Fractal Softworks Forum

Starsector => General Discussion => Blog Posts => Topic started by: Alex on April 02, 2015, 04:07:11 PM

Title: Combat Officers
Post by: Alex on April 02, 2015, 04:07:11 PM
Blog post here (http://fractalsoftworks.com/2015/04/02/combat-officers/).
Title: Re: Combat Officers
Post by: Midnight Kitsune on April 02, 2015, 04:09:49 PM
YUSH! Finally!
Title: Re: Combat Officers
Post by: JohnDoe on April 02, 2015, 04:25:05 PM
About time.
Title: Re: Combat Officers
Post by: SafariJohn on April 02, 2015, 04:27:08 PM
And there was much rejoicing and waving of tiny flags.
Title: Re: Combat Officers
Post by: katherine0852 on April 02, 2015, 04:35:10 PM
Tagged "seriously does anyone use these I'd like to know"?
Yes, rarely. If I'm in the mood for more in-depth bloggy stuff after reading through a post, I might check out related stuff. Though I do also just find posts manually then.
So they're like a little QoL thing that, if it didn't exist, I wouldn't notice being absent.

Also I am excite for officers  ;D

Title: Re: Combat Officers
Post by: Dri on April 02, 2015, 04:37:07 PM
Glad officers are finally becoming a reality but sad that they're just randomly generated mini-me clones of your character. IS there even an intention to add unique NPCs that are somehow part of a story?
Title: Re: Combat Officers
Post by: Alex on April 02, 2015, 04:42:09 PM
Tagged "seriously does anyone use these I'd like to know"?
Yes, rarely. If I'm in the mood for more in-depth bloggy stuff after reading through a post, I might check out related stuff. Though I do also just find posts manually then.
So they're like a little QoL thing that, if it didn't exist, I wouldn't notice being absent.

Ah, gotcha. I think the tags might possibly be more useful if I put some forethought into it and used them with more consistency/uniformity. IIRC when I first started using them I actually didn't know how they were used at all.


Glad officers are finally becoming a reality but sad that they're just randomly generated mini-me clones of your character. IS there even an intention to add unique NPCs that are somehow part of a story?

Maybe? It's definitely on the table, but exactly how that shapes up is mostly up to David. Rather: some unique NPCs will be a thing, but whether you'll be able to hire any of those remains to be seen. It's another one of those "possible expansions of the system" that are totally not required for it to work, but could be added on for other purposes.
Title: Re: Combat Officers
Post by: Toxcity on April 02, 2015, 04:48:56 PM
Will it be possible for certain ships/variants to be predisposed towards a certain personality?
Title: Re: Combat Officers
Post by: Alex on April 02, 2015, 05:14:44 PM
I'm not sure what you mean, would you mind expanding on that a bit?
Title: Re: Combat Officers
Post by: Toxcity on April 02, 2015, 05:28:47 PM
I meant that could you set it so that a variant uses the aggressive AI changes in an AI fleet.
Title: Re: Combat Officers
Post by: Alex on April 02, 2015, 05:38:35 PM
Yes and no. You couldn't do it through the variant, but you could set a captain with the right personality for the fleet member - it'd have to be done during fleet creation.
Title: Re: Combat Officers
Post by: Dark.Revenant on April 02, 2015, 05:42:51 PM
I meant that could you set it so that a variant uses the aggressive AI changes in an AI fleet.

Yes and no. You couldn't do it through the variant, but you could set a captain with the right personality for the fleet member - it'd have to be done during fleet creation.

Note: SS+ already does this for AI fleets.  AI personalities have been in the game to a limited degree since the ship AI existed.
Title: Re: Combat Officers
Post by: Alex on April 02, 2015, 05:49:09 PM
Note: SS+ already does this for AI fleets.  AI personalities have been in the game to a limited degree since the ship AI existed.

Right, yeah. Just for clarity, these changes are more extensive than adjusting the "bravery" value (in fact, it's set to 5 for all the personalities atm), though the changes are based on the original personalities spreadsheet ("cowardly" renamed to "timid", "suicidal" and "fearless" deleted.)
Title: Re: Combat Officers
Post by: Megas on April 02, 2015, 06:35:02 PM
Another feature to min-max and break.
Title: Re: Combat Officers
Post by: Xanderzoo on April 02, 2015, 07:49:57 PM
YAY!
Title: Re: Combat Officers
Post by: icepick37 on April 02, 2015, 07:51:28 PM
I am very much excited for this.  :D  Will be happier when it's fleshed out obviously, but this is one of those fun features I've been wanting to play with since I bought the game.

Get. Hyped.
Title: Re: Combat Officers
Post by: xenoargh on April 02, 2015, 07:55:43 PM
I like a lot of this very much.  It definitely has a Master of Orion II feeling to the concepts and I very much like the overall idea.

I think that the UI for moving Officers around is pretty important.  We probably need to be able to sort them by level, name and perhaps by bonus-to-stuff.  It's one of those things that will pay off later, I suspect.

Players are rapidly going to want to customize their fleets with Officers as buffs... but more importantly, when Industry is a thing, well, we're going to be wanting to shuffle a lot of leaders around to help out in civilian areas, too :)

On Fighters, my suggestion is that... well, this may be slightly heretical, but... why not have them be the Ace of the Wing, and make them immortal in the battle until the Wing is gone, respawning after being shot down?  One Fighter would get the buffs, under the hood.  I'd double the buffs vs. anything else, too, so that it matters.
Title: Re: Combat Officers
Post by: Thaago on April 02, 2015, 08:14:00 PM
Looks fun. Several enemy ships having unpredictable level 10 abilities will be a nice challenge.

What happens if we use the change command option? I'm guessing the officer abilities have to disappear, otherwise its an easy exploit to just train up combat officers, go full tech yourself, and then swap to their ships in the middle of combat.
Title: Re: Combat Officers
Post by: Alex on April 02, 2015, 09:12:49 PM
I think that the UI for moving Officers around is pretty important.  We probably need to be able to sort them by level, name and perhaps by bonus-to-stuff.  It's one of those things that will pay off later, I suspect.

Players are rapidly going to want to customize their fleets with Officers as buffs... but more importantly, when Industry is a thing, well, we're going to be wanting to shuffle a lot of leaders around to help out in civilian areas, too :)

Yeah, the current UI is not even a dedicated tab - it's just accessible off the fleet and refit screens. Will most likely move it to a dedicated tab at some point. Most likely.

On Fighters, my suggestion is that... well, this may be slightly heretical, but... why not have them be the Ace of the Wing, and make them immortal in the battle until the Wing is gone, respawning after being shot down?  One Fighter would get the buffs, under the hood.  I'd double the buffs vs. anything else, too, so that it matters.

I was thinking of all fighters getting the buffs :) Combat skills aren't all personal, anyway, and can conceptually represent abilities in leading/instructing crew.


Looks fun. Several enemy ships having unpredictable level 10 abilities will be a nice challenge.

Erm, this is player-only for the moment. Nothing's preventing the AI from using this, but it just isn't right now. Yay, content stuff.

What happens if we use the change command option? I'm guessing the officer abilities have to disappear, otherwise its an easy exploit to just train up combat officers, go full tech yourself, and then swap to their ships in the middle of combat.

