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Messages - Velox

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46
General Discussion / Re: Today I learned...
« on: January 09, 2015, 06:08:45 PM »

Today I learned that sometimes you can salvage one of your own wrecked ships even if you don't have the fancy-pantsy extra 30% bonus.  Long live ISS Helenus V!

47
Suggestions / Re: Observations and Suggestions
« on: January 09, 2015, 06:06:52 PM »

Hey you guys!

I've been reading the conversation and really enjoying the insights into naval operations and thoughts on crew - the relationships between combat personnel, maintenance and operations, handling of bleeding-edge technology, and the like!

But, also, you're totally arguing, and it'd be awfully nice if you'd stop.

We're talking about a setting in which humanity has ships that travel faster than light and where we have transformed entire planetary ecologies.  Moving from the surface of a planet to orbit is so trivial that it's never even mentioned, huge chunks of machinery can literally teleport from place to place or even just disappear from reality for a bit, and millions upon millions of people live on worlds build by the little dude from Dig-Dug.  We're practically knife-fighting with million-ton dreadnoughts and fighting WWII-style fighter rat-races with ships carrying power sources powerful enough to do that IN ZERO GRAVITY.  None of these things have much in common with real life, at all.

A little bit of consistency is a good thing because it makes us feel like we're there a little bit, and - forget guns, who wouldn't want to bring a million-ton dreadnought to a knife fight?  But any shred of total-organizational-unity went *pliff* when the gates went down and the chaos started.  Maybe some carriers have tiny crews because they consist of vast caverns with one dude with a megaphone in the middle yelling "OK, ROBOTS, LAUNCH FOUR HUNDRED FIGHTERS FROM THE AFT TELEPORTER!" and maybe some have huge-ass crews because it takes a group of 20 people in fancy helmets to initialize the neural-nets built into each of the fightercraft so that they can perform ridiculously well, and also there's a whole group of guys with anger issues talking to the missile guidance systems to make them SO DAMN ANGRY that they will practically exceed the laws of nature just to BLOW SOMETHING UP DAMMIT.

Maybe you've got battleships with a single crew-member because he was wired into it 150 years ago and spent a century out in an Oort cloud making it respond as if it were literally his own flesh, and maybe you've got battleships crammed full of eager torpedo pilots who get teleported back to the ship moments before the antimatter bomb they used their 30 years' experience to fly through PD without a scratch hits someone's hull.  Maybe some drones don't land for servicing at all but fly directly into a grinder connected to a high-speed autofactory that spits a brand new one out the other end and into a launch tube?  Maybe Luddic AI-targeted turrets perform astounding feats of superhuman accuracy as long as each has a 20-person choir filling their electronic brains with beautiful inspiration and purity of purpose?

Analogies are great for starting points but they make terrible and uncompromising slave-drivers who pit friend against friend for twisted s**ts and giggles if you give them a chance.  Don't try to figure out which ship takes how much crew based on how its size compares to something in a similar way that something else's size compares to yet another something else's size.  The real world is not the boss - nay, not even the advisor - of Future Space Awesome.  Figure out what works for balance and fun, and then figure out what AWESOME reason explains it.

48
Mods / Re: [0.6.2a] Blackrock Drive Yards v0.6.6
« on: January 09, 2015, 04:46:37 PM »

I've heard SO much about this mod at this point (lots of "noooooo! how will I live without my <x>!!!!" type posts, etc) that I'm starting to get super curious.  It sounds like there's a goodly bit of added content, is it more in the "lots of additional flavors of existing things and SUPER MEGA KILL KILL SHIPS" camp or more like "really interesting mechanics with great balance"?  Intriguing!

49
General Discussion / Back from the dead!
« on: January 09, 2015, 04:42:07 PM »

I just had a "crews were able to restore basic functionality" event happen on a sloop-class ship that had been disabled.  The thing is, I only have one point in the science track so far, and so only one point in the "faster repairs" thing that has the "30% recovery" perk at level 5.  Is there a small chance that your ships can be salvaged and returned to service after combat no matter what?  Or is that an artifact of some mod I'm playing with?  (I don't have anything too weird loaded up - SS+/Imperium/Templars, SCY, and the mayorate.)  Anyway, it was TOTALLY AWESOME because that was the first ship I captured in the game and it had saved my tail many times while I was trying to crawl up out of the absolute-newbie-character gutter.  Interesting!

