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Messages - Megas

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1
Two things about the PK.
* It is a cursed item - you cannot drop it off and store it.  It can only be removed by giving it away, or casting it into the Stygian Abyss a black hole.
* You have no choice to leave it behind it when it is discovered immediately after killing the XIV AI ships.  I cannot kill and recover the ships without also taking the PK.

2
Well, I know just the skill that saves you that 500k lol. And you could also just not restore it and keep using it.
If you mean Industry capstone, yes, but that tends to favor fleet-centric or units builds, and not flagship-centric ones because there is not enough skill points to get Industry, flagship, and more than baseline fleet.  Good fleet part seems most critical for most builds, so it is either strong flagship or Industry that should be dumped.  If player gets stronger flagship and Industry at the expense of improving the fleet, he will be underpowered and suffer.

And yes, a clunker can be used, but if it gets more d-mods, it ought to be replaced eventually, unless it has inconsequential d-mods (or if player got the DO capstone).

3
A new battleship costs around 500k, maybe a bit less if built yourself.  Restoring costs more than that.  No public bounty offers that much, they top at around 350k.

As for whatever commodities that drop, I consider it offsetting travel and repair expenses for the round trip to the bounty and other targets of opportunity and back home.  I have not crunched the numbers closely to see if that wild guess is really the case.  I do burn a lot of fuel and supplies traveling around the sector with a near endgame-sized fleet once I expect to encounter similarly sized opponents (and/or if I want to scare away small fleets when raiding worlds).  I generally do not sell weapons, unless they are the two or three nearly useless ones like Thumper or DLMG.

Quote from: Phenir
I guess the issue here is "losing half the fleet". Who is losing half their fleet? Where is it said to expect to lose half your fleet? I think if you are losing that many ships, it is not the skill system's fault. It's your fault, either for not piloting well enough or not commanding or building your fleet well enough or picking fights way above your fleet's power level, especially against basic fights like bounties where even skill-less player should win just from player advantage (human piloting/commanding and smods).
I am talking about how Starsector is designed.  If the game seems easy because player with a decent fleet generally does not lose ships, that is not a problem because the rewards are not enough to replace significant casualties.  If the difficultly was raised higher to make it more challenging or plausible (like say maybe a true mirror match fully on autopilot), high enough that losing half of your fleet was the likely outcome if it was not hyper-optimized, then the smart thing to do would be to avoid combat altogether, if possible, to avoid losing money (because rewards are not good enough to cover the cost) and make progress through low-risk trade or other underhanded means.

4
General Discussion / Re: Early game colony?
« on: Today at 07:43:58 AM »
About commission:  If you fight your enemies, your original rep will go lower, and when the hostilities end, you get less rep back.  Avoid fighting your new enemies if you can help it if you want as much as your old rep back when hostilities end.

When looking for a world that does not grow, avoid habitables because that gives a growth bonus for simply being habitable.

Reversing growth requires removing Spaceport and doing that repeatedly will cost money.  You also cannot repair the fleet without a Spaceport, and accessibility will be much lower.

5
Suggestions / Re: Alternative story dialogues
« on: Today at 06:52:23 AM »
I saw a game that apparently had a dialogue like that, where a character asks you to get something from another nearby room, but if you already have it, you get a dialogue option to say that you already have it, and the guy is like "Do you pick up everything you see?".
I remember playing a game where if the NPC starts to offer a fetch quest and I have the item already, the MC says something like "I already have it", and the NPC says something like "Great..." and skips the quest altogether and proceeds on.  Although here, player may not want to hand the PK over to the Pathers automatically.

6
In old releases, player could solo multiple fleets with any capital or even with Dominator (and Aurora if the enemy did not have a Paragon).  And small ships could solo a mid-sized pirate fleet or taking out a capital.  Today, that seems limited to specific ships (like phase ships) with specific skill choices.  It seems more limited now.

Isn't that a good thing? Being able to solo entire fleets with just one ship is a testament of bad game balance. It deosn't make sense lore-wise and gameplay-wise. Starsector is not a zombie shooter, where enemies are weaker by design (or is it?). I would much prefer being surrounded by competent allies and enemies.
Depends how the game is designed.  In Starsector, the enemy has unlimited resources, and it can wear the player down through attrition.  Any casualties the enemy takes can be casually shrugged off and replaced at no cost.  For the player, combat rewards are not enough to replace a major ship (or any ship early in the game).  Losing ships at all is effectively a loss - a pyrrhic victory at best, unless it is something like a cheap small ship in a 300k+ bounty.  Also, with the lack of skill points, if player does not boost the fleet, the flagship has to pick up the slack when the enemy has a better fleet than him.  Today, the flagship does not have significantly greater skill power than a high-level officer (6/2+ human or alpha core), assuming player took some Combat.  If the game is hard enough that losing half the fleet is the expected outcome, then either rewards need to be much higher or Restore needs to be almost free.

