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Starsector 0.97a is out! (02/02/24); In-development patch notes for Starsector 0.98a (2/8/25)

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Messages - CozyCloudy

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General Discussion / Re: the #1 reason I don't play this game
« on: June 09, 2021, 04:02:55 AM »
As i said I didn't mean to be rude but the first post had too little information.

And I don't use only capitals/cruisers. I tend to balance my fleet with 1-2 capitals, 3-4 cruisers, 3-4 destroyers, 4-6 frigates. The reason why I haven't yet provided screenshot/footage is because i have started a new campaign on a fresh install(I want to limit all external factors) and I don't have that much time to play the game these weeks.

I don't believe the purpose of frigates is only to capture points or only distract the enemy. SO frigates don't last enough for some of the harder battles the game throws at you and the Monitor is an exception(only used as an distraction) from the high tech dominated frigates(these can also inflict some damage). I can build tempests and scarabs to take on cruisers 1vs1.

Also triple S modded ships/fleets (edit)WILL* WRECK EVERYTHING even if you use some of worst ships in the game.

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General Discussion / Re: Exploring how to command the AI
« on: June 09, 2021, 03:29:14 AM »
Please test fleets not individual ships (It rarely has importance 1vs1 ship combat).

3
General Discussion / Re: the #1 reason I don't play this game
« on: June 09, 2021, 02:57:28 AM »
Arcagnello I don't mean to be rude, especially since you put in the effort to try and show me some how you play the game, but I see a lot of problems with what you have posted:
  • Your screenshots don't actually show the full enemy fleet
  • All of your screenshots except the first one show situations in which you are already winning
  • You are using mods

I would really appreciate if people who want to reply and contribute to the discussion would try and read what has been already posted by either me or others in the same thread. (I acknowledge the fact that AI does well on its own or follows certain orders when you are have a fleet advantage)
Also spamming high tech frigates does not help in regards to other arguments being made on this very same thread.

4
General Discussion / Re: the #1 reason I don't play this game
« on: June 08, 2021, 05:24:43 AM »
Please do.

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General Discussion / Re: the #1 reason I don't play this game
« on: June 08, 2021, 04:45:47 AM »
I have basically played my last 3 Starsector campaigns (all of which have now successfully beaten endgame) without even manually controlling any ship and just using a combination of orders and strategies for everything. What Rusty Cabbage says here is 100% authentic.

You can execute advanced strategies aimed at sploiting your enemies' weaknesses with just the orders you're given with in the tactical view, it simply takes experience to realize how your AI ships actually behave when given any order and what ship variants the AI uses best to execute orders better, which generally comes with experience.

In short, fail enough at the game while keeping an open mind for new ways to do things and you'll eventually come out ontop. This litterally applies to every aspect of Starsector, including fleet orders.

Well if that is how you see things then I would really like to find some proof of the strategies being employed using orders.
I have watched all youtube (Nemonaemo, Uran, Lowsettings, Asher, WadeStar, MoshiKnight, Friendly Rough Ai,
HELMUT  etc.) material i can find, google things, stalk this forum, reddit and discord but I really haven't seen a single example of the things you mention. (I have yet to see someone with this experience you speak of using put it in practice and recorded).

What I am trying to say I have yet to see someone use orders to deploy an actual strategy beyond: set your fleet to defend these points so they don't all rush forward, capture points, escort, maybe avoid on smth).

The problem I have is not that I can't deal with with the challenges this game throws at me (if at this point they can be called so) but that I am compelled by the current game design to brute force every single one of them.(more info in the previous posts)

6
General Discussion / Re: the #1 reason I don't play this game
« on: June 07, 2021, 09:30:21 PM »
When I mean viable builds I mean fleet compositions/ship loadouts that can generally tackle most threats (in my opinion high level bountys is really low on the threat level with the exception of certain high tech ones... I am starting to see a pattern).

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I suppose the viability of certain builds is rather subjective and depends on how well you mastered commanding the AI.

I really don't think performance/viability of builds is subjective as it can be reliably measured.

Sure you can make some builds that consists of less used ships (low tech, certain mid line, pirates etc) and do great against pirates, high level bounties except the ones mentioned above. The problem is that you will ALWAYS end up with lower perfomance no matter what combination of ships you use from low tech, mid line than if you simply spam high tech or certain outliers (example champions).
 