50
Mods / Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.4
« on: January 09, 2015, 02:18:36 PM »
Just since I'm not sure people say so often enough - seriously, you do amazing work.  The content you produce is consistently far above par - interesting and well-balanced mechanics, superb art that still manages to stay faithful to the vanilla Starsector look, and all in several quite-distinct flavors of awesome.  And - pretty fantastic support for us fans, as well.  Thanks so much for making an already-favorite game so much more so!

I'm flattered.  But to be fair, the artwork is mostly not mine; MesoTroniK, HELMUT, Psiyon, Shellster, and Tartiflette have contributed.

In that case, MesoTroniK, HELMUT, Psiyon, Shellster, and Tartiflette are also officers and gentlemen, plus any of the previous compliments they'd also enjoy.  Still, there's no question that you've been on top of these several really creative and varied projects that have added an incredible amount of additional fun to the game and really stand head and shoulders above the crowd in terms of quality and balance.  So undiminished thanks again!

51
Mods / Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.4
« on: January 08, 2015, 11:27:28 PM »
You probably have a sound card that doesn't support the increased number of sound channels.  Go ahead and redownload; I reverted that particular change.

If Alex is the one true god, then you are most surely his prophet.  Or at least a prince among men/a warrior and a poet/a gentleman and scholar (take your pick.)  That did the trick and I am restored to full Starsector happiness.

Just since I'm not sure people say so often enough - seriously, you do amazing work.  The content you produce is consistently far above par - interesting and well-balanced mechanics, superb art that still manages to stay faithful to the vanilla Starsector look, and all in several quite-distinct flavors of awesome.  And - pretty fantastic support for us fans, as well.  Thanks so much for making an already-favorite game so much more so!

52
Mods / Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.4
« on: January 08, 2015, 10:38:42 PM »

Oddly enough, now that I've updated to SS+ 2.4, the ambient music in space plays but as soon as I dock somewhere the music stops; the station music never starts, and in fact from then on the music system never works again (and the game hangs on exit, to boot.)  I am using the mayorate mod that adds some music but I didn't see any issues at all with SS+ 2.3.  Weird!  I'll test in a minute and disable everything but SS+ to see if it happens with the stock music as well.

So no issues with SS+ 2.4 and the stock music (of course.)  Like a total rube I just added twiglib, SCY, and the mayorate earlier today, and then promptly updated everything else (Imperium, Templars, version checker, shaderlib) so it's a big pain to figure figure out all the combinations.  However, rolling SS+ back to 2.3 fixes the issue.  Disabling all mods except SS+ 2.4 (and shaderlib/lazylib of course) fixes the issue.  Interestingly enough, just disabling the mayorate does NOT solve the problem, so it's something else.  More results to follow.  :)

OK, I take it back on the no issues with just SS+ 2.4.  I deleted the contents of the mod folder, power-cycled the machine, and copied SS+ 2.4, ShaderLib Beta 1.03, and LazyLib 2.0b into the mods folder.  Started up the game, created a new character, and the ambient music started playing.  Docked at Jangala and the planet/station music never started; no space music after I undocked again either, and when I went to exit the game it just plain old start-the-task-manager-Nellie-we-got-us-a-problem hung.  I killed the program, reverted to SS+ 2.3, and repeated the process, and had no music or crash-on-exit problems.  Am I just a specially-cursed snowflake or is there something odd going on?

53
Mods / Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.4
« on: January 08, 2015, 10:06:57 PM »

Oddly enough, now that I've updated to SS+ 2.4, the ambient music in space plays but as soon as I dock somewhere the music stops; the station music never starts, and in fact from then on the music system never works again (and the game hangs on exit, to boot.)  I am using the mayorate mod that adds some music but I didn't see any issues at all with SS+ 2.3.  Weird!  I'll test in a minute and disable everything but SS+ to see if it happens with the stock music as well.

