun..
Post by: Gothars on September 16, 2013, 08:47:50 AM
@ rex, ValkyriaL:
The OP's opinion is absolutely legitimate and that you don't agree with it gives you no right to insult his intelligence. I don't want to see that again.

@ Joush:
Do not rise to provocation, at the end it doesn't matter anymore who started.
(On a sidenote, it would be better to crop quotes to a non-obstructive level)


.. and it's keeping .6a from being fun.

It's too heavily abstracted and there is nothing that interacts well with it. As it works now, it functions mostly to force players to rest, burning supplies, between fights, while supplies have become the primary expense and a constant drain.

I have lot's of fun with his version, there are many other new things besides CR. But I tend to agree that the whole logistic system, seen for itself, is not a very "fun" mechanic. I don't know if pure logistics even can be. It already results in some cool mechanics though, like the "will it be enough to deploy this much"-gamble before a combat or, well, everything Thaago said. But other than that, it is indeed a scaffold, ready to connect many not yet existing mechanics with each other.

Well, it's an alpha game, an I'm OK with that not every step along the  way is a straight one directly towards more fun.
Title: Re: Combat Readyness isn't fun..
Post by: Thaago on September 16, 2013, 08:51:46 AM
...
Ok, children, let's review: You can disagree with someone without all sorts of personal attacks.

I'm sorry if you feel that others are being immature - I think everyone is just running high on emotions from the new release. That said... I'm just going to point out that most of your above post was personal attacks. If you feel someones post doesn't contribute, just don't respond to it. :)

In regards to the sailing vessels: you are correct about the maneuverability - and smaller ships could indeed sail closer to the wind in many cases, forcing the bigger ships to tack and lose ground. In my mind I was thinking about open water pursuit (where large swells gives the advantage to bigger ships) or harbor blockading, where smaller ships had a chance but were often too restricted in their movements to effectively maneuver.

I think speedboats are a threat to aircraft carriers - very much so in ambush situations, and even in straight combat. Modern torpedoes have a very long range, modern speedboats are hard to detect, and there could be significant numbers of them. In terms of physically doing damage, the USS Cole bombing was done by a small craft, and PT boats were quite successful in WWII. http://en.wikipedia.org/wiki/USS_Cole_bombing http://en.wikipedia.org/wiki/PT_boat#Service
Title: Re: Combat Readyness isn't fun..
Post by: Histidine on September 16, 2013, 08:52:31 AM
Having no way to interact with CR save to hold down the shift key and sigh?
You interact with it by deploying as many ships as you need, no more and no less. You interact with it by buying and using different ships for different situations.

Quote
Bad game design. There are currently no skills, hull mods or ship special abilities that relate to it
The Combat aptitude reduces the CR needed to deploy your flagship. The Leadership aptitude and Fleet Logistics skills indirectly interact with it, by increasing the fleet size you can handle without incurring CR penalties. This doesn't fit into the listed categories, but better crew also allow a ship to have more CR. So yes, a few existing gameplay elements already relate to CR, and more can be added as the game develops.
Title: Re: Combat Readyness isn't fun..
Post by: rex on September 16, 2013, 08:59:12 AM
I actually agree with him a fair bit. The tone of the game has changed massively, and while I'm enjoying learning what is pretty much a totally new game, I am having less 'fun' and spending a lot more time being frustrated.



I'm glad the AI doesn't seem to fully understand how CR works. While pirate fleets used to take foolish risks challenging vastly superior forces, leading to demolishing multiple fleets in a few in game days. With CR as it is now, there would be a serious risk of grinding down to ~0 cr across your fleet anytime you went near the hidden base.

They don't seem to press the attack. Which is nice of them. Lots of battles with smallish fleets is now very dangerous, but less common.
Title: Re: Combat Readyness isn't fun..
Post by: ValkyriaL on September 16, 2013, 09:10:26 AM
Think they missed completely that the comment was directed at your comment, I should have quoted :I (or written it out differently)

But anyway, i really like the CR feature, it makes sense if nothing else, since deploying ships over and over would break them and their crew from not getting any maintenance/rest, stuff breaking down because it constantly runs at max power, and the fact that i can leave ships out is even better due to having low CR, being badly damaged or being civilian craft, and i'm currently swimming in supplies i can't even carry, barely played 15 minutes and i already have 100.000 credits just by selling supplies i don't even know what to do with.
Title: Re: Combat Readyness isn't fun..
Post by: Alex on September 16, 2013, 10:53:31 AM
The point is that CR should not limit variety of strategies to play with. It ONLY should limit how good is certain strategy in different situations. But we don't have any variety of situations, and instead of bringing different playstyles, making players to invent strategy for different situations, new system only limits us to limited number of viable playstyles. You want to try something different? No. It's not effective.
What I am afraid of is that this will persist through whole alpha to release date. I already saw such gamedev decisions with bigger titles and I am not sure that history won't repeat itself.

This is a complicated question. First of all, I think what you're saying implies that all strategies should be good in some situation. I can't agree with that; for any set of mechanics, doing some things is just going to be a bad idea. Like, say, buidling a fleet around freighters as the primary combat ship. It might be fun, and you might make it work once or twice, but it's certifiably worse than using combat ships for the purpose.

What makes things fun, imo, is having to take different considerations into account while coming up with a combat-viable fleet. If the "only judge is the battlefield", as you say, that quickly leads to a few "this is best" setups, and that's that. If, on the other hand, you have external considerations, you get a lot more variety. A good example of this is the Hyperion. It's a really fun ship, and I didn't want to destroy its combat potential - which you'd pretty much have to, if combat balance was the only concern. But with the logistics profile it has, it can remain an amazingly good ship that's all the more special because you don't get to see it in every single battle.

So, ultimately, I think out-of-combat effectiveness considerations actually enhance both the variety of ships and strategies. Not being able to always use a combat-optimal approach is what makes it interesting, because the combat-optimal approach, by definition, can often lead to one-sided battles.

Further, I'm at a loss to come up with strategies that the CR system has taken away. Using overwhelming force in every situation? Well yeah, it did that, but it was meant to. Flying around with a solo capital ship? To a point, but you can stand down from combat to keep CR high, and pick up points in Combat to further reduce CR loss. It's certainly doable. Frigate swarm? Still viable, by all accounts. All-high-tech fleet? Also still viable, as long as you don't overdeploy - basically, the high tech ships are forced to pull their weight rather than overwhelm with speed, shield efficiency, and overall quality.

So, honest question: what options do you feel CR took away?

In v.0.54 you were able to try anything and the only judge was battlefield. I want to clear one thing on this matter. Is it possible to imagine game completely striped of supplies, inventory, traveling in space between planets, buying ships etc.? Yes. And I am sure that many players will be still satisfied with such gameplay.
Now try to imagine game completely striped of combat. It's hard to imagine, for game to have at least some meaning you will have to come up at least some sort of combat dialogue, or game will become another Microsoft flight sim.
What it shows is that in Starsector gameplay centered around combat. Everything else exists only to support combat and make it more fun to play. And things get less fun when such sytems as CR is taking focus from combat, things become less fun when the main role in game is played by some abstract number. In other words combat means less in current game and CR determines too many things, its too important number. And while being important it brings zero fun, while cutting off good portion of fun from other parts of this game.

I think what it means is that the campaign is still pretty bare-bones, so imagining it stand-alone is a much more difficult proposition :) I expect that by the time 1.0 rolls around, it won't be.
Title: Re: Combat Readyness isn't fun..
Post by: icepick37 on September 16, 2013, 10:57:26 AM
CR is interesting. It probably won't be fun for everyone, but I think that lumping the whole thing into the "not fun" category isn't fair either. As a first pass it's going to have problems. But most of them are fixable.

It's intended to bridge the gap between combat (Which rocks) and the campaign (which let's be honest, doesn't really exist yet). And yes it was intended to slow the campaign down. It's providing atmosphere, and doing a reasonable job. Just because it isn't perfect yet isn't reason to scrap the whole thing.
Title: Re: Combat Readyness isn't fun..
Post by: LostInTheWired on September 16, 2013, 11:05:43 AM
-snip-

I have lot's of fun with his version, there are many other new things besides CR. But I tend to agree that the whole logistic system, seen for itself, is not a very "fun" mechanic. I don't know if pure logistics even can be.

-snip-

Pure logistics can absolutely be great fun!  Just look at Cities In Motion or, if you're a weirdo like me, Euro Truck Sim.  XD

It just has to be designed correctly.  The problem is with the fact that Alex seems far too afraid of becoming too "micro managey".  What has to be kept in mind is probably the NUMBER ONE THING that will upset a player: lack of control.  It's why so many people hate table top rpgs (don't worry, I love them).  It's why there are jokes everywhere on the internet of a veteran samurai killing tanks (Civilization).  While realistic, lack of control will *** nearly anyone off.

The only problem with CR I've had is, very possibly, that it's far too abstract.  It may be far better to split things up.  I see people bringing CR being taking care of crew injuries, replacing damaged parts, ect.  It's my opinion that it should maybe be split into 3 parts.

Upkeep:  Very basic.  Base daily cost.  It's the cost of food, basic supplies, clothing, ect.  This is per ship.  Could also include per crew, but I'm not sure how easy that would be to really balance.  This is a baseline and shouldn't change.
Maintenance:  Subsystem damage, maintenance.  This should be our repair costs.  This should be what we use when going into combat.  Lighting up that tachyon lance is not easy if there's a pothole in the EM shielding!  This should be able to be suspended by the player.
Casualties/Medical:  This, I think, is the best addition.  As people have stated, they see CR, in part, as taking care of injured crew.  I agree with this assessment, and it makes sense that you can't just "suspend medical treatment" and everything is fine and dandy.  But, in this game, it always had the atmosphere of "unfriendly, unrelenting universe".  You can't suspend this.  BUT, you can cancel it, and lose a random, but high, percentage of the injured crew.  Not only is that insanely inhumane (which can be interesting in itself in an ethical exploration standpoint), seeing your injury numbers after combat gives a kind of beautiful depiction of the human cost of your conquest.

I really think this adds far more to the game and gives the player more control, while also not being too micro.  We're only talking a single fleet here.  Two dozen ships, if that.  If you're running low on supplies, this is not too much to think about and shouldn't be a problem very often, only if something has gone horribly wrong.  For example, you took on a large fleet and lost a major ship or two and were then chased and caught by another fleet, which you luckily beat.  The chase drained your supplies and the multiple combats in quick succession (as well as the low maintenance of the ships) have caused large amounts of crew injuries.  Do you halt maintenance on a few ships to keep you held over 'til port, but risk being outmatched on the long trip home, or do you stop treating the injuries and lose 80% of the casualties you sustained in battle, just so you don't have to risk losing more ships to retreats if you're caught on the way?  Or are you so low, you have to do both?  Are you ethically willing to do both?

I dunno.  I may be off base here, but I see some interesting passion in that.
Title: Re: Combat Readyness isn't fun..
Post by: Yemala on September 16, 2013, 11:07:19 AM
I agree that combat readyness is not at all fun.. but not really for supply consumption reasons.

Sure, I don't think the supply consumption (in the current state of the game) works, but I see the point of it for future versions. However, managing the supplies (buying them, selling excess, etc) is more finicky than it needs to be, and ships seem to hold EXTREMELY little compared to how much they consume - a long frigate (at least, some of them) can't get from the centre of the first starsystem to the tri-tech base under its own power without malfunction. I think the consumption rates and/or the cargo hold sizes need to be tweaked.

Also, fuel feels really redundant. Even when inter-sector travel has more of a point, it still feels like supplies will be the bottleneck, rather than fuel. I would almost suggest either amalgamating the two or making sublight travel also use fuel - your ships have huge fuel bays and very little cause to use them, while they absolutely chew through supplies. Some tweak there might be worthwhile.

But really, what bothers me about CR, is the in-combat degredation. The bonuses feel a bit contrived, as you have little control over them, and the penalties are just extreme - if your battle lasts more than a few minutes, everything will just start malfunctioning constantly. A combat readyness drop after battle based on length and damage taken is fine, but the in-combat degredation is incredibly unfun.

edit: I would also say that 'stand down' being unavailable for anything beyond a fairly trivial fight doesn't help things.
Title: Re: Combat Readyness isn't fun..
Post by: Cerus on September 16, 2013, 11:58:22 AM
I like the idea of CR, but it feels kind of arbitrary how it drains sometimes. I want the limitations and strategic thinking that it enforces, but I really dislike the arbitrary feel of the "frigate timer" and CR drain on deployment not feeling like it has much to do with what I would imagine might actually put a strain on a ship's systems and crew to make it less combat ready.

All I know is I also had more fun before it was implemented, but I'm happy to wait and see what happens with it.
Title: Re: Combat Readyness isn't fun..
Post by: Riztro on September 16, 2013, 12:14:07 PM
Had to register for this.

Combat readiness is the single most important part of Starsector going forward. Sure, when all we have is two systems working as a sandbox to shoot things in, it's not much. But if the game is ever to be a challenge, something to play rather than something to play with, it needs a supply system. And to be honest, it's a good system. There's no fussing with different resources to supply the ships, there's a noticeable difference between different levels of CR, and there's a high variability in supply costs depending on how well you plan your engagements and movements.

I'm sure there's tweaking to be done but all by its lonesome, CR improved 0.6 a hell of alot more than anything else in there at the moment.

Title: Re: Combat Readyness isn't fun..
Post by: Uomoz on September 16, 2013, 12:34:15 PM
Had to register for this.

Combat readiness is the single most important part of Starsector going forward. Sure, when all we have is two systems working as a sandbox to shoot things in, it's not much. But if the game is ever to be a challenge, something to play rather than something to play with, it needs a supply system. And to be honest, it's a good system. There's no fussing with different resources to supply the ships, there's a noticeable difference between different levels of CR, and there's a high variability in supply costs depending on how well you plan your engagements and movements.

I'm sure there's tweaking to be done but all by its lonesome, CR improved 0.6 a hell of alot more than anything else in there at the moment.



This guy I like.

But really, what bothers me about CR, is the in-combat degredation. The bonuses feel a bit contrived, as you have little control over them, and the penalties are just extreme - if your battle lasts more than a few minutes, everything will just start malfunctioning constantly. A combat readyness drop after battle based on length and damage taken is fine, but the in-combat degredation is incredibly unfun.

I disagree: first I find fun having to take in consideration more factors (like the frig timer), rather then less, second this update actually differentiated ship roles a bit more and that was a VERY needed thing. Haven't anyone noticed the HUGE speed buff on all frigates???
Title: Re: Combat Readyness isn't fun..
Post by: icepick37 on September 16, 2013, 12:58:53 PM
Had to register for this.

Combat readiness is the single most important part of Starsector going forward. Sure, when all we have is two systems working as a sandbox to shoot things in, it's not much. But if the game is ever to be a challenge, something to play rather than something to play with, it needs a supply system. And to be honest, it's a good system. There's no fussing with different resources to supply the ships, there's a noticeable difference between different levels of CR, and there's a high variability in supply costs depending on how well you plan your engagements and movements.

I'm sure there's tweaking to be done but all by its lonesome, CR improved 0.6 a hell of alot more than anything else in there at the moment.



This guy I like.
Me too, haha.  Welcome, btw!  :D

I disagree: first I find fun having to take in consideration more factors (like the frig timer), rather then less, second this update actually differentiated ship roles a bit more and that was a VERY needed thing. Haven't anyone noticed the HUGE speed buff on all frigates???

I actually didn't. Probably b/c you start in a frigate, haha. But now you mention it I could usually catch stuff in a hammerhead that now I have no prayer of getting to.
Title: Re: Combat Readyness isn't fun..
Post by: Mattk50 on September 16, 2013, 01:34:42 PM
Sure, I don't think the supply consumption (in the current state of the game) works, but I see the point of it for future versions. However, managing the supplies (buying them, selling excess, etc) is more finicky than it needs to be
If you SERIOUSLY have a problem with buying and selling a SINGLE RESOURCE to manage all the supplies for all your entire fleet, then there is nothing that can be done for you. Just play the old versions of starsector forever. I assume its going to get at least a little more "finicky" when officers, outposts, trading, etc comes in.
Title: Re: Combat Readyness isn't fun..
Post by: Alex on September 16, 2013, 02:00:49 PM
@Mattk50: That seems a bit harsh. Let's not get into borderline-ad hominem and "you don't like something so go away", shall we?


To everyone that registered just to post here: thank you for your feedback, I really appreciate you taking the time. Also, welcome to the forum!

Sure, I don't think the supply consumption (in the current state of the game) works, but I see the point of it for future versions. However, managing the supplies (buying them, selling excess, etc) is more finicky than it needs to be, and ships seem to hold EXTREMELY little compared to how much they consume - a long frigate (at least, some of them) can't get from the centre of the first starsystem to the tri-tech base under its own power without malfunction. I think the consumption rates and/or the cargo hold sizes need to be tweaked.

I can see it being a bit of a drag for solo frigates. Or are you talking about larger fleets, too? Just for the record, a frigate can easily get around the whole system a many times over on a single hold full of supplies - provided that it doesn't engage in combat and have to recover CR.


Also, fuel feels really redundant. Even when inter-sector travel has more of a point, it still feels like supplies will be the bottleneck, rather than fuel. I would almost suggest either amalgamating the two or making sublight travel also use fuel - your ships have huge fuel bays and very little cause to use them, while they absolutely chew through supplies. Some tweak there might be worthwhile.

Agree, at this point. It's currently tuned not to be much of a concern because exploration doesn't exactly exist.

But really, what bothers me about CR, is the in-combat degredation. The bonuses feel a bit contrived, as you have little control over them, and the penalties are just extreme - if your battle lasts more than a few minutes, everything will just start malfunctioning constantly. A combat readyness drop after battle based on length and damage taken is fine, but the in-combat degredation is incredibly unfun.

I think that for most cases, the 3-5 minutes you get without degradation is plent of time to do a lot. There's one problem, though, where the game will create an unduly large battlefield when one fleet is large and the other is tiny. Then you'll end up with 3 frigates playing hide-and-seek for a while, and as the battle drags out much longer than it should, CR degradation becomes a major problem. I'll fix that up for 0.6.1a.

edit: I would also say that 'stand down' being unavailable for anything beyond a fairly trivial fight doesn't help things.

The idea for stand down is to prevent small ships from harassing big ships to death without actually fighting them. It's not intended to help you recover CR after tough fights; one of the main reasons behind CR is to add a real cost to deploying ships, so that you don't want to deploy an overwhelming force. Ultimately, this leads to more fair, challenging, and fun battles.


I like the idea of CR, but it feels kind of arbitrary how it drains sometimes. I want the limitations and strategic thinking that it enforces, but I really dislike the arbitrary feel of the "frigate timer" and CR drain on deployment not feeling like it has much to do with what I would imagine might actually put a strain on a ship's systems and crew to make it less combat ready.

All I know is I also had more fun before it was implemented, but I'm happy to wait and see what happens with it.

Thanks for being willing to give it time! I think once more campaign mechanics are there, things will fall into place more and more.


Had to register for this.

Combat readiness is the single most important part of Starsector going forward. Sure, when all we have is two systems working as a sandbox to shoot things in, it's not much. But if the game is ever to be a challenge, something to play rather than something to play with, it needs a supply system. And to be honest, it's a good system. There's no fussing with different resources to supply the ships, there's a noticeable difference between different levels of CR, and there's a high variability in supply costs depending on how well you plan your engagements and movements.

I'm sure there's tweaking to be done but all by its lonesome, CR improved 0.6 a hell of alot more than anything else in there at the moment.

Appreciate you dropping by, and glad to hear you like how it works!


Spoiler
-snip-

I have lot's of fun with his version, there are many other new things besides CR. But I tend to agree that the whole logistic system, seen for itself, is not a very "fun" mechanic. I don't know if pure logistics even can be.

-snip-

Pure logistics can absolutely be great fun!  Just look at Cities In Motion or, if you're a weirdo like me, Euro Truck Sim.  XD

It just has to be designed correctly.  The problem is with the fact that Alex seems far too afraid of becoming too "micro managey".  What has to be kept in mind is probably the NUMBER ONE THING that will upset a player: lack of control.  It's why so many people hate table top rpgs (don't worry, I love them).  It's why there are jokes everywhere on the internet of a veteran samurai killing tanks (Civilization).  While realistic, lack of control will *** nearly anyone off.

The only problem with CR I've had is, very possibly, that it's far too abstract.  It may be far better to split things up.  I see people bringing CR being taking care of crew injuries, replacing damaged parts, ect.  It's my opinion that it should maybe be split into 3 parts.

Upkeep:  Very basic.  Base daily cost.  It's the cost of food, basic supplies, clothing, ect.  This is per ship.  Could also include per crew, but I'm not sure how easy that would be to really balance.  This is a baseline and shouldn't change.
Maintenance:  Subsystem damage, maintenance.  This should be our repair costs.  This should be what we use when going into combat.  Lighting up that tachyon lance is not easy if there's a pothole in the EM shielding!  This should be able to be suspended by the player.
Casualties/Medical:  This, I think, is the best addition.  As people have stated, they see CR, in part, as taking care of injured crew.  I agree with this assessment, and it makes sense that you can't just "suspend medical treatment" and everything is fine and dandy.  But, in this game, it always had the atmosphere of "unfriendly, unrelenting universe".  You can't suspend this.  BUT, you can cancel it, and lose a random, but high, percentage of the injured crew.  Not only is that insanely inhumane (which can be interesting in itself in an ethical exploration standpoint), seeing your injury numbers after combat gives a kind of beautiful depiction of the human cost of your conquest.

I really think this adds far more to the game and gives the player more control, while also not being too micro.  We're only talking a single fleet here.  Two dozen ships, if that.  If you're running low on supplies, this is not too much to think about and shouldn't be a problem very often, only if something has gone horribly wrong.  For example, you took on a large fleet and lost a major ship or two and were then chased and caught by another fleet, which you luckily beat.  The chase drained your supplies and the multiple combats in quick succession (as well as the low maintenance of the ships) have caused large amounts of crew injuries.  Do you halt maintenance on a few ships to keep you held over 'til port, but risk being outmatched on the long trip home, or do you stop treating the injuries and lose 80% of the casualties you sustained in battle, just so you don't have to risk losing more ships to retreats if you're caught on the way?  Or are you so low, you have to do both?  Are you ethically willing to do both?

I dunno.  I may be off base here, but I see some interesting passion in that.
[close]

Hmm. Honestly, I think that might be going off the deep end a little bit. I can see how it might be fun (certainly things like the decision about caring for your crew), but really, ships already have plenty of stats. Adding a couple more just doesn't seem like something to be done lightly.
Title: Re: Combat Readyness isn't fun..
Post by: Yemala on September 16, 2013, 02:18:35 PM
Sure, I don't think the supply consumption (in the current state of the game) works, but I see the point of it for future versions. However, managing the supplies (buying them, selling excess, etc) is more finicky than it needs to be
If you SERIOUSLY have a problem with buying and selling a SINGLE RESOURCE to manage all the supplies for all your entire fleet, then there is nothing that can be done for you. Just play the old versions of starsector forever. I assume its going to get at least a little more "finicky" when officers, outposts, trading, etc comes in.

I meant mechanically. As in, the sliders are awkward, and I am constantly referencing different bits of the screen to try to hit the cargo quota. It isn't a huge deal, but it is annoying and almost certainly easily changed.

How dare I mention something minor I find annoying in a relevant thread. The nerve of me.
Title: Re: Combat Readyness isn't fun..
Post by: Mattk50 on September 16, 2013, 06:48:47 PM
I was awestruck at the idea that someone would actually have an issue with moving the abstracted resource in the abstracted cargohold system around in the interface less than once every 5 minutes to the point of being game breakingly labor intensive.

Obviously nobody who plays this kind of game could be that horrible. Sorry for mistaking you for such a person. God help that person if they ever run across such niche games as far cry 3, deus ex: HR, any rpg, or such classics as call of duty modern warfare 5 6 and 7 and fall victim to their inventory/loadout systems, dying a painful death as the game overwhelms their senses, the carpel tunnel spreads throughout their body, down to their heart which stops beating, and they succumb to their fate.

Title: Re: Combat Readyness isn't fun..
Post by: Zapier on September 17, 2013, 12:03:29 AM
I feel like I'm a little late to this party to really add anything constructive, but I'll try without trying to really quote and snip pieces from all over the place.

To me, the CR system requires only a little more management than before, but I also see how it does connect the rest of the game and give things for the traders of the future and such to consider when hauling resources to trade somewhere... it gives the combat fleets something to consider when they have a chance to board a derelict (wouldn't that be fun in the campaign? Random events or spawns of ships to explore with your marines? Such a complete and total off track line of thinking for this post...) or disabled vessel since the cost of supplies, even if left to mothball, might be too much strain depending on where you are or cause you to completely scrap badly damaged ships that survive combat because the strain on supplies would be too much to live with. It creates some consequences and some forethought which games like these need to keep it more interesting or else it turns into this fast run away system that I would say even fewer people enjoy after an even shorter time.

I also wanted to quickly comment on a mention about the capital ships operating alone should be easier because that's how it works in our real world navy (or some general generalization) and that while it may be true that it was mentioned by Alex a long time ago that the capital ships were meant to be few and far between in the vision for the universe and that most would like be centered in a fleet or two... not so numerous that these valuable assets are sent across large regions of space alone or without much support at all. The CR system could be viewed as a way to also make that happen. As even the OP mentioned about not bringing realism into it, I think the same applies with all aspects of the game. Sometimes you just have to accept that a game system is exactly that. Despite as much immersion as possible, sometimes for the sake of balance there might be rules or systems put in place we might not all enjoy.

In the end, I feel like those who might really hate CR at the moment are similar to those who hated how easy it was to get all the ships in the game in the previous (and current) version. Everything campaign wise is still so bare and being put together in pieces. I can't even remember how long just making battles as fluid as they are took, but sometimes we probably won't and can't fully appreciate everything until we see what's in store to add on to it. Logistics is just one of those things I feel since there's literally no bases, no trading, no mining, no ship building, no systems that would or could play off these and help put more balance into the CR system by adjusting the cost of supplies or even the individual officers that can have skills to lessen the CR impact from deploying and so on. So, while CR may not be fun, I think we just need to accept that it needs to stick around for awhile longer before we make any real decisions on whether it's really good or bad.

I just hope people aren't forgetting the ultimate goals of this game, that it isn't meant to be simply a space combat game. There are so many more elements going to be tacked on which is probably where the abstract feeling of CR is coming from, that these other elements aren't simply there yet to allow people to really feel and understand the need for systems.
Title: Re: Combat Readyness isn't fun..
Post by: PCCL on September 17, 2013, 12:17:28 AM
I also wanted to quickly comment on a mention about the capital ships operating alone should be easier because that's how it works in our real world navy

Hmm?

We don't have lone battleships and carriers out in the oceans, do we? (we being mankind in general)

I mean, I'm from canada (who's navy is rubbish so don't quote me on this) but isn't it like cruisers patrol the high seas while cap ships (carriers these days) generally move out as the centerpiece of a battlegroup with destroyers, cruisers and many support ships?
Title: Re: Combat Readyness isn't fun..
Post by: Zapier on September 17, 2013, 12:19:32 AM
We don't but there was mention earlier in the thread of people saying it was happening, so I was commenting on that... giving them the benefit of being right that they can operate alone... I wasn't agreeing that that's how it is though.
Title: Re: Combat Readyness isn't fun..
Post by: TJJ on September 17, 2013, 05:01:35 AM
I agree with OP; CR in its current form isn't fun.

I think the biggest problem is it's an artificial restriction upon what the player is able to do; much like the annoying stamina bars you find in many modern FPS games.
This artificial restriction is completely unavoidable; it's applied for just playing the game as it's supposed to be played.

Compare this to previous versions, where suffering heavy damage from a major battle would require a re-cooperation period.
On the surface this re-cooperation period appears similar to CR, however there are 3 critical differences:

1) damage is visual
2) damage is avoidable; it's the direct result of the player (or the AI under the player's command) making a mistake.
3) damage isn't completely crippling; even a heavily damaged ship could put up a fight.

Put succinctly CR disempowers the player.

There are other side-issues too; the way it marginalizes the persistence of hull damage, and dramatically increases the reliance upon supplies thereby impacting upon how the player is able to move around the map.
However these latter issues will likely go away with balancing & the addition of more content.

What puzzles me about CR is that it's a 'downward spiral' mechanic, something that Alex has previously said he's dead set against. (with regard to permanent damage to weapons/engines in battles)
Title: Re: Combat Readyness isn't fun..
Post by: liq3 on September 17, 2013, 05:47:37 AM
I agree with OP; CR in its current form isn't fun.
I disagree. By stopping the player deploying all his ships every battle, it forces more interesting strategy and makes the game deeper.

Quote
Compare this to previous versions, where suffering heavy damage from a major battle would require a re-cooperation period.
On the surface this re-cooperation period appears similar to CR, however there are 3 critical differences:
1) damage is visual
2) damage is avoidable; it's the direct result of the player (or the AI under the player's command) making a mistake.
3) damage isn't completely crippling; even a heavily damaged ship could put up a fight.
1. What? How is that even relevant?
2. CR Loss in avoidable. Don't deploy the ship(s).
3. CR loss isn't crippling either. Even a ship with just regular crew and less then 20% CR deployment cost can easily do 2 battles in row before CR becomes a problem. High deployment cost ships - that CR cost is part of their balance now. You get to use that super powerful ship in a battle, and then it needs a break to recover.

Quote
Put succinctly CR disempowers the player.
I'm pretty sure that's the point.  ::)
Title: Re: Combat Readyness isn't fun..
Post by: Histidine on September 17, 2013, 05:52:47 AM
I think the biggest problem is it's an artificial restriction upon what the player is able to do; much like the annoying stamina bars you find in many modern FPS games.
This artificial restriction is completely unavoidable; it's applied for just playing the game as it's supposed to be played.
I think this point needs more elaboration. Is limited ammo for ballistics and missiles an artificial restriction? What about credits? Stores having only a limited selection of items in stock?
Title: Re: Combat Readyness isn't fun..
Post by: Flare on September 17, 2013, 06:16:28 AM
Or getting hurt and dying when the AI shoots you?
Title: Re: Combat Readyness isn't fun..
Post by: Magician on September 17, 2013, 06:21:21 AM
It's simple. If artificial restriction enriches gameplay variety - it is fun and good. If it only limits gameplay variety to very few possible strategies - it's not fun at all.

Ammo restriction enriches gameplay with different playstyles - you either have super efficient weapon with limited usability, or you have mediocre weapon with unlimited ammo. You can choose either of options and each is VIABLE and good to use. And because they are different, in some situations you will have an edge by using certain option.

What we have now - we have only one type of weapon being effective at all in a whole game. Because artificial restriction created variety of options, choices, but there are no REAL choices to make. Every other choice except of one is not viable. Just imagine if we had only one ship at every station, only one in a whole game. In such case having credits, ship shop - it really is meaningless. Only because you are able to buy many different ships and they all have some value credits and different shops have meaning. It really doesn't matter why this happened - because CR is a raw and very questionable system to solve problems it is intended to solve, or because game is still in alpha and game content is missing. We have what we have. And something has to be done, because current gameplay will not satisfy all players in a long term.
Title: Re: Combat Readyness isn't fun..
Post by: Histidine on September 17, 2013, 06:31:50 AM
It's simple. If artificial restriction enriches gameplay variety - it is fun and good. If it only limits gameplay variety to very few possible strategies - it's not fun at all.

Ammo restriction enriches gameplay with different playstyles - you either have super efficient weapon with limited usability, or you have mediocre weapon with unlimited ammo. You can choose either of options and each is VIABLE and good to use. And because they are different, in some situations you will have an edge by using certain option.

What we have now - we have only one type of weapon being effective at all in a whole game. Because artificial restriction created variety of options, choices, but there are no REAL choices to make. Every other choice except of one is not viable.

Earlier in this thread, Alex asked:
The point is that CR should not limit variety of strategies to play with. It ONLY should limit how good is certain strategy in different situations. But we don't have any variety of situations, and instead of bringing different playstyles, making players to invent strategy for different situations, new system only limits us to limited number of viable playstyles. You want to try something different? No. It's not effective.
What I am afraid of is that this will persist through whole alpha to release date. I already saw such gamedev decisions with bigger titles and I am not sure that history won't repeat itself.

This is a complicated question. First of all, I think what you're saying implies that all strategies should be good in some situation. I can't agree with that; for any set of mechanics, doing some things is just going to be a bad idea. Like, say, buidling a fleet around freighters as the primary combat ship. It might be fun, and you might make it work once or twice, but it's certifiably worse than using combat ships for the purpose.

What makes things fun, imo, is having to take different considerations into account while coming up with a combat-viable fleet. If the "only judge is the battlefield", as you say, that quickly leads to a few "this is best" setups, and that's that. If, on the other hand, you have external considerations, you get a lot more variety. A good example of this is the Hyperion. It's a really fun ship, and I didn't want to destroy its combat potential - which you'd pretty much have to, if combat balance was the only concern. But with the logistics profile it has, it can remain an amazingly good ship that's all the more special because you don't get to see it in every single battle.

So, ultimately, I think out-of-combat effectiveness considerations actually enhance both the variety of ships and strategies. Not being able to always use a combat-optimal approach is what makes it interesting, because the combat-optimal approach, by definition, can often lead to one-sided battles.

Further, I'm at a loss to come up with strategies that the CR system has taken away. Using overwhelming force in every situation? Well yeah, it did that, but it was meant to. Flying around with a solo capital ship? To a point, but you can stand down from combat to keep CR high, and pick up points in Combat to further reduce CR loss. It's certainly doable. Frigate swarm? Still viable, by all accounts. All-high-tech fleet? Also still viable, as long as you don't overdeploy - basically, the high tech ships are forced to pull their weight rather than overwhelm with speed, shield efficiency, and overall quality.

So, honest question: what options do you feel CR took away?
You didn't give an answer then. Would you like to now?
Title: Re: Combat Readyness isn't fun..
Post by: Uomoz on September 17, 2013, 06:36:19 AM
And something has to be done, because current gameplay will not satisfy all players in a long term.

For me that could be 0.54 compared to 0.6.
Title: Re: Combat Readyness isn't fun..
Post by: rex on September 17, 2013, 07:08:07 AM
Alex, CR took away the option to play as an independent ship captain. You can't really solo. 1 man(and a nameless crew), 1 ship against insurmountable odds.

This is something a lot of people like. There's a whole genera based around it. It's the essence of the X-wing/TIE Fighter like space combat sim.

It's... not really an option anymore. It wasn't really my play style, but I can understand the loss.


I think it has a pretty simple solution. Have a skill that drastically reduces the CR cost of the piloted ship(also killing the frigate CR burn timer). Or just build in an exception for solo fleets, or fleets with under a given DP/Logistic cost. 'You're a great captain with mad logistical skills who motivates the heck out of his crew, you don't have to deal with CR issues nearly as much so long as you are in a frigate or destroyer'.

If it is automatic, it would make the early game a lot less stressful as well. Realize eventually you are going to have people playing this who don't already love the game, giving them a pass on dealing constantly with CR until they have more experience and a multiship fleet will probably help newbies get into the game.

Just a thought. 

Also, if it were logistics cost/DP based you'd have an excuse for it not to apply to the hyperion.
Title: Re: Combat Readyness isn't fun..
Post by: Andy H.K. on September 17, 2013, 07:48:28 AM
I don't know... it's probably my playstyle.... but CR isn't really even a concern for me...

(Or maybe it's my lack of skill.... if the fight last long enough that my frigates run out of time I'm usually losing  :( )

Alex, CR took away the option to play as an independent ship captain. You can't really solo. 1 man(and a nameless crew), 1 ship against insurmountable odds.

This is something a lot of people like. There's a whole genera based around it. It's the essence of the X-wing/TIE Fighter like space combat sim.

It's... not really an option anymore. It wasn't really my play style, but I can understand the loss.

I suppose in-fight CR degradation may take away frigate soloing.... But then that doesn't mean you can't solo in destroyer, cruiser, capital ships etc...

I think it has a pretty simple solution. Have a skill that drastically reduces the CR cost of the piloted ship(also killing the frigate CR burn timer). Or just build in an exception for solo fleets, or fleets with under a given DP/Logistic cost. 'You're a great captain with mad logistical skills who motivates the heck out of his crew, you don't have to deal with CR issues nearly as much so long as you are in a frigate or destroyer'.

If it is automatic, it would make the early game a lot less stressful as well. Realize eventually you are going to have people playing this who don't already love the game, giving them a pass on dealing constantly with CR until they have more experience and a multiship fleet will probably help newbies get into the game.

Just a thought. 

Also, if it were logistics cost/DP based you'd have an excuse for it not to apply to the hyperion.

I think this is more like godmodeing  :-\ not exactly a brilliant idea to me
Title: Re: Combat Readyness isn't fun..
Post by: Magician on September 17, 2013, 07:50:56 AM
Uomoz: I too didn't like some aspects of v.0.54, but I hope there will be new updates where both sides of players will be satisfied.

Histidine: I appologize for missing answer by Alex. Will try to answer now.
About freighter example. There should be some game goal to use freighter fleet. Using it as a combat ship obviously is a bad idea. But even without quests, trading and other things - freighters still have value as a mean to sustain big fleet for a long time or bring back big catch. But it is not so good example overall because we don't have trading or any other system which utilizes freighters very well.

How I see this whole thing. CR certainly is capable of limiting such ships as Hyperion from being overused, or stops from using capitals against 2 fighter wings. Aside from how balanced CR tuning is now, instead of giving you an options when you can find different strategies to be CR effective equally (and so you will find that using Hyperion is beneficial, and also using lasher is beneficial, and also using Dominator is beneficial, but with slight accents on different situations), what I find is that I have few effective ways to play. And I have all other ways to play, but I will never try them except only for the sake of testing. I don't feel being rewarded for using this system, I don't feel being given new options to choose from. Instead I feel that I have to play only few efficient ways. For example Hyperion - I rarely used them earlier, because they cost alot and outside of small scale battles they are not that good as equally pricey ships. Now with CR penalties I don't even know if I should ever bother with such ships with great penalties.
In short I see how CR limited what should be limited (but I am still insisting that it needs alot of balancing), but I don't see how it expanded my gameplay experience. I don't believe that we will have many CR efficient ways to play.
If earlier we had no limits to use excessive force, we at the same time had no limits to try other strategies, tons of them. But with CR you are not only limiting strategies which you intended to limit, you limit alot of other strategies. There is no point in new stat if it makes your pool of viable choices smaller. It gives more factors to consider, but at the same time makes field of your options smaller. And the worst thing is that we don't have big variety if encounters. There are no any challenging situation with meaningfull reward to use specialized fleet of Hyperions, for example. (A little fantasy from me. If we had some special encounter where nebulas a ten times strong and ten times numerous, using Hyperion would be beneficial regardless of how questionable its use in other situation. Or encounter where cruisers and capitals can't be deployed. Or encounter where shield systems are down. And because we have no variety of encounters, with CR introduced we have even less strategies to use.)
Title: Re: Combat Readyness isn't fun..
Post by: JH1 on September 17, 2013, 08:01:09 AM
I'm not sure if this has been suggested, but you could have a pool of CR that you can distribute to your ships. A percentage slider for automatic CR refill. That regenerating portion could be enough to fully charge a single ship if you fly solo.
Title: Re: Combat Readyness isn't fun..
Post by: Thaago on September 17, 2013, 08:23:21 AM
I think the issue people are having is that they are thinking of CR as a new feature. CR is not a feature. CR is a core mechanic. In my understanding features add content to a game with new things to do, rewards, etc. Core mechanics add a framework that features rest on top of. Core mechanics provide the rules (and often challenges) which the features then work in. And like all rules, they are in essence restrictions. A good mechanic should enabled other features and expand the gameplay experience:
Spoiler

CR expanded the gameplay experience by enabling strategic choices for multistage battles. It ties logistics and campaign level decisions into combat situations - while we don't have much campaign level content at the moment, CR allows it to interact with combat. It enables a new balancing factor between high and low tech ships (whether or not that factor has good values is another argument). It enables the new fighter mechanics. It enables the concepts of working behind enemy lines (no bases to restore at) and a home-system advantage.

 
[close]

All this said, CR isn't perfect yet. The solo ship playstyle got whacked a little hard. But then again there is already a skill (well, the combat aptitude) that lowers the CR cost of deploying your ship. If after more playtesting single ship combat is still too whacked by CR, just up the percentage that skill gives. Sure there are things that needed to be adjusted with CR, but I think a lot of the complaints are overblown.
Title: Re: Combat Readyness isn't fun..
Post by: Megas on September 17, 2013, 08:27:58 AM
I agree with the OP 100% (that CR is not fun).  Two big problems with CR:
* You are forced to play musical flagships.  You MUST transfer command after EVERY battle, especially if your favorite flagship loses a big chunk of CR% (even with max Combat).  A few ships can go so fast (e.g., Hound with speed boost, teleporting Hyperion) that the shuttle pod cannot keep up.
* Frigate stamina - either you are strong enough that it does not matter, or you are not and it cripples your ships.

That said, supplies are a bigger problem.  CR does not mean as much when you must always salvage just to profit, then head back to base to eat a third or half of your loot to fix your ships and store the leftovers... after *every* fight.  Before 0.6a, I could fight about four or five battles before resting, and can use any combination of combat ships I wanted, and not need freighters unless I felt greedy.  Now, thanks to CR and supply hunger, I must go back to base to rest after every fight, and I need a freighter to haul the loot I get from one fight.
Title: Re: Combat Readyness isn't fun..
Post by: rex on September 17, 2013, 08:37:07 AM
Isn't a pursuit an extremely common situation where frigates are especially useful given their speed and flanking ability?



@Andy H.K., Ok. That's view. It would not need to be 0 CR, it's a thing that could of course be balanced, but some advantage for using a single small ship would help early in the game and allow it to be a viable option. Now, you take a serious hit in a follow up engagement, and can not deploy at all in a third.  Basically I'm just talking about toning that back a little. This would would well with all the piloted ship only combat skills, allow for a sort for a not currently available style of play, and add flexibility to the early game.

It's not really a style of play I have a huge amount of interest in. I'm a size queen when it comes to fleet size.
Title: Re: Combat Readyness isn't fun..
Post by: Silver Silence on September 17, 2013, 08:41:48 AM
Tip: Don't haul the loot.

A Vulcan Cannon is what, 2-300 credits and takes 5 space, yes? 5 Supplies is the same space and is worth 600. Take the supplies and only take the loot if you need it to outfit your ships.
Title: Re: Combat Readyness isn't fun..
Post by: Megas on September 17, 2013, 08:49:55 AM
Quote
Isn't a pursuit an extremely common situation where frigates are especially useful given their speed and flanking ability?
That is another problem.  As your fleet gets stronger, you pursue more and fight fewer standup battles.  You need frigates to catch up and kill your fleeing chunks of XP and supplies.  Eventually, you need frigates for everything that does not involve hauling loot.  For that job, you need one or two Atlas and several Oxen.

Quote
Take the supplies and only take the loot if you need it to outfit your ships.
I can still get more loot than I can carry even if I ignore junk weapons.  The supplies alone can sometimes be more than I can take unless I have freighters handy, and I need them all to fix all of my ships two or three times, assuming I do not sell supplies for cash.
Title: Re: Combat Readyness isn't fun..
Post by: Alfalfa on September 17, 2013, 08:53:55 AM
I think the whole logistics system is very well done and quite elegant.  It both increases the use of non-combat support ships and enables you to keep more of them in your fleet without crippling your combat ability.  It also essentially creates a whole strategic layer to balance mechanics/ships/etc. off of.

I still think CR degredation in combat, as a result of combat, would be fun.  When I was first figuring out how to manage my logistics I went into many battles with low CR, and I'd see my engines failing and my weapons powering down and I'd think, 'Wouldn't this be cool if this came about due to a long, protracted battle which had left huge gaps in my armour and severe damage to my hull rather than simply me not knowing what the hell I'm doing?'  Ammo use; hard flux dissipation; engine, weapon, armour or hull damage; all of these could deplete CR.  You could even make EMP weapons do extra CR damage, enabling saboteur strategies.
Title: Re: Combat Readyness isn't fun..
Post by: Silver Silence on September 17, 2013, 08:55:55 AM
Thanks to the way logistics work, I've happily collected enough supplies to peak beyond twice my cargo without issue. All it does is use more supplies. So long as you have supplies and don't try to carry 10x your logistical capabilities, you should be fine. Don't be afraid to go overboard. My current fleet only consists a Conquest and a pair of Medusae. Hardly a logistical juggernaut, but I can ravage the Pirate Plunder Fleet and take all the supplies and weaponry from the fight without issue, then add insult to injury and dump the stuff I don't need at the Pirate base.
Title: Re: Combat Readyness isn't fun..
Post by: K-64 on September 17, 2013, 08:56:35 AM
Alex, CR took away the option to play as an independent ship captain. You can't really solo. 1 man(and a nameless crew), 1 ship against insurmountable odds.

Except for the fact you can? I've been doing fine with just a single ship in my fleet, and have been for a while. Hell, I could actually be doing better than previously due to the whole harrying/pursuing stuff.
Title: Re: Combat Readyness isn't fun..
Post by: rex on September 17, 2013, 08:56:41 AM
Quote
Isn't a pursuit an extremely common situation where frigates are especially useful given their speed and flanking ability?
That is another problem.  As your fleet gets stronger, you pursue more and fight fewer standup battles.  You need frigates to catch up and kill your fleeing chunks of XP and supplies.  Eventually, you need frigates for everything that does not involve hauling loot.  For that job, you need one or two Atlas and several Oxen.

I wonder how that will change once harrying gets it's rebalance. Alex has stated this is a goal, and this might not be as much of a thing once you can no longer grind the enemy fleet totally out of CR. (Which is what I am assuming you are doing, cause it certainly is what I do).
Title: Re: Combat Readyness isn't fun..
Post by: Aratoop on September 17, 2013, 09:00:30 AM
You can always just go to a friendly station to get 100% CR. Even as solo. So after every few fights, go to a friendly station and get higher CR. It's simple as. The whole point of CR is to prevent you from being able to fight many, many fleets one after another with no break or trip to a station. You just need to think logically about what'd happen if you tried to pull a stunt like that in real life.
Title: Re: Combat Readyness isn't fun..
Post by: Megas on September 17, 2013, 09:10:17 AM
I need to go friendly station after every encounter (which usually consists of two fights), and my favorite thing to do in the game once I am powerful enough is make enemies out of everyone so I can fight more.

I do not play Starsector for reality.  I play Starsector and few other similar games for gratuitous space battles or otherwise rampage like Godzilla.  Earlier versions of Starsector, despite some problems, did this well.  The campaign is a nice touch as long as it does not wreck the core of the game - combat.  What I want to do in Starsector, after the campaign gets done, is build up an army then unleash war in the whole sector until my side is the last one standing.
Title: Re: Combat Readyness isn't fun..
Post by: Silver Silence on September 17, 2013, 09:17:19 AM
CR and logistics are laying the foundations for what will become other core staples of the game. The trading and such. Combat will not be the only thing to do in-game and I fully expect that like X3, it may even be inadvisable to jump straight into combat on some if not many starts.
Title: Re: Combat Readyness isn't fun..
Post by: Histidine on September 17, 2013, 09:28:33 AM
I really don't understand half of these objections...

* Frigate stamina - either you are strong enough that it does not matter, or you are not and it cripples your ships.
So frigate-heavy fleets have an "effective loss" condition, and expect you to be able to defeat the enemies you commit to action against. How is this different from anything else in the game? Why is it a bad thing in itself?

Quote
Isn't a pursuit an extremely common situation where frigates are especially useful given their speed and flanking ability?
That is another problem.  As your fleet gets stronger, you pursue more and fight fewer standup battles.  You need frigates to catch up and kill your fleeing chunks of XP and supplies.  Eventually, you need frigates for everything that does not involve hauling loot.
Are you seriously complaining that enemy fleets don't charge you to their deaths any more? Or that you run out of people to fight once you're vastly stronger than anyone else?

Title: Re: Combat Readyness isn't fun..
Post by: K-64 on September 17, 2013, 09:39:54 AM
I need to go friendly station after every encounter (which usually consists of two fights), and my favorite thing to do in the game once I am powerful enough is make enemies out of everyone so I can fight more.

I do not play Starsector for reality.  I play Starsector and few other similar games for gratuitous space battles or otherwise rampage like Godzilla.  Earlier versions of Starsector, despite some problems, did this well.  The campaign is a nice touch as long as it does not wreck the core of the game - combat.  What I want to do in Starsector, after the campaign gets done, is build up an army then unleash war in the whole sector until my side is the last one standing.

That's just it though. The game isn't going to be just about combat. It's just one of many ways to eke out a living in game, once those other ways are fully put in. The reason the combat was done so completely first was so that us, the players have something interesting to play about with rather than having a spaceship truck simulator.
Title: Re: Combat Readyness isn't fun..
Post by: Silver Silence on September 17, 2013, 09:41:18 AM
I need to go friendly station after every encounter (which usually consists of two fights), and my favorite thing to do in the game once I am powerful enough is make enemies out of everyone so I can fight more.

I do not play Starsector for reality.  I play Starsector and few other similar games for gratuitous space battles or otherwise rampage like Godzilla.  Earlier versions of Starsector, despite some problems, did this well.  The campaign is a nice touch as long as it does not wreck the core of the game - combat.  What I want to do in Starsector, after the campaign gets done, is build up an army then unleash war in the whole sector until my side is the last one standing.

That's just it though. The game isn't going to be just about combat. It's just one of many ways to eke out a living in game, once those other ways are fully put in. The reason the combat was done so completely first was so that us, the players have something interesting to play about with rather than having a spaceship truck simulator.

I dunno, I've invested about 80 hours into Spaceship Truck Simulator X3:AP.
Title: Re: Combat Readyness isn't fun..
Post by: rex on September 17, 2013, 09:50:15 AM
Quote
Isn't a pursuit an extremely common situation where frigates are especially useful given their speed and flanking ability?
That is another problem.  As your fleet gets stronger, you pursue more and fight fewer standup battles.  You need frigates to catch up and kill your fleeing chunks of XP and supplies.  Eventually, you need frigates for everything that does not involve hauling loot.
Are you seriously complaining that enemy fleets don't charge you to their deaths any more? Or that you run out of people to fight once you're vastly stronger than anyone else?

I think is point is that you can harry people to death, rather than ever having to fight them, which would cost CR.  You get a big fast fleet, harry medium fleets to 0 cr, and the decimate them in a boring pursuit against non-combat ready fleets.  Which is probably going to be fixed.

If they were to just fight, forcing you to spend CR, then the swarms around the hidden base would be a huge threat. Now, they are still just lunch meat.
Title: Re: Combat Readyness isn't fun..
Post by: K-64 on September 17, 2013, 10:35:11 AM
I dunno, I've invested about 80 hours into Spaceship Truck Simulator X3:AP.

That's the thing, X3 is a finished product. At version 2.whatever. Starfarersector is still very much in development. As a parallel, look at the demo for X Rebirth. It's pure combat as well, but we know it's going to have a hell of a lot more to it when it hits the shelves
Title: Re: Combat Readyness isn't fun..
Post by: Megas on September 17, 2013, 11:24:42 AM
The problems at the (later) stage of the game when most battles are pursuit are thus:
* Deploying bigger ships to take out weakened and/or non-combat ready ships is an unnecessary drain on supplies and CR, unless it has a flight deck (e.g., Atlas, Odyssey) and you use fighters.
* Bigger ships often cannot catch up to the smaller ships that are fleeing, those enemy ships most likely to survive a previous melee.