Yeah, it'll do the same thing it does now - replace the abilities of the prior captain with yours. Stuff like "extra ammo from Missile Specialization" will stick around, though.
Title: Re: Combat Officers
Post by: orost on April 02, 2015, 09:24:17 PM
Really nice. I'm especially looking forward to being able to customize AI behaviour, honestly more than to having skills on my other ships. If I could just get that Vigilance with a graviton beam and a Pilum launcher to stop rushing into the fray and get killed, I would be a lot happier with the game, and it looks like assigning it a Cautious or Timid captain might just do the trick.

I'd still like an option to set that for ships without a captain assigned, though. Maybe it could be less reliable in this case, but I think it's a choice so elementary that it should be available for every ship in the fleet.
Title: Re: Combat Officers
Post by: Cyan Leader on April 02, 2015, 09:31:39 PM
Erm, this is player-only for the moment. Nothing's preventing the AI from using this, but it just isn't right now. Yay, content stuff.


That's a little disappointing, considering that player levels by themselves are already making player fleets much stronger than AI fleets by default. Now we'll also have officers in our disposal. Seems a little unbalanced, don't you think?
Title: Re: Combat Officers
Post by: orost on April 02, 2015, 09:33:38 PM
Don't worry, SS+ will probably give AI officers in no time.

It's unbalanced, but if Alex were obliged to make every feature perfectly balanced before it's released, we'd still be waiting for the first release of campaign mode.
Title: Re: Combat Officers
Post by: Pushover on April 02, 2015, 09:45:37 PM
On the subject of 'fighter officers,' I think they make more sense as a staff officer, such as a master of maintenance who provides extra CR, and provides a bonus to fighter performance. Short of making pilots specific for fighters, or (unlikely) making every crew member have skills, it doesn't make sense for fighters to explode and for the officer to live through so many fighter losses. Fighters right now are death traps to most pilots.

Is it possible to not command a ship at all? Have an officer in charge of your flagship and just order ships around? You could always buy a super cheap ship to command from (and not deploy it), but again that doesn't make a ton of sense (you could also make your flagship a freighter, but again, doesn't make a lot of sense.)

One attribute that people might like on officers is how much they follow orders. Currently, as people note, the AI tends to get distracted if attacked. An attribute that went 'this ship will head straight for the objective, only turning to fire/raise shields' to 'this ship is flying and then... SQUIRREL!'
Title: Re: Combat Officers
Post by: Alex on April 02, 2015, 10:01:13 PM
I'd still like an option to set that for ships without a captain assigned, though. Maybe it could be less reliable in this case, but I think it's a choice so elementary that it should be available for every ship in the fleet.

Right now, I like the idea of restricting this to officers - it both makes them more special and eliminates the micro-management that would result from doing this to every ship.

If a Vigilance with a Graviton Beam and a Pilum is rushing in to get itself killed, btw, it's either 1) an AI bug, 2) an issue with the orders it's been given, or 3) an issue with the situation it's been deployed into (e.g. outnumbered by faster enemies). I've had that precise loadout in a number of campaign games and it's been one of the most reliably survivable frigates for me. I'd love to know the exact situation you're running into. If you're able, a video of it happening would just be the bees knees.

(Side note: In the last couple of days, I did spot and fix up a few AI bugs of the "rare suicidal charge" variety, though I wouldn't expect them to affect this particular loadout very much. Also added an "Avoid" order.)

That's a little disappointing, considering that player levels by themselves are already making player fleets much stronger than AI fleets by default. Now we'll also have officers in out disposal. Seems a little unbalanced, don't you think?

Oh, it's definitely unbalanced :) Adding more skilled captains to AI fleets is one of many content tasks that still need to be done, and it isn't necessary to get the baseline officer implementation down. Even if it would be a very nice addition in terms of providing a later-game challenge.


Don't worry, SS+ will probably give AI officers in no time.

Fairly sure it already has!


Is it possible to not command a ship at all? Have an officer in charge of your flagship and just order ships around? You could always buy a super cheap ship to command from (and not deploy it), but again that doesn't make a ton of sense (you could also make your flagship a freighter, but again, doesn't make a lot of sense.)

It's not - for various under-the-hood reasons, fleets need flagships, which means the fleet's commander being its captain. As you say, though, you could command from a shuttle or some such. I'm not sure how much this would accomplish, though - even as a theoretically-non-combat-character, you'd probably be able to do more with a ship than any officer, simply due to player (not character) skill. Could be a playstyle choice, though, if you just didn't feel like piloting a ship directly.


One attribute that people might like on officers is how much they follow orders. Currently, as people note, the AI tends to get distracted if attacked. An attribute that went 'this ship will head straight for the objective, only turning to fire/raise shields' to 'this ship is flying and then... SQUIRREL!'

Oh yeah, speaking of that - along with the aforementioned "Avoid" order, I ended up working on that behavior as well, since they share some common aspects. With some good results as far as safe order-following.

Not following orders to fight (i.e. the old behavior) might be a good fit for the "aggressive" type, actually - going to take a look at that.
Title: Re: Combat Officers
Post by: Dark.Revenant on April 02, 2015, 10:09:36 PM
Don't worry, SS+ will probably give AI officers in no time.

Fairly sure it already has!

It doesn't actually give them skilled officers (only a skilled commander), though it wouldn't be that much effort to change this.  I figured that due to UI issues and the fact that the player simply doesn't have the ability to do the same thing, it would be worth waiting for the real deal.
Title: Re: Combat Officers
Post by: orost on April 02, 2015, 10:16:58 PM
Quote from: Alex
Right now, I like the idea of restricting this to officers - it both makes them more special and eliminates the micro-management that would result from doing this to every ship.

I don't think it would be a micromanagement hassle - I see it as something that I would set up once, after I have decided a ship's role and fitted it, and then leave alone. It wouldn't be any more of a micro thing than the number of flux capacitors is. But I certainly do get the point about making officers feel more special.

Quote from: Alex
If a Vigilance with a Graviton Beam and a Pilum is rushing in to get itself killed, btw, it's either 1) an AI bug, 2) an issue with the orders it's been given, or 3) an issue with the situation it's been deployed into (e.g. outnumbered by faster enemies). I've had that precise loadout in a number of campaign games and it's been one of the most reliably survivable frigates for me. I'd love to know the exact situation you're running into. If you're able, a video of it happening would just be the bees knees.

Yeah, I've been trying to isolate it. The best I have so far is that a Grav beam + Pilum Vigilance sent out against two Lashers in simulator with no special orders will occasionally allow one of them to get within 4-500 range, despite being faster than either of them and having no need to be closer than ~900. It doesn't happen that often, but in a real battle, it only takes one mistake to get something as fragile as a Vigilance killed. If I figure out something specific, I'll definitely post a bug report.

It's perfectly possible that I just expect too much of it, but either way being able to give a Vigilance a "cautious" personality should help in that.
Title: Re: Combat Officers
Post by: Histidine on April 02, 2015, 10:20:04 PM
Can we execute incompetent officers pour encourager les autres?
(I'm kidding, but it would be funny for a bit, especially if it did benefit the player in some way)


Okay, a few serious questions:
1) Could we (sometime in the future) capture enemy officers after battles, to recruit ourselves or for ransom?

