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Messages - Immahnoob

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16
you can actually allocate more ram for starsector to use ... gotta dig out the thread first tho

https://fractalsoftworks.com/forum/index.php?topic=8726.0

there you go
This is kind of a "half-guide". How do I allocate more VRAM?
Also, it seems that the game isn't going to use more than 3 GB in intense fights (made a sim), yet it'll still fall at 80 FPS.
I don't get anything anymore.

EDIT: Thanks for the thread, by the way.

17
General Discussion / Re: The Sensors Skill...
« on: April 08, 2021, 03:01:36 PM »
There seems to be a burn limiter based on the size of the ships you roll as well.
You can cut through nebulas with frigates but if you have a Capital, you'll trudge through slowly even with 10/20.

18
Ah - yeah, I was going to say, if that's what you meant, that only comes up with mods. FWIW I've tweaked the detection a bit so it should be less sensitive. (Let me move this to the modded reports subforum...)

The fps thing is potentially odd - did you have it when running pure vanilla, too?
Ok, thanks.
Yes, I did actually, I could test next week and come back to you with this.

EDIT: I wanted to test something else out and took out vsync and put the FPS limit to 155 (since my monitor is 155hz). But I'm literally here with my monster of a PC and I can't seem to be able to run it at a constant FPS. Outside battle it runs at 100 - 130 FPS and inside it runs at 80 to 100 FPS.

19
Hi - could you clarify what you mean by "RAM errors"?
Sorry about that, I should have made some screenshots.
The game often tells me that I'm running low on RAM in the left side corner, asking me to either close applications or restart Starsector, I'm playing at 1440p as well.
I don't know if the FPS drops are related to that but it's weird that Starsector itself isn't using my PC fully.

I'm also using GraphicsLibs, by the way.

20
So how is it best to order your AI?

Since this thread got better responses than mine, how do you guys make a "Shieldwall" for example to attack a Nexus? How would you make your fleet so they actually try to cover each other to vent since it seems some behavior is based on ships/range/etc?
How do you make ships focus more on ships you clearly want dead?
Also, does targeting with R actually make your automatic fire focus on the target?

21
It's kind of weird but Starsector often gives me RAM errors, and I have enough free RAM galore while I run the game. I also have weird FPS drops despite my system not even being pressured in any way (running at sub-60 fps, like 44 fps in some fights that aren't even that big).

OS: Windows 10 x64
RAM: 32 GB
Graphics Card: RTX 3090
CPU: Ryzen 9 3950x

Is there a problem with the new version maybe? Is there anyone else with this issue? Did anyone solve it with some workaround?

22
General Discussion / Re: New skill system is a step backwards
« on: April 07, 2021, 03:13:58 PM »
Honestly, dude. Speechless.

You do realise me lying about my opinion doesnt make it wrong, yeah? That makes it a lie.

Fundamental communication error.

Peace bro! good luck!

Edit: Nice.
I'm sorry, but it's on you if you thought "wrong" was anything but a synonym for "false". I don't remember making any moral judgments here.
Skill system may need some rework, it is weird in its current state.

Currently, the main character is a fleet commander, while officers are ship commanders. While you can hire/train and find skilled officers who will fight your battles, you can't hire a management or technician officer who will support your fleet. Fleet-wide skills make a huge difference, that makes me take them first and in same order every playthrough:

1. Salvaging (industry) is always the first skill to take in any playthrough, because you start getting stuff immediately and first year is hard on supplies, fuel, guns etc.
2. Navigation (technology) is always the second skill to take in any playthrough, because your fleet needs to jump everywhere to save time and supplies and move faster. Not to mention that you'll need it later for new content of v0.95
3. Contaiment procedures and 4. Makeshift equipment (industry) are a must to decrease costs of travelling, and you will always travel. Scavenging more supplies while using less supplies makes a tremendous difference in gameplay, mainly because you command a single fleet and can't call supply convoy from your planets or allies.
5. Field repairs remove a d-mod every 20 days, which will fix your fleet while you travel at no cost. It takes 800K+ to repair a d-modded radiant, and generally repairing found d-modded XIV legion ships would cost millions otherwise.
Flux management skills like 6. Flux regulation and 7. Special modifications (technology) are a must in any playthrough, many builds need them.
8. Electronic warfare (technology) skill is too OP to miss it in any playthrough.
9. Crew training, 10. Weapon drills and 11. Coordinated maneuvers (leadership) are required to significantly buff up your whole fleet at any stage of the game.
Because of taking so many non-combat skills, player needs officers to do their best in combat, so 12. Officer training and 13. Officer management are a must.
That leaves only two skill points, one of those would probably go to 14. Bulk transport (industry).

