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Messages - Megas

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16
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.)

17
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.

18
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.

19
Suggestions / Re: Separate Personal (Combat) skills and Fleet skills
« on: April 14, 2024, 07:21:33 AM »
@ BigBrainEnergy:  I am thinking about endgame when it is Ordos hunting time.  Before that part, when hunting human fleets, I can manage without Leadership, without s-mods, and without officers optimized for a specific ship.  Once I need to fight Ordos, I need to select ships for a final fleet, put s-mods on them, and raise officers with specific skills for those ships.  In other words, locking in the fleet.  I did not need to do this in older releases.  (Well, there was no skill respec before, but in the releases with max level, it was mostly a choice between getting colony skills or not and getting carrier skills or not.  In releases with soft cap, it was possible to grind to level 70+ and get practically everything.)

Industry is nice before endgame, but it would be nice if it was more useful for endgame too like the other three trees.  I liked endgame in older releases, but endgame in modern releases is too much work to build for (if I do not cheat) unless I opt for solo Omega Ziggurat, which is blocked by technically non-hostile enemies (if I do not want to destroy rep) that have became more common in crises.  (Before crises, I could spend a story point to flee at worst if I got stopped by a quest fleet that refused to take no for an answer and threatened combat.  I cannot flee from invaders coming to wreck my colonies or scanning or destroying traffic in my systems as I pass by.)

I agree Combat is rather lackluster early.  I tried a Hammerhead start, grabbed Combat skills and rushed bounties.  I did not feel much better than an unskilled character.  Bounties still leveled up far faster than I could upgrade.  I kill one or two 50k bounties, and the 80k bounty that comes next has a pirate cruiser or two (and other ships) that will kill off a ship or two in my smaller fleet.  (They have bigger and better ships than my fleet.)

My favorite early build is to get Navigation at level 1 for faster burn and T-Jump, then trade my way to level 6 and get Hull Restoration, then start fighting and recovering enemy ships to upgrade my fleet.  All this talk about making ships harder to shop for would not affect me much because I rely mostly on the enemy to give my more ships for Hull Restoration to fix until endgame.  Aside from the enemy, I find bargains in the bar, either from base commanders or powered armor pirate (latter needs marines).

I like Hull Restoration primarily as insurance against AI stupidity.  I have seen my NPCs ships kill themselves through idiotic pilot error or the rare freak accident over the years, and having Hull Restoration as insurance against d-mods and effectively keep the benefits of a flawless victory despite taking casualties is so nice.  Unfortunately, I feel like I have to give that up if I want to keep my Combat flagship at endgame.  On the other hand, depending on sector generation, giving up Industrial Planning when I do not use AI cores in colonies is also inconvenient.  (If I used AI cores like everyone else, then Industrial Planning is an easy dump - IP needs a better player-only bonus to reward the player for taking it.  +50% production limit is useful only once or twice during midgame.  By endgame, I stockpiled enough to not need to build much if anything.)

P.S.  My typical build is Combat/Tech/Industry at 5 each, with Automated Ships and Hull Restoration as capstones.  I want Automated Ships because I want to collect (and use) all the ships like pokemon, and I cannot collect automated ships without the skill.  If I care more about power, I would dump Automated Ships for Cybernetic Augmentation, but I cannot bring myself to abandon the automated ships because I feel like I am missing out on the Automated Ships DLC.  The build I use is underpowered (I know), and I cannot use some builds like Afflictor as effectively.  An easy boost if I want to keep Tech and Industry is to dump Combat and get Leadership... at the price of giving up my flagship and play the units game, which I do not want to do.

20
Suggestions / Re: Separate Personal (Combat) skills and Fleet skills
« on: April 14, 2024, 06:23:25 AM »
People calling me dumb because I can skillfully pilot my flagship and actually make a difference in fights, today I have truly seen everything.

And please drop the ridiculous notion of "unless it can beat 5 Ordos, it's bad", that's playing a completely different game and has no basis whatsoever in discussions unless the final mission of this game is going to be "kill 5 Ordos to get a You win screen". I won't be continuing this joke of a so called discussion when some have nothing to say except throw insults and do olympic mental gymnastics fit for a gold medal.
Still does not take away from the fact that fleets that can kill the most Ordos are stronger than those that cannot.

EDIT:  Although if player needs to bring a bunch of extra ships to pad fleet DP and force extra Ordos to fight, it may not be very practical.  As long as the player can get +500% experience and kill Ordos quickly, it does not matter as much if it is three or ten.  It matters more if player can kill triple or quad Ordos for +500% xp fast.

I too like to play the flagship builds, but I get discouraged when I know I can do better if I use a powerful fleet instead or in addition to a flagship.  That if I want Industry, I have to dump Combat and copy the no-units builds (that all dump Combat) demonstrated in Ordos killer posts.  I have done phase ship builds (Ziggurat/Doom/Afflictor) and soloed double Ordos (which seemed stronger than double Tesseract or the Omega bounty at the time).  If I want a good flagship and fleet, I have to dump Industry.  If I want some flagship builds, like TaLaR's chain Afflictors, I need too many skill points in specific skills, not enough to spare for high-tier luxuries.