2) Would it be desirable to have an option to tweak the officer personalities up or down one level? Obviously a Timid officer isn't going to become Aggressive just because you order him to, but if say, we have a ship that works best when shooting at range and only one Stable officer handy, we could tell her to be more cautious in combat.

3) Will the skills available to an office be correlated with their personality?

4) What happens when we switch flagships mid-battle to a ship that already has an officer?
Title: Re: Combat Officers
Post by: Alex on April 02, 2015, 10:31:27 PM
Yeah, I've been trying to isolate it. The best I have so far is that a Grav beam + Pilum Vigilance sent out against two Lashers in simulator will occasionally allow one of them to get within 4-500 range, despite being faster than either of them and having no need to be closer than ~900. It doesn't happen that often, but in a real battle, it only takes one mistake to get something as fragile as a Vigilance killed. If I figure out something specific, I'll definitely post a bug report.

It's perfectly possible that I just expect too much of it, but either way being able to give a Vigilance a "cautious" personality should help in that.

Hmm - do you have Augmented Engines on that Vigilance? Because otherwise, one of those two Lashers is significantly faster, because it does.

Fingers crossed that this is actually fixed by my recent AI tweaking. You're right in that it only takes one mistake, so the standard the AI has to try to live up to is pretty darn high. It's always going to fail now and again, but the more reliable I can make it, the better, so I really appreciate the feedback.


Can we execute incompetent officers pour encourager les autres?
(I'm kidding, but it would be funny for a bit, especially if it did benefit the player in some way)

Well, you can dismiss them while in outer space. How you choose to roleplay that is in your hands :)

1) Could we (sometime in the future) capture enemy officers after battles, to recruit ourselves or for ransom?

Not at the moment.

2) Would it be desirable to have an option to tweak the officer personalities up or down one level? Obviously a Timid officer isn't going to become Aggressive just because you order him to, but if say, we have a ship that works best when shooting at range and only one Stable officer handy, we could tell her to be more cautious in combat.

I'd say not - a bit fiddly in terms of extra UI stuff and whatnot, and dilutes officer distinctiveness. If you don't have the right officers handy, making do with what you've got sounds like it would  be more fun than being able to custom-tailor everything to be just right.

3) Will the skills available to an office be correlated with their personality?

Not at the moment, though that's a neat idea.

4) What happens when we switch flagships mid-battle to a ship that already has an officer?

Your skills take effect and theirs are taken off. Except for skills that take effect at deployment, such as extra missile ammo etc.
Title: Re: Combat Officers
Post by: orost on April 02, 2015, 10:33:42 PM
Quote from: Alex
Hmm - do you have Augmented Engines on that Vigilance? Because otherwise, one of those two Lashers is significantly faster, because it does.

I pulled Augmented Engines off that Lasher's variant so that I could have two Lashers slower than a Vigilance. On second thought, giving AE to the Vigilance would have been much easier  :)
Title: Re: Combat Officers
Post by: Thaago on April 02, 2015, 10:37:02 PM
An avoid order and less distractable ships? Sweet! I've been resorting to simply pulling everyone back when the lvl 10 enemy Onslaught makes its appearance.

It might be neat if the officers "called in" their status sometimes (engaging enemy, taking heavy fire, needs help). Might just clutter up the screen though.

I would not like the aggressive AI to also be more distractible. If anything, I imagine an extremely aggressive officer charging headlong at their target, damn the consequences (and getting blown up by the Onslaught in the way :P).
Title: Re: Combat Officers
Post by: orost on April 02, 2015, 10:44:51 PM
Yeah, I'd prefer Aggressive officers to have tunnel vision and focus on their target. An agressive AI will be a handicap in most cases, but if it also makes it zealous in following orders it will give it some utility in specific situations. Since officers don't die (yet), I'm looking forward to making a swarm of disposable Lashers armed with short-range weapons and with Aggressive officers on them, to use as suicide-boats.

Besides, since we're already talking about orders, one that I'd love to see is a "stand by" order. It would direct a ship to stay out of combat and not engage, but remain close enough to move in if ordered. Right now, doing this requires constant micromanagement to move around waypoints as the battle itself moves across the battlefield. It's a problem especially for bomber wings, since to be of any use they really need to stay far enough to not get shot to pieces but not so far that they take too long to react to a strike order.
Title: Re: Combat Officers
Post by: Solinarius on April 02, 2015, 11:01:44 PM
And there was much rejoicing and waving of tiny flags.
Title: Re: Combat Officers
Post by: Pushover on April 02, 2015, 11:03:25 PM
An avoid order and less distractable ships? Sweet! I've been resorting to simply pulling everyone back when the lvl 10 enemy Onslaught makes its appearance.

It might be neat if the officers "called in" their status sometimes (engaging enemy, taking heavy fire, needs help). Might just clutter up the screen though.

I would not like the aggressive AI to also be more distractible. If anything, I imagine an extremely aggressive officer charging headlong at their target, damn the consequences (and getting blown up by the Onslaught in the way :P).
I think it would make sense for the aggressive AI to be easily distracted by things on the way to less 'aggressive' tasks, such as capturing a point. Why capture the point when there's a frigate to chase?
Title: Re: Combat Officers
Post by: Modest on April 03, 2015, 02:38:28 AM
Oh! Cool stuff! Cool stuff! Glad to see that comming in. I just wonder how that will evolve in future :) Time will tell I guess!
Title: Re: Combat Officers
Post by: Gothars on April 03, 2015, 05:41:58 AM
And here they are! It's so cool to see a feature that has been referenced and speculated about for years finally take form.


I'd love it if you could give officers, as a group, more potential to distinguish themselves and be more than ship booster packs. I like the idea to associate personality with certain skills. I also think that more varied personalities would help here, they don't even have to be advantageous. Or is it important to keep the number of traits low for some reason?
How about a paranoid officer who likes to shoot empty space, a choleric one who doesn't stop shooting at disabled ships, or a prideful one who doesn't back away from superior forces? They could get big related skill bonuses to keep them attractive (and more interesting) choices. You could implement that as independent (rare?) personality traits or as sub-traits to the main ones (aggressive-prideful, aggressive-paranoid etc.). 



Also added an "Avoid" order.

Yay, I wanted that for ages :) Is it placed on specific enemies or on allied ships?

Title: Re: Combat Officers
Post by: Wyvern on April 03, 2015, 06:09:47 AM
Quick question: the skills these officers can get.  Are they combat only, or do they draw from a specific list?  In particular, can they get the Gunnery Implants skill?
Title: Re: Combat Officers
Post by: CrashToDesktop on April 03, 2015, 07:53:01 AM
Quick question: the skills these officers can get.  Are they combat only, or do they draw from a specific list?  In particular, can they get the Gunnery Implants skill?
I did see a Gunnery Implants skill, level 4 here:
http://fractalsoftworks.com/wp-content/uploads/2015/04/officers_screen.jpg

They are called "combat" officers, so I could see if they don't get any campaign or fleetwide related skills.  Although it would be nice if they could get a few skills, like increasing burn speed for example.
Title: Re: Combat Officers
Post by: Gothars on April 03, 2015, 08:27:29 AM
Ah, about recruitment: do you have plans to combine it with mission contact reputations? I.e. recruit a contact only after you impressed him/her?
Title: Re: Combat Officers
Post by: xenoargh on April 03, 2015, 08:36:34 AM
Quote
I was thinking of all fighters getting the buffs Smiley Combat skills aren't all personal, anyway, and can conceptually represent abilities in leading/instructing crew.
It'd have a lot more flavor if it was one ship in the Wing. 