Frigate swarms, when powerful enough collectively to kill everything, including defense/security fleets, within two or three minutes, while taking minimal casualties at worst, are useful for fighting everything.  Bigger combat ships are useful only for fighting ever-decreasing number of larger battles and/or flight decks.

In previous versions, frigate swarms were viable, but were very hard to kill defense fleets without taking casualties (unlike cruiser or battleship spam), and they could not take as much loot as a fleet of bigger multipurpose ships.  In 0.6a, enemy defense fleets without a Paragon in them are easier than before, and all frigates need to do is kill enough to "defeat the fleet" and hit [Esc] if the survivors are ready to finish off one of your wounded frigates or the stamina clock times out.  Then the swarm can mop up survivors in the follow-up pursuit battle, when some of those deadly bigger ships become non-combat ready and sitting ducks.  As for loot, with so much from salvage, only freighters can have enough space for it all.
Title: Re: Combat Readyness isn't fun..
Post by: K-64 on September 17, 2013, 12:05:42 PM
The problems at the (later) stage of the game when most battles are pursuit are thus:
* Deploying bigger ships to take out weakened and/or non-combat ready ships is an unnecessary drain on supplies and CR, unless it has a flight deck (e.g., Atlas, Odyssey) and you use fighters.
* Bigger ships often cannot catch up to the smaller ships that are fleeing, those enemy ships most likely to survive a previous melee.

Bigger ships are impractical to clean up the battlefield after a big fight. Who would've thought? If you're going after weakened/non-combatready/retreating ships, then you just field the smaller, faster ships that are capable of outrunning them. I... don't see why you see this is a bad thing. It's simple logic
Title: Re: Combat Readyness isn't fun..
Post by: Alex on September 17, 2013, 12:10:51 PM
I think Megas' point is that frigate swarms are great at everything, marginalizing bigger ships in the end game.

(Not saying I agree or disagree at this point; don't honestly have a well-formed opinion on that.)
Title: Re: Combat Readyness isn't fun..
Post by: Megas on September 17, 2013, 12:24:00 PM
Unless I max out Leadership (in my case, favoring Combat and Technology, not going to happen unless I cheat/godmod), I only have enough Logistics to support one capital ship, maybe two and no other ships if I have 60 Logistics.  I tried two capital ships for fights, but the supply drain was too great, and I could not catch fleeing ships.  I find the most optimal fleet configuration so far, excluding freighters to haul loot, is one battlecruiser/battleship, as many wings of fighters as flight decks, and the rest frigates.

Edit - Yes, Alex, you understand well.

I tried destroyers and cruisers, but they are not nearly as effective as capitals at eliminating or withstanding focus fire from bigger threats, and not much better than two or more frigates at dealing such threats.  Losing a frigate or two hurts less than a destroyer or cruiser.
Title: Re: Combat Readyness isn't fun..
Post by: Alex on September 17, 2013, 12:30:49 PM
Ah - thank you for the details! You know, that actually sounds pretty good to me; for a long time the idea has been that capital ships should be the centerpiece of a fleet rather than something that gets flung around in large numbers. It's nice to see that finally taking shape in some way.

You might still get a few cap ships together if you're trying to achieve a specific campaign goal (say, glass a Hegemony core world), but that'd be something more circumstance-driven rather than the "standard" fleet. It could also be something that you do more often if you had more points in leadership, though that aptitude needs a lot of work to be more appealing.
Title: Re: Combat Readyness isn't fun..
Post by: Wyvern on September 17, 2013, 12:37:43 PM
My solution to "everything fleeing" is to field a fleet that looks weak, but really isn't.  At the moment, I have one Apogee, one Vigilance, and two tugs; I've just maxed out combat aptitude, and will be starting on tech next.  I field the Apogee for the main fight, and use the Vigilance to run down anything that managed to escape.  Most of the larger pirate fleets - the ones worth fighting - are more than happy to pick a fight with a nearly-solitary cruiser.  And, well, I have maxed combat aptitude and an Apogee with a plasma cannon; the pirates don't stand a chance.
Title: Re: Combat Readyness isn't fun..
Post by: Silver Silence on September 17, 2013, 12:41:40 PM
My solution to "everything fleeing" is to field a fleet that looks weak, but really isn't.  At the moment, I have one Apogee, one Vigilance, and two tugs; I've just maxed out combat aptitude, and will be starting on tech next.  I field the Apogee for the main fight, and use the Vigilance to run down anything that managed to escape.  Most of the larger pirate fleets - the ones worth fighting - are more than happy to pick a fight with a nearly-solitary cruiser.  And, well, I have maxed combat aptitude and an Apogee with a plasma cannon; the pirates don't stand a chance.

One lone battleship seems weak to the captains of most decently sized pirate fleets. Then they find out this particular battleship has been living a diet of steroids and protein and boy-o-boy-o-boy-o-boy, bad times ahead.
Title: Re: Combat Readyness isn't fun..
Post by: Megas on September 17, 2013, 12:57:48 PM
It is harder to exploit that fun strategy.  Capitals are worth more than before, are only good for one or two fights, and cannot carry all the extra loot salvaged.  If you bring support ships with you, say an Atlas and Oxen, and maybe a frigate to take care of pursuit, all of a sudden, your fleet is big enough that many smaller fleets are fleeing.  Sometimes, I ditch the battleship for more frigates.  Just as effective, but more prone to casualties in big fights instead of the battleship and frigate squad.
Title: Re: Combat Readyness isn't fun..
Post by: Megas on September 17, 2013, 01:13:51 PM
Quote
You might still get a few cap ships together if you're trying to achieve a specific campaign goal (say, glass a Hegemony core world), but that'd be something more circumstance-driven rather than the "standard" fleet. It could also be something that you do more often if you had more points in leadership, though that aptitude needs a lot of work to be more appealing.
Right now, Leadership is the Constitution stat of Starsector.  You cannot ignore it for very long - you must have some to pilot a battleship with more than a skeleton crew without going over Logistics, and you need freighters to carry the supplies you salvage after each battle.  And since CR forces you to rotate ships if you want to fight much, you need a backup ship.  This is a change from previous versions where Leadership was useful, but not required.  Now, it is required, because 20 Logistics is not enough.

Glassing worlds?  Can we wipe out factions off the sector in the finished game?  I would love it if an endgame goal (out of several possible) is destroy all factions via combat.
Title: Re: Combat Readyness isn't fun..
Post by: Alex on September 17, 2013, 01:18:41 PM
Right now, Leadership is the Constitution stat of Starsector.  You cannot ignore it for very long - you must have some to pilot a battleship with more than a skeleton crew without going over Logistics, and you need freighters to carry the supplies you salvage after each battle.  And since CR forces you to rotate ships if you want to fight much, you need a backup ship.  This is a change from previous versions where Leadership was useful, but not required.  Now, it is required, because 20 Logistics is not enough.

Yeah... and building on that, it's not a *fun* thing to spend points in, unlike combat or tech which unlock various shinies. I'm ok with that as a temporary state of affairs, but definitely something I'd like to address in the future.

Glassing worlds?  Can we wipe out factions off the sector in the finished game?  I would love it if an endgame goal (out of several possible) is destroy all factions via combat.

:-X
Title: Re: Combat Readyness isn't fun..
Post by: xenoargh on September 17, 2013, 01:19:48 PM
I seriously don't think there's any issue with CR atm that can't be solved with buff / nerf, maybe one more variable for Wings.  Alex will get that stuff fixed up for sure.

Be patient, people, changes this large always have unexpected effects on balance, and this is Alpha, so some bumps along the road to balance are normal and should be expected :)
Title: Re: Combat Readyness isn't fun..
Post by: ValkyriaL on September 17, 2013, 01:22:43 PM
Now... we need a calculator for ramming/collision damage that actually works, so we can use the Onslaught to its full potential. x)
Title: Re: Combat Readyness isn't fun..
Post by: Megas on September 17, 2013, 01:24:37 PM
Okay, it came out a bit too bloodthirsty, but hey!  Star Control 2 had a Sa-Matra to destroy.  Maybe Starsector's BBEG could be all of the factions, or at least both Hegemony and Tri-Tachyon.
Title: Re: Combat Readyness isn't fun..
Post by: Silver Silence on September 17, 2013, 01:30:39 PM

Glassing worlds?  Can we wipe out factions off the sector in the finished game?  I would love it if an endgame goal (out of several possible) is destroy all factions via combat.

:-X
http://25.media.tumblr.com/deaecc0e466e47a7ea77167381961a69/tumblr_mohw4gbpIp1qmiff2o1_500.gif
Title: Re: Combat Readyness isn't fun..
Post by: Megas on September 17, 2013, 01:36:23 PM
But I did, and will not apologize for that because I got Starsector for the combat.  My only other space game options for now, short of making my own game, is Star Control 2, Transcendence, or one of the retro '80s games like Asteroids, Defender, or Sinistar.  I do not have gobs of time searching for and playing a bunch of other games, as there is more to life than games.  Starsector has the potential to be as fun as Star Control 2 as I had back in the day.

Edit - Before I got Starsector, I had to choose between SPAZ and Starfarer.  My first decision was SPAZ, until I discovered I needed an internet connection to activate the game.  Starsector had a simple key, just like relatively older games from the late '90s.  I play all of my computer games offline.  Starsector won over SPAZ due to no internet required for activation (beyond acquiring the key).  Thank you Alex and the rest of Fractal Softworks.
Title: Re: Combat Readyness isn't fun..
Post by: rex on September 17, 2013, 02:34:57 PM
But I did, and will not apologize for that because I got Starsector for the combat.  My only other space game options for now, short of making my own game, is Star Control 2, Transcendence, or one of the retro '80s games like Asteroids, Defender, or Sinistar.  I do not have gobs of time searching for and playing a bunch of other games, as there is more to life than games.  Starsector has the potential to be as fun as Star Control 2 as I had back in the day.

Edit - Before I got Starsector, I had to choose between SPAZ and Starfarer.  My first decision was SPAZ, until I discovered I needed an internet connection to activate the game.  Starsector had a simple key, just like relatively older games from the late '90s.  I play all of my computer games offline.  Starsector won over SPAZ due to no internet required for activation (beyond acquiring the key).  Thank you Alex and the rest of Fractal Softworks.

Well... if you really want space combat with destroying world you could always track down Master of Orion 2(and a license. and a license for XP so you can set up a Virtual Machine.).

Starsector totally needs a Stellar Converter, because nothing is more cathartic after a hard won battle than converting a planet into a dust cloud. 
Title: Re: Combat Readyness isn't fun..
Post by: Uomoz on September 17, 2013, 02:49:04 PM
But I did, and will not apologize for that because I got Starsector for the combat.  My only other space game options for now, short of making my own game, is Star Control 2, Transcendence, or one of the retro '80s games like Asteroids, Defender, or Sinistar.  I do not have gobs of time searching for and playing a bunch of other games, as there is more to life than games.  Starsector has the potential to be as fun as Star Control 2 as I had back in the day.

Edit - Before I got Starsector, I had to choose between SPAZ and Starfarer.  My first decision was SPAZ, until I discovered I needed an internet connection to activate the game.  Starsector had a simple key, just like relatively older games from the late '90s.  I play all of my computer games offline.  Starsector won over SPAZ due to no internet required for activation (beyond acquiring the key).  Thank you Alex and the rest of Fractal Softworks.

Play, edit, create Missions. Eeeeeasy. :D
Title: Re: Combat Readyness isn't fun..
Post by: Alfalfa on September 17, 2013, 02:56:49 PM
But I did, and will not apologize for that because I got Starsector for the combat.  My only other space game options for now, short of making my own game, is Star Control 2, Transcendence, or one of the retro '80s games like Asteroids, Defender, or Sinistar.  I do not have gobs of time searching for and playing a bunch of other games, as there is more to life than games.  Starsector has the potential to be as fun as Star Control 2 as I had back in the day.

Edit - Before I got Starsector, I had to choose between SPAZ and Starfarer.  My first decision was SPAZ, until I discovered I needed an internet connection to activate the game.  Starsector had a simple key, just like relatively older games from the late '90s.  I play all of my computer games offline.  Starsector won over SPAZ due to no internet required for activation (beyond acquiring the key).  Thank you Alex and the rest of Fractal Softworks.

I always felt Star Control 2 was more about exploration than combat.
Title: Re: Combat Readyness isn't fun..
Post by: Sordid on September 17, 2013, 03:42:47 PM
One thing that bothers me about the new CR and multiple engagements system is that the side that has the last combat ready ship wins regardless of anything else coupled with the fact that you lose CR after the end of an engagement. So get this, this happened today:

I'd done the exact same thing I always do in Starfarer: Hound into Lasher into Medusa into Onslaught. Only two things different about it this time around: One, I had to add a couple of freighters to help me haul loot, and two, I got there a lot quicker due to the increased value of supplies. You can get a battleship in like twenty minutes, which is just silly. I assume that's going to get tweaked further down the road. Anyway here I am in my almost-solo Onslaught against a pirate supply fleet. And as usual I completely annihilate it. Except this time my battleship was on low CR and couldn't be deployed at all for the second engagement. And the enemy had two or three freighters that they'd held in reserve and hadn't deployed for the first fight. Usually these make a retreat and let me pick through the salvage from the battle but this time they turned around and said: "Oh look, his big scary battleship isn't combat ready, let's stand and fight!" And that was that. My own freighters weren't armed, so I couldn't beat them, and I was forced to turn tail and run.

I mean... what happened there? My battleship was perfectly capable of combat at the end of the last engagement, it was moving about and shooting just fine. What exactly happened to it after the enemy had been defeated that made it utterly incapable of any action? And even if it was incapable of combat, so what? The enemy freighters had like two machine guns each, even if they emptied their entire ammo supply into my ship they would barely have scratched the paint. I could just sit there and wait for them to get bored and go away. And even non-combat ready ships are capable of travel, i.e. movement, so I could have destroyed them by just ramming them. But nope, can't deploy at all...

I found that made very little sense.
Title: Re: Combat Readyness isn't fun..
Post by: Alfalfa on September 17, 2013, 03:44:11 PM
Right now, Leadership is the Constitution stat of Starsector.  You cannot ignore it for very long - you must have some to pilot a battleship with more than a skeleton crew without going over Logistics, and you need freighters to carry the supplies you salvage after each battle.  And since CR forces you to rotate ships if you want to fight much, you need a backup ship.  This is a change from previous versions where Leadership was useful, but not required.  Now, it is required, because 20 Logistics is not enough.

Yeah... and building on that, it's not a *fun* thing to spend points in, unlike combat or tech which unlock various shinies. I'm ok with that as a temporary state of affairs, but definitely something I'd like to address in the future.

Well, you could put in a Leadership fighter skill...  ;)
Title: Re: Combat Readyness isn't fun..
Post by: Alex on September 17, 2013, 04:07:35 PM
@Sordid:
Well... the same sort of thing happens when a ship goes from 1 hitpoint to 0 and explodes, or 1 point over its flux capacity and overloads.

If you're looking for lore justifications, I think you could probably come up with quite a few. One possible explanation: let's say the power conduits are only rated for a certain number of charge up/down cycles, and re-powering up the weapon system at that point would simply blow everything out.


That said, the situation you described is quite an unpleasant surprise for the player. Changed it so that a beaten fleet won't attempt to re-engage if the only reserves it has are civilian ships. Previously, it would not attempt to reengage if it had no reserves - even if some of the deployed-then-retreated ships were still combat ready. Basically, the goal here is to prevent the player from losing a battle due to CR where it feels like they won. IMO, if there are military-grade, combat-ready reserves, then tough luck - but if the enemy was all in a headlong flight, or only had civilian ships in reserve, then they should just keep on running.

Thanks for pointing this out, btw!
Title: Re: Combat Readyness isn't fun..
Post by: Silver Silence on September 17, 2013, 04:33:51 PM
I had a similar encounter just now. My Paragon is barely holding together, dipping between 0CR and ~20%. Attacked the pirate plunder fleet because they'd have a buttload of supplies, got battered a bit from the massive outnumbering but otherwise killed enough combat ships to force a retreat. Send out salvage teams. Remaining active Tarsusseseses (what's the plural for those things?) didn't want to fly away, I wanted to disengage and that translated into "I want to abandon all the supplies I just sent out salvage crews for and fly away empty handed". Wait, wat? Hey, guise? Erm... We forgot the supplies, guise. Guise. *shrugs* Okay, fine, everyone's going hungry for a week, then.
Title: Re: Combat Readyness isn't fun..
Post by: Gothars on September 17, 2013, 04:43:26 PM
Tarsusseseses (what's the plural for those things?)


*wooosh*

              Tarsi!

                        *wooosh*
Title: Re: Combat Readyness isn't fun..
Post by: Silver Silence on September 17, 2013, 04:47:14 PM
Tarsi or Tarsii seemed the logical way (Pegasus, Pegasi), but I just wanted to double check.
Title: Re: Combat Readyness isn't fun..
Post by: Thaago on September 17, 2013, 05:14:10 PM
Right now, Leadership is the Constitution stat of Starsector.  You cannot ignore it for very long - you must have some to pilot a battleship with more than a skeleton crew without going over Logistics, and you need freighters to carry the supplies you salvage after each battle.  And since CR forces you to rotate ships if you want to fight much, you need a backup ship.  This is a change from previous versions where Leadership was useful, but not required.  Now, it is required, because 20 Logistics is not enough.

Yeah... and building on that, it's not a *fun* thing to spend points in, unlike combat or tech which unlock various shinies. I'm ok with that as a temporary state of affairs, but definitely something I'd like to address in the future.

Glassing worlds?  Can we wipe out factions off the sector in the finished game?  I would love it if an endgame goal (out of several possible) is destroy all factions via combat.

:-X

I would love for leadership to unlock shinies for fighters. A level 10 ability could be making commands to fighters cost 0 command points - advanced fighter tactics or something. It breaks the rules and allows for some craaazy maneuvers.
Title: Re: Combat Readyness isn't fun..
Post by: Sordid on September 17, 2013, 05:17:29 PM
@Sordid:
Well... the same sort of thing happens when a ship goes from 1 hitpoint to 0 and explodes, or 1 point over its flux capacity and overloads.

If you're looking for lore justifications, I think you could probably come up with quite a few. One possible explanation: let's say the power conduits are only rated for a certain number of charge up/down cycles, and re-powering up the weapon system at that point would simply blow everything out.


That said, the situation you described is quite an unpleasant surprise for the player. Changed it so that a beaten fleet won't attempt to re-engage if the only reserves it has are civilian ships. Previously, it would not attempt to reengage if it had no reserves - even if some of the deployed-then-retreated ships were still combat ready. Basically, the goal here is to prevent the player from losing a battle due to CR where it feels like they won. IMO, if there are military-grade, combat-ready reserves, then tough luck - but if the enemy was all in a headlong flight, or only had civilian ships in reserve, then they should just keep on running.

Thanks for pointing this out, btw!

Fantastic! :)

If I may make a suggestion, put that lore explanation into the game in some flavor text or something. Just so it's there for nitpickers like me.

Also, I think I can foresee a problem with your solution. What if the enemy has something like a Hound or a Lasher? Having to run away from a couple of freighters in my battleship was really bad, having to run away from a lone frigate wouldn't be much better. Again, it would be nice to at least have some in-game justification for why I have to leave without any of the loot. Maybe put something like "the remaining enemy ships maneuver to prevent you from conducting salvage operations" into the battle log or something along those lines to make it clear. Just an idea.

Alternatively, allow the deployment of non-combat ready ships. Battleship just sits there incapable of doing anything, Lasher comes, empties its ammo into it, at which point IIRC the AI is programmed to turn tail and run. Victory achieved. ;)
Title: Re: Combat Readyness isn't fun..
Post by: xenoargh on September 17, 2013, 06:04:03 PM
Quote
I had a similar encounter just now. My Paragon is barely holding together, dipping between 0CR and ~20%. Attacked the pirate plunder fleet because they'd have a buttload of supplies, got battered a bit from the massive outnumbering but otherwise killed enough combat ships to force a retreat. Send out salvage teams. Remaining active Tarsusseseses (what's the plural for those things?) didn't want to fly away, I wanted to disengage and that translated into "I want to abandon all the supplies I just sent out salvage crews for and fly away empty handed". Wait, wat? Hey, guise? Erm... We forgot the supplies, guise. Guise. *shrugs* Okay, fine, everyone's going hungry for a week, then.
There's something that's definitely wonky in that sequence; I've had issues with trying not getting the option to get the loot, even when I disengage and enemies heavier than Frigates have been taken out.  IDK what's up with that one, but I'd have to say that it's a bug.  I'm guessing Alex is already polishing that logic though :)
Title: Re: Combat Readyness isn't fun..
Post by: PCCL on September 17, 2013, 06:08:59 PM
hmm... yeah

I think if you sent out salvage crew and ran away, you should keep all the supplies you gained from that battle

No point ditching everything from your own cargo bay

maybe a "look through the salvage" screen between battles in which you sent out salvage crews would be nice
Title: Re: Combat Readyness isn't fun..
Post by: Alex on September 17, 2013, 06:31:09 PM
If you disengage, you get no loot - you don't ultimately hold the field and can't conduct salvage operations. The crews that are out get recalled as your fleet withdraws. Might not hurt to have some text mentioning this to make it more clear what's going on, conceptually.

If I may make a suggestion, put that lore explanation into the game in some flavor text or something. Just so it's there for nitpickers like me.

Hmm. On the one hand, that sounds good. On the other, I don't like getting too specific with certain things - it's just inviting "hey, this doesn't make sense because X", where if you leave it vague, there's more room for the player's imagination to make things make sense. Personally, as a player, I like it when games do the latter.

Also, I think I can foresee a problem with your solution. What if the enemy has something like a Hound or a Lasher? Having to run away from a couple of freighters in my battleship was really bad, having to run away from a lone frigate wouldn't be much better. Again, it would be nice to at least have some in-game justification for why I have to leave without any of the loot. Maybe put something like "the remaining enemy ships maneuver to prevent you from conducting salvage operations" into the battle log or something along those lines to make it clear. Just an idea.

I don't think's a problem, per se. That's just you losing the battle, because at some point the game has to stop cutting you breaks :) I think a ready, in-reserve combat ship is a good point for that.
Title: Re: Combat Readyness isn't fun..
Post by: xenoargh on September 17, 2013, 08:18:24 PM
Quote
If you disengage, you get no loot - you don't ultimately hold the field and can't conduct salvage operations. The crews that are out get recalled as your fleet withdraws. Might not hurt to have some text mentioning this to make it more clear what's going on, conceptually.
Just to be 100% clear: I've hit the "salvage team" option before, which should end combat and take me to the loot screen... and I've been put into loops with the enemy fleet's remaining forces where the only way to break out is to select Pursue or Leave.  I really don't think it should work like that- if I've selected "salvage", I'm de-facto declaring disengagement, so the loop should either:

1.  Lead to the remaining enemy attacking me, in which case I should get the salvage from that fight as well as what I have now, and a text blurb about them returning to battle or something.

2.  They run away and the fight's over, period.

The options to Pursue, Harry or Engage should not come back after we've hit Salvage, nor should we lose the Salvage unless the enemy fleet comes back and we run away, imo :)
Title: Re: Combat Readyness isn't fun..
Post by: Alex on September 17, 2013, 08:34:52 PM
That's not how it works. If you pick the "send out salvage teams" option after an engagement, it just means you've sent the teams out to secure the wrecks, while your fleet prepares for another fight, if necessary. Whether you get to actually get stuff off the wrecks depends entirely on whether you win the overall encounter or are forced to disengage.

The "loops" bit is a separate issue, I think (now fixed).
Title: Re: Combat Readyness isn't fun..
Post by: xenoargh on September 17, 2013, 08:49:45 PM
I'm fine if they want to come back and fight again, so long as it doesn't mean I've just killed an Onslaught and a dozen freighters and have just lost all that loot because a couple of Hounds wanted to continue the slaughter :)

I think the issue here is that if there's any loot at all... I'd expect that we can always return to those dead ships, since we know where they are, and that we can always finish what we started, so long as we're not defeated. 

We shouldn't lose that loot unless we've lost the battle and have been forced to run away (presumably the enemy takes the loot then).  Right now, there are a lot of absurd situations that happen, where I've totally wiped the floor with my opponents but I get stuck and can't finish looting and lose the loot, which is irksome.
Title: Re: Combat Readyness isn't fun..
Post by: Sordid on September 18, 2013, 06:50:01 AM
IMO the logic that determines whether the enemy fights or flees should take into account more than just whether their remaining ships are civilian or military. I think the enemy should take into consideration whether they're actually physically able to destroy my ships with theirs. If I have a non-CR Onslaught and the enemy has a CR Hound, that's not really much of a win for them, is it? Okay, so they fly their itty bitty frigate to my dead-in-space battleship and empty their ammo reserves into it, accomplishing precisely nothing. And then what? Yeah, they have a CR ship and I don't, but that doesn't necessarily mean that I lost. In this case it's more of a draw, which the game doesn't really know how to handle.
Title: Re: Combat Readyness isn't fun..
Post by: TJJ on September 18, 2013, 07:15:20 AM
So, let's say a lone onslaught comes up against 5 hounds.

The hound player decides to deploy just a single hound.
It dies.
Rinse & repeat.
Another hound dies.
3rd round, onslaught can't deploy so is forced to retreat.

Result: 2 dead hounds, and a CR depleted onslaught that'll cost far more than 2 hounds to resupply.

It seems to me that the CR system as it stands can be manipulated in every situation to accomplish this 'victory through attrition'.
The only reason it doesn't is that the AI's deployment strategy is suboptimal.
Title: Re: Combat Readyness isn't fun..
Post by: ciago92 on September 18, 2013, 07:20:08 AM
So, let's say a lone onslaught comes up against 5 hounds.

The hound player decides to deploy just a single hound.
It dies.
Rinse & repeat.
Another hound dies.
3rd round, onslaught can't deploy so is forced to retreat.

Result: 2 dead hounds, and a CR depleted onslaught that'll cost far more than 2 hounds to resupply.

It seems to me that the CR system as it stands can be manipulated in every situation to accomplish this 'victory through attrition'.
The only reason it doesn't is that the AI's deployment strategy is suboptimal.

If you stand down after each engagement you shouldn't lose more than 5% cr I'd imagine, I can't quote you exact numbers but that is exactly why Alex put in the stand down option
Title: Re: Combat Readyness isn't fun..
Post by: Alex on September 18, 2013, 09:03:16 AM
I'm fine if they want to come back and fight again, so long as it doesn't mean I've just killed an Onslaught and a dozen freighters and have just lost all that loot because a couple of Hounds wanted to continue the slaughter :)

I think the issue here is that if there's any loot at all... I'd expect that we can always return to those dead ships, since we know where they are, and that we can always finish what we started, so long as we're not defeated.  

We shouldn't lose that loot unless we've lost the battle and have been forced to run away (presumably the enemy takes the loot then).  Right now, there are a lot of absurd situations that happen, where I've totally wiped the floor with my opponents but I get stuck and can't finish looting and lose the loot, which is irksome.

We may be talking about different things, I'm not sure. If you "disengage" from the engagement, that's you losing and the enemy winning. You win if the enemy tries to disengage and you pursue/harry/let them go.


IMO the logic that determines whether the enemy fights or flees should take into account more than just whether their remaining ships are civilian or military. I think the enemy should take into consideration whether they're actually physically able to destroy my ships with theirs. If I have a non-CR Onslaught and the enemy has a CR Hound, that's not really much of a win for them, is it? Okay, so they fly their itty bitty frigate to my dead-in-space battleship and empty their ammo reserves into it, accomplishing precisely nothing. And then what? Yeah, they have a CR ship and I don't, but that doesn't necessarily mean that I lost. In this case it's more of a draw, which the game doesn't really know how to handle.

On a lore level, if a Hound's captain *knows* that an Onslaught can't fire back, that's quite different that a normal battle. I'd imagine the Onslaught has to try to get away to preclude all sorts of fancy targeting options the Hound might get otherwise.


Also, a stock Hound (Assault Chaingun + Light MG) actually has considerably more than enough ammo to take out an Onslaught, provided it all goes into roughly the same spot in roughly the right order.

Edit: the latter is really a side point; I don't think getting into trying to calculate that out is a good idea. For one, energy weapons. For two, confusion. As is, if someone wants a fight and you're not ready for one, you lose - clean and simple. Whether they have enough firepower to take a bite out of you comes into play in the escape scenario.
Title: Re: Combat Readyness isn't fun..
Post by: xenoargh on September 18, 2013, 09:35:52 AM
Quote
We may be talking about different things, I'm not sure. If you "disengage" from the engagement, that's you losing and the enemy winning. You win if the enemy tries to disengage and you pursue/harry/let them go.
Sorry, got terms mishmashed here.  What I meant was that "let them go" isn't coming up in every choice after the initial win; if they aren't coming back for another round of combat, I expect "let them go" to mean the fight's over and I get the loot.

Anyhow, main issue is the weird loops that happen in the battle dialog, where sometimes I'll choose to start scavenging but they come back for a "battle" that they immediately flee, taking me into a frustrating loop where I can Disengage and lose the loot or keep Pursuing / Harrying but they'll get away... and then I've lost the loot.  In terms of feel, this is bad; if they come back for another go, they should come back and fight, not immediately run away, and either way, I shouldn't be forfeiting the loot until one of two conditions happens:

1.  I am defeated in detail.
2.  I choose to Retreat. 

On Disengage, it's unclear that that means that we're accepting defeat and I find that term a little confusing.  When I think of "disengage", in military terms it simply means that you're no longer in dynamic contact with the opposing force.  It is a very different term than "retreat".

If you've already captured their supplies and the remainder of the opfor is retreating, to "disengage" means you've stopped chasing them (i.e., the dictionary definition, "to withdraw (forces) from close action") is the commonly-accepted use of the term in a tactical context). 

It doesn't mean you've lost the battle.  To disengage in that context is simply to let the remaining forces leave.  It's basically just a term used to describe who now has the initiative. 

The term there, if it's meant to convey not only losing the initiative but giving up the "ground", i.e., the current loot pile, would be "Retreat". 

Sorry if that's overly anal, but "disengage" and "retreat" are two different terms with very different meanings, in military-speak :)
Title: Re: Combat Readyness isn't fun..
Post by: Alex on September 18, 2013, 09:47:27 AM
About the loop - yes, that IS a different issue, and that's fixed in 0.6.1a.

About disengage... hmm. Looking it up, a definition is "to break off action with (an enemy)." That certainly sounds like a euphemism for retreat to me. But that's neither here nor there; added some text to the tooltip to make it clear that this option gives up the opportunity for salvage.
Title: Re: Combat Readyness isn't fun..
Post by: xenoargh on September 18, 2013, 09:59:07 AM
Apologies for being anal about it... here's the breakdown between those terms, if you're bored.

Spoiler
In the military, "retreat" and "disengagement" have two different meanings.  There's no euphemism involved- they're different things.

Retreat is a major tactical decision, and involves the placement of forces.  You're moving back to the start line or to a position to the rear of the start line.  You still have retained the initiative, but you're putting distance between you and the enemy, for tactical purposes.  Retreat doesn't mean defeat, in military terms; you may retreat, reposition, and, with the initiative, counter-attack on a flank, for example. 

But it's a movement of forces away from the objective in the direction of the start-line, which is why it has the connotation that a tactical defeat has been sustained.  But you can retreat in order to win a battle; that happens all the time IRL.  Forces engage, push towards the objective, then retreat to lure the enemy to prepared positions where attrition ratios are favorable.

Disengagement may or may not involve motion; it simply means that your forces are no longer in dynamic contact with the opfor (i.e., you're not shooting at them and vice-versa).
[close]

Anyhow, like I said, that's probably being massively anal about it.  Sorry, I've spent too much time with that stuff in other contexts :)  If there's a tooltip that tells us that's the result and the loop issue is fixed, that's great :)
Title: Re: Combat Readyness isn't fun..
Post by: Alex on September 18, 2013, 10:02:13 AM
Based on that explanation (thanks, btw!) it sounds like neither is actually 100% correct for the situation :)
Title: Re: Combat Readyness isn't fun..
Post by: Sordid on September 18, 2013, 10:32:44 AM
On a lore level, if a Hound's captain *knows* that an Onslaught can't fire back, that's quite different that a normal battle. I'd imagine the Onslaught has to try to get away to preclude all sorts of fancy targeting options the Hound might get otherwise.


Also, a stock Hound (Assault Chaingun + Light MG) actually has considerably more than enough ammo to take out an Onslaught, provided it all goes into roughly the same spot in roughly the right order.

Edit: the latter is really a side point; I don't think getting into trying to calculate that out is a good idea. For one, energy weapons. For two, confusion. As is, if someone wants a fight and you're not ready for one, you lose - clean and simple. Whether they have enough firepower to take a bite out of you comes into play in the escape scenario.

Well on a lore level, putting all that firepower into a single spot wouldn't destroy the Onslaught, merely drill a neat little hole the size of a bullet through it. ;)

Yeah, you're right that it's probably better not to try to calculate that sort of thing. But c'mon, I know this is an edge case, but there has to be some way to handle it better than it currently is being handled. I refuse to accept that obliterating an entire armada worth of cruisers and destroyers and being left with a non-CR Onslaught against a CR Hound at the end of it is a defeat. It is according to the cold hard logic of the rules but it just doesn't feel right. Perhaps there could be some sort of morale system that would make the remaining ships flee? That Hound's captain just witnessed the entire rest of his force evaporate in the face of that battleship, he likely shat himself so hard that he rocketed out of his captain's chair and bonked his head on the ceiling.
Title: Re: Combat Readyness isn't fun..
Post by: Alex on September 18, 2013, 11:25:54 AM
But c'mon, I know this is an edge case, but there has to be some way to handle it better than it currently is being handled. I refuse to accept that obliterating an entire armada worth of cruisers and destroyers and being left with a non-CR Onslaught against a CR Hound at the end of it is a defeat. It is according to the cold hard logic of the rules but it just doesn't feel right. Perhaps there could be some sort of morale system that would make the remaining ships flee? That Hound's captain just witnessed the entire rest of his force evaporate in the face of that battleship, he likely shat himself so hard that he rocketed out of his captain's chair and bonked his head on the ceiling.

The new behavior approximates that, in a way. But regardless of how you go about it, winning vs losing a battle is a binary condition, so there's always going to be a hard boundary there. Sometimes, you're just going to suffer a very close defeat, and it's going to sting, as close defeats do. It'll probably sting less if the reasons are crystal clear - at least you can learn from it and move on.
Title: Re: Combat Readyness isn't fun..
Post by: Lopunny Zen on September 18, 2013, 03:41:35 PM
Dude..the Combat readiness is a failure in so many levels...it drains SO FAST im not kidding when i say that in one battle i have to take a break...i mean wtf...in the game days pass by so how are they not rested...i can do WAY more then these guys in a day then they ever can...and in the middle of the battle the damn crew losses CR and the ship malfuctions...really...am i with a bunch of teeneagers...and dont say maintaining a ship is hard work or stressful because every other sci fi or game has spaceships and they are managed and maintained very well...and they dont have the energy span of a Mc Donalds regular.....this is by far the dumbest idea ive ever had to deal with...it sounds good on paper...but this concept is so fuckin broken that i flat out for the first time for a game that was a gold mine stopped playing it and rage quit...i hired pilots not high school drop outs...didnt you test this feature...and did you really think this would work out...im so mad right now...now i cant play this game because its unplayable...almost to the point of collapse....and i have to wait till next upate for the fix...just..no...try again sir
Title: Re: Combat Readyness isn't fun..
Post by: Silver Silence on September 18, 2013, 04:11:16 PM
Dude..the Combat readiness is a failure in so many levels...it drains SO FAST im not kidding when i say that in one battle i have to take a break...i mean wtf...in the game days pass by so how are they not rested...i can do WAY more then these guys in a day then they ever can...and in the middle of the battle the damn crew losses CR and the ship malfuctions...really...am i with a bunch of teeneagers...and dont say maintaining a ship is hard work or stressful because every other sci fi or game has spaceships and they are managed and maintained very well...and they dont have the energy span of a Mc Donalds regular.....this is by far the dumbest idea ive ever had to deal with...it sounds good on paper...but this concept is so fuckin broken that i flat out for the first time for a game that was a gold mine stopped playing it and rage quit...i hired pilots not high school drop outs...didnt you test this feature...and did you really think this would work out...im so mad right now...now i cant play this game because its unplayable...almost to the point of collapse....and i have to wait till next upate for the fix...just..no...try again sir

You could really do with some punctuation in there. Along with a spellcheck. Also, Lopunny, is there ever a time when you don't have something to complain about?
Here (https://www.dropbox.com/s/c20qhus87oikb46/ship_data_ezmode.csv). This seems like something you need. Replace your ship_data in the core files with this. All ships will cost 1 supply per day to run and will use but a mere 1CR to field.


No, I will say that I'm pretty sure that maintaining a starship, the failure of which could lead to your death, is no easy feat for the crew. You know, I don't know of another recent sci-fi game that asks you to maintain your ships beyond "spend X credits to repair". Also, can I point you to the lore? You may in fact be dealing with high school drop outs. The technology is lost upon most people. They don't know the science behind stuff anymore. They know little more than the fact that taking this part out of that machine causes that machine to break.
Title: Re: Combat Readyness isn't fun..
Post by: Sordid on September 18, 2013, 04:41:32 PM
Also, can I point you to the lore? You may in fact be dealing with high school drop outs. The technology is lost upon most people. They don't know the science behind stuff anymore. They know little more than the fact that taking this part out of that machine causes that machine to break.

Isn't that the case even with technology we have today? What percentage of users knows what actually goes on inside a CPU? Or hell, an internal combustion engine?
Title: Re: Combat Readyness isn't fun..
Post by: Lopunny Zen on September 18, 2013, 05:45:29 PM
I do...and people...stop telling me to edit the damn variables....that solves the problem for me...not the game in whole...so no i wont...i will speak my mind and yes i complain alot..when im nice im ignored
Title: Re: Combat Readyness isn't fun..
Post by: PCCL on September 18, 2013, 06:00:00 PM
thing is, there is no problem with the game as a whole... Not to most people, and certainly not to alex.

No one can love everything about the game, heck I have a lot of complaints on my own, but I brought them up to suggestion, alex and the community in general said not really into that, so I took the matter into my own hands

Many people play personal mods (afaik). I think ships are too floaty for their strength, battles are too short, and fighters are a little too weak for front line combatants. Therefore, in my mod, ships have half their turn rate and turn acceleration, all weapons have double ammo, half damage and half flux cost; and fighters get double speed across the board so they serve another role than brawling. I also have every single ship losing CR over time cuz I think the current CR is way too forgiving :o

That's the way I'm playing SF, and that's probably the only way I'll ever play SF, and there's nothing wrong with that. I think it's highly unlikely that alex will change everything you asked.
Title: Re: Combat Readyness isn't fun..
Post by: ciago92 on September 18, 2013, 09:15:48 PM
thing is, there is no problem with the game as a whole... Not to most people, and certainly not to alex.

No one can love everything about the game, heck I have a lot of complaints on my own, but I brought them up to suggestion, alex and the community in general said not really into that, so I took the matter into my own hands

Many people play personal mods (afaik). I think ships are too floaty for their strength, battles are too short, and fighters are a little too weak for front line combatants. Therefore, in my mod, ships have half their turn rate and turn acceleration, all weapons have double ammo, half damage and half flux cost; and fighters get double speed across the board so they serve another role than brawling. I also have every single ship losing CR over time cuz I think the current CR is way too forgiving :o

That's the way I'm playing SF, and that's probably the only way I'll ever play SF, and there's nothing wrong with that. I think it's highly unlikely that alex will change everything you asked.

......I don't suppose you'd be willing to upload that as a mod? That actually sounds pretty fun
Title: Re: Combat Readyness isn't fun..
Post by: Histidine on September 18, 2013, 09:25:05 PM
I do...and people...stop telling me to edit the damn variables....that solves the problem for me...not the game in whole...so no i wont...i will speak my mind and yes i complain alot..when im nice im ignored
Do I know you from the Zero-K forums?

Maybe you're ignored when you're nice, but the way you're going about it right now the only difference will be/is that you get insulted before you get ignored.
Title: Re: Combat Readyness isn't fun..
Post by: PCCL on September 18, 2013, 09:33:19 PM
......I don't suppose you'd be willing to upload that as a mod? That actually sounds pretty fun


I live to serve ;D

http://www.mediafire.com/download/68alm3gqjy8eak4/gunny-overhaul.rar (http://www.mediafire.com/download/68alm3gqjy8eak4/gunny-overhaul.rar)

there's a few more changes than I listed though. Again this thing is never meant to be released, but have fun anyway :)
Title: Re: Combat Readyness isn't fun..
Post by: Borgoid on September 18, 2013, 09:38:20 PM
I do...and people...stop telling me to edit the damn variables....that solves the problem for me...not the game in whole...so no i wont...i will speak my mind and yes i complain alot..when im nice im ignored

You're not responsible for the game as a whole, and thank goodness frankly.

If the vast majority quite like the CR mechanic -or at least have worked around it - and you don't then you have exactly three options.
1) Stop playing the game
2) Adjust the game to your liking
3) Whine and kick and scream that you don't like things being changed, achieving nothing and not enjoying yourself while simultaneously *** off other people
You are but one person and the weight of your opinion is directly correlated to that.


Maybe you're ignored when you're nice, but the way you're going about it right now the only difference will be/is that you get insulted before you get ignored.

Spot on :P
Title: Re: Combat Readyness isn't fun..
Post by: Astyanax on September 18, 2013, 10:31:47 PM
Have to say first: Thanks for continuing your work on Starsector, Alex! ;D

I have sort of mixed impressions about CR.

On the one hand, I really like degrading readiness during combat (it's pretty fun when it's down to 2 ships, and both are struggling to maintain systems), but it's hard to actually "feel" what CR does in battle until systems start failing- the positive benefits don't seem readily apparent.

On the other hand, I dislike the fact that undamaged ships cannot be fielded in combat at all if CR is too low.  I wouldn't mind it as much if I could field those ships and suffer ungodly amounts of system failures.  If there's accompanying damage, perhaps certain systems in those areas are disabled/operate at reduced efficiency for the duration of the battle and cannot be improved upon until work is done outside of combat.

I don't really like it when I cannot even put up some semblance of a fight... even when the odds would otherwise suggest a favorable matchup.  The way I see it, an undamaged 1% CR Onslaught should still be able to fend off a 100% CR Shuttle, however ugly and messy it might be.

Perhaps my understanding of CR is flawed, however.

Title: Re: Combat Readyness isn't fun..
Post by: WK on September 18, 2013, 11:31:52 PM
After some initial reservations I have to say that I have really started to like the new CR mechanics. It works as a nice abstraction and even a simplification of a lot of complex factors that would be hard to implement directly. I still have my reservations about CR loss during fights, but I have become accustomed to that as well.

The way I see it CR is sort of campaign level "damage", overall maintenance level of the ship, and damage to non-combat-critical systems etc. Therefore I hope that the few suggestions about having CR being influenced during combat by combat events are not seriously considered. We have regular damage for that. Having two damage systems (on top of flux which is kind of temporary damage) would be redundant and would take away the elegant simplifaction that comes with the concept of CR.

But regardless of how you go about it, winning vs losing a battle is a binary condition, so there's always going to be a hard boundary there. Sometimes, you're just going to suffer a very close defeat, and it's going to sting, as close defeats do. It'll probably sting less if the reasons are crystal clear - at least you can learn from it and move on.

I have to disagree with this. Winning and losing are binary only in sports with strict rules. In war and in a long campaign the distinction between losing and winning is not as easily determined. Related to this, the strict limits on deploying 0% CR ships seems a bit artificial and it creates very odd situations as have been mentioned in the forums. It also creates situations where the player can potentially get a hold of very powerful ships (or their loot) by attacking fleets after very large fights. Seeing that there is a huge capital ship, no matter how crippled, should be a fearsome sight for couple frigates.

You could argue that CR of the death star in the return of the jedi would have been close to 0% but it was still pretty fearsome for a certain fish-faced admiral ;)


Title: Re: Combat Readyness isn't fun..
Post by: Histidine on September 18, 2013, 11:41:39 PM
Considering how stiff the 0% CR penalties are, I think I can support letting ships deploy at empty CR as long as fielding the ship still costs supplies after the battle.
Title: Re: Combat Readyness isn't fun..
Post by: Magician on September 19, 2013, 01:01:12 AM
I know that there are alot being said by both sides and not only by these two sides. But in the end, if we think realistically, these long threads about new systems in v.0.6 are not very productive. I think that Histidine, despite that we disagreed on some things in several threads, proposed one of the best solutions in this thread http://fractalsoftworks.com/forum/index.php?topic=6790.0 .

I think it is a best realistic and on spot solution which actually may be implemented by Alex, and which actually will solve most complaints until game gets more new features, balancing will be done, in other words until we will see final game in all it's beauty. I don't know future and maybe CR will be made even more difficult with final release, because it will make sense at that time. I don't know. But before that happens such solution may be the best choice for those with different opinions of CR. I can see that with some modding even -100% CR difficulty (zero CR after each battle) may bring interesting things into game. So if you agree - let's hope we will have this thing in Settings screen soon.
Title: Re: Combat Readyness isn't fun..
Post by: WK on September 19, 2013, 03:13:18 AM
I know that there are alot being said by both sides and not only by these two sides. But in the end, if we think realistically, these long threads about new systems in v.0.6 are not very productive.

Productive it may not be, but it shows that people care a lot for the game which is a very good thing :). Also, as Alex is working on the game with, might I say, a very small team ;), these discussions provide feedback, which is the reason why alpha-versions useful. There are a lot of smart people on the forums and some are clearly giving a lot of thought to their posts and suggestions and Alex is then free to use or dismiss these ideas depending on how they fit the bigger picture. I don't see imbalanced game a very big issue at the moment as so many of the core elements of the final gameplay are still missing.

Having an option to disable some new systems would make the game suit the tastes of more people, but it might also make people less persistent in trying out new things they don't initially like. Which is what happened to me with the CR/supply system: after my initial rejection I realized that I like it.
Title: Re: Combat Readyness isn't fun..
Post by: Sordid on September 19, 2013, 04:22:21 AM
I still think we should be allowed to deploy non-CR ships with some penalties. I don't care that the shield doesn't work, half the engines won't start, and the guns might blow up when I fire them, I still want to go down fighting. Currently the game simply tells you via some text that you can't deploy your ship, and if the enemy pursues, you once again just get some text telling you the controls are locked because the ship isn't CR. I don't know about you but I don't really consider being told "you lost, tough luck" by some text to be very fun. I'd much prefer to make a desperate last stand with a ship that's falling apart. Go out in a blaze of glory rather than just sit there and helplessly watch an uncontrollable ship be torn apart. IMO that would be a much more satisfying way to lose.
Title: Re: Combat Readyness isn't fun..
Post by: K-64 on September 19, 2013, 04:26:08 AM
and dont say maintaining a ship is hard work or stressful because every other sci fi or game has spaceships and they are managed and maintained very well

Quick question: Is this every other sci-fi? Exactly.
Title: Re: Combat Readyness isn't fun..
Post by: Sordid on September 19, 2013, 04:32:15 AM
and dont say maintaining a ship is hard work or stressful because every other sci fi or game has spaceships and they are managed and maintained very well

Quick question: Is this every other sci-fi? Exactly.

Not to mention that it's not even true. Millennium Falcon, anyone? Or Firefly? "Oh hey, our engine broke and we don't have the spare part we need. I guess we're all dead." That episode is even referenced in one of the skill descriptions in Starsector.
Title: Re: Combat Readyness isn't fun..
Post by: Alex on September 19, 2013, 09:24:10 AM
Have to say first: Thanks for continuing your work on Starsector, Alex! ;D

But of course :)


The way I see it CR is sort of campaign level "damage", overall maintenance level of the ship, and damage to non-combat-critical systems etc. Therefore I hope that the few suggestions about having CR being influenced during combat by combat events are not seriously considered. We have regular damage for that. Having two damage systems (on top of flux which is kind of temporary damage) would be redundant and would take away the elegant simplifaction that comes with the concept of CR.

I think this hits the nail on the head, both as far as what CR represents, and for why influencing it in combat is problematic.

But regardless of how you go about it, winning vs losing a battle is a binary condition, so there's always going to be a hard boundary there. Sometimes, you're just going to suffer a very close defeat, and it's going to sting, as close defeats do. It'll probably sting less if the reasons are crystal clear - at least you can learn from it and move on.

I have to disagree with this. Winning and losing are binary only in sports with strict rules. In war and in a long campaign the distinction between losing and winning is not as easily determined. Related to this, the strict limits on deploying 0% CR ships seems a bit artificial and it creates very odd situations as have been mentioned in the forums. It also creates situations where the player can potentially get a hold of very powerful ships (or their loot) by attacking fleets after very large fights. Seeing that there is a huge capital ship, no matter how crippled, should be a fearsome sight for couple frigates.

You could argue that CR of the death star in the return of the jedi would have been close to 0% but it was still pretty fearsome for a certain fish-faced admiral ;)

I think we may be talking about different things. There's degrees of winning or losing, but at the end of the battle, either your fleet is in control of the battlespace and the enemy retreats, or it's the other way around. No matter how much of a pyrrhic victory you achieved, it's still - from that binary pov - a victory.

I don't really like it when I cannot even put up some semblance of a fight... even when the odds would otherwise suggest a favorable matchup.  The way I see it, an undamaged 1% CR Onslaught should still be able to fend off a 100% CR Shuttle, however ugly and messy it might be.
Considering how stiff the 0% CR penalties are, I think I can support letting ships deploy at empty CR as long as fielding the ship still costs supplies after the battle.
I still think we should be allowed to deploy non-CR ships with some penalties. I don't care that the shield doesn't work, half the engines won't start, and the guns might blow up when I fire them, I still want to go down fighting. Currently the game simply tells you via some text that you can't deploy your ship, and if the enemy pursues, you once again just get some text telling you the controls are locked because the ship isn't CR. I don't know about you but I don't really consider being told "you lost, tough luck" by some text to be very fun. I'd much prefer to make a desperate last stand with a ship that's falling apart. Go out in a blaze of glory rather than just sit there and helplessly watch an uncontrollable ship be torn apart. IMO that would be a much more satisfying way to lose.

All this talk about deploying ships at 0 CR is giving me an idea. Which I won't talk about until having tried it out! But, I'm very much a fan of managing dwindling resources, (ill-fated) last stands, etc, and if it works, it could be very much in line with that.


I know that there are alot being said by both sides and not only by these two sides. But in the end, if we think realistically, these long threads about new systems in v.0.6 are not very productive. I think that Histidine, despite that we disagreed on some things in several threads, proposed one of the best solutions in this thread http://fractalsoftworks.com/forum/index.php?topic=6790.0 .

Just wanted to mentioned that I saw that thread, and am thinking about it (while fixing bugs and such - haven't had too much time to really think too many things through in the last couple of days!) As far as this thread, I think it's been plenty productive. A few good things came out of it directly, and it's incredibly valuable just to see people's experiences with CR. I might wish the thread had a different title, especially given its content, but I suppose one can't have everything :)



Not to mention that it's not even true. Millennium Falcon, anyone? Or Firefly? "Oh hey, our engine broke and we don't have the spare part we need. I guess we're all dead." That episode is even referenced in one of the skill descriptions in Starsector.