If a fleet is mandatory, then it seems like Leadership is mandatory, and that looks that way for most builds I see posted.  Right now, Leadership today appears to be the Loadout Design of old - you need it for critical fleet buffs, officers, and BotB (unless going for Support Doctrine).  You can still get a good flagship with a good fleet, but because you have limited fleet points, something needs to be dumped, and Industry is the obvious or least painful choice.  If player wants high Industry and enough skill power in his flagship through Combat, well... he has to dump either Leadership or Technology (or sacrifice capstones from both), which will be painful, and the fleet will be weaker than it should be.

In the old days with skills, your fleet was limited by Fleet Points or Logistics, and you started with enough to use five frigates or one cruiser, more than that and your fleet took penalties.  Also, in the Logistics releases, crew counted toward DP limit.  Back then, Combat had to be overpowered to allow no Leadership fleets to work.  It worked too well for the combat side, or rather, losing ships was even more painful in the old days because ships and weapons were rarer, and there was no guaranteed recovery of ships and weapons like today.  In some old releases, high-tier weapons like plasma cannon, tachyon lances, and some needlers were almost as rare as Omega weapons, and few ships were very rare (too rare in shops and enemy fleets).  Because combat skills were much more powerful back then, taking a loss was almost guaranteed from empowered Harpoon spam the moment a ship's flux level got too high.  The only weapons that were common back then were what was found in Open Market.  Also, buying anything from Black Market at all rose suspicion regardless of transponder, and triggered investigation that caused massive rep loss if found guilty - all to get a few elite weapons that were nearly impossible to find anywhere else.

Because Ordos hunting demands optimized officers for their chosen ships and loadouts, building toward them effectively locks your choices in and changing officers when the fleet is changed is way too tedious and costly.  It is almost as bad as no respec in the old days.  Also, if your avatar has combat skills, it too needs to adapt with the ship, and changing skills is too costly since respec has no refund, although at least it might be better than replacing an officer.  If I want to pilot a phase ship, I definitely want Phase Coil Tuning and elite Field Modulation.  If I pilot a frigate, I want Wolfpack Tactics.  If I pilot a carrier, I want Carrier Group so rate does not fall to 30% so fast.


There's a big difference between having 8 officers that level up over time, and having 40 officers that are static and unchanging. The latter has great flexibility in gameplay, but the former allows you to get attached to your officers and watch them grow over the course of a playthrough. At least, you could get attached *in theory,* but in practice I don't see anyone treat them as much more than bundles of stat boosts with a funny name.
In Starsector, the real characters or party members are the ships, at least for me.  Officers are the ships' equipment.  It is like Transformers (at least the cartoon ones).  They make toys for the robots, not the humans.  You do not get attached to the humans, you get attached to Optimus Prime, Bubblebee, Megatron, or Starscream.

7
Suggestions / Re: Separate Personal (Combat) skills and Fleet skills
« on: April 16, 2024, 07:22:07 AM »
Flux Regulation is more reasonable in that it is weaker than combat skills: it's a nice bonus, but because it only acts on the base dissipation it is gives much less flux than Ordinance Expertise.
Is this Flux Regulation vs. basic Ordnance Expertise (vents only, no caps) or elite (vents and caps)?

I do not pay for elite skills on my officers because I end up firing them eventually when I change my fleet significantly, and I do not want to bleed story points without refund when I really want to stockpile SP for colonies or more s-mods.  My officers get stuck with basic Ordnance Expertise only if I get the skill for them.

8
Suggestions / Re: Hull Restoration is way too overpowered
« on: April 16, 2024, 07:06:44 AM »
Make it into an "ascended glitch", like Ryu's red fireball.  Spell it out among the list of benefits given by Hull Restoration instead of hiding it.  It is a QoL ribbon feature.

Or it could be moved to Field Repairs, since repairing stuff for free seems to be Field Repair's thing, and Field Repairs is the only tier 1 Industry skill that has some use in multi-round endurance combat.

9
Suggestions / Re: Separate Personal (Combat) skills and Fleet skills
« on: April 15, 2024, 08:13:06 AM »
Alright I was wrong all being no-flagship, but most of the ones I see that use the flagship (Combat 5) also had Leadership 5 for a good fleet too.  I probably lumped those in with the no-flagship builds because I would not be surprised if the player moved his Combat commander to a freighter and the fleet would still be good enough to win those fights despite Combat commander being unused.  The ones with two or less Leadership or otherwise all-in on the flagship are rare.