Special paint-job, make the buffs pretty hardcore and "ooh, look out, that one's got an Ace pilot" rather than, "I wonder how buffed every one of those Talons is" :)  Just a thought; it would certainly humanize that :)
Title: Re: Combat Officers
Post by: Nick XR on April 03, 2015, 09:47:58 AM
A separation of staff vs command officers that draw from different skill pools would be interesting (fleet skills vs individual skills)

In the short term, to give a little more flair/functionality to the personality types perhaps some flat bonuses based on personality?
Timid: bonus to shield dissipation
Cautious: bonus to weapon range
Aggressive: Bonus to speed

The small bonuses would help the traits be used more effectively on the battlefield.
Title: Re: Combat Officers
Post by: Alex on April 03, 2015, 10:53:05 AM
I'd love it if you could give officers, as a group, more potential to distinguish themselves and be more than ship booster packs. I like the idea to associate personality with certain skills. I also think that more varied personalities would help here, they don't even have to be advantageous. Or is it important to keep the number of traits low for some reason?
How about a paranoid officer who likes to shoot empty space, a choleric one who doesn't stop shooting at disabled ships, or a prideful one who doesn't back away from superior forces? They could get big related skill bonuses to keep them attractive (and more interesting) choices. You could implement that as independent (rare?) personality traits or as sub-traits to the main ones (aggressive-prideful, aggressive-paranoid etc.). 

That sounds really neat - basically, extra skills that only officers get. I've been mulling over something like that for (eventual, potential) staff officers; my main concern there is that it's yet more extra content, where there's already quite a lot of it still to add.

I also wonder if the player wouldn't wonder why *they* can't get those; might feel like "OP bonus to prop up AI" even when not intended as such.

I'll likely take another look during the skill revamp, but my bet would be on either not doing that or only doing a veeery limited set. I do like the idea of giving tradeoffs for bad behaviors, though that also has some potential downsides - if the player "gets" it, it could be great. If not, it could be "jeez look at this broken AI".


Yay, I wanted that for ages :) Is it placed on specific enemies or on allied ships?

You put it on an enemy ship. You can also right-click-assign friendly ships to it to override it for them, in which case it'll act like an "engage" for those ships - e.g. you might "avoid" an enemy Onslaught so most of your fleet stays away, and then right-click it with your ships most suited to taking it on.


Quick question: the skills these officers can get.  Are they combat only, or do they draw from a specific list?  In particular, can they get the Gunnery Implants skill?

There's a new column in skill_data.csv that governs this, so that mods can easily add extra officer skills. Right now, officers get all of the combat skills plus Gunnery Implants, and they also get Combat Aptitude as a skill - it's not limiting their other skills, but they can still put points into it.

Ah, about recruitment: do you have plans to combine it with mission contact reputations? I.e. recruit a contact only after you impressed him/her?

The thought has occurred to me, so maybe later? Officers are very easy to get now, I could see making them more difficult to both get and keep.

Special paint-job, make the buffs pretty hardcore and "ooh, look out, that one's got an Ace pilot" rather than, "I wonder how buffed every one of those Talons is" :)  Just a thought; it would certainly humanize that :)

If it's just the one buffed Talon, I'm pretty sure no amount of Ace-ness is going to help it vs a single Tactical Laser :)


In the short term, to give a little more flair/functionality to the personality types perhaps some flat bonuses based on personality?
Timid: bonus to shield dissipation
Cautious: bonus to weapon range
Aggressive: Bonus to speed

The small bonuses would help the traits be used more effectively on the battlefield.

Hmm. I think that seems a bit redundant; there are already skills for all these things. If I were to go in that direction, I think it'd be cleaner to have officers with certain personalities favor certain skills more (i.e. more likely to roll the for level-up).
Title: Re: Combat Officers
Post by: Nick XR on April 03, 2015, 10:57:19 AM
In the short term, to give a little more flair/functionality to the personality types perhaps some flat bonuses based on personality?
Timid: bonus to shield dissipation
Cautious: bonus to weapon range
Aggressive: Bonus to speed

The small bonuses would help the traits be used more effectively on the battlefield.

Hmm. I think that seems a bit redundant; there are already skills for all these things. If I were to go in that direction, I think it'd be cleaner to have officers with certain personalities favor certain skills more (i.e. more likely to roll the for level-up).

Ah that's an even better idea.  An affinity for types of skills given a personality trait makes a lot more sense.
Title: Re: Combat Officers
Post by: Psycho Society on April 03, 2015, 11:55:05 AM
I do use the tags, quite often as it's a good way to find related topics without resorting to google search. When I read a new article I like to read similar ones that may have been written earlier. Articles are rad.

I.e. in this article I used them to try to find an older article you wrote about captain personalities: http://fractalsoftworks.com/2011/08/03/captain-personalities-fleet-control-update/

Unfortunately it didn't work, as like you said consistency stuff. But in theory it would work!
Title: Re: Combat Officers
Post by: BillyRueben on April 03, 2015, 12:13:17 PM
So are there any real downsides to officers yet? Or should I immediately place one in every one of my ship as fast as possible?

It would be neat to see a MAJOR downside to officers, such as splitting all "loot" with your officers (exp, credits, after battle scrap, ect). That way there is a little bit of "is it worth it?" before spamming every ship with officers. I'd rather there not just be a simple "pay me X credits every week", because those become meaningless so quickly in games.
Title: Re: Combat Officers
Post by: xenoargh on April 03, 2015, 12:20:54 PM
Quote
If it's just the one buffed Talon, I'm pretty sure no amount of Ace-ness is going to help it vs a single Tactical Laser :)
Well, perhaps, perhaps not.  Maybe it's the only Talon that managed to close.  If the bonuses are good enough (heck, if they had a ramp that could be adjusted per Wing def) maybe it's a really exceptional Talon; maybe it's a Talon with a shield, or a Talon with twice the strafe, or 3X the armor or whatever. 

More importantly, maybe it's the Talon that performed what's supposed to be the Talon's raison d'etre- it's the Talon who just wiped out a couple of Thunderbolts, say.  That this seems to fall flat with Talons says more about Talons than it does about the concept, really :)
Title: Re: Combat Officers
Post by: Gothars on April 03, 2015, 12:23:53 PM
They could get big related skill bonuses to keep them attractive (and more interesting) choices.

That sounds really neat - basically, extra skills that only officers get. I've been mulling over something like that for (eventual, potential) staff officers; my main concern there is that it's yet more extra content, where there's already quite a lot of it still to add.

I also wonder if the player wouldn't wonder why *they* can't get those; might feel like "OP bonus to prop up AI" even when not intended as such.

You could also give skill bonuses within the existing system. Just give an officer with a "negative" behavioral trait an additional (normal) skill. For example, a paranoid officer could automatically gain a level in Evasive Action with every second level up, in addition to the normal skill upgrade path. Of course Evasive Action would than have to be taken out of the normal skill pool for this officer.

Custom officer skills are of course more interesting, but, yeah, the downsides. A few rare ones would be nice.


