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Topics - Zsar

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1
Suggestions / [Minor][0.97a-RC11] Ships sometimes fail to move in combat
« on: February 23, 2024, 04:17:20 PM »
Most of the time:
  • when a station is present
  • affected ships do not show engine activity at all, do not turn, do not move; can be pushed aside by unaffected ships for no reaction

Seldomly:
  • in a regular battle
  • affected ships pulse their engines visually, but do not turn, do not move, as if they cannot decide where to go

In all (so far) observed cases:
  • not all ships of either side are affected (but no obvious ratio can be deducted; as little as 1 ship, as much as all-but-two ships)
  • affected ships eventually "wake up" when unaffected hostile ships come close enough

Savegame sent with same topic. Steps to reproduce:
  • load save
  • see Hegemony Inspection Fleet in battle with own faction - join battle
  • deploy "All" ships, watch allied fleet - in four tries, I always had at least one affected ship in the allied fleet, YMMV

2
The new Escort order is pretty great. Among all the orders targetting non-hostiles, I dare say that Escort and only Escort now works in a satisfying and non-annoyingly-surprising way.

Unfortunately, escorts seem to always strife to (roughly) form a line with their escortee, at (roughly) +/-90° from their escortees length axis. This means that both shorter-ranged and longer-ranged escorts have a bit of an issue.

In practice, I have not yet seen shorter-ranged escorts get into serious trouble - they seem to be fine with advancing far enough to shoot their weapons (possibly purely on accident, though).

Longer-ranged escorts, meanwhile, are somewhat seriously hampered as
  • longer-ranged weapons tend to have some combination of less DPS/more OP/worse flux efficiency compared to shorter-ranged weapons
  • their foes do not need comparably-ranged weapons to reach them, as the escortee moves into their firing range and the escorts follow
I think it should be somewhat straightforward to tweak the Escort positioning to take relative range into account, about like this:
  • on Escort assignment, find shortest non-PD weapon range of escort E and escortee T, calculate offset D
  • when calculating desired escort position P, note escortee movement vector V, effective desired escort position is P+D*V/||V||
So, e.g. the desired position of an escort Sunder with Advanced Optics, Escort Package, Integrated Targeting Unit and beam weapons (for range 1000 + 200 + 1000 * .2 + 1000 * .2 = 1600) assigned to a cruiser with Heavy Machine Gun and Unstable Injector (for range 450 * .85 = 382.5) would be shifted by 382.5 - 1800 = -1217.5 in the direction the cruiser is moving.

(This is just a sample calculation to illustrate the idea. I have not looked up, how the desired position is currently calculated - this might change considerably how shifting said position can be done the easiest / most straightforward. It might also be sensible to clamp the offset or include a dampening factor.)

3
General Discussion / Has the AI become worse at shield flickering?
« on: February 21, 2024, 04:43:58 PM »
When I got the game in 0.95a, the AI would frequently flicker shields both Omni and Front with such precision as to pluck single HAC shots out of space, managing to lose hard flux inbetween. It would rarely drop shields completely, even if very high on flux and heavily armoured (e.g. Onslaught, Legion), always eventually being overloaded by one shot too many.

Due to my preferred tactics at the time (first Shield Shunts and then Hardened Shields, each with the assorted synergising mods and skills, respectively) I lost track of this displayed competence, but I found it to be immensely impressive.

Now, in 0.97a I decided to try something new and, remembering that "sick" shield flickering technique, instead of Hardened Shields + Front/Omni Shield Conversion + Stabilized Shields + Extended Shields I figured: Let's just S-mod Accelerated Shields and maybe save all those OP, including those on vents to compensate for shield upkeep in addition to weapons.

... But... it would seem that ships no longer shield flicker at that level, even with Accelerated Shields, even with S-modded Accelerated Shields.

They learned a new trick, of course: Ships with high flux will now almost universally drop shields if only/mostly Kinetic ordnance is flying towards them and just take it on the hull, rather shooting (and not as surely overloading) than tanking come what may.
(Unfortunately they seem to rather poorly regard whether they actually do have the armour to afford that tactic.)

When they raise shields again to catch non-Kinetic projectiles, they always seem to raise them to most of their extend before dropping them anew, whereas previously the shield would often become barely visible before being dropped again.

Am I just imagining this? It's been some time, after all. But especially the "catches single HAC shots, each with the flux reserve gained after catching the preceeding one" thing has been pretty memorable, so I am as sure as can be that I did not hallucinate this skill level.