I'm curious, which one? I may have stuck that in there subconsciously as I was watching it around that time, but it wasn't intentional, I think :)
Title: Re: Combat Readyness isn't fun..
Post by: Sordid on September 19, 2013, 10:38:56 AM
All this talk about deploying ships at 0 CR is giving me an idea. Which I won't talk about until having tried it out! But, I'm very much a fan of managing dwindling resources, (ill-fated) last stands, etc, and if it works, it could be very much in line with that.

Capital news! Here's hoping it works! :)

Not to mention that it's not even true. Millennium Falcon, anyone? Or Firefly? "Oh hey, our engine broke and we don't have the spare part we need. I guess we're all dead." That episode is even referenced in one of the skill descriptions in Starsector.

I'm curious, which one? I may have stuck that in there subconsciously as I was watching it around that time, but it wasn't intentional, I think :)

The description for Fleet Logistics says "...in deep space, a single missing part can spell disaster." Don't go and tell me that's not a reference to Out of Gas. Because it totally is. :D
Title: Re: Combat Readyness isn't fun..
Post by: Sealgaire on September 19, 2013, 02:33:46 PM
Hey, another long time player but new registree here to chime in on CR. I love it, but it has some kinks that need worked out as can only be expected with such a huge change. It's obvious the system will work better when other (non-combat mostly) systems are in place to support it and interact with it. Right now my biggest problem with it and the thing I think leads to the harsh learning curve is the progression. The hardest part of the game is probably the beginning, especially if you're new. You basically have to learn how to buffalo hunt to survive the start, but once you get a decent fleet of frigates going, it's not tough to stay afloat.

The second difficulty spike the CR and supply system creates is when you move up to cruisers and suddenly can't catch prey big enough to sustain your supply needs while at the same time actually being able to defeat it. Tugs (if you're lucky enough for them to be in stock) and the navigation skill are crucial in this regard, and I don't think you can run large fleets without them, at least at the moment where combat is the only source of resources. Once you learn how to boost your max burn, the game becomes pretty easy again.

In fact, my biggest problem with this update is that once you've learned the basics, the game becomes easier than it's ever been and your progression speeds up exponentially. Getting a fleet of destroyers and cruisers with a battlecruiser flagship should take more than an hour or two, but I'm guessing future updates have some major tweaking in store for the economy.

By the way, I've heard people mention that freighters are useful or even critical now, but I'm really not seeing it. Using my logistics for combat ships seems like a better idea, as even after a huge battle where I gain over a thousand supplies, I still have plenty of time to sell them to a station for huge profits before the logistics penalty hemorrhages them away. My suggestion would be to actually limit what you can carry based on cargo space, maybe letting you go 25% over for huge logistics penalties. It would encourage more diverse fleet compositions and make freighters feel more like freighters.
Title: Re: Combat Readyness isn't fun..
Post by: WK on September 19, 2013, 11:48:07 PM
I wouldn't change the cargo-limits at this point. The current system allows you to consider if you are close enough to a station to benefit from the excess cargo or not. Perhaps an appropriate penalty would be to lower the burn rate of over the fleet. I have not noticed this, but has this already been implemented?
Title: Re: Combat Readyness isn't fun..
Post by: Aozora7 on September 20, 2013, 06:30:45 AM
CR is fine. Supplies are killing this game. They add too much unnecessary bother about them and limit possibilities while providing no fun challenges to overcome.
Title: Re: Combat Readyness isn't fun..
Post by: Sproginator on September 20, 2013, 06:49:13 AM
The most annoying thing I've found with the update is there is no real indication as to why supplies go down excessively.

I found after a battle that my supplies per day goes up to like 30 a day! With no real understanding or indication of why
Title: Re: Combat Readyness isn't fun..
Post by: Tchey on September 20, 2013, 07:00:24 AM
I didn't play 0.6a a lot yet but i think Combat Readyness is quite OK. The part i don't like is the ugly cost of Supplies. That makes the first couple hours even more difficult than it was before. One mistake and you're more or less good to start a new game, if you don't want to crawl for another couple of hours, actually doing "nothing interesting".

Later, when you start to have some decent fire power and manage to defend and attack well, i feel it is better, as you can salvage Supplies from the defeated ships.
Title: Re: Combat Readyness isn't fun..
Post by: Silver Silence on September 20, 2013, 07:00:49 AM
>After a battle


Your ships are restoring their CR back to full. If they've taken damage, then they will also be repairing back to full as well.
Title: Re: Combat Readyness isn't fun..
Post by: Alex on September 20, 2013, 07:57:37 AM
I found after a battle that my supplies per day goes up to like 30 a day! With no real understanding or indication of why

If you mouse over the supply use indicator, it'll give you a breakdown of what exactly is using supplies.
Title: Re: Combat Readyness isn't fun..
Post by: Sproginator on September 20, 2013, 10:11:45 AM
Oh, I see, So that massive drain is due to them shuffling supplies between ships to restore armor etc?
Title: Re: Combat Readyness isn't fun..
Post by: K-64 on September 20, 2013, 10:43:43 AM
The most annoying thing I've found with the update is there is no real indication as to why supplies go down excessively.

I found after a battle that my supplies per day goes up to like 30 a day! With no real understanding or indication of why

I think it's for replenishing CR and/or repairs
Title: Re: Combat Readyness isn't fun..
Post by: thebrucolac on September 20, 2013, 11:13:22 AM
I initially was unsure about the CR mechanic, but once I'd played a while and saw how logistics, CR and cargo capacity tied into each other, I became a big fan. CR can be tied into a lot of new game mechanics, and I like having to make choices about how to deploy my fleets. The supply mechanics give me a whole new appreciation of the Hound, which has great capacity for its size and is fast enough to chase down retreating enemies. I am trying out fleet combinations I never would have bothered with before, and it has opened up the game for me. CR is the restriction that allows you to define yourself within the game, and is an excellent core mechanic. It might need tweaking, but I hope it is here to stay.

As an aside, the CR reduction for participating in combat may seem extreme, but keep in mind that the ship is straining its systems to travel as quickly as possible, shoot quickly, and maintain energy fields. The universe of starsector is one where a great deal of knowledge has been lost and even experienced crew don't necessarily understand how their equipment does what it does. Complex equipment cannot be run ragged over and over again and maintain effectiveness. I found my new logistical vulnerabilities fun and satisfying. And while the AI does not have the same supply concerns, their CR concerns mean that you can harry them to death, and really be a raider, which is great!
Title: Re: Combat Readyness isn't fun..
Post by: Sproginator on September 20, 2013, 12:55:18 PM
The most annoying thing I've found with the update is there is no real indication as to why supplies go down excessively.

I found after a battle that my supplies per day goes up to like 30 a day! With no real understanding or indication of why

I think it's for replenishing CR and/or repairs

Ah, Gotcha, Cheers :)
Title: Re: Combat Readyness isn't fun..
Post by: Voyager I on September 20, 2013, 01:07:13 PM
CR is fine. Supplies are killing this game. They add too much unnecessary bother about them and limit possibilities while providing no fun challenges to overcome.

CR is fine except for the part where it has any consequences?
Title: Re: Combat Readyness isn't fun..
Post by: Cosmitz on September 20, 2013, 01:33:15 PM
What's starting to bother me about CR a bit is the fact that if by some reason your max CR drops, your CR also drops, but if it increases again instantly, it stays at the same level, basically 'forgetting' the preparation. I've seen this happen with long haul over-cargo, crew decreases and the most obvious, mothballing.

It takes up to a week to get a cruiser at full CR but it takes an instant to mothball it and loose all the CR?


I'd say it would be common sense for CR to drop at say 2/3x the level it gains it. 5% CR gain per day, 10/15% cr loss maximum per day due to factors that drop maximum CR, including mothballing. To prevent abuse, you cannot 'cancel' mothballing until it reaches 0 and re-activate it.
Title: Re: Combat Readyness isn't fun..
Post by: Voyager I on September 20, 2013, 01:51:29 PM
Ships whose maximum CR have dropped below their current CR do lose it gradually other than Mothballing.

And no, I would not want Mothballing to have my ship locked in 'mothball' state for a week before I could even begin trying to reactivate it.
Title: Re: Combat Readyness isn't fun..
Post by: Psygnosis on September 20, 2013, 07:04:17 PM
Ships whose maximum CR have dropped below their current CR do lose it gradually other than Mothballing.

And no, I would not want Mothballing to have my ship locked in 'mothball' state for a week before I could even begin trying to reactivate it.

so what youre saying is you want to exploit the Mothball state so you can get a ship to max CR, mothball and then avoid the (minimal) upkeep required. so you can just re-fuel and re-crew the thing right before a battle?

Perhaps a better soloution would be a 75-90% reduction in CR on a ship that has been mothballed.
CR is both the crew's setup and ships hardware being prepared for fights. you could not dump 60 people into a ship and say "there combat ready!"
Title: My take on why people feel CR isn't fun
Post by: ScienceLion on September 20, 2013, 07:47:42 PM
The game, as is, is severely off balance. Right now, the decisions people typically make in space games either do not apply or are detrimental to gameplay.

You can get more than enough money to buy a battleship before your character is able to sustain a battleship's CR requirements. People want to buy a big killer battleship as soon as they have enough money, but struggle with keeping a fleet afloat with enough supplies.

Why do they want a big ship as flagship? Because the AI pretty much controls the rest of the ships, and the players generally feel they can control a ship better than the AI, therefore the flagship should be theirs. So why not sink points into leadership? You only start with 3 command points. You can barely lead a fleet with three instructions only. And with 1 aptitude point per 4 skill points with only 3 leadership skills, you have an extra skill point you can't really make useful. So put more skill points into your flagship. Which can't survive without a supporting fleet. And now you're stuck with a game you can't win at.

You can't play 0.6a with the same typical decisions you make in other games. And it's hard to think "What do I need to do to make this AI fleet be  an effective and sustainable killing machine?" instead of "How do I make my ship better at exploding other ships?"
Title: Re: Combat Readyness isn't fun..
Post by: Alex on September 20, 2013, 07:51:24 PM
(@ScienceLion: I appreciate your take on it, but not sure it needs a separate thread. Merged.)
Title: Re: Combat Readyness isn't fun..
Post by: Musaab on September 20, 2013, 07:52:43 PM
I don't understand why everyone is having so much trouble with supplies...I have so many, I just sell off the extras to get more epic ships.

It's only a issue at the beginning really, and not so much if you can manage it.
Title: Re: Combat Readyness isn't fun..
Post by: LostInTheWired on September 20, 2013, 09:55:57 PM
I have literally never had problems with supplies yet.  I try to keep my logistic point usage down to about 50% and just overflow my cargo with everything I can fit, which is usually everything since I pump tons of points into leadership.  I can field a strong force that can kill the pirate plunder fleets very easily, way under the amount of ships or ordinance points they use.  I even usually use a Madusa, despite how expensive they are to field, and I generally never go under.  Hell, with how expensive supplies are, I'm usually 400,000 credits up by the 4 hour mark.  Likely less.

I just picked my battles at the beginning.  Ran a Wolf for my starter ship.  I can easily take out the buffalos, which are nearly free supplies.

Not to say the CR mechanic couldn't use work.  It is arguable what it adds to the game at this time.  I may see if I can make random events depending on your CR ratings as a mod.  Might make it more interesting.
Title: Re: Combat Readyness isn't fun..
Post by: Sordid on September 21, 2013, 05:04:16 AM
You can't play 0.6a with the same typical decisions you make in other games. And it's hard to think "What do I need to do to make this AI fleet be  an effective and sustainable killing machine?" instead of "How do I make my ship better at exploding other ships?"
Well yeah, that's the point of the game. Starsector isn't a space shooter, it's a mixture of that and a strategy game where you command a fleet. Sure, you can play it as a space shooter, and I do, but it's pretty clearly not supposed to be played that way. Of course you're going to run into problems if you try to play a game as something else than it is. I for one view the fact that you have to learn to play this game as something positive. If you didn't have to learn anything, that would mean the game's exactly the same as every other space game, and what's the point of that?
Title: Re: Combat Readyness isn't fun..
Post by: Debido on September 21, 2013, 05:20:56 AM
I have analysed the mechanic of CR and found it wanting. In the 'Starsector 0.6a (Released) Patch Notes'  thread I posted a 2000 word description of the problem and potential solutions to the ease the burden of CR early on in the game. The concept of stamina is common amongst any game, in one hand it stretches gameplay and in another it prevents exponential growth of a fleet as follows:

(http://s23.postimg.org/dc3ohorjv/Fleet_Size054.png)
(Numbers are indicative, not actual)

With the new Starsector release the gameplay is however looking more like this due to the way CR is stimmying fleet growth arbitrarily and selectively forcing certain gameplay types:

(http://s22.postimg.org/mh3b3jckx/Fleet_Size060.png)

What I would like to see is a CR system that isn't so arbitrary trial/error. The current system is static and does not scale, it directly applies the same penalty to a small fleets or single ships as it does large ships and fleets. A more dynamic system should look more like this when played.

(http://s23.postimg.org/4lstbm5x7/Intended_Fleet_Size.png)

This would be a more linear growth until about a fleet size of perhaps 50 units, and then a slow tapering as fleet stamina overheads apply.

I would agree that because the industry part of the game is not yet implemented there is no industry to create supplies, which I assume it is intended to fill that roll. Is 0.6 balanced? No. Are there better ways of implementing an overall downwards pressure on fleet size that reacts dynamically to the players tactics and strategies? Yes - however it may be complicated to do so, simpler suggestions than mine will probably have a better effect. I'm grateful that Alex is actively engaging the community and listening to our suggestions, the more positive and constructive feedback, the better the game and it's mechanics will be.

Title: Re: Combat Readyness isn't fun..
Post by: BillyRueben on September 21, 2013, 06:35:44 AM
Fleet size doesn't equal progression. Some of us (like me) enjoy small fleets of advanced ships.
Title: Re: Combat Readyness isn't fun..
Post by: Griffinhart on September 21, 2013, 06:43:17 AM
The only real measure of progression in Starsector is your character's XP. The more you have, the better you are, regardless of what you field or fly; and the only way to get more XP is to kill more things.

-

As far as I can tell, all that CR's done is made the Leadership aptitude and Logistics skill actually relevant to the game.

Well, okay, that and it's made the early and mid game slightly more difficult in that you can (more) easily death-spiral yourself via starvation, but the solution to that problem is, basically, never setting out except to do combat, because any time you're out and about, you're burning supplies - so the only reason to ever undock from a station is to get more supplies. I imagine this will be alleviated in the long run when trading and manufacturing are implemented, that way the early game isn't so tightly focused on finding winnable engagements (and then winning them, of course) so that you 1) don't starve to death, and 2) can cash/XP-grind your way to a better ship (or at least a better logistical backbone).

The late game is basically unchanged, other than that you now need to invest in some freighters to haul supplies (and/or fuel).

-- Griffinhart
Title: Re: Combat Readyness isn't fun..
Post by: Debido on September 21, 2013, 09:04:48 AM
@BillyReuben: Absolutely, fleet size isn't a 'hard' rule that shows progress, it's how much you enjoy the game! That's the 'real' progress :D
@Griffinhart: The real measure of progression is your characters XP? Well I'd suggest it's one factor that it is indicative of how much time, effort and combat you've been in. Other factors are credits, human personnel, stored fuel, stored supplies, stored ships and parts etc. One major difference is that XP is a resource that you can build up, but cannot lose or trade.

The intention of CR is to be a means of artificially constraining players maximum or fastest ability to build up resources over time - XP is just another resource. What I'm trying to communicate is the overall effect CR has on gameplay, especially on people starting out. If that is the case, then here is another representation of the problem.

(http://s8.postimg.org/8ukbf8bw5/Measure_Of_Happiness.png)

For any game publisher or developer that graph is awful feedback!

There is a fantastic post by Jon Brown on Gamasutra that delves into some of this http://www.gamasutra.com/blogs/JonBrown/20100922/88111/Difficulty_Curves_Start_At_Their_Peak.php (http://www.gamasutra.com/blogs/JonBrown/20100922/88111/Difficulty_Curves_Start_At_Their_Peak.php)

This post should probably remind people of this image...

(http://mmoreporter.com/wp-content/uploads/2011/02/LearningCurve1.jpg)

I think the feedback being reported is similar to Eve: TSG
Title: Re: Combat Readyness isn't fun..
Post by: Alex on September 21, 2013, 09:25:11 AM
The intention of CR is to be a means of artificially constraining players maximum or fastest ability to build up resources over time ...

Well... the main goal of CR is to provide the player with a framework that lets them make more interesting decisions and leads to more interesting battles. If managed properly, I don't think it acts as a constraint on income, at least not compared to the previous release.

All in all, though, I generally agree both about the fleet growth curve and the difficulty curve. As I probably mentioned earlier, both of those need other mechanics in place (economy, trade, production, etc) before I can really delve into addressing them. I do want to do a few things to make it easier on new players in the short term, though.
Title: Combat readiness is currently HORRIBLE
Post by: Dexy on September 21, 2013, 11:45:01 AM
I had a close fight. I ran out of supplies. Bought more at the station. Ran out of supplies again while waiting for combat readiness to go up to the point where my ships could fight something. I ran out of money. I sold some ships and mothballed others to buy more supplies. My last two ships in the fleet are still eating up all supplies before reaching a point where they can fight anything.

I registered only to say this: combat readiness is currently horrible and only detracts from the good things in the game.

PS: I've sold everything I own to buy supplies but I never managed to escape the supply drain trap. Since selling my last ship is impossible, I now have to go out and lose it in battle.

A ship that runs out of supplies should always be able to fight.

PPS: I tried to lose my ship in battle, but somehow combat ends in a few seconds with my 0% cr ship. In the end, I lost the ship to an accident. I respawned in a Dram and went out searching for something to kill. Comically, I didn't find anything I could take on before running out of supplies. Now I'm just waiting for another accident so I hopefully respawn in a non-*** ship.
Title: Re: Combat Readyness isn't fun..
Post by: Thaago on September 21, 2013, 12:33:33 PM
Tip for respawning in a dram - just go to a station and sell the fuel. You should have enough money to buy a frigate (especially with selling the dram). Then hunt Buffalo's until you have some reserve cash BEFORE buying more ships.
Title: Re: Combat Readyness isn't fun..
Post by: Dexy on September 21, 2013, 12:52:47 PM
Tip for respawning in a dram - just go to a station and sell the fuel. You should have enough money to buy a frigate (especially with selling the dram). Then hunt Buffalo's until you have some reserve cash BEFORE buying more ships.

I respawned with 11 fuel, and the last ship in the fleet cannot be sold.
Title: Re: Combat Readyness isn't fun..
Post by: Sordid on September 21, 2013, 01:55:20 PM
Tip for respawning in a dram - just go to a station and sell the fuel. You should have enough money to buy a frigate (especially with selling the dram). Then hunt Buffalo's until you have some reserve cash BEFORE buying more ships.

There really needs to be some option to trade in one ship for another.
Game: "You can't sell your last ship."
Me: "But if I sell it, I'll have enough for this other, better ship! Pretty please with sugar on top?"
Game: "I SAID NO, GODDAMMIT!" >:(
Me: "Okay..."  :'(
Title: Re: Combat Readyness isn't fun..
Post by: Frozen on September 21, 2013, 06:30:09 PM
People keep whinging about the cost of supplies. Wait a minute, why are you buying them? There's a button after battles. It says "pick through salvage" Try it, you'll be rich!!!

Up your logistics and you'll use less supplies. It costs more to try and field more fleet than you can handle. I for one like the change, it means i don't have to worry about fleet capacity if i just raid traders like crazy. Atm I'm hooning around in an apogee cruiser. costs like 1.5 supply a day. That's chump change. Supplies are free unless you're a bad pilot. If it's that bad sell all but 1 of your fuel and use THAT to buy supplies. It's not like you spend that much time in hyperspace anyways
Title: Re: Combat Readyness isn't fun..
Post by: Thaago on September 21, 2013, 07:27:49 PM
Huh... you used to be able to trade sell and buy ships at the same time because it was one screen. Now that its two screens you can't. :P You also used to always start with the full 350 fuel in the Dram - guess my info is bad for this version!
Title: Re: Combat Readyness isn't fun..
Post by: Flare on September 21, 2013, 07:30:48 PM
I think you can still pick up the ships though, maybe if you pick one up and then click to the other screen will allow you to switch them simultaneously.
Title: Re: Combat Readyness isn't fun..
Post by: xenoargh on September 21, 2013, 08:25:04 PM
I think that the thing about the difficulty curve has a point. 

For the newbies, we need to bear in mind:  they don't understand the combat mechanics, they haven't bothered playing the Missions, they don't have skills yet.  Most of them haven't even bothered with the tutorial. 

I have a couple of ideas about this issue.

1.  Make a Mission that players need to get through at the start of play on a new playthrough that takes them through the Tutorial.  I think that a heck of a lot of players aren't bothering and are getting real, real frustrated when they're trying to climb the cliff all at once.  All of us who've been here a while just had to pick up the CR system and figure out what was UP / OP this time; for newbies, it was probably pretty crushing to buy this thing and find that there really is no easy intro and that death is just a few screwups in terms of buy-order away. 

The idea that players will find out quickly that they need to become Buffalo-hunters for quite some time and save up money isn't realistic; first-time players really do need to do a bit of learning about the economics behind the CR system, or it needs to be heavily nerfed until the other elements are available.

2.  I think that the death-spiral issue's a big problem, largely because the game's not giving players enough information about what's up or is presenting it in a way that's not quite easy enough to read.  For example, if the player's out of Supplies, the first time that happens, the game should go ahead and throw up a Dialog, saying something along the lines of, "Your supplies are exhausted, and time is running out.  Either Mothball your fleet and head to the nearest Station to buy Supplies at exorbitant rates or pick a fight with another fleet as soon as possible to gain their Supplies and save your fleet!"

3.  Lastly, one of the issues here that's been pointed out more than once is that, inadvertently or not, Supplies have become the de-facto currency in the game.

That's fine and dandy- survivalist gameplay is not a bad idea in and of itself - but if it's going to keep working like that, beyond the range of nerfs for 0.61a to simply make Fighters viable-ish, it needs to be much more emphasized as the game moves forwards, so that newbies understand, as quickly as possible, the core things all of us vets know:

A.  Big fleets <> powerful fleets.  Small fleets can defeat very large ones... if you're skilled.
B.  It is very unwise to build a fleet's size until you are quite sure you can keep it supplied.
C.  It is important at all times to keep supply use down in large fleets by using Mothball whenever possible.
D.  You gain some experience for anything you kill, but you also gain experience after taking losses. 
E.  Losing your fleet is not the end of your story.
Title: Re: Combat Readyness isn't fun..
Post by: Histidine on September 21, 2013, 09:59:17 PM
People who don't play an eight-minute tutorial shouldn't complain about being chewed up and spit out.

Other than that: yeah, I agree completely.
I'd generalize the death spiral problem to: the game doesn't warn you ahead of time about all the supplies you're going to be using.

One idea I had was to alleviate the problem was to add 200 supplies to the Abandoned Storage Facility as an "emergency stash" that newbies could raid if they somehow found themselves in a plunge. Aside from the problem of pointing players to it, however, I suspected that the kind of newbie who'd need something like that would just end up hauling it to the Hegemony station and selling all of it, buying a cruiser, and ending up in exactly the rut it was supposed to prevent.



Title: Re: Combat Readyness isn't fun..
Post by: Midnight Kitsune on September 21, 2013, 10:48:43 PM
People who don't play an eight-minute tutorial shouldn't complain about being chewed up and spit out.
Other than that: yeah, I agree completely.
I'd generalize the death spiral problem to: the game doesn't warn you ahead of time about all the supplies you're going to be using.
One idea I had was to alleviate the problem was to add 200 supplies to the Abandoned Storage Facility as an "emergency stash" that newbies could raid if they somehow found themselves in a plunge. Aside from the problem of pointing players to it, however, I suspected that the kind of newbie who'd need something like that would just end up hauling it to the Hegemony station and selling all of it, buying a cruiser, and ending up in exactly the rut it was supposed to prevent.
The thing is though is that there is NO tutorial about this CR stuff! That was the first thing I checked when I got the new update.
And I agree with the "emergency stash" problem. Maybe have them at 20 or 50 instead of 200? Or maybe have the stations repair you for free or amuch reduced price as long as you are under a certain level? I don't know
Title: Re: Combat Readyness isn't fun..
Post by: Dexy on September 22, 2013, 12:08:14 AM
People who don't play an eight-minute tutorial shouldn't complain about being chewed up and spit out.

Other than that: yeah, I agree completely.
I'd generalize the death spiral problem to: the game doesn't warn you ahead of time about all the supplies you're going to be using.

One idea I had was to alleviate the problem was to add 200 supplies to the Abandoned Storage Facility as an "emergency stash" that newbies could raid if they somehow found themselves in a plunge. Aside from the problem of pointing players to it, however, I suspected that the kind of newbie who'd need something like that would just end up hauling it to the Hegemony station and selling all of it, buying a cruiser, and ending up in exactly the rut it was supposed to prevent.

That wouldn't help at all. You won't make it to the station in time before being attacked or losing ships. Besides, 200 supplies is nothing! I burned through way more than that.

The death spiral should not exist in this form. Combat should always be an option to get out of it.
Title: Re: Combat Readyness isn't fun..
Post by: Dexy on September 22, 2013, 12:29:16 AM
Besides my whining about the death spiral, I think there are some positive aspects to cr & supplies as well, but the negative ones outnumber them at the moment. Here's a comparison:

The good:
- not being able to fight many battles with no rest in between is good.
- supplies mattering is a requirement for an economy that matters

Undecided:
- cr dropping after some time in battle.

The bad:
- The aforementioned death spiral, ie. ships not being able to fight at all with 0% CR. The AI suffers from it as well, I see lots of pirate ships at 0% CR flying around.
- Too easy to win against larger fleets.
- High tech ships take forever to recover cr, which makes them terrible. Low tech vs high tech should not be balanced in this way.
- If we are to micromanage supplies, then the UI should help us do so. ie. a checkbox that stops repairing if supplies drop past a certain threshold.
- Repairs eat a ridiculous amount of supplies. A Medusa costs 18000 credits, and takes 240 supplies to repair fully. 240 supplies cost 28800 credits. What?
- Constant pressure to acquire more supplies is annoying. Which is yet another sign that supplies are consumed too quickly. Also they're probably gained too quickly. Supply gain and expenditure should be both slowed down.
Title: Re: Combat Readyness isn't fun..
Post by: Musaab on September 22, 2013, 12:40:02 AM
There is a setting that says "Damage taken by your ship" which can be set to Half or Full....it's default appears to be half.

Is it just self explanatory?  Have people finding things too easy try setting it to full?  Any difference?
Title: Re: Combat Readyness isn't fun..
Post by: ValkyriaL on September 22, 2013, 01:42:03 AM
AI does twice their damage (their normal damage AKA the same damage as you do with your weapons.) :P, but i barely notice any difference since i usually never get hit to begin with.
Title: Re: Combat Readyness isn't fun..
Post by: Musaab on September 22, 2013, 02:01:26 AM
So full really isn't full, but double, and half really isn't half, but normal???
Title: Re: Combat Readyness isn't fun..
Post by: Dexy on September 22, 2013, 02:26:22 AM
So full really isn't full, but double, and half really isn't half, but normal???

No, I think he's wrong. With half damage taken enabled, I can brawl down AI Lashers with my own Lasher before taking hull damage. Same with Hounds. The player definitely has a noticeable advantage. Without any skills.
Title: Re: Combat Readyness isn't fun..
Post by: ValkyriaL on September 22, 2013, 02:32:54 AM
Think you have it wrong, full damage is 100% damage, so AI will do their normal damage with full damage enabled, 50% is half their damage. so they will only hit for 15 damage despite the weapon they have normally does 30.
Title: Re: Combat Readyness isn't fun..
Post by: Uomoz on September 22, 2013, 03:28:29 AM
Oh god. Simple answer: half damage, the piloted ship takes half damage; full damage, the piloted ship takes normal damage.
Title: Re: Combat readiness is currently HORRIBLE
Post by: liq3 on September 22, 2013, 04:17:37 AM
I had a close fight. I ran out of supplies. Bought more at the station. Ran out of supplies again while waiting for combat readiness to go up to the point where my ships could fight something. I ran out of money. I sold some ships and mothballed others to buy more supplies. My last two ships in the fleet are still eating up all supplies before reaching a point where they can fight anything.

I registered only to say this: combat readiness is currently horrible and only detracts from the good things in the game.

PS: I've sold everything I own to buy supplies but I never managed to escape the supply drain trap. Since selling my last ship is impossible, I now have to go out and lose it in battle.

A ship that runs out of supplies should always be able to fight.

PPS: I tried to lose my ship in battle, but somehow combat ends in a few seconds with my 0% cr ship. In the end, I lost the ship to an accident. I respawned in a Dram and went out searching for something to kill. Comically, I didn't find anything I could take on before running out of supplies. Now I'm just waiting for another accident so I hopefully respawn in a non-*** ship.
So another way of interrupting it is this: You didn't have enough money or supplies to get your fleet back up to a point where it could function in battle. There is no supply drain trap. Most ships in the game can carry enough supplies to deploy anywhere from 4-30 times. The average is about 11 excluding freighters. On the other hand, almost no ships can carry enough to repair themselves even once (from say 1% hull and no armour (aside from freighters)). This makes sense, since I imagine a 1% hull ship with no armour, is a ship so badly damaged it's a miracle it can even move. And people are hardly gonna carry around enough supplies to rebuild most of a ship.

If you make bad tactical choices, lose several battles in a row and fail to produce enough money to maintain your ships, then yes I'm pretty sure the consequence should be to die horribly in the cold depths of space while the engine breaks down and the life support fails (lucky they don't go that far eh?).
Title: Re: Combat readiness is currently HORRIBLE
Post by: Dexy on September 22, 2013, 05:21:53 AM

If you make bad tactical choices, lose several battles in a row and fail to produce enough money to maintain your ships, then yes I'm pretty sure the consequence should be to die horribly in the cold depths of space while the engine breaks down and the life support fails (lucky they don't go that far eh?).

I won all battles you reading comprehension impaired moron.
Title: Re: Combat readiness is currently HORRIBLE
Post by: liq3 on September 22, 2013, 05:25:30 AM

If you make bad tactical choices, lose several battles in a row and fail to produce enough money to maintain your ships, then yes I'm pretty sure the consequence should be to die horribly in the cold depths of space while the engine breaks down and the life support fails (lucky they don't go that far eh?).

I won all battles you reading comprehension impaired moron.
1. http://en.wikipedia.org/wiki/Pyrrhic_victory
2. I never said you lost your battles. Funny how people seem to notice their own faults in others.
Title: Re: Combat readiness is currently HORRIBLE
Post by: Dexy on September 22, 2013, 05:27:28 AM

If you make bad tactical choices, lose several battles in a row and fail to produce enough money to maintain your ships, then yes I'm pretty sure the consequence should be to die horribly in the cold depths of space while the engine breaks down and the life support fails (lucky they don't go that far eh?).

I won all battles you reading comprehension impaired moron.
1. http://en.wikipedia.org/wiki/Pyrrhic_victory
2. I never said you lost your battles. Funny how people seem to notice their own faults in others.

Right. You're just using weasel words to suggest that your example is relevant to the scenario I described.
Title: Re: Combat readiness is currently HORRIBLE
Post by: Gothars on September 22, 2013, 05:44:37 AM

If you make bad tactical choices, lose several battles in a row and fail to produce enough money to maintain your ships, then yes I'm pretty sure the consequence should be to die horribly in the cold depths of space while the engine breaks down and the life support fails (lucky they don't go that far eh?).

I won all battles you reading comprehension impaired moron.

That is not acceptable language. I'll give you a warning for it, don't let it happen again.


Regarding your experience with the game: The CR recovery process is not as expensive as one might think, frigates cost about 5 and destroyers about 10 to 20 supplies to recover from one deployment. Here's a excel spreadsheet (http://fractalsoftworks.com/forum/index.php?topic=6785.0) if your are interested.
What really is expensive are indeed repairs, so if you are low on supplies, suspend them. And don't forget that you can recover all your CR instantly at a friendly station if you have the supplies, no need to wait.
Title: Re: Combat Readyness isn't fun..
Post by: Fireball14 on September 22, 2013, 06:09:47 PM
Hi ben playing this game for bit now(soft core player), and it was realy fun (especially playing lone ship), and now i dicidead to update to 0.6 and what did i got?
Lots of pain surviving constant stress of runing out of supplys, and in end no CR so i cant fight anymore -> cant get more money -> cant get more supplays -> cant get more CR -> Cant fight anymore! Anyway that was my first try.
Now on second playthrou i goten to BS and evrything was fine exept HOW DA***** I SUPPOSED TO ENJOY MY GAME IF I JUST SIT THERE DOING NOTHING!!!!! Realy devs, as good as it looks on drawing board - CR as bad for game. Basicly i waana game where i can go and have a fun fight whenever I WANT and play battle as i like it(its enough i cant go in battle cos of damage iv got). If you want that system implantet so badly then make it an option for hardcore players when thay start new game, or at least make mod option to disable this system completely(all ships always have 50% CR).

For now im back to 0.5 version and gonna stay with it until game stops being so hardcore. And sorry for my emotions, I just hate to see a good game going bad.
Title: Re: Combat Readyness isn't fun..
Post by: Silver Silence on September 22, 2013, 06:24:50 PM
^

Quote from: Silver Silence
"i kno this game is beta but it sux i cant kil anything and CR is ***. one battle and all my money is gone wtf???!!eleven!1!"

EDIT:
I guess I should probably drop this (https://www.dropbox.com/s/c20qhus87oikb46/ship_data_ezmode.csv) in here. It will reduce all supply/day costs on ships to 1 supply/day and ships will only lose 1CR to be fielded in battle. 'Course, this makes ships immune to the being-worn-down-by-harrying tactic that a lot of people are employing to get easier kills but it will mean you can keep up to date with mods and the like.
Title: Re: Combat Readyness isn't fun..
Post by: Fireball14 on September 22, 2013, 07:17:35 PM
Thx, now i know how to diable CR  ;D Gonna make it more like a vanila only with out CR.
Title: Re: Combat Readyness isn't fun..
Post by: Uomoz on September 22, 2013, 07:40:04 PM
^

Quote from: Silver Silence
"i kno this game is beta but it sux i cant kil anything and CR is ***. one battle and all my money is gone wtf???!!eleven!1!"

EDIT:
I guess I should probably drop this (https://www.dropbox.com/s/c20qhus87oikb46/ship_data_ezmode.csv) in here. It will reduce all supply/day costs on ships to 1 supply/day and ships will only lose 1CR to be fielded in battle. 'Course, this makes ships immune to the being-worn-down-by-harrying tactic that a lot of people are employing to get easier kills but it will mean you can keep up to date with mods and the like.


HAHAHA man I can't believe you fell for that.
Title: Re: Combat Readyness isn't fun..
Post by: Silver Silence on September 22, 2013, 08:06:57 PM
Huh?
Title: Re: Combat Readyness isn't fun..
Post by: joey4track on September 22, 2013, 10:30:20 PM
I think CR is an awesome mechanic and a step in the right direction.
Title: Re: Combat Readyness isn't fun..
Post by: Debido on September 23, 2013, 02:50:47 AM
The intention of CR is to be a means of artificially constraining players maximum or fastest ability to build up resources over time ...

Well... the main goal of CR is to provide the player with a framework that lets them make more interesting decisions and leads to more interesting battles. If managed properly, I don't think it acts as a constraint on income, at least not compared to the previous release.

All in all, though, I generally agree both about the fleet growth curve and the difficulty curve. As I probably mentioned earlier, both of those need other mechanics in place (economy, trade, production, etc) before I can really delve into addressing them. I do want to do a few things to make it easier on new players in the short term, though.

Thanks Alex, can you expand on how CR is intended to provide 'more interesting decisions' and 'more interesting battles'? My experience has led to seeing flagships being deployed less often (late game), and at some point when your fleet is bigger than anyone else's they are only for show and never get deployed due to opponents fleeing. Although it's a bit irrelevant as the game is not near completion and only a fraction of the complete framework is in place.

I'd like to hear your thoughts on what you enjoy as an 'interesting' in-game decision, and how you would define an 'interesting' battle for you - personally for you as a gamer, perhaps even relating to similar games you've played. Do you draw inspiration from Solar Winds? Sean O'Conners Critical Mass? FTL? SPAZ? Starfight I-IV? Anacreon? Privateer? Starscape? Galactic CIV? Sins (Series)? Master of Orion? Starships Unlimited? etc. etc. to tedium adnorsium. What's your vision of gameplay mechanics that engages players, you have a high level blurb on the front page but I'd be interested to hear a bit more depth when you have some spare time.
Title: Re: Combat Readyness isn't fun..
Post by: WK on September 23, 2013, 06:13:11 AM
Despite most of "the game" still missing the CR already makes for some interesting scenarios and promotes a versatile fleet. For instance having low-tech frigates like lashers is nice for larger, multi-battle engagements and chases as they are cheap to deploy CR-wise. Also, the mechanic promotes minimizing your active combat forces leading to large risk - large gain (less ships, more dangerous fight - cheaper CR-recovery) vs low risk - low gain balancing.

At the moment the system is still unbalanced but I'm very interested to see how it works once more flesh is added around this mighty skeleton.

One thing that is broken at the moment is the harrying mechanic. The concept makes sense, but it just does not work at the moment. And unfortunately I have no clear ideas on how to fix it. Fast fleets should be able to pick their fights, but gameplay-wise it's a good thing that there is an option to escape. As the system is now it's not even only a matter if you want to pursue immediately or harry them to zero CR as in large battles with a lot of freighters & mothballed AI ships in the opposing fleet the AI does not deploy anything in the engagements so you have to harry-engage... until they have no combat ready ships left at which point you can pursue them and force them to field their ships. This is something that requires some attention at some point and something that will not be automatically fixed once more systems are implemented.
Title: Re: Combat Readyness isn't fun..
Post by: xenoargh on September 23, 2013, 06:29:14 AM
In terms of fixing Harry, I have an idea.

Sometimes, but not always, the AI should choose to Ambush the Harry attempt.  

This should lead to a shorter-than-usual battlefield size (i.e., less room to maneuver), and the Player's chosen Harry ships should be put into a battle vs. the fleet being Harried, with no reinforcements.

This would make Harry a fun and challenging experience, and if the AI was given the same choices, it might make for some really fun moments for the player, trying to get away from a superior fleet.
Title: Re: Combat Readyness isn't fun..
Post by: ciago92 on September 23, 2013, 07:58:04 AM
In terms of fixing Harry, I have an idea.

Sometimes, but not always, the AI should choose to Ambush the Harry attempt.  

This should lead to a shorter-than-usual battlefield size (i.e., less room to maneuver), and the Player's chosen Harry ships should be put into a battle vs. the fleet being Harried, with no reinforcements.

This would make Harry a fun and challenging experience, and if the AI was given the same choices, it might make for some really fun moments for the player, trying to get away from a superior fleet.

That is brilliant! The question is how would you communicate that to the player? If the player is notified in the campaign combat screen then they'll send out everything. Otherwise now you're going to have to say something in combat or else everyone will flood the bug reports "I got a weird combat where I couldn't use reinforcements" "I harried someone and had a tiny map to fight on" kind of stuff
Title: Re: Combat Readyness isn't fun..
Post by: Gothars on September 23, 2013, 08:13:11 AM
This should lead to a shorter-than-usual battlefield size (i.e., less room to maneuver), and the Player's chosen Harry ships should be put into a battle vs. the fleet being Harried, with no reinforcements.

You dont get to choose ships for Harry, though. It would be most annyoing to have to choose ships for something that, in most cases, doesnt lead to anything but  a text message.
Title: Re: Combat Readyness isn't fun..
Post by: liq3 on September 23, 2013, 08:54:09 AM
In terms of fixing Harry, I have an idea.

Sometimes, but not always, the AI should choose to Ambush the Harry attempt.  

This should lead to a shorter-than-usual battlefield size (i.e., less room to maneuver), and the Player's chosen Harry ships should be put into a battle vs. the fleet being Harried, with no reinforcements.

This would make Harry a fun and challenging experience, and if the AI was given the same choices, it might make for some really fun moments for the player, trying to get away from a superior fleet.
I don't like this idea at all. Why would I ever use harry if there's a chance it puts me into a bad fight? I only even get the option against weaker fleets anyway. I'm not gonna risk some of my ships getting in a fight that can destroy them (and even if a bad fight does happen, I may very well just retreat all my ships). The whole point of harrying is for the hunter to make the prey weaker, before it goes for the kill.

It also doesn't make sense from a realism perspective. There's no stealth in space, you can't ambush people.
Title: Re: Combat Readyness isn't fun..
Post by: Alex on September 23, 2013, 09:08:03 AM
Thanks Alex, can you expand on how CR is intended to provide 'more interesting decisions' and 'more interesting battles'? My experience has led to seeing flagships being deployed less often (late game), and at some point when your fleet is bigger than anyone else's they are only for show and never get deployed due to opponents fleeing. Although it's a bit irrelevant as the game is not near completion and only a fraction of the complete framework is in place.

In a nutshell, what I meant there is that battles are likely to have more even forces on each side, which makes them more challenging. Deploying an overwhelming force every time isn't "interesting". The "interesting decision" I mentioned is how much to deploy. You're measuring the cost of the deployment vs the payoff vs the risk if you don't deploy enough. Ideally, what you want to do - what's most economic - is to deploy the absolute least you can while ensuring you don't take significant losses. So, I really like that as a dynamic; with the optimal way to play also naturally being more challenging, and also letting the player challenge themselves to the degree they're comfortable with.
Title: Re: Combat Readyness isn't fun..
Post by: WK on September 23, 2013, 09:09:50 AM
This should lead to a shorter-than-usual battlefield size (i.e., less room to maneuver), and the Player's chosen Harry ships should be put into a battle vs. the fleet being Harried, with no reinforcements.

You dont get to choose ships for Harry, though. It would be most annyoing to have to choose ships for something that, in most cases, doesnt lead to anything but  a text message.

I agree. This suggestion has its merits but it would complicate the system. The problem for me isn't so much that you can harry a fleeing fleet, but the fact that at times there is nothing else you can do.

The harry->fly a bit->harry->fly-loop is not fun gameplay. It's a tricky thing since escaping needs to be an option, but not one without penalties. Artificial limits on how soon the attacker can re-engage also seems like a poor solution.
Title: Re: Combat Readyness isn't fun..
Post by: xenoargh on September 23, 2013, 09:14:13 AM
Quote
You dont get to choose ships for Harry, though. It would be most annyoing to have to choose ships for something that, in most cases, doesnt lead to anything but  a text message.
Choose once, then never have to bother again?

Never choose, but the Ambush scenario has other complications?

Never choose, but your fastest 3 ships / wings are chosen, with 1 player-pilotable ship guaranteed to be chosen?

Plenty of options here- it's just a bare-bones suggestion to fix the issue :)

Quote
There's no stealth in space, you can't ambush people.
There is "stealth in space" in the Starsector universe, otherwise there wouldn't be Fog of War and Phase Cloaks would never have been invented.  Anyhow, it's a game idea that would make Harry interesting, risky and (imo) fun.

Title: Re: Combat Readyness isn't fun..
Post by: Megas on September 23, 2013, 10:50:49 AM
Quote
In a nutshell, what I meant there is that battles are likely to have more even forces on each side, which makes them more challenging. Deploying an overwhelming force every time isn't "interesting". The "interesting decision" I mentioned is how much to deploy. You're measuring the cost of the deployment vs the payoff vs the risk if you don't deploy enough. Ideally, what you want to do - what's most economic - is to deploy the absolute least you can while ensuring you don't take significant losses. So, I really like that as a dynamic; with the optimal way to play also naturally being more challenging, and also letting the player challenge themselves to the degree they're comfortable with.
That makes sense only if you have enough Logistics to have a fleet, which requires Leadership.  Even a lone battleship needs 1 Leadership.  If player wants to ignore Leadership to have a super ship or two, he will probably play all ships because he does not have any other ships to use.  Sure, Leadership is probably the most powerful tree, due to Fleet Logistics skill, but I rather play a small squad of elite ships because ships are too weak and/or slow without bonuses from Combat and Technology.

Also, late game offers few choices.  Most fleets run away from you, and fast frigates dominate pursuits.  Bigger ships are only useful for rare system fleet battles.  Unless I plan to take out system fleets, I find myself ditching my Odyssey or anything bigger than a destroyer for frigate swarms.

Me, deploying everything is most interesting.  The bigger the battle, the better.  Granted, I have somewhat unusual taste of fun.  The one thing v0.6 did right is both sides can deploy most or all of their fleet at once.  Deploying a few ships here and there is asking for casualties.
Title: Re: Combat Readyness isn't fun..
Post by: Fireball14 on September 23, 2013, 12:43:08 PM
In a nutshell, what I meant there is that battles are likely to have more even forces on each side, which makes them more challenging. Deploying an overwhelming force every time isn't "interesting". The "interesting decision" I mentioned is how much to deploy. You're measuring the cost of the deployment vs the payoff vs the risk if you don't deploy enough. Ideally, what you want to do - what's most economic - is to deploy the absolute least you can while ensuring you don't take significant losses. So, I really like that as a dynamic; with the optimal way to play also naturally being more challenging, and also letting the player challenge themselves to the degree they're comfortable with.
I'm a  professional game designer, and here what i have to say.
I did a while ago this kind a approach for my Starcraft 2 map(i use sc2 as testing platform for my ideas), heres what i learned:
On start self balancing combat, where mobs and players always mostly equal in strength, was working very good. But as players gained more levels and powers this approach failed hard. Every one likes to see progression in game. From small ship to big fleet of battleships, from week guns to super powerful doomsday weapons. And in the end killing something you could not kill was ultimate reward. Right now CR limits player from using all his(her) fleet in battle and in the end player dosen see a progression. All he(she) see is a handful of frigates fighting all game. Plus burn system makes it impossible to play with big endgame ships, cos they so slow and you cant get in to combat.
 
Lets look at spaz for example:
You start with harmless ship, and you struggle bigger ships to get them for your self, and than you start carnage by killing every bigass ship that was a threat to you not long ago, ultimately you having lots of fun and almost no grief.
Now lets look at starsector now:
You start with harmless ship, and you struggle bigger ships. And when you finally get them your self you realize that you cant use them cos of supply cost + so little number of battles that they can fight(cos of low speed). So you get no fleet to fleet battles and even when you do find that bigass fleet that you cloud catch, you findout that you have to divide those hard earn ships to "play it strategically". So in the end you have few battles with almost no interest cos there are maybe 2-3 ships from your fleet.With gives you lots of pain and grief by managing those scares supply and even more pain waiting to restore CR.
Title: Re: Combat Readyness isn't fun..
Post by: Debido on September 23, 2013, 12:52:27 PM
In a nutshell, what I meant there is that battles are likely to have more even forces on each side, which makes them more challenging. Deploying an overwhelming force every time isn't "interesting". The "interesting decision" I mentioned is how much to deploy. You're measuring the cost of the deployment vs the payoff vs the risk if you don't deploy enough. Ideally, what you want to do - what's most economic - is to deploy the absolute least you can while ensuring you don't take significant losses. So, I really like that as a dynamic; with the optimal way to play also naturally being more challenging, and also letting the player challenge themselves to the degree they're comfortable with.
I'm a  professional game designer, and here what i have to say.
I did a while ago this kind a approach for my Starcraft 2 map(i use sc2 as testing platform for my ideas), heres what i learned:
On start self balancing combat, where mobs and players always mostly equal in strength, was working very good. But as players gained more levels and powers this approach failed hard. Every one likes to see progression in game. From small ship to big fleet of battleships, from week guns to super powerful doomsday weapons. And in the end killing something you could not kill was ultimate reward. Right now CR limits player from using all his(her) fleet in battle and in the end player dosen see a progression. All he(she) see is a handful of frigates fighting all game. Plus burn system makes it impossible to play with big endgame ships, cos they so slow and you cant get in to combat.
 
Lets look at spaz for example:
You start with harmless ship, and you struggle bigger ships to get them for your self, and than you start carnage by killing every bigass ship that was a threat to you not long ago, ultimately you having lots of fun and almost no grief.
Now lets look at starsector now:
You start with harmless ship, and you struggle bigger ships. And when you finally get them your self you realize that you cant use them cos of supply cost + so little number of battles that they can fight(cos of low speed). So you get no fleet to fleet battles and even when you do find that bigass fleet that you cloud catch, you findout that you have to divide those hard earn ships to "play it strategically". So in the end you have few battles with almost no interest cos there are maybe 2-3 ships from your fleet.With gives you lots of pain and grief by managing those scares supply and even more pain waiting to restore CR.

+1 to that statement, I have come to the same conclusion.
Title: Re: Combat Readyness isn't fun..
Post by: PCCL on September 23, 2013, 12:58:41 PM
For that I really just blame the current status of the campaign mode, there's really no reason to fight anything you aren't SURE you can win.

Imagine if your own station (in which all your people, several mothballed ships, an autofactory, and your Light Assault Gun UAC are housed) has an onslaught led armada with 2 dominators and various light assets for escort, while you have an Aurora led fleet meant for exploration and light combat. I feel this is how the campaign should be - constantly taking fights against the odds to protect what little you have made for yourself in this sad state of affairs whereas in SPAZ, you can always grind a couple more levels before attempting the next objective (ok, the last part has SOME time pressure, but it's still not that much)

Until then I agree, campaign has little to it right now, you can't do too much interesting things with it. Personally I find missions (in which you are, might I add, fighting against the odds) to be what I'm playing more often than not
Title: Re: Combat Readyness isn't fun..
Post by: hawkwing on September 23, 2013, 01:21:24 PM
Have to agree with the OP. Combat readiness is a fun-killing mechanic. I don't necessarily think it should be REMOVED, but it needs some balance tweaks.

Specifically, it should never cost 40% CR to deploy. That is just stupid, and it makes me want to ignore that entire group of "high tech" ships that can only be deployed once a day because they're missing their beauty sleep if they stay out longer.

I feel it would be much less frustrating if CR losses were related to damage taken, instead of simply a cost for turning on weapons. "Higher tech" ships thus take more CR damage when hull damage was taken, instead of being worthless investments.

To give an example, I took on a pirate supply convoy with an apogee, odyssey, and gladius wing. Despite killing all ships that didn't flee and taking no damage, when the engagement ended I had to fight all the ships that had stayed in the reserves. This continued a few times and despite never taking any damage, my odyssey was no longer able to fight and eventually my apogee as well. I had killed 80% of the hostiles in the opposing fleet, with no losses to speak of, yet was forced to retreat because I had nothing left that had the CR to deploy. A victory like that should be encouraged and celebrated, not revoked by the CR system.

I understand the intent behind the changes, they just aren't fun to interact with.

Still love the game as a whole, but CR is a massive pain in the ass for no good reason.
Title: Re: Combat Readyness isn't fun..
Post by: PCCL on September 23, 2013, 01:27:18 PM
ok uh...

yeah, that convoy thing is a confirmed bug and fixed for next version, so that's a thing

anything else to speak of?
Title: Re: Combat Readyness isn't fun..
Post by: Megas on September 23, 2013, 01:32:17 PM
I kind of tolerate CR because instant repairs at a station are a click away, even though supply use is excessive.  Once that instant repairs goes, CR as it is will be a fun killer.
Title: Re: Combat Readyness isn't fun..
Post by: Machine on September 23, 2013, 01:49:14 PM
I tested the new update this weekend, and I have to say that even if I was handed my own ass in my first attempt, I'm liking the CR mechanic.
Before, all I would do was to slowly creep to a small high tech fleet, and then proceed to steam roll anything that crossed my path, starting with the pirates, then independents, the TT and finally the Hegemony system fleet. Every single playthrough was basically the same, just change the ships and factions if I was playing a mod.
With the update I'm still manning a wolf frigate (starting ship), but I still got myself a small high tech fleet (in order I got a medusa, a gemini, a wing of daggers and xiphos, then a second wolf and finally a paragon). Since the first playthrough I've got no problems with supplies, or ship speed issues (a max burn of 5 is more than enough to chase other supply fleets), but more importantly I'm using a different ship composition and usually changing which ship I'm controlling to mantain CR an not just deploying my strongest ships in every battle.