Oh, another idea!
I assume any hull mod bonuses associated with a skill would not apply to officers (like FMR/ECCM for Missile Specialization). How about enabling officers to apply specific hull mods to the ship they command, as a form of skill bonus? Could even be worth it as part of the normal upgrade path, unrelated to behavior compensation. A timid officers might have a chance to enable the Reinforced Bulkheads or Extended Shields hullmod.
Would be a great way to put hullmods that are far from the player character's skill path on single, specialized ships. Or, for new players, try the effect of a hullmod with an officer before dedicating the character to a upgrade path direction.



I like BillyRuebens idea about shared loot, btw.
Title: Re: Combat Officers
Post by: planeswalker on April 03, 2015, 12:32:50 PM
Hi Alex, long time lurker here, firstly thanks for the update, I guess you are starting to 'flesh' things out for Starfarer now since as you said, most of the basic mechanics are getting done.

I would like to add 2 suggestions:

1. Would it possible to change the names and portraits of officers you recruit (even the future planned staff ones)

2. Or for a higher credit cost (whatever needed to recruit basic officers) you can create 'Custom' Officers, with the same rules as the normal ones but you get to pick their initial skill, psychology (the mentioned timid etc ), in addition to their portraits and names.

The reason for the above suggestions is to add abit of flavour for the player to use if they wish, to the game. I sometimes play in a strange way, so in games where you can customise whatever you play for example X-Com or the more recent Pillars of eternity, you can add your RL friends names to them.
It does being abit of tension and laughs (for example when your sniper named after a friend 1 shots a Muton on full health, only to be taken out by a sectoid who got a crit hit).

I think they won't take much extra coding (I hope) but adding the option to customise these officers would be a appreciated touch.

Thanks
Title: Re: Combat Officers
Post by: CrashToDesktop on April 03, 2015, 01:03:42 PM
I don't think there's going to be any officer customization in the game - as a person, I don't think I'd like my Captain to be changing my name or my appearance, let alone both together. :P Just won't fit in, at least in my mind.

Although I'm sure there'd going to be mods that allow you to do that, so look onto that.
Title: Re: Combat Officers
Post by: Megas on April 03, 2015, 03:51:22 PM
If officers demand too much payment, I will fight as before, either alone or with nameless disposable heroes, and leave officers alone to rot.

I like that an Avoid order will be added.
Title: Re: Combat Officers
Post by: Tartiflette on April 03, 2015, 04:41:28 PM
I like the idea of shared combat reward with your officers. I can definitively see something like 5% of the loot's money and goods getting claimed by each officers. Same for the bounties. Having 10 officers would mean getting only 50% of the money and force the player to balance their number, unless he really want to go after high level bounties. On the other hand, maybe a captained ship could cost less to deploy, as the officers should participate in the expenses too.

Maybe we can imagine two types of contracts: the monthly salary, or the loot share... And rookies officers would generally ask for a salary (cheaper in the long run but you have to level them up), while experienced ones would favor various shares of loot. Given how powerful skills are, plus with the benefit of the personality, I'm sure they will massively boost their ship and be worth it even if the price is high.
Title: Re: Combat Officers
Post by: Alex on April 03, 2015, 07:13:21 PM
I do use the tags, quite often as it's a good way to find related topics without resorting to google search. When I read a new article I like to read similar ones that may have been written earlier. Articles are rad.

I.e. in this article I used them to try to find an older article you wrote about captain personalities: http://fractalsoftworks.com/2011/08/03/captain-personalities-fleet-control-update/

Unfortunately it didn't work, as like you said consistency stuff. But in theory it would work!

Ah, yeah, that's pretty neat - forgot about that one! Going to give tagging more thought in the future.


So are there any real downsides to officers yet? Or should I immediately place one in every one of my ship as fast as possible?

It would be neat to see a MAJOR downside to officers, such as splitting all "loot" with your officers (exp, credits, after battle scrap, ect). That way there is a little bit of "is it worth it?" before spamming every ship with officers. I'd rather there not just be a simple "pay me X credits every week", because those become meaningless so quickly in games.

No downsides for the moment - well, aside from any potential personality/loadout mismatches. I get what you're saying, though, and it makes sense. As far as credits, though, I think the current state of affairs might be misleading; I don't think they *have* to become meaningless. (M&B is a good example where you're never really swimming in gold, no matter how well you're doing.)

Although with industry, you'd probably reach a point where if you're building capital ships, paying officers would hardly be on your radar. Then again, the importance of drops would go down at that point, too - credits might be more important/easier to make really expensive, since no-one said the amount that high-level officers charge for their services had to be "reasonable". It's a seller's market!


Oh, another idea!
I assume any hull mod bonuses associated with a skill would not apply to officers (like FMR/ECCM for Missile Specialization). How about enabling officers to apply specific hull mods to the ship they command, as a form of skill bonus? Could even be worth it as part of the normal upgrade path, unrelated to behavior compensation. A timid officers might have a chance to enable the Reinforced Bulkheads or Extended Shields hullmod.
Would be a great way to put hullmods that are far from the player character's skill path on single, specialized ships. Or, for new players, try the effect of a hullmod with an officer before dedicating the character to a upgrade path direction.

Hmm - that could get messy when combined with reassigning the officer to another ship. It'd also make some officer benefits (i.e. those hullmods) obsolete as you level up and get them for yourself. All in all, I'm thinking about handling hullmods in a different way altogether, but that's a ways off :)

Spoiler
Hi Alex, long time lurker here, firstly thanks for the update, I guess you are starting to 'flesh' things out for Starfarer now since as you said, most of the basic mechanics are getting done.

I would like to add 2 suggestions:

1. Would it possible to change the names and portraits of officers you recruit (even the future planned staff ones)

2. Or for a higher credit cost (whatever needed to recruit basic officers) you can create 'Custom' Officers, with the same rules as the normal ones but you get to pick their initial skill, psychology (the mentioned timid etc ), in addition to their portraits and names.

The reason for the above suggestions is to add abit of flavour for the player to use if they wish, to the game. I sometimes play in a strange way, so in games where you can customise whatever you play for example X-Com or the more recent Pillars of eternity, you can add your RL friends names to them.
It does being abit of tension and laughs (for example when your sniper named after a friend 1 shots a Muton on full health, only to be taken out by a sectoid who got a crit hit).

I think they won't take much extra coding (I hope) but adding the option to customise these officers would be a appreciated touch.

Thanks
[close]

Hi! In all honesty, I don't really see doing that. It goes against the grain of officers being "actual people"; if anything, I'd prefer to go the other way and enhance that rather than make them something the player has minute control over creating.


If officers demand too much payment, I will fight as before, either alone or with nameless disposable heroes, and leave officers alone to rot.

That's kind of the definition of "too much", isn't it? The key would be balancing the payment amount so that it's worth it or not depending on your specific usage.

I like the idea of shared combat reward with your officers. I can definitively see something like 5% of the loot's money and goods getting claimed by each officers. Same for the bounties. Having 10 officers would mean getting only 50% of the money and force the player to balance their number, unless he really want to go after high level bounties. On the other hand, maybe a captained ship could cost less to deploy, as the officers should participate in the expenses too.