Taking any combat skills for main character means your whole fleet becomes less effective from missing out on useful/critical fleet-wide skills. Even those 14 essential skills are to be taken in certain order with minimal differences in any playthrough.

Suggestions:

Please make the skill system fully configurable with simple text files. While developers may have their vision, players may have it completely different so that you'll never be able to satisfy everyone. Modding is the way is such cases. Players will no doubt surprise you with well-thought and properly balanced skill mods.
If the skills become configurable, there will be about twice less posts in this forum section.

It would make sense to remove all industry and technology skills from main player and move them to Chief Engineer character that is referenced while restoring shipwrecks with a story point.

It would help all players to make those essential skills to be passively gained with every new level (of main character or Chief Engineer). Missing them out makes too much difference, and taking them doesn't leave any skillpoints for piloting skills.

It would make sense for combat skills to be splitted into basic essential (like shield and hull efficiency, peak operation time, ship speed and maneuverability) and to specialized skills. Every combat officer would get main skills passively with level, and choose specialization skills, so that you may end up with:
- a missile ship officer
- a carrier commander
- a cloak ninja
- a frigate guerilla
- a capital tankist
- an ECM/ECCM hackerman
- a cargo/fuel trucker
Every combat level may have a selection of skills for those special profiles, so in the end every high-level officer would be useful on any ship because passive essential skills, and do best on a certain type of ship.

It would make sense to completely remove all colony management skills from main character and move them to administrators. How can you manage colony's every process while being dozens of light years away fighting in a system without any communication?

It would be best to focus main character on leadership, as he commands a fleet and a number of colonies, manages officers and administrators, carries trade and faction affairs.
So eventually we'll have every skill? If no, I agree, if yes, I agree even more.
I mean, that's not bad, I think we should be able to slowly "train" until we reach that point. I find this idea that we should be limited in our bonuses kind of weird anyway.
This also feels more natural and complex. It's more of an RPG at that point. It's somewhat similar to what I was talking about earlier in the thread, mixing up some skills that seem to be redundant and have a general increase for base stats while making it possible to specialize for specific gameplay more than just "here's a 20% bonus to your fighters, lol".

In part I disagree with the "colony" part of your post, I mean, you can make that argument for anything, how come we can make a colony with a 1000 crew members? Why is anyone coming to your makeshift 250% hazard colony? And so on...

 


23
General Discussion / Re: New skill system is a step backwards
« on: April 07, 2021, 01:49:57 PM »
Right now the solution to the problem you've presented here is to have skills be randomly placed so there's nothing meaningful to why they're higher tier on the skill tree, which to me seems kind of nonsensical.
I'd rather return to the first instalments of skills, with levels.
I did not advocate for 'random skill placement', please don't put words in my mouth.

I said the higher tier skills are in a higher tier because their effect is more powerful than the lower tier skills. There are some possible exceptions, but I also advocated for those exceptions to be addressed/balanced. This tiering of skills is required for a sense of progression and is also not 'random'. Obviously it can be difficult to compare skills directly like that, so it's a bit subjective, but I think the idea of 'better skills go higher on tree' is both common and relatively effective. I was pointing out that a skill tree structure like that will naturally create skills in lower tiers that feel less impactful, because they have to be so that the higher tier skills are stronger without being over powered.
I didn't say you did, but if we remain like this, it certainly will continue to be random, because right now they're certainly not placed like "weak to strong", they're just different things put together.
I think with how the systems in-game work we can't really have a proper, "progressing skill tree" anyway, unless we take each skill and add % to them, hence why I said "levels to the skills". These are more like "categories", that's why.
Also, this argument about "overpowered" skills in the upper tier is honestly vapid. Come on now, they're slightly underpowered, so we up them a bit and make the lower tiers of the skill be a level 1 "meh" tier, a "middle" level 2 similar to what we have right now and an upper level 3 tier which would be the "buff" we're pretty much requesting.