The only negative aspect of the update is the harry mechanic, which is just broken, and unfun; I mean it's just easy mode, since you can easily drag the enemy CR to 0 and then just kill the larger slow supply ships and get their loot with frigates.
I guess making ships able to fight at CR 0 could help with that, even if it meant being severely handicaped (dunno, maybe halving several stats, like flux regen, shield strenght, fire rate, etc), and it might also help in situations where the opposite is true and you're left with only 1 ship and no way to regen CR, avoiding the deathspiral that other players have mentioned.
However I would be more happy by adding some restrictions to harry. I thought maybe adding a temporal decrease to the maximun burn, something like if you chose to harry, the enemy gets its CR reduced but you get your max burn reduced by 1 for a day, if you can still catch the fleeing fleet and chose to harry again, the enmy CR gets reduced again and you get the harry penalties added on top of what you had, so max burn gets reduced by 2 on a 2 day coldown. This way you can only harry the enemy fleet as long as your fleet can catch it. I originally thought to just reset the timer, however that way you could just easily wait the time and then catch it and repeat.
Title: Re: Combat Readyness isn't fun..
Post by: Gothars on September 23, 2013, 01:58:17 PM
A lost fight is supposed to give you a speed boost to get away, it's a bug that it does not and will be fixed for the next release. If that will be enough to stop the abuse of the harry option remains to be seen.
Title: Re: Combat Readyness isn't fun..
Post by: Cosmitz on September 23, 2013, 04:47:11 PM
It should. I assume it will be a timewaster to harry a 6 burn fleet with a 7 burn fleet over half the sector wasting a lot of supplies in the meanwhile, but you could do that with a very fast 10 burn fleet against a 5-6 burn fleet.
Title: Re: Combat Readyness isn't fun..
Post by: Sproginator on September 23, 2013, 04:50:39 PM
In a nutshell, what I meant there is that battles are likely to have more even forces on each side, which makes them more challenging. Deploying an overwhelming force every time isn't "interesting". The "interesting decision" I mentioned is how much to deploy. You're measuring the cost of the deployment vs the payoff vs the risk if you don't deploy enough. Ideally, what you want to do - what's most economic - is to deploy the absolute least you can while ensuring you don't take significant losses. So, I really like that as a dynamic; with the optimal way to play also naturally being more challenging, and also letting the player challenge themselves to the degree they're comfortable with.
I'm a  professional game designer, and here what i have to say.
I did a while ago this kind a approach for my Starcraft 2 map(i use sc2 as testing platform for my ideas), heres what i learned:
On start self balancing combat, where mobs and players always mostly equal in strength, was working very good. But as players gained more levels and powers this approach failed hard. Every one likes to see progression in game. From small ship to big fleet of battleships, from week guns to super powerful doomsday weapons. And in the end killing something you could not kill was ultimate reward. Right now CR limits player from using all his(her) fleet in battle and in the end player dosen see a progression. All he(she) see is a handful of frigates fighting all game. Plus burn system makes it impossible to play with big endgame ships, cos they so slow and you cant get in to combat.
 
Lets look at spaz for example:
You start with harmless ship, and you struggle bigger ships to get them for your self, and than you start carnage by killing every bigass ship that was a threat to you not long ago, ultimately you having lots of fun and almost no grief.
Now lets look at starsector now:
You start with harmless ship, and you struggle bigger ships. And when you finally get them your self you realize that you cant use them cos of supply cost + so little number of battles that they can fight(cos of low speed). So you get no fleet to fleet battles and even when you do find that bigass fleet that you cloud catch, you findout that you have to divide those hard earn ships to "play it strategically". So in the end you have few battles with almost no interest cos there are maybe 2-3 ships from your fleet.With gives you lots of pain and grief by managing those scares supply and even more pain waiting to restore CR.

Having to really agree here. I just want to fly around in my Odyssey,but now I have to field an Atlas to keep up supplies, which causes the smaller fleets to run, and being so damn slow I can't catch them, and when I do they just escape. Every time without fail.

I think it should be optional. Seriously.....
Title: Re: Combat Readyness isn't fun..
Post by: Megas on September 23, 2013, 05:02:30 PM
I am in the same boat as Sproginator, and there are not enough tugs for both capital ships.  I also need a Hyperion to reap my XP and loot in pursuit battles, and a wing of fighters to justify taking an Odyssey over a Paragon.

EDIT - Back in 0.54, it was fun flying a fleet consisting of an Odyssey and 22 FPs worth of fighters.  This is not possible in 0.6a, due to CR and supplies drain.
Title: Re: Combat Readyness isn't fun..
Post by: Fireball14 on September 23, 2013, 05:05:51 PM
Ok i looked thru forum again and analyzed situation about CR on community responses.

It seams that those who have played starsector a long time, and board with it, or a hardcore players - mostly like CR system, and those who are new to this game or a softcore player (like me) dose not like this system.

Now here is solution to a problem:
Make CR a game option for new games. Name it hard difficulty or whatever you like. So those who like challenge can go ahead a take some.

On other hand for normal games replace this system with old one, where crew XP had meaning. Or at least make it always 50% CR no les no more. And call it normal mode (or easy - don't care really i just wanna have fun, not to survive).

As for low burn on big ships i have an idea how to fix it. Make Outpost rideable, big heavy armored stations with huge laser guns(with mapwide range and firepower to shot your BS in one shoot but very slow fire rate) and fleet call in from time to time. So even if you deploy a lot of BSs you would still have a hard time. Outpost wont run from your BS armada and you ultimately will have a boss fights for endgame with huge loot. (A lot of fun for softcore players). Still won't fix ultimate endgame, but at least will generate a lot of challenge for softcore and hardcore players, by adding in game just one unit.
Title: Re: Combat Readyness isn't fun..
Post by: ValkyriaL on September 23, 2013, 05:08:13 PM
There are mods that add bosses for those that want further challenge. ::)
Title: Re: Combat Readyness isn't fun..
Post by: Andy H.K. on September 23, 2013, 05:18:14 PM

I'm a  professional game designer, and here what i have to say.
I did a while ago this kind a approach for my Starcraft 2 map(i use sc2 as testing platform for my ideas), heres what i learned:
On start self balancing combat, where mobs and players always mostly equal in strength, was working very good. But as players gained more levels and powers this approach failed hard. Every one likes to see progression in game. From small ship to big fleet of battleships, from week guns to super powerful doomsday weapons. And in the end killing something you could not kill was ultimate reward. Right now CR limits player from using all his(her) fleet in battle and in the end player dosen see a progression. All he(she) see is a handful of frigates fighting all game. Plus burn system makes it impossible to play with big endgame ships, cos they so slow and you cant get in to combat.
 
Lets look at spaz for example:
You start with harmless ship, and you struggle bigger ships to get them for your self, and than you start carnage by killing every bigass ship that was a threat to you not long ago, ultimately you having lots of fun and almost no grief.
Now lets look at starsector now:
You start with harmless ship, and you struggle bigger ships. And when you finally get them your self you realize that you cant use them cos of supply cost + so little number of battles that they can fight(cos of low speed). So you get no fleet to fleet battles and even when you do find that bigass fleet that you cloud catch, you findout that you have to divide those hard earn ships to "play it strategically". So in the end you have few battles with almost no interest cos there are maybe 2-3 ships from your fleet.With gives you lots of pain and grief by managing those scares supply and even more pain waiting to restore CR.
The way I see it, taking SPAZ as example once again, when you finally get to fly larger ships, there's little to no incentive/reason to fly smaller ship ever... it almost felt like a waste of resource if you do not fill the ship slot with the biggest ship it allows. So, you just grind so you can get enough Righthook/Hammerhead blueprints so you're finally even, and never look back... not to mention there's little to no cost in losing a ship, let alone maintenance.

Despite all the limitation frigates received from the CR mechanics, they remains viable or even preferred in certain situation, even in the late game. As for larger ships..... maybe it's due to my experience with EVE online, but I've already accepted the notion that "you don't fly what you can't afford to lose/support/maintain". Buying a capital ship with your life's saving is just, to me, poor decision-making on the player's part - knowledgeable or not, the player have to face the consequence.

As for the deployment limitation during combat, right now I believe the only "hard" limit is the deployment size which you can adjust in settings. As for the "you have to divide those hard earn ships to play it strategically" part, I think it's just the mental block imposed by the players themselves - In fact, going all out to firmly secure a victory is as valid as deploying less then needed to minimize risk. These are all options, it's all up to the player to guage the risk & cost vs reward, and then the player get to see what their decision lead to, and handle the consequence. To me, this is the kind of "fun" I could have with the new CR mechanics.
Title: Re: Combat Readyness isn't fun..
Post by: Fireball14 on September 23, 2013, 05:43:56 PM
There are mods that add bosses for those that want further challenge. ::)
I know and i think il make one my self in some time, but still it is a solution to end game problem.

Added:
I thought about your words about mods and came up with this:
http://fractalsoftworks.com/forum/index.php?topic=6898.0 (http://fractalsoftworks.com/forum/index.php?topic=6898.0)
GL & HF  ;D
Title: Re: Combat Readyness isn't fun..
Post by: ciago92 on September 23, 2013, 08:24:12 PM
There are mods that add bosses for those that want further challenge. ::)
I know and i think il make one my self in some time, but still it is a solution to end game problem.

Added:
I thought about your words about mods and came up with this:
http://fractalsoftworks.com/forum/index.php?topic=6898.0 (http://fractalsoftworks.com/forum/index.php?topic=6898.0)
GL & HF  ;D

I actually rather like the idea. Maybe put it under a new leadership skill since no one likes that tree? I'd also like to see it cost (A LOT) more on bigger ships since there's a lot lot lot more crew to replace. Other than that tho, I may have just found a new permanent mod to play with, even if I only use it on a couple ships
Title: Re: Combat Readyness isn't fun..
Post by: Zanthras on September 23, 2013, 09:36:33 PM
As a new person to the game(just bought it over the weekend, and then lost my weekend to it) I have to say I really liked the CR system.

As I built my fleet up I always kept a good mix of ships, for that eternal question, do I *need* my heavy hitters for this fight? Can I do it with less? It made for lots of good fights.

The major problem I have was that learning cliff. Cant make money without fighting, and early on fights were hard. Once the game is more complete I understand that will be fixed, so I wont complain just wait and enjoy.

Title: Re: Combat Readyness isn't fun..
Post by: WK on September 23, 2013, 09:47:00 PM
However I would be more happy by adding some restrictions to harry. I thought maybe adding a temporal decrease to the maximun burn, something like if you chose to harry, the enemy gets its CR reduced but you get your max burn reduced by 1 for a day, if you can still catch the fleeing fleet and chose to harry again, the enmy CR gets reduced again and you get the harry penalties added on top of what you had, so max burn gets reduced by 2 on a 2 day coldown. This way you can only harry the enemy fleet as long as your fleet can catch it. I originally thought to just reset the timer, however that way you could just easily wait the time and then catch it and repeat.

The restrictions are only part of the solution/problem. Having a longer delay and speed penalty after harry means that you will not be able to catch the harried fleet again before the CR penalty caused by the harrying has mostly worn off. With the AI chickening out so much this would increase the tedium of hunting even relatively large fleets or make harry utterly useless. Therefore, this route does not actually fix harrying.

To those who hate CR I'd like to say: Give it time. You are currently playing alpha-version, not even a beta, and things like proper tutorials and the actual gameplay are still some where in the (hopefully not so) distant future. This patch was the introduction of the CR mechanic that was a big change, and it understandably still has some balance issues. Between now and beta-version it might not actually be a bad idea to have an easy-mode with CR-related "costs" halved so new people can get their feet wet safely.

What comes to usability of huge battleships, you can already see some e.g. pirate fleets with the task of defending something, usually a planet. At the current state, there isn't anything worth capturing on the planet, but later there most likely will be. Therefore the battleships will have their role in defending the really important locations and assaulting the same. When you want to go out there pirating and harassing traders, smaller and faster ships (yes, even frigates) are better equipped for the job.
Title: Re: Combat Readyness isn't fun..
Post by: Histidine on September 23, 2013, 10:03:02 PM
Gameplay hint to whomever it may concern: If you're flying around with capital ships, maybe you shouldn't be chasing every rink-a-dink pirate raider fleet that you see. Pirate Carrier Groups and Hegemony Patrols still stand and fight against my near-solo Odyssey with 6 wings of fighters on board, so it's not like there's any shortage of worthwhile opponents.

Every one likes to see progression in game. From small ship to big fleet of battleships, from week guns to super powerful doomsday weapons. And in the end killing something you could not kill was ultimate reward. Right now CR limits player from using all his(her) fleet in battle and in the end player dosen see a progression. All he(she) see is a handful of frigates fighting all game. Plus burn system makes it impossible to play with big endgame ships, cos they so slow and you cant get in to combat.
(emphasis mine)

Go fight the SDF/Security Detachment/Garrison Fleet? They're effectively an endgame challenge, strong enough to merit committing your full strength, they won't run from capital fleets even if they could, and between the three factions there'll be no shortage of such fights.
Title: Re: Combat Readyness isn't fun..
Post by: PCCL on September 23, 2013, 10:44:40 PM
agreed, to those who are flying lone caps and want to chase down small ships, I have to say space doesn't work that way. You can't ride around in a huge battlecruiser and go frigate hunting. The wet navies of old didn't hunt patrol boats with battleships, nor deploy battleships alone without logistic support and/or escort for that matter.

lone caps are one of the worst fleet comps, imo. All the vulnerability of a low strength (compared to a fully escorted cap) fleet with none of the mobility smaller (like cruiser based) fleets. Not sure why one would go for one other than rule of cool
Title: Re: Combat Readyness isn't fun..
Post by: Histidine on September 23, 2013, 11:02:07 PM
Not sure why one would go for one other than rule of cool
Well, rule of cool is probably a reasonably good reason in itself. Moreover, Death Star solo "fleets" have precedent in lots of space opera, so it'd be nice if the game supported the playstyle to an extent.

Of course, the player doing such a thing should be prepared to accept the penalties that come with it (just as people running frigate swarms can't take on capital fleets, CR or no CR), or take the necessary steps to mitigate them.
Title: Re: Combat Readyness isn't fun..
Post by: PCCL on September 23, 2013, 11:05:34 PM
ya, I guess. And the penalties in this case, unfortunately, is the gobbling of supplies and inability to chase down frigate fleets.
Title: Re: Combat Readyness isn't fun..
Post by: Sproginator on September 24, 2013, 12:25:03 AM
While I don't go trying to take down small rubbish fleets, even carrier groups run.....
Title: Re: Combat Readyness isn't fun..
Post by: Histidine on September 24, 2013, 12:42:36 AM
While I don't go trying to take down small rubbish fleets, even carrier groups run.....
Unless the carrier group is significantly understrength due to ship losses or low CR, that sounds like a bug.

I tried it with one Odyssey and one Atlas against two different carrier groups (each with one Venture, one Condor, one Tarsus plus some other stuff), and while they didn't actively chase me (instead doing whatever they happened to want to do at the time), if I started an encounter with them, they came straight at me ("the fleet's maneuvers make it clear they're looking for a fight"). Is that what you're using?

(Also, if the Atlas is slowing you down too much, that's probably because it's hugely overkill for the purpose. Either add a couple of tugs/Unstable Injector/Navigation level 5, or ditch it and get some destroyer-sized freighters or Hounds. Or just don't use freighters at all and accept the couple of days of 0% LR for hauling the loot to nearby stations, although this has complications of its own.)
Title: Re: Combat Readyness isn't fun..
Post by: Sproginator on September 24, 2013, 04:48:06 AM
But surely a capital vessel SHOULD be self sufficient, it's just silly otherwise
Title: Re: Combat Readyness isn't fun..
Post by: liq3 on September 24, 2013, 04:57:31 AM
But surely a capital vessel SHOULD be self sufficient, it's just silly otherwise
They are for the most part. The Onslaught has enough cargo space to deploy 5 times, the Conquest, Odyssey and Astral 4 times and Paragon 2 times. Realistically after that many deployments they won't have enough supplies to get back to full CR (due to base drain), and there's no way they could repair themselves from heavy damage. You'd need lots freighters (or a single Atlas) to have enough supplies to repair heavy damage. Otherwise you have to go back to a station, which makes sense.
Title: Re: Combat Readyness isn't fun..
Post by: Sproginator on September 24, 2013, 05:01:09 AM
Yeah, but bleeding through supplies at a rate of 50/day is a bit much.


Supply drain should be completely halfed, and then we can see how well that works out
Title: Re: Combat Readyness isn't fun..
Post by: Debido on September 24, 2013, 05:17:35 AM
While I don't go trying to take down small rubbish fleets, even carrier groups run.....
(Also, if the Atlas is slowing you down too much, that's probably because it's hugely overkill for the purpose. Either add a couple of tugs/Unstable Injector/Navigation level 5, or ditch it and get some destroyer-sized freighters or Hounds. Or just don't use freighters at all and accept the couple of days of 0% LR for hauling the loot to nearby stations, although this has complications of its own.)

If you're taking on planetary defense fleets or large supply fleets, the Atlas is absoloutly necessary. In fact I often have 2 of them to be able to transport all the loot, I then need 4 tugs + 10 nav to remain competitive in terms of burn speed. Using these guys I can reap about 500,000 to 1,000,000 credits per hour.

Anyway if the game is to be more 'interesting', I'd look at implementing Fleet formations http://fractalsoftworks.com/forum/index.php?topic=6847.0 (http://fractalsoftworks.com/forum/index.php?topic=6847.0) which affects more on the combat gameplay, not to mention the many suggestions of radar and electronic warfare are numerous in previous threads including one of my own.

The implementation of some sort of 'stamina' constraint is necessary for any game, but the current implementation doesn't really make for decisions that are genuinely interesting. It has only slowed me down a bit, and forced me to change my fleet composition to ships that aren't as CR dependant. I'm not saying I 'hate' CR, I just disagree with it's current implementation regardless of future addition of industry.

After looking through the ship_data.csv the one conclusion I can come to is that CR is direct penalty for ships that are more effective in combat. It's like CR is a means to constrain ships that are 'better' to make them on par with 'cheap and lesser ships'. So although there are different tiers of ships, the ship tiers are made meaningless by CR. It's kind of like 'you can use a hammer all day for a few nickels, or you can use a nailgun for $50 for an hour...before it overheats and you need to put it in the corner...and then pick up your hammer anyway to just finish the job.

Looking throughout the CSV and codex, technology becomes an excuse to increase CR. It seems as if the intention is to make all hulls in some way 'equal' so that someone with a large 'cheap and cheerful' fleet can take on a 'expensive and effective' fleet. The expensive fleet may win round 1, but the cheaper fleet then wins round 2,3,4 etc. because it has the stamina to finish the fight.

This then prompts the question if players want ship tiers that actually means a 'better' ship really is 'better' in every way as ATM CR also levels the playing field.
Title: Re: Combat Readyness isn't fun..
Post by: Histidine on September 24, 2013, 05:30:28 AM
Yeah, but bleeding through supplies at a rate of 50/day is a bit much.

Supply drain should be completely halfed, and then we can see how well that works out
My spreadsheet (http://fractalsoftworks.com/forum/index.php?topic=6785.0) says no single ship uses up 50 supplies/day unless it just got beaten up in a fight (counting the crew, undamaged Paragon uses just under half that during its CR recovery phase).

I think the supply drain rate in itself is fine, what I'd change are CR deployment costs (which in turn effectively translates to supply/credit deployment costs) and supply price.
Title: Re: Combat Readyness isn't fun..
Post by: Sproginator on September 24, 2013, 05:47:10 AM
I swear,

My supply rate went to like 47 per day,

Low CR and 75%hp
Title: Re: Combat Readyness isn't fun..
Post by: Fireball14 on September 24, 2013, 05:50:05 AM
This then prompts the question if players want ship tiers that actually means a 'better' ship really is 'better' in every way as ATM CR also levels the playing field.
Exactly my point! There are no progression in game for now, players just keep building up fleets from cheap ships, and dont use anything else.
I tend to agree that this game really need some sort of stamina, but it needs to be as penalty for losing a battle, not just constant burn of supply. I think slowing down repair rates at least by 50%(with same -50% supply usage for repair), removing CR, and making hull points restore at rate like armor dose(not instant after battle).
 
With this kind of approach players will wanna have better ships, cos they get a lot less hull and armor damage, but if ships keep on fighting for a long time they will eventually have no hull points at start of battle and will  have to move back to station for repairs(cos it takes a long time to repair in space with -50% repair speed).
Title: Re: Combat Readyness isn't fun..
Post by: liq3 on September 24, 2013, 06:04:20 AM
@The argument that CR is bad because everyone is using cheap ships... Think of this analogy: You don't use a nuke to squash an ant, just like don't you use an Onslaught to squash weak pirate fleet.
Title: Re: Combat Readyness isn't fun..
Post by: Gothars on September 24, 2013, 06:21:39 AM
I finally remembered what the CR system reminds me of: The magic system in the Infinity Engine games (Baldurs Gate etc.). There you could only use a limited number of spells of each level on a day, the higher the level the fewer spells of it you could use. That meant you really had to decide how much of a thread each enemy was, is a Magic Missile enough or does this one warrant a Meteor Swarm? Then for boss creatures like a dragon you'd rest before the fight and have all you spells at the ready, which made you feel incredible powerful and prepared. It was a great system.


Title: Re: Combat Readyness isn't fun..
Post by: Fireball14 on September 24, 2013, 06:25:18 AM
@The argument that CR is bad because everyone is using cheap ships... Think of this analogy: You don't use a nuke to squash an ant, just like don't you use an Onslaught to squash weak pirate fleet.
Lets rephrased it  - "don't use an Onslaught" cos most battles can be won with armada of midtech cheap ships, and in the end you even get less supply drain. So yeh...fun system. :-\

I finally remembered what the CR system reminds me of: The magic system in the Infinity Engine games (Baldurs Gate etc.). There you could only use a limited number of spells of each level on a day, the higher the level the fewer spells of it you could use. That meant you really had to decide how much of a thread each enemy was, is a Magic Missile enough or does this one warrant a Meteor Swarm? Then for boss creatures like a dragon you'd rest before the fight and have all you spells at the ready, which made you feel incredible powerful and prepared. It was a great system.
And that was scripted liner RPG.

And we have sandbox strategy/arcade game. If you want there is a great video from lead gamedev of blizzard about why dose same game system in similar games usely dont work.

Edit:
Here it is. (http://www.gdcvault.com/play/1017794/Through-the-Grinder-Refining-Diablo)
Title: Re: Combat Readyness isn't fun..
Post by: Debido on September 24, 2013, 06:34:53 AM
@The argument that CR is bad because everyone is using cheap ships... Think of this analogy: You don't use a nuke to squash an ant, just like don't you use an Onslaught to squash weak pirate fleet.

Yes, but it's still fun to nuke an ant regardless. The argument goes far beyond even that analogy to deal with challenge over time, game progression, game achievement and some vessels genuinely having an advantage over others. The CR system is oversimplified and used as a means to globally average the effective damage output/combat effectiveness of all ships.

Combat is part of the 'game' system that let's you eventually get more and more loot, allowing you to grow your fleet and skills/XP. The way CR is implemented it pushes the player towards a fleet that is cost effective in the return on credits/supplies invested. At the moment a cheaper and faster fleet seems to be more cost effective, fights more often and over time yields a higher return on loot.

Also on the Nuke vs Ant, you may have seen this in the news recently :D

Spoiler
(http://s22.postimg.org/kt7vnn7wx/USAvs_Tiny_Ship.jpg)
[close]
Spoiler
(http://s9.postimg.org/fu3di7lwv/BOOM.jpg)
[close]

And why? Just cause!

Having said that (completely unrelated), if you're french and have a destroyer, puny pirate ships squash you. http://glossynews.com/top-stories/get-your-war-on/201003080345/french-destroyer-surrenders-to-somali-pirates/ (http://glossynews.com/top-stories/get-your-war-on/201003080345/french-destroyer-surrenders-to-somali-pirates/)

My apologies in advance to any french whom I may have offended.


Title: Re: Combat Readyness isn't fun..
Post by: Megas on September 24, 2013, 06:35:56 AM
Quote
Lets rephrased it  - "don't use an Onslaught" cos most battles can be won with armada of midtech cheap ships, and in the end you even get less supply drain. So yeh...fun system.
This is why I use frigate swarms.  There are not enough tugs for more than one capital ship and, like Leadership, forcing player to get Navigation 10 just to catch things can delay a player's desired progression.  This is NOT a fun system.

I chase after every last fleet that comes my way because I need the XP.  Otherwise, my soft cap would be in the upper 20's or low 30's.  The XP adds up.
Title: Re: Combat Readyness isn't fun..
Post by: Railgun on September 24, 2013, 06:36:33 AM
@The argument that CR is bad because everyone is using cheap ships... Think of this analogy: You don't use a nuke to squash an ant, just like don't you use an Onslaught to squash weak pirate fleet.
Why not? Some battlecruisers were designed with the purpose of killing small ships very quickly with no losses.

Alex, I'm thinking that the problem with CR is twofold: first, we pay the same price no matter how long the engagement, and how much a ship contribute. 'Just being there' shouldn't cost 30% CR, this is really extreme. I understand that the drills and power cycles that come with being ready to fire and pursue the enemy (or evade it) should cost a flat amount of CR, but right now it is drastic.
And especially, most capital ship should be able to participate in several long engagements before really being weakened by combat unreadiness. They're command centers, have huge crews, lots of supplies and ammo, and redundant systems. They're built to be the center of a fleet.

I'm thinking that the best was to avoid the "frigate swarm is the best strategy" issue is the following:
-Have a reduced flat CR cost per engagement for every ship. Then have CR costs for actions (firing, using the ship in general) as described in the changelong for 0.6.1a.
-Have the CR costs be higher for smaller ship classes. Capitals and cruisers are built for endurance, while smaller ship classes are useful for support, scouting, etc.
Title: Re: Combat Readyness isn't fun..
Post by: Megas on September 24, 2013, 06:42:21 AM
Using an H-bomb to kill a rabbit is gloriously fun.  CR discourages this - not fun.
Title: Re: Combat Readyness isn't fun..
Post by: Gothars on September 24, 2013, 06:42:39 AM
On topic: In my experience both capital ships and swarms of smaller ships a totally viable. Regardless what you fly, you get so many supplies that you will be able to afford absolutely anything within the first hour anyway. You just have to choose the right targets. You don't even need freighters if you fight near stations. Past the frigate stage the game is pretty easy at the moment.


Edit:
Here it is. (http://www.gdcvault.com/play/1017794/Through-the-Grinder-Refining-Diablo)

Thanks, will have a look later.
Title: Re: Combat Readyness isn't fun..
Post by: Railgun on September 24, 2013, 06:47:55 AM
Capital ships aren't unviable, they're just not very useful. They're very expensive, they lack the flexibility of frigates, they cost vast amounts of resources and their advantages (staying power) aren't really exploitable in the current format, because speed is key (you want to avoid 'balanced' engagement because they imply losses, but it's hard to fight on your own terms with capitals)
Title: Re: Combat Readyness isn't fun..
Post by: liq3 on September 24, 2013, 06:51:53 AM
Using an H-bomb to kill a rabbit is gloriously fun.  CR discourages this - not fun.
It's also enormously expensive. CR simulates this.

@The argument that CR is bad because everyone is using cheap ships... Think of this analogy: You don't use a nuke to squash an ant, just like don't you use an Onslaught to squash weak pirate fleet.
Why not? Some battlecruisers were designed with the purpose of killing small ships very quickly with no losses.

Alex, I'm thinking that the problem with CR is twofold: first, we pay the same price no matter how long the engagement, and how much a ship contribute. 'Just being there' shouldn't cost 30% CR, this is really extreme. I understand that the drills and power cycles that come with being ready to fire and pursue the enemy (or evade it) should cost a flat amount of CR, but right now it is drastic.
And especially, most capital ship should be able to participate in several long engagements before really being weakened by combat unreadiness. They're command centers, have huge crews, lots of supplies and ammo, and redundant systems. They're built to be the center of a fleet.
I have to agree with this. I feel this the big weakness of CR as it stands. It's rather silly that an Onslaught uses so much CR just for turning up to the fight (even if they don't fire a single round). I mean, they've probably been flying around away from port for weeks anyway. Putting on high alert ain't gonna change much.

Gameplay wise though... What's the alternative? Scaling CR? I mean I'd prefer this. Having deployment time, ammunition used, flux created, damage received, etc etc all count towards CR loss could be a better system I feel. The current upfront cost already does this pretty well though.  

And supply cost... Well it's just the cost of running a fleet. Don't go losing fights now.  ;)

PS. Also I have to wonder... Can you really stop an Onslaught or three with a fleet of frigates? (And I mean a realistic fleet, not 10 hyperions).
Title: Re: Combat Readyness isn't fun..
Post by: Railgun on September 24, 2013, 06:55:18 AM
Yes, you can, and it's a mission that I actually won.

With 5-6 tachyon frigates or 7-8 good hegemony ones, and good pilots, you can murder an Onslaught if you're careful. You need to properly fit them though.

As for 3 Onslaughts, you'd need a fuckton of frigates, but 3 onslaught is half a millon credits anyway.
Title: Re: Combat Readyness isn't fun..
Post by: Gothars on September 24, 2013, 06:57:19 AM
Using an H-bomb to kill a rabbit is gloriously fun.  CR discourages this - not fun.

Quote from: Fireball14 link=topic=6728.msg112689#msg112689
Lets rephrased it  - "don't use an Onslaught" cos most battles can be won with armada of midtech cheap ships, and in the end you even get less supply drain. So yeh...fun system. :-\

...its really not so strange a concept as you want to make it seem. In every shooter, if I use the rocket launcher to kill a single grunt I'm playing bad and the game punishes me. In every strategy game, if I use the orbital strike to kill a single scout I'm playing bad and the game punishes me.
I don't see people complaining that they can't use rocket launchers and nukes all the time in those games, though.

Exceptions are deliberately silly games, but obviously Sector is not one of those.
Title: Re: Combat Readyness isn't fun..
Post by: BillyRueben on September 24, 2013, 06:57:43 AM
Capital ships aren't unviable, they're just not very useful. They're very expensive, they lack the flexibility of frigates, they cost vast amounts of resources and their advantages (staying power) aren't really exploitable in the current format, because speed is key (you want to avoid 'balanced' engagement because they imply losses, but it's hard to fight on your own terms with capitals)

There really isn't much use for them right now, simply because there isn't an engagement that they are needed for. I'm 100% okay with that, because I always thought capital class ships were stupid boring to fly, since you really couldn't maneuver much and auto-fire was usually way more effective than attempting to manage that many weapons yourself in combat.

Frigates are great right now because it seems that 80% of the fights I get in to at the moment are escape scenarios, where speed is king. With the new escape mechanics, if you go up against a fleet you can't handle and attempt to escape, you can usually get away without even seeing anything bigger than a frigate from the enemy. On the other side of the coin, when the enemy admiral AI runs, he sends all of his fast ships away immediately, leaving the bigger ships as easy prey (which are the best for loot & experience anyway).
Title: Re: Combat Readyness isn't fun..
Post by: Megas on September 24, 2013, 07:01:54 AM
Quote
It's also enormously expensive. CR simulates this.
It does, and it is a fun killer as it stands.

Quote
PS. Also I have to wonder... Can you really stop an Onslaught or three with a fleet of frigates? (And I mean a realistic fleet, not 10 hyperions).
One Onslaught, no problem.  You may lose a ship due to AI stupidity.  Three, doable, but casualties are almost a given.  This is a fight where capitals shine, but they are rare.  Fighting one Paragon is nasty for frigate swarms, probably on par with two Onslaughts.

My frigate swarms consist of Hyperion flagship, a Tempest, one or two Afflictors, a few random Wolves and/or Brawlers, a Hound or two for pursuits, a Shuttle for boarding ships, and the rest Lashers.  For loot carrying, either an Atlas or two or three Gemini plus Oxen.

EDIT - Tri-Tachyon security detachment fleets with a Paragon in them are more dangerous than Hegemony system defense fleets for frigate swarms.
Title: Re: Combat Readyness isn't fun..
Post by: BillyRueben on September 24, 2013, 07:05:32 AM
Quote
It's also enormously expensive. CR simulates this.
It does, and it is a fun killer as it stands.

Quote
PS. Also I have to wonder... Can you really stop an Onslaught or three with a fleet of frigates? (And I mean a realistic fleet, not 10 hyperions).
One Onslaught, no problem.  You may lose a ship due to AI stupidity.  Three, doable, but casualties are almost a given.  This is a fight where capitals shine, but they are rare.  Fighting one Paragon is nasty for frigate swarms, probably on par with two Onslaughts.

I don't see a problem with this, seeing as in the final game you aren't supposed to see capital ships very often at all.
Title: Re: Combat Readyness isn't fun..
Post by: Megas on September 24, 2013, 07:09:35 AM
Quote
I don't see a problem with this, seeing as in the final game you aren't supposed to see capital ships very often at all.
The problem now is speed is key, and capital ships are too slow and consume too much to be worth using except for the rare system defense fleet battle.  In previous versions, more fleet compositions were effective.  Frigate swarms, destroyer swarms, cruiser squads, lone battleship, carrier groups.  Now, it is just frigate swarms for most battles.
Title: Re: Combat Readyness isn't fun..
Post by: Histidine on September 24, 2013, 07:13:33 AM
I chase after every last fleet that comes my way because I need the XP.  Otherwise, my soft cap would be in the upper 20's or low 30's.  The XP adds up.
I suspect that in the time it takes you to run down three small fleets, you could kill one large fleet and get the same or more XP.

Using an H-bomb to kill a rabbit is gloriously fun.  CR discourages this - not fun.
Quote
It's also enormously expensive. CR simulates this.
It does, and it is a fun killer as it stands.
If you really find the equivalent of nuking a rabbit that fun, then mod Starsector accordingly (or just play missions), or play a different game that's designed from the ground up for this purpose (I found that the Elephantbird levels in Atom Zombie Smasher performed the rabbit-nuking function quite well - but even AZS lets you do it only a few times per playthrough; I'm sure someone can think of a better example). Otherwise, once the novelty wears off, the complaint that the game treats dropping H-bombs on small, defenseless herbivores as unproductive (like pretty much every other game, as Gothars noted) is going to sound really, really silly.
Title: Re: Combat Readyness isn't fun..
Post by: Fireball14 on September 24, 2013, 07:15:56 AM
...its really not so strange a concept as you want to make it seem. In every shooter, if I use the rocket launcher to kill a single grunt I'm playing bad and the game punishes me. In every strategy game, if I use the orbital strike to kill a single scout I'm playing bad and the game punishes me.
I don't see people complaining that they can't use rocket launchers and nukes all the time in those games, though.

Exceptions are deliberately silly games, but obviously Sector is not one of those.
Again wrong type of game...

Sandbox games meant to have progression. Lets look at greatest sandbox game for example: Minecraft
 
You start ur life in a hole in ground, and you slowly build up a castle made of diamond blocks and have diamond sword and armor. Yeah sure if you want to use them you will have to pay a cost of new equipment eventually but in the end that cost is so low you don't even see it, so you use them anyway even for killing spiders, and by killing them with one blow and not five like with wood sword, you see your progression = fun.
 
Lets get another sandbox example (just to show you its not only game) lets say GTA:
You start with a gun and start earning your money to get rocket launcher and than you start mayhem, and yes you soon will be out of rockets but you did have a lots of fun cos you can use it without thinking where to get more rockets.
 
I agree that in liner or skirmish games use of big guns is just plain stupid but in campaign mode we have a sandbox game and it have to have balance enabling player to play any style they want without having lots of pain. Right now game can only be played "smart".
Title: Re: Combat Readyness isn't fun..
Post by: Andy H.K. on September 24, 2013, 07:19:22 AM
Quote
I don't see a problem with this, seeing as in the final game you aren't supposed to see capital ships very often at all.
The problem now is speed is key, and capital ships are too slow and consume too much to be worth using except for the rare system defense fleet battle.  In previous versions, more fleet compositions were effective.  Frigate swarms, destroyer swarms, cruiser squads, lone battleship, carrier groups.  Now, it is just frigate swarms for most battles.
Then I suppose it's a matter of metagame, not of CR, or of the game itself. Like you said, capital are good when you need to fight against SDF, and I agree that in such fight the cost is justifiable.... there are uses for everything..... so I'll say use the right tool for the right job.
Title: Re: Combat Readyness isn't fun..
Post by: Megas on September 24, 2013, 07:28:04 AM
Quote
I suspect that in the time it takes you to run down three small fleets, you could kill one large fleet and get the same or more XP.
I kill those too.  If I do not, my soft cap would be lower than the upper 30's, just as if I ignore the numerous small fleets.  Thing is, frigate swarms are effective against large fleets too, if they are not system defense fleet strength.  Even then, it is possible for frigate swarms to kill defense fleets with minimal casualties, but that is when you should bring out the big ships.  Problem is the defense fleets are rare.  By the time another defense fleet spawns, I can clear the system of pirates and other riff-raff once or twice with frigate swarms and gain a nice chuck of XP and loot.

Quote
If you really find the equivalent of nuking a rabbit that fun, then mod Starsector accordingly (or just play missions)
Missions are not fun.  No skills/perks makes most ships a pain to use.

Previous versions let us overkill stuff no problem.  As long as Starsector is unfinished, I see no reason I should not give feedback if the game gets worse as it develops.  Besides, I did not get Starsector to mod the game to fix problems.
Title: Re: Combat Readyness isn't fun..
Post by: Megas on September 24, 2013, 07:31:42 AM
Fireball14:  How about another example to support your case - Star Control 2.
Title: Re: Combat Readyness isn't fun..
Post by: liq3 on September 24, 2013, 07:33:14 AM
PS. Also I have to wonder... Can you really stop an Onslaught or three with a fleet of frigates? (And I mean a realistic fleet, not 10 hyperions).
One Onslaught, no problem.  You may lose a ship due to AI stupidity.  Three, doable, but casualties are almost a given.  This is a fight where capitals shine, but they are rare.  Fighting one Paragon is nasty for frigate swarms, probably on par with two Onslaughts.
[/quote]Yep, I tested an onslaught vs 8 tempest and it got wrecked. It's lack of manoeuvrability kills it. Now an Onslaught with a fleet to defend it from frigates... :/

[/quote]
Sandbox games meant to have progression. Lets look at greatest sandbox game for example: Minecraft  
[/quote]I disagree. GTA is a good example. It doesn't have much in the way of progression (compared to Minecraft) and yet is an amazing sandbox game. Also, Minecraft isn't that good. It masks it's flaws with it's progression system.

Also, Starsector is a STRATEGY game. GTA and Minecraft aren't.


I'm using a single cruiser to take on the heavier pirate fleets. My deployable fleet is 2 thunders, a mining pod squad, a piranha squad, a tempest, 2 condors, a Hammerhead and a Dominator. The dominator lets me take out the pirate fleets with their own dominaters or numerous destroyers with ease. I also have support ships of 3 Oxs and 2 freighters. I'm absolutely rolling in cash (got 300k) and supplies.

The destructor power of a Dominator just can't be matched by puny frigates. Admittedly, my Dominator is extremely weak to fighters and frigates, which is why I have my own to defend it. If CR wasn't in, I might have just spammed tempest again, since without CR they are the best ship in the game hands down.



Title: Re: Combat Readyness isn't fun..
Post by: Histidine on September 24, 2013, 07:36:01 AM
...its really not so strange a concept as you want to make it seem. In every shooter, if I use the rocket launcher to kill a single grunt I'm playing bad and the game punishes me. In every strategy game, if I use the orbital strike to kill a single scout I'm playing bad and the game punishes me.
I don't see people complaining that they can't use rocket launchers and nukes all the time in those games, though.

Exceptions are deliberately silly games, but obviously Sector is not one of those.
Again wrong type of game...

Sandbox games meant to have progression.
And linear games aren't meant to have progression? o_O

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I agree that in liner or skirmish games use of big guns is just plain stupid but in campaign mode we have a sandbox game and it have to have balance enabling player to play any style they want without having lots of pain. Right now game can only be played "smart".
There's nothing actually preventing you from smashing little pirate fleets with your double capital fleet (aside from the fact that they run away, but that has nothing to do with CR), or throwing mass Lashers against the Hegemony SDF. It's wasteful, but that just means you have to spend more time collecting rockets mining diamond saving credits/supplies.

Speaking of sandbox games, a counterexample: SimCity is probably the oldest sandbox game there is; try doing random things (like building no industry or no roads, or building your city in huge concentric rings) and see whether the game rewards you for it*. (Note again however that it doesn't say you can't do it, it just shakes its head and smacks you for doing so.)

*Simcity 5 doesn't count; it's not a game, it's a disgrace!

Besides, I did not get Starsector to mod the game to fix problems.
My initial response was "you're the only one who thinks it ("it" being the the lack of a gameplay style as described by the "H-bomb on rabbit" line) is a problem," but even that doesn't adequately describe the nature of the contention. The way I see it, this "problem" is akin to complaining that you have to worry about dysentery and other nasty diseases in Oregon Trail, or that you have to carefully monitor your health and ammunition in the older Resident Evil games.

...No, it goes further than that. It's akin to complaining that there's (almost) no stealth elements (or, for that matter, rabbit-nuking equivalents) in Call of Duty!
Title: Re: Combat Readyness isn't fun..
Post by: BillyRueben on September 24, 2013, 07:47:12 AM
As long as Starsector is unfinished, I see no reason I should not give feedback if the game gets worse as it develops.

And now I'm done arguing. If you have a problem with the game getting harder as it develops (since there are now some real limits you must play within), there isn't any way to appease you, since there are probably only going to be more limitations added in in the future. Just mod in your ultra doom capital ship and stomp the hell out of those pirate fleets.
Title: Re: Combat Readyness isn't fun..
Post by: Megas on September 24, 2013, 07:49:34 AM
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...No, it goes further than that. It's akin to complaining that there's (almost) no stealth elements (or, for that matter, rabbit-nuking equivalents) in Call of Duty!
In this case, it is a fun element that existed in a previous version taken away, and I want it back before the game gets finished.  I want a wider variety of effective fleet compositions, not frigate swarms for 95% for all battles.
Title: Re: Combat Readyness isn't fun..
Post by: Thaago on September 24, 2013, 08:01:56 AM
You know, most people don't play with frigate swarms. You could just... not... if you don't want to. To be honest I don't even think frigate swarms are very effective. Its true that capital ships are not all that valuable in pursuit scenarios. My advice: fight bigger fleets so they don't run. No big enough fleet around? Play a mod with boss fleets.


The obvious solution to capital ships being unloved is to make them more powerful. A lot more :D. I would love for the sight of a single Onslaught to give me chills as it tears straight through my ships like an unstoppable juggernaut. Or a Paragon with its impenetrable shield grinding me to oblivion. I'm only kidding a little bit here.
Title: Re: Combat Readyness isn't fun..
Post by: Megas on September 24, 2013, 08:17:33 AM
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You could just... not... if you don't want to. To be honest I don't even think frigate swarms are very effective.
I so wish it was that simple.  I tried various combinations, and in the end, I found frigate swarms the best at everything except the rare system fleet battle.  Destroyers aside from carriers and freighters do not offer anything two frigates cannot, and they slow down your fleet.  Cruisers are like mini-capitals, they are slow and eat supplies, but they lack the raw power of a true capital.

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Its true that capital ships are not all that valuable in pursuit scenarios. My advice: fight bigger fleets so they don't run.
By late game, the only fleets big enough not to run are system defense fleets and supply fleets.  Even then, they hold back ships and you need to chase down the survivors if you want the max XP and loot.

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The obvious solution to capital ships being unloved is to make them more powerful.
They are powerful enough.  They could be a bit less taxing on logistics (or have default logistics at 25 or 30 instead or 20.)  The best solution I can think of is make the retreat border of the first battle at the opposing side so that big ships have a chance to kill little ships.  In follow-up battles, pursuit can work as it is.
Title: Re: Combat Readyness isn't fun..
Post by: PCCL on September 24, 2013, 08:38:30 AM
I think as is CR wise low tech ships are a lot better for what campaign does (ie repeatedly chasing down other fleets for money). Which kinda makes sense - low tech ships are designed for long term repeated engagements while high techs are meant for precision strikes

note how infrequently tri tach engage in head on battle against the hegemony, the closest they got was the battle at coral nebula, unless you count the off screen battle over hasteaus ( which resulted in forlorn hope... poor them )
Title: Re: Combat Readyness isn't fun..
Post by: Cycerin on September 24, 2013, 08:44:49 AM
Im pretty sure there will be ways in the future in which the enemy will HAVE to fight you (for instance, by defending or attacking a planet) and you WILL be wanting to use overwhelming force. In which case, having a slow fleet with capital ships and their support, will be no problem. Do you think Starsector is going to be a game about chasing Buffalo IIs forever?

Asking for a core game mechanic to be neutered just because the game is in a transitory phase is pretty meaningless, and you are in fact playing an alpha. Until the game fleshes out, feel free to use any spreadsheet editing program to mod CR out of the picture entirely/ cut supply costs across the board/ change the way AI responds to your fleet. If it's that important, then it shouldn't be a big effort.
Title: Re: Combat Readyness isn't fun..
Post by: Megas on September 24, 2013, 08:46:40 AM
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I think as is CR wise low tech ships are a lot better for what campaign does (ie repeatedly chasing down other fleets for money). Which kinda makes sense - low tech ships are designed for long term repeated engagements while high techs are meant for precision strikes
Indeed, once the player can get enough of the best ballistics, Lasher swarms are murderous.  They can kite, chew through shields and break things.

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Do you think Starsector is going to be a game about chasing Buffalo IIs forever?
I cannot give feedback for Starsector of the future, only what it is, and it is about chasing everything that moves.
Title: Re: Combat Readyness isn't fun..
Post by: Sproginator on September 24, 2013, 08:54:27 AM
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I don't see a problem with this, seeing as in the final game you aren't supposed to see capital ships very often at all.
The problem now is speed is key, and capital ships are too slow and consume too much to be worth using except for the rare system defense fleet battle.  In previous versions, more fleet compositions were effective.  Frigate swarms, destroyer swarms, cruiser squads, lone battleship, carrier groups.  Now, it is just frigate swarms for most battles.

Completely agree
Title: Re: Combat Readyness isn't fun..
Post by: Cycerin on September 24, 2013, 08:59:25 AM
Imagine if you were camping a jump point and you could have fleets sent from an outpost to resupply you. Maybe you had a fleet consisting of an Onslaught, a few destroyers, a few frigates and some support ships. See the line of thought? CR makes everything meaningful. Logistics makes everything meaningful. If you want to play with the big shots in the finalized campaign, I imagine you could have a support framework set in place: industry, henchmen, whatnot. Or you could just invest all your exp and fleet planning in making it feasible to rove around in a Conquest. It would just take sacrifices in some areas, such as... you know, cost efficiency.

The rest is fine-tuning, which I agree is needed.

There are probably going to be big ships that are made for roaming around in down the road too, now that I think about it (I could foresee the Apogee, Venture, Doom etc as good candidates for this) but right now, the experience progression in the campaign lets you run pretty much any sort of composition you want if you are willing to deal with the drawbacks.

My core argument is that there's nothing wrong with frigates being good for "fish eating fish" type fleet gameplay, because if they weren't, they wouldn't have a good niche when the game fleshes out. And until then, you can adjust the game as you like through modding.

Note that this post mainly adresses the argument that "CR/logistics isn't fun".
Title: Re: Combat Readyness isn't fun..
Post by: Debido on September 24, 2013, 09:01:22 AM
I think everyones contribution to this ... hmm ... stakeholder meeting regarding the current itteration of CR and how it can be improved in future has been very passionate, and it's great to see such an active discussion.

What I would like from the proponents of the first CR iteration is more understanding of our perspective, we're often dismissed as simply not playing the game correctly. I am not against CR. CR does change my decision matrix but does not make it more more fun and 'disempowers my fantasy' (Thanks for the GDC13 link on D3 Fireball14) and I've already posted several solutions as compromises (Use/Damage base CR penalty and Fleet Formation) to help maintain the fun in the game and ensure CR is a framework that provide even more options.

What I'd like to see is understanding, compromise or suggestions that can make CR better than it is so that both parties can be satisfied. We're at 17 pages of debate on the matter without satisfaction for both parties, and I'm hoping more constructive feedback can be obtained from the existing CR proponents.

We all want this to be the best 2D/4X space game out there, so let's work together on a solution.
Title: Re: Combat Readyness isn't fun..
Post by: Fireball14 on September 24, 2013, 09:25:25 AM
Im pretty sure there will be ways in the future in which the enemy will HAVE to fight you (for instance, by defending or attacking a planet) and you WILL be wanting to use overwhelming force. In which case, having a slow fleet with capital ships and their support, will be no problem. Do you think Starsector is going to be a game about chasing Buffalo IIs forever?

Asking for a core game mechanic to be neutered just because the game is in a transitory phase is pretty meaningless, and you are in fact playing an alpha. Until the game fleshes out, feel free to use any spreadsheet editing program to mod CR out of the picture entirely/ cut supply costs across the board/ change the way AI responds to your fleet. If it's that important, then it shouldn't be a big effort.
I'm telling this from gamedev point of view:
Players don't know full developers picture(right now even i can only analyzed it partially), but here is main rules:
1) Finished gameplay wont change. I did it hundred times as i developed games. You make a system you like and you stick to it to very end(even if it is bad). Reason for this is simple: When you build game systems, you build on top of what you have. If you remove it from game, your game most likely will crash, too many small knots out there tighten everything together. Yes mostlikly if core system is flawed, you will try to migrate it with other systems, but you wont be able to change it completely. So i can tell everyone with 99% chance that no mater what we say devs wont cut this system.
2) About missing mechanics - as i see it outposts gonna be resource generating systems (one way or another). So there is huge probability that outpost will migrate some of supply drain and will enable use of large ships.
3) Most specialized mechanic will be developed during campaign quests stages, so we will see a lot of new small systems in near future.
 
So lets get one thing straight. No mater what i or anyone else say(even if we all say its bad) it wont change fact that CR system will stay. Most likely it will be rebalanced a lot but fact is a fact - new core system is here.
 
Now as a gamer i hate it =) But as developer i see ways that this system will do its job.
 
So back to being a gamer: CR is too match realism in an arcade game  ;D

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We all want this to be the best 2D/4X space game out there, so let's work together on a solution.
I will think about it on my way home from work, and then maybe il find some solution. Right now everything coming to my mind ends up duplicating damage repair system. And that not a solution.
Title: Re: Combat Readyness isn't fun..
Post by: Uomoz on September 24, 2013, 09:45:15 AM
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I don't see a problem with this, seeing as in the final game you aren't supposed to see capital ships very often at all.
The problem now is speed is key, and capital ships are too slow and consume too much to be worth using except for the rare system defense fleet battle.  In previous versions, more fleet compositions were effective.  Frigate swarms, destroyer swarms, cruiser squads, lone battleship, carrier groups.  Now, it is just frigate swarms for most battles.

