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Messages - Hiruma Kai

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31
So I've got a three colony system, one with farmland and mining (size 4), another with heavy industry and pristine nanoforge (size 3), and the third on a gas giant with a mine for volatiles with a plasma dynamo (size). All 3 have Alpha core administrators.

I noticed my Tri-tachyon colony threat seems to list ore twice in the expanded window, which strikes me as a bug.  I only have once source of ore with 5 production.  Although I do have 6 organics production on that same world and wondering if the 1st listing should be organics instead?  Or does Tri-tach not care?

32
General Discussion / Re: 7 Skill Officers
« on: February 05, 2024, 10:47:24 AM »
I'd throw that on a Paragon.  Eagle, Falcon, Tempest would all also be pretty good with that kind of officer.

As for your optimal selection of skills, I think some fleet composition bias is leaking in to your suggestion.  A high tech wolfpack fleet is going to want all its officers to have both Combat Endurance and Energy Weapon Mastery, for example.  And that definitely is a fleet type the game encourages via skills.

Also, I'm a bit curious why would baseline combat endurance is "niche"?  I admit its elite portion is probably best restricted to cruisers and capitals, but the baseline non-elite portion is +5% damage against all ship types, +5% speed, and -5% damage taken, even ignoring the CR time increase and tick down slow.

It's literally 1/3 of Field Modulation (for shielded ships), a good fraction of non-elite Helmsmanship's speed, and a little over half of non-elite Target analysis damage (assuming equal distribution of ships).  Plus a 1/10th of Point Defense, about 1/5th to 1/10th of Impact Mitigation, and like a 1/5th of Damage Control's reduction as bonuses on top.  It works with every weapon type and every tanking type.

I typically want it on every officer, unless I know I'm going to be running Hull Restoration and Crew Training at end game.

33
Announcements / Re: Starsector 0.97a (Released) Patch Notes
« on: February 05, 2024, 07:34:20 AM »
So here's a bit of early skill/ship feedback, as I've done a run to test the Technology tree basically to end game fleet configuration, specifically with an eye towards a Neural Linked Radiant.  For me, a player piloted Nova and Radiant feel over priced compared to other player piloted alternatives.

I can't help but compare a neural linked Nova at 48 DP to a player piloted Odyssey at 45 DP.  Due to the layout of the Nova (forward focused, narrow front shield) compared to an Odyssey (broadside, can effectively engage from 135 degrees from front), I just can't leverage the ship system for escape like I can on an Odyssey.  Now that might just be a flaw with my player piloting of it, but if that is the case, what skill level is the 48 DP Nova supposed to be balanced against?

Nova does have shields are twice as strong, but the Odyssey is more than twice as good at getting away, at least for me.  Plus there's still the 25 OP tax, and the skill point spent on Neural link combined with the fact that I don't feel like I can leave the Nova alone for long - it likes to dive in under AI control, and then has to be rescued and get out, eating up too much attention if I try to take advantage of Neural Link for any length of time.

Similarly, 72 DP is alot for a single ship, even a Radiant.  For 3 more DP, and 1 or 2 less skill points (depending on how you're counting), I'd rather just take the Ziggurat.  And in this case, I think it is a fair comparison.  Sure, there is only one Ziggurat, but there can only be one player piloted Radiant.  They both are effectively unique.  One requires levels and defeating an Ordo to get, the other requires knowing it is there, and sufficient PD coverage.  And the Ziggurat is much, much more powerful than the Radiant in player hands.

Alternatively, take a player piloted Onslaught, ditch a high tech frigate, and get another Onslaught or 2 Gryphons, and put the Neural link point (and maybe the Automated ships point depending on fleet) into the leadership tree.  Yes, a player piloted Radiant is powerful, but so is an Onslaught, Odyssey, Doom, Hyperion, or even Afflictor with additional AI support, who all can have outsized effects on the battle far higher than their DP cost would imply.

Basically, it hit me when my initial deployment is a neural linked Radiant (72 DP), neural linked Doom (35 DP), a Legion XIV (40 DP), and 2 Omens (12 DP).  Which looks like very few ships to capture points with.  And arguably, when focused with, the Doom is just as impactful as the Radiant, but at half the DP cost.  But I can't really pilot both simultaneously (and there's like a 5-6 second lag when switching).  I eventually felt forced to respec and grab electronic warfare just so I could ensure I get the 3 Dominators and extra Omen deployed.  Which is awkward as there really isn't an initial line in that case.  It also means my 8th officer (a level 7 without missile spec or systems expertise, so a poor match to missile ships or Omens) is just sitting off on the sidelines.

Character is 5 Combat (Combat Endurance, Impact Mitigation, Field Modulation, Target Analysis, System Expertise), Leadership 1 (Crew Training), Technology 9 (all but sensors).  I was trying out the tech tree changes, had 2 leadership at one point, but then swapped to Electronic Warfare after failing to deploy the full fleet too many times.

34
The XP bonus for s-mods is 0% for capital s-mods, 25% for cruisers, 50% for destroyers, and 75% for frigates.  I think it is to make it easier for wide small fleets, as opposed to just having like 5 capitals with 2-3 s-mods each.