Maybe we can imagine two types of contracts: the monthly salary, or the loot share... And rookies officers would generally ask for a salary (cheaper in the long run but you have to level them up), while experienced ones would favor various shares of loot. Given how powerful skills are, plus with the benefit of the personality, I'm sure they will massively boost their ship and be worth it even if the price is high.

It's an interesting idea, but I think that might be getting a bit too involved :) I can certainly see making it deeper, but I think for this kind of thing, it's important for it to combine well with other features. For example, if there are monthly expenses, then a monthly salary for officers fits right in, and does the job of making officers expensive without a lot of dev or design overhead. A loot sharing mechanic, on the other hand, sounds like it'd be specific to officers, and thus considerably more work on all fronts - mechanics, UI design, explaining it to the player.

This is a large part of the reason I'm filling campaign mechanics in with a fairly broad stroke at this point. Once more of them are in place, it'll become more clear how to best fill them out. (I mean, look at officers - that came together so quickly because all the surrounding pieces pretty much dictated the shape officers needed to take.)
Title: Re: Combat Officers
Post by: SafariJohn on April 03, 2015, 07:30:40 PM
Although I don't think it fits Starsector, the booty-splitting system in Sid Meier's Pirates springs to mind from this discussion.
Title: Re: Combat Officers
Post by: Cycerin on April 04, 2015, 06:32:12 PM
Awesome surprise. It was what I hoped the secret was.

All I'll say is that I would like to see a small risk of Officers not ejecting from an exploding ship. Ideally you get attached to these people like your squad in X-COM and the risk of losing them and the stories that result from it should also be there, simply because it makes you care to actually retreat ships and try to back them up instead of just treating them like pawns.

The combination of personality reflected in AI and combat skill bonuses is a good way to get you to give a crap bout your officers - I also suggest a list of randomly generated quirks inherent to each officer, not big ones but little cool things that are inherent to each officer and can help at any combat role. Maybe they could scale too, youd occasionally be asked if you wanted to "invest" in the quirk as it'd be listed there with the skills. Just very quick brainstorming:

Hard-assed - Less crew loss and overload time for affected ship
Itano Fan - More trigger happy with missiles, missiles do a little more damage
Right Hand Man - Bonus to damage done and aim accuracy when close to the flagship
Applied Cowardice - Almost always ejects succesfully, engines repair twice as fast
We Put our Faith in Blast Hardcheese - Ship is better at boarding action
Death Wish - More likely to drop shields and slug it out instead of backing off, bonus to damage done

etc. Maybe they'd by design have to be too lightweight to actually matter, maybe there arent enough hooks to affect the AI behavior with, so theyd end up as a list of player skill-type bonuses, but man I love the idea.
Title: Re: Combat Officers
Post by: Uomoz on April 05, 2015, 10:12:01 AM
The combination of personality reflected in AI and combat skill bonuses is a good way to get you to give a crap bout your officers - I also suggest a list of randomly generated quirks inherent to each officer, not big ones but little cool things that are inherent to each officer and can help at any combat role. Maybe they could scale too, youd occasionally be asked if you wanted to "invest" in the quirk as it'd be listed there with the skills.

This, so much this. I love the implementation of random traits that's in Darkest Dungeon for example, half of them are positive, half negative (still fun) and you get to fix/change some of them spending resources. Ideally I'd want an officer to make me think *oh John is overkilling lashers as usual, well at least he's a beast with those missile stats* instead of *nice, John's lasher is 13% more combat effective*.
Title: Re: Combat Officers
Post by: HELMUT on April 05, 2015, 10:40:03 AM
Eh, that's funny i also thought about Darkest Dungeon when i read Cycerin's idea. Not sure if the Lasher-phobia thing in particular is possible to code but yeah, personality quirks could be fun. At least something more than just a standard (and a bit bland) stats buff.
Title: Re: Combat Officers
Post by: bills6693 on April 05, 2015, 12:47:29 PM
I also think that more varied personalities would help here, they don't even have to be advantageous.

How about a paranoid officer who likes to shoot empty space, a choleric one who doesn't stop shooting at disabled ships, or a prideful one who doesn't back away from superior forces? They could get big related skill bonuses to keep them attractive (and more interesting) choices. You could implement that as independent (rare?) personality traits or as sub-traits to the main ones (aggressive-prideful, aggressive-paranoid etc.). 

I do like the idea of giving tradeoffs for bad behaviors, though that also has some potential downsides - if the player "gets" it, it could be great. If not, it could be "jeez look at this broken AI".

On the topic of the player 'getting it', I think there's a really easy UI answer for that. Basically an officers traits are displayed like pictures with tooltips (just like all the other thumbnails) when looking at them. When seeing the summary written it might just say 'proud' but when you read the tooltip for what proud means, it says:

This officer is too proud (alrhough his crew sometimes say stupid) to give in to any foe.
His ship will not back off or retreat, even in the face of overwhelming forces.
Once in combat, can't be ordered to move away or withdraw.
Gains 20% shield, armour and hull strength.
Gains 50% peak performance time, and CR reduces at 50% speed.

So on the surface it just says 'proud', no buffs shown. On the tooltip it tells you, and this links it all together.


Furthurmore, I really like the idea of the officers having these 'personalities' more than the current ones. The current ones are rather generic - basically 'aggressive, balanced, defensive, non-combatant' under some new names. These should be 'standing orders' toucan give to any ship, with or without an officer. The officer spices it up by having these quite different traits that are much more unique, have more personality, and interact with the player a lot more (through the giving/taking of orders maybe). Some extra ideas:

Singleminded: will follow through with an order with no care for anything else, until it has been completed. Can't be given a new order until the last one is done.
Opportunistic: orders are more a 'recommendation' for this officer. Will change their mind if something better pops up.
Devoted: will refuse to go further than 1000m {balance} from the player. If they find themselves further away, will immediately return. Can only deploy at the same time as player ship, and will always deploy with it
Bezerk: once they spot an enemy ship, they'll engage and become deaf to any orders (unlike proud, who will still receive target preference etc)
Frightful: will keep away from bigger ships, even if that means disobeying orders. Will engage at range, if out of their range.

These are just to give a taste : the key thing is that it's always s bit unique, a bit of a handicap but you get appropriate buffs too, making them quite specialised. It's future content of course but I think it would do much better at giving officers personality, and something unique. Of course you'd probably have these as extremes (maybe 25% of the time?)

Just my personal humble opinion, I understand the current limits.
Title: Re: Combat Officers
Post by: Zaphide on April 05, 2015, 03:25:16 PM
The combination of personality reflected in AI and combat skill bonuses is a good way to get you to give a crap bout your officers - I also suggest a list of randomly generated quirks inherent to each officer, not big ones but little cool things that are inherent to each officer and can help at any combat role. Maybe they could scale too, youd occasionally be asked if you wanted to "invest" in the quirk as it'd be listed there with the skills.

This, so much this. I love the implementation of random traits that's in Darkest Dungeon for example, half of them are positive, half negative (still fun) and you get to fix/change some of them spending resources. Ideally I'd want an officer to make me think *oh John is overkilling lashers as usual, well at least he's a beast with those missile stats* instead of *nice, John's lasher is 13% more combat effective*.

Came to post pretty much exactly this :)

Perhaps if an officers ship is disabled, they gain temporary/permanent quirks (i.e. if they are in a frigate that is disabled/destroyed, they decide they want to pilot something bigger and refuse to pilot anything smaller than a cruiser).