Completely agree

I find it amazing when 1 topics says FRIGATES UP! And the next one FRIGATES OP! I do believe that it's a good sign of balance.
People, I just want to remind you that is still an Alpha, many many ships still needs to have a role to fill (because it's not in the game yet). Like defending.
Title: Re: Combat Readyness isn't fun..
Post by: Sproginator on September 24, 2013, 09:54:00 AM
Frigates were perfect before the update, hard to hit, but if you did, just dead haha
Title: Re: Combat Readyness isn't fun..
Post by: Cycerin on September 24, 2013, 09:59:42 AM
The good thing is everyone is passionate about Starsector and wants the game to be great. : )
Title: Re: Combat Readyness isn't fun..
Post by: Uomoz on September 24, 2013, 10:01:00 AM
Ok what changed:

They are faster.

They have a timer.

Weaker? I don't know I barely ever reach the timer duration. I say they are stronger.
Title: Re: Combat Readyness isn't fun..
Post by: Histidine on September 24, 2013, 10:11:35 AM
What I would like from the proponents of the first CR iteration is more understanding of our perspective, we're often dismissed as simply not playing the game correctly.
Speaking frankly? I'd say that really is the problem with a lot of the complaints about CR (though by no means all, not necessarily even a majority), which either required only mild adaptation of playstyle to fix, or involved things that have no business being viable in the final game anyhow.

But anyway, to get to the point:
What I'd like to see is understanding, compromise or suggestions that can make CR better than it is so that both parties can be satisfied.

Right. I haven't done this before, so I'll list the specific problems I, personally have with the current CR implementation (I don't necessarily think these are large problems, which is part of why I haven't complained about them, but I'd like to see them fixed regardless).

1) Supplies are too expensive, which means that if you forget to save up enough for repairs and recovery, you get into the infamous death spiral. (newb trap)
2) CR recovery times are long to the point of being difficult to believe.
3) Ships can be completely rendered helpless by being brought down to <10% CR, which breaks suspension of disbelief.
4) The cost of fielding a ship is decoupled from what actually happens in the battle it's sent into. This manifests itself in two ways:
-4a: Ships cost a flat amount to deploy regardless of how much fighting they actually do.
-4b: The "hard-foughtness" of a battle (as used to calculate CR recovery from the stand down option) is based linearly on the DP value of enemies destroyed, which results in the "5 Hounds sent one at a time renders capital ship completely helpless" problem (it's actually way harder than that, and the AI will never realistically use it, but the fact that it's possible suggests a problem nevertheless)

(1) and (2) are a matter of twiddling knobs in the definition files, so I won't discuss those.
Alex suggests a planned fix for (3) in this post (http://fractalsoftworks.com/forum/index.php?topic=6728.msg111251#msg111251), so I'll leave that aside as well. That leaves (4).

Okay, (4a). This one's a real pickle, because while it's obviously "wrong" , it's also awfully easy to come up with a "solution" that makes things worse by promoting gamey behavior in order to minmax CR. Like the popular suggestion of using ammo consumption as a factor in the calculation; during 0.6's development, Alex actually came up with the idea of hitting ships with a CR cost for using missiles. Yeah... I think you can see the problem with that one. Damage taken on armor/hull, another popular suggestion, is already modeled by the current repair system.

That said, on consideration, I think the idea of taking the "peak active performance" concept from the 0.6.1a patch thread and applying it to all ships (in addition to a reduced form of the current flat deployment cost) would probably be the best solution here. It seems to me to be the "best of both worlds" option, since the distinguishing state is "in combat" versus "not in combat" , which makes it a) sensible, and b) difficult or impossible to game (and c) encourages efficiency without promoting bean counting). Additionally, depending on the values used it could also alleviate the previous problem #2.

(4b) should be largely covered by the fix to (4a), but here's an additional idea. Currently the recovery factor seems to run from 100% at no kills to 0% at (killed DP value == own deployed DP value). You could add a constant to it, so it instead scales from (say) 100% at (KDP == DDP*0.5) to 0% at (KDP == DDP*1.5) - this establishes a minimum value to commit in order to whittle down a capital's CR with wave attacks.

...Okay, where was I going with this post? I'm sure it was somewhere, but I can't figure it out. Anyway, there you have it.
Title: Re: Combat Readyness isn't fun..
Post by: Gothars on September 24, 2013, 10:28:04 AM
So back to being a gamer: CR is too match* realism in an arcade game  ;D

Too much*?

Assuming that's what you meant, there lies the main dividing factor. Players who love Starsector for what it is (or rather, was before the update) and those who love it for what it will become. It is/was a straightforward action grinder with some tactics. It will become a rather complex simulation sandbox. That was always the plan, and I don't think there is any way to archive that goal without making the action part less accessible along the way. My hope is that many of those who tend to value simpler action games will be taken in by Starsector's other aspects as the development progresses.

The unlucky stroke of this update is that the lessened accessibility is added without also expanding the simulation aspects by a great deal. So, I'm already looking forward to see what the next update will be all about  :)


The good thing is everyone is passionate about Starsector and wants the game to be great. : )

*thumbs-up*
Title: Re: Combat Readyness isn't fun..
Post by: mendonca on September 24, 2013, 10:32:29 AM
On supply costs - why is the death spiral a bad thing?

Aren't we allowed to lose at games anymore? What's wrong with dying and rolling up a new character, having learnt from the last one?
Title: Re: Combat Readyness isn't fun..
Post by: PCCL on September 24, 2013, 10:33:05 AM
1) Supplies are too expensive, which means that if you forget to save up enough for repairs and recovery, you get into the infamous death spiral. (newb trap)
2) CR recovery times are long to the point of being difficult to believe.
3) Ships can be completely rendered helpless by being brought down to <10% CR, which breaks suspension of disbelief.
4) The cost of fielding a ship is decoupled from what actually happens in the battle it's sent into. This manifests itself in two ways:
-4a: Ships cost a flat amount to deploy regardless of how much fighting they actually do.
-4b: The "hard-foughtness" of a battle (as used to calculate CR recovery from the stand down option) is based linearly on the DP value of enemies destroyed, which results in the "5 Hounds sent one at a time renders capital ship completely helpless" problem (it's actually way harder than that, and the AI will never realistically use it, but the fact that it's possible suggests a problem nevertheless"

1 and 2 I don't agree with, but as you said, personal opinions, twddling knobs and all that

3 is true though... would be nice if 0 CR can still be fielded, they're just really bad (think it can be done on config/settings until alex does his thing)

4a) When active peak readiness is implemented, I'm thinking of experimenting with 0 flat CR to deploy, no degrading performance delay, and ships will all lose CR at varying rates, this will mean ships ONLY lose CR by fighting and their loss rate will determine how much CR they need per deployment. Not sure how well that would work (especially how AI would handle it), maybe a combination of the 2 would be ideal

4b) again, it would never happen in the current campaign AI. But if it did, according to alex an onslaught destroying a hound and then standing down will likely only consume 4 percent of CR (he said %20 over 5 waves of single hounds). Until it becomes a real problem, I... well... don't see the problem
Title: Re: Combat Readyness isn't fun..
Post by: Sproginator on September 24, 2013, 10:37:51 AM
Ok what changed:

They are faster.

They have a timer.

Weaker? I don't know I barely ever reach the timer duration. I say they are stronger.

I never said they were weaker?.....
Title: Re: Combat Readyness isn't fun..
Post by: Thaago on September 24, 2013, 10:52:53 AM
On supply costs - why is the death spiral a bad thing?

Aren't we allowed to lose at games anymore? What's wrong with dying and rolling up a new character, having learnt from the last one?

Damn straight! +100 points to you sir!
Title: Re: Combat Readyness isn't fun..
Post by: BillyRueben on September 24, 2013, 11:13:51 AM
On supply costs - why is the death spiral a bad thing?

Aren't we allowed to lose at games anymore? What's wrong with dying and rolling up a new character, having learnt from the last one?

Damn straight! +100 points to you sir!

And one more point on top of those.
Title: Re: Combat Readyness isn't fun..
Post by: ValkyriaL on September 24, 2013, 11:15:26 AM
On supply costs - why is the death spiral a bad thing?

Aren't we allowed to lose at games anymore? What's wrong with dying and rolling up a new character, having learnt from the last one?

Damn straight! +100 points to you sir!

And one more point on top of those.

Only one? id add another 100. :o
Title: Re: Combat Readyness isn't fun..
Post by: Megas on September 24, 2013, 11:23:54 AM
The main problem with supplies is they are too expensive to purchase, and you need LOTS of them to keep your ships up and running.  If you are good enough, you can loot more than you need, sell, and profit greatly.  (Not sure if too many supplies in stock prevents supply fleets from depositing new stock.)  Conversely, if you do poorly, you are already dead and not know it, and there is no way to claw your way back up if you die early enough.  The game was unforgiving enough before 0.6, and it is worse.
Title: Re: Combat Readyness isn't fun..
Post by: Thaago on September 24, 2013, 11:25:25 AM
I actually agree that the high price of supplies at the moment is a problem - it makes the game both too hard and too easy. If you are a new player, the high cost of supplies sinks you. If you are an experienced player, the high cost of supplies makes it waaaaaay too easy to get money. Enemies dropping less supplies is a possible solution to the latter, muahahahah.
Title: Re: Combat Readyness isn't fun..
Post by: Megas on September 24, 2013, 11:28:44 AM
Salvage option gives much in supplies, and you need about a third of them to fix your ships, and you need a freighter to carry them all.  If you want to reduce loot, remove the salvage option.
Title: Re: Combat Readyness isn't fun..
Post by: Thaago on September 24, 2013, 11:35:15 AM
You could do that. Then again the option is supposed to give a meaningful choice between reward with long recovery (salvage), shorter recovery (stand down), and damaging the enemy (harry). Eliminating one of those seems a bit of a harsh solution, rather than just tweaking the values down a bit. Considering harry is broken though, maybe it would be a good idea... hmmm...

Also: if you are near any station, you don't need a freighter. You can carry massively more loot than the cargo size for a short time - just sell it before your CR degrades/it consumes itself.
Title: Re: Combat Readyness isn't fun..
Post by: Voyager I on September 24, 2013, 11:40:06 AM
On supply costs - why is the death spiral a bad thing?

Aren't we allowed to lose at games anymore? What's wrong with dying and rolling up a new character, having learnt from the last one?

Because as it stands, the death spiral is just one more newbie-slaying mechanic in a game that's already punishingly difficult to start out in.  Experienced players are riding the opposite end of the curve and starting capital ship museums in the abandoned storage facility because they have more money than they can spend.

Megas is expecting the game to be something it isn't, and frankly his idea of fun is still bad game design.  I guess it's lucky for him that the game is so mod-friendly.
Title: Re: Combat Readyness isn't fun..
Post by: Megas on September 24, 2013, 11:41:55 AM
Harry is only useful if need it for your big ships to catch other ships before they get off the ground, and depending what your fleet is, you can catch them again in another encounter.  Stand down is only an option if you did not fight too hard.  If you did, like say had a big epic battle with a big fleet, standing down is not even offered.  I take Salvage 99% of the time because of the loot.

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Also: if you are near any station, you don't need a freighter. You can carry massively more loot than the cargo size for a short time - just sell it before your CR degrades/it consumes itself.
Freighters are useful for letting me fight more than one battle before I need to offload my spoils.
Title: Re: Combat Readyness isn't fun..
Post by: Debido on September 24, 2013, 11:49:49 AM
Ok, here is another potential piece of the puzzle in improving CR and may help new players.

At the moment if you go above your logistics capability you're penalised on CR and supply usage. How about instead you get a boost if you're under your logistics rating.

As a new user with a hound I start with between 20 and 44 logistics rating points depending on initial skills, and with the wolf use 3 points only. Let's start with a -1% deployment CR cost per LR rating, and +1% CR recovery per LR, -1% to CR recovery cost

Min. -14% CR Cost per deployment, + 14% to recovery rate + 14% less CR recovery supply cost
Max -41% CR per deployment + 41% to recovery rate + 41% less CR recovery supply cost

You can tweak these values as needed for balance. We could try to tweak it to be free as well. 2%

Min. -28% CR Cost per deployment, + 28% to recovery rate + 28% less CR recovery supply cost (not bad, nearly a third less)
Max -82% CR per deployment + 82% to recovery rate + 82% less CR recovery supply cost (this would avert a death spiral)

As the player grows their fleet they get less fleet logistic bonus and are eased into CR.

This would need to be play tested and tweaked, but I think it may help.

This bonus would certainly give an advantage to smaller fleets, but any small fleet still has the disadvantage of being small and unable to compete with larger ones. Another thought may be to give an extra 1 burn speed for each 10, 15 or 20 LR points unused. Or you get +1 burn at 10, +2 burn at 25, +3 burn at 40 (needs tweaking) So potentially an initial player could look at:

Min. +1 to burn speed, -14% CR Cost per deployment, + 14% to recovery rate + 14% less CR recovery supply cost
Max +4 to burn speed, -41% CR per deployment + 41% to recovery rate + 41% less CR recovery supply cost


What effect this may have on the game is

Thoughts? Comments?
Title: Re: Combat Readyness isn't fun..
Post by: Debido on September 24, 2013, 12:02:31 PM
On supply costs - why is the death spiral a bad thing?

Aren't we allowed to lose at games anymore? What's wrong with dying and rolling up a new character, having learnt from the last one?

Damn straight! +100 points to you sir!


And one more point on top of those.

Only one? id add another 100. :o

Alright you masochists, I have the perfect game for you - Prince of Persia! (The original) ;D

But seriously folks the most commercially successful games do not have a difficulty curve like the current 0.6, this has already been discussed in another thread. I want this game to be commercially successful so it can be improved upon, the development team can grow and eventually StarSector 2 can be released...IN 3D
Title: Re: Combat Readyness isn't fun..
Post by: Uomoz on September 24, 2013, 12:05:06 PM
On supply costs - why is the death spiral a bad thing?

Aren't we allowed to lose at games anymore? What's wrong with dying and rolling up a new character, having learnt from the last one?

Damn straight! +100 points to you sir!


And one more point on top of those.

Only one? id add another 100. :o

Alright you masochists, I have the perfect game for you - Prince of Persia! (The original) ;D

But seriously folks the most commercially successful games do not have a difficulty curve like the current 0.6, this has already been discussed in another thread. I want this game to be commercially successful so it can be improved upon, the development team can grow and eventually StarSector 2 can be released...IN 3D

I think that many players here don't really want what you can find in recents "commercially successful" games.
Title: Re: Combat Readyness isn't fun..
Post by: Megas on September 24, 2013, 12:06:17 PM
What is the gameplay of Starsector supposed to be about?  Combat?  RTS?  Until 0.6, Starsector was all about combat, and it was fun, despite problems.
Now, it is still mostly about combat, but the new mechanics make the early game harder, reduce effective choices later, and just makes things less fun overall.  Although 0.6 fixed some previous problems, it introduced more.  In my case, 0.6 is better only because the memory leak in 0.54 killed my games after a few battles late in the game.  Starsector can still have a top-notch campaign with good combat, like Star Control 2.  It is nowhere near there yet.
Title: Re: Combat Readyness isn't fun..
Post by: ciago92 on September 24, 2013, 12:10:03 PM
Ok, here is another potential piece of the puzzle in improving CR and may help new players.

At the moment if you go above your logistics capability you're penalised on CR and supply usage. How about instead you get a boost if you're under your logistics rating.

As a new user with a hound I start with between 20 and 44 logistics rating points depending on initial skills, and with the wolf use 3 points only. Let's start with a -1% deployment CR cost per LR rating, and +1% CR recovery per LR, -1% to CR recovery cost

Min. -14% CR Cost per deployment, + 14% to recovery rate + 14% less CR recovery supply cost
Max -41% CR per deployment + 41% to recovery rate + 41% less CR recovery supply cost

You can tweak these values as needed for balance. We could try to tweak it to be free as well. 2%

Min. -28% CR Cost per deployment, + 28% to recovery rate + 28% less CR recovery supply cost (not bad, nearly a third less)
Max -82% CR per deployment + 82% to recovery rate + 82% less CR recovery supply cost (this would avert a death spiral)

As the player grows their fleet they get less fleet logistic bonus and are eased into CR.

This would need to be play tested and tweaked, but I think it may help.

This bonus would certainly give an advantage to smaller fleets, but any small fleet still has the disadvantage of being small and unable to compete with larger ones. Another thought may be to give an extra 1 burn speed for each 10, 15 or 20 LR points unused. Or you get +1 burn at 10, +2 burn at 25, +3 burn at 40 (needs tweaking) So potentially an initial player could look at:

Min. +1 to burn speed, -14% CR Cost per deployment, + 14% to recovery rate + 14% less CR recovery supply cost
Max +4 to burn speed, -41% CR per deployment + 41% to recovery rate + 41% less CR recovery supply cost


What effect this may have on the game is
  • Slowly eased into the game
  • Smaller fleets are still competitive with larger fleets in terms of Return on Investment due to fast CR recovery and burn speed
  • Player keeps larger ships at still kept at abandoned storage until needed to take on defence fleets (bad, micromanagement to change fleet composition all the time)
  • Large enemy fleets will have more difficulty keeping up with your burn speed (good?)
  • Effectively sets most efficient fleet size ROI fleet as less than 100 point LR fleet (bad? disempowering?)

Thoughts? Comments?

subject to balancing (definitely need hard caps so you're not at 100% less CR used etc), I think I would like to see this, at least as a mod or something. I do like the idea of having benefits from not maxing out your logistics capabilities. If LR is tied to skills, does that mean the PC is loafing about when using less than 100% of his LR?

I don't think "Player keeps larger ships at still kept at abandoned storage until needed to take on defence fleets" is actually bad. Adapting your playstyle to the situation at hand is very, very good.

I also would like to add my agreement to the voices saying learn from death rather than have your hand be held. As long as it's fun enough I have no issues losing and starting again. In this particular game, for newbies, I can definitely understand wanting their hands held though.

edit: I agree, while "commercially successful" games have their place, I'm rapidly becoming more and more of a PC gamer to get away from those types of games.
Title: Re: Combat Readyness isn't fun..
Post by: mendonca on September 24, 2013, 12:15:04 PM

I think that many players here don't really want what you can find in recents "commercially successful" games.

I also think 'the market' isn't as stupid as it get's credit for. Make a deep, difficult and challenging game - and if it is good it will do fine.

At the minute Alex has the benefit of having small overheads (at a guess a coupla litres homebrew vodka a day) so that means he can (within reason) define his own terms of success, as well.
Title: Re: Combat Readyness isn't fun..
Post by: Debido on September 24, 2013, 12:23:02 PM

I think that many players here don't really want what you can find in recents "commercially successful" games.

I also think 'the market' isn't as stupid as it get's credit for. Make a deep, difficult and challenging game - and if it is good it will do fine.

At the minute Alex has the benefit of having small overheads (at a guess a coupla litres homebrew vodka a day) so that means he can (within reason) define his own terms of success, as well.

That's very true...though I can't speak for Alex, I do generally believe if he had the same sales figures as Rockstar's GTA5 at this point...he'd define that as success...oh gosh...let's not get philosophical about this and talk about the modern social pressures of materialism, money, popularity and success within your peers!
Title: Re: Combat Readyness isn't fun..
Post by: Thaago on September 24, 2013, 12:29:01 PM
...at a guess a coupla litres homebrew vodka a day...

Made my day. http://xkcd.com/323/

On topic... uh... I think combat is vastly improved in this version. CR needs a bit of tweaking. * shrug * * glug *
Title: Re: Combat Readyness isn't fun..
Post by: hadesian on September 24, 2013, 12:37:37 PM
So, me and Upgradecap are FIRMLY in opposition of combat readiness.

And guess what? Here is a 41 minute video of us explaining why.
Note: Bad language. We were furious.
http://youtu.be/GV56nlWEFSk

Title: Re: Combat Readyness isn't fun..
Post by: Debido on September 24, 2013, 12:45:46 PM
So, me and Upgradecap are FIRMLY in opposition of combat readiness.

And guess what? Here is a 41 minute video of us explaining why.
Note: Bad language. We were furious.
http://youtu.be/GV56nlWEFSk



Thank you for taking the time to give a detailed response in video format. As I may not have the time to go through the entire 41 minutes, I would appreciate it if you could create a dot-point summary of your findings, and if you have constructive criticism to improve upon the game, highlight those as well.

Although I can't speak for Alex, I'm sure he would appreciate a condensed dot-point text based feedback as well.

Also what are your thoughts on the solutions/improvements to CR that have been proposed so far?
Title: Re: Combat Readyness isn't fun..
Post by: Mattk50 on September 24, 2013, 12:57:58 PM
The past 7 pages of the thread have been people restating things that were successfully argued against early in the thread. This is a prime example of people seeing a problem but not knowing what it is or how to fix it, then going on and on about it. You are all horrible. Wait for mining/trading/etc.

By the way, xareh, upgradecap. Write a post(s) next time. Its a better format for discussion. I'll respond anyway:
"ships that do nothing on the battlefield still cost to deploy"
 -Don't deploy ships you don't need. This is the new method to reward the player for fighting balanced fights.

"i cant tell what my hull vs my combat readiness is"
 -Theres a hull bar, and a CR bar.

"simulates nothing of a realistic crew"
 -You apparently know nothing of REAL ships and how resource hungry they are. And yes, deploying into combat, cancelling airlifted supply deliveries, putting everyone onto stations, is going to cost more than taking a scenic ride around the pacific

"theres no way for me as a player to connect to the artificial percentage value!"
-ok lol

"high tech ships should be amazing if they cost more supplies to maintain"
 -They take little to no repairable damage in combat because they primarily use shields, and additionally are faster both on the map and on the battlefield. They are the ultimate kiters and have unlimited ammo. I think they are pretty balanced, and if not, when there's more important stuff to fight over you will be able to afford the "better" high tech stuff.

"COMBAT CONSUMES MORE SUPPLIES THAN YOU MAKE"
-no it doesn't. Im done listening to this.
Title: Re: Combat Readyness isn't fun..
Post by: Thaago on September 24, 2013, 01:01:26 PM
Its fine that thats your opinion but... I'm not sure if anyone is going to listen to a 40 minute rant instead of a bulleted list :P Especially because its not scripted, so there is a lot of 'dead air' where you aren't really saying anything.

I listened for about 10 minutes - you bring up some good points that have already been mentioned, but also a lot of inaccuracies. I just got to the point where you are talking about how frigates were sledgehammered and... well its just not true. The speed increase is a MASSIVE buff and combats rarely last more than a few minutes for frigates. Heck, you can take on an entire pirate carrier fleet in 3 minutes.

Do I think that CR needs tweaking? Yes. But I think an hour or so is all that you need to get used to the new system. Once you get used to what the new limiting factors are, its much easier to build up a fleet now than it was before because of the immense amounts of supplies and credits every single combat gets you.
Title: Re: Combat Readyness isn't fun..
Post by: ValkyriaL on September 24, 2013, 01:04:33 PM
Quote
"COMBAT CONSUMES MORE SUPPLIES THAN YOU MAKE"

Yet i managed to fill an entire page of supplies in the heg station, earning several million credits in the process, and fuel my megafleet with it for all eternity.

Long live Low tech!
Title: Re: Combat Readyness isn't fun..
Post by: Joush on September 24, 2013, 01:04:38 PM
I actually agree that the high price of supplies at the moment is a problem - it makes the game both too hard and too easy. If you are a new player, the high cost of supplies sinks you. If you are an experienced player, the high cost of supplies makes it waaaaaay too easy to get money. Enemies dropping less supplies is a possible solution to the latter, muahahahah.

It wouldn't take much at all in reduced supply drops from salvage to make it very, very difficult to operate any fleet profitability, owing to the relationship of supplies to repairs and recovery. A fleet that takes heavy damage but wins a mid-sized fleet engagement can consume better then five hundred supply recovering damage and CR. Lowering supply drops would make it even less profitable to indulge in any engagements where very easy victory is a forgone conclusion.
Title: Re: Combat Readyness isn't fun..
Post by: hadesian on September 24, 2013, 01:05:44 PM
SNIP You are all horrible. SNIP

Sounds to me like you listened to a grand total of about ten minutes. If you'd listened to the end to - you'd know I'm not arguing for my sake! I'm done with SS! I don't care! I just want the game which in my opinion is better back, and I want to defend that stance.

Please, everyone - you have to listen to the whole thing. I am too busy to give you forty minutes in bullet points. What I have said there is also far better conveyed than I can in text.
Title: Re: Combat Readyness isn't fun..
Post by: Mattk50 on September 24, 2013, 01:13:34 PM
SNIP You are all horrible. SNIP

Sounds to me like you listened to a grand total of about ten minutes. If you'd listened to the end to - you'd know I'm not arguing for my sake! I'm done with SS! I don't care! I just want the game which in my opinion is better back, and I want to defend that stance.

Please, everyone - you have to listen to the whole thing. I am too busy to give you forty minutes in bullet points. What I have said there is also far better conveyed than I can in text.

I did, I said where i stopped listening. Arent you clever noticing. Im not listening to 40 minutes of you folks making poor arguments for your sake... there's always playing the last version forever, by the way. Its hilarious that apparently you are too busy to just write a post that will be much faster for people to read but apparently you have an hour to record. If the floundering i heard in that video is better conveyed than a well written post then you dont seem to have an argument worth making.
Title: Re: Combat Readyness isn't fun..
Post by: Joush on September 24, 2013, 01:14:41 PM
Quote
"COMBAT CONSUMES MORE SUPPLIES THAN YOU MAKE"

Yet i managed to fill an entire page of supplies in the heg station, earning several million credits in the process, and fuel my megafleet with it for all eternity.

Long live Low tech!

Well yes, it's currently very easy to exploit the fact that you can, at no risk, hunt slower and weaker fleets. It's part of the weirdly inverted difficulty curve, where the first half hour is quite challenging then you can quite successfully play the game (if XP, credits and a more powerful fleet is the goal) without ever having to fight a battle yourself.
Title: Re: Combat Readyness isn't fun..
Post by: ValkyriaL on September 24, 2013, 01:15:28 PM
You did make some good points xar, i stopped listening to cap because it was more like he was crying about it and his inability to adapt.

still, the new mechanic was introduced not even a week ago, give Alex some time to work it out. and TBH, if I and a lot of other have managed to adapt to it, and improved our strategies even further, without being hurt in any significant way. so can you two. :-\

Title: Re: Combat Readyness isn't fun..
Post by: hadesian on September 24, 2013, 01:17:56 PM
SNIP You are all horrible. SNIP

Sounds to me like you listened to a grand total of about ten minutes. If you'd listened to the end to - you'd know I'm not arguing for my sake! I'm done with SS! I don't care! I just want the game which in my opinion is better back, and I want to defend that stance.

Please, everyone - you have to listen to the whole thing. I am too busy to give you forty minutes in bullet points. What I have said there is also far better conveyed than I can in text.

I did, I said where i stopped listening. Arent you clever noticing. Im not listening to 40 minutes of you folks making poor arguments for your sake... there's always playing the last version forever, by the way. Its hilarious that apparently you are too busy to just write a post that will be much faster for people to read but apparently you have an hour to record. If the floundering i heard in that video is better conveyed than a well written post then you dont seem to have an argument worth making.
Why are you being so aggressive? What happened to this community in the time I've been gone?
Title: Re: Combat Readyness isn't fun..
Post by: ValkyriaL on September 24, 2013, 01:19:00 PM
Quote
"COMBAT CONSUMES MORE SUPPLIES THAN YOU MAKE"

Yet i managed to fill an entire page of supplies in the heg station, earning several million credits in the process, and fuel my megafleet with it for all eternity.

Long live Low tech!

Well yes, it's currently very easy to exploit the fact that you can, at no risk, hunt slower and weaker fleets. It's part of the weirdly inverted difficulty curve, where the first half hour is quite challenging then you can quite successfully play the game (if XP, credits and a more powerful fleet is the goal) without ever having to fight a battle yourself.

how is it an exploit to hunt smaller fleets? and why do you imply i dont fight anything myself?
Title: Re: Combat Readyness isn't fun..
Post by: Thaago on September 24, 2013, 01:23:36 PM
Woah folks!! Lets just take a deep breath here. No need to get nasty.



Well, you have to understand: because its recorded and not written, we can't actually reply to you in detail without transcribing the relevant sections. And because you guys didn't do it scripted, the information content is very low - in the first 10 minutes there are maybe 4 points raised. So its not a good use of our time to listen:-\


...
Why are you being so aggressive? What happened to this community in the time I've been gone?


The community is the same. Tempers have just been running a little high in threads discussing CR. And saying you are FIRMLY against it and posting a rant after a bunch of pages of constructive suggestions doesn't help... All this said, I think we should all cool down.
Title: Re: Combat Readyness isn't fun..
Post by: Joush on September 24, 2013, 01:24:49 PM


how is it an exploit to hunt smaller fleets? and why do you imply i dont fight anything myself?

Sorry, not my intention to imply anything about your play style. My point was that yes, it's easy to make money, but I'm not sure I'd call it fun. It's hardly an exploit, or cheating, when this is the apparent intention of the developers, it's just a bad choice from a game design standpoint to discourage any sort of risk or dramatic combat.

Title: Re: Combat Readyness isn't fun..
Post by: Upgradecap on September 24, 2013, 01:26:33 PM
@Thaago

Right, so, the ship balance being sledgehammered.

Honestly, it kinda has been. Now, i know this is entirely dependant on how you fly your fleet, but.... Really, if you're flying all-frigate and think that's fun (which i find myself doing more often than not), it really shows to me that that's the case. The hyperion has been sledgehammered into place. Do i think that's good? Yes, yes i do because the hyperion was in need of that. The rest of the frigates suffered the same drawbacks because of the frigate-wide CR application. Did they need that? No, not at all. Well, that's imo, but it really was detrimental to my way of play, and that's really something a game never should do - a game shouldn't really force you to stick to one way of play.



>COMBAT CONSUMES MORE SUPPLIES THAN YOU MAKE

Yes it does, if you play a certain style. If you play a huge fleet taking on equally big fleets and use that as your point then i simply won't listen to you making your point based on that until you experience the fact that small fleets actually get hit by this, and pretty hard. Right now, there's no way to make money other than combat, and i've made this point already in the video.


>You are horrible for discussing this, wait for x feature

Now sure, you could make points about this not being balanced for this version of the game, but if you're going to make the game unplayable for x months until x feature is made, then why should i even bother playing the game if i can't make any progress with my playstyle? Seems like an exercise in futility, if anything.



PREPOST EDIT

>Me crying about my inability to adept


Good job trying to wipe my points off valkyrial. Good job reminding me why i hated you.

Look, if you're going to resort to ad hominem, do it right.



>ADAPT OR DIE

Okay, so i'm supposed to suck up bad mechanics and stop crying because starsector is the greatest game ever? Okay, great to know that's how you feel.

Too bad i don't need to give a damn about what you feel, and you're also free to ignore all the facts that i've actually adapted but can't be arsed to waste futile time on a stupid mechanic when i can have more fun elsewhere.

Cause that is what games are all about, fun, right?




ANOTHER PREPOST EDIT

>Community being the same


Debatable point, really. I mean, for all the time i've been here, it's really changed towards a way more passive-aggressive attitude than... ever before, really.
Title: Re: Combat Readyness isn't fun..
Post by: Debido on September 24, 2013, 01:27:20 PM
SNIP You are all horrible. SNIP

Sounds to me like you listened to a grand total of about ten minutes. If you'd listened to the end to - you'd know I'm not arguing for my sake! I'm done with SS! I don't care! I just want the game which in my opinion is better back, and I want to defend that stance.

Please, everyone - you have to listen to the whole thing. I am too busy to give you forty minutes in bullet points. What I have said there is also far better conveyed than I can in text.

Well Xareh, the good thing is that 0.54a is still out there so there is no reason to stop playing it. A really enjoyable version of the game is available for you and your friends. The game isn't destroyed or inaccessible, a new small version has just been released . We're not talking about a version 2.0 of the game where everything is different, it's just 0.6, a small step.

Version 0.7 could be really great, 0.8 could be awful, 0.9 could be getting there and version 1 could be near perfect. It may be version 1.4 before the game is perfect*

In the mean time the community would appreciate it if you can take all of that enthusiasm and channel it in to a constructive, well thought out analysis (that is a dot-point exec summary) and help guide the next iterations to improve the gameplay experience for new and old gameplayers alike.

I spent 5 hours sitting down thinking and writing down how CR could be improved, Alex didn't quite dismiss it...but I'm still actively trying to give constructive feedback to the development of the game to make CR satisfying for everyone.


Title: Re: Combat Readyness isn't fun..
Post by: hadesian on September 24, 2013, 01:34:01 PM
SNIP You are all horrible. SNIP
SNIP
snip
0.54a provides nothing of interest to me. As I already mentioned, I am done with SS. I have had hours of enjoyment from Starsector but I am now done with it. Unfortunately, I doubt any level of content can ever really bring me back.

But if there was anything to motivate me to come back, CR is one thing.
Title: Re: Combat Readyness isn't fun..
Post by: K-64 on September 24, 2013, 01:38:01 PM
If you're done with it, you sure do take a lot of effort into trying to draw attention to yourself regarding it.
Title: Re: Combat Readyness isn't fun..
Post by: Debido on September 24, 2013, 01:38:31 PM
Ok, back to construction mode, and I want to discuss the matter of CR acting as a means of averaging out ships so that no one ship is necessarily better than another.

As Fireball14 with no tiering or 'higher level of achievement' to achieve with ships, then players aren't as motivated to try better or more expensive ships as they aren't really better due to the effect of CR trying to make all things equal.

A common mechanic in many games is to directly tie a players ability to utilise a ship as a function of their XP/Player level. If there were actually tiers of ships in the game where higher tech ships actually meant lower CR as well BUT they cost 5x as much to purchase and you needed to be of a sufficient level to pilot it THEN the player is directly rewarded for playing longer AND CR becomes more balanced and may make more 'sense'**

So I haven't heard back from many other players as to whether they want to see 'tiered' ship gameplay level unlocks.

I think this concept can be further utilised with 'officers', if you're not directly piloting a ship then you need an officer of sufficiently high level to pilot it.

Yes it's a common mechanic, but it is common because it's enjoyable and it works.
Title: Re: Combat Readyness isn't fun..
Post by: Megas on September 24, 2013, 01:59:19 PM
My suggestions:
Title: Re: Combat Readyness isn't fun..
Post by: Debido on September 24, 2013, 02:04:06 PM
SNIP You are all horrible. SNIP
SNIP
snip
0.54a provides nothing of interest to me. As I already mentioned, I am done with SS. I have had hours of enjoyment from Starsector but I am now done with it. Unfortunately, I doubt any level of content can ever really bring me back.

But if there was anything to motivate me to come back, CR is one thing.

Well I can tell you are very passionate about the game. But seriously don't worry so much about CR for now, I'm going to continue lobbying change to the system whilst you're away so when you return it may be much more enjoyable.

Before you go, can please review some of my suggestions that aim to assist with CR
Fleet Formations: http://fractalsoftworks.com/forum/index.php?topic=6847.msg111764#msg111764 (http://fractalsoftworks.com/forum/index.php?topic=6847.msg111764#msg111764)
Usage based CR: http://fractalsoftworks.com/forum/index.php?topic=5813.msg110951#msg110951 (http://fractalsoftworks.com/forum/index.php?topic=5813.msg110951#msg110951)
Logistic Rating Bonus: http://fractalsoftworks.com/forum/index.php?topic=6728.msg112826#msg112826 (http://fractalsoftworks.com/forum/index.php?topic=6728.msg112826#msg112826)
Tiered Ships (see above)

Also see Fireball 14's notes, he's a professional game designer
http://fractalsoftworks.com/forum/index.php?topic=6728.msg112494#msg112494 (http://fractalsoftworks.com/forum/index.php?topic=6728.msg112494#msg112494)
http://fractalsoftworks.com/forum/index.php?topic=6728.msg112678#msg112678 (http://fractalsoftworks.com/forum/index.php?topic=6728.msg112678#msg112678)
http://fractalsoftworks.com/forum/index.php?topic=6728.msg112721#msg112721 (http://fractalsoftworks.com/forum/index.php?topic=6728.msg112721#msg112721)
http://fractalsoftworks.com/forum/index.php?topic=6728.msg112758#msg112758 (http://fractalsoftworks.com/forum/index.php?topic=6728.msg112758#msg112758)

He's thinking about solutions as well, and I'm quite excited to hear back from him. He's one I'm definitely listening to.

Histidine has also been having some great thoughts on it as well:
http://fractalsoftworks.com/forum/index.php?topic=6728.msg112776#msg112776 (http://fractalsoftworks.com/forum/index.php?topic=6728.msg112776#msg112776)

and Gunnyfreak:
http://fractalsoftworks.com/forum/index.php?topic=6728.msg112786#msg112786 (http://fractalsoftworks.com/forum/index.php?topic=6728.msg112786#msg112786)

and those are just recent points, and just in this thread.

I know you'll be back for SS 0.7 Xareh. Why? Cause you love it like the rest of us.

Wow, and even between my posts Megas has chipped in.

I'm going to try and maintain a list of positive and constructive posts if I can, I'm sorry if I've missed anyone's.
Title: Re: Combat Readyness isn't fun..
Post by: BillyRueben on September 24, 2013, 02:06:42 PM
I am too busy to give you forty minutes in bullet points.
And I am too busy to listen to a couple of people whine for forty minutes about how they can't play the game properly.

If you're done with it, you sure do take a lot of effort into trying to draw attention to yourself regarding it.
That.
Title: Re: Combat Readyness isn't fun..
Post by: hadesian on September 24, 2013, 02:10:26 PM
I am too busy to give you forty minutes in bullet points.
And I am too busy to listen to a couple of people whine for forty minutes about how they can't play the game properly.

If you're done with it, you sure do take a lot of effort into trying to draw attention to yourself regarding it.
That.
There we go with that aggressiveness again...
Title: Re: Combat Readyness isn't fun..
Post by: BillyRueben on September 24, 2013, 02:11:08 PM
Agreed.
Title: Re: Combat Readyness isn't fun..
Post by: Upgradecap on September 24, 2013, 02:15:23 PM
You are in no way obligated to listen to the video in which we explain our points indepth and very well.


I am in no way obligated to listen to you saying that and can tell you to *** off at my descretion.
Title: Re: Combat Readyness isn't fun..
Post by: Alex on September 24, 2013, 02:17:14 PM
Well, this is turning into a lively discussion :) And while the motherboard on my dev PC is on the fritz, I have some time to partake in it! (Trying hard to find the bright side.)

Some random notes, responding to the points brought up:

It's not an arcade game, so trying to turn it into one probably isn't a good premise to start with. Frigate combat is a bit arcade-like, certainly, but it gets much less so with slower ships, and that's before we even start talking about the plans for the campaign.

So lets get one thing straight. No mater what i or anyone else say(even if we all say its bad) it wont change fact that CR system will stay. Most likely it will be rebalanced a lot but fact is a fact - new core system is here.

Correct on all points :) Especially the one with it being rebalanced a lot. Given the feedback (and I have been keeping up with all/nearly all of it, even if I haven't had time to respond to everything in as much detail as I'd like), my takeways so far are 1) the system works in encouraging the kind of gameplay dynamics it was meant to and 2) it has some rough edges. So, right, will be working on that. Very much aware of the learning curve/early game trouble for new players, too.


Funny about the analogy with various level spells being available; was actually going to post something very similar. My comparison would have been spells with different mana costs - say, an expensive AoE vs a cheaper single-target spell. As all analogies, it's not 100% identical, but I think it's largely valid. What that does illustrate is that CR isn't something that limits progression. Well, no more than the mana cost of spells does. You still get more tools you can use, you still get more powerful and able to take on larger challenges, and that's before you consider progression along other axes - like character skills. And you can still overwhelm something weaker badly once in a while, just for the fun of it - or if it happens to be necessary for larger strategic reasons (not currently present).

You're not going to be able to nuke everything from orbit all the time, no. Even if it's the only way to be sure. If that makes the game less fun for you, my apologies, but I strongly believe that allowing that would be, all things considered, a very bad idea.

As far as CR costs of high tech ships being higher than low-tech and it evening the playing field: right, that it does. But that doesn't make ships the same, some are still more suited for different roles or playstyles than others. Besides, what's the alternative? If you have a few clearly "best" options, then that's what will get used. What CR does here is it expands the pool of viable options, *without* making them all the same in combat. The way it does it, of course, is through out-of-combat considerations.



-4b: The "hard-foughtness" of a battle (as used to calculate CR recovery from the stand down option) is based linearly on the DP value of enemies destroyed, which results in the "5 Hounds sent one at a time renders capital ship completely helpless" problem (it's actually way harder than that, and the AI will never realistically use it, but the fact that it's possible suggests a problem nevertheless)

More like 25+ Hounds. Just saying :) The number is high enough where I don't think this is actually a problem.


Okay, (4a). This one's a real pickle, because while it's obviously "wrong" , it's also awfully easy to come up with a "solution" that makes things worse by promoting gamey behavior in order to minmax CR. Like the popular suggestion of using ammo consumption as a factor in the calculation; during 0.6's development, Alex actually came up with the idea of hitting ships with a CR cost for using missiles. Yeah... I think you can see the problem with that one. Damage taken on armor/hull, another popular suggestion, is already modeled by the current repair system.

Yeah, definitely. A more complex way of tracking it is both more difficult to explain and more prone to being gamed.

(Another point about damage taken on armor/hull being the main metric: ships that can avoid this damage would be effectively free to deploy. Not good!)


(4b) should be largely covered by the fix to (4a), but here's an additional idea. Currently the recovery factor seems to run from 100% at no kills to 0% at (killed DP value == own deployed DP value). You could add a constant to it, so it instead scales from (say) 100% at (KDP == DDP*0.5) to 0% at (KDP == DDP*1.5) - this establishes a minimum value to commit in order to whittle down a capital's CR with wave attacks.

Hmm. The exact formula is actually hidden from the player anyway, so making it a bit more involved wouldn't hurt. Haven't thought it through all the way- there may be some implications - but at first glance I like the idea. Thinking it through further, though... you could massively over-deploy to the point where your stand-down would be 100% effective, and get all your CR back, plus half the loot. Yeah, that's problematic, since now it's encouraging over-deployment.


Spoiler
Ok, here is another potential piece of the puzzle in improving CR and may help new players.

At the moment if you go above your logistics capability you're penalised on CR and supply usage. How about instead you get a boost if you're under your logistics rating.

As a new user with a hound I start with between 20 and 44 logistics rating points depending on initial skills, and with the wolf use 3 points only. Let's start with a -1% deployment CR cost per LR rating, and +1% CR recovery per LR, -1% to CR recovery cost

Min. -14% CR Cost per deployment, + 14% to recovery rate + 14% less CR recovery supply cost
Max -41% CR per deployment + 41% to recovery rate + 41% less CR recovery supply cost

You can tweak these values as needed for balance. We could try to tweak it to be free as well. 2%

Min. -28% CR Cost per deployment, + 28% to recovery rate + 28% less CR recovery supply cost (not bad, nearly a third less)
Max -82% CR per deployment + 82% to recovery rate + 82% less CR recovery supply cost (this would avert a death spiral)

As the player grows their fleet they get less fleet logistic bonus and are eased into CR.

This would need to be play tested and tweaked, but I think it may help.

This bonus would certainly give an advantage to smaller fleets, but any small fleet still has the disadvantage of being small and unable to compete with larger ones. Another thought may be to give an extra 1 burn speed for each 10, 15 or 20 LR points unused. Or you get +1 burn at 10, +2 burn at 25, +3 burn at 40 (needs tweaking) So potentially an initial player could look at:

Min. +1 to burn speed, -14% CR Cost per deployment, + 14% to recovery rate + 14% less CR recovery supply cost
Max +4 to burn speed, -41% CR per deployment + 41% to recovery rate + 41% less CR recovery supply cost


What effect this may have on the game is
  • Slowly eased into the game
  • Smaller fleets are still competitive with larger fleets in terms of Return on Investment due to fast CR recovery and burn speed
  • Player keeps larger ships at still kept at abandoned storage until needed to take on defence fleets (bad, micromanagement to change fleet composition all the time)
  • Large enemy fleets will have more difficulty keeping up with your burn speed (good?)
  • Effectively sets most efficient fleet size ROI fleet as less than 100 point LR fleet (bad? disempowering?)

Thoughts? Comments?
[close]

This is very interesting. I think a combination of increasing the CR recovery rate *and* reducing the deployment cost would be a bit much, since both of those end up reducing the total supply cost for a deployment. I.E. if you recover at twice the rate and deployment costs half as much, then it'll take 25% of the original supply cost to get back that CR. Probably using one of the two would be enough, though would have to be careful about how it stacks with the flagship deployment cost reduction from the Combat aptitude. Basically, my reaction to anything reducing deployment costs is to approach it very carefully, since that opens the door to easier overkill deployments.

Another potential problem is how this interacts with ship repairs - those use your logistics "headroom" as a bonus to the base emergency repair capacity. Could just say that while repairs or ongoing, any CR recovery rate bonus is lost, though - that seems acceptable. Also, as you mentioned, investing in logistics could still be a good idea for a small fleet. Not sure how I feel about that.

Still, this is a neat idea. It would make the early game more forgiving in a more organic/elegant way than, say a "50% CR" option. Kudos for coming up with it, whether it ends up being used or not :)


  • Reduce supply consumption.  Freighters (and Oxen by extension, due to freighters' slow speed) should be useful for trading runs or extended voyages or raiding parties, not required to pick up all loot from one fight without sending LR to 0%.

Yeah, that makes sense. I think while the relative costs may be more or less ok, in terms of how much a ship costs you to get on the field, the overall amounts of supplies - as they relate to the cargo capacity of the combat ships - might be too high. Will definitely have a look at that at some point; probably a bit further along.

  • Some way to make more fleet configurations useful as in previous versions.

I think the main issue is that capital ships don't have as much of a job given the state of the Sector and the types of fleets you're running into, but that's totally unrelated to CR. Aside from that, I don't think the variety of viable fleet configurations has gone down any. If anything, non-combat ships now have more of a reason to exist. And you can still use capital ships effectively if you invest in Navigation/Combat and pick up some Tugs.
Title: Re: Combat Readyness isn't fun..
Post by: FloW on September 24, 2013, 02:43:34 PM
Alright, I finished those 40 minutes of improv-complaining. And I made some notes about that stuff that you talked about, so let's get rolling:

Title: Re: Combat Readyness isn't fun..
Post by: Joush on September 24, 2013, 02:43:53 PM



Funny about the analogy with various level spells being available; was actually going to post something very similar. My comparison would have been spells with different mana costs - say, an expensive AoE vs a cheaper single-target spell. As all analogies, it's not 100% identical, but I think it's largely valid. What that does illustrate is that CR isn't something that limits progression. Well, no more than the mana cost of spells does. You still get more tools you can use, you still get more powerful and able to take on larger challenges, and that's before you consider progression along other axes - like character skills. And you can still overwhelm something weaker badly once in a while, just for the fun of it - or if it happens to be necessary for larger strategic reasons (not currently present).

You're not going to be able to nuke everything from orbit all the time, no. Even if it's the only way to be sure. If that makes the game less fun for you, my apologies, but I strongly believe that allowing that would be, all things considered, a very bad idea.

Save that ships don't work as spells. You don't have them at the ready to use at need in a tactical engagement, instead choosing to deploy them is a strategic level choice. It's a huge difference.

Instead, we are picking what weapon our generic RPG hero is holding. And the current system is to keep you using the Rusty Dagger you start with, because the dragonbone greatsword is Too Awesome to Use. Right now if playing correctly there is -never- a reason to cast Summon Onslaught unless you are willing to pay a whole bunch of supplybucks to enjoy the show. If you consider ships more party members, it's your most powerful tools almost always have to be left on the bench.

The average engagement shouldn't be watching the same pack of lashers chase retreating ships over and over, because 90% of targets won't fight your core fleet.

Aside from that, I don't think the variety of viable fleet configurations has gone down any.

Single capitol ship used to be a perfectly reasonable way to play, but now is utterly unworkable. A Cruiser squadron is too slow to catch the prey they need to keep money coming in. For profits, there's now a pretty limited set of "correct" fleets, effectively a pursuit squadron with cargo ships and tugs, then you can add heavies if you have the tugboat support for them.. but again, optimally you will never deploy them.
Title: Re: Combat Readyness isn't fun..
Post by: Megas on September 24, 2013, 03:36:46 PM
Alex: The reason I use frigate swarms now is because by late game, most battles are pursuit, and only frigates can catch and kill everything.  Bigger ships can sometimes kill the bigger ships in pursuit but have no chance of killing frigates and fighters like they used to.  Frigates also use less supplies and are cheaper to replace.  The things I miss most when I lose a Lasher or Afflictor in battle are all those rare Light Needlers and/or Railguns I lost.
Title: Re: Combat Readyness isn't fun..
Post by: Alex on September 24, 2013, 03:53:20 PM
Save that ships don't work as spells. You don't have them at the ready to use at need in a tactical engagement, instead choosing to deploy them is a strategic level choice.

While that's true, I don't think it actually matters to the analogy. The time scale is different, sure, but my point was that the concept of "pick the right tool for the job" (present in both cases, regardless of the time scale involved) is orthogonal to the concept of progression. Both can coexist.


The average engagement shouldn't be watching the same pack of lashers chase retreating ships over and over, because 90% of targets won't fight your core fleet.

That's definitely true, but more of an issue with the current content. CR doesn't factor into this much.

Single capitol ship used to be a perfectly reasonable way to play, but now is utterly unworkable.

Well... I'll just come out and say it: that's not true. Try a lone Onslaught with maxed out Combat and enough points in Tech to get the nice hullmods and some +OP skills.

Even with terrible weapons, it's a beast. Added bonus: medium-large sized pirate fleets will try to pursue you, so your burn level doesn't matter that much. You can still get it to 5 with Navigation 10 and Augmented Engines, though.

The only issue is cargo capacity (and I'll agree that supplies probably take up a bit too much space relative to the capacity of combat ships), but that only limits your profits somewhat. You'll still be making credits hand over fist. I'd say that's pretty far from "utterly unworkable"! You might even have an easier time than with a frigate fleet since you don't have to chase everyone down. The one thing to watch out for is taking critical damage on your hull/armor; that'll eat a lot of supplies, but should only really happen as the result of a bad piloting mistake.


Alex: The reason I use frigate swarms now is because by late game, most battles are pursuit, and only frigates can catch and kill everything.  Bigger ships can sometimes kill the bigger ships in pursuit but have no chance of killing frigates and fighters like they used to.  Frigates also use less supplies and are cheaper to replace.  The things I miss most when I lose a Lasher or Afflictor in battle are all those rare Light Needlers and/or Railguns I lost.

Yeah, ship prices and availability are out of whack. They can't really get "in whack" until there's an economy, ship production, etc. In the future, I suspect simply buying an Onslaught will be impossible, or nearly so. In fact, I'd imagine most factions would be quite wary of selling high-grade military hardware to someone they don't trust.

As far as pursuit, I've actually got some notes here to look at making that type of battle more entertaining and somewhat less prevalent. It's a fair point. (Also, the above about a lone Onslaught is, I think, worth a look. Less can be more in this case.)
Title: Re: Combat Readyness isn't fun..
Post by: Fireball14 on September 24, 2013, 04:08:09 PM
It sad to say, but i did not came out with perfect solution.
One thing i learned while working on various projects - full review of main problems mostly helps to bring out obvious solutions. So lets begin:

Observation 1 - CR cost problem

Lets analyze biggest problem right now. What is this problem?
CR taking more than player, playing without perfect skill, make in same time.
Now lets break that statement on key points.
1) ”playing without perfect skill”
2) “CR taking more than player make in same time.”