One reason I try flagship builds, aside from trying the play Starsector as a shump like in old releases, is less work to build up officers if 240 DP is filled by less than eight ships.  I liked Omega Ziggurat because I could totally ignore the officer building mini-game (which I absolutely dislike given how hard it is to replace them if they are unsuitable for the currently used fleet).  Unfortunately, Ziggurat is not a viable option all of the time (unlike a more general fleet) because some crises fights want stealth, and if I use Ziggurat, rep will go down to auto-hostile, which I do not want.

21
Suggestions / Re: Separate Personal (Combat) skills and Fleet skills
« on: April 14, 2024, 05:58:48 AM »
I think Industry beyond tier 2 is bad for flagship focused play, it takes too much away from fleet if I want some fleet power.  No units can make Industry capstones work, but flagship focused gives up too much.

Low Leadership means going all-in on the flagship, probably on high-powered hull like Radiant, phase ship, or maybe some other battlecruiser.

And finally, as someone who complained about a bajillion things on this forum, I can firmly say that the current skill system is far better than anything we had. Get your rose tinted glasses off, you're focusing on a single good thing in the past while there were 10 other issues you ignore. Can the skills be even further improved as of right now? Maybe. But I'm perfectly happy with them now, and would rather see the game improved in areas that it's lacking, rather than have a skill system rework #69.
Does not mean I prefer combat of earlier releases despite other major flaws like combat autoresolve before 0.6a (most powerful Leadership/Tech powerleveling option), post-0.6a boarding, too rare ships and weapons, awful hyperspace storms that paralyzed the fleet and sucked out your supplies like a black hole, CP always costing one per order so you are out of CP when you order to capture all points.)  The biggest flaw of old releases is less hulls and weapons (no Legion, no Pegasus, no automated ships, no to a bunch of hulls that did not exist; no large missiles aside from Hurricane and Cyclone, no to League specialities like DEMs and IRAL).

Are you implying that all-officer focused playstyle is the best in the game? Because that's, uh, something.
It is the strongest.
I agree when all of the best multi-Ordos killers seen are all no-flagship units builds.  Your Radiant flagship took out four (I think), which is impressive, but not as much as the no-flagship units fleet (or at least fleet primary, flagship secondary) that kill five or more.  I do consider Ordos killing a measure of strength because that is how player gets the story points and cores later in the game, and anything that can kill Remnants can kill nearly everything else, even if not the most efficient.

22
Suggestions / Re: Separate Personal (Combat) skills and Fleet skills
« on: April 14, 2024, 05:27:18 AM »
In my experience, it helps flagship and balanced playstyles get closer to the officer-focused playsyle power level.
It looks like it, but player has to take Cybernetic Augmentation instead of Automated Ships unless player gets Neural Link too for flagship Radiant.  I feel dumb if I take Automated Ships (instead of Cybernetic Augmentation) if I do not commit to flagship Radiant (either by wanting to use whatever random ships - both Remnant and Derelicts - I find and recover and/or not getting Neural Link to enable flagship Radiant).

23
Suggestions / Re: Separate Personal (Combat) skills and Fleet skills
« on: April 14, 2024, 05:11:57 AM »
What I saw recently was a number of people complaining that cybernetic augmentation was too strong. I don't think so, but I think it is good. Grabbing 5 in leadership and technology lets you grab almost all the best fleetwide skills, and at that point putting your last 5 into combat is the best option even if you went for automated ships.
That is just it.  Leadership and Technology feel mandatory this release (and the last two releases too).  That leaves Combat and Industry optional.  Pick one of those two to dump, either Combat for (no flagship) units play or Industry for flagship play.  I feel like I shoot myself in the foot if I want Combat and Industry instead, then leave five left for either Leadership or Technology.

It is one reason (but not the only reason) why I have been dissatisfied with Starsector lately and yearn for a release with pre-0.8a combat but with the campaign/story/exploration and the ships and weapons availability of the latest release.

24
Suggestions / Re: Separate Personal (Combat) skills and Fleet skills
« on: April 13, 2024, 06:42:12 PM »
Re: Cybernetic Augmentation.
The problem with getting that for me is I cannot get the Automated Ships DLC unless I spend three more in Tech for double Tech capstones.  I get Automated Ships primarily to enable recovery of automated ships, even if the ships not named Radiant seem no better than human ships.  For power, getting Cybernetic Augmentation instead of Automated Ships seems like a no-brainer if I do not want to use Neural Link Radiant flagship or do ECM shenanigans with frigates.  Now if I could recover automated ships without the capstone (even if they still have -100% CR without the capstone), then I would dump Automated Ships for Cybernetic Augmentation unless I feel like using a Radiant flagship and get Neural Link along the way.

25
Suggestions / Re: Separate Personal (Combat) skills and Fleet skills
« on: April 13, 2024, 03:59:16 PM »
Weaker officers would make it more like pre-0.7 releases without officers - I like it!