4
Suggestions / Let us clean up Hazard Beacons
« on: February 19, 2024, 05:47:10 PM »
When a system does not contain a Remnant base anymore, let us clean up the beacon, please, so we can more easily find the important systems.

I find those especially vexing when colonising a beacon-ed system. Absolutely everyone ignores the things, so surely it would not do harm, if we could just discard them.

(Bonus points: Maybe let us clear all beacons and seldomly spawn a special maintenance fleet that replaces those that are still valid.)

5
The stand-alone missions are full of it. The main quest is full of it. The colony crisis is full of it.

... The main campaign is completely empty of it. - What!?

Additionally, we already see Independent mercenaries flock into systems with ongoing bounties - let such fleets also occasionally engage enemies of Tri-Tachyon and maybe retreat after one or two wins: A dead mercenary cannot cash in!

Tri-Tachyon raiders should have fleet compositions reminiscent of the stand-alone missions
  • Wolfpack (High Tech cruiser and frigates, plus Midline carrier support)
  • Ambush (smaller than usual pure Phase fleet)
  • Dire Straits (single High Tech capital ship, balanced mix of destroyers and frigates)
  • Sinking the Bismar (High Tech frigates, at least one of those Hyperions, Midline combat freighters as support)

The two single-ship fleets in Predator or Prey and Forlorn Hope should be omitted, because Auto Resolve (and most player fleets) will find those to be too easy prey in the current state of the game.
(It would be nice if future game balance changes could keep in mind that these are supposed to be reasonable fleet compositions: Predator or Prey was by lore an uncertain outcome yielding much prestige to Baikal Daud, in Forlorn Hope by lore the single Paragon was ultimately lost but not before it fulfilled its mission to delay the Hegemony fleet long enough for most of Tri-Tachyons forces to evacuate and ensure a conditional surrender.)

6
For some loadouts this would be a malus. For some loadouts this would be a bonus.

I think that fits well with the general "100% situational" nature of the Ballistic Rangefinder, given that it is quite expensive and as such S-modding it will have an allure if using it is in question to begin with, even on loadouts that it would hinder rather than aid.

How it works:
  • enumerate all affected weapons on ship as list W
  • apply normal effect, track modified lowest base range R for all weapons in W
  • limit range to R for all weapons in W

Use cases, where it helps:
  • Heavy Mauler + anything ballistic but High Velocity Driver
  • Ballistic-heavy ships with Graviton Beams (800-900 range on ballistics, 1000 range on Graviton Beams)
  • Heavy Machine Guns + energy bolt weapons

Use cases, where it hinders:
  • Heavy Autocannon + anything ballistic with 700 range
  • Assault Chaingun + small ballistic kinetics

7
Suggestions / "Big, big, guns!"
« on: February 14, 2024, 09:30:03 AM »
Quote from: drinking song of the Hegemony navy
What's it stopped the Tri-Tach plot? (Guns!)
What was it that ol' Ludd forgot? (Guns!)
Wha've we got that they have not? (Big, big, guns!)
One of my first impressions of Starsector was that most guns seem to be of the automatic and/or pea shooter kind.
That has not really changed over time. Recently I played a bit of Ultimate Admiral: Dreadnoughts and... the difference in weapon look&feel is quite remarkable, if I may say so.

We do have some nice and big guns in the game, the Gauss Cannon and the Gigacannon - but even they, when they shoot, go "pew!", and with a lowercase 'p' because it's just so underwhelming. The Gauss Cannon in particular combines its comically understated effects with a comically high rate of fire. "pew-pew-pew!" If not for the stats, it would seem but a toy.
(Which, for something called a "Gauss Cannon", is probably fair. This is not a call to change this particular weapon.)

We also have mortars, including the Hellbore Cannon. The latter is the only gun in the game that feels really... "satisfying". But it is a mortar itself, many frigates can actually outrun its shots.
The two mortars actually called mortar are again pea shooters with a comically high rate of fire especially for something called "mortar". (Fair point, again: Warzone 2100 also has repeating mortars, so it is save to assume that Starsector mortars are themselves automatic weapons.)

It would be nice to have some low-cadence, high-impact, non-specialised semi-automatic guns in the game, especially in the Medium and Heavy Ballistic segments. Bigger, meaner Arbalests, no "pew-pew-pew", no "rat-at-at".

Incidentally the Arbalest's Codex entry already does hint that similar guns must exist: It is the "Arbalest Mk.I weapons platform", so there is probably at least one more version out there.
(It's not necessarily of the same line as the Mk.IX Autocannon, but if it were, that means there is room for seven more versions, not counting possible side-grades like 'Mk.IIb'.)