1) It means that player does not have sufficient skill when he introduced to core mechanic.
Solution: Tutorial in this case won't help,cos it won't be able to change new player thinking in short time. In my opinion solution here - is to show player in game how to “play right” this game.
Basically it means that player needs to be introduce step by step to CR. Not from start of new game.

2) Means that something wrong with players favorite play style becos game did not took it into account, OR, something wrong with game numbers, OR , both.

Lets analyze CR - what is it? Its a system that meant to show fleet stamina. How much fighting power fleet has left.
Why does it dosent work well? CR regaining most of game time, becos player most of game time is in some fight. But that mean CR will burn through players money most of game time, and money do not regenerate on its own. Plus to that same amount of money go to repairs. Plus to that money for fuel. So lets hold that thought for now.
Now second problem is that player can't go into the fight without CR, becos he restricted by game rules - not by game mechanic.
Now lets bring both thoughts together. Player low on money -> Goes into the fight -> Gets some money, but because of not perfect play style he gets more CR damage (which translates into money) than he makes by selling spoils of victory -> Player does not have money -> does not have CR -> Cant go into fight -> Game over. BUT i don't see game over screen when it happens. So lets assume it wasn't intended to be a game over. Solution to this part of a problem seems simple. Make CR true stamina stat. When its full player gets bonuses, when its low player gets penaltis (like it is now) but there should be no money cost to recover lost stamina. It should just tell player that he/she needs to back off a little or chose his /her targets more carefully.
Also there must be no cap on how low CR can be to enter combat. I played couple of fights with 2% CR just to test it. Its almost impossible to win such fight cos of shutdowns. So instead of hard game rule, player will hit soft cup on combat penalties.
Now lets analyze that solution: CR will no longer be a resource drain on player, instead it will fulfil its role as limiting factor of when player needs to deploy his biggest ships, or if he needs to back off to base. BTW nice addition in this case would be CR restoration on starbases for money. So player have chose: 1) Use other ships in next combat. 2) Wait a while to restore CR to players heavy hitters. 3) Go back to base and drain some money in exchange for CR restoration.

And there you have your spell preparation system. =) But in this case all sides are happy. Steamroller's can go on rampage from time to time. Frigate swarmers can play it strategically. Noob player don't get into game over loop. Everyone happy.

Now lets shortly repeat what need to be done for this solution:
1) CR regain do not cost supplies.
2) CR combat start cap needs to be removed.
3) CR restoration in exchange for money implanted into starbases.

Observation 2: Hurry dose not work as intended.
Now lets see a hurry problem - what is it? AI ships run before they enter real combat.
Solution:
If CR shows total fleet morale, then lets make it so. Whenever any ship leaves combat field with  less than 25% CR it has a chance to surrender after combat. That goes for player ships too(not flagship). And less CR they have -> bigger chance of surrender whenever fleet retreats.
So in the end, more fleet tries to run, more it loses. Plus CR gets more meaning for player that really play this game poorly, and not with different play style.

Observation 3: Big ships have a lot less fighting because of low burn.
Another real problem on a list and it is pretty obvious.

First of all problem with all burn system is that its integer type. Its need to be changed to float, so fleet with little more speed can eventually catch enemy if they really want to. Plus we can have more sense in navigation skill. Just think of it as warp speed in Star Trek. Warp speed was a float too.

Now how do we fix it?
I have a couple of ways:
1) Calculate burn speed based on rounded fleet speed. This will enable mixed fleets to be more valuable than true BS or true swarms. But this have a drawback: Eventually players will have a fleet of BS/fighters 50/50. No other vessels be in a fleet. So i don't think this IS a solution.

2) Create stationary heavily defended targets. Lets say base raids for example. This will create more targets for BS fleets. There is no drawback except, there have to be a lot more bases to raid if devs will want this solution to work.

3) Make pursuing fleet a little more faster, if pursuing burn  = runners burn. Biggest drawback of this method is a hard noobe start of the game. So i don't think this solution gonna work at all.

Like i said i did not found perfect solution for this one.

And last Observation: Supply costs are too high/ too low.

Balancing this one is tricky.
Lets see logic behind this one - if supply cost too high-> noob player have a hard time to survive. And skilled players have too easy game because they sell surplus supplies.
And if it is too low -> players won't feel any consequences of losing a battle.

But why does real world economy do not get this problem? Easy one - free market.

If there is something too many -> cost falls. If something too too scares - cost rises.
Same way it needs to be implanted in game for everything including guns.

So if some dude just robbed big convoy and tries to sell it in one place he gets lower price for every unit he sells. But if he tries to sell supplies when there is so little in base - he gets rich. So in the end game players will still have steady income (but not that much like it is now), and on early game players will have easy time by selling what they don't need. Everyone  happy. =)
Plus there will be point for searching best price for big guns.
Title: Re: Combat Readyness isn't fun..
Post by: Mattk50 on September 24, 2013, 04:52:23 PM
Why are you being so aggressive? What happened to this community in the time I've been gone?
You are in no way obligated to listen to the video in which we explain our points indepth and very well.


I am in no way obligated to listen to you saying that and can tell you to *** off at my descretion.

You claim to be too busy to make a proper argument but want me(and apparantly everyone else!) to listen to two people's ramblings for an hour. I guess 10 minutes of your time spent organizing your thoughts is worth more than 40 minutes of everyone else's time. And, now that you have 20 views that means 12 hours of other people's time has been wasted because you couldn't spend 10 minutes compressing it into bullet points. And they are ramblings: Its nothing against you or UCAP, but doing a podcast is literally the worst format for this. Text is better in this instance as it allows people easy and quick reference to your argument, and it allows you to make those points clearly and without fumbling or error. There are a lot of people who want to put fourth whatever insights they've had on the subject, the only way for any semblence of quality in the discussion to be maintained is if people spend more time on organizing their individual thoughts. This is impossible when you are doing it live. The reason people have given it any attention at all is because you're well known members of the community.
Perhaps you've never taken forums 101, which is understandable, but after gliding through your posts so far on your prestige in the community, i'd think you'd have known better than to be so unhelpful to the discussion. Its not like people join a forum and instantly know this ***, but seriously.


Quote
>COMBAT CONSUMES MORE SUPPLIES THAN YOU MAKE

Yes it does, if you play a certain style. If you play a huge fleet taking on equally big fleets and use that as your point then i simply won't listen to you making your point based on that until you experience the fact that small fleets actually get hit by this, and pretty hard. Right now, there's no way to make money other than combat, and i've made this point already in the video.

This has ALWAYS been a problem. Many friends who i've introduced to the game before .6 have been unable to get past the beginning because they take more damage and lose more ships than they can afford to replace. The difference now is that there are costs even if your lone ship doesnt explode. There is no more "die until i get a dram" exploit to rely on. Other forms of income will fix this, but it is not CR that has been broken.


As for now, my advice to anyone having trouble getting started is to buy an omen(which is pretty cheap) and *** hound/buffalo fleets. Think of it as mining pirate tears. most of all, remember this is an INCOMPLETE GAME IN ALPHA. IT IS NOT DONE. If a version breaks it for you, play another version. It will be fixed in time as the rest of the game comes into focus.

Title: Re: Combat Readyness isn't fun..
Post by: Joush on September 24, 2013, 06:01:27 PM
Well... I'll just come out and say it: that's not true. Try a lone Onslaught with maxed out Combat and enough points in Tech to get the nice hullmods and some +OP skills.

Even with terrible weapons, it's a beast. Added bonus: medium-large sized pirate fleets will try to pursue you, so your burn level doesn't matter that much. You can still get it to 5 with Navigation 10 and Augmented Engines, though.

The only issue is cargo capacity (and I'll agree that supplies probably take up a bit too much space relative to the capacity of combat ships), but that only limits your profits somewhat. You'll still be making credits hand over fist. I'd say that's pretty far from "utterly unworkable"! You might even have an easier time than with a frigate fleet since you don't have to chase everyone down. The one thing to watch out for is taking critical damage on your hull/armor; that'll eat a lot of supplies, but should only really happen as the result of a bad piloting mistake.

I suppose I should have said impractical, rather then unworkable. There are builds that can make single capitol ship work, but they require you spend a huge amount of time building the resources required for them and starting somewhere around level thirty.

On the other hand, the Onslaught would be taking on a crippling amount of cargo with every successful battle, and burning a non-trivial amount of the ship's cargo capacity in supply to recover CR after battles where it takes no damage, and the Onslaught is made to take damage. If you ever take it into a fight where it will sustain significant damage, it's going to require rather more supply then it can carry with any safety to repair.

So the ship you spent several hours building up to can fight one battle vs something that can't remotely threaten it, then retreat to a base to unload spoils in order to keep profitable. Unless you are utterly married to single-ship as a concept, it simply makes more sense to bring along cargo ships to carry spoils, tugs to haul the battleship to the fight.. and frigates, to catch the foes that will inevitability flee. In return, you get a rare fun battle where the Onslught cracks a dangerous fleet, then lots of battles that are watching your chase squadrons catch staggers.

Going one ship is leaving money on the table. That isn't an awful thing, going Captian Harlock doesn't have to be a practical option.
Title: Re: Combat Readyness isn't fun..
Post by: Alex on September 24, 2013, 06:18:16 PM
So the ship you spent several hours building up to can fight one battle vs something that can't remotely threaten it, then retreat to a base to unload spoils in order to keep profitable. Unless you are utterly married to single-ship as a concept, it simply makes more sense to bring along cargo ships to carry spoils, tugs to haul the battleship to the fight.. and frigates, to catch the foes that will inevitability flee. In return, you get a rare fun battle where the Onslught cracks a dangerous fleet, then lots of battles that are watching your chase squadrons catch staggers.

Going one ship is leaving money on the table. That isn't an awful thing, going Captian Harlock doesn't have to be a practical option.

Yeah, I pretty much agree. It's just almost entirely not CR-related, you know? Even the bulk of the supply cost is for repairs. In fact, if you're going one battle -> station to unload the spoils, CR is largely out of the picture unless your engagements aren't cost-efficient overall. Not a fan of "dash to the station" as a gameplay component, though; will have to do something about it.

If you ever take it into a fight where it will sustain significant damage, it's going to require rather more supply then it can carry with any safety to repair.

That, I think makes sense as the default state of affairs - unless you've invested heavily into the appropriate skills, perhaps.
Title: Re: Combat Readyness isn't fun..
Post by: Gothars on September 24, 2013, 06:22:39 PM
*mumblemumble* it's capital ship *mumblemumble*
Title: Re: Combat Readyness isn't fun..
Post by: Alex on September 24, 2013, 06:29:50 PM
Not if it's the home of the government of your space-based society.

... ok, I'll stop.
Title: Re: Combat Readyness isn't fun..
Post by: Gothars on September 24, 2013, 06:38:57 PM
Not if it's the home of the government of your space-based society.

... ok, I'll stop.

You'd better, because that would still be a capital-ship, that other thing only holds the legislature, haHA! But that's irrelevant, because I have now stopped anyone from ever using that cursed word again on this forum! Try it! Good night! I will have one!

Title: Re: Combat Readyness isn't fun..
Post by: Joush on September 24, 2013, 06:53:35 PM

If you ever take it into a fight where it will sustain significant damage, it's going to require rather more supply then it can carry with any safety to repair.

That, I think makes sense as the default state of affairs - unless you've invested heavily into the appropriate skills, perhaps.

So ships are really supposed to be able to make no significant repairs from internal resources? I see what you mean, but it is a poor choice to have ships unable to be self sufficient.
Title: Re: Combat Readyness isn't fun..
Post by: Alex on September 24, 2013, 07:04:08 PM
So ships are really supposed to be able to make no significant repairs from internal resources? I see what you mean, but it is a poor choice to have ships unable to be self sufficient.

Well, it really depends. I think a lone ship that's not specifically made for long solo cruises or exploration should have real trouble effecting full repairs for critical damage while on the field. I see the Onslaught as more of a ship meant as a centerpiece for larger task forces. A character tailored for soloing/exploration might still make it work, though.

Something like an Apogee, a Venture, or an Odyssey, on the other hand, is made for more self-sufficiency. This is another axis that can be used to differentiate ships - some ships are made for joint actions, and some are made to go it alone.
Title: Re: Combat Readyness isn't fun..
Post by: Megas on September 24, 2013, 07:27:27 PM
Quote
Something like an Apogee, a Venture, or an Odyssey, on the other hand, is made for more self-sufficiency. This is another axis that can be used to differentiate ships - some ships are made for joint actions, and some are made to go it alone.
That is one reason why I liked those ships.  They trade some combat power to do everything well.  As of 0.6, the Odyssey fails at self-sufficiency.  I need an Altas or several smaller dedicated freighters to haul enough supplies I get from battle to repair and recover CR for those ships.  The only thing the Odyssey does is let me to use one Altas instead of two when I salvage loot from a single defense fleet battle or multiple smaller battles.
Title: Re: Combat Readyness isn't fun..
Post by: Sealgaire on September 24, 2013, 07:47:44 PM
I think the version of .6 I downloaded must be broken, because my main character flies around with a fleet composed entirely of high tech frigates and I accumulate probably 7 or 8 times more supplies than I use, while according to many in this thread I should be broke and drifting around the system in a bunch of CR depleted ships.

Pretty much every fleet composition I've tried has raked in absurd amounts of supplies. All fighters and carriers, a balanced mix of mid tech ships, and a fleet of low tech destroyers and cruisers with an Onslaught flagship fleet. With each of these, I can deploy the whole fleet in every engagement and still come out way ahead. My main criticism of the CR system is that it hasn't really forced me to change my playstyle at all from .54a, and if anything has made the game easier with money coming in way too fast.

What am I doing so right that so many of you aren't? My only real strategy is going after the biggest fleets I can catch and destroy without losing ships. That's it. Works every time in iron mode even.
Title: Re: Combat Readyness isn't fun..
Post by: Histidine on September 24, 2013, 09:15:23 PM
>COMBAT CONSUMES MORE SUPPLIES THAN YOU MAKE

Yes it does, if you play a certain style. If you play a huge fleet taking on equally big fleets and use that as your point then i simply won't listen to you making your point based on that until you experience the fact that small fleets actually get hit by this, and pretty hard.
Nobody else seems to be getting this for running a small fleet specifically. Please specify the precise nature of the fleet, its opponents, and any other factors that may affect results.

EDIT: less grumpy tone
Title: Re: Combat Readyness isn't fun..
Post by: Thaago on September 24, 2013, 09:19:53 PM
I think the version of .6 I downloaded must be broken, because my main character flies around with a fleet composed entirely of high tech frigates and I accumulate probably 7 or 8 times more supplies than I use, while according to many in this thread I should be broke and drifting around the system in a bunch of CR depleted ships.

Pretty much every fleet composition I've tried has raked in absurd amounts of supplies. All fighters and carriers, a balanced mix of mid tech ships, and a fleet of low tech destroyers and cruisers with an Onslaught flagship fleet. With each of these, I can deploy the whole fleet in every engagement and still come out way ahead. My main criticism of the CR system is that it hasn't really forced me to change my playstyle at all from .54a, and if anything has made the game easier with money coming in way too fast.

What am I doing so right that so many of you aren't? My only real strategy is going after the biggest fleets I can catch and destroy without losing ships. That's it. Works every time in iron mode even.

Yeah pretty much, but don't tell anyone!!!
Title: Re: Combat Readyness isn't fun..
Post by: PCCL on September 24, 2013, 10:43:18 PM
 As of 0.6, the Odyssey fails at self-sufficiency.

This, she costs more to deploy than a Conquest (A joint deployment ship I would think). I do believe she should buffed in self sufficiency.
Title: Re: Combat Readyness isn't fun..
Post by: Sproginator on September 25, 2013, 12:27:27 AM
Gentlefolk, shall we calm down?

There's no need for such heated debate haha,

Reminds me off South Park where they go RABLRABLRABLRABLRABL in courts haha.

Please don't forget, this is a game. Nothing less. You have gained friends here (If not, HEY! Welcome and come hang out sometime on steam!)

I understand people's frustrations, but it is, kind off, petty.

Let's try not to jump ahead and be all heated.

Now, I myself have changed the last month due to personal problems and trying to get things settled in work.

In doing so, I told a poster to pretty much leave, and that he was not wanted here.

Why am I posting this you ask?

Because it's important to note what we lose when we act like children, he refuses to come back now, and it's because of all the heated topics and jumping the gun we have started doing.

We miss the old community? How it was cheerful? Then let's get a solution instead of adding to the problem. I for one will NEVER EVER speak to someone so horribly online anymore, because when I read back some of the comments either I or other community members have made, I feel bloody ashamed.

Let's all just calm down and show the newer members that we ARE here for FUN! And that they are always welcome to raise a point and topical discussion! :)

Sorry for the long post and, if found off topic, please send me a pm and I can edit and move it to a topic
Title: Re: Combat Readyness isn't fun..
Post by: Sproginator on September 25, 2013, 12:28:58 AM
Sorry, my post was directed to some comments made about two pages back, how on earth did I miss two pages lol
Title: Re: Combat Readyness isn't fun..
Post by: Cycerin on September 25, 2013, 03:22:39 AM
I think the version of .6 I downloaded must be broken, because my main character flies around with a fleet composed entirely of high tech frigates and I accumulate probably 7 or 8 times more supplies than I use, while according to many in this thread I should be broke and drifting around the system in a bunch of CR depleted ships.

Pretty much every fleet composition I've tried has raked in absurd amounts of supplies. All fighters and carriers, a balanced mix of mid tech ships, and a fleet of low tech destroyers and cruisers with an Onslaught flagship fleet. With each of these, I can deploy the whole fleet in every engagement and still come out way ahead. My main criticism of the CR system is that it hasn't really forced me to change my playstyle at all from .54a, and if anything has made the game easier with money coming in way too fast.

What am I doing so right that so many of you aren't? My only real strategy is going after the biggest fleets I can catch and destroy without losing ships. That's it. Works every time in iron mode even.

Seems like you *ghasp* might be good at the game.
Title: Re: Combat Readyness isn't fun..
Post by: Fireball14 on September 25, 2013, 04:09:13 AM
hmm...i wonder why there are no comments to my post?  ???
Title: Re: Combat Readyness isn't fun..
Post by: Histidine on September 25, 2013, 04:22:58 AM
In light of the various mentions of CR supply usage, one thing that needs to be emphasized: with the possible exception of capital ships, CR recovery is very, very cheap compared to repairs. For combat vessels, full repair (from 0% hull and armor) costs are almost always at least 10x deployment costs (lowest is 7.46x for the Paragon), averaging 18.75x and going up to 60x for the Hound.

In practice, full repair essentially never happens, so halving those figures is probably more accurate. Nevertheless, it's still pretty much impossible not to make a profit supply-wise if your ships aren't getting beaten up on a regular basis. If you're not profiting and aren't in the death spiral, blame repair costs, not CR.
Title: Re: Combat Readyness isn't fun..
Post by: Dr.Noid on September 25, 2013, 04:57:16 AM
hmm...i wonder why there are no comments to my post?  ???
No offence, but probably because it is rather long and your English does make it hard to read.

Lets go over it.
O1.1: There is no tutorial yet. This is not an issue with CR.

O1.2: Are you talking about CR costing supplies or repairs costing replies? It seems your are talking about repairs because you say:
Quote from: Fireball14
Gets some money, but because of not perfect play style he gets more CR damage

Your play style or how good you are in battle has no influence on CR. (Unless flying a frigate and taking a long time to fight)
Furthermore, recovering CR doesn't take that much supplies. Repairs however do, but that has nothing to do with CR.

So to me it seems like 1.2 is about repairs costing too much supplies, not CR.

O2: Harry being broken has already been confirmed by Alex and is being worked on.

O3: Big ships are slow... That's not broken, that's the way it is intended to be. Speeds used to work on a gliding scale, but that made or loooooong and boring chases. The current system works better, since it's directly obvious whether you have any chance of catching that other fleet or not.
Also, big ships are supposed to be super-rare in the future and since there is nothing to defend/attack yet they don't really have a role in the current alpha campain.

Last: Supply cost. There is no economy yet, will be balanced in the future.

It's probably better to split different topics into different posts.
Title: Re: Combat Readyness isn't fun..
Post by: xenoargh on September 25, 2013, 07:35:22 AM
Thank you, Dr. Noid, for aptly summarizing what I'd have said if I had the time today :)
Title: Re: Combat Readyness isn't fun..
Post by: Fireball14 on September 25, 2013, 08:02:41 AM
hmm...i wonder why there are no comments to my post?  ???
No offence, but probably because it is rather long and your English does make it hard to read.

Lets go over it.
O1.1: There is no tutorial yet. This is not an issue with CR.

O1.2: Are you talking about CR costing supplies or repairs costing replies? It seems your are talking about repairs because you say:
Quote from: Fireball14
Gets some money, but because of not perfect play style he gets more CR damage

Your play style or how good you are in battle has no influence on CR. (Unless flying a frigate and taking a long time to fight)
Furthermore, recovering CR doesn't take that much supplies. Repairs however do, but that has nothing to do with CR.

So to me it seems like 1.2 is about repairs costing too much supplies, not CR.

O2: Harry being broken has already been confirmed by Alex and is being worked on.

O3: Big ships are slow... That's not broken, that's the way it is intended to be. Speeds used to work on a gliding scale, but that made or loooooong and boring chases. The current system works better, since it's directly obvious whether you have any chance of catching that other fleet or not.
Also, big ships are supposed to be super-rare in the future and since there is nothing to defend/attack yet they don't really have a role in the current alpha campain.

Last: Supply cost. There is no economy yet, will be balanced in the future.

It's probably better to split different topics into different posts.
Sorry for my english. It's not my native language.  :(


As for O1.2 i was talking about CR. As those who support CR have stated, that i need to use as smaller force as possible to win a battle, but if i like to play steamroller style i have no chance to supply my ships. Becos battles divided into few skirmishes rather than all out wall on wall type. So basically game supports only one play style - Swarmer fleets. Its not bad, i just think game can support more play styles, as it did in .5x version.
Title: Re: Combat Readyness isn't fun..
Post by: Gabrybbo on September 25, 2013, 09:09:51 AM
As for O1.2 i was talking about CR. As those who support CR have stated, that i need to use as smaller force as possible to win a battle, but if i like to play steamroller style i have no chance to supply my ships. Becos battles divided into few skirmishes rather than all out wall on wall type. So basically game supports only one play style - Swarmer fleets. Its not bad, i just think game can support more play styles, as it did in .5x version.

I think it is this way because we lack the mechanics that allow you to keep an inefficient fleet supplied, like friendly supply fleets, facilities and stuff like that.
Once those things get slowly implemented, you'll be able to play however you like after you put some time and dedication into it. And the cries of desperation of your enemies are so going to be worth the efforts to build and protect a strong logistic chain around the Sector to keep your 3 Paragons and 5 Hyperions supplied  ;D
Title: Re: Combat Readyness isn't fun..
Post by: Voyager I on September 25, 2013, 09:48:06 AM
My highlight for this thread is going to be four-star drama queens quitting the game over a new feature not being adequately tested for their tastes in an alpha.  At least, that's what I got second-hand, since apparently it's not worth their time to condense the 40-minute video they expect us to watch.
Title: Re: Combat Readyness isn't fun..
Post by: xenoargh on September 25, 2013, 11:23:42 AM
Hey Alex... if you get by to read this, just wanted to say one thing.

I don't think the idea of Capitals being "very rare" is likely to work well, at least not how they're balanced atm.

A.  Right now, I can kill most Capitals with two Frigates and a Destroyer.  If the AI "very rarely" has ships that size, I don't see how it's going to be much of a challenge.

B.  If players ever get a Capital (ship, not that other thing) they're going to become well-nigh unstoppable.

Instead of tinkering with the current Capital balance much, though... perhaps another type should be introduced, that can serve in that "Boss" role, is far more challenging, that cannot be captured and never gets sold?  Just a thought.
Title: Re: Combat Readyness isn't fun..
Post by: ValkyriaL on September 25, 2013, 11:54:23 AM
Quote
Instead of tinkering with the current Capital balance much, though... perhaps another type should be introduced, that can serve in that "Boss" role, is far more challenging, that cannot be captured and never gets sold?  Just a thought.

>>>>>>>>>>>>>MODS<<<<<<<<<<<<<<<<<<<

 ;D
Title: Re: Combat Readyness isn't fun..
Post by: Dr.Noid on September 25, 2013, 12:26:17 PM
Sorry for my english. It's not my native language.  :(
That's fine, it'll just take more posts to get your point across clearly :)

As for O1.2 i was talking about CR. As those who support CR have stated, that i need to use as smaller force as possible to win a battle, but if i like to play steamroller style i have no chance to supply my ships. Becos battles divided into few skirmishes rather than all out wall on wall type. So basically game supports only one play style - Swarmer fleets. Its not bad, i just think game can support more play styles, as it did in .5x version.

Supplying your ships has very little to do with CR.
Most ships should also be fine in several battles in a multi-battle engagement. Of course you should make sure your ships have enough CR before starting a new engagement...
Title: Re: Combat Readyness isn't fun..
Post by: Fireball14 on September 25, 2013, 12:39:17 PM
Supplying your ships has very little to do with CR.
Most ships should also be fine in several battles in a multi-battle engagement. Of course you should make sure your ships have enough CR before starting a new engagement...
Yeh but if my big ship will get some battle damage and i don't really have a good supply of money, i most likely end up in gameover loop.  :(

Well i'm gonna wait and see what will Alex do in next couple of updates. I’m not sure he can fix it in one update properly.
Still, imho removing supply cost for CR regeneration will make things much better.
Title: Re: Combat Readyness isn't fun..
Post by: mendonca on September 25, 2013, 12:53:26 PM
If you have a huge ship that you can not sustain - downsize.

Sell the ship, mothball it, scuttle it for supplies ... Tough decision but perfectly reasonable in my eyes :)
Title: Re: Combat Readyness isn't fun..
Post by: Fireball14 on September 25, 2013, 01:32:16 PM
If you have a huge ship that you can not sustain - downsize.

Sell the ship, mothball it, scuttle it for supplies ... Tough decision but perfectly reasonable in my eyes :)
I agree, it would be smart move but totally not fun. Its not fun getting killed not in battle, but rather by game rules. :-\
Title: Re: Combat Readyness isn't fun..
Post by: mendonca on September 25, 2013, 01:49:56 PM
It's not fun getting killed, but it is amazing fun recovering from your own mistakes. Try it, next time.

Shun the quicksave/quickload! Embrace your inner ironman!
Title: Re: Combat Readyness isn't fun..
Post by: Kommodore Krieg on September 25, 2013, 02:03:45 PM
I have been playing this game for a long time, and as a result I am quite good at it.  Not only do I find CR to be a great mechanic that really helps to integrate the campaign map with the battle map, as well as making which ships I choose to deploy a meaningful decision, I find this version to be EASIER than previous version because I am absolutely rolling in money from all the extra supplies I am selling.  Managing your fleet well is rewarded; rolling around with a deathball with no cargo capacity and flinging every ship into every battle isn't.  As I see it, that is a good thing.  

Edit: Ironman mode is only mode!

Also, I've read more of the thread and I have to say much of this analysis is just pointless.  That isn't meant as an insult, but really, when you find yourself getting better at the game you won't have problems with CR.  I just hope the availability of supplies that can be looted from enemies is toned down because otherwise I think cash will be far too abundant. 
Title: Re: Combat Readyness isn't fun..
Post by: Fireball14 on September 25, 2013, 02:04:54 PM
It's not fun getting killed, but it is amazing fun recovering from your own mistakes. Try it, next time.

Shun the quicksave/quickload! Embrace your inner ironman!

Yap its fun recovering from your own mistakes, but mistakes made by you when playing a game, and not because some silly game rule says i have lose a game because i won hard battle. This is exactly why most of gamers will quit playing it afterwards. One thing when you win a hard fight and yeh sure you pay recovery costs but its still a victory and totally different story when game punish you because you got your self in that fight in first place.

This is a hardcore type of games, and really don't like those... I don't know maybe thats because im really am a softcore player, but in my opinion game have to cover both types of players and they both have to have chance to win in a way they want. Right now i don't enjoy playing 0.6 like i enjoyed 0.5x. But i'ma patient man, so i'll just wait and see what happens next.  ;)
 
Title: Re: Combat Readyness isn't fun..
Post by: Kommodore Krieg on September 25, 2013, 02:09:16 PM

This is a hardcore type of games, and really don't like those... I don't know maybe thats because im really am a softcore player...
 

There isn't anything wrong with that, but that doesn't mean the game needs to be changed to suit your needs.  There are plenty of other "softcore" games out there.  Don't take this as an insult either, I am being genuine when I say there is nothing wrong with enjoying softer games.  Just think though, I am sure if you persevere at this game you will be able to enjoy the rewarding feeling of overcoming a rather challenging game!
Title: Re: Combat Readyness isn't fun..
Post by: CedricO on September 25, 2013, 03:15:59 PM
Personally, i can see it working (but not in the current build) all it has done for me so far is make a long battle vs a fast enemy hard to pin down even more long and horrible since weapons randomly malfunction.
Title: Re: Combat Readyness isn't fun..
Post by: Ravendarke on September 25, 2013, 03:27:51 PM
Quote
Instead of tinkering with the current Capital balance much, though... perhaps another type should be introduced, that can serve in that "Boss" role, is far more challenging, that cannot be captured and never gets sold?  Just a thought.

>>>>>>>>>>>>>MODS<<<<<<<<<<<<<<<<<<<

 ;D

I would welcome new ship type.. actually I would welcome ability to define own ship types and even new mounts....
Title: Re: Combat Readyness isn't fun..
Post by: Megas on September 25, 2013, 05:12:43 PM
If the game puts you in a game over loop, it should have the courtesy to tell you so, not torture the (likely new) player for thirty minutes to an hour with false hope.  Otherwise, the player will probably give up in frustration, say "This sucks!" and give Starsector a bad name to his friends.
Title: Re: Combat Readyness isn't fun..
Post by: Andy H.K. on September 25, 2013, 06:14:48 PM
It's not fun getting killed, but it is amazing fun recovering from your own mistakes. Try it, next time.

Shun the quicksave/quickload! Embrace your inner ironman!

Yap its fun recovering from your own mistakes, but mistakes made by you when playing a game, and not because some silly game rule says i have lose a game because i won hard battle. This is exactly why most of gamers will quit playing it afterwards. One thing when you win a hard fight and yeh sure you pay recovery costs but its still a victory and totally different story when game punish you because you got your self in that fight in first place.

This is a hardcore type of games, and really don't like those... I don't know maybe thats because im really am a softcore player, but in my opinion game have to cover both types of players and they both have to have chance to win in a way they want. Right now i don't enjoy playing 0.6 like i enjoyed 0.5x. But i'ma patient man, so i'll just wait and see what happens next.  ;)
 

I don't know.... but game rule said if you get damaged you need to repair it..... if you suffer any battle damage you probably made some mistake...

On the other hand, if you won any battle at all, the player have all kind of advantage.... they get to pick a lot of loot, and the "stand down" option is always available if you're worry about CR cost.... the remaining part being "winning the fight". Well, that's what playing games are about isn't it?

IMO, if there's no chance of failure there's also no joy in victory.... probably the reason why I always stop playing Starsector when I started farming SDF... fortunately there's mods...



Maybe I carry such view because I am leaning towards the "hardcore" side of gamers (in fact I believe my gaming skills to be terrible), but then I also believe in this:
(http://izquotes.com/quotes-pictures/quote-i-don-t-know-the-key-to-success-but-the-key-to-failure-is-trying-to-please-everybody-bill-cosby-43021.jpg)

Title: Re: Combat Readyness isn't fun..
Post by: Joush on September 25, 2013, 06:22:15 PM
I have been playing this game for a long time, and as a result I am quite good at it.  Not only do I find CR to be a great mechanic that really helps to integrate the campaign map with the battle map, as well as making which ships I choose to deploy a meaningful decision, I find this version to be EASIER than previous version because I am absolutely rolling in money from all the extra supplies I am selling.  Managing your fleet well is rewarded; rolling around with a deathball with no cargo capacity and flinging every ship into every battle isn't.  As I see it, that is a good thing.  

Edit: Ironman mode is only mode!

Also, I've read more of the thread and I have to say much of this analysis is just pointless.  That isn't meant as an insult, but really, when you find yourself getting better at the game you won't have problems with CR.  I just hope the availability of supplies that can be looted from enemies is toned down because otherwise I think cash will be far too abundant. 

The problem with Combat Readiness is not one of difficulty.

The problem with CR is that it adds very little fun or interesting choices while instead putting a cool down on ships that has nothing to do with anything. Of the ways to interact with it, one of them is flatly broken in the current build and the others effectively boil down to holding down the shift key while you watch a progress bar refill, or running back to a station and pressing one button. Whatever cost it involves the game still suffers from the introduction of combat readiness.

This isn't to say that CR can't work. In any development features will be added, assessed and changed or removed.

Current problems with CR:

It makes the supply economy more confusing. A fleet has a greatly varied set of possible cost. Repairing, recovering CR and constant maintenance all drain different amounts of cash and outside of a friendly station it's hard to tell how much you will need to spend before you are back to just the base drain to your wallet. It's hard to know how much Supply-bucks a fleet should keep on hand in limited storage space.

It's unclear what CR is supposed to represent. Crew exhaustion? Ammunition reloading? Ship Damage? Routine maintenance? Every ship comes across as a fragile hanger queen that goes from ready to fight to degraded effectiveness after one brief fight.

It discourages some play styles and rewards others, apparently in unintended ways. For an example, look at Harry, one of the few current ways to interact with the CR system that isn't resting at the inn (back to a friendly station) or holding down shift to wait. Harry takes combat situations that might be interesting (chasing a fleeing fleet) and reduces them to something best left to auto-resolve.

None of these are because people don't like complicating factors or feel the game is too hard. But right now, there are only a few fun choices to make when dealing with CR and it's contributing to the game being hardest at the start and very easy once established, in an inverted difficulty curve.

While I'm not crazy about the execution, the ability to use frigates that have limited peak deployment time vs frigates that have unlimited deployment time is a interesting idea. Some ships being more resistant to wear and tear and sustained combat then others, or recovering from combat faster, is also an interesting idea that I don't feel is executed very well currently.
Title: Re: Combat Readyness isn't fun..
Post by: Joush on September 25, 2013, 06:35:18 PM

I don't know.... but game rule said if you get damaged you need to repair it..... if you suffer any battle damage you probably made some mistake...

On the other hand, if you won any battle at all, the player have all kind of advantage.... they get to pick a lot of loot, and the "stand down" option is always available if you're worry about CR cost.... the remaining part being "winning the fight". Well, that's what playing games are about isn't it?

IMO, if there's no chance of failure there's also no joy in victory.... probably the reason why I always stop playing Starsector when I started farming SDF... fortunately there's mods...


The Stand Down command isn't always available. In fact, one of the frustrations with the way CR works is that it's confusing and arbitrary what the game considers a hard fought battle. (A powerful ship effortlessly destroying several lesser ships without takeing any damage almost never gets the Stand Down option, for example.) Beyond that, some ships are desinged to win fights while at least takeing armor damage. An Onslaught that gets hit isn't doing it wrong, it's following the play style of a slow, heavily armored ship with a very poor shield generator, 360 degree weapon coverage and a Burn Drive.

Hardcore games aren't, by definition, more difficult then other games (many are, or at least can be if you turn the difficulty up). Hardcore more refers to games that ask a player for a lot of time and focus to learn about complicated rules and concepts. Starsector isn't hardcore because it's not easy (that's debatable), it's hardcore because a lot of the fun is playing with ship loadouts, managing fire arcs and balancing a bunch of separate systems that work together.

Right now, CR is in rough shape. It was just introduced in .6, however, and given how much fun I've had with this game I'm sure that it will be in better shape by 1.0, possibly unrecognizable shape as Crew Endurance (recovered by time, R&R facilities, Med Bays and Coffee commodities), Ammunition (how loaded weapon systems are) and Maintenance. Or maybe it will be how it is now, but with much better documentation and systems to interact with it.
Title: Re: Combat Readyness isn't fun..
Post by: Zapier on September 25, 2013, 07:04:34 PM
The problem with Combat Readiness is not one of difficulty.

The problem with CR is that it adds very little fun or interesting choices while instead putting a cool down on ships that has nothing to do with anything. Of the ways to interact with it, one of them is flatly broken in the current build and the others effectively boil down to holding down the shift key while you watch a progress bar refill, or running back to a station and pressing one button. Whatever cost it involves the game still suffers from the introduction of combat readiness.

This isn't to say that CR can't work. In any development features will be added, assessed and changed or removed.
I disagree that it suffers from combat readiness unless all you're looking at is a game that uses no other systems in its campaign. This one does use other systems, they are just not created/implemented yet to get a better feel for how it'll interact with everything else. As it's been said, CR adds consequences to something that really had no consequences previously.
Quote from: Joush
Current problems with CR:

It makes the supply economy more confusing. A fleet has a greatly varied set of possible cost. Repairing, recovering CR and constant maintenance all drain different amounts of cash and outside of a friendly station it's hard to tell how much you will need to spend before you are back to just the base drain to your wallet. It's hard to know how much Supply-bucks a fleet should keep on hand in limited storage space.

That can be easily modified in future installments, but if we waited for Alex himself to put every piece of documentation in, we might have been looking at even more weeks of waiting. That's part of testing. To Alex he may not have thought about it much because the numbers may just appear instantly in his head because of developing it, whereas with us it doesn't. So, the amount the number of supplies needed to fully repair and such is more of a documentation problem rather than a confusing system.

Quote from: Joush
It's unclear what CR is supposed to represent. Crew exhaustion? Ammunition reloading? Ship Damage? Routine maintenance? Every ship comes across as a fragile hanger queen that goes from ready to fight to degraded effectiveness after one brief fight.

Sometimes the simplest answers are the ones people don't want to actually consider. CR can represent all of those things combined. What do you consider as combat ready with most situations? Rest. Supply. Numbers. Equipment. Being ready for combat alone can sometimes be draining to the mindset of those being ready for combat... for some it doesn't bother them. Being at the ready for a battle can be quite draining, whether you fight or not. Having your ship on full alert and things primed for a situation can be draining too. I'm not saying these are exactly what CR represents but its easy enough to consider these. Some people just hate the simplest views just as some hate complex views.

Either way, I've used frigates and destroyers (a single one...) in multiple fights in a row against a couple larger fleets and still come out winning. Degraded effectiveness does not mean something is now ineffective. Often the ability of the human player is able to overcome these much easier than the AI. In my opinion this system hurts the AI way more than it hurts the human player, and that's not necessarily bad either.

Quote from: Joush
It discourages some play styles and rewards others, apparently in unintended ways. For an example, look at Harry, one of the few current ways to interact with the CR system that isn't resting at the inn (back to a friendly station) or holding down shift to wait. Harry takes combat situations that might be interesting (chasing a fleeing fleet) and reduces them to something best left to auto-resolve.

None of these are because people don't like complicating factors or feel the game is too hard. But right now, there are only a few fun choices to make when dealing with CR and it's contributing to the game being hardest at the start and very easy once established, in an inverted difficulty curve.

While I'm not crazy about the execution, the ability to use frigates that have limited peak deployment time vs frigates that have unlimited deployment time is a interesting idea. Some ships being more resistant to wear and tear and sustained combat then others, or recovering from combat faster, is also an interesting idea that I don't feel is executed very well currently.

I think this issue is once again due to the developing nature of the campaign system. Just because CR has already been put in doesn't mean everything else it'll interact with has... or all the other options have as well. I recall a lot of people in this very forum starting to complain about the lack of another release and were getting worried about 'feature creep' happening. Well, we got what we asked for and we're in the middle of something not yet fully fleshed out. This is still .6 and not 1.0. Yes, we give feedback and everyone obviously has, but too much feedback in this very thread has appeared the be a want for a complete removal of CR and I think that's wrong.

As you said, much of the problems can be that they aren't very well executed, but I think Alex is on the right track with the beginning being hardest right now with the end being much easier... considering much of what we can do after our initial start isn't implemented yet, that means our late-game comes much sooner... and most people find games easier once they've accomplished all they've set out to do. Some people call this an ending. Others the end-game. Either way, being successful and progressing tends to lead to easier stuff, not harder. The difficulty is keeping it difficult enough to make it challenging and interesting... but all that gets balanced when we have everything.

P.S. For those who see the CR spiral of death or whatever they call it as a problem, there's a reason why we get increased rewards for losing battles and that even in ironman, losing isn't the 'end' but the new beginning. The idea is that at times you WILL lose. If you want to have a perfect playthrough, then you play without ironman and use save and reload. This is an option in most games. If you 'victory' turns out to be more of a slow loss, then reload and play it again. I hate to see some people try to alter the gameplay for others when the options to avoid these death spirals are in the game already. It's called trying it again to get a better result or avoiding the battle entirely. If you can't accomplish either then yes you may have to restart or settle with getting beat and starting over (ship wise... you keep skills and stuff in the neutral station).

You don't have to be perfect and shouldn't expect to be perfect. The game is setup with the expectation that you won't be... and actually rewards you for getting knocked down once in awhile... but it doesn't prevent you from having to accept it if you choose the proper save method.
Title: Re: Combat Readyness isn't fun..
Post by: xenoargh on September 25, 2013, 08:26:38 PM
Quote
I agree, it would be smart move but totally not fun. Its not fun getting killed not in battle, but rather by game rules.
There you're touching something that's kind of core to what Alex has expressed about what he'd like the final game to feel like, and that's probably worth discussing a bit.

1.  Alex has talked about how this is a game where scarcity is going to be a major factor, and resource tightness is a goal.  IOW, if you don't like how "game rules" are hampering your desire for a more casual-game experience of an open-world type of game, then this is a concern, and I think it's legitimate; while no game can please everybody, I see some ways that the game could please a wider playerbase.

However this is something where game options regarding difficulty probably need to be analyzed and constructed, but it's not all that hard.

For example, there might be five levels of difficulty:

Casual:  No CR costs, damage nerfed to 1/4 for you and your fleet.
Easy:  CR costs are 1/2 normal, 1/2 damage.
Normal:  CR costs normal, 1/2 damage taken (the current stock setting IIRC).
Hard: CR costs 1.5X, full damage taken.
Insane:  CR costs and damage taken doubled.  Good luck!

This kind of option structure could be fleshed out as economic / build systems come into play and give a very wide range of real difficulty options for players of all skill levels.

2.  The core game is really meant to have rules that go beyond just fighting skill.  That's the goal.  

We're all engaged in a bit of tug-of-war about what this means- some want things to be much more 4X-like in the final game, some want things to be much more single-fleet-heroic, most of us are somewhere in the middle.

But it's clear that there will be meta-game activities and game mechanics that are going to go into skills that aren't just twitch and careful buff selection in the final game, so the game's going to be able to "make you lose due to rules" by design, because it's really not meant to just be a game about Blowing Stuff Up.  What that means is up to Alex, but I am pretty sure he listens to us and tries to give us roughly what he thinks we want, with a bit of unique spin on it.  

Does that always result in perfect gameplay and balance every release?  Not at all; usually that arrives by iteration.  Any of you folks who've done game dev know how that works- you never see a lot of the things players will see unless you have AAA QA and tons of testers; on a system this big you just plain miss stuff.  It's just how it goes and it's OK, we're pointing out issues and Alex will fix them.

But I've gotta say, for all of the newcomers to the game... just wait a bit, you got here after a pretty big update and the next patch release will almost certainly smooth out a lot of the current bumps.  

Alex's record in that regard is quite good; while there are lots of things we can argue about needing nerf / buff and overall balance (and all of us vets like to have fairly silly arguments about that stuff, lol), it'll get there, or at least close enough that if people want more refinement, they can turn to mods.  Gotta note, though, that there aren't any "rebal" mods for this game that have the exclusive goal of cleaning up the minor balance issues at all, though, at least none that are current, so perhaps that's somebody's opportunity to get down in the trenches and buff / nerf things until the low-level mechanics are perfectly polished :)
Title: Re: Combat Readyness isn't fun..
Post by: Debido on September 26, 2013, 12:02:26 AM
Thanks for you valuable feedback and analysis Fireball14/DrNoid
O1.1 A tutorial is on part of a larger picture of gameplay experience and difficulty curve.
If you're not on iron mode it's quite easy to take on a fleet bigger than yours, die, respawn, attack it again, rinse and repeat until they're dead and you get lots of loot to start the game.
On the other hands if you’re a new (or old) player starting out and die repeatedly without knowing what you did wrong, it provides a bad gameplay experience for them.
New players always come to a game with a pre-concieved notion of how it 'should be', and having said that, so do old players (more later). SS CR system is not like most people have experienced in a game before, so we need ease them into it or disable it when their fleet is less than 3-5 dp so that they can learn the basics of the system before delving into the complex parts.

Any good game has a difficulty curve and introduces concepts and elements gradually. Tutorial or not full CR from the get go is a bad gameplay experience, and gameplay experience is paramount!
And if a player is in a death spiral there it would be an advisory pop-up to warn them, and to suggest how they resolve it such as scuttling un-needed ships.

I work in professional IT environments and often need to train users in new information systems, I take it as MY responsibility if I am unable to educate them properly in how to use a system. I often need to take them through multiple scenarios to help them make the connection between all the different elements that make up a solution.

If I explained the CR system to a normal person, then walked out of the room and told them it’s their fault if they can’t get it working to their advantage they would take it as a very bad ‘experience’.
Anyway…
The following solutions from Fireball14 can address the issue:
1) CR regain do not cost supplies.
2) CR combat start cap needs to be removed.
3) CR restoration in exchange for money implanted into starbases.

Megas has also suggested reducing the cost of supplies initially. Now in the final game I would suggest that ‘Tutorial Sector’ is spaced either a long way away from the rest of the sectors, or that after to leave it you cannot return. In the ‘Tutorial Sector’ the cost of supplies can be significantly reduced to ease players in, this is a common mechanic in many games to help ease players in.

There also needs to be an update to the navigation GUI to show daily supply usage for CR recovery and total remaining, then another part needs to shows how much is being consumed for repairs and how much is needed for complete repairs of the fleet.

If a new gamer initially sees that the supplies per day is being consumed by CR recovery, then after a battle they see it go up they’re going to make the wrong connection that it is caused by CR and not damage. The current supply usage stat is inadequate and is tantamount to misinformation. The player needs the right information at the right time and the current GUI does not do this.
Title: Re: Combat Readyness isn't fun..
Post by: Debido on September 26, 2013, 12:02:48 AM
O2 Hurry not working
Known bug, being worked on. However if you haven’t read my post on Fleet formations, I still think it would add to the game immensely more than CR.
http://fractalsoftworks.com/forum/index.php?topic=6847.msg111764#msg111764 (http://fractalsoftworks.com/forum/index.php?topic=6847.msg111764#msg111764)
Title: Re: Combat Readyness isn't fun..
Post by: Debido on September 26, 2013, 12:03:15 AM
O1.2/O3 CR Recovery time/Big Ships
CR Recovery times has been described as a framework to make interesting decisions leading to interesting combat.
In practise the result has been to skew the gameplay experience away from FUN(er)* gameplay experience. Sure StarSector is still fun, but CR is detracting from that fun by promoting lots of cheaper faster units such as frigates, carrier groups and the occasional destroyer for good measure.

/********** History Lesson Interjection************/
In real life the battleship quickly faded away with the emergence of carrier groups supported by smaller ships (such as frigates/destroyers). Carriers had the ability to project their power via Fighters, Bombers and Torpedo bombers from afar with little to no chance of reprisal from battleships.
Due to the ineffectiveness, low accuracy, high capital and operational expense - battleship production stopped.
To this day carrier groups are the most effective way a country projects “kinetic diplomacy” from afar.

/********** History Lesson Interjection************/

Ok so what if history support the death knell of battlships: we can talk about speed, limited speed, limited range damage output vector vs multi-highspeed input damage vectors for a large surface area, and realism and so on – but I still want battleships to be the pinnacle achievement and reward for playing the game. If the game is going to make them cost so damn much they’d best perform to the expectation.
But no, not only are battleships fairly vulnerable lumbering beasts, their endurance is nowhere near as competitive. If you’re a high technology battleship forget it, these things require a return to base after every engagement to recover the CR quickly enough.
[My apologies for the long post, please feel free to take a tea break before continuing]

Fireball14 came up with 3 solutions
1)   Rounded fleet speed – viable, but he doesn’t like it either
2)   Stationary targets – viable
3)   Faster perusing fleet – viable but noted difficulty and poor experience for new players
Now I’d suggest
1)   Get rid of tugs, this things are so emasculating. I’m a big bad battleship and I need to be tugged between battles so I can pull my big guns out? (humour intended). You’re trying to represent the additional cost of burn speed for large ships, tugs ruin the fantasy of self-powered hurtling through space.
2)   Alternative to tugs is to have engine mounts or augmentations that cost credits, extra fuel, extra logistics.
3)   Allow the player to push engines beyond 100%, let a guy with big ships push the fleet faster at a cost of CR to model the engine being burned harder. This let’s a player have a tactical advantage in catching up to an enemy or fleeing to a safe area.

I believe Alex proposed a scenario where your base is under attack, and you have some choices in how to get there. In this case you can sprint there, sure your ships will have reduced combat readiness but they did get there in time when it mattered. Kind of like Sulu in Undiscovered country when the ensign says “She’ll fly apart” and Sulu is a boss “Fly her apart then!”  http://www.youtube.com/watch?v=c7xvi6GL9Fk (http://www.youtube.com/watch?v=c7xvi6GL9Fk).

You could also have it that always flying it at 200% results in ships occasionally receiving hull damage or in rare cases complete destruction.
 Mission Capability
Another alternative is to modify CR cost. Before I being I want to make a differentiation between
•   CR cost (in %)
•   CR recovery time (% recovered per day)
•   CR supplies used  (supplies used per day per CR% recovered)
Al these elements influence the usage/mission capability of larger or more technologically advanced ships.
At the moment larger and more tech oriented ships have a low Mission Capable Rate (MCR). I am not arguing that they can’t complete missions against large fleets, I’m arguing that their MCR and cost effectiveness outside of occasional defence fleet conflicts is significantly reduced compared to previous versions.
I would be interested to see the effect of the following as larger ships are deployed
•   Very low CR cost, 2%, 5% and up to 10%
•   High relative CR recovery time (1 days for full recovery)
•   Very high supply usage per CR% recovery, perhaps 100 – 1000 supplies for single deployment recovery depending on ship effectiveness/tech.
This would mean that you always have the option of deploying your battleship frequently to reflect a model that they’re a robust pinnacle of engineering – not a
...
a fragile hanger queen that goes from ready to fight to degraded effectiveness after one brief fight.
...

Now this potentially reduces its cost effectiveness, the cost effectiveness is now tied to the set supply usage cost which can tie back to actual credit cost.
I’m not saying it’s the best way but it’s certainly worth trying.

Combat Deployment

Something else to increase the MCR of large ships in flee scenarios trying to chase smaller ships is simply allow them to burn longer up the left and right side until they get to the top, they can then turn around and approach from the top whilst fighters/frigates from from mid left/mid right and destroyers approach from the bottom.
Title: Re: Combat Readyness isn't fun..
Post by: Debido on September 26, 2013, 12:03:29 AM
O4 Supply costs are too high

The supply costs are a two way street, with their current value they allow a player to earn credits very quickly and some play styles earn more money, on the other hand if they don’t tune their gameplay supplies can overwhelm new players.

