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Messages - SCC

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1
to the point that if the game offers me a chance to do a Cool Thing with 1 SP in a conversation, I will not do it because I can instead use it to make my fleet stronger. Using Story Points for story-related things is simply an unoptimal way to play the game.
Technically speaking, it's optimal if you're doing the story ASAP and you want bonus XP to get to level 15 faster.

In fact, I would say that the primary use of so-called "Story" Points is adding S-mods to ships
And elite skills for officers and mentoring them. It's anywhere between 16 and 32 SPs (okay, actually up to 40 SPs if you go for OM, but that's pretty rare.

2
Consider the idea earlier in this thread of using a "minefield" item to enable the disengage without fighting option. Now there needs to be a new item, the player needs to buy it and actually have it on hand when it's needed, you have to figure out how much it should cost, and so on. That specific idea, mainly it's 1) a hassle for the player, and 2) added clutter for the trade/inventory screens. Now, imagine this times 20 or 30 or whatever - for all of the various story point mechanics. Different mechanics, new items, new rules. It would just be a straight up bad idea to add to the game, dev-time entirely aside (and that's a pretty big aside), just for the sheer amount of complexity and hassle it would add.
This actually sounds pretty interesting! And let's be honest - managing resources and dealing with scarcity is a significant part of the game already.

3
Suggestions / Re: Separate Personal (Combat) skills and Fleet skills
« on: April 16, 2024, 06:47:33 AM »
@SCC - I respect you a great deal, but I don't understand what you are upset about.
I assumed Grievous was discounting my opinion on the matter because he thought I was nostalgic.

4
General Discussion / Re: New player lotsa questions?
« on: April 14, 2024, 02:26:51 PM »
The actual reason you shouldn't install gamma cores on planets is you should instead spend them to improve relations with whichever faction you want to improve relations with.

5
Suggestions / Re: Separate Personal (Combat) skills and Fleet skills
« on: April 14, 2024, 10:14:10 AM »
I wonder if we're all talking about the same thing here. "Officers" is not a playstyle - they're just good, and you're better off using them pretty much no matter what. The one exception is if you want to solo everything in your flagship, but that's more of a self-imposed challenge.

So what you're saying - that officers in their base state are good enough - seems like more of an agument that you're totally free to invest all the points you want into personal combat skills and fight alongside the officers, no?
Officers are strong enough to make the no flagship playstyle the playstyle of least resistance. It's better to improve your strengths (officers) than weaknesses (the flagship). Or, to put differently: why "separate flagship skills from fleet skills because I can never justify taking them" threads exist, if officers are so strong you don't have to buff them more and can focus on the flagship instead?

6
Suggestions / Re: Separate Personal (Combat) skills and Fleet skills
« on: April 14, 2024, 09:31:16 AM »
Thinking further on it, if you reduce the default officer level to 4 and remove the extra elite skill from officer training, then both officer skills add the same number of skills to your fleet. Officer management would add 2 officers with 4 skills each, while officer training would add 1 skill to 8 officers. I guess officer management would also add 2 elite skills, so it's not perfect parity, but still kind of neat.
I think officer training could stand to be nerfed a bit compared to officer management (though not urgently), and it makes sense that if officers are too strong that you could take cybernetic and shift some of the skill's power away from the officers and towards the player. The natural direction to take both of these thoughts is to remove the bonus elite skills, leaving officers with only the 1 they have naturally. It also helps elite skills fulfill their original purpose.

Throw in what Alex mentioned about some unique player skill from an item and I think things could get pretty interesting.
I didn't think about combining -1 level and -1 elite, though I suppose it's a way to nerf them more than just -1 level and less than -2 levels. But then there's the issue with OT and OM. OM really is less often picked, though I would say it's because the base officer count is so big that you run out of ships first. Retaining 1 base elite skill and getting rid of OT +1 elite seems like a good argument for keeping 1 base elite skill (to nerf OT without taking away too many elite skills).

7
Suggestions / Re: Separate Personal (Combat) skills and Fleet skills
« on: April 14, 2024, 08:50:47 AM »
Right, but we've over been over why 5 ordo fleets are NOT considered for balancing.
If those playstyles weren't strong, there would be no videos of pushing them to the extreme. A very strong strategy that when pushed to its limits is probably also a stronger strategy when playing casually. We are all seasoned Starsector players here, so just because we can, say, defeat a Remnant ordo without using any skills, it doesn't mean it's a viable strategy for a casual player. In fact, I need to go back to a different post.