That is just one example of how progression can be done.
So yeah, opinions can be wrong

oh my.
we are massively off topic here but im doing you a favour.

heres two links

https://en.wikipedia.org/wiki/Opinion

https://www.houstonpress.com/arts/no-it-s-not-your-opinion-you-re-just-wrong-updated-7611752

opinions are not facts, you can only tell me whether i am lying about my opinion or not.

I completely understand that taking skills you don't care too much about feels bad sometimes. I've felt that myself. I think having to take skills you don't want to get ones you do is bad and can be alleviated by re-arranging skills to benefit similar parts of the game to nearby skills, but I think having to take skills you're not thrilled about to get skills you want is fine. I like to think about the entire sequence of skills you take as a choice rather than the individual skill. It's ok if some skills are lackluster because you're trying to pick the best sequence of skills and there are trade offs. You don't just get to cherry pick all the best skills. That allows for those better skills to be really good in a way that would be overpowered if you could pick all of them.

Also, I feel like the two things you're asking for are kind of in conflict with one another. On one hand to have a sense of progression, the high tier skills need to be noticeably better than the low tier skills, but if those high tier skills are not overpowered, that means the low tier skills have to be weaker, so now you get those 'meh' skills that you are also complaining about. I think this is a 'have your cake and eat it too' kind of request.

For what it's worth, I do think the high tier skills are noticeably stronger than the low tier ones with a few exceptions, and that can improved with some minor rebalancing.

Agree. ive been shouting this into the abyss.



So opinions can be wrong, after all.
Also, bringing up random articles on the Internet and-pft-Wikipedia doesn't usually change anything. You'd usually have to extrapolate the information you want to show off. What exactly do you even mean to say right now?

24
General Discussion / Re: New skill system is a step backwards
« on: April 07, 2021, 12:47:15 PM »
That isn't contradictory at all, you can have skill levels as well, and with how skills are placed and with how they work, there's no such thing as a "high tier skill", it's just "random skill I can't reach because I'm not a higher level".
...? High tier skills are the ones that require other prerequisites to unlock, low tier skills are the ones that can be unlocked more immediately. The idea of progression is that you take some skills which are weaker but which allow you to get other skills that are better, which requires the skills that get 'unlocked' to be stronger than the first skills? I'm not seeing the issue with that logic.

that's literally what they said
Quote
...you either need to make them feel like an upgrade of sorts, them being better than the skill before...
I'm not sure what you don't understand, I was answering this:
Quote
On one hand to have a sense of progression, the high tier skills need to be noticeably better than the low tier skills, but if those high tier skills are not overpowered, that means the low tier skills have to be weaker, so now you get those 'meh' skills that you are also complaining about. I think this is a 'have your cake and eat it too' kind of request.
Right now the solution to the problem you've presented here is to have skills be randomly placed so there's nothing meaningful to why they're higher tier on the skill tree, which to me seems kind of nonsensical.
I'd rather return to the first instalments of skills, with levels.

25
General Discussion / Re: New skill system is a step backwards
« on: April 07, 2021, 12:25:44 PM »
I assure you, i know what an opinion is.

Hrm. Pardon me if i doubt your psychology credentials.

My friend, you seem to treat your opinion as fact as you seem to treat the definition of opinion is itself a fact.

I feel we are just flinging mud now, we dont seem to understand each other. Thank you for the conversation.
If you knew, you wouldn't think they can't be wrong then. Any judgment or view can be dissected and deemed true or false.
We tend to not do that to people's preferences because it's assumed that people would not lie about them, and verifying them is neither worthwhile nor entirely possible, since you can't read minds.
So yeah, opinions can be wrong.

Depending on what Alex wants, the skill tree will probably change again, as it already did a few times.
But that is the thing, the issue isn't about the player getting the skills they want or not, is that they are having to get skills they most definetely don't want (or are at least ambibalent about)

To be honest, I think part of the problem is in keeping the skill grid, four aptitudes each with the same amount of skill picks, to the point some options seem forced.
On the flip side, there is no feeling of progression between the picks. it is not like I order first a vegetable and then get a vegetable salad, and then maybe a stir fry. I get a vegetable, followed by a nice orange and finally I got raw chicken?

if you are going to have skills unlocked by progression, you either need to make them feel like an upgrade of sorts, them being better than the skill before, or at least a sidegrade (provide some benefits and some maluses) but there is no rhyme or reason here.
and the lineal progression doesn't help