A common solution is to have the cost of supplies in ‘Tutorial Sector’ different from the rest of the galaxy,
Title: Re: Combat Readyness isn't fun..
Post by: Debido on September 26, 2013, 12:15:13 AM
If you have a huge ship that you can not sustain - downsize.

Sell the ship, mothball it, scuttle it for supplies ... Tough decision but perfectly reasonable in my eyes :)

Ok I will have to disagree with you on the gameplay experience point here, it shouldn't always be necessary to scuttle a ship. Scuttling a ship is a desperate move if you can't get to storage in time. More often than not large and expensive ships are placed in storage and swapped out for smaller and more cost effective ships.

Having said that this also has to do with the current quantity and spatial distribution of enemy fleets. To sustain a fleet of large battleships you need to be continually pounding equally large ships, however they are not as common as mid to small sized fleets.

I'd have to start pulling out bell curve distribution graphs to visually demonstrate, but the current sweet spot for cost effective return is not defeating large fleets.
Title: Re: Combat Readyness isn't fun..
Post by: PCCL on September 26, 2013, 12:40:07 AM
In practise the result has been to skew the gameplay experience away from FUN(er)* gameplay experience. Sure StarSector is still fun, but CR is detracting from that fun by promoting lots of cheaper faster units such as frigates, carrier groups and the occasional destroyer for good measure.
Subjective as all hell, sure Starfarer campaign has thus far just been able chasing stuff, so faster is always better, that has been the case in 0.54 as well. But let's face it, heavier ships are just not gonna be good in a pursuit scenario, that's not what they're supposed to be good at

but I still want battleships to be the pinnacle achievement and reward for playing the game.
Well... I don't... I just want a nice balanced fleet, making battleships OP is gonna detriment that.

If the game is going to make them cost so damn much they’d best perform to the expectation.
They perform to my expectation... If I have a battleship in my fleet, ain't nobody is gonna get past that particular green circle in the sector... I'm not sure what you expect from them

But no, not only are battleships fairly vulnerable lumbering beasts, their endurance is nowhere near as competitive.
Excuse me? Battleships are vulnerable? In which sector? What? (Again, buggy non-deployment battles aside). Unless you're talking about how they're vulnerable to agile strikecrafts and frigates, in which case I say that sounds about right and you should bring escorts

If you’re a high technology battleship forget it, these things require a return to base after every engagement to recover the CR quickly enough.
The Paragon? She recovers from a battle in 8.75 days and is nigh unbeatable even without an escort (forlorn hope, anyone?). If you're bringing something THAT big out more often than once in 9 days, I'm pretty sure it's supposed to cost you

Fireball14 came up with 3 solutions
1)   Rounded fleet speed – viable, but he doesn’t like it either
ya, me neither

2)   Stationary targets – viable
the next step the game's going, I think. Stationary assets you have to defend and enemy ones you can force them to defend.

1)   Get rid of tugs, this things are so emasculating. I’m a big bad battleship and I need to be tugged between battles so I can pull my big guns out? (humour intended). You’re trying to represent the additional cost of burn speed for large ships, tugs ruin the fantasy of self-powered hurtling through space.
Oh good, cuz my fantasy is having a fleet where ships have to support each other to be effective, not self powered monster ship hurtling through space

2)   Alternative to tugs is to have engine mounts or augmentations that cost credits, extra fuel, extra logistics.
Could work... We already have certain hull mods that increase burn speed....

3)   Allow the player to push engines beyond 100%, let a guy with big ships push the fleet faster at a cost of CR to model the engine being burned harder. This let’s a player have a tactical advantage in catching up to an enemy or fleeing to a safe area.
This I like, How about we can set the burn speed by clicking the speed gauge? Then we consume supply if we go overspeed just like if we go over cargo or crew or fuel? That sounds good...


At the moment larger and more tech oriented ships have a low Mission Capable Rate (MCR). I am not arguing that they can’t complete missions against large fleets, I’m arguing that their MCR and cost effectiveness outside of occasional defence fleet conflicts is significantly reduced compared to previous versions.
Well... Yeah... Big ships for killing big fleets, small ships for killing small fleets, that's kinda the point

This would mean that you always have the option of deploying your battleship frequently to reflect a model that they’re a robust pinnacle of engineering – not a fragile hanger queen that goes from ready to fight to degraded effectiveness after one brief fight.
But... Uh... That's what they are... It's been 205 cycles since anything has been invented... Like... At all. The Onslaught is a shambling mess of outdated metal and the Paragon is a delicate hangar queen that shines bright for homecoming, but then goes in her room and cries herself to sleep. Battleships aren't meant to participate in every other skirmish in the system, only the greatest battles where they and only they can make the difference that absolutely needs to be made

Bottom line, I feel CR is just fine. If anything it's the rest of the campaign's fault. As alex said, it IS a transitionary period, more campaign depth is coming soon. The fact that campaigns are little more than chase and kill means that faster ships are SUPPOSED to dominate. If battleships start dominating the hunter-killer role, frigates will have no room in the game.

inb4 i can't speak for the future of the game, just fix what's wrong now:
Except fixing all the complaints about CR is gonna take about as long as it would to implement the next campaign bit (that is to say, about 1 big patch worth of time). Fixing CR's status quo and making it work in this chase and kill world would be moving backwards in what starfarer is supposed to be (by alex's vision) whereas keep working on the campaign would be moving forward. I know which way I want him to go.

Quote
...this also has to do with the current quantity and spatial distribution of enemy fleets. To sustain a fleet of large battleships you need to be continually pounding equally large ships, however they are not as common as mid to small sized fleets.

This hit the nail on the head, I think. The problem is not inherently with CR, but how CR interacts with the current, incomplete, campaign.
Title: Re: Combat Readyness isn't fun..
Post by: mendonca on September 26, 2013, 01:06:22 AM
@debido:

I actually agree with you. Scuttling should only be an option when there is nothing left - but it is still an option and preferable to certain-death caused by repeated accidents.

Teaching the player about this is a different issue, I guess.

I wonder if part of the problem is that generally, all other computer games since 1999 have taught players that you CAN spend every red cent you earn; you get to KEEP everything you find; you WILL win if you just play for long enough etc.

Xenoargh mentioned it, but this games tone is supposed to be about erosion, a failing society bereft of hope, a slow death - not necesarily about heroes purging hell of all evil and emerging victorious.
Title: Re: Combat Readyness isn't fun..
Post by: PCCL on September 26, 2013, 01:10:44 AM
And, might i add, not about heroes riding alone into battle in a single battleship only to emerge victorious against bigger fleets and chase down smaller ones that have every right to be faster
Title: Re: Combat Readyness isn't fun..
Post by: Debido on September 26, 2013, 03:26:02 AM
So do you guys enjoy having to return to base to change fleet composition to match the threat?

This would mean that you always have the option of deploying your battleship frequently to reflect a model that they’re a robust pinnacle of engineering – not a fragile hanger queen that goes from ready to fight to degraded effectiveness after one brief fight.

But... Uh... That's what they are... It's been 205 cycles since anything has been invented... Like... At all. The Onslaught is a shambling mess of outdated metal and the Paragon is a delicate hangar queen that shines bright for homecoming, but then goes in her room and cries herself to sleep. Battleships aren't meant to participate in every other skirmish in the system, only the greatest battles where they and only they can make the difference that absolutely needs to be made

I understand where you're coming from using Lore as a means of justification...but Lore and gameplay experience are two different things. Lore is modifiable...weapons, hulls and all sorts of McGuffins that are a means to an end are modifiable. I would like a solution to the usability of larger and more technologically advanced to balance gameplay, how it's logically rationalised is up to the person writing the Codex.
Title: Re: Combat Readyness isn't fun..
Post by: Reapy on September 26, 2013, 07:59:32 AM
So I would somewhat consider myself a 'new' user though I have been around a bit...just I drop in and check out the game and play a bit from time to time without a huge investment in learning and playing for too long.  The CR patch I only put in about an hour with or so, I had been following the patch notes but found it somewhat confusing to figure out what was going on with everything as I didn't quite remember what does what.

My first thought was that really it is something that could be optimized and explained via UI improvements and a short tutorial somewhere, so no big deal about my confusion. Really the thing missing right now is a campaign context for everything. The game is still in a just dump you in a testing ground sort of state. I dislike the preliminary grind a lot, but I imagine a fleshed out game will allow me to kill a few buffalos and do some trading or join up with some larger faction base for some alternative start strategies.

I think honestly it is too early in the game to judge CR, as it can obviously be tweaked pretty easily, but really the good thing about it is that you have some mechanics to connect the two 'games' together as well as forcing support ships on fleets, which will add a lot to the diversity of fleet composition and introduce scenarios where you have ships that are liabilities floating around out there in the combat portion.

I think right now it just feels off because the only thing to do in the game is combat after combat after combat, and anything that slows that down or gets in the way of just doing that is going to make the game less fun. When there are more things to do, and combat is a means to some sort of end, it may be a bit more fun having to rejig your fleet for long range exploration or massive cargo hauling vs a pure combat campaign.

So some small tweaks that are going down to it are good, but CR and the numbers/things going into it can not be really constructed until more of the campaign and its focus are planned out and created. So it is really my belief that the anti-fun part of CR is really due to the game still being in development with many more gameplay systems still to go.
Title: Re: Combat Readyness isn't fun..
Post by: Megas on September 26, 2013, 08:01:31 AM
With all due respect to the lore writers, story is an excuse plot to play the game.  In this case, blast ships (at the moment)!  Doom's story, demons from Hell invading Phobos, and later Earth, sound more horrific than this, yet the first two games were really fun at the time, and the story did not get in the way of game.  Part of what killed most modern games for me starting with Half-Life and beyond is turning most games into a movie, except they lack the novelty of Dragon's Lair.
Title: Re: Combat Readyness isn't fun..
Post by: PCCL on September 26, 2013, 08:06:11 AM
The gameplay reason is that they are not meant to participate in every other skirmish and are only supposed to be used in the greatest fleet actions where you absolutely need them to make the difference

CR is not a lore mechanic, its meant to pave the way for campaign mode. This is not "lore getting in the way of gameplay
Title: Re: Combat Readyness isn't fun..
Post by: Megas on September 26, 2013, 08:13:46 AM
We can judge what we have now, complain about it if it is bad, and (hopefully) gets better before the finished product.
Title: Re: Combat Readyness isn't fun..
Post by: PCCL on September 26, 2013, 08:18:50 AM
Which brings me back to the last point: i think cr is the wrong thing to complain about

the current campaign doesnt work very well with cr (heck it doesnt work very well in general, just worse with cr), to fix this, we shouldnt be looking at fixing cr to work better with the campaign, we should be looking at introducing more campaign mechanics that will make cr more meaningful(which is what alex is planning)

As i said before, look to the future, not the past
Title: Re: Combat Readyness isn't fun..
Post by: Megas on September 26, 2013, 08:25:32 AM
Quote
Which brings me back to the last point: i think cr is the wrong thing to complain about
That is your right.  It is my right to complain about it if I think it is the right thing to complain about.  I am aware CR is here to stay, but I do not think it is beyond hope to salvage.  But, as it is, it is a fun killer.

Quote
As i said before, look to the future, not the past
I look to the present, because v0.6 is what we have to play.  I look to the future when a new update is ready.
Title: Re: Combat Readyness isn't fun..
Post by: xenoargh on September 26, 2013, 08:38:32 AM
Quote
the current campaign doesnt work very well with cr
Well, that does beg the question, though, folks: should CR have been put in now, or later?  

I think that's getting things backwards, though.  

I think that the main problem it's really highlighted is that the game's difficulty curve is inverted.  This has always been true, and we've just ignored it up until now, largely because until CR, I guess it wasn't hard enough to cause this kind of screaming and ragequit behavior, hehe :)


So correct the current difficulty curve by nerfing the CR system a little bit in the obvious places (fighter costs, Marine cost-effectiveness, etc.) ... then lower Supply costs a great deal, but make it so that players have to pay their crew weekly wages based on their experience level, perhaps also pay for the size of the fleet in FPs.  

I found that that one small change gave a non-inverted difficulty curve, in Vacuum; building the uber-fleet and keeping it supplied wasn't the problem... it was the wages being larger than income, if you wanted to have it both be uber and Elite that would eventually bring a high-end player back to earth.

Just a thought; that change would fix a lot of the difficulty-curve issues right away, wipe out the early-game death-spiral unless players were utterly stupid, yet give a real challenge to the vets who are generally not being all that challenged atm.
Title: Re: Combat Readyness isn't fun..
Post by: PCCL on September 26, 2013, 09:16:14 AM
Yeah, my point was that the campaign was bad already in 0.54a, cr just made its problems more apparent. And again, the campaign is unfinished and being worked on

Fighter and marine costs are getting rebalanced in 0.6.1a, so im not concerned about that. Wages i agree with, would be better than just pure supply comsumption from crew i think


Title: Re: Combat Readyness isn't fun..
Post by: Dr.Noid on September 26, 2013, 11:15:21 AM
Quote from: Fireball14
Yeh but if my big ship will get some battle damage and i don't really have a good supply of money, i most likely end up in gameover loop.
Yap its fun recovering from your own mistakes, but mistakes made by you when playing a game, and not because some silly game rule says i have lose a game because i won hard battle.
The mistake was not because of some game rule. It was using a ship in battle you could not afford to repair. You can no longer spend all your money on ships, you also have to make sure you have money in the bank to support those ships. If you have a bad run, that might mean you have to temporarily revert back to cheaper ships, or in the future campaign, make money in one of the other ways.

Though that still has nothing to do with CR, but with the cost of repairs.
Title: Re: Combat Readyness isn't fun..
Post by: Eternity57 on September 26, 2013, 12:10:26 PM
Sorry guys I do not read the whole 25 pages of this post, I just have few minutes tonight for this post.

Anyway I feel I'm at the right place ;-) so let's go...

It is all about the supplies mechanics that I really appreciate but I might think that a tiny tweak or advices could help a lot ;-) Here my points :
1 - ships really use a lot of supplies to repair and moreover to regain CR
     for exemple a fleet of 100/100 point use more than 120 supplies a day after a combat and this for several days before to get back to normal consumption (approx 25/day)
2 - On the other side an attack fleet can not really store more than 1000~1500 supplies so then you suffer of an over storage penalties then it drop supplies on an even larger consumption (>125/days). Then you no longer have enough time to go back to a station to repair than you already running out of supplies before and then you start loosing CR and you experience some more or less criticals accidents :-(
3 - Supplies is really expensives (approx  120 credits for 1 unit) then for 1000 supplies you pay 120.000 credits finaly just for a few days of fleet maintenance according a battle each 3~5 days. And 120.000 credits if really a high amount when you compare to ship cost... meaning that ship maintenance cost really a lot comparatively to ship initial cost !

Even if a battle could allow you to gain approx 1000 supplies ! according to points 1 & 2 you do not gain anything at all, worth you probably need to buy lot of supplies at station... if you still have credits because of the supplies cost...

So at the end, I really enjoy to have build a large fleet but according the rules and load balancing above I no longer able to explore map or run after a fleet because I came out of supplies in less than 7~8 days in my case... and my 200.000 credits just allow to buy missing supplies after returning from a battle (last time 1800 supplies was requiered to repair my fleet so that was the same price of my whole fleet 216.000 credits !?)...

May be I missing something important in the new way to play or if not that means to me that once you've got a large fleet you will no longer opportunities to explore the new others systems... and encouter other fleet on others systems.... because of 7 to 8 days of travel supplies...

Need a tweak or some advices ;-)
Title: Re: Combat Readyness isn't fun..
Post by: Debido on September 26, 2013, 12:52:48 PM
@Eternity57

Thank you for the feedback for 0.6, your experience is not that uncommon and the negative effects of CR and supply usage have been commented and debated upon...a lot.

I can make some generalisations about your fleet size and composition needing to be modified depending on who you're attacking, but in the mean time do you have at least 2 Atlas carriers? For a 100 point fleet I often have 2 Atlas just for carrying supplies (with 4-6 tugs). Depending on the hunting grounds I will modify how much supplies I carry with me.

The other thing is who you're hunting, if you hunt the Hedgemony defence fleet, Hedgmony supply fleet, Independent Traders etc. Whoever is the biggest you'll get some big supply loots.

When not taking on capital ships aim for smaller ships with less supply usage. Large waves of fighters and bombers are cheap...er, use less CR and you don't have to 'really' pay for hull repair.

If you upload your savegame, or maybe post a screenshot of your fleet composition others might be able to help you as well. I can't really tell you how to play because how I play is not the same way you play or even want to play.

I'm not trying to dismiss your assertions, as there are some genuine balance issues with 0.6 which are caused by a myriad of reasons, but check out the 0.6 tips thread which may help you get the most out of this release.

http://fractalsoftworks.com/forum/index.php?topic=6713.0 (http://fractalsoftworks.com/forum/index.php?topic=6713.0)
Title: Re: Combat Readyness isn't fun..
Post by: Megas on September 26, 2013, 01:06:07 PM
Freighters are almost required to pick up one fight's worth of salvage without exceeding capacity, provided the enemy fleet you vanquished was roughly your size or bigger.

Frigates (aside from Hyperion and maybe Tempest) are relatively cheap to field.  If you can win battles with frigate swarms without taking heavy casualties, and have an Atlas and/or multiple Gemini for storage, you can pickup a load of supplies, head back to base, fix your ships, and deposit the leftovers.  Rinse and repeat until you have more than you need.  Frigates are great for pursuit if you want to do the fighting yourself.  If not, autoresolve is an option.

Once you have a stockpiled many stacks of supplies at your station, consider standing down after pursuits if you can get most of your CR back.  That should ease cargo limit and CR recovery.  Of course, if you killed ships with rare weapons you cannot get enough of, by all means salvage.

0.6 is not friendly to big fleets that are not frigate swarms.  They (non-frigate swarms) are viable if you take the necessary preparations, but are not as effective except in the largest of battles.
Title: Re: Combat Readyness isn't fun..
Post by: Shield on September 26, 2013, 01:17:39 PM
I modded my files to reduce how quickly you use and gain combat readiness to make logistics feel easier to deal with, makes the game a bit easier to deal with, that way you can still fight using your ships is just that the longer you use them the longer it takes form them to get back up to par, also cut supply usage in half, so that way you can still have a couple of battle but you might need to go to a station afterwards.
Title: Re: Combat Readyness isn't fun..
Post by: Blaster on September 26, 2013, 01:17:54 PM
Likewise, I didn't read the whole thread, so these are perhaps my (umpteenth time repeated) opinions and ideas.  

Right now, the system as it is seems a bit broken in terms of net gain of supplies verse expenditure of said supplies to regain CR.  It's not impossible to gain surplus cash and buy more ships, but it is slightly challenging (not the good kind of challenge either).  

Just this afternoon I tackled a large Pirate carrier fleet and had a slug fest with them.  It was ugly, but I came out on top - only really lost one ship and got one frigate beat the heck up. Everything I gained in loot was sold to buy more supplies to replace what I depleted from my own stores just getting CR up to a manageable level - and that was a race to the nearest station as I didn't want to get stuck out in the middle of the system with no supplies.  At the end of it I came out with 1 or 2k in profit.  Not very tenable to a long play through.  

Some ideas:

I do enjoy the feature of selecting priorities of repair, but I didn't notice if this was automatic or not (that is to say if the repairs and process of gaining CR was automatic).  If supply distribution to prioritized repairs is automatic, as well as repairs in general, I believe it should only be allowed to start manually so the supply burn doesn't kick in immediately after the fight.  Scuttling a ship based on hull integrity should yield higher supplies as well, and similarly I'm not sure if this is already the case.  

In addition, I think a neat feature would be to have an industry base constantly churning out supplies.  For example, if your fleet takes a planet or a station that planet or station should generate X number of supplies over the month, the process of which could be impacted by skills or investments into the planet or station.  Along the same vein, repairing at a friendly planet or station should cost less supply than repairing at a backwater station in the middle of pirate territory.  This gets us back into the action without having to worry too much about where supplies come from.  Maybe this is a bit unbalanced, but end game it makes a bit of sense.  These planets or stations could also generate aggro from pirates and raiders, and even attract mercenaries to hire.  But that's a little off topic :)

As a side bar, I think CR readiness should be determined by more than just a generic "supplies".  I would like to see ammunition, missiles, "crystals" for beams (whatever really)  go into impacting the CR of weapon systems, while things like "sheet metal" or "emergency duct tape" go into effecting the combat readiness of the hull.  How I see it play out is: "OK, we have no missiles, no bullets, but our ship can fly - at least we can get home and rearm."  Or  "Our ship is leaking personnel, and there are fires on all the decks, but we can still fire our guns!"  Perhaps this is bordering too much on micromanagement, but in my opinion it adds a little more diversity to the situation post combat.  As is, every situation is the same - Fight ends, you high-tail it to the nearest station to sell and buy more supplies, rinse repeat.  

I'm sure I have more thoughts on the supply mechanic, but I'm at work right now, so I should probably do that.
Title: Re: Combat Readyness isn't fun..
Post by: Debido on September 26, 2013, 02:58:12 PM
Likewise, I didn't read the whole thread, so these are perhaps my (umpteenth time repeated) opinions and ideas.  

Right now, the system as it is seems a bit broken in terms of net gain of supplies verse expenditure of said supplies to regain CR.  It's not impossible to gain surplus cash and buy more ships, but it is slightly challenging (not the good kind of challenge either).  

...

Some ideas:

I do enjoy the feature of selecting priorities of repair, but I didn't notice if this was automatic or not (that is to say if the repairs and process of gaining CR was automatic).  

Not automatic

If supply distribution to prioritized repairs is automatic, as well as repairs in general, I believe it should only be allowed to start manually so the supply burn doesn't kick in immediately after the fight.

Not a bad idea to have a global on/off switch for repairs, less clicks = better gameplay experience

Scuttling a ship based on hull integrity should yield higher supplies as well, and similarly I'm not sure if this is already the case.

I'm not sure either

In addition, I think a neat feature would be to have an industry base constantly churning out supplies.

Absolutely,  this is a planned feature for final release, from the front page

Upcoming Features

+ Hire officers to give skill bonuses, pilot auxiliary ships, and oversee your operations
+ Explore the sector for knowledge and profit
+ Trade goods, run mining operations, build industries — and defend your interests
+ Become involved in factional politics



As a side bar, I think CR readiness should be determined by more than just a generic "supplies".

This has been suggested to the Alex, however focus is being maintained on a simplified stamina system. This is not to say you're suggestion is wrong but on a project with limited budget there isn't going to be a drawn out development and testing of every single variation of how to implement CR, and at the moment it would seem that the current mechanic is satisfying the base requirements for Alex (that's my impression but I can't speak for Alex)

I'm sure I have more thoughts on the supply mechanic, but I'm at work right now, so I should probably do that.

Not really, Star Sector is a way of life, seriously stop doing that silly 'work' thing and some some real 'work' in Corvus defeating pirates :D
Title: Re: Combat Readyness isn't fun..
Post by: ciago92 on September 26, 2013, 05:15:07 PM
@Debido it's easier if you break his quote up into multiple pieces rather than replying in the quote

repair actually is automatic except for designating logistical priority, otherwise everything is automatic

I agree that there should be an on/off switch but I forget where Alex came down on the issue

Hull integrity does affect the amount of supplies received

Title: Re: Combat Readyness isn't fun..
Post by: Dr.Noid on September 27, 2013, 01:49:48 AM
Another important point is that it is very likely that in the final game large-scale battles are not supposed to be profitable.

Want to take out that large enemy defence force around that planet you want to take over? You can, but it's going to cost you! Once you have that planet you might be able to use it to produce stuff and recover the cost on the long term, but you'd better have a large stack of supplies ready at hand or your fleet will be out of order for some time to come.

Of course the problem with the current alpha is that the only way to generate revenue is through battle. That's probably why fleets drop so many supplies.
Title: Re: Combat Readyness isn't fun..
Post by: Eternity57 on September 27, 2013, 11:47:04 AM
@Eternity57

Thank you for the feedback for 0.6, your experience is not that uncommon and the negative effects of CR and supply usage have been commented and debated upon...a lot.

I can make some generalisations about your fleet size and composition needing to be modified depending on who you're attacking, but in the mean time do you have at least 2 Atlas carriers? For a 100 point fleet I often have 2 Atlas just for carrying supplies (with 4-6 tugs). Depending on the hunting grounds I will modify how much supplies I carry with me.

The other thing is who you're hunting, if you hunt the Hedgemony defence fleet, Hedgmony supply fleet, Independent Traders etc. Whoever is the biggest you'll get some big supply loots.

When not taking on capital ships aim for smaller ships with less supply usage. Large waves of fighters and bombers are cheap...er, use less CR and you don't have to 'really' pay for hull repair.

If you upload your savegame, or maybe post a screenshot of your fleet composition others might be able to help you as well. I can't really tell you how to play because how I play is not the same way you play or even want to play.

I'm not trying to dismiss your assertions, as there are some genuine balance issues with 0.6 which are caused by a myriad of reasons, but check out the 0.6 tips thread which may help you get the most out of this release.

http://fractalsoftworks.com/forum/index.php?topic=6713.0 (http://fractalsoftworks.com/forum/index.php?topic=6713.0)

Thank you Debido

Here my fleet :

(http://imageshack.us/scaled/thumb/703/22ui.png) (http://imageshack.us/photo/my-images/703/22ui.png/)

Uploaded with ImageShack.us (http://imageshack.us)

I just realized that I do not know what is a Tug !?
Title: Re: Combat Readyness isn't fun..
Post by: sherpajack on September 27, 2013, 11:52:08 AM
Most of maintenance and operating cost is salaries, something the game makes no effort to cover, unless supplies are also payroll (given they are abstracted to cover everything else we may as well say they are.)

I presume this is why crew and marines eat supplies daily. Perhaps elite crew also ought to consume 6 times as many supplies per day as regular crew?
Title: Re: Combat Readyness isn't fun..
Post by: Megas on September 27, 2013, 12:39:18 PM
Quote
Perhaps elite crew also ought to consume 6 times as many supplies per day as regular crew?
No!  That would make them almost as much a liability as marines, since supply consumption is tied to logistics.  Powering up my crew should not make my fleet weaker by reducing the number of ships I can use within my Logistics rating.
Title: Re: Combat Readyness isn't fun..
Post by: BillyRueben on September 27, 2013, 02:02:45 PM
Quote
Perhaps elite crew also ought to consume 6 times as many supplies per day as regular crew?
No!  That would make them almost as much a liability as marines, since supply consumption is tied to logistics.  Powering up my crew should not make my fleet weaker by reducing the number of ships I can use within my Logistics rating.
Agreed. I don't see any solid gameplay reason Elites should "eat" more than greens.
Title: Re: Combat Readyness isn't fun..
Post by: Debido on September 27, 2013, 02:35:06 PM
-SNIP_

http://fractalsoftworks.com/forum/index.php?topic=6713.0 (http://fractalsoftworks.com/forum/index.php?topic=6713.0)

Thank you Debido

Here my fleet :

(http://imageshack.us/scaled/thumb/703/22ui.png) (http://imageshack.us/photo/my-images/703/22ui.png/)

Uploaded with ImageShack.us (http://imageshack.us)

I just realized that I do not know what is a Tug !?

Sure thing Eternity57, let's have a look. Now I'm not going to say you're ship composition is wrong, just that the rules have changed a bit so some are favoured over others.

The first thoughts I had, and these are general.

Ok, so here is where I'd start with the fleet composition based upon your selection. First I'd drop the Astral and go for a couple of cheaper carrier, if you want to get your ships out more often like the Venture and Condor and removed the expensive Apogee.

This fleet can travel at speed 7 or 8, it needs another tug to travel at speed 8. It can carry 2411 fuel, 5,031 supplies, uses 17 supplies a day before CR/repair and can smash the Askonia defence fleet with ease. This fleet can probably make at least a 1,000,000 Credits an hour if I kept at it. You may want to swap the composition around for taking on the Hedgmony defence fleet, it depends on you preference for killing whales Onslaughts.

Spoiler
(http://s10.postimg.org/efh575pjd/Fleet_Update.jpg)
[close]
Title: Re: Combat Readyness isn't fun..
Post by: Debido on September 27, 2013, 02:37:19 PM
Quote
Perhaps elite crew also ought to consume 6 times as many supplies per day as regular crew?
No!  That would make them almost as much a liability as marines, since supply consumption is tied to logistics.  Powering up my crew should not make my fleet weaker by reducing the number of ships I can use within my Logistics rating.
Agreed. I don't see any solid gameplay reason Elites should "eat" more than greens.
+1 this is a gameplay killer. If you think CR isn't fun, then paying Elite princesses and needed to dump them off when they cost too much is a real downer. Why not just put explosive collars on them like in SPAZ? That would be much cheaper than paying them.
Title: Re: Combat Readyness isn't fun..
Post by: xenoargh on September 27, 2013, 07:11:44 PM
I don't think they should eat more Supplies; that would make CR death-spirals even easier for newbies in Frigates, where getting a single Frigate full of Elites is pretty easy.

They should get paid a weekly wage, though, to reverse the difficulty curve.  Still think that's important.
Title: Re: Combat Readyness isn't fun..
Post by: Xalendi on September 27, 2013, 08:29:09 PM
disclaimer: I only got to page 9 before tl:dr-ing this thread, so it's possible that my opinion has already been stated.

I like Combat Readiness. I grew up watching Star Trek, and the CR system seems to hold true to the space battles I used to watch on the telly. How I see it is, at the start of the battle at full CR, the red alert sounds and all hands are on deck. Then during the battle, the ship is taking hits.

Now how Star Trek did it, even if it was only the shields that were hit, you'd have computer panels exploding throwing redshirts here, there and everywhere. This is what I imagine is happening when CR decreases.

As to why ships can't do battles in a row, think about it. You've just come out of a battle, and you've got broken panels and wounded redshirts all over the bridge. You've got to spend some time fixing them (chewing through your supplies), and getting some hyposprays into your redshirts. This takes time, hence the long CR recharge.

Just because your post-battle stats say you didn't lose any guys, doesn't mean they aren't wounded. Likewise, your hull may not be damaged, but exploded panels aren't part of the hull.

And this is why I like CR. It makes me think of the space combats as more 'real'. Consequences, and such-like.
Title: Re: Combat Readyness isn't fun..
Post by: cell on September 27, 2013, 08:47:20 PM
agree 100% Xalendi.
Title: Re: Combat Readyness isn't fun..
Post by: Debido on September 28, 2013, 01:39:58 AM
disclaimer: I only got to page 9 before tl:dr-ing this thread, so it's possible that my opinion has already been stated.

I like Combat Readiness. I grew up watching Star Trek, and the CR system seems to hold true to the space battles I used to watch on the telly. How I see it is, at the start of the battle at full CR, the red alert sounds and all hands are on deck. Then during the battle, the ship is taking hits.

Now how Star Trek did it, even if it was only the shields that were hit, you'd have computer panels exploding throwing redshirts here, there and everywhere. This is what I imagine is happening when CR decreases.

As to why ships can't do battles in a row, think about it. You've just come out of a battle, and you've got broken panels and wounded redshirts all over the bridge. You've got to spend some time fixing them (chewing through your supplies), and getting some hyposprays into your redshirts. This takes time, hence the long CR recharge.

Just because your post-battle stats say you didn't lose any guys, doesn't mean they aren't wounded. Likewise, your hull may not be damaged, but exploded panels aren't part of the hull.

And this is why I like CR. It makes me think of the space combats as more 'real'. Consequences, and such-like.

Sure, to the point where a ship enters combat, doesn't actually do combat or get hit and still gets the same CR reduction or more than one that did? Where the bigger you are the more 'CR' damage you get? The more tech you have or the more effective you are in combat the more 'CR damage' you get? Or how it's being leveraged as a means to average the combat effectiveness of all ships in the same class?

All of this removes the incentive to attain bigger or better ships as there is no such thing as a superior ship in the game, only a ship with a different cost. Does it make sense that ships become more fragile and inefficient as they get bigger?

That's just the start of the arguments we're putting against the overarching effects of CR on the game that have the combined effect of making the game 'less fun'.

Picard could take on a whole fleet of of Onslaught's for breakfast, Paragon's for Lunch and Conquest's for Dinner with the Enterprise E and STILL have the stamina to destroy a Borg with Quantum Torpedoes unlike the hanger queens we have to deal with.
Title: Re: Combat Readyness isn't fun..
Post by: Cosmitz on September 28, 2013, 02:18:11 AM
To be fair, the lore of the game says ships are rare, in disrepair, with technology people even forgot how it works. But i do agree, ships should be depliyed just a bit more. How about lowering the minimum Cr needed for capships in battle? Even if it enters battle with engines malfunctioning every few seconds and weapons working intermittently.
Title: Re: Combat Readyness isn't fun..
Post by: Eternity57 on September 28, 2013, 10:48:34 AM

  • No Tugs :D so you're going to be traveling VERY slowly, check this linkhttp://starsector.wikia.com/wiki/Ox (http://starsector.wikia.com/wiki/Ox) for more information


Hi Debido !

Still don't know where I can buy it !? they do not appear on pirate, haegemony bases !?


  • You have a construction rig, these things have a slow burn, consume a ton of supplies and aren't quite necessary.


First I wondering that it allow to repair quickly then to stop over consumming supplies while I was in space when I return at speed 2 to the base ;-)

By the way I had store each hitech vessels on the abandonned base and I still got trouble to get enough supplies and cash to maintain my little fleet now (venture+tempest+6 squadron of fighters)... approx 51 fleet points and then for sure I no longer be able to strike large fleet... and I no longer have money to maintain so for sure to add other larger lotech ships to get more assault capacity....

my means is the game do not really allow to change your fleet during the game when you go out of money ... need to restart from scratch !?
Title: Re: Combat Readyness isn't fun..
Post by: mendonca on September 28, 2013, 11:22:35 AM
Eternity57:

Take a trip through hyperspace to Askonia ... There you will find the answer to your Ox-less fleet :)
Title: Re: Combat Readyness isn't fun..
Post by: Eternity57 on September 28, 2013, 11:28:15 AM
no longer had the capacity to go so far... ;-( but thank you, I will restart from scratch and go to Askonia...

Yes a little restart and some hours later, with your both advices everything goes finely fine !!!

Lesson learn : check supplies required for full repair and supplies requiered by day before to add new ship in your fleet ;-)
Title: Re: Combat Readyness isn't fun..
Post by: Excalibur Bane on October 01, 2013, 12:54:48 AM
Well, your doing much better then I did at first. I had to mod down the supply costs to just get the hang of the game. I've improved since then. Somewhat anyway. I'm still terrible at combat. :(
Title: Re: Combat Readyness isn't fun..
Post by: DatonKallandor on October 01, 2013, 12:22:18 PM
I'm loving the new system. It's a great way to balance hyper-powered ships like that teleporting frigate and the fact that a big fleet now needs freighters to gather up all the loot and provide supplies to keep everything running is awesome. I
t did however expose the lack of a fast freighter - something to keep up with a frigate wolfpack (maybe with a couple of tugs and a single fast cruiser flagship) and not slow it down. It might fit those burn-drive equipped freighters if they got a higher burn speed, or maybe it just needs a small fast freighter with appropriately smaller cargo space and supply cost.
Title: Re: Combat Readyness isn't fun..
Post by: Wyvern on October 01, 2013, 12:56:13 PM
or maybe it just needs a small fast freighter with appropriately smaller cargo space and supply cost.
You mean a Hound?
Title: Re: Combat Readyness isn't fun..
Post by: Megas on October 01, 2013, 05:11:53 PM
Although it carries more than other frigates, Hound does not have enough cargo capacity for that task.  That is, multiple Hounds are not as efficient as bigger ships.
Title: Re: Combat Readyness isn't fun..
Post by: Wyvern on October 01, 2013, 05:58:33 PM
That is, multiple Hounds are not as efficient as bigger ships.
Well... good.  Because otherwise there'd be no point in using the larger ships, and that'd be just wrong.
Title: Re: Combat Readyness isn't fun..
Post by: DatonKallandor on October 03, 2013, 09:20:44 AM
You mean a Hound?

A Hound is clearly a combat vessel that happens to have above average cargo space. It's more like a mini buffalo 2 than a mini buffalo.

Freighters already decrease in per-supply efficiency as they get smaller - that's good. But the freighter progression stops at Buffalo/Gemini/Thatotherone. It should probably continue one size increment smaller with the appropriate reduction in efficiency and increase in speed.
Title: Re: Combat Readyness isn't fun..
Post by: Cosmitz on October 03, 2013, 04:58:49 PM
If we're talking freighters, the Gemini is king. Enough cargo to handle a small fleet that can take down most fleets out there minus system defences, a fully functional flight deck and not all that wimpy hardpoint setup allowing it to still be useful to deploy sometimes instead of just being used as a stat-padder.
Title: Re: Combat Readyness isn't fun..
Post by: Megas on October 03, 2013, 08:08:34 PM
Oh yes.  Gemini are great.  Good cargo capacity for its size, flight deck, and can mount heavy mauler and hypervelocity driver to snipe at things.  Really puts the Condor to shame.  As for hauling cargo, my two go-to choices are either Atlas for sheer cargo capacity or Gemini for a carrier fleet.  Both need Oxen to keep up with frigates.
Title: Re: Combat Readyness isn't fun..
Post by: DatonKallandor on October 04, 2013, 01:24:00 PM
Just realized there's even a precedent for the freighter progression to continue into the frigate tier: The Fuel-Tanker progression does.
Title: Re: Combat Readyness isn't fun..
Post by: swicked on October 05, 2013, 02:49:49 PM
If CR also goes down based on how tired the crew is due to constant fighting, how does that jive with having CR completely restored at a friendly station? Do you end up taking the crew out drinking? Or does the date automatically advance however many days are enough to get them all willing to jump back into battle? I haven't figured that out, yet.
Title: Re: Combat Readyness isn't fun..
Post by: Gothars on October 05, 2013, 03:04:25 PM
If CR also goes down based on how tired the crew is due to constant fighting, how does that jive with having CR completely restored at a friendly station? Do you end up taking the crew out drinking? Or does the date automatically advance however many days are enough to get them all willing to jump back into battle? I haven't figured that out, yet.


Hookers.
Title: Re: Combat Readyness isn't fun..
Post by: PCCL on October 05, 2013, 03:10:15 PM
Imma just assume a good night's rest aboard the stations do magic for their exhaustion
Title: Re: Combat Readyness isn't fun..
Post by: thebrucolac on October 05, 2013, 03:33:19 PM
Each station is equipped with a revitalization chamber that restores the user in minutes, but is extremely addictive. All crew work solely to feed their habit. You do not pay them, you pay rent on their chamber time. Combat stress causes chamber withdrawal.
Title: Re: Combat Readyness isn't fun..
Post by: BillyRueben on October 05, 2013, 03:33:43 PM
If CR also goes down based on how tired the crew is due to constant fighting, how does that jive with having CR completely restored at a friendly station? Do you end up taking the crew out drinking? Or does the date automatically advance however many days are enough to get them all willing to jump back into battle? I haven't figured that out, yet.


Hookers.


I like the mods here. :)
Title: Re: Combat Readyness isn't fun..
Post by: Uomoz on October 05, 2013, 03:51:59 PM
I wan't my CR back up!
Title: Re: Combat Readyness isn't fun..
Post by: Voyager I on October 05, 2013, 05:13:04 PM
If CR also goes down based on how tired the crew is due to constant fighting, how does that jive with having CR completely restored at a friendly station? Do you end up taking the crew out drinking? Or does the date automatically advance however many days are enough to get them all willing to jump back into battle? I haven't figured that out, yet.

Alex's stance right now is that there isn't any particular value on your time in-game that would make you unwilling to stand around for a few days to recover your CR and frankly not much to do but bash pirates over the head, you get an option to skip some pointless waiting and get back to playing.

The implication seems to have been that "Push button, instant CR recover" may not be a mechanic in the final game, and is a temporary measure to make the current alpha more playable while time isn't a resource.
Title: Re: Combat Readyness isn't fun..
Post by: Gaizokubanou on October 05, 2013, 05:18:22 PM
I really dislike how low CR can just completely disable your ships thus far.
Title: Re: Combat Readyness isn't fun..
Post by: Debido on October 05, 2013, 06:28:57 PM
If CR also goes down based on how tired the crew is due to constant fighting, how does that jive with having CR completely restored at a friendly station? Do you end up taking the crew out drinking? Or does the date automatically advance however many days are enough to get them all willing to jump back into battle? I haven't figured that out, yet.


Hookers.

Then how come the mercenaries in Jagged Alliance had their stamina go down after visiting 'that' place in San Mona?
Title: Re: Combat Readyness isn't fun..
Post by: Alex on October 05, 2013, 06:50:37 PM
Quote from: Forum Rules
This is not the place to discuss or post sexually oriented material. Please take it elsewhere.

(Yes, I'm aware Gothars started it. But, you know, still not ok, don't keep it going.)
Title: Re: Combat Readyness isn't fun..
Post by: Excalibur Bane on October 05, 2013, 08:13:31 PM
Heh, heh. Too funny. That sorta made my night. :P
Title: Re: Combat Readyness isn't fun..
Post by: swicked on October 05, 2013, 08:20:19 PM
If CR also goes down based on how tired the crew is due to constant fighting, how does that jive with having CR completely restored at a friendly station? Do you end up taking the crew out drinking? Or does the date automatically advance however many days are enough to get them all willing to jump back into battle? I haven't figured that out, yet.

Alex's stance right now is that there isn't any particular value on your time in-game that would make you unwilling to stand around for a few days to recover your CR and frankly not much to do but bash pirates over the head, you get an option to skip some pointless waiting and get back to playing.

The implication seems to have been that "Push button, instant CR recover" may not be a mechanic in the final game, and is a temporary measure to make the current alpha more playable while time isn't a resource.
Okay so, essentially, what you are saying is that the crew-exhaustion part of combat readiness will NOT be recovered by the station in future versions unless you decide to stay x-amount of time?
Title: Re: Combat Readyness isn't fun..
Post by: Excalibur Bane on October 06, 2013, 01:12:11 AM
Yeah, I'm really not liking the whole CR deal myself. Bleeding supplies off to get CR back after a battle is just cutting into my profits too much. :(
Title: Re: Combat Readyness isn't fun..
Post by: Ishikawa on October 06, 2013, 01:30:50 AM
The problem i have with combat readiness is that you can't even run away anymore with 0%, because your crew has forgotten how to turn on shields, use the engines basically everything but turning your turrets without firing, it doesn't make any sense whatsoever, i understand having problem and malfunctions but locking down the whole ship because what, your crew suddenly died or forgot how to use even the most basic systems... it's not fun to get taken out by a pirate fleet that you could have easily run away from with basic controls. I'm not even talking about fighting here. It does not make sense in the form it is now, there is a difference between your crew being exhausted and your crew being dead and suicidal because of low cr.
Title: Re: Combat Readyness isn't fun..
Post by: PCCL on October 06, 2013, 01:36:43 AM
ok yeah that I kinda agree with... I understand we should have SEVERE debuffs for %0 CR, but do we have to make it non deployable whatsoever?

Can't we just let them deploy at such a deteriorated state that they basically can't fight worth a damn instead?
Title: Re: Combat Readyness isn't fun..
Post by: DatonKallandor on October 06, 2013, 04:14:10 AM
The problem i have with combat readiness is that you can't even run away anymore with 0%, because your crew has forgotten how to turn on shields, use the engines basically everything but turning your turrets without firing, it doesn't make any sense whatsoever, i understand having problem and malfunctions but locking down the whole ship because what, your crew suddenly died or forgot how to use even the most basic systems... it's not fun to get taken out by a pirate fleet that you could have easily run away from with basic controls. I'm not even talking about fighting here. It does not make sense in the form it is now, there is a difference between your crew being exhausted and your crew being dead and suicidal because of low cr.

0 CR means your crew is running on 72 hours without sleep, there's no ammo in the bins, the reactor is running on fumes and your batteries are drained. 0 CR means all they can do is barely keep the engines running to maybe get away. It's the equivalent of a mothballed ship - no OS installed on your motherboards, no clean sheets in the crew berths and the showers only run cold.
Title: Re: Combat Readyness isn't fun..
Post by: BillyRueben on October 06, 2013, 07:35:58 AM
ok yeah that I kinda agree with... I understand we should have SEVERE debuffs for %0 CR, but do we have to make it non deployable whatsoever?

Can't we just let them deploy at such a deteriorated state that they basically can't fight worth a damn instead?

Why would you want to risk your ship by deploying it in such a state anyway?
Title: Re: Combat Readyness isn't fun..
Post by: Vind on October 06, 2013, 08:07:26 AM
Main point is how after 2-3 battles without taking damage ship basically cant do anything independent of actions in combat. You can deploy ship and it will just turn on shields and do nothing positive in the hands of AI but ship will still got full CR penalty for deployment. This is bad because AI ships dont have any CR reduction for deployment and basically they drain your fleet supply to nothing. In other words then you pilot single ship CR isnt an issue because you use ship to maximum effect - AI on the other hand is very bad at doing things - they even collide with each other for no reason. Right now AI ships is nothing more than enemy distraction until player will do things right.
Title: Re: Combat Readyness isn't fun..
Post by: Gothars on October 06, 2013, 08:13:52 AM
Why would you want to risk your ship by deploying it in such a state anyway?

Sometimes it's a decision between risking a ship or risking the fleet. There are situations where using a 0%CR ship would make sense and might even be a lot of fun (if you like desperate efforts and heroic last stands). Imagine a battered cruiser slugging behind at the rear of a escaping fleet, suddenly turning around and letting his guns bellow for the last time, sacrificing himself to allow his comrades to flee.

Or, less dramatically said, an order like "last stand" could force a not combat ready ship back into action, but at the cost of its inevitable permanent destruction (or maybe massive damage/constantly degrading hull would be enough with the repair costs high as they are).

As a side effect that would emphasize how severe of a problem low CR really is, your ship is literally falling apart.
Title: Re: Combat Readyness isn't fun..
Post by: Andy H.K. on October 06, 2013, 08:24:11 AM
I managed to chain-harry a certain fleet to an extend. It seems now the AI would actually engage you despite being outnumbered, if the next harry would bring the fleet into undeployable state.

I think we should learn from them.
Title: Re: Combat Readyness isn't fun..
Post by: Silver Silence on October 06, 2013, 09:46:04 AM
I thought non-combat ready ships were unable to do a god-damned thing? Shields offline, weapons offline, ship systems inactive, engines barely functional.
Title: Re: Combat Readyness isn't fun..
Post by: BillyRueben on October 06, 2013, 10:05:47 AM
I thought non-combat ready ships were unable to do a god-damned thing? Shields offline, weapons offline, ship systems inactive, engines barely functional.

They are, hence my confusion.
Title: Re: Combat Readyness isn't fun..
Post by: DatonKallandor on October 06, 2013, 11:04:38 AM
Why would you want to risk your ship by deploying it in such a state anyway?

Sometimes it's a decision between risking a ship or risking the fleet. There are situations where using a 0%CR ship would make sense and might even be a lot of fun (if you like desperate efforts and heroic last stands). Imagine a battered cruiser slugging behind at the rear of a escaping fleet, suddenly turning around and letting his guns bellow for the last time, sacrificing himself to allow his comrades to flee.

Or, less dramatically said, an order like "last stand" could force a not combat ready ship back into action, but at the cost of its inevitable permanent destruction (or maybe massive damage/constantly degrading hull would be enough with the repair costs high as they are).

As a side effect that would emphasize how severe of a problem low CR really is, your ship is literally falling apart.


If you want a desperate last stand situation about 10% CR has got you covered. 0% CR means you're way past last stand. The fact that mothballed ships are 0CR should show well enough how severe of a problem low CR is - and if it isn't the first time you try to deploy a low CR ship certainly will.
Title: Re: Combat Readyness isn't fun..
Post by: PCCL on October 06, 2013, 11:56:51 AM
my point is, there shouldn't be a threshold where the ship becomes completely unusable. Just make it so undesirable in all but the direst of situations and let us deploy them.

As a side effect that would emphasize how severe of a problem low CR really is, your ship is literally falling apart.

Yes, so instead of telling the players that their ships are falling apart and can't come to battle, let the players deploy them and SHOW them how bad things are (draining hull, reduced speed, missiles not loaded, shields weakened/barely functional).
Title: Re: Combat Readyness isn't fun..
Post by: Gothars on October 06, 2013, 12:12:09 PM
Well, something's brewing in the dev kitchen with regards to this, so let's just wait and see...
Title: Re: Combat Readyness isn't fun..
Post by: swicked on October 06, 2013, 12:42:39 PM
I thought non-combat ready ships were unable to do a god-damned thing? Shields offline, weapons offline, ship systems inactive, engines barely functional.
Well, if it's a carrier, it's still able to replace fighters no matter how badly it is damaged.
Title: Re: Combat Readyness isn't fun..
Post by: Debido on October 06, 2013, 02:49:22 PM
Well, something's brewing in the dev kitchen with regards to this, so let's just wait and see...

That's good to hear. The initial CR model is not satisfying to all players, though we'd need a poll or ability to give quantifiable feedback to Alex. Several alternative models have been proposed and I think the project needs to include testing of the best alternatives to determine the best path forward to provide the best gaming experience for players.

Perhaps Alex can look at implementing online feedback forms to better capture, quantify and qualify the feedback to provide executive summaries and trends that are occurring. Reading through 30 pages of a forum thread that tends to wander from the topic is probably not the most effective utilization of time, nor does it provide the most pertinent information.
Title: Re: Combat Readyness isn't fun..
Post by: Astyanax on October 06, 2013, 06:16:47 PM
- What if the likelihood of certain low-CR malfunctions was tied somewhat to the captain's skill allocation?

If you put a lot of points into Combat, you would have a lower chance of weapon malfunctions due to low CR.  Lots of points into  Leadership might slightly enhance the speed of recovery from malfunctions.  If you put a lot into Technology, engine malfunctions due to low CR would be less prevalent.

- Maybe also tie in OP?  A weapon that has high OP has a greater chance of malfunctioning than a basic vulcan cannon.

- As for CR as a whole, I think the biggest issue is people don't have a grasp of supply upkeep... maybe have a 3-part bar signifying supply use under normal, regaining CR, and repairing + regaining CR situations?
Title: Re: Combat Readyness isn't fun..
Post by: Megas on October 06, 2013, 06:27:56 PM
In a way, Combat already reduces malfunctions by raising maximum CR you can start with (if you stay in your flagship) and reduce CR lost after combat.  A flagship with maximum Combat can fight more than a ship without any Combat.  It would be nice if those bonuses applied fleetwide; too much CR gets drained after one fight without flagship CR modifiers.

Quote
Maybe also tie in OP?  A weapon that has high OP has a greater chance of malfunctioning than a basic vulcan cannon.
Ewww, no!  If I spend more OP, a relatively scarce resource, to use better weapons, and spend AP/SP in Technology to get more OP, I should get what I pay for, not punished by cutting-edge weapons breaking.
Title: Re: Combat Readyness isn't fun..
Post by: Astyanax on October 06, 2013, 06:49:00 PM
Quote
Maybe also tie in OP?  A weapon that has high OP has a greater chance of malfunctioning than a basic vulcan cannon.
Ewww, no!  If I spend more OP, a relatively scarce resource, to use better weapons, and spend AP/SP in Technology to get more OP, I should get what I pay for, not punished by cutting-edge weapons breaking.
I don't know... I sort of feel like low tech ships would have fewer malfunctions overall, but lose CR more readily when fielded and in combat.  On the other hand, I think high tech ships should take more supplies to get combat ready, but are more efficient once they're ready: they should use less CR to deploy and have a lesser rate of CR degradation?