Perhaps quirks can be removed/altered with a certain amount of shore leave :D
Title: Re: Combat Officers
Post by: Pushover on April 05, 2015, 03:44:56 PM
I feel like negative quirks like Darkest Dungeon don't fit Starsector. We don't have things like Crew Morale, your crew doesn't seem to care if you are running them through a meat grinder, suffering 10% casualties every engagement, with a roughly weekly engagement. Life expectancy is probably under 3 months under those conditions, I have to wonder why the crew is so willing to join you at that point. From there, why should their commanders be so fearful when they don't die, and the people under them go into a meat grinder, yet still perform their jobs.
Title: Re: Combat Officers
Post by: Alex on April 05, 2015, 04:50:05 PM
In lieu of detailed replies to everyone saying similar things, I'll just say instead that I totally get the appeal of adding something unique to each officer :)

It's less clear exactly what shape that will need to take, though, so I think it makes sense to leave it be for the moment, implement a bunch of other features that are more impactful for the time spent, and perhaps get back around to it either when it's a good opportunity to work it in, or when it is the most impactful thing to work on.
Title: Re: Combat Officers
Post by: nomadic_leader on April 06, 2015, 10:13:43 AM
Looking forward to trying these new features, it sounds fun.

On the face of it I agree with people saying that fighters should get officers too (per wing basis); fighters are a bit dull because you cannot customize/personalize them in the way you can other SS fleet assets.

I also think officers should die if their ship dies. Why:

If they don't die, this happens: A player gets the officers they want, levels them to perfection, and keeps them forever.

If they can die, this happens: They occasionally lose beloved officers, and have to replace them with new ones. This keeps things fresh, and it adds an element of jeapordy for high level players, who by that time are so powerful and wealthy that they can easily replace other losses. Engagement/combat becomes boring when you have nothing significant to lose.

It also adds an element of 'humanity' which is appealing to a lot of players. Losing a dear old officer would most likely generate an emotional response. Bungie made an RTS before halo called myth, which had units with personalized names that leveled up with each kill. Losing a skilled veteran really meant something in that game. I'm sure there are other examples.
Title: Re: Combat Officers
Post by: TheDTYP on April 06, 2015, 10:19:59 AM
It also adds an element of 'humanity' which is appealing to a lot of players. Losing a dear old officer would most likely generate an emotional response. Bungie made an RTS before halo called myth, which had units with personalized names that leveled up with each kill. Losing a skilled veteran really meant something in that game. I'm sure there are other examples.

I wholeheartedly second this, I think it would be awesome if Officers could die. It would do well to make the game more emotional (as emotional as a space sim could be) and sorta raise the stakes in battles
Title: Re: Combat Officers
Post by: DatonKallandor on April 06, 2015, 10:28:07 AM
If they can die, this happens: They occasionally lose beloved officers, and have to replace them with new ones. This keeps things fresh, and it adds an element of jeapordy for high level players, who by that time are so powerful and wealthy that they can easily replace other losses. Engagement/combat becomes boring when you have nothing significant to lose.

That'd be great, but in practice this is what really happens:
If they can die - nobody fits battles where there's any chance of losing and if there's any risk of combat losses valuable officers aren't deployed. Because that's what currently happens already. Pitched battles have no increased reward to counter the increased risk and there is nothing but value in fighting only when you are 100% sure you'll win without any losses (you don't even get XP for losses anymore).

As for flag officers as was already proposed in here splitting them into a separate pool would probably be optimal. You'd have a certain amount of slots for staff officers (amount tied into leadership?) and everything that's fleet wide and not directly captaining a ship related goes into there. Your Fighter Commanders coordinating strikecraft use, your Master Engineers that repair quicker and salvage losses, your Savant Navigators increasing Burn speeds, etc.

Because for those kinds of Officers, it makes very little sense to assign them to a specific ship (except the Wing Commander I guess, which traditionally is located on the primary carrier of a fleet) and a lot to keep them in your flagship.
Title: Re: Combat Officers
Post by: orost on April 06, 2015, 10:28:25 AM
The stakes are already very, very high. A big defeat can set you back hours of gameplay just in ships and weapons. If you add officers to that, it just gets worse. If anything is done that increases the stakes, it should be only after the player has more ways to insure themselves against loss and to recover.
Title: Re: Combat Officers
Post by: Gothars on April 06, 2015, 10:30:06 AM
In the first screenshot, there is a Lieutenant Torres. Does the rang depend on the level of the officer? Or does it mean something else?

About officer death: How about if officers can't get killed, but severely wounded, so they need to be hospitalized for some time. Maybe you'd have to bring them to a stable planet and later pay their medical bill before you can employ them again. Basically the same that happens to the player character if the fleet is lost. That would be enough motivation to use them with care, but not so harsh you'd "have" to reload. (Maybe it could even justify hospital ships :) )

Title: Re: Combat Officers
Post by: Alex on April 06, 2015, 10:47:50 AM
About officers dying/being injured, I'll just paste what I just said in the patch notes thread, since it came up there as well:
Quote
Re: officers dying/becoming incapacitated:
At the moment, no. There's no "greater good" to sacrifice them for. When there is (e.g., say you're trying to defend an outpost, and it's *worth it* to take losses) then these kinds of mechanics may make sense, and I'll look at it again then.


In the first screenshot, there is a Lieutenant Torres. Does the rang depend on the level of the officer? Or does it mean something else?

They're currently all lieutenants, and it doesn't "mean" anything in game terms.
Title: Re: Combat Officers
Post by: Megas on April 06, 2015, 10:55:55 AM
I have been proclaimed the forum munchkin, and rightly so.  All I care about officers (for now) is how I can min-max and use them to make my fleet even more powerful.  I know others want a more immersive experience.  Just pointing out I am not one of them, much of the time.  Or rather, if immersion clashes with winning the game, I will pick the latter.
Title: Re: Combat Officers
Post by: Nick XR on April 06, 2015, 01:04:36 PM
Regarding officer XP, I've always thought Mount and Blade did a decent job of it.  Everyone gets flat experience for being part of the group doing battle, then experience is rewarded based on kills.  To translate that here I would go with flat XP + % of damage inflicted normalized by ship OP, to ensure that small ships with limited damage capability that are doing their job 'well' are still rewarded.

But the current 80% solution works almost as well.
Title: Re: Combat Officers
Post by: Trylobot on April 06, 2015, 01:47:23 PM
Regarding Officers and Fighters: You could apply some kind of bonus to fighters in the fleet if an officer is onboard a carrier ship (being any ship with flight decks), perhaps which scales according to how many flight decks are on that ship (which would lore-wise scale that ship's importance in the fleet with regard to preparing fighters for combat)
Title: Re: Combat Officers
Post by: gofastskatkat on April 07, 2015, 02:17:57 PM
Wait, so does this mean that the officers are in the current build of the game? (havent had enough time to keep up with the updates XD)
Title: Re: Combat Officers
Post by: SafariJohn on April 07, 2015, 02:50:09 PM
Wait, so does this mean that the officers are in the current build of the game? (havent had enough time to keep up with the updates XD)

No. They are planned for 0.7.
Title: Re: Combat Officers
Post by: Alex on April 07, 2015, 02:58:37 PM
Regarding officer XP, I've always thought Mount and Blade did a decent job of it.  Everyone gets flat experience for being part of the group doing battle, then experience is rewarded based on kills.  To translate that here I would go with flat XP + % of damage inflicted normalized by ship OP, to ensure that small ships with limited damage capability that are doing their job 'well' are still rewarded.