With that in mind, if I took no skill picks at all, I'd only be spending 8 story points on Elite officer skills, and on average 8 maybe on capitals, and a smattering on cruisers to frigates for the equivalent of another 10 effectively at 0% XP  (2 on a Cruiser and 2 on a frigate is like 2 in this counting).  That's only 26 out of 56 story points earned to level 15.  Sure if you grab every single story point expenditure option it adds up quick, but you can take 1, or maybe even 2 without running into much trouble - assuming you have a fleet plan.  For a new player just s-modding things in to see if they work, yeah, you can run out quick, or if you cycle officers looking for the best match.

35
Announcements / Re: Starsector 0.97a (Released) Patch Notes
« on: February 04, 2024, 04:39:35 PM »
Err, should they not really, really have that? Pretty much all their story engagements make a big fuss about sudden intrusions into human-controlled systems. It would seem that no other faction deserves to have that skill as much as they do. (With Tri-Tachyon as a close second.)

Gameplay wise, I'd say no, they shouldn't.  Its not the ECM portion that is the problem.  They really shouldn't have the longer range and quicker map objective capture combined with the officer spam which results in them always having 240 DP to 160 DP.  That's a recipe for playing at 180 or 200 DP for the player playing against 240 DP.  It can be done, but the fleets that can do it well are fewer in number since you have even less margin for error.  Its just less forgiving.

36
Announcements / Re: Starsector 0.97a (Released) Patch Notes
« on: February 04, 2024, 11:13:32 AM »
So interesting experience, playing against an Ordo with Electronic Warfare, when you have neither Best of the Best or Electronic warfare, even with fast frigates (i.e. Afflictors) is rough.  One of those two skills now feels like it is mandatory (or alternatively, make your fleet 180 DP capable, which is a much smaller list than 240 DP capable).

It was a 500k bounty from a contact, all alpha cores, but not the special Tesseract bounty.  Does that count as special?  If run of the mill map Ordos can't roll it, then that is probably fine then.  Thanks for the clarification.

37
Announcements / Re: Starsector 0.97a (Released) Patch Notes
« on: February 04, 2024, 11:05:59 AM »
So interesting experience, playing against an Ordo with Electronic Warfare, when you have neither Best of the Best or Electronic warfare, even with fast frigates (i.e. Afflictors) is rough.  One of those two skills now feels like it is mandatory (or alternatively, make your fleet 180 DP capable, which is a much smaller list than 240 DP capable).

Out of curiosity, is the AI aware at all of the effect of Electronic Warfare capture, or take it into account in any way when playing against it?  Because I've seen frigatess sitting on a point which is doing nothing because there's a relatively close by ship with Electronic Warfare overriding it.  Simply going to the position isn't enough, they need to aggressively kill the nearby enemy frigates in order to even begin to capture a point.

38
General Discussion / Re: Is It Possible to still download 0.96?
« on: February 03, 2024, 01:19:34 PM »
Just change the end of the link to the current version to the old release name which was 0.96a-RC10, like so:

https://f005.backblazeb2.com/file/fractalsoftworks/release/starsector_install-0.96a-RC10.exe

39
Neural Integrator says the deployment cost should be increased by 20%, but on the refit screen, in simulation, and on the fleet screen which reports total combat ship DP (as well as Automated ship DP), this does not seem to be happening.  This is RC7.  Converted Hangar works fine and seems to report the increased DP cost.

40
Announcements / Re: Starsector 0.97a (Released) Patch Notes
« on: February 02, 2024, 06:45:12 PM »
First off, thanks for the release.

I'm trying to remember, is it normal to fail a contact bounty if the bounty target is killed by a fleet other than the player's, or is this a new behavior?  I've got a saved game where if I go up (apparently away from the bounty and a scavenger fighting that I have not seen yet), I fail the mission in about 1 day, and if I go down from my location and see the pirate fleet engaging a scavenger, I succeed in 1 day as the Scavenger defeats the raider.

41
Where did we come out on the Falcon? It has 2/3ds of the firepower of the Eagle at 2/3ds the DP

Some of its stats don't follow the trend, especially flux dissipation which is only 57% of the Eagle's now.

I'd call 57% the base dissipation number ratio.  It still is a cruiser, so the max vents comparison is 700 dissipation vs 1000 dissipation, which is more like the DP ratio of 70% (14/20 = 0.7), so that lines up in my mind.  Given it has 80% of the OP (instead of 70%) it perhaps is not a crazy assumption that vents will be maxed.  It also has higher speed, either 33% or 23% depending on if you include Maneuvering Jets.

My personal opinion on Falcons is they work well enough.  They're not in the top spot, but they can be used in a campaign to get the job done, even all the way at the end towards Ordos.  You'll be picking up d-mods occasionally, as they aren't as tough as heavy cruiser, so a Nova with support diving will sometimes pop one.  But you are free to take a look at the first video in this thread and make your assessment of that particular Falcon fit.