Maybe Alex needs to rework the whole thing without the inherited constraints.
I'd prefer a wider approach more akin to 0.9.1, but I am the sort of player than enjoys that sort of thing, and I really can't tell if I’d be a majority or not. that is something that I can't tell right now.
We have had a few of these threads with quite a few members posting, but, ultimately we might be just loud voices
I completely understand that taking skills you don't care too much about feels bad sometimes. I've felt that myself. I think having to take skills you don't want to get ones you do is bad and can be alleviated by re-arranging skills to benefit similar parts of the game to nearby skills, but I think having to take skills you're not thrilled about to get skills you want is fine. I like to think about the entire sequence of skills you take as a choice rather than the individual skill. It's ok if some skills are lackluster because you're trying to pick the best sequence of skills and there are trade offs. You don't just get to cherry pick all the best skills. That allows for those better skills to be really good in a way that would be overpowered if you could pick all of them.

Also, I feel like the two things you're asking for are kind of in conflict with one another. On one hand to have a sense of progression, the high tier skills need to be noticeably better than the low tier skills, but if those high tier skills are not overpowered, that means the low tier skills have to be weaker, so now you get those 'meh' skills that you are also complaining about. I think this is a 'have your cake and eat it too' kind of request.

For what it's worth, I do think the high tier skills are noticeably stronger than the low tier ones with a few exceptions, and that can improved with some minor rebalancing.
That isn't contradictory at all, you can have skill levels as well, and with how skills are placed and with how they work, there's no such thing as a "high tier skill", it's just "random skill I can't reach because I'm not a higher level".

26
General Discussion / Re: New skill system is a step backwards
« on: April 07, 2021, 11:38:16 AM »
Don't worry, opinions can also be wrong since this isn't a matter of "preference". This is a matter of efficiency, and in the confines of this binary choice, the only meaningful choices are like three on all trees.
I'll tell you one thing though, when you're trying to appeal to your customers, you don't listen to the 5%, you listen to the 95%. I'll assure you that psychologically, most will not gimp themselves and pick the worst option unless they're kind of done with your game so they're trying to squeeze it dry, it's actually really their playstyle, or they don't know better.
Carriers suck right now, and their skills do not help them pretty much at all is the issue here, so why would you ever go carrier? Let's actually forget the part where carriers suck. Why would you not go generalist and still go carrier because the skills don't factor in at all because the carrier skills suck? You'd do better as a carrier if you'd pick the generalist side, it's certainly more useful.

Phase ships are your only example and you keep on bashing them on the head, but even there, the only one that is TRULY needed is operating time, while the other is useless since you don't have shields, but that's the only playstyle difference, mostly because of game mechanics.

Again, this skill system isn't good.


No, opinions cannot be wrong.
With that out the way, yes, its about efficiency, and ill tell you one thing though, if you are flying a carrier and you havent picked the birds at tier 1 then youre not being efficient when you are flying that carrier. What you ARE doing is choosing to be flexible, you dont think you will be flying carriers very much, so you will pick something that universally applies. This is a choice between specialisation and flexibility.
Theres apparently a communication breakdown as to what choices you are making and where you are making them. Never mind.

Here we go again regarding your perspective. Are you assuming you represent 95% of customers? Are you sure that you arent just a part of the displeased and yet very vocal 5%? I cant remember statistics but people tend to scream about being annoyed rather than scream about being happy.

Carriers do not suck. they have, however, received a very long time coming NERF. They were stupid strong and they are great against phase ships still, for a start. Hell, i even rocked omega using fighters.

Whats the obsession with my supposed obsession with phase? Shall i do carriers as an example? I wont but i could. I thought the example was a gentle method to articulate your perspective.
You don't know what an opinion is then, pick up a dictionary. And yes, psychology pretty much says I'm the 95%. Play the game for a bit and you'll suddenly move away from defensive options unless you can't pick otherwise, or game mechanics force you there, or again, you're not the type that improves in any way.

Your pick on specialization for carriers isn't as good as being "flexible", because you'd certainly do more with your carriers without picking the clearly bad skill.
Carriers suck and you're better off replacing the spots they fill with suckiness with something more useful, like pretty much every other ship in existence, or at least with hybrids, like the Legion if you really want to waste your time with carriers right now.

Serenitis has the right idea from a perspective.
I still think that these skills either need to be made to be "generalized but with caveats", or have more options to specialize properly and in a useful manner.
Besides that, many of them need to be rearranged, and respecing shouldn't cost you your Elite Skill story points.