In terms of design space, it has often been remarked that there is a gap between Heavy Mortar and Heavy Mauler - this gap may be not-quite-filled, given that those are both burst-firing weapons, with a semi-automatic gun having the obvious downside, that its single flying round can easily be sniped by a shield flicker with much-reduced threat of overloading from supporting kinetics.

In terms of lore, it is an oddity of sorts that Ballistic weapons are an older technology than shields in the Starsector universe, yet most Ballistic Weapons currently available deal Kinetic damage, good against shields but poor against armour.
It is then also an oddity that an axiom in the design of the Conquest battlecruiser is stated as "[...] new weapon systems would always outperform armor and shields [...]". In the current game, the Invictus so-old-they-could-not-add-shields battleship is a viable tank. It is a viable tank. How!?
An easy answer is of course, that intermediate generations of weapons went out of style in accordance to changing threat models. We now have many Ballistics with Kinetic damage, because now most ships have shields. Many Ballistics with High Explosive damage are automatic or burst-fire weapons, because now most ships have shields (and may catch some of the shots by flickering, letting neighboring Kinetic rounds pass through to hit the armour).
Time to raid a few of these Explorarium drones... or another museum. (Both Invictus and Vanguard are officially stolen from museums already - strange that they only have full-sized ships in their collections, not ship systems. In the real world, individual systems are far more frequent exhibits than complete vehicles, for a great number of really quite obvious reasons.)

8
Suggestions / Bounties on faction enemies
« on: February 14, 2024, 08:41:54 AM »
I recently played my first run with friendly pirates and could not help but notice that bounties against faction fleets in core systems are... rather nice!

And now I wonder why factions would not offer these bounties as well - they already target pirates, against whom they are hostile (checks out), and they already target pathers, against whom they are hostile (checks out)... why would they not target everyone else they are hostile to?

Tri-Tachyon does it all the time in lore and recently they also do so in their Colony Crisis. They do not even bother to cancel the bounty when the situation resolves itself! (Maybe everyone else should do that, though. At least generally. Or it could be a random roll, whether they keep up the bounty when they make peace.)

So, please allow bounties from all factions to target all factions they are hostile to.

(Incidentally, pirates should probably, like everyone else, also occasionally put a bounty on a pirate. Like Jabba the Hutt on Han Solo. Dunno, if they never do this, but it did not occur to me so far - might just have been bad luck.)

9
Bug Reports & Support / [Minor][0.97a-RC8] double (D) skins
« on: February 09, 2024, 07:26:47 PM »
Since release of 0.97a it is possible to obtain e.g. "Hound (D) (D)".
The issue seems to be purely cosmetic: On restoration, both '(D)'s disappear and none of the stats appear out of place.

10
When the marines return from their raid, the item returned is called "$rdsm_megacorp".

(Pretty sure I saw the mission work correctly in the release version - might misremember, though.)

Say the word, if you want the save or specific values from the save.

11
In my current game, there have been exactly three crisis events so far:
  • Pirate raid at half-full - defeated
  • Pirate raid at full - successful
  • Tri-Tachyon raid at full - successful
all have targetted the same system. The Pirate raid had caused -6 stability which has since disappeared (but it is still listed in the condition mouse-over). The Tri-Tachyon raid however has caused -12 stability and is listed twice.

This does not seem to be intended.

(The last time I checked these colonies, they had a penalty of -2 left over from the pirate raid; the Tri-Tachyon raid was already in progress but had not concluded at that point and, as expected, was not yet listed at all in the condition mouse-over.)

12
Suggestions / [Minor][0.96a] Harass command incompletely implemented
« on: January 28, 2024, 05:45:36 AM »
Ingame description (emphasis mine):
Quote
Order a single frigate to harass this ship while staying out of its weapon range.
Neither of the bolded parts work, see screenshot.

Armchair programming: I presume that the command does exactly what it says on the tin, but nothing tells the other fleet members to stay away.
(As indicated by their arrows: orange: "not under orders", not pointing directly at an object: "not pursuing any particular goal".)

Not depicted in the screenshot: Other enemies with Engage command on them.

Expected behaviour:
  • a single
  • frigate
  • staying out of its weapon range (side note: dropping this would be better, to waste the target's ammunition and flux - but the description promises it, so for now I am expecting it)
while everyone else does other things, e.g. Engage the off-screenshot enemies.

(To add insult to injury: The depicted Harass target was the next ship to die. None of the Engage targets, no, this one.)