On the other hand, low CR would high OP weapons more strongly?

Ugh, I'm not explaining this well...
Title: Re: Combat Readyness isn't fun..
Post by: thebrucolac on October 06, 2013, 07:47:51 PM
I am also in the camp that thinks CR would be improved by a degradation of performance rather than straight up disability. If you have high CR, your weapons do more damage and your ship moves faster, your system abilities recharge more quickly, your shields are more efficient and raise quickly, and your armour better at reducing damage. If your CR is low, your systems are overstressed. Your weapons have their damaged reduced, repair more slowly when broken, your engines crap out in a stiff breeze, your armour is loosened by constant stress, your flux overcharge bonuses are lower, EVERYTHING should suck more. If you have none, firing your weapons breaks them half the time, your systems repair so slowly you are easily made helpless, your ship abilities are crummy, your shields raise slowly, etc. If it is a combat variable, it should rise or reduce according to CR.

It might also be good to have a timer at the beginning of a combat so that ships newly entering combat don't suffer CR loss if the battle abruptly ends. Taxing your systems to their limit to survive would wear things down, but just showing up for a few seconds seems a little underwhelming for a full CR hit. CR is fun, it just isn't fully fleshed out yet. As a core mechanic, I think it is very solid.
Title: Re: Combat Readyness isn't fun..
Post by: BillyRueben on October 06, 2013, 07:51:55 PM
I am also in the camp that thinks CR would be improved by a degradation of performance rather than straight up disability. If you have high CR, your weapons do more damage and your ship moves faster, your system abilities recharge more quickly, your shields are more efficient and raise quickly, and your armour better at reducing damage. If your CR is low, your systems are overstressed. Your weapons have their damaged reduced, repair more slowly when broken, your engines crap out in a stiff breeze, your armour is loosened by constant stress, your flux overcharge bonuses are lower, EVERYTHING should suck more. If you have none, firing your weapons breaks them half the time, your systems repair so slowly you are easily made helpless, your ship abilities are crummy, your shields raise slowly, etc. If it is a combat variable, it should rise or reduce according to CR.

That's already a thing, except that if you have really low CR (<10% I think) your ship isn't ready for combat and can't be deployed.
Title: Re: Combat Readyness isn't fun..
Post by: thebrucolac on October 06, 2013, 08:01:15 PM
I know combat performance is already affected, I'm saying it would be good for CR to affect all the variables, like shield speed and upkeep, flux costs of weapon fire, etc. I don't think it does. It affects engine speed, and when it is low weapons crap out, but they crap out at random, not based on your actions. It might be better for such effects to be based on what the player tries to do. Then high CR is amazing and low CR is terrible, but you can still manage. A big fleet in terrible shape should still be able to do something about a small fleet in great shape. Hobbling along in hostile territory is otherwise unfeasible, the present hard shutdown of all combat ability is a bit extreme, and does not immerse me the way other elements of the game do. I go out of my way to justify game mechanics to myself, but CR needs to be fine tuned before I can do it.
Title: Re: Combat Readyness isn't fun..
Post by: BillyRueben on October 06, 2013, 08:59:24 PM
I know combat performance is already affected, I'm saying it would be good for CR to affect all the variables, like shield speed and upkeep, flux costs of weapon fire, etc.
That seems like a bit much to me.

I still don't understand all the issues people are having with CR. I just got done playing to level 30 with a high-tech/fighter fleet, which are extremely supply hungry and have the largest CR oscillation, and had no issues with CR that weren't fully my fault and fully preventable.
Title: Re: Combat Readyness isn't fun..
Post by: Voyager I on October 06, 2013, 09:00:09 PM
If CR also goes down based on how tired the crew is due to constant fighting, how does that jive with having CR completely restored at a friendly station? Do you end up taking the crew out drinking? Or does the date automatically advance however many days are enough to get them all willing to jump back into battle? I haven't figured that out, yet.

Alex's stance right now is that there isn't any particular value on your time in-game that would make you unwilling to stand around for a few days to recover your CR and frankly not much to do but bash pirates over the head, you get an option to skip some pointless waiting and get back to playing.

The implication seems to have been that "Push button, instant CR recover" may not be a mechanic in the final game, and is a temporary measure to make the current alpha more playable while time isn't a resource.
Okay so, essentially, what you are saying is that the crew-exhaustion part of combat readiness will NOT be recovered by the station in future versions unless you decide to stay x-amount of time?

Not necessarily.  That's much too far in the future to predict and will be based off things that don't exist yet.  What I can say is that Alex has shown intent for time to be a resource in the full version of the game and that final mechanics will be designed with the idea that time has value.


I'd also throw in my hat with the other people who would like to be able to deploy zero-CR ships.  The malfunctions are bad enough that it's something you would generally only want to do in situations where it would be thematically appropriate to begin with.  I wouldn't apply this to mothballed ships, of course, since those are specifically undercrewed and only functional enough to move from place to place.
Title: Re: Combat Readyness isn't fun..
Post by: PCCL on October 06, 2013, 09:02:00 PM
That's already a thing, except that if you have really low CR (<10% I think) your ship isn't ready for combat and can't be deployed.

Problem is, a ship is never unable to be deployed. Deploying constitutes simply pointing the ship in the general direction and firing the engines (which every ship has active, btw)

I don't mind if they can only squeeze a shot off once every OTHER minute, and their shields flicker in and out of existence, just let us point her in the right direction, and fire the engine.

inb4 that'll be useless anyway: That's for the player (or the AI) to decide. If I want a barely functioning ship on the field because we absolutely need every gun that we can get on the enemy, I don't think we should be denied that option
Title: Re: Combat Readyness isn't fun..
Post by: thebrucolac on October 06, 2013, 09:26:36 PM

That seems like a bit much to me.


It is a bit much if the changes are massive, but I think the small buffs and penalties that exist now are minor enough that they can be safely applied to basically every aspect of ship combat. Having a crappy crew or a great crew matters, and I think it should matter for everything your ship is capable of doing. An excellent crew that knows how to keep flux vents clean and primed, and knows how important it is to their survival, is way more useful than a bunch of mooks you got from a hovel full of washouts. I really like CR, so maybe I'm too happy to see it applied across the board, but I think it would be great to see a ship in combat and know just from watching it that the crew is truly exceptional.
Title: Re: Combat Readyness isn't fun..
Post by: DatonKallandor on October 07, 2013, 11:30:18 AM
That's already a thing, except that if you have really low CR (<10% I think) your ship isn't ready for combat and can't be deployed.

Problem is, a ship is never unable to be deployed. Deploying constitutes simply pointing the ship in the general direction and firing the engines (which every ship has active, btw)

I don't mind if they can only squeeze a shot off once every OTHER minute, and their shields flicker in and out of existence, just let us point her in the right direction, and fire the engine.

inb4 that'll be useless anyway: That's for the player (or the AI) to decide. If I want a barely functioning ship on the field because we absolutely need every gun that we can get on the enemy, I don't think we should be denied that option

Once you're in a situation bad enough you're allowed to deploy your useless ships - when you're down to non combat worthy and being pursued.  Run away more if you want to fight with useless ships I guess.
Title: Re: Combat Readyness isn't fun..
Post by: BillyRueben on October 07, 2013, 01:52:39 PM
inb4 that'll be useless anyway: That's for the player (or the AI) to decide. If I want a barely functioning ship on the field because we absolutely need every gun that we can get on the enemy, I don't think we should be denied that option

Correct me if I am wrong, but i thought ships that are deployed (in an escape scenario) at that low amount of CR can't fire anyway. A ship in that condition is nothing more than a glorified asteroid, and is more useful 99% of the time waiting and fighting another day.
Title: Re: Combat Readyness isn't fun..
Post by: Gothars on October 07, 2013, 02:10:58 PM
I thought non-combat ready ships were unable to do a god-damned thing?
They are, hence my confusion.

[Correct me if I am wrong, but i thought ships that are deployed (in an escape scenario) at that low amount of CR can't fire anyway.

Uhm, that low CR ships should be able to fight is a suggestion. The last two pages where about an idea, not the present state of the game. Just making sure that's not the source of the confusion here.

Title: Re: Combat Readyness isn't fun..
Post by: PCCL on October 07, 2013, 03:20:02 PM
Correct me if I am wrong, but i thought ships that are deployed (in an escape scenario) at that low amount of CR can't fire anyway. A ship in that condition is nothing more than a glorified asteroid, and is more useful 99% of the time waiting and fighting another day.

What gothars said, I think they should be able to fight, however to a very small extent.

Even if they can't fire weapons, though, in that 1 percent of the time where I think it's worthwhile to deploy that glorified asteroid, I want to be able to deploy that glorified asteroid.
Title: Re: Combat Readyness isn't fun..
Post by: Voyager I on October 07, 2013, 06:13:07 PM
That's already a thing, except that if you have really low CR (<10% I think) your ship isn't ready for combat and can't be deployed.

Problem is, a ship is never unable to be deployed. Deploying constitutes simply pointing the ship in the general direction and firing the engines (which every ship has active, btw)

I don't mind if they can only squeeze a shot off once every OTHER minute, and their shields flicker in and out of existence, just let us point her in the right direction, and fire the engine.

inb4 that'll be useless anyway: That's for the player (or the AI) to decide. If I want a barely functioning ship on the field because we absolutely need every gun that we can get on the enemy, I don't think we should be denied that option

Once you're in a situation bad enough you're allowed to deploy your useless ships - when you're down to non combat worthy and being pursued.  Run away more if you want to fight with useless ships I guess.

Those ships aren't properly deployed, though.  They're attempting to flee and can't do anything other than trundle towards the top of the map.

If the situation is so bad that I'm trying to send barely-functional ships into battle, I'd like to be given the option and the malfunctions we already have are plenty severe to ensure that this is only a course of last resort.
Title: Re: Combat Readyness isn't fun..
Post by: rex on October 07, 2013, 07:16:54 PM
Correct me if I am wrong, but i thought ships that are deployed (in an escape scenario) at that low amount of CR can't fire anyway. A ship in that condition is nothing more than a glorified asteroid, and is more useful 99% of the time waiting and fighting another day.

What gothars said, I think they should be able to fight, however to a very small extent.

Even if they can't fire weapons, though, in that 1 percent of the time where I think it's worthwhile to deploy that glorified asteroid, I want to be able to deploy that glorified asteroid.

Do the retreat burn drives ever fail? Being able to lure the enemy fleet to your entry point could have use. 
Title: Re: Combat Readyness isn't fun..
Post by: IndirectCell on October 14, 2013, 05:10:16 AM
I cant agree more, this does not fit whit the game very well, and it makes early game realy tedious that you need to hang around abase and for the love of god avoid fighting twise in a row (realy hard to do seeing usualy 2 or more Groups of enemy swarms... and avoiding 2nd one after first one, is even more annoying.. )..

I can understand how some People like this, especialy if they like big armys that needs to be keept supplied and repaired, but now were nearing the border of "Master of Orion 3" if anyone remembers that.

Sure there was alot of People who liked it... but were talking alot of work to play a game, i dont think ever sombody finished a single game (regarldess of size), and the micromanagement even for the most Extreme People were too much.. Combatreadyness adds bit too much microamage work that needs to be done after every Battle..

I feel like the game was better before where as long as you had supplies the ship keept running (if ship was damaged then the damage was keept on NeXT fight, unless they had time to repair it.

Missile refill, reload seems bs to put into consideration, seeing most systems are Automatic, and one can assume spaceships are more Advanced than Aircraft.. and combat readyness of a Aircraft doesnt og Down, unless the pilot fights over like 16 hours.. if a fight ever lasts that long.. and even then, the fuel is more likely to run out before a malifunction on the system or the pilot.


and combat readyness poorly represent actual combat readyness. assumeing youv been flying in Space for a month.. youd think most of the crew keeps a sleep cyclus and arnt awake 24\7 so when combat comes theyr at theyr worst.. instead of beeing waken up for that combat... im assumeing too they dont sleep in the cockpit 24\7.. also since i usualy run whit allmost full crew as long as its viable and a skeleton crew needed for "basic" running. id assume most of them are on sleep or rotation... on sleep, so this shouldnt be a problem too...

IT feels more like a forced mechanic that doesnt fit the game, even if the finished game handles it differently by haveing Your mobile repair station \ ship.. its still seems unnessessary extras and more of a annoyance that you need to keep watch over.
Title: Re: Combat Readyness isn't fun..
Post by: Gothars on October 14, 2013, 05:55:23 AM
Hi there, welcome!

Combatreadyness adds bit too much microamage work that needs to be done after every Battle..

I feel like the game was better before where as long as you had supplies the ship keept running

Mh, what is this extra work you do after every battle? I think it's the same as before, as long as you have enough supplies your fleet keeps running.
Of course you also need enough crew and your fleet should not be too big, but that was the same before, too.

it makes early game realy tedious that you need to hang around abase

You can instantly regain all CR at friendly stations. Just click on "repair".
Title: Re: Combat Readyness isn't fun..
Post by: Sproginator on October 14, 2013, 06:21:07 AM
Agreed on all counts here
Title: Re: Combat Readyness isn't fun..
Post by: Dr.Noid on October 14, 2013, 07:17:27 AM
... and one can assume spaceships are more Advanced than Aircraft.. and combat readyness of a Aircraft doesnt og Down, unless the pilot fights over like 16 hours.. if a fight ever lasts that long.. and even then, the fuel is more likely to run out before a malifunction on the system or the pilot.
On the contrary, modern fighter jets require an extensive maintenance overhaul very regularly. Similar to how F1 racers go through up to 8 engines in a season, they swap engines ever 2 to 3 races. Pushing systems to the max like the crew has to do during combat means those systems require extensive maintenance afterwards.

Factor in the lore that space-tech is mostly forgotten, and you've got a situation like bicycle-repair-man that has to keep an F1 car running. :)
Title: Re: Combat Readyness isn't fun..
Post by: Megas on October 14, 2013, 07:40:28 AM
Supplies should not cost so much.  Too expensive to buy, too expensive to fully repair a ship, yet too profitable if much more can be obtained then needed.  Supplies need to be cheaper.  Bigger ships eat too many supplies to recover CR.  Ships seem to eat more supplies than before, and freighters are almost required to pick up enough salvage to profit.  Problems with CR and supplies are linked.

Deploying high tech ships costs too much CR, unless the ship is the flagship with max Combat (for -30% CR cost).
Title: Re: Combat Readyness isn't fun..
Post by: Sproginator on October 14, 2013, 09:42:49 AM
Supplies should not cost so much.  Too expensive to buy, too expensive to fully repair a ship, yet too profitable if much more can be obtained then needed.  Supplies need to be cheaper.  Bigger ships eat too many supplies to recover CR.  Ships seem to eat more supplies than before, and freighters are almost required to pick up enough salvage to profit.  Problems with CR and supplies are linked.

Deploying high tech ships costs too much CR, unless the ship is the flagship with max Combat (for -30% CR cost).

I'm gonna half the supply usage per fleet, that should do it
Title: Re: Combat Readyness isn't fun..
Post by: ValkyriaL on October 14, 2013, 10:32:30 AM
Quote
Deploying high tech ships costs too much CR, unless the ship is the flagship with max Combat (for -30% CR cost).

No they don't, if you reduce their CR usage, then what is the point of low tech? none whatsoever. because high tech is supposed to be better in every category, they need that penalty for being better.



Title: Re: Combat Readyness isn't fun..
Post by: Alex on October 14, 2013, 10:35:31 AM
Supplies should not cost so much.  Too expensive to buy, too expensive to fully repair a ship, yet too profitable if much more can be obtained then needed.  Supplies need to be cheaper.  Bigger ships eat too many supplies to recover CR.

I've seen this sentiment come up a few times (though it might have been you all those times, Megas - not quite sure :)), so I just want to explain the rationale. If CR loss is to have a high material cost (beyond just the opportunity cost of not being as ready for a little while), then whatever is consumed to regain CR must cost a lot. And since a large part of the idea of CR is to promote more thoughtful deployment and reward the player that fights riskier battles, it's necessary for CR loss to have a high material cost. Drastically lowering supply costs would largely amount to removing the mechanic.


I'm not saying it's perfect, btw (and, honestly, I wouldn't expect the first iteration of any mechanic to be). Actually working on a few fairly serious adjustments as we speak. That said, I do think it does what it's supposed to do - just has a few rough edges.
Title: Re: Combat Readyness isn't fun..
Post by: Cosmitz on October 14, 2013, 10:37:04 AM
I love how high-tech got balanced with the new CR system. For a guy that piloted high tech and only high tech, seeing myself resorting to mid-line or even lowtech to fight just because they're more versatile is a weird but welcomed change. While fielding a Paragon or two still guarantees supreme firepower in an indestructable shell, actually getting them to the battlefield and cleaning up after them can cost more than they're worth in battle versus the lower maintenance of midline ships and quicker repair.
Title: Re: Combat Readyness isn't fun..
Post by: Megas on October 14, 2013, 11:14:25 AM
Quote
No they don't, if you reduce their CR usage, then what is the point of low tech?
Kiting other ships with more and superior ballistics.  High-tech ships could take more CR than low-tech; I just think they eat too much.  Some other poster called high CR gobblers "hangar queens" or something.

Quote
because high tech is supposed to be better in every category, they need that penalty for being better.
They tend to have better shields and speed, and better one-shot weapons like blasters and plasma cannons.  Most have terrible range and must expose themselves to enemy fire to kill other ships.

Quote
I've seen this sentiment come up a few times (though it might have been you all those times, Megas - not quite sure), so I just want to explain the rationale. If CR loss is to have a high material cost (beyond just the opportunity cost of not being as ready for a little while), then whatever is consumed to regain CR must cost a lot. And since a large part of the idea of CR is to promote more thoughtful deployment and reward the player that fights riskier battles, it's necessary for CR loss to have a high material cost. Drastically lowering supply costs would largely amount to removing the mechanic.
Some problems:  If many supplies are needed to keep ships up and running, then the Atlas or several high-capacity cargo ships are required to collect all of the salvage from battle.  (Standing down may not always be an option if fleet fought too hard or lets surviving chunks of XP and loot get away.)  Given the current price of supplies, looting as much as possible is very lucrative, and makes the salvage option the no-brainer choice most of the time.  Also, if a player wants max Combat and Technology (and takes just enough Leadership to pilot a battleship without losing LR), he does not have much of a choice what to deploy, especially if player wants to pilot a single super ship, like Vindicator from Star Control 2.

This is one reason why I use frigate swarms (plus Atlas and Oxen to haul loot), with Lashers making up about half of my fighting force.  They are cheap, fast, and collectively powerful enough to kill the majority of fleets without (or very few) casualties, and they are hurt least by CR.  For the occasional system fleet battle, it is time to break out the capitals if I do not want casualties.
Title: Re: Combat Readyness isn't fun..
Post by: Gothars on October 14, 2013, 11:31:03 AM
If CR loss is to have a high material cost (beyond just the opportunity cost of not being as ready for a little while), then whatever is consumed to regain CR must cost a lot. And since a large part of the idea of CR is to promote more thoughtful deployment and reward the player that fights riskier battles, it's necessary for CR loss to have a high material cost. Drastically lowering supply costs would largely amount to removing the mechanic.

I have no problem with the costs, but I'd be happy if supplies would sell for much less.
Or, I suppose, just make them drop less. As soon as other methods of income are available that's probably planned anyway.
Title: Re: Combat Readyness isn't fun..
Post by: Megas on October 14, 2013, 11:39:58 AM
Cheaper supplies would slow down income, make full repairs (and boarding) a sensible option, and let the player buy supplies without crippling himself.
Title: Re: Combat Readyness isn't fun..
Post by: Uomoz on October 14, 2013, 12:13:18 PM
let the player buy supplies without crippling himself.

That's the whole point!
Title: Re: Combat Readyness isn't fun..
Post by: BillyRueben on October 14, 2013, 02:28:26 PM
I'd be happy if supplies would sell for much less.

That's my feeling as well. I have more money than I can spend in every game, with minimal effort to do so. It's at the point where I don't even care what gets dropped after combat, I just load up as many supplies as I can, sell them at a station, and repeat. I can get a fully outfitted Paragon in a quarter of the time it took in the previous version.
Title: Re: Combat Readyness isn't fun..
Post by: miljan on October 14, 2013, 02:35:20 PM
Would it not be better to spilt supplies in two different resources? One for repairing that you only use for that, and other the supplies that are used as now, but not for repairing.

Than i think it would be easier to balance how much you get what, and also it is easier for players to understand the mechanic a little better.

Also there must be a tool tip saying how much supplies are needed to repair the ship and also  get to full CR without the need to go to stations
Title: Re: Combat Readyness isn't fun..
Post by: dmaiski on October 14, 2013, 02:45:51 PM
i need a picture of my fleet... i think i curently have 2million credits and an excesive amount of supplies

suplies are cheap, if you are even a half decent pirate, you will usualy be bleeding supplies out your ears...



CR mechanic is great, but one sugestion... cr cost to deploy should scale inversly to ship size

ei.
frigate: ~40%cr to deploy
destroyer: ~30%cr to deploy
cruiser: ~20%cr to deploy
capital: ~10%cr to deploy

this would make large ships more viable and usefull to form the backbone of a fleet
http://fractalsoftworks.com/forum/index.php?topic=7204.0 in sugestions now
Title: Re: Combat Readyness isn't fun..
Post by: DatonKallandor on October 15, 2013, 12:45:53 PM
Supplies should not cost so much.  Too expensive to buy, too expensive to fully repair a ship, yet too profitable if much more can be obtained then needed.  Supplies need to be cheaper.  Bigger ships eat too many supplies to recover CR.  Ships seem to eat more supplies than before, and freighters are almost required to pick up enough salvage to profit.  Problems with CR and supplies are linked.

Deploying high tech ships costs too much CR, unless the ship is the flagship with max Combat (for -30% CR cost).

The whole point is that you need a freighter to haul away the loot if you wanna make a profit. That's what freighters are for. That's not a symptom of the CR/Supply system not working, it's an indicator that it is working perfectly.

Ditto for high tech ships costing a lot of CR - that's the whole point. The are stronger than equivalent mid-tech ships - and high tech is very hard to keep working in a post-apocalyptic setting. Deploying your super-ultra-high-tech battleship shouldn't be a "I'll do it every battle" thing, it's something you think about. Because if you deploy it now you might not be able to deploy it again tomorrow or the day after that.
For example, the only thing keeping the Tempest even remotely in check is it's crazy high CR loss per deployment - but for that one battle you use it it's a force multiplier like nothing else in space, able to take out entire fleets. That kind of power comes at a cost, and that cost is literal, you know, cost.

It also means you can always challenge yourself to defeat any given enemy with ever smaller and cheaper deployments - and the better you, your tactics and your ship designs are, the more profit you get out of any given fight. A big fleet using only a small part to fight makes a much bigger profit - but it obviously also has to pay for the ability to bring in extra reserves if the fight goes badly somehow. It does that by having a higher upkeep than a smaller fleet made up of exactly the right amount of ships.
Title: Re: Combat Readyness isn't fun..
Post by: Megas on October 15, 2013, 02:35:50 PM
Quote
The whole point is that you need a freighter to haul away the loot if you wanna make a profit. That's what freighters are for. That's not a symptom of the CR/Supply system not working, it's an indicator that it is working perfectly.
Not if I am overflowing with loot after a routine fight against a greater-than-or-equal strength fleet.  All that does is make me stop what I do, pick up loot, run back to base, then go back to whatever my original mission was.  I do not get overflowing loot after a single fight in other games.  Freighters should be useful for long voyages or for efficient trading runs, not an LR tax to pick up all loot from one or two fights.  As for all of that loot, about a fourth or third of it gets consumed for repairs and CR recovery.  The rest gets sold for easy money.

Quote
Ditto for high tech ships costing a lot of CR - that's the whole point. The are stronger than equivalent mid-tech ships
Not always.  They have different strengths.

Quote
For example, the only thing keeping the Tempest even remotely in check is it's crazy high CR loss per deployment - but for that one battle you use it it's a force multiplier like nothing else in space, able to take out entire fleets. That kind of power comes at a cost, and that cost is literal, you know, cost.
No frigate has that kind of power anymore, thanks to the CR decay in battle (or ammo limits in case of Lasher and Brawler).  Tempests also cost so much money (slightly less than Hyperion) that three Lashers or Wolves are a better deal for all-around grunt work.
Title: Re: Combat Readyness isn't fun..
Post by: DatonKallandor on October 15, 2013, 03:58:06 PM
No frigate has that kind of power anymore, thanks to the CR decay in battle (or ammo limits in case of Lasher and Brawler).  Tempests also cost so much money (slightly less than Hyperion) that three Lashers or Wolves are a better deal for all-around grunt work.

That is simply untrue. The Terminator Drone is far more powerful than the Tempests stats suggest - it's a teleporting, phase cloaking, self-replicating fighter with IR pulse laser and burst PD. It's mobility also means they stack much better than anything - more terminator drones become exponentially more powerful because they don't get in each others way.

As for the Hyperion: It can teleport at more than a screen range an unlimited number of times with no cooldown and carry enough firepower to wipe ships two size categories higher out in one volley. It's peak combat time is more than adequate to do all of that within the allotted timespan. In fact the change to peak combat time to make it less punishing (it only ticks down when a frigate is actually doing something) probably means the Tempest needs an even shorter peak time. There simply is no more powerful ship in the game period, which is why it such a high deploy cost, purchase cost and upkeep cost.

If you're fighting every in-game day you're better off with an equivalent logistics capacity of lashers yes. Working as intended - low/mid-tech ships are workhorses that are rugged enough to be useable over and over again without rest. But for that one single first battle high-tech ships like the Hyperion and Tempest will produce far better results. They just can't repeat those results if there's a follow up battle.
Title: Re: Combat Readyness isn't fun..
Post by: Megas on October 15, 2013, 06:59:09 PM
Terminator drone is about as well armed as a single fighter.  All the drone is good at doing is surviving and distracting enemies, as long as the Tempest remains active.  No question the Tempest is good but it is not much better than the rest of the better frigates.  It is as fast as the Hound and can outgun anything else that matches its speed (i.e., Hounds and fast fighters), making it a great interceptor and objective grabber.  For beating down other ships, it is about equal to other good frigates like the Afflictor (another high-tech ship), Brawler, and Lasher.  Wolf is not quite as good, but it can contribute satisfactorily.

Lasher is very good.  With railguns or needlers and enough range bonuses, it can outrange destroyers or even cruisers, kite them until shields overload, then pound them with assault guns while they are vulnerable.  A Lasher flagship can wipe out smaller fleets single-handedly just like Hyperion or Tempest flagship.

Hyperion is in a class of its own.  It was known for wiping out defense fleets single-handedly in the days before v0.6.  It cannot do that anymore in a single battle.  Three minutes (granted by Hardened Subsystems) and countdown from 100% CR is not enough time.  That is enough time to disable a little more than half a defense fleet before CR decays to zero, then it must retreat.
Title: Re: Combat Readyness isn't fun..
Post by: Thaago on October 15, 2013, 08:50:45 PM
Err... I have to disagree with you there! The Tempest is miles ahead of everything but the Hyperion. A Lasher might take down an ill equipped cruiser with short range weapons if it had a maxed out tech and combat tree. A Tempest will take down the entire SDF with those bonuses. The drone distracting enemies is a massive massive advantage! It does a better job imo than a standard frigate escort, and they scale together perfectly. For a few tasks I'd rather have an Afflictor - taking out an Onslaught or Dominator is easier in an Afflictor - but for everything else the Tempest just wins.
Title: Re: Combat Readyness isn't fun..
Post by: HeliosRX on October 16, 2013, 02:02:40 PM
So, I finally tried out 0.61a, and found it to be a mix of interesting new strategies and unintuitive logistical problems.

Generally, I have no problem with mechanics such as CR because they lend more strategy into a game and force me to think tactically. I love the concept of my ship malfunctioning around me as a battle drags on extensively, because it lends an element of desperation and grit to the game. This time around, however, the numbers and implementation really turned me off. With the absurd increase in ship upkeep and supply costs, I have no option but to constantly engage in battle to maintain a steady stream of cash... But  I can't, because CR prevents me from deploying when my ships are below 10% CR. Still not that big of a problem, I can appreciate the longer period of time it now takes to build up a fleet.

The annoying thing is how much CR disempowers the player, because it is seriously not fun to be stuck in a full-health Aurora with 9% CR trying to run away from a single crippled hound with controls locked and watching helplessly from the sidelines because apparently it's better to get shot to pieces rather than fight a single frigate who I'd eat for breakfast if I just had one percent more CR. The worst part is that there is nothing I can do to skip the murder of my shiny cruiser because there is no way in hell I can make it to the edge of the map before dying or taking massive damage... and feeling helpless is something that should not happen without some deus ex machine in a game.

CR is a binary, unintuitive mechanic that forces the player to never deploy their strongest, most high tech ships lest they get caught with their pants down before the CR regenerates. I recommend either putting an option to turn it off or just allowing ships to be deployed at 0% CR but with massive penalties.
Title: Re: Combat Readyness isn't fun..
Post by: dmaiski on October 16, 2013, 02:39:00 PM
The annoying thing is how much CR disempowers the player, because it is seriously not fun to be stuck in a full-health Aurora with 9% CR trying to run away from a single crippled hound with controls locked and watching helplessly from the sidelines because apparently it's better to get shot to pieces rather than fight a single frigate who I'd eat for breakfast if I just had one percent more CR. The worst part is that there is nothing I can do to skip the murder of my shiny cruiser because there is no way in hell I can make it to the edge of the map before dying or taking massive damage... and feeling helpless is something that should not happen without some deus ex machine in a game.
:P should have had a reserve force of:
1x 60% cr hound

caus thats what i do, and I realy havent had many problems like that (except the time before i figured out i have to keep some ships in reserve just in case(like the ai dose))
Title: Re: Combat Readyness isn't fun..
Post by: Megas on October 16, 2013, 03:44:05 PM
Err... I have to disagree with you there! The Tempest is miles ahead of everything but the Hyperion. A Lasher might take down an ill equipped cruiser with short range weapons if it had a maxed out tech and combat tree. A Tempest will take down the entire SDF with those bonuses. The drone distracting enemies is a massive massive advantage! It does a better job imo than a standard frigate escort, and they scale together perfectly. For a few tasks I'd rather have an Afflictor - taking out an Onslaught or Dominator is easier in an Afflictor - but for everything else the Tempest just wins.
The Tempest is good, excellent in a certain role, but in all-around fighting, it is equal or slightly better than other good attack frigate types.  As a grunt controlled by the AI in a frigate swarm, the Tempest does not perform much better than other top frigates.  They are just as prone to stupidity as other ships, and, in my experience, tend to die about as much as the other good attack frigate types.  It is miles ahead of other frigates in one thing, the cost to buy one.  At least it does not need rare weapons (like needlers) to be effective.

Like the Hyperion, the Tempest cannot destroy the entire defense fleet in a single battle due to CR decay, even with Hardened Subsystems.  It can kill about half the fleet.  It took me three non-pursuit battles with Tempest, two with Hyperion, and repairs were done between each battle.

I tried the Lasher against the Hegemony defense fleet and running out of ammo for my light assault guns was more of a problem than CR decay, even without Hardened Subsystems.  It can take out about a fifth or fourth of an entire defense fleet before assault gun ammo runs out.  In other words, a super Lasher can destroy a defense fleet in four or five battles.  Not as fast as Hyperion or Tempest, but it can do it.

A Lasher flagship with max Combat and Technology, and 100% CR can, in a one-on-one fight, destroy any ship without much difficulty except a Paragon.  Against a Paragon, one-on-one, its only chance to win is an all needler configuration, which is a less efficient configuration against other weaker ships.
Title: Re: Combat Readyness isn't fun..
Post by: PCCL on October 16, 2013, 03:45:45 PM
yep, holding a small reserve force next to your main shiny ships is a good idea

Quote
feeling helpless is something that should not happen without some deus ex machine in a game.

uh... I disagree with that... Games aren't always power fantasies, if you make mistakes (i.e by deploying auroras when auroras aren't necessary) you're gonna end up in a helpless situation. (And if you have nothing to deploy other than your Aurora, that's a mistake all to itself)

Quote
CR is a binary, unintuitive mechanic that forces the player to never deploy their strongest, most high tech ships lest they get caught with their pants down before the CR regenerates.

Yep, you're not supposed to deploy your best ships unless absolutely necessarily, that's the point of CR, working as intended I believe. Or you can do what dmaiski said and deploy your best ships as a main force, with a smaller less fancy squadron as a reserve, that's not too hard to manage
Title: Re: Combat Readyness isn't fun..
Post by: Midnight Kitsune on October 16, 2013, 04:28:37 PM
Quote
CR is a binary, unintuitive mechanic that forces the player to never deploy their strongest, most high tech ships lest they get caught with their pants down before the CR regenerates.
Yep, you're not supposed to deploy your best ships unless absolutely necessarily, that's the point of CR, working as intended I believe. Or you can do what dmaiski said and deploy your best ships as a main force, with a smaller less fancy squadron as a reserve, that's not too hard to manage
The problem with that is it creates "hanger queens" that almost never see combat and are almost better not being purchased or used at all due to the "scare factor" and supply costs they add to your fleet
Title: Re: Combat Readyness isn't fun..
Post by: Uomoz on October 16, 2013, 04:43:12 PM
Quote
CR is a binary, unintuitive mechanic that forces the player to never deploy their strongest, most high tech ships lest they get caught with their pants down before the CR regenerates.
Yep, you're not supposed to deploy your best ships unless absolutely necessarily, that's the point of CR, working as intended I believe. Or you can do what dmaiski said and deploy your best ships as a main force, with a smaller less fancy squadron as a reserve, that's not too hard to manage
The problem with that is it creates "hanger queens" that almost never see combat and are almost better not being purchased or used at all due to the "scare factor" and supply costs they add to your fleet

That's because you don't have to assault a station, for example. WIP game is WIP! :)
Title: Re: Combat Readyness isn't fun..
Post by: Alex on October 16, 2013, 05:06:12 PM
Pet peeve: it's "hangar".
Title: Re: Combat Readyness isn't fun..
Post by: Flare on October 16, 2013, 06:49:47 PM
..."hanger queens"

Spoiler
(https://dl.dropboxusercontent.com/u/120202176/elizabeth-funny%20fun.jpg)
[close]
Title: Re: Combat Readyness isn't fun..
Post by: Cycerin on October 16, 2013, 07:41:31 PM
^Hahahahahah.
Title: Re: Combat Readyness isn't fun..
Post by: Thaago on October 16, 2013, 08:22:06 PM
previous post

Well, I guess we'll just have to disagree :P. There was just a video posted of a Tempest taking down the SDF, while I'm not sure a Lasher has enough ammo to take out an Onslaught. Maybe with 4x reapers with the missile perks? Certainly not with the guns. And it really shouldn't be able to survive getting close either - even with perks they kind of evaporate...
Title: Re: Combat Readyness isn't fun..
Post by: Reshy on October 16, 2013, 09:51:27 PM
The problem is that CR doesn't make waiting FUN it's just the Starfarer equivalent of a loading screen only it consumes resources.  It's kind of like why stealth in action games goes so poorly.

http://www.youtube.com/watch?v=UC22ZF21Llk

Explained here.
Title: Re: Combat Readyness isn't fun..
Post by: Dr.Noid on October 17, 2013, 01:32:53 AM
The problem is that CR doesn't make waiting FUN it's just the Starfarer equivalent of a loading screen only it consumes resources.
That's because there's nothing to do in the waiting time... YET.
So now's your chance to influence the direction of the game. What would you like to be doing in the downtime between battles?
Title: Re: Combat Readyness isn't fun..
Post by: dmaiski on October 17, 2013, 03:01:05 AM
:P have you guys heard of the shift key?

(see my sugestion thread on subject, i update it based on the responses i get (http://fractalsoftworks.com/forum/index.php?topic=7204.0))
shamless self advertising
Title: Re: Combat Readyness isn't fun..
Post by: Megas on October 17, 2013, 08:28:29 AM
Thaago:
Spoiler
I do not use missiles, except single Harpoons because they are free, and against the SDF, they are used only against venting (or overloaded) Condors or Enforcers.  I use needler x2 and light assault gun x3.  With the best from Combat and Technology, a Lasher flagship can outrange and kite nearly every AI ship in the game, except an Onslaught or any smaller ship with heavy maulers/HVDs (usually Brawlers and Enforcers).  The basic strategy is overload shields with needlers, from outside their weapons range.  When their flux is high and shields are down, approach and strip their armor with light assault guns.  Once the armor is gone, the Lasher can back off and pepper ships with needles at exposed hull.

Super Lasher configuration
Weapons:  Light Needler x2, Light Assault Gun x3, Harpoon MRM (Single) x2
Hullmods:  Augmented Engines, Expended Magazines, Integrated Targeting Unit, Resistant Flux Conduit
Capacitors:  11
Vents:  10

Special strategies:
Weak, unshielded targets (e.g., fighters, Hound):  Press F and let assault guns mow the target down.
Eagle:  Tougher fight because of graviton beams, and beams are effective against low-tech frigates.  Graviton beams outrange assault guns, but not your needlers.  Hit their shields until their flux is high, and the Eagle backs off.  While it shakes back-and-forth, get closer and strip off the armor with assault guns.
Onslaught:  One of the few ships that outranges the Lasher.  Fortunately, the Lasher can easily flank and stay at the rear of an Onslaught, so that only the medium autocannons are a threat.  It needs to pepper the engines with assault guns.  After that, the Lasher can stay further back and fire needles at exposed hull.
Paragon:  This is the one ship where the above configuration does not work.  Even after the Lasher makes it to the Paragon's rear, the Lasher's needlers barely outranges the Paragon's needlers.  If the Lasher tries to get closer to use assault guns, the Paragon will unload autopulse lasers and blasters too.  No way the Lasher can withstand that.  3000 needles alone are not enough to kill the Paragon.  The only way the Lasher can win is use a light needler x5 configuration and fire needles until it dies, while staying within the rear of the Paragon AND the narrow difference of range between your needlers and the Paragon's.  It takes at least 4000 needlers to take out the Paragon.  The Lasher has 5000 maximum (it does not have enough OP for Expanded Magazines).

In one of my battles with the SDF, I managed to take out two Onslaughts with this Lasher.
[close]

Back on topic, Reshy points out another reason why I dislike CR:  It is an effective loading screen for those who like to chain-battle, and chain-battling is fun.
Title: Re: Combat Readyness isn't fun..
Post by: PCCL on October 17, 2013, 08:42:42 AM
For some... personally i prefer a little break between battles
Title: Re: Combat Readyness isn't fun..
Post by: Reshy on October 19, 2013, 01:18:18 AM
Honestly ships need to lose less CR if the battles are short and the ships aren't heavily damaged or depleted on ammo.


It could be broken down like so.


50% of the ships 'Deployment Cost' is calculated based on how long the battle went, after 10~15 minutes it hits that full 50% value.

25% of the deployment cost is calculated based on how much ammo remains in a ship, note that ships that do not have ammo based weapons count as 0/0 which is still 100%.

25% of the deployment cost is based on if the ship took hull damage in the battle or not.  If it did it's the full 25%, if not it's 0%.



So for a 40% deployment cost on a Medusa 20% would be time based,  10% would be ammo based, and the last 10% is hull condition.  If you do battles effectively you can lose very little CR.
Title: Re: Combat Readyness isn't fun..
Post by: Uomoz on October 19, 2013, 05:39:02 AM
Honestly ships need to lose less CR if the battles are short and the ships aren't heavily damaged or depleted on ammo.


It could be broken down like so.


50% of the ships 'Deployment Cost' is calculated based on how long the battle went, after 10~15 minutes it hits that full 50% value.

25% of the deployment cost is calculated based on how much ammo remains in a ship, note that ships that do not have ammo based weapons count as 0/0 which is still 100%.

25% of the deployment cost is based on if the ship took hull damage in the battle or not.  If it did it's the full 25%, if not it's 0%.



So for a 40% deployment cost on a Medusa 20% would be time based,  10% would be ammo based, and the last 10% is hull condition.  If you do battles effectively you can lose very little CR.

The whole point of CR is making trivial battles not trivial. A time system would make it not trivial again.
Title: Re: Combat Readyness isn't fun..
Post by: Thaago on October 19, 2013, 11:14:16 AM
Honestly ships need to lose less CR if the battles are short and the ships aren't heavily damaged or depleted on ammo.


It could be broken down like so.


50% of the ships 'Deployment Cost' is calculated based on how long the battle went, after 10~15 minutes it hits that full 50% value.

25% of the deployment cost is calculated based on how much ammo remains in a ship, note that ships that do not have ammo based weapons count as 0/0 which is still 100%.

25% of the deployment cost is based on if the ship took hull damage in the battle or not.  If it did it's the full 25%, if not it's 0%.



So for a 40% deployment cost on a Medusa 20% would be time based,  10% would be ammo based, and the last 10% is hull condition.  If you do battles effectively you can lose very little CR.

Well the idea behind the 'stand down' option is to recover CR if the battle was easy. The problem is that the option seems to never be available after an easy battle :D
Title: Re: Combat Readyness isn't fun..
Post by: Megas on October 19, 2013, 11:16:12 AM
Quote
Well the idea behind the 'stand down' option is to recover CR if the battle was easy. The problem is that the option seems to never be available after an easy battle.
It also lets survivors you want to kill escape cleanly.
Title: Re: Combat Readyness isn't fun..
Post by: Thaago on October 19, 2013, 11:18:25 AM
Quote
Well the idea behind the 'stand down' option is to recover CR if the battle was easy. The problem is that the option seems to never be available after an easy battle.
It also lets survivors you want to kill escape cleanly.

I think that makes sense - if you are chasing survivors you are still operating at combat conditions. So you don't get to recover CR.
Title: Re: Combat Readyness isn't fun..
Post by: Wyvern on October 19, 2013, 11:20:59 AM
Well the idea behind the 'stand down' option is to recover CR if the battle was easy. The problem is that the option seems to never be available after an easy battle :D
Actually, no; the idea behind the stand down option is to prevent a fleet of frigates from gaming the CR system against, say, a Paragon.  If you took the option out, someone with a pile of hounds could attack a Paragon, retreat, and repeat until the Paragon ran out of CR and died an ignominious death.

With stand down, you can still harry a lone Paragon into CR-oblivion - but you have to actually sacrifice ships to do so.  Lots of ships.  I'm not sure on the exact numbers, but I believe it works out to more than one hound per engagement.
Title: Re: Combat Readyness isn't fun..
Post by: Thaago on October 19, 2013, 11:24:04 AM
That may be one effect of stand down, but its not its only effect. What I was meaning to say is that the content of your post could be completely included in the stand down mechanic by tweaking whatever algorithm determines its effects.
Title: Re: Combat Readyness isn't fun..
Post by: namad on October 20, 2013, 10:51:14 AM
I haven't had any problems at all with combat readiness unless I do something foolish like waste a lot of CR pursue'ing ships I can't possibly catch.

If you're attacking enemies, destroying ships, salvaging, and leaving to look for another target... it's hard to find that another target before most of your CR is back? sure it varies, a 30CR deploy ship might be useful twice as often as a 70CR deploy ship?


I think the main flaw is purely economical... being able to hunt poorly defended buffalo for the massive bounty in supplies each one carries. if supplies can't cost less, maybe ships should cost more? if ships can't cost more...then the problem is purely of enemy fleet layout... large freighters with tons of supply inside them shouldn't be defended by a hound and a talon fighter wing.

most buffalo pirate fleets as they are now might make sense if they used hounds as their freighters, or if freighters and freighter rewards were totally rebalanced.... basically hunting enemy freighters is just too important now that 90% of your income comes from selling freighter supplies... this means killing enemy combat ships has almost no reward unless those combat ships are escorting a freighter... advancement in starfarer .61a campaign mode is basically just about how many freighters you can kill. yes this is a problem. however I do not think this problem is because of CR and supply, it's just another problem that CR and supply have highlighted.
Title: Re: Combat Readyness isn't fun..
Post by: Lopunny Zen on December 16, 2018, 07:20:42 PM
Wll sorry to say this but I just got caught by 6 fleets. They were all small and caught and fought me 1 at a time. I beat 5 but by the time I hit 6 my frigs were done. They just swarm you with disposable enemies that you can no longer deal with because CR is broken. Could have beaten the 6 and went about me day but dont worry....CR IS HERE TO RUIN THE GAME....as intended
Title: Re: Combat Readyness isn't fun..
Post by: Thaago on December 16, 2018, 08:10:08 PM
Wll sorry to say this but I just got caught by 6 fleets. They were all small and caught and fought me 1 at a time. I beat 5 but by the time I hit 6 my frigs were done. They just swarm you with disposable enemies that you can no longer deal with because CR is broken. Could have beaten the 6 and went about me day but dont worry....CR IS HERE TO RUIN THE GAME....as intended

AHHH The dead have arisen, everybody runn!!!!

: cough :

Sounds to me like you were simply worn down and defeated. Could you have taken all 6 fleets attacking you together?

If you were caught by 6 separate fleets and none fought together, then they were pretty darn separated in space. Could you have run away from later fleets? Or juke + hide in debris fields? Or led them on a chase to recover CR? Related, could you have deployed less ships in each fight? If you see so many other fleets coming (one after another but far away) then reserving ship for later fights is a really good idea.

Combat readiness is a fine mechanic that introduces stresses on the player: overcoming them is part of gameplay. Sometimes its very hard.
Title: Re: Combat Readyness isn't fun..
Post by: Rounin on December 16, 2018, 08:13:01 PM
overcoming them is part of gameplay. Sometimes its very hard.

The most involved I've ever gotten with it was holding down shift while I was reading a book.
Title: Re: Combat Readyness isn't fun..
Post by: TrashMan on December 17, 2018, 02:29:19 AM
Honestly, ships need to use METAL for repairs, not just general "supplies".

You can't plug a man-sized hole in your armor with space clothing, food rations, toothpase, spare screws and tools and similar.
Title: Re: Combat Readyness isn't fun..
Post by: Serenitis on December 17, 2018, 03:24:44 AM
Honestly, ships need to use METAL for repairs, not just general "supplies".

You can't plug a man-sized hole in your armor with space clothing, food rations, toothpase, spare screws and tools and similar.

Just rationalise it as supplies including hull patching material, space welding equipment, and lots of expanding spacebuilders foam.
Title: Re: Combat Readyness isn't fun..
Post by: nomadic_leader on December 17, 2018, 03:45:32 AM
Honestly, ships need to use METAL for repairs, not just general "supplies".

You can't plug a man-sized hole in your armor with space clothing, food rations, toothpase, spare screws and tools and similar.

Just rationalise it as supplies including hull patching material, space welding equipment, and lots of expanding spacebuilders foam.

Rather than having to rationalize yet another thing, it might be more interesting if the game actually gave you something meaningful to do with all that metal you hoover up from salvage, rather than just jettisoning it as you get better stuff. The way you can construct nav relays with it is a good thing. It could also be interesting for ship hull repairs.
Title: Re: Combat Readyness isn't fun..
Post by: Serenitis on December 17, 2018, 06:32:30 AM
All this would do is either force the player to carry metals around with them (or always have enough free space to salvage them) - essentially a cargo space tax. Or induce the player into conducting micromanagement with floating cargo pods in order to repair damaged ships, while staying in one place to recover the items you dropped to make room for metals.

More complexity isn't always more good and some things are obfusicated for a reason. 'Realism' is not always a good thing to include in a game because it can get in the way of gameplay and turn things into chores.

If you're looking for something meaningful to do with metal, have a think about the player either reconditioning abandoned habitats etc, and/or building thier own.
This might need it's own thread (http://fractalsoftworks.com/forum/index.php?topic=14712.0)...
Title: Re: Combat Readyness isn't fun..
Post by: nomadic_leader on December 17, 2018, 07:53:55 AM
All this would do is either force the player to carry metals around with them (or always have enough free space to salvage them) - essentially a cargo space tax. Or induce the player into conducting micromanagement with floating cargo pods in order to repair damaged ships, while staying in one place to recover the items you dropped to make room for metals.

More complexity isn't always more good and some things are obfusicated for a reason. 'Realism' is not always a good thing to include in a game because it can get in the way of gameplay and turn things into chores.

If you're looking for something meaningful to do with metal, have a think about the player either reconditioning abandoned habitats etc, and/or building thier own.
This might need it's own thread (http://fractalsoftworks.com/forum/index.php?topic=14712.0)...

More complexity isn't always a bad thing. Realism is not always a bad thing. In general, whenever the game gives us new ways to use commodities, I find that it's fun (using metal to build nav beacon, comm relay etc) or at least interesting (using volatiles for the neutron sniffer).

The point is, that you're CONSTANTLY finding metal after every. single. fight. There is no danger of not having enough. If you could use it to repair hull damage instead of losing additional supplies, that would be kind of a nice, eh? In fact, the fleet management aspect of starsector becomes more interesting and thought provoking the more resources you juggle. If the game is supposed to be about combat, just have it be the combat missions in the main menu.

 I'd like it every commodity in the game had some kind of use besides just being a trade good. So far the ones that do are volatiles, rare metals, metal, supplies, fuel, crew, and heavy equipment. Did I miss any?
Title: Re: Combat Readyness isn't fun..
Post by: Thaago on December 17, 2018, 08:14:53 AM
Huh? Why is this topic now in this 5 year old thread... well whatever.


Why should repairs require metals? Starships aren't made of metal, they're made of [insert sci fi babble here]. Metal might be useful for a hull patch, but that counts for like 1% of repairs!

[Realism arguments mean nothing.]

More seriously, from a gameplay perspective I do see one upside for allowing metals to substitute for supplies: they give an additional balance knob for incentivizing the player to take hull damage.

Case 1: flawless victory with too many ships: extra supply usage.

Case 2: victory but the fight was more messy than expected: metal drop allows repairs without eating into profits.

However, this is a pretty thin justification as there are already skills for post combat healing and supplies are plentifully dropped from every fight (especially if the player is carting around some shepherds for drone/salvage/survey support). Using metals in this way is simply bonus post combat healing.

Having metals required for repairs (ie can't do it without them) I see no benefit at all: they become a cargo tax. I would not find the additional resource interesting or thought provoking. Rather I'd just cart some around and be done with it (and occasionally forget and be annoyed).
Title: Re: Combat Readyness isn't fun..
Post by: DancingMonkey on December 17, 2018, 08:39:21 AM
The biggest thing I don't like is that enemy ships seem to cheat it.
Title: Re: Combat Readyness isn't fun..
Post by: DaLagga on December 17, 2018, 10:45:40 AM
The biggest thing I don't like is that enemy ships seem to cheat it.

The AI obviously cheats when it comes to things like money and supplies but I haven't noticed it cheating in terms of CR.  If an enemy fights a battle or loses to you then their CR drops.  If your harry their retreat, it drops even more and takes a while to recover.  If you drop their CR low enough you can take out their entire fleet and they won't even be able to fight back.  I haven't tested to see if CR recovery takes exactly as long for them as it does the player but it seems like it does. 
Title: Re: Combat Readyness isn't fun..
Post by: Alex on December 17, 2018, 10:47:26 AM
(Just confirming that it indeed works the same for the AI. Also, generally speaking, thread necromancy is... well, against the forum rules (http://fractalsoftworks.com/forum/index.php?topic=2668.0), for one.)