Barring mercenaries (which are a very stop-gap measure), capturing objectives is how you overcome the DP deficit if you really need to get deployment parity to win a fight.
But enemy fleet having 2-3 times normal limit of officers is not some exceptional rare situation. It is the norm of high end bounties.
And while also using non-gimped ships at CR levels not exceptionally high.
The thing you're both missing, I think, is how the deployment point allocation works now. It's explained in the tooltip, but having already played the game, it's kind of natural to assume it works the same way as before, look at things in those terms, and become frustrated.
But - what primarily matters is officers, not the ships they're on. Adding an extra 10 Paragons won't help much. 10 Paragons with officers vs 10 frigates with officers also doesn't make much of a difference. If you *really* need a leg up for a tough fight, you can hire some mercenary officers to go above the limit. You're not encouraged to go with a fleet full of large ships because it doesn't help at all. Neither does trying to "match the dp" of the enemy fleet.
Barring mercenaries (which are a very stop-gap measure), capturing objectives is how you overcome the DP deficit if you really need to get deployment parity to win a fight.
Very funny.
1) Please educate us on how many mercenaries are required to
really leg up in this fight.
2) Explain cost both in SP, time and capital required to amass said amount of mercenaries. (if that is possible in the first place due to contract expiring)
3) see attached picture.
Spoiler
with 7 Alpha Core's worth of officers (which wouldn't even be realistic in the first place), we are STILL at 50% DP penalty.
You're gonna need to count both hands and feet for the number of mercenaries to get a
leg up in this fight.
The current non-modded cap is 240 deployment points at max battle slider, if the player gets all objectives. I wouldn't mind the skills being scaled up to meet that instead of being at 180.
(Yep - I've actually got a note to raise the skill cap from 180 to 240 where applicable. I think that'll just make more sense as the number to settle on there.)
Again, why bother implementing a DP calculation system if your *ideal* way of playing the game is to be permanently *** at 160dp?
Also, I remember correctly someone said something about how unintuitive
stat-checks are in videogames and that they are definitely not the way to go in starsector?
Care to explain the difference here between a
stat check and
no frigate w/ officer = game over?
Frigates are useful in their own right, but as of now it's plain and obvious that they're just an excuse to add
statchecks in disguise.
I could be mistaken, but your target audience for the game is not all of the 5 people that stuck around since kickstarter and would attend your birthday party when 1.0 launches in 2077.
And to the point where you would go and cap the max battle size in the ingame settings to 400. To an average player such as myself who might not be capable of building a min-maxed fleet to your
ideal specifications OR someone who might not even be familiar with the concept of a config file outside the game or someone who might not even care enough because the icon is sitting the recycling and they're already back to playing Fortnite, just go figure right? because you've already got our money.
Singleplayer indie games are often one way streets to the consumer to begin with. We are talking in broad terms of course; of ten random people that purchase your game, should they encounter some kind of non-technical related issue with your game, how likely do you think they are going to take out their time, seek out the forums then make an account, get verified and then spend some more time to describe in great detail what they think went wrong and propose some kind of solution supppose they have one in the first place?
It goes without saying with all the things both mentioned and unmentioned above that QA and playtesting are
particularly important if your intent is to make a wonderful game. So why do you forego it?
Alex; undeniably, you have a good following of the most hardcore and talented fanbase.
But stuff like this is just a disservice to everyone else, this release by far has been two steps forwards and one step backwards.