But the current 80% solution works almost as well.

Hmm, yeah, basing it on kills might be fun. And more complicated!


Regarding Officers and Fighters: You could apply some kind of bonus to fighters in the fleet if an officer is onboard a carrier ship (being any ship with flight decks), perhaps which scales according to how many flight decks are on that ship (which would lore-wise scale that ship's importance in the fleet with regard to preparing fighters for combat)

I could see that being interesting, especially if there were, say, Combat skills that impacted fighters. Might require more explicitly tying fighters to specific carriers, although, as you say, scaling it based on the number of decks might work. But it'd raise some weird cases - i.e. that lone wing of Talons you have would get worse (???) because you bought a second Astral and it doesn't have an officer on it. Could be worked around, but that's starting to get messy.
Title: Re: Combat Officers
Post by: Tartiflette on April 07, 2015, 04:37:58 PM
[...] Might require more explicitly tying fighters to specific carriers [...]
I would LOVE to see this (wasn't it the case back in 0.58? can't remember). Something like 2 wings per flight decks in the fleet could be kept active while traveling in hyperspace, the rest having to be mothballed. No longer a lone Gemini could causally haul 7 wings just out of a wormhole, if there is even a Gemini!
Flight decks are a bit common in non combat ships so the change wouldn't be that huge for dedicated carrier fleets, it would just avoid some weird situations like carrier-less fighter fleets. And the combat part could stay as it is...

But I digress.
Title: Re: Combat Officers
Post by: Aeson on April 07, 2015, 06:03:00 PM
Flight decks are a bit common in non combat ships
They're really not. The Atlas is the only noncombatant that has a flight deck, unless you consider both the Condor and the Gemini to be noncombatants (despite the Gemini's claim that it's a freighter, it's at least as much an escort carrier or light carrier as the Condor and not nearly as much a freighter as the Mule).

As far as the fighter officers as fighter aces idea goes, I'm not terribly fond of that idea. I don't really like the thought of having this guy somehow teleporting from a fighter that just blew up into another fighter or a carrier that started building a replacement fighter; officers should be out of action if the ship they're on blows up, and that includes fighters if they're supposed to piloting one personally. I also don't like the idea that I'd have one superfighter per squadron with the rest of the group performing at the current level.

As far as the idea of tying fighter performance to carrier commanders, I'm not terribly fond of it. I'd tend to prefer that fighter wings had their own officers, rather than being the one unit type that depends on some other character for their performance. That being said, there could be skills for carrier commanders that indirectly affected fighters, say skills which boost the speed at which flight decks rearm, repair, or ready fighters (which would tend to be a carrier crew thing rather than a fighter thing). Direct performance enhancements, though, are something I'd much rather came from an officer assigned to the individual squadrons.

However, I could see tying the number of fighter officers you can have to the number and type of carriers you have. I don't like the officers as fighter aces idea, but that leaves the question of where fighter officers would go and what they'd do; putting them into the carrier seems reasonable since you'd expect the carrier to have something like an ATC, the size of which would likely be at least partially dependent upon the number of flight decks on the carrier (though you could have a nonlinear scaling, e.g. a Venture or an Odyssey might have a larger ATC than a Condor despite both vessels having only one flight deck), and keeping them in the carrier to staff the ATC explains what they're doing if they're not fighter aces.
Title: Re: Combat Officers
Post by: Gothars on April 08, 2015, 02:02:46 AM
Regarding Officers and Fighters: You could apply some kind of bonus to fighters in the fleet if an officer is onboard a carrier ship (being any ship with flight decks), perhaps which scales according to how many flight decks are on that ship (which would lore-wise scale that ship's importance in the fleet with regard to preparing fighters for combat)

I could see that being interesting, especially if there were, say, Combat skills that impacted fighters. Might require more explicitly tying fighters to specific carriers, although, as you say, scaling it based on the number of decks might work. But it'd raise some weird cases - i.e. that lone wing of Talons you have would get worse (???) because you bought a second Astral and it doesn't have an officer on it. Could be worked around, but that's starting to get messy.


Maybe this would work: Any flight officer on board a carrier would grant his bonus to as many fighter wings as the carrier has flight decks. If there are more fighter wings than flight decks, the wings further up in the fleet menu get the bonus. If  there are multiple flight officers on carrier duty, the one on the carrier further up in the fleet menu grands his bonus first. Every fighter wing can only get a bonus from one officer at a time.  

If you introduce skills that boost fighters, officers on carriers could even be skilled to boost both fighters and their carrier at the same time (although weaker as if focused on one thing, of course).

  
Title: Re: Combat Officers
Post by: Megas on April 08, 2015, 05:58:31 AM
If tooltips are to be believed, ships with higher CR crank out replacement fighters a little faster.

Gemini is as much a freighter as the Mule if we are using singular ship capacity instead of Logistics per cargo.  The former is important when configuring a tiny fleet that can dock at hostile bases (i.e., three frigates or destroyer and frigate).  Kind of wish a solo cruiser can sneak into bases.
Title: Re: Combat Officers
Post by: XpanD on April 09, 2015, 11:08:18 AM
Just sat down for a bit to take all of this in, and I'm definitely hyped. I've been looking forward to this specific mechanic for about as long as I've played the campaign, so to now actually see that coming... Woo!

(and yes, I believe I've used tags in the past -- they've got good potential for quickly showing how a specific part of the game evolved over time, and I vaguely recall using them to cruise around story-related things for my own mods too)
Title: Re: Combat Officers
Post by: CedricO on April 10, 2015, 01:28:58 PM
Realy excited about this. :) However i do hope we can customize them a little bit. Even giving them custom names would be a welcome addition!
Title: Re: Combat Officers
Post by: cardgame on April 14, 2015, 05:44:36 PM
So I'm a bit late to this news, but it sounds fantastic! Any chance of certain officers being naturally better with certain ship classes, like, say, an ex-pirate being a great frigate commander or an ex-military officer being better in a cruiser or the like? Maybe a preference for being a carrier commander, with associated leadership skills (fighter refit and speed bonuses)?
Title: Re: Combat Officers
Post by: Davidkerr7 on April 17, 2015, 10:05:03 AM
i wounder if Alex could add a harpoon weapons to prevent ships from escaping. like imagen a bunch of small ships trying to pull a capital ship. :)
Title: Re: Combat Officers
Post by: SafariJohn on April 17, 2015, 01:50:01 PM
That's what Salamanders are for, they even regenerate now. Shooting out a ship's engines with any weapon works, actually.
Title: Re: Combat Officers
Post by: drugon on April 20, 2015, 05:26:38 AM
I have a question about what will happen if officer's ship will be destroyed? Will officer have a chance to use save capsule and go to flagship?
Title: Re: Combat Officers
Post by: Dri on April 20, 2015, 11:30:32 AM
I have a question about what will happen if officer's ship will be destroyed? Will officer have a chance to use save capsule and go to flagship?

They don't die for any reason. This is probably change as the campaign is more fleshed out.