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Messages - Realm

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1
Oh I'd hate this. I always love working to befriend the pirates at the expense of relations with the major powers, pirates are my bros. I'd rather see more non-hostile interaction with them than even less, which is why I liked the little bit of content we got with them in this release.

2
Suggestions / Re: Exploration needs to be a challenge again
« on: June 03, 2023, 12:06:52 PM »
I don't see the issue with industry skills. You're trading off combat/fleet power for logistical ease, it's not like they're absolutely free unless you've raised the level cap. I feel if there's anything exploration needs challenge-wise, it's more unique encounters like
Spoiler
Alpha Site, Sentinel
[close]
, Guardians, Motherships and so forth - give me more 'boss fights' that let me measure where my fleet has reached power-wise, and give the older ones (that weren't spoilered) more unique rewards so they're more appealing.

3
Suggestions / Re: [UI] Starscape shouldn't be turned on by default
« on: June 03, 2023, 12:01:52 PM »
I never bother turning it off because I vastly prefer the aesthetics of it (given I'm staring at a map 10% of the time), but I would like to be able to view slipstreams with it on.

4
I've found it rather annoying at the times where holding S doesn't change my speed whatsoever (7 with, 7 without) but I still need to do it to avoid getting hit by storms. A toggle would be nice.

5
You missed that it can give three story points if you give it to the Knights of Ludd, but I do somewhat agree it's disappointing that only one of the choices is especially appealing unless you're hard-committing to RP and willing to gimp colony potential for it. More options would be nice, especially for warding off other factions' expeditions.

6
Suggestions / Re: Let us declare a distance for an order
« on: May 29, 2023, 08:57:15 AM »
I think this is more tied to the Officer personalities/ship doctrine than the leash itself. While I'd like more fine control, it would take away somewhat from the nature of finely choosing Officers based on their personality for such tasks.

7
Suggestions / Re: Fixed Skill Sets for Level Seven Officers
« on: May 28, 2023, 07:04:12 AM »
So what seven skills do you want?

(And, for my curiosity, what six skill combinations would you like better than the various seven-skill sets people have suggested so far?)


And while I'm here, have an extra officer setup:
Generic Okay-At-Anything Officer: Ordnance Expertise (Elite), Field Modulation (Elite), Target Analysis (Elite), Point Defense (Elite), Gunnery Implants (Elite), Helmsmanship, Combat Endurance

(Keeping in mind that you can swap around what skills an officer has at elite, so for example the above could get swapped to elite Helmsmanship if you were planning on putting them in a slower cruiser or capital.)
Truthfully? It depends on the ship and ship's loadout. I'll build an Officer for a ship, not a ship for an Officer. For example, CE I'll only use on civilian ships (Prom. Mk II, Atlas Mk. II notably) to get them up to 100 CR since the rest of my ships have CR 100 between Crew Training and Best of the Best + Hull Restoration.

For example, with Legions/Onslaughts I lean toward: Ballistic Mastery (Elite), Gunnery Implants, Impact Mitigation (Elite), Polarized Armour (Elite on Onslaught), Ordnance Expertise (Elite) and between the two ships PD for Legion (Elite)/Target Analysis for Onslaught. With level 7 I'd add Damage Control to both builds, and have it Elite on the Onslaught in lieu of PA Elite. The build is for the stock Legion, as I prefer it's larges over the XIV Legion's slots.

8
I think the reason the points can be used to avoid fights is for iron man. Without it, you can usually just reload your save and dodge the fight (and therefore the SP sink) trivially.

9
Suggestions / Re: Fixed Skill Sets for Level Seven Officers
« on: May 26, 2023, 12:55:38 PM »
I'd rather just have a way to repick their skills entirely, even if only once and at a firm SP cost - as otherwise in most cases I'd rather just hand build a level 6 Officer myself. In those listed builds for example, I'd never want Missile Spec on an Onslaught Captain or a Legion Captain unless it's an XIV Legion - sooner opting for Point Defense or perhaps Damage Control in both cases.

It's very often I just airlock any level 7s in favour of level 6s with the skills I actually want, and I'd probably continue doing so with the listed fixed skillsets so far.

10
Story points aren't exactly free, and if it really need be then require spending SP in addition to possessing those skills to clear the d-mods - or introduce a malus for respeccing after repairing the vessels. As it stands Hull Restoration is very underwhelming outside of being paired with Automated Ships, and that neither has any bonus for special 'one of a kind' automated ships is just wholly disappointing. Skills should matter more in the grand scheme of things, especially in fleet composition, and offering more viable reasons to run AS/HR as your main build than keeping a Radiant would be a step in a more interesting direction.