For those that think Combat skills are not worthy, give them an actual shot and pilot your ship, even someone that sucks at the game mechanically can at least do a much better job of clicking the left mouse button to fire the missiles at a more appropriate time than AI would do.
Piloting ships doesn't have to be merely theoretically possible, it has to be good enough to be worth a try. Casual players are unlikely to attempt challenges or try everything in the game out. They will try to solve problems efficiently. And if, in the short term, it's better not to learn to pilot, then they will not pilot.

As if that wasn't enough, last time I checked both capn hector and vanshilar are in agreement that getting combat skills and manually piloting a flagship is in fact, very strong.
And I disagree that manually piloting a flagship is strong enough to be called "very strong" (unless no flagship playstyle would be called "extremely strong").

This is overall a terrible argument. Should I just spam videos of me using a flagship odyssey to beat 5 ordos and start using that as "proof" that combat skills are overpowered?
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.

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.
One is harder than the other, though. I also think it's fine to like loadout building and ordering the fleet more than piloting, but what you like and what is good aren't necessarily the same things.

Those are in the Leadership tree, not Combat, which sort of makes Brain's point.
It was my reaction to him not picking WT as the obvious "early game non-flagship skill impactful for your flagship" skill.

One thing I'd been thinking about for a *while* is finding items that, when right-clicked, grant the player a unique combat or two. Something very limited - you wouldn't get amazing at combat off those alone - but it could be a fun way to approach this sort of thing.

Gameplay and design wise, this isn't that different from the pre-chosen character builds but limited to one path. :)  It just makes doing certain actions or quests feel mandatory on repeat playthroughs, which is not a bad thing as long as its entertaining to do.  On the plus side, unique skills to the player are really handy balancing levers, since they don't impact anything else.
What if combat skills were items you can find in the game world and put them in slots to make them active, and combat skills would be replaced with simply increasing the number of slots you get? You could also move Cyber Aug to combat. But let's better not run into another skill overhaul...

Right now an Alpha Core Radiant is an Alpha Core Radiant, because you haven't left yourself the option of customizing, simply applying the same 90% of all elite skills - which mirrors player flagship power.
That's how it works for the majority of ships in the game, innit?


And if no flagship playstyles are truly true strong, this is a sensible way to go - weaken a few fleetwides.
I focused on officers, because I consider officers in their base, unupgraded power, to be strong enough to make every other playstyle niche. As if you started with 2 skills spent in Leadership already.

(I got tired of editing quotes)
Re: officer elites:
I wasn't sure how people felt about it, so I didn't touch upon it. I would go for a slightly different approach, of taking away base elites, instead of those from skills. It isn't unprecedented for skills to unlock new mechanics or improve existing ones to make them play differently.

Re: hypercognition but no elites for the AI:
It doesn't sound bad per se, but I cannot think of an appropriate effect to make up for the loss of elite skills.

8
Suggestions / Re: Separate Personal (Combat) skills and Fleet skills
« on: April 14, 2024, 07:36:24 AM »
You're just assuming that your point of view is correct and when people disagree you're just saying "lol ur dumb" instead of defending your position.
As is going "lol ur nostalgic".

"It is the strongest." Really? Based on what, your anecdotal experience? Nice. In my experience that's not true. I guess I win, right? No further explanation needed 8)
Cap'n Hector's various "5 ships vs 5 ordos" videos (Legions, Onslaughts, Paragons, , Draba's various fleet comp vs 6 ordos videos, Rainy's (on Discord) ordo hunting escapades, Legionhead's (also on Discord) ordo hunting fleet (I don't know if he ended up getting 5 points in industry or not) and yes, even my own experiences after playing the game for quite some time.

Arguments to the contrary would be Vanshilar's fights against 5 ordos, Sinigir's 3740 DP fight and my Radiant fleet vs 5 ordos fight.

There is a lot more content of a certain kind.

My complaint about the combat tree is that, ironically, it feels weakest in the early game right now. Better to get flux regulation and crew training first before going into combat skills
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.


9
Suggestions / Re: Separate Personal (Combat) skills and Fleet skills
« on: April 14, 2024, 06:11:52 AM »
do olympic mental gymnastics fit for a gold medal.
Didn't you start this with "actually the reason why you're complaining about it is nostalgia"?

10
Suggestions / Re: Separate Personal (Combat) skills and Fleet skills
« on: April 14, 2024, 05:50:23 AM »
I usually only put a single point in Leadership (Crew training) and I really don't feel my fleets are any weaker for doing that.
meybe ur just 2 dumb 2 notice

The point is I can take almost any combination of skills and have a good run with no problems. Hell one day I'd like to do a zero skill run, just for the experiment.
You won't be able to rely on your flagship, but otherwise it shouldn't be much different until the late game, where skills like EW or OT come into play.