27
General Discussion / Re: New skill system is a step backwards
« on: April 07, 2021, 10:55:47 AM »
I was talking about the player. In terms of dealing more damage when it matters: you may enjoy a more aggressive player ships like an aurora, SO ship, phase ship, Sunder, tempest etc, or you may enjoy a ship with more missiles, such as the dominator, onslaught, conquest, etc.

Either option lets you pick and choose when to apply a burst of damage: usually enough to destroy a ship of the same weight class in one or two passes, though capitals have a lot of hull to chew through.
You don't get what I mean, I meant that giving AI too much damage and forgetting their survivability is pointless most of the times, they won't be able to do damage when they're dead, so I can see why you'd go Point Defense and Impact Mitigation for them.
But even a player that isn't "the best ever" can avoid what the AI can't so they can pretty much always pick a generalist approach, or in most cases, the damage side, since not only is it going to fit most of the situations, it'll do so better.
ok, maybe i didnt read everything everyone has wrote cos well, you saw your last message, AND i get carried away with prose smithery sometimes. I make myself snigger. Sue me.

But you are ignoring my point. what I gave was an EXAMPLE of why your opinion, is.... well its your opinion. Its not everyones. You dont play carriers, obviously. Nor phase ships. What you should be doing is realising that OTHER people use these skills. What you are missing here is perspective, that the choice that is being made is the PLAYSTYLE THAT REQUIRES THAT SKILL CHOICE.

From other peoples perspective, your favourite skill is the pointless one.

YOur playstyle is the choice that youve made, which is iterated at every skill tier.
Don't worry, opinions can also be wrong since this isn't a matter of "preference". This is a matter of efficiency, and in the confines of this binary choice, the only meaningful choices are like three on all trees.
I'll tell you one thing though, when you're trying to appeal to your customers, you don't listen to the 5%, you listen to the 95%. I'll assure you that psychologically, most will not gimp themselves and pick the worst option unless they're kind of done with your game so they're trying to squeeze it dry, it's actually really their playstyle, or they don't know better.
Carriers suck right now, and their skills do not help them pretty much at all is the issue here, so why would you ever go carrier? Let's actually forget the part where carriers suck. Why would you not go generalist and still go carrier because the skills don't factor in at all because the carrier skills suck? You'd do better as a carrier if you'd pick the generalist side, it's certainly more useful.

Phase ships are your only example and you keep on bashing them on the head, but even there, the only one that is TRULY needed is operating time, while the other is useless since you don't have shields, but that's the only playstyle difference, mostly because of game mechanics.

Again, this skill system isn't good.
part of the problem with the picks is that you pick this generalist skill or this specialist skill, but it isn't consistent. I can turn into a carrier specialist and a ranged specialist and a phase specialist.

What I am trying to say is that in the one by one the vs of the skills isn't interesting, and there doeesn't seem to be clear specialization branches. in the tree
because it isn't a tree but a sequence.


So we have no sense of progression and on a one vs one the generalist might win over the specialist time and again.
at least in the L tree

Worse running a fleet, it should be less about generalist/specialsit and more about the role to take centerstage
Will carriers be auxiliaries or core? (assuming a partial denerf) are your phase ships the core of the fleet or harrassers? are you running a battleline as the core? or just an anchor for the phase ships? or a shieldwall for your carriers?

again with a lineal progression this jsut doesn't work. generalist is going to be more useful, by and large, with a few exceptions here or there
I fully agree even though I'm not the type to argue from this perspective, this seems like a more interesting option than what we have now.
This actually brings up an issue I have here in this game and has never been fixed:
The lack of tactics and how commands are very poorly implemented. If only we could have something like Battle Brothers now that that was mentioned, even a shieldwall would make fights more interesting.

28
General Discussion / Re: New skill system is a step backwards
« on: April 07, 2021, 10:13:34 AM »
Mr Noob

Well its just obvious you havent been flying ships where those choices are useful. Which is your choice.

heres a case study.

Doom
Helmsmanship - easy
This next tier, awkward one, meaningful choice here..... Hmmm im not very good so lets go with POINT DEFENSE.
impact mitigation - easy
Shields - KIDDING
NOw doom will probably appreciate both of the tier five skill here, but im gonna go with systems for the mines.

all youve told me is that you dont like to pilot the doom not that there arent meaningful choices.

