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Messages - Lucky33

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1
General Discussion / Re: My opinion
« on: December 25, 2021, 09:19:51 AM »
"Save Copy". It saves into a new slot.

Go into "Refit". Pick any ship. Click on the captain's portrait and assign yourself as a captain of this ship. Now its a flagship.

2
General Discussion / Re: Have the falcon and eagle been left behind?
« on: December 19, 2021, 07:54:51 AM »
That will be nice.

3
General Discussion / Re: Have the falcon and eagle been left behind?
« on: December 19, 2021, 04:19:42 AM »
With skills like EWM/BWM and hullmods like ballistic rangefinder and HSA, specialization is much better than midline mixing that can't properly benefit from anything. And their mobility advantage has been significantly eroded by cancel-able Burn drive.

What do you mean by "properly"? Eagle can't get the full bonus from the Ballistic Rangefinder but that's all.

4
General Discussion / Re: Have the falcon and eagle been left behind?
« on: December 19, 2021, 01:14:02 AM »
Hmm - in the name of avoiding (or at least mitigating) power creep, wouldn't the Responsible thing to do here be dialing back the Eradicator, Fury, and perhaps the Champion, a slight bit? Not something I'd want to do now, regardless, but those ships are very much meant to be balanced against the Eagle. As noted, it's a jack of all trades which makes it a pretty useful balance center point to try to work around.

The only power creep that is going on is the raising difficulty. Eagle was designed when top level player was stronger than AI. Now its weaker. This introduces us to the actual problem:

Eagle is not a jack of all trades. It is the artillery specialist.

That was OK when. Now late game is all about missiles because of their capability to deal flux damage without flux cost to its carrier. It is the initial exchange of Squalls and Sabots (plus whatever fighters) what defines the result of the initial clash and serves the purpose of gaining the needed advantage against stronger enemy. Eagle's missile capabilities are pathetic and fighter ones are non-existant. Therefore "artillery specialist". Not only that but since half the artillery is in fixed mounts it is more like "artillery specialist of the line" since it requires close flank protection. Here lies another problem. If you put 22 DP Eagle as a front liner to protect 20 DP Gryphon or Heron and the enemy brought two actual jack-of-all-trades in the form of Brilliants every one of them being individually stronger than Eagle the situation will not be sustainable.

To fix Eagle you have to either fix the artillery or fix Gryphon and Heron so what they will be capable of engaging multiple target simultaneously and without much loss in performance/will get much better disabling capabilities.

Eradicator, Fury and Champion are all better because they are multipurpose and less dependent on external support.

5
Announcements / Re: Starsector 0.95.1a (Released) Patch Notes
« on: December 18, 2021, 08:40:49 AM »
I only provided an example of what "support" is supposed to mean. Addition, not replacement.

6
Announcements / Re: Starsector 0.95.1a (Released) Patch Notes
« on: December 18, 2021, 07:34:47 AM »
https://fractalsoftworks.com/forum/index.php?topic=20836.0

You don't need more than 10 officers before getting into end-game full deployment battles.

7
Announcements / Re: Starsector 0.95.1a (Released) Patch Notes
« on: December 18, 2021, 01:07:15 AM »
And the thing is that you don't need a skill to boost your ships without human officer. You simply buy those officers. And place them in said ships. That's all.


8
Announcements / Re: Starsector 0.95.1a (Released) Patch Notes
« on: December 18, 2021, 12:38:14 AM »
You don't need a story point to change skills of the AI core and Gamma have three skills without full integration.

9
Announcements / Re: Starsector 0.95.1a (Released) Patch Notes
« on: December 17, 2021, 11:24:41 PM »
Support Doctrine does synergize well... with Wolfpack Tactics  :P

On a more serious note, I'd like to hear your opinion if 8 skillpoints (5 in tech, 3 in combat) is considered too costly for one additional non-automated ship with the performance of a level 5 officer.

Wolfpack Tactics doesn't provide direct benefits for the ships without officers.

10
Announcements / Re: Starsector 0.95.1a (Released) Patch Notes
« on: December 17, 2021, 10:40:12 PM »
I'm not sure where 48 is coming from.  If I have 240 points, and my ships go from costing 20 to 16 (20*0.8 ), I go from 12 to 15 ships on the field.  15*20 = 300.  So I'm curious, is it necessary for a player to get a full +60 DP bonus, for the skill to be worth a skill point?  Having not played around with uneven deployments all that much, I'm not actually sure.  It seems really strong to me though.

Is being able to deploy, say, 255 (+15 DP) already a sufficient benefit for a tier 5?  +15 would be like a straight up 6% fleet strength buff, plus additional skills on more ships.   A 25% overall fleet strength buff 60/240) for 1 skill point (even as a tier 5) sounds like too much.  I don't think any of the other tier 5s really come close to that, do they?

As a more concrete example, I could imagine an 8 officer build (with the +1 to officer level skill) running 9 Furies (8+player), for 180 DP, then still having 60 DP more for frigates without officers.  That would be an example of Thaago's "wide" build.   I feel going from 7 Scarab/Tempests to 10 is a non-trivial bump, plus also adding peak performance and speed to each of those frigates is a non-trivial bonus.  All it takes is a little bit of out numbering for the AI the start having problems with being able to back off and vent.