Additionally, to return from being mildly off-topic, making all of the non-Capital vessels from that particular encounter SP-salvageable might be a fair way to let people get as many as they want without reloading the encounter repeatedly.
Hull Restoration plus Automated Ships is underwhelming in the first place, much as it pains me to say this.  That combo gives the sadistic choice between good flagship or good fleet with only five skill points left.  (I chose good flagship, and my fleet is underwhelming.)  Player cannot build AI ships, so the only options when your AI ships take d-mods is to wait a long time for d-mods to disappear or pay for Restore (or respec and get Derelict Ops and not care about taking more d-mods).  Automated ships cost as much as an elite ship of its class to Restore.  However, the one ship that is really nice for Hull Restoration is Ziggurat.  Z costs almost two million to Restore.

Automated ships are not very good (i.e., no better than human ships) without AI cores, so player cannot use too many ships bigger than frigates if they have AI cores.

Hull Restoration plus Neural Link is even worse.  Neural Link has too many problems (OP tax, less flexible than Automated Ships).  Ziggurat is stronger than something like two linked Onslaughts or similar.

Story points are not free when I want to set them aside for s-mods for every ship I have or especially if I want to go wild with colony improvements with doubling costs per improvement (especially for no AI in colony runs).  Plus, some good systems do not have enough stable points and need five story points per point to create.  Story points are not fast to earn unless the player can easily crush endgame fleets with high to max +xp% multiplier.
That's more of the point I'm making, it's a fairly underpowered combination outside of perhaps super-buffing one Radiant - so giving it some benefit for the unique vessels recovered from this particular fight might serve to help make it more appealing. More unique benefits to running HR as a capstone of your build rather than something occasionally respecced to in order to save money would be wonderful, currently it offers no more real benefit than as an alternative to Crew Training or putting Combat Endurance on Officers.

11
I feel as though they should be all be a guaranteed recovery, really. I mentioned this in a thread suggesting the ability to cleanse them of d-mod appearance, but it's really strange that there's no further benefit in the recovery, usage or even restoration of these ships if you have the automated ships and hull restoration skills. A build that typically signals going all-in on this precise kind of ship in the fleet has no real boost to them over any other build, even in just their acquisition, which is very disappointing flavour-wise.
Because you can respec, having the ability to repair them with those two skills will make the dmods just become a time and two story point cost. Either they're permanent or they may as well be repairable normally.
Story points aren't exactly free, and if it really need be then require spending SP in addition to possessing those skills to clear the d-mods - or introduce a malus for respeccing after repairing the vessels. As it stands Hull Restoration is very underwhelming outside of being paired with Automated Ships, and that neither has any bonus for special 'one of a kind' automated ships is just wholly disappointing. Skills should matter more in the grand scheme of things, especially in fleet composition, and offering more viable reasons to run AS/HR as your main build than keeping a Radiant would be a step in a more interesting direction.

Additionally, to return from being mildly off-topic, making all of the non-Capital vessels from that particular encounter SP-salvageable might be a fair way to let people get as many as they want without reloading the encounter repeatedly.

12
I feel as though they should be all be a guaranteed recovery, really. I mentioned this in a thread suggesting the ability to cleanse them of d-mod appearance, but it's really strange that there's no further benefit in the recovery, usage or even restoration of these ships if you have the automated ships and hull restoration skills. A build that typically signals going all-in on this precise kind of ship in the fleet has no real boost to them over any other build, even in just their acquisition, which is very disappointing flavour-wise.

13
Suggestions / Re: Raise the level cap to 20
« on: May 23, 2023, 11:49:02 AM »
Some alternative sources of skill points would be interesting, but I don't really think the level cap needs adjustment. It's a bit strict because it wants you to really think about what you're planning to build toward, and to try and offer the options as equally compelling. Plus, it's already one of the easiest things for a player to tweak as well, simply changing one number in a settings file.

If the skill/leveling system overall had another rework though, I could see the cap getting changed again.

14
I feel that the fact that I'm torn on what I want to spend points on is a strong sign that the skill system is well-designed. There are a lot of compelling build options, and if you want more variety in a run Starsector is designed to be pretty customizable so as others have said it's as simple as changing the max level by +5/+10 or however many extra levels you'd like.

15
Suggestions / Re: Storm Needler needs a rebalance
« on: May 17, 2023, 09:03:04 PM »
I personally love these things, often get good mileage out of them. Currently running an Invictus with 2 Storm Needlers at the front paired with 2 Hellbores, and a pair of Alpha Ramparts w/ a Storm Needler each in the turret slot.

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