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General Discussion / Re: Making Money in Starsector
« on: September 02, 2021, 08:27:10 PM »
Most important really is the Husky avatar!

Starsector 0.97a is out! (02/02/24); In-development patch notes for Starsector 0.98a (2/8/25)
I've since learned from scattered forum posts and wiki articles that your AI really badly needs point defense, even a cursory 1-2 vulcans, before it feels "safe" enough to charge in and brawl. It felt like there was no feedback from my AI officers at all and I had to spend an hour reading the forums and reddit to figure out the problem. I understand that an advanced player would immediately understand that leaving an AI ship without point defense is dumb and bad but it wasn't obvious to me at first how it would affect my AI. If I could talk to the captains or hear their "thoughts" in battle somehow (like: "I don't have enough point defense/escorts to fight the enemies head-on") it would've saved me a lot of hair-tearing.
Don't be silly, they get paid in survival!
I am still confused about this Elon Musks neuralink hullmod/skill, especially the "your ship is blown up but you still get to remotely pilot" part, but hey. At least I havechicken30 OP operations center s-kite. (In the future update. I hope)
you know this made me realize that neurolink is going to be one of those skills/mods that gives in to capital creep bc the ability to neorolink between your favorite frigates is effectively worthless when compared to the ability to neurolink between capitals. like, my meta fleet screams out for something like neurolink; i like to run a lot of torpedo frigates, pilot one like a mad person until I've fired its racks empty then swap to a new one. There is literally not a single thing in the game that could improve that meta for me more than a skill that lets me swap instantly between frigates, if it werent for the fact that it has been made only useful for capital ship metas by being restricted to 1 ship. Maybe this'll be something I have to take up with a modder but if the hullmod scaled by hull size, like only 8 neurolink points allowed (not counting flagship) with hull sizes costing 1/2/4/8 neurolink points each, it would be perfect for me
one last thought before I put this thread behind me; I do find it interesting that now that the game has plenty of options to mitigate the loss of low-value ships, from base ship recovery to industrial skills to recovery-guaranteeing hullmods, that the game now suffers from a severe lack of a way to have your ships behave as if their loss is expected and/or acceptable. As-is I would never run a hulk fleet campaign just bc my ships are already piloting themselves so cautiously. I think, if there was a hullmod that guaranteed the ship was recoverable but instead of making it more survivable made it less survivable by making it much more willing to face-tank to turn its remaining armor into free shield to apply pressure, I'd use it to do hulk playthrus
OH it just clicked in my head!! I'm playing a kite slinging extreme anti-armor loadout, waiting for my fleet to Do Work so I can swoop in & assist, while my fleet is waiting for the player to Do Work so it can swoop in & assist. The game expects me to be piloting the strongest ship in my fleet with a generalized enough loadout that I can always lead the flow of battle, & I'm piloting the tiniest ship in my fleet with such a specialized loadout that I am so incapable of leading the flow of battle in a way that it forces me to sit outside of the battle, and the AI just isn't aggressive enough to carry battles without me like that (shy of just fighting enemies too weak to fight back). Makes sense; the game just isn't built to use a kite as my flagship
AFAIK there are 2 common layouts, 2 close/2 far or 1 close, 2 middle, 1 far.
For close practically anything is good enough, for middle CM+Medusa/Shrike are plenty if you have no phase and aren't piloting something fast.
For 2/2 if the 2 on player side aren't both comms is the hairy one. I go with an Odyssey for 1 and the other fast ships (with CM+officers) for the other. One of those should be easy(-ish) to take as a 3rd.
Or if you want to be on the safe side you can just get 2 kites with injector+SO, 4 DP total for ~300/350 speed with CM and no officer.Haha, Destroyers, funny people.Medusa/Shrike are still great all around, Sunder probably best cheap fire support. Hammerhead/new Brawler is a tossup, speed is very good but so are feeder+extra PD/OP/range.
Who is using Destroyers when Frigates stole their role on the battlefield and do it cheaper and better? Carrier destroyers don't count.
XIV Enforcer is kinda decent, just don't like the way AI handles burn drive and being missile-heavy.
Really not convinced wolfpack is the end-all-be-all, plenty of no frigate/no redacted weapon fleets work and murderize the worst enemies just fine.
Not counting Zig had the easiest time consistently avoiding losses with various cruisers+Medusas, the only frigate far above anything else is the Monitor IMO.
What I usually do is have a bunch of Shepherds, around 4 or 5, a colossus if I need more cargo, some drams or phaetons and other than that cheap maintenance ships with full HE weapons, frigates and destroyers, cruisers only if I have Apogees or Falcons.
The reason for this is that you don't want to face redacted when you aren't after them specifically, and what you usually face are Domain drones which have no shields, get torpedoes, get anti armor and go have fun. Carrying a bunch of large ships will eat at your profits a lot and will go unused way too often.
I dont think it is a problem that you have to use frigates to capture point at the begining of the battle, i think its a good mechanic, beacuse you shall use all the shiptypes in a battle. But the problem is that frigates do more than this, they absolutely wreck destroyers and cruisrers, and sometimes even capitals, this should not be.
An option to be on the lookout for certain type of mission (a toggle that makes certain missions far more common than others) would be cool.