Mr Speeder, your choice is to have both of the max tier skills?? How is that not a choice? your choice of playstyle is now focused on being a governor....... im pretty confused here.

Mr Ryan,

Hello!

Mr Blade,

I simply disagree for reasons shared and im too lazy to go into more detail BUT i will copy paste this again.

15 skill levels and five tiers, of debatably increasing potency.
thats three entire trees with one choice at each tier.
thats one tree with no choices made (going round twice, ill come back to this) and one tree with choices at each tier.
A mash of whetever skills.
and a mash of whatever of the above.

And say: you can hit the highest tier skills in any tree in only 5 levels.

sheesh, guys.



You have this problem where you're rambling for no reason at all without actually reading what people are saying.
What you've described is that one exception I already mentioned which is Phase ships, which is either an all-in (because you won't be doing jack with those skills anywhere else) or you can just play the rest of the game AND play with Phase ships with the rest of the skills.
That's it.
And even then, you still have a useless skill, which is Point Defense. ESPECIALLY Point Defense when Phase ships are simply better with more damage.

Again, there's no "meaningful choice" when one side is just a better investment from almost every point of view.
And I can do this for the other trees as well. Sensors? Lol. Fighter Uplink? Lol. Automated Ships? Lol, too little to matter versus Special Modifications.
Auxiliary support? Lol. Coordinate Maneuvers? Omegalul. Carrier Group? Lol. Ground Operations? Lol.
Bulk Transport? Lol. Damage Control? Lol. Derelict Contingent? Lol. Colony Management? Lol.

This wouldn't even be as bad if it wasn't a binary. It would actually be better if some of these become subsets and we get new skills, rather.
...

Hmmm well thats interesting, because a few of the combat skills you mention as never being worth it are the go to powerful skills according to others. Strike Commander is the meta skill for carrier captains, armor mitigation is meta for everything but dedicated snipers because of how good it is on defense, and missile specialization is a specialist skill that is useless for some ships and extremely good on others.

Point defense could probably use some love, but anyone who fights a high tech station, dooms, or fighter spam can suddenly see how powerful it is.

Looking at the skill tree from the perspective of generalist or specialist:
1L: Generalist speed; 1R specialist carrier
2L: Generalist offense; 2R specialist defense + specialist carrier
3L; Generalist defense (armor); 3R specialist ranged (becomes generalist offense with capital ships)
4L; Generalist defense (shields); 4R specialist phase (crazy good on phase ships)
5L; semi-generalist (system), but only truly excellent on some ships. 5R: specialist missiles (crazy good on missile ships)

So while there are a few skills I'd like to see tweaked for sure (point defense minor buff, navigation elite tweak to not apply to overloaded ships, removal and replacement of impact mitigation -50% kinetic damage for weapon balance purposes comes to mind, there are probably other minor ones I'm forgetting), the combat skills follow the generalist/specialist pattern on each level, and no skills are useless at all.
The only way I can accept what you're saying here is if you're talking about the AI officers and not the player, honestly. They don't get frustrated for how useless they are (not at dealing damage per say, but at dealing it when it matters) and they certainly don't have the brains to not die without some extra help.
Your point defense either sucks or you're well-equipped since you're a bigger ship to ignore missiles and fighters.
Carriers suck right now, the only exception for me is the Legion since it's not dedicated, so there's no point to even having officers with Strike Commander.



29
General Discussion / Re: New skill system is a step backwards
« on: April 07, 2021, 09:24:47 AM »
Every skill tier is a choice?

Having to pick skills you dont want to get those you do? To start, thats an almost fundamental aspect of progression and applies near universally to RPGS that have more mechanics than you have fingers.

Just to clarify, i believe there is huge difference between 'choices' and choices. Hopefully the italics will portray my intent there, else its gonna get wordy. - seems like i did, below.

For the sake of this discussion, and i apologise if this has already been mentioned but i didnt read large swathes of the somewhat redundant comments, do you have examples? Of skills you dont want?


Mr noob.
Im not here to argue with everyone as I quite simply havent read everything. Even if i did, im not really compos mentis enough to hold it all in my head because reasons.

The overarching message i have is: Choice is good. I can only say we disagree on what 'meaningful' choices are. Share your definition?