13
Suggestions / Hullmod: Demilitarised Subsystems
« on: January 24, 2024, 03:08:08 PM »
I am not big on direct control - I like Majesty: The Fantasy Kingdom Simulator, and I agree with Bullfrog's verdict that allowing the player to pick up creatures in Dungeon Keeper was, in hindsight, a mistake.

So my player characters do not get combat skills and I am starting to fancy the idea to not even deploy them into battle. (First results look promising, although I have not tested [Redacted] yet.)

... But I'd really like to travel in style, and no ship spells style as prominently in this game as the Dildo King Odyssey. Without combat skills and direct control, the Odyssey will never pull its considerable girth weight of 45 Deployment Points. - And why should it, if I won't actually use it in combat?

Hullmod: Demilitarised Subsystems
  • cost as Militarised Subsystems
  • stat changes the opposite of Militarised Subsystems
  • makes the ship count as Civilian (for the purposes of skill calculations, AI behaviour, auto-selection on the Deployment Screen, etc.)
Because I just brought my yacht! (And I use it to compensate something.)

14
Suggestions / Make DEMs abort ranging, if the target blows up
« on: January 24, 2024, 02:59:34 PM »
In the current patch notes, many of the DEMs get an OP reduction, while mostly (but not exclusively) forum consensus seems to regard them as too weak. Fair enough.

But I think I have a... more interesting buff in mind. One that also alleviates (if, mayhap, not sufficiently) grievances with specifically the look&feel of the Dragonfire torpedo.

When the DEM is ranging (beeping, showing its targetting laser) and the target ship explodes, currently the DEM will just continue to range and eventually fire at the hulk. Even if the ship shatters, the DEM will happily range and fire at empty space amidst the debris.

Well, let's fix that:
  • If the target blows up, make the DEM abort ranging and grab a new target, just as it would do had it not yet started to. If it needs to accelerate again, let it.
    This should e.g. make Linked fire with DEMs viable and vastly increase the effectiveness of putting DEMs on several ships (aka buff Persean League fleets considerably).
  • If a Gazer is even already shooting a target, and the target blows up, make the Gazer stop shooting, store its remaining weapon uptime just like the remaining flight time, and aim at a different target. If it needs to accelerate again, let it.

... OP reductions may still be on the table afterwards, but - purely by feeling - I think they could be completely shelved this way. At the same time, we get a performance boost that is not just "more stats" (or indeed stats at all), which, I think, is a particularly nice form of boost, because it makes weapon performance feel more satisfying, even if it does not increase all that much.

15
This is presumably undesired behaviour, as [Redacted] bases are a limited resource, whereas Pirate and Pather bases respawn and have bounties placed on them, as well as power anti-colony mechanics (aka the player is expected to make them respawn, by destroying them).

It does not happen particularly often, though, so tagged as [Minor]. I have seen it thrice so far, and only on the current version (but that's probably rarity-related, not code-related).

Observed:
- discover Medium+ warning beacon (So far, I have only observed it on exactly Medium; maybe the High [Redacted] always win?)
- enter system
- system is full of Pirates / Pathers, there is a respective base
- no [Redacted] ships, no [Redacted] base (Once out of the three cases, I have arrived in time to see both Pirate and [Redacted] base in the same system, including fleets of both sides busily engaging each other; all [Redacted] including base were gone at a later return visit.)

Expected:
- Pirates and Pathers should not establish bases in [Redacted]-controlled systems: There is no need to, nothing to gain*, nor should they realistically be capable to do that / they are only able to do that because in the current game balance they are so artifically buffed to serve as player-antagonists.**

* - They cannot and do not pillage [Redacted] or indeed any Debris fields, ruins, derelicts, etc.
**- Recall that [Redacted] cleanup canonically required the combined forces of Luddic Church and Hegemony and lies dormant since those ended cooperating on that matter; in-game characters, e.g. Luddic Church agents giving [Redacted] bounties, explicitly point out that situation. If either Pirates or Pathers had this ability to project power on their own, they would be the major factions ruling the sector.

Apologies in advance, if this is merely half-implemented but intended, e.g. only waiting for an already-planned [Redacted] expansion or Pirate/Pather balance patch.

addendum: And just as I reported this, the very next Medium-beacon-ed system I enter has nothing but [Redacted] inside, but no base to be seen, nor any [Redacted] fleet of sufficient size to destroy a faction base. ... Could be that this system was "mutually destroyed" and there is just [Redacted] left, or maybe no [Redacted] base had spawned to begin with - can that happen? I was under the impression, that every Medium beacon warns of exactly-one-damaged base and every Hard beacon warns of exactly-one-pristine one?

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