So no issues with SS+ 2.4 and the stock music (of course.)  Like a total rube I just added twiglib, SCY, and the mayorate earlier today, and then promptly updated everything else (Imperium, Templars, version checker, shaderlib) so it's a big pain to figure figure out all the combinations.  However, rolling SS+ back to 2.3 fixes the issue.  Disabling all mods except SS+ 2.4 (and shaderlib/lazylib of course) fixes the issue.  Interestingly enough, just disabling the mayorate does NOT solve the problem, so it's something else.  More results to follow.  :)

54
Mods / Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.4
« on: January 08, 2015, 09:54:12 PM »

Oddly enough, now that I've updated to SS+ 2.4, the ambient music in space plays but as soon as I dock somewhere the music stops; the station music never starts, and in fact from then on the music system never works again (and the game hangs on exit, to boot.)  I am using the mayorate mod that adds some music but I didn't see any issues at all with SS+ 2.3.  Weird!  I'll test in a minute and disable everything but SS+ to see if it happens with the stock music as well.

55
Hmm. I'm hesitant to open the can of worms that is a configurable AI - yeah, you might say it's just this one thing, but it never is, is it? :)

In this particular case, too, I like "response to order" better as a solution. Civ ships generally have such poor base stats that even a "combat" loadout isn't going to be great in the general case, so their use in close quarters seems more situational anyway.

Well, there are some things it could serve very well for.  One thing I find myself continually frustrated by is having the AI use a ship I've fitted for a certain role in some totally other (aka "wrong") way.  Improved Optics and Integrated Targeting, a 90 degree shield, and a bunch of hyperv-drivers and LRMs?  CHAAAAARGE!  I can waste a bunch of command points directing ships to certain spots but if something comes close, it's CHAAAAARGE!  And if the fighting gets out of range, they're happy to just sit there unless I waste more CPs moving their waypoints.  A few sets of behaviors - matching the weapon roles ("close support", "assault", etc) or even simpler ("Close Engage", "Standoff Engage", "Hit and Run", "Avoid Contact") would be HUGELY awesome.  If it's going to be the player who fits the ship, it shouldn't be up to the AI to figure out how it's supposed to be fighting, and honestly almost ALL of the problems I have with the AI in fleet situations is that it uses an effective configuration I've whipped up to do something terribly ineffective. 

I wouldn't mind if it were a setting done at refit time or something that could be done in combat (for a CP cost, of course) but having it would be wonderful. 

56
Announcements / Re: Starsector 0.65.2a (In Development) Patch Notes
« on: January 06, 2015, 10:01:47 PM »

Honestly, I'd be perfectly happy for the next few months if the crash-to-desktop bug related to saved variants were fixed and that was the only change.  I'd just managed to capture a Conquest.  :(

57
Suggestions / Re: How to get a non-exploitable time pressure on combat
« on: December 19, 2014, 12:24:34 AM »

Quote
Lore-wise it's electronic warfare (you don't even need "hacking" or anything so fancy - just massive jammers, aerosol clouds to break tight-beam comms, targeted saturation of detectors, electromagnetic effects setting up resonance effects in reactors, etc.)  It's charged particulate clouds clogging up navigational deflectors, inductive heating effects overloading life support environmental controls, sparring radioactive decay inhibitors, clouds of dirt-cheap transponder beacons that make targeting computers work harder, whatever - the million and one tricks that ships have for making their enemies' lives harder and their own less so.
Aerosol and charged particulate clouds would need to be delivered by some kind of missile, would disperse relatively rapidly with little effort, and would likely cause little difficulty for either side. Induction heating on ship heating and electromagnetic effects setting up some kind of resonance in the reactor(s) seem difficult to use offensively without becoming weapons with EMP damage and are more in the nature of 'design flaws already covered by peak performance time and CR degredation,' not electronic warfare. Cheap transponder beacons to mess around with targeting ... remind me again why we don't have some kind of real sensor, even a passive thermal imager since we're clearly close enough that light crosses the distances separating the ships nearly instantaneously, in the targeting system and are instead relying on our opponent to kindly keep their transponders active and honest during the engagement? Targeted attacks on detectors almost certainly requires close range, in which case the use of heavier weapons is likely to have a more significant and more permanent impact, and may have difficulty getting through the shields with adequate strength to cause harm. Massive jamming is likely already the rationale for the limited view range in the command view, probably isn't sufficiently powerful to cause actual system degradation, and if it were sufficiently powerful it'd hit the ship producing the jamming first and hardest.

The proposed zone of influence thing seems way more complicated than necessary or worthwhile.


The lore bit is not the important part.  I should have just said "explain it however you want."  :P  I guess I don't get what's so complicated about "each ship has a big power circle around it, and if your ship is under too much more enemy circle power than friendly, your ship's stats get weaker."