YES you can beat Doritos, 3 radiant ordos, doom spam with astral high level bounties and other fleets (that have a lot more than 240DP) but it is going to cost you a hefty price and a lot of nerves.

Another thing that I would like to clarify is that I believe in order to bring other playstyles/doctrines up to level it is not necessary to buff them (stats or ship systems etc). You can bring them up to level by:
  • buffing the AI so that it can play on its own and use these other playstyles/doctrines effectively. Orders remain as they are, serving just as suggestions
  • or change how the order system works so that we can make use of the advantages of these other playstyles/doctrines ourselves

7
General Discussion / Re: the #1 reason I don't play this game
« on: June 07, 2021, 01:29:24 PM »
IDK, for me the whole point of trying different loadouts is to find the one that works best. The fun part is finding the ones that work well. The AI is just one factor in that optimization, and changing the AI wouldn't make it any more or less enjoyable. If the AI was better, then I would just optimize towards the new best loadouts and the old 'best' loadouts would becomes similarly obsolete to the current 'risky' loadouts. The only problem for me is that the game doesn't do a great job of telling you the rules that you're playing by with the AI, but once you figure them out/understand them, changing the AI is just shifting the optimization goal posts so to speak. That's how I see it anyway.

I really don't want to sound like I don't acknowledge certain arguments being made.
But what I am trying to argue in these posts is creating the possibility for most people to have fun even if some have different playstyles.

I could point out that after 1 or 2 playthroughs and a bit of testing your the ships you basically have seen all builds that are viable(even though there are A LOT of possible combinations of ships/weapons).

And i would also like to point out that to me it seems like a fallacy saying things like: If the AI was better ... you would just optimize differently.
To me it sounds similar to things like : "If I am going to die anyways  what is the point of ever going to a doctor or taking care of my health?"

8
General Discussion / Re: the #1 reason I don't play this game
« on: June 07, 2021, 10:37:38 AM »
Well if that is what you think I will just say this.

Lets agree to disagree.

I simply wanted to put in words some aspects of the game that maybe (just my opinion) need a bit more attention than they currently get.

9
General Discussion / Re: the #1 reason I don't play this game
« on: June 07, 2021, 10:19:07 AM »
Perhaps I'm missing something, but shouldn't a fleet composition dependent strategy be the goal of an orders system? So that the player uses different strategies depending on what ships they have. Using orders to win battles depends entirely on knowing the capabilities on your own ships, at least approximately. If I try and treat a Lasher like a Tempest things aren't going to go well. Same with Enforcer (can take a pounding but has low gun firepower) vs a Sunder (glass cannon), etc.

What I mean in more precise terms is that because it is not possible for you to fine tune your ships behavior or give them precise orders you end up compensating by using a very limited amount of fleet compositions (the most easy and overpowered for the ai to use).
Examples:
  • SO fleets
  • High tech fleets
  • Or simply spamming certain ships[tempest,scarab,fury etc]
In my opinion this takes away from the main appeals of the game:
  • bulding different fleets and using them
  • trying different builds for your fleet
  • trying out different doctrines/styles of fleets
These aspects I think are the responsible for the replayability of the game.

Because the AI can use on its own only a very limited amount of builds and because you cannot try different strategies (current system of fleet orders doesn't allow it) you end up using a very limited amount of fleet combinations/builds for your ships (limited in the context of the potential of the game).

I really don't know to better word this.
As such a lot of possible builds get buried because of the reasons mentioned above.

10
General Discussion / Re: the #1 reason I don't play this game
« on: June 07, 2021, 06:44:59 AM »
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This is false. The latest AI battles against the Tesseracts would have been significantly easier if it was possible to assign orders.

Surrounding them is also doable with some finesse, but its certainly more fleet composition dependent than most fights.

Maybe I didn't express myself clearly. Of course if you try and micromanage every movement of your fleet you are going to have an easier time. But even in that context you cannot transmit clear orders so as to follow a certain strategy( you also limited by command point). So as previously said you cannot rely on your fleet do to its own thing and you also cannot employ a strategy because your ships don't follow your orders properly.