26
Suggestions / Re: Hull Restoration is way too overpowered
« on: April 13, 2024, 06:26:12 AM »
By endgame, after I have every blueprint to build what I want, most of the ships I end up recovering are those I cannot build, which means automated ships if I have Automated Ships... and Ziggurat (costs about two million to Restore).  Human ships that cannot be built are LG ships that have Special Modifications which Hull Restoration cannot remove, and must be Restored for the full +15% CR.  I could recover other ships, but I already have a few hundred from all the ships I found before endgame.  Of course, if I see a one d-mod capital or cruiser drop from a human bounty, I will take it, even if I do not need it.  Same for pristine combat ships with Rugged Construction.

Once player has a final fleet assembled, Hull Restoration is basically +15% CR, like Crew Training, which is not bad given its other campaign powers, except for the junk non-combat skill between tier 2 and capstone.  Hull Restoration is underwhelming for a capstone when money and ship availability is no longer a concern.  Having two combat skills plus a Crew Training clone only for five skill points is not enough combat power.  Sure, Containment Procedures or Industrial Planning is convenient, but there is no alternative for more combat power instead of more campaign power on the way to an Industry capstone after tier 2.  Industry needs more combat power, whether in capstones or in tier 3.

Ordnance Expertise is okay, and elite Polarized Armor is nice for faster venting on a ship I pilot.

27
Suggestions / Re: Separate Personal (Combat) skills and Fleet skills
« on: April 12, 2024, 03:03:08 PM »
...Honestly, I'd be happy with nearly any mechanism for setting a floor for player combat skills. A max-level player - even one who's decided to go all-in on non-combat skills - should not be worse in battle than a basic level 5 officer.
Yes.  Right now, player has to put points in Combat just to have as many skills as a basic officer.  Player can still get - and probably should - get a good fleet, if not going all-in for a specific high-powered hull.  The choice is whether to buff the flagship through Combat or get Industry for QoL/capstone (or maybe more Leadership).

If player has worse skill power than an officer, there is every incentive to put him in a freighter and play the units game with officered ships.  It may be the most optimal way to play in recent releases (can kill five or more Ordos instead of three or four), but I dislike it.  I rather see the return of in-combat autoresolve from the 0.5x Starfarer releases.  At least that gets combat over with in seconds.


Honestly, I'm not a massive fan of the entire "skills" concept to begin with. What it functionally means is "X does not work correctly, often to the point of near complete uselessness, unless you take the relevant skill(s)", which means "don't even try to do X". This, in turn, discourages experimentation and variety, pigeonholing the player into a single role that he may not actually like because unless you've played through everything, how would you even know what it is you like? And yet the player ISN'T going to play through everything, because the system fundamentally discourages experimentation and branching out. If I take the Phase Ship skill, I am now essentially pigeonholed into flying phase ships and nothing else because my ability to fly anything else is now crippled. If I don't take the phase ship skill, I'm essentially unable to operate phase ships worth *** because of the penalties not doing so entails. These features may as well just be baked into the base statline of the ships. Others may as well just be ship mods. Heavy Armor + Heavy Armor Skill => Heavier Armor.
And no story point refund for respec'ing hurts when I am not at late to endgame and able to farm Ordos for story points quickly.

Still, it is not as bad as inflexible officers, where if you change the ship, you probably need to replace the officer, when means firing him, losing all the story points spent on his elite skills, then wasting time grinding until he is max level.  Late in the game, changing ships is easier than changing officers.

28
Suggestions / Re: Hull Restoration is way too overpowered
« on: April 11, 2024, 08:24:45 PM »
The backlog happens when many new ships for the fleet come from the enemy (and a lot of nearly pristine ships that drop with only one or two d-mods are so tempting to take for HR to fix).  It may also happen if player gets unlucky after battle and gets more d-mods than usual when recovering ships.

29
Suggestions / Re: Hull Restoration is way too overpowered
« on: April 11, 2024, 03:15:01 PM »
Re: Guaranteed recovery
If you lose too many ships, few ships will be lost because the game only offers so many for recovery.  I think 24 ships is the limit.  I lost more than that in one or two fights that I won in the end, but I could not recover them all due to exceeding the 24-ship limit.  Also, losing too many ships means the enemy does not offer as many ships to recover.

30
Suggestions / Re: Hull Restoration is way too overpowered
« on: April 11, 2024, 08:26:47 AM »
Because fighting in Starsector practically demands flawless victory to profit from combat, I like Hull Restoration because it eases the pressure needed to play perfectly.  I get so annoyed about my AI ships dying beyond my control, and Hull Restoration helps fix that.  Instead of needing flawless victory, player can lose some ships and come out without d-mods on his ships if he is lucky.  Unfortunately, the hit to combat power (because of the skill point cost) is too much, so player is probably better off not getting Hull Restoration unless he wants the +max 15% CR from it instead of getting Combat Endurance on every officer to get 100% CR from that and Crew Training.

Of course, there is Derelict Operations for those who do not care about dying, but for me, I dislike clunkers (ships with d-mods) so much that I refuse to use them unless they are taken to get fixed soon (either by Hull Restoration or going home to get Restored).

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