ALSO, the choices are at their most basic

15 skill levels and five tiers, of debatably increasing potency.
thats three entire trees with one choice at each tier.
thats one tree with no choices made (going round twice, ill come back to this) and one tree with choices at each tier.
A mash of whetever skills.
and a mash of whatever of the above.

Theres also archetypes and sub archetypes you can base your choices around, which is also a choice!. E.g. Shortrange, long range, carrier etc etc. Its unlikely youre gonna be able to get all applicable skills to your archetype unless you sacrifice leadership or industry. Choice!

Also, if you want to go round twice on a tree to get multiple upper tier skills but theres skills you dont want on the way? that is ALSO a meaningful choice. Is that skill worth the 'dead' point?

Now compare this to previous incarnations. All those before were WHEN should i get 10% more OP fleet wide, shield expert and so on. Not IF. Just wanna say, holy crap i miss the, what was it? 30% more OP fleet wide? MENTAL. and awesome. but silly.

Im not saying the skills cant be tweaked, theres some skills in questionable locations. But really, this a great system. Power creep is a thing and the s-mods, im pretty sure, counter a LARGE chunk of any power depreciation you see, imagined or real. Its just portrayed differently and else where.

ill leave this mind vomit here. I suppose theses are just things i want people to consider before finding their pitchforks. A counterpoint is healthy? maybe?

Man... im taking so long to write this in my mind haze you people keep replying.

Mr Blade.
Seems nice quick response.
Well one of your choices is 'do i want to be a ****hot ninja pilot or do i want to be captain mother of the seven samurai' you cant be effective at both. Meaningful choice here. I cant speak as such for Alex, of course, But i dont think he wants 'Captain mother, the ninja pilot' to be the only meta worth considering.

This game shares quite a few aspects with battlebrothers.

With reference to binary choices, hah, well, i can teasingly say all choices are binary. Its either this, or not this. I dont really have an opinion on that, having more options per level would just be different i wouldnt say it it would give more overall choice as something you would have had to sacrifice at some other point, now never has to be. Which is less choice. Have to witness.

I disagree with you regarding respec. Its so cheap and once youve got your master fleet and millions rolling in you can drop all of industry. Which is more choice.
Yes, the meaningful choice between "useless" and "useful", the change in gameplay is astonishing.
Helsmanship or Strike Commander really depends on you again, it's a more meaningful choice. Are you a carrier player or a non-carrier player? Honestly though, speed and maneuverability are still simply better.
Why would I ever want to pick Point Defense for myself? When do you ever meet yourself with a situation where you think this is necessary? Most likely never, point defense is sucky for anything that isn't beyond a Destroyer, and even then, it's enough to handle anything the game throws at you without this skill, meaning you're better off doing more damage.
What about Impact Mitigation? I would honestly never find myself using this either, when is that special situation where I'm going to have to tank without my shields? Where is the meaning in picking a skill that might be useful once only?
System Expertise is also rather meh, but I'd say this is more of a preference since I'd rather have System Expertise, unlike the MEANINGFUL choice between Phase Mastery and Shield Modulation.

And these are just a few examples, oh wait, it's pretty much more than half the Combat skill tree that sucks.
How did we get here, I wonder?
So no, choice isn't good, it's meaningful choice that is good, because otherwise, it's not choice. I can read the skills and already see, no matter what playstyle I have, my choices are already predefined.

Respecing costs too much considering elite skills, that's also pretty much a fact. There's no point in it unless you don't use elite skills.

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The planet has a normal atnosphere then.
God damn, I hate these tags.
You could add the no atmosphere tag with console commands if you want
That's cheating and I don't like that.

Anyway guys, thanks for the answers.
Imo the new items have vastly increased the potential choices for colony sites.
You are no longer constrained by finding somewhere with an exact combination of resources if you care about getting that maint. reduction, because you now have a way (multiple ways in fact) to mitigate that.
Whether you want to use the 'perfect' site right now and gamble on finding x,y,z. Or go out and see what you can find before commiting is an interesting decision for the player.

The various conditions attached to the items are simultaneously annoying that I can't arrange my logistics tetris how I want, and interesting because they are different shaped blocks.
I like that there's an incentive to use planet types other than the most 'optimal' garden world you can find.

100% agree that the planets intel does need condition filters.
Agree with this. It honestly makes it better although I did like having that Uber planet that had everything and that destroyed everyone else economically and military-wise, but honestly, that's possible now as well.
I'm literally number 1 in most industries and the planet I picked isn't even that great.

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