And that leads to very a fleet composition dependent strategy. That is why I believe a vast majority of the playerbase will only use ships that generally considered above others in their class (really didn't to use the term OP).

11
General Discussion / Re: the #1 reason I don't play this game
« on: June 07, 2021, 06:25:56 AM »
Ordos and Doritos have very high burst concentration paired with mobility. Resulting in ability to quickly exploit any weakness in player's formations. One moment you are looking at your cruiser menacingly forming the impenetrable wall of plasma and squall fire, you look the other way for a ten seconds and when you are back, one of cruiser is already at high flux, struggling to stay alive. And in the first fights against Doritos I was instantly loosing AI controlled Odyssey before I realized that it was instagibbed by the Rift Lance spam into the area unprotected by the shield.

I agree with what you said. The problem is the player fleet has no formations. At most you can try and mimic formation by using orders but that doesn't hold too well.

Even now I am trying to experience different scenarios and the only time I see the AI perform reasonably well is when the battle is either balanced or in the favor of the player (even in the scenario that you have overwhelming advantage it will sometimes "hiccup"  and get some of your ships dead).

12
General Discussion / Re: the #1 reason I don't play this game
« on: June 07, 2021, 02:49:03 AM »
Also it seems fighting powerful Ordos and Doritos seems to be a big discussion point so i just want to throw this out there as food for thought.

Why do u think they are so hard to fight?
  • A)They have better ships
  • B)They are better at commanding their own units?
  • C) Or because your forces don't employ a good strategy in order to beat them. Also this takes in consideration your own orders which the Ai is incapable of following. ( This choice is what i think is the cause)

As the last tournament has shown the AI simply doesn't employ a good strategy to beat them.

As such you end up in the position where
  • the AI doesn't employ strategy on its own
  • you cannot make them employ a good strategy through orders

I think this is the reason why so many people end up calling the ship AI stupid, morons, braindead etc.
I also think this is why some people complain about it being an artificially difficult fight. They simply cannot use their forces to their full extent and end up relying on RAW stats and other mechanics the game uses (built in hullmods, the more powerful of the ship roster that are considered "OP").

As an example:  The Doritos while they are very powerful in regards to flux, weapons, ship system and speed they are only 2 ships in the end. A very simple strategy against them would be to surround them. Because of the current state of ship AI and orders you cannot do this and ultimately have to rely on them making mistakes. To prove my point is that in the few cases where it randomly happens for my fleet to surround them I end up on stomping them(I will work on providing screenshot, footage).


13
General Discussion / Re: the #1 reason I don't play this game
« on: June 06, 2021, 11:05:33 AM »
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Generally I find if you have enough ships, they'll naturally spread out over the battle space into something that vaguely looks like a line.  If you don't, you can use the way point or capture point command to suggest them to take certain positions.  If there's no enemy presence nearby, they'll go there.  So, getting an initial engagement in an line I find isn't too hard with waypoints.  See the attached images for an example.

I have seen the images and I want so say that it is not impossible to make your ships fight side by side. I have even employed your method on my own several time. My gripe is that this method :
  • It is quite convoluted
  • It can be unreliable and it will fail against certain enemies
  • Do you consider this way of doing things a good aspect of the game?

Quote
In my current fleet, I generally escort an Onslaught with a Lasher and a bomber equipped Mora, and I've got several free floating Lashers and Enforcers, which tend to adequately deal with the smaller stuff.  I find several Daggers will drop enough ordinance to finish off a frigate fairly regularly. Similarly the escort Lasher also seems to make the Onslaught not turn to face flanking frigates quite so much.  If flanking frigates are engaging frigates and destroyers first, then the capitals won't get distracted by a kite with 2 reapers in it's rear arc.

Ok than how do you solve this issue when the enemies has more fast ships (frigates, destroyers, high tech cruisers) than you?

Quote
Can you give specific, reproducible cases and what you'd like to see happen in those cases?  I mean, "I don't like how ships respond to commands" is reasonable feedback, but it is very hard to act upon.  It's hard to adjust the AI without the exact stimulus that is causing the behavior in your particular case.  This is often why Alex asks for saves, or easy to reproduce simulator situations.