58
Suggestions / Re: How to get a non-exploitable time pressure on combat
« on: December 18, 2014, 08:03:12 PM »

  Don't make it hard to beat an entire fleet with a frigate because you just can't do it fast enough - make it hard to do because that fleet can drag you down and rip you apart.

Mh, I think that's just what would happen with a battle timer -  the inferior fleet woul start losing CR, get slower and then be "ripped apart". Just with a simpler, less exploitable mechanic behind it.

If ships had zones about them players would just be motivated to seperate them from each other. Then you would have to make the zones bigger...Mh...you could actually say battle time is about the same as your idea, just with map-sized zones.

That's somewhat the case, yeah.  But with the timer, CR doesn't start ticking down until it's up, and then it's a one-way slide into fail.  Suppression would start to have an effect as soon as enough of it has built up - you can't hyperion around a group of three capitals with impunity until you run out of time, you're going to begin accumulating suppression as soon as you enter their probably-overlapping radii and as soon as it builds up enough you're going to start having serious trouble evading fire and getting close enough that your own weapons can hit, etc.  Get a pair of capitals of your own into the fight, and now they're counteracting much of the enemy suppression effect on you - with three capitals vs. two and a frigate, the overall balance is going to be against you somewhat, but close enough that the effects will be minimal or even none.  Or back out long enough to bring your suppression levels down, grab a couple of destroyer escorts to bolster your side of the suppression equation, and now you can get in and still retain sufficient performance (for a time) to do some damage.

There'd definitely be a motivation to separate enemy ships from one another and try to overwhelm them separately.  If you can shift your ships around effectively enough to force a series of battles in which you can out-suppress and destroy a number of individually stronger targets, then good for you!  Sun Tzu would approve.  The thing you can't do is pick away with a single frigate against a huge force, because your pickings just won't add up to much against them.



59
Suggestions / Re: How to get a non-exploitable time pressure on combat
« on: December 18, 2014, 06:20:54 PM »
Why does it have to be a timer?  If there's a hard limit that is going to end the battle at some point, why use one that player has no influence over? Ammunition, for example, was one the player could influence - no more ammo means no more fight, but if you play smart and husband those rounds you can push that point back?

And really, why should the only reason that you can't thrash sector battle fleets with a string of frigates be "it takes too long"?  Shouldn't the difficulty of what you're trying to accomplish just scale better?

Give each ship a zone of influence (larger than any weapon range so you can't just dance around outside it.)  The bigger the ship, the bigger the zone; the better the ship's CR (or some other stat - maybe e-war or jamming, interdiction wells, whatever) the stronger the effect.  Being within enemy zones increases your "suppression" value; supporting ships' friendly zones decrease it.  If your suppression goes below the safe range, things start to get tough.  Maybe:

  • Weapon range and damage drops.
  • Shield upkeep costs and damage ratios get worse.  
  • Maneuverability suffers.  
  • Beam warm-up time gets longer, teleport effects have a longer spin-up, weapon cooldowns get longer.
  • Flux drains slower.
  • Missiles lose flight time...

... and so on and so forth.  
Fighting when massively outnumbered gets harder and harder on the ship until its performance goes so low that the player can't effectively keep up the kiting or evasion or whatever.  You could still win a fight thus massively impaired, and the more glory to you if you can, but it's not just a counter with no other game effect.  Don't make it hard to beat an entire fleet with a frigate because you just can't do it fast enough - make it hard to do because that fleet can drag you down and rip you apart.

Lore-wise it's electronic warfare (you don't even need "hacking" or anything so fancy - just massive jammers, aerosol clouds to break tight-beam comms, targeted saturation of detectors, electromagnetic effects setting up resonance effects in reactors, etc.)  It's charged particulate clouds clogging up navigational deflectors, inductive heating effects overloading life support environmental controls, sparring radioactive decay inhibitors, clouds of dirt-cheap transponder beacons that make targeting computers work harder, whatever - the million and one tricks that ships have for making their enemies' lives harder and their own less so.

60
General Discussion / Today I learned...
« on: December 18, 2014, 08:36:44 AM »

... that holding shift while you click on the add/remove vents/capacitors buttons makes the counter go much faster.  I thought "it sure would be nice if it worked that way" ... and it did.

Alex, you rule!

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