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« on: February 21, 2022, 01:06:47 PM »
I know this is an old thing by now but it just came to me in my second 0.95.1 playthrough that I dislike some aspects of story points. First of all, I understand most people play differently and my use of story points will differ than rest, so just keep in mind I'm mostly doing bounty hunting with some exploration, I spend a lot of time in combat.
1) Naturally the first and biggest gripe are s-mods. Even when the idea of story points and their uses were shown to us, I immediately wasn't a fan of a system where you make your ships stronger with semi limited currency. We lost the skill that gave us extra OP, and got built in hullmods instead, which in the end can give you more OP than before story points, but without them your ships are weaker. Sure, some ships got slight OP boosts, but those were critical even with the bonus OP skill. Now building in hullmods is a cool concept and makes for interesting decisions, yet it kills one of the most important part of this game personally, and that's fleet customization. Before if you had a ship you noticed didn't do much long term, you got rid of it and got something else. There's something not functioning well with the rest of the fleet? Farewell trusty hunk of metal. Not now tho!
Now getting rid of ships or switching them out feels horrible because you invested 2 story points into it to even see how it operates in "optimum state". Ok, we can scuttle them and get bonus xp instead, that seems like a cruel joke because my XP bar is almost always totally green. Just give me those 2 points back if I decide to throw the ship away. I know that defeats the "use story points on ships you're surely going to keep using" aspect but that sucks for new players and for those that get bored of same ships for a huge part of your run. I'm not sure if I'll ever take the skill that gives you 3 s-mods, imagine having to spend 3 points every time you get something new...
2) Maybe the novelty of the patch kept me occupied and I just didn't notice but recovering ships seems also like a story point suction machine. Literally ever trash frigate destroyed in battle is present in standard recovery, and then you have to use precious story point to get anything of decent value. Again, maybe this isn't always the case, but it feels like 95% of the time. I barely recover ships after combat now, finding them randomly in space or getting lucky with bar missions or contacts is so much easier and efficient.
3) Why are officers such a story point hog? Get rid of mentoring for bonus xp, just make them level up naturally, don't make us feel bad for not having a spare point for my not maxed officer. Elite skills are also a nightmare. At max level (or set permanently at 5 to not worsen some skills), you can pick one skill to make elite. AI core integration - it already comes with a downside. Retraining officers is fine and is actually an example of what a normal story point use should look like.
Also a skill I'm never going to get is +2 elite skills for my officers, that one pretty much demand at least another officer skill to make most out of it, and that' even mooooore story point to spend. I know that's a skill issue but it reflects on the topic.
4) Colony improvements are hilarious to me, like who's going to spend 16 or 32 points for such a tiny upgrade?? Either have a cap of 3 upgrades per colony, or make it less extreme. 2/4/6/8 etc. certainly won't break the game.
Sorry if this seems rant-y, I just think there's waaay too many places where you're forced to use story points, otherwise your fleet power will suffer. We brainstormed so much on ways to use them and then ultimately ended up in a position where any small thing requires story points. If everything is going to stay exactly the same at least have more places to earn story points. Story missions give a few but those are very limited.
EDIT: Just to paint a picture, 99% of my story points go into s-mods and officer mentoring + elite skills. In my 2 playthroughs I've spent them maybe on 2 colony improvements, emergency escape from ambush fight (also pretty rare) and once on a historian just to see how it works (another thing I forgot to complain about, but historian is end game luxury so eh). I almost forgot elite player skills for the tree, and once again everyone sane enough will use them on that, it's a mandatory point sink.