There's also an implicit assumption you don't want your ships following orders to the point of destruction each time.  Although perhaps you would prefer ships to follow player orders to destruction.  You are likely to get a variety of differing opinions on that question on the forums is my guess.

The aggression of ships and "stickiness" of orders could be ramped up, but that impacts all situations, not just the ones where players are seeing the AI be overly cautious compared to what they would do.  It will lead to situations that previously had reasonable behavior driving the ship to it's destruction, in addition to improving situations where it wasn't aggressive enough.

The AI is certainly not perfect, has room for improvement, and I'm sure Alex would be the first to tell you that.

My counter argument is as follows: This game usually throws at you difficult battles, against your odds. You are supposed to win through optimized builds for your fleet, pilot your flagship excellently and be a superior commander. Against some of the harder challenges of the game the last point i made previously matters most!

Also, i will try and gather footage, screenshots and save files in the following weeks in order to prove my point if that seems to be a discussion point.

Quote
I'm pretty sure Alex is continually trying to improve the AI as ideas occur to him on how to do so.  And I'm willing to bet he's had a development version of the AI where he's cranked up the importance of player orders, and run into what he sees as problems with how the game plays out.  The fact that he implemented command points also means he doesn't see Starsector as having, say, an RTS level of fleet command where you need to be constantly giving new orders to your mindless minions with 60 actions per minute.

I also find the fact that the game doesn't act like an RTS a unique and positive aspect. The problem i see that willingly or not, the very game design puts a lot of emphasis on commanding your fleet and when this aspect fails it can be really frustrating.
 
I think most people that play this game and will ever play it will accept losing a ship or two(even more) from their own incompetence but NOT from the incompetence of the AI.

At the present moment the AI isn't acceptably good at either handling the battle on its own or at following orders (will often ignore orders except eliminate order which it follows to its death even in absurd situation).

Maybe to put in other words it is not consistent. You don't know what to expect out of it and the performance variable is too great leading to a lot of situations where your lose ships/battles for the simple fact that your fleet though it was a good idea to ... , despite you telling them otherwise.


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General Discussion / Re: the #1 reason I don't play this game
« on: June 06, 2021, 01:46:11 AM »
"Escort that ship", "use it as a body shield, aye captain"

maybe i misunderstand the concept. when ya tell a cruiser and two destroyers to escort a carrier perhaps they are SUPPOSED to keep it between themselves and shooting enemies. should i instead tell the carrier to escort the destroyers?

yes. Escortee is the one you want to do the fighting, escorter is dragged along & will try to protect the escortee's flanks. Don't think of an escort order as two jets flying side by side so they can strike the same target, think of it as an Onslaughter having its engines guarded by a hound. The only way to get an escorter to get between the escortee & its target is to have 4 escorts -- one will get behind, two to the sides, then the last one will be sandwiched in the hotzone. The game... probably should be clearer about this, and/or provide alternatives to the escort command that do what players expect/want it to do

Ok fine, if that is how escort is supposed to work. I really want to know how do u get ships to fight side by side supporting each other?
 
How do you make your frigates not rush forward at the start of the fight and die from concentrated firepower, while your slower capitals and cruisers lag behind.

How do u stop your onslaught from chasing frigates and destroyers while the main enemy force is not destroyed?
 
What is the order (or combination of orders) that makes your fleet fly as an actual unified force and not a bunch of morons that just do and chase whatever they want despite elimination, capture, engage etc orders?

I really think this is a game with great potential. In my humble opinion the biggest thing that is holding this game back right now is the very one that is supposed to be the main focus and appeal Fleet Combat.

I have seen during the last month/ years a lot of threads addressing this issue but most of them just go in circles. "The ai does that because of that" "have you tried using ... " "Think of them like actual people that don't want to die".

The thing that bothers me most is that the focus should be on alleviating and improving ai behavior in order to make you actually feel like a fleet commander that also fights on the battlefield and orders his forces. For now all i see are certain explanations for the behavior of ai instead of trying to understand why this current formula doesn't work very well and could see various improvements.
At the present moment most fights feel like you doing 80% of the work while trying to micromanage your fleet to not die.

Lastly, please do no take this as an attack but as actual fanboy who wants to see the game go in a favorable direction.

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