If you're having a hard time deciding which skills to get, and how to get everything you want with the limit of 15 skill points then that's great. It means Alex did a great job balancing them.
See, the thing I'm arguing for is that for most people it's not a hard decision to ditch combat entirely. Maybe veteran players stick to piloting because they know they can make it work, but I'm not convinced it's something that occurs to less experienced players.

Get your rose tinted glasses off
lol nerd

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.
I didn't know nerfing officers is actually reworking the entire skill system. Do you think Alex reworked the skill system in 0.97 as well?

Are you implying that all-officer focused playstyle is the best in the game? Because that's, uh, something.
It is the strongest.

11
Suggestions / Re: Separate Personal (Combat) skills and Fleet skills
« on: April 14, 2024, 05:22:45 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.
In my experience, it helps flagship and balanced playstyles get closer to the officer-focused playsyle power level.

12
Suggestions / Re: Separate Personal (Combat) skills and Fleet skills
« on: April 14, 2024, 12:05:05 AM »
Which comes back to my original question to the posters in the thread: Is the game too hard, too easy, or about right in difficulty?
Too easy for no flagship playstyles.

I think we'll continue to get these types of discussions so long as we've only got 2 difficulty levels, simply because it is really hard to balance for multiple player skill levels simultaneously.  A "heroic" difficulty, where you are playing a "hero" after all, that had all flagship skills effects doubled would be one way to approach it and likely easy to code up.
It isn't impossible to play with a flagship focus playstyle, it just feels uncompetitive for many people. I don't think there's an issue with different playstyles arriving eventually at a similar power level, if those playstyles rely on different skills.

One thing I'd been thinking about for a *while* is finding items that, when right-clicked, grant the player a unique combat or two. Something very limited - you wouldn't get amazing at combat off those alone - but it could be a fun way to approach this sort of thing.
It's similar approach to omega weapons, though omega weapons suffer from randomness that seemingly hardly anyone plans for.

13
Suggestions / Re: Exempt automated ships from crew training
« on: April 13, 2024, 11:17:06 AM »
Automated Ships skill relies heavily on Crew Training. I would rather see the description changed or the issue simply ignored instead.

14
Suggestions / Re: Separate Personal (Combat) skills and Fleet skills
« on: April 13, 2024, 09:36:00 AM »
and leaving AI cores alone might be a more restrained approach.
I wrote that officer nerfs should include AI cores on the basis that making Remnants harder wasn't the goal.

*Are* fleetwide skills actually stronger? I'm not sure that "how many Ordos can this take down" is a particularly useful metric for this. I mean, if that's the metric, then sure, we can say one or the other is "stronger" by that metric, but an endurance fight like this distorts a lot of things.
I am definitely too lazy to go through all the posts on the forum and look for indication whether people play with a flagship or not. Not to mention that people on the forum are just a part of the Starsector playerbase, with Reddit and Discord communities also being sizeable. One useful metric is interest in threads about splitting flagship and fleetwide skills, and another is how these threads are always framed as "it sucks I have to sacrifice better fleetwide skills for worse combat skills" and never the reverse.

Another thing to consider here are the Omega weapons. You can certainly make AI loadouts capable of using them well, but the player would still get more out of using them personally, and they're quite the force multiplier.
Omega weapons RNG is a comparable dose of pesky randomness similar to getting perfect officer skills every time, I suppose. Though there at least you can spend a story point to widen your skill selection.

15
Blog Posts / Re: Save/Load UI, Autosave, Intel Map Markers, and More
« on: April 13, 2024, 08:31:45 AM »
Major Events (2) [4]
[`]?
Quote from: Alex
(One problem with this was that it highlighted a minor longstanding issue – the screen rapidly switching between the previous two frames while the save is in progress. Not a huge deal if you’re expecting it and just looking at the save bar in any case (which isn’t affected by this), but much more of a problem if all of a sudden the main view you’re looking at starts to vibrate. So, I fixed that up.)
I am the lone fan of this little bug. it's hard to say why and I think the closest would be that it looked like the game was having a little fun when saving. You filled my bowl with sadness.

Quote from: Alex
The tally intel goes away when you exit the star system,
Unless you mark it as important, right?

My saves currently look like this so descriptions are most welcome...

And no more writing down where everything is in a text file!

MY BROTHER!
Are you guys even trying?

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