It is rare for me to see builds without at least Leadership 5.

10
Suggestions / Re: Separate Personal (Combat) skills and Fleet skills
« on: April 14, 2024, 09:24:08 AM »
I think derelict ops is a powerful skill, but I find d-mods yucky so I pass on it pretty much every time. With hull restoration the 15% cr basically nets you 1 skill per officer by removing the need for combat endurance, which I think would be better off replaced by granting a third s-mod in place of botb. Given that s-mods are more limited than officer skills that seems more valuable, especially with how good some s-mod bonuses are.
D-mods are yucky, I cannot stand them.  I doubt I will ever take Derelict Operations unless it is so overpowered that I feel no choice but to take it.  (There was one release that give defense buffs instead of DP reduction, and it was absurd on few ships.)  Though, I guess if I want a critical mass build that is not impacted much by d-mods, then Derelict Ops is good for that.

Since I do not take Leadership, I feel the need to take Combat Endurance on everyone for more PPT, especially for the frigates I need for point capping.  Of course, without Leadership, that means no Crew Training for more CR, no Wolfpack for more PPT for small ships.  I need Combat Endurance on everyone for the +15% CR too, along with HR's +15% to get 100% CR, assuming normal ships.

11
Suggestions / Re: Separate Personal (Combat) skills and Fleet skills
« on: April 14, 2024, 09:00:39 AM »
If you can, yes, please do this. It's disappointing how the strongest piloting options right now are either phase ships or Radiant and I would love to see an alternative.
And it was not like this in old releases.  In old releases, player could solo multiple fleets with any capital or even with Dominator (and Aurora if the enemy did not have a Paragon).  And small ships could solo a mid-sized pirate fleet or taking out a capital.  Today, that seems limited to specific ships (like phase ships) with specific skill choices.  It seems more limited now.

Today, if I want to use a conventional ship like an Onslaught, there is a limit to how much I can wreck single-handedly.  Killing a 350k human bounty with two Neural Linked Onslaughts alone was harder than soloing it with Ziggurat.

12
Suggestions / Re: Separate Personal (Combat) skills and Fleet skills
« on: April 14, 2024, 08:40:05 AM »
I only started playing in 0.95 when "locking in" a fleet was already the norm, so I can't really say whether it was better or worse before.
I started at 0.53 (I think), the last version where there were no skills, and fleet DP was locked at 100 FP, more than ten years ago.  Only one system, Corvus, and no hyperspace.

Officers came in 0.7a.  While they were impactful (enough to make carriers obsolete), they were still significantly less powerful than a player with nearly every combat skill, and combat skills were a lot more powerful.  Fleet skills were still useful for having a fleet at all, and a fleet will haul goodies for cash (and massive xp in 0.65a).

Automated ships came sometime around 0.8, I guess.  And Brilliant (with a fighter bay) was the biggest Remnant at the time; Radiant came a bit later.  Sparks were overpowered with two full-powered burst PDs.  They were not playable, had to wait until about 0.9 for Automated Ships skill.

Combat skills were significantly nerfed in 0.8a.  Also, a level cap may have been added around this time, not sure about that (not digging up old release notes to confirm).

Elite skills and s-mods are relatively recent, at least 0.9a, or later.

Officers have steadily gotten stronger over the releases, and player needs to spend some points in Combat to maintain parity with officers (there is only two in Tech and Industry each, after all), and more with AI cores.

13
Suggestions / Re: Separate Personal (Combat) skills and Fleet skills
« on: April 14, 2024, 08:12:54 AM »
If unique skills become a thing, maybe make Industrial Planning one of them (and add a new Industry skill to take its place).  The +1 to commodities is very convenient when not using AI cores.  (With AI cores, player does not need to govern colonies at all, just get more alpha cores.)

14
Suggestions / Re: Separate Personal (Combat) skills and Fleet skills
« on: April 14, 2024, 07:57:18 AM »
The reason they make these videos is probably the same reason I like them... because a player showing off their piloting skills is less impressive/interesting to me than showing off a well designed fleet with good loadouts.
For me, it is the opposite.  I like to see flagship smash the enemy like a good old arcade shump.  Something like SCC's solo phase ship builds or his recent Radiant flagship, or TaLaR's Afflictor shenanigans.

15
Suggestions / Re: Separate Personal (Combat) skills and Fleet skills
« on: April 14, 2024, 07:43:41 AM »
Wolfpack Tactics! Crew Training is also pretty good if you don't need a particular combat skill for a particular job (like EWM or Defensive Systems), and it helps it fits every ship you are going to pilot, anyway.
Those are in the Leadership tree, not Combat, which sort of makes Brain's point.

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