How much a fleet multiplier would one expect from a tier 5 skill, and how does that compare to the currently existing ones?  Neural Link is like +1 officer.  That's maybe a 12% increase in officered ships, which doesn't quite translate to raw fleet power?  Automated ships perhaps gets you a 60 DP ship really worth, say, 75?  A Radiant certainly isn't worth 100 DP, for example.  Best of the Best is perhaps an 8% OP buff (imagine 315 OP capital, getting two s-mods worth 30, then another worth 30, so 30/375 = 0.08), which doesn't equate to a raw 25% stronger fleet.  Hull Restoration is +10 to +15% CR, so a +5% multiplier perhaps? Derelict operations is a bit harder to estimate since you need to include a bunch of d-mods decreasing individual ship effectiveness.

It is coming from the other side of how you can view this problem. It is 20 percent of the full deployment. Obviously one can count the points gained just as you did. The problem is what you have to lose for that. Because there is no straightforward fleet buff unless you have no officers to field.

You are not really limited by the number of the officers. You have 10 of your own, mercs and AI cores. In your case it will be 7 Scarabs with officers of up to lvl6 and fleetwide officer-only bonuses against 10 ships with the fixed set of three skills. This is the actual trade-off and not some "free ships".

I expect a clear bonus. Even Derelict Operations doesn't require you to have combat level d-mods to gain the deployment point reduction. And even with them there is a room for certain combos like Degraded Shields - Shield Shunt what provide a win-win solution.

11
Announcements / Re: Starsector 0.95.1a (Released) Patch Notes
« on: December 17, 2021, 05:55:51 PM »
Sure. You don't even need to have this skill.

12
Announcements / Re: Starsector 0.95.1a (Released) Patch Notes
« on: December 17, 2021, 05:32:28 PM »
You have to leave all your officers behind to get the full bonus from the SD (free capital or pair of cruisers or several destroyers). Because deployment is finite at any given time. The more officers you have the less free DP you get. There is no other way.

13
Announcements / Re: Starsector 0.95.1a (Released) Patch Notes
« on: December 17, 2021, 04:42:19 PM »
Support Doctrine is actually weakens your fleet considering entire difficulty curve.

For the 400 battle size it provides additional 48 deployment points but for that your entire deployment must be with lvl3 surrogate officers what have to struggle to max out the deployment percentage in the actual battle. This works only against sub-standard, below-average, trash fleets. Against something above average you are supposed to fight by using individually weaker ships with the whole bonus providing you only with something like an additional cruiser for the most difficult part. This is not the top tier skill but actually a noob trap. Pick it up, get to the high level bounties and find yourself overwhelmed. If you are to max out your deployed officers the skill effect will diminish severely. And, guess what, two intermediate skills of the Leadership all about officers.

Compared to the alternative "deploy 50% of the battle size regardless of anything and get to full 60% with only single objective captured by using individually stronger ships" SD doesn't make any sense whatsoever. This is something for the very early game and supposed to be replaced by actually useful advanced skills and to be readily available at the start of the aptitude to form a synergy with something else without investing third of your skill points.

Not only Support Doctrine lacks the impact but it is actually bad. To be of practical use as a top tier skill it should provide DP reduction for the ships with officers. Hence "support" so you can pick some additional ships to provide support for your main force. Not to replace it.

14
Mods / Re: [0.95a] Console Commands v2021.04.10
« on: December 12, 2021, 07:09:53 AM »
Hmm. Trying to run "addofficer aggressive 6" returns the following error in 0.95.1a RC3:

Failed to execute command "addofficer aggressive 6" in context CAMPAIGN_MAP
java.lang.NullPointerException

I am using the newest version of Console Commands, running 0.95.1a RC3. This happens both in a game that was created in 0.95a as well as a fresh one that was just created in 0.95.1a RC3.

Fortunately this doesn't cause the game to crash, just that this error message is returned in console.

Same here. Even "addofficer" without params gives this error. Both in _MAP and _MARKET.

15
Suggestions / Re: Make Guardian recoverable
« on: July 24, 2021, 07:51:07 AM »
AI allies should be optimized as a support to the player in the Player vs AI battle.
AI allies and AI enemies use the exact same AI. You can't optimize them for support because the enemy side has no player flagship to support.
You also seem to be pushing your own vision of the game very hard. Maybe you want it to be player vs the world, but that's not how the game is intended to be played currently and a lot (if not most) of the current players like the game the way it is (otherwise they wouldn't be playing).

You very much can and, more importantly, it is. With current default battlesize AI fleet is built around single capital while others (if any) are added in the course of battle. The only problem that it takes AI commander to keep things running smooth and tidy. But a new player have absolutely no idea how to do that. And even the seasoned one just as myself is more like accepting the AI rules. There was large discussion recently about that.

https://fractalsoftworks.com/forum/index.php?topic=21861.0

Mind my position in all that.

And the last one. If it was for my vision the game would be indistinguishable from the navy's tactical simulator. And player vs player only.

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