42
Depends on the path a new player takes determines what enemy fleets they encounter.  Some of those paths do have natural progression towards higher difficulty.  I will also note if a player takes the suggested Hegemony commission path after the tutorial, then there is a high probability that they'll be hostile to another major faction like Tri-tachyon, which can provide some interesting fights of various scales (Skathi typically doesn't have very large patrols, and are faction fleets) relatively early on.  As well as some really hard fights if they go to Culann.

Anyways, Derelicts do naturally scale up over time.  The more you do, the bigger they get, and at some point, a solo frigate isn't going to cut it against multiple capital Derelicts (at least for a new player, lets ignore Afflictor silliness).  So there is some progression in the exploration and colonization path, which you describe in your progression.  I just don't see 3 Derelict frigates as being the same difficulty as a Derelict fleet with 3 Capitals, 4 Cruisers, 6 destroyers and 6 frigates, for example.  That looks like progression to me.

Also, contact bounties and intel bounties do start with small pirate fleets, but will transition into faction deserter fleets, which are essentially faction fleets that you're allowed to beat up without penalty (and in fact pay).  So I think someone seeking out combat for pay will typically encounter Pirates in Corvus -> intel or contact bounty fleets (pirates) -> intel or contact bounty fleets (deserters/mercenaries) -> high end contact bounties (Ordo bounties, Tesseract).  And those bounties do follow a progress, from tiny 40k fleets, to slightly larger 80k fleets, to 120k fleets, to capital containing 150-200k fleets, to mid-sized fleets at 250-300k, and really packed fleets in the 350-400k range (this in intel bounty payouts, as opposed to the high contact bounty payouts).  Now the rate of that increase can be argued over whether it is optimal or not, but I don't think you can say there is no natural progression there.

Although for a brand new player, I always recommend running through each of the main menu missions at least once, which also follow a difficulty progression.  They don't necessarily need to be beat all of them, but just get a feel for combat.  Although being able to beat at least the Medium difficulty ones means they'll have a much better time in the campaign.

As for fleet composition, that would be best introduced through the mission system on the main menu I would think.  No risk involved in trying the ships and builds, and the opposition is totally controlled as opposed to campaign chance.  I think a pass on sprucing up the main menu missions is probably needed at some point before the 1.0 release once the game balance is finally settled and more ships aren't being added.  At that point I'd love to see all the fleet types represented there.  Some already are.

For the greater Ludd introduces carrier fleets.
The Wolf pack introduces fast high tech ships in a, well, wolfpack.
Ambush introduces a phase fleet.
The Last Hurrah is supposed to be a Persean League fleet against a Hegemony battle line.  The default ship builds probably could be updated to modern Persean League doctrine with DEMs though.
And Forlorn Hope introduces soloing fleets in a super ship. :)

Admittedly the missions don't introduce skills, officers, or s-mods, but I feel like understanding the true combat basics (speed, range, flux, damage types) before moving onto campaign progression mechanics is best.  If you discover you like large missile ships from the Last Hurrah (like the Conquest), then working towards the Missile Specialization skill makes sense once you're in the campaign.  And the campaign does give you a level 1 officer as you note.  Now maybe there needs to be a popup describing how you level them up the first time they go up a level, and a brief pop-up the first time you dock at a world with an officer for hire, directing you to talk to them.  Maybe even a pop-up the first time you go to the fitting screen to describe the green button on right, which hints that saving OP by building in makes the entire ship stronger (although I would think that is pretty evident the first time you try it). 

But I don't think a new player needs a full level 5 officer and fully s-modded ships to learn that officers and s-mods are good.  Just a bit of sign posting and letting them try.

43
Looking at the quick video of Dragonfire/Hydra, I think the Paragon vs the Hydra is more of an AI issue rather than strength of the missiles.  You see the hard flux going up, but the soft flux doesn't budge.  It just needs to turn on fortress shield only when soft flux is high.  Actually...

As a quick test, I removed fortress shield from the Paragon via .csv edit, and ran the quad Hydra Pegasus against the sim Paragon.  It actually survived all 30 salvos, albeit with about 40% hull.  Also amusingly, the Hydra only Pegasus does very poorly against the sim Onslaught.  Its PD shoots most of them down.

Having faced multiple Hydra Pegasus in actual fleet play, it is pretty trivial to bait and tank or evade them with a flagship SO and extended shield Medusa, for example, let alone an Aurora.  Even an SO Eagle can tank a single Pegasus worth of Hydras.

As for Dragonfires, their biggest advantage right now is that on the medium mounts they have a 5 second refire delay, when virtually all other missiles have a 10 second refire delay.  Gorgons 10, Harpoons 9, Sabots 9, Gazer 10, Reaper 15, Breach 10, Jackhammer 10.  Expanded Missile Rack Dragonfires deal DPS (while it lasts for 15 seconds) deal 1066 soft flux energy DPS, assuming they all hit.   Reapers deal 290 hard flux HE DPS while they last, assuming they all hit (which depends on the build - short range SO can have a pretty good hit rate).  If it takes more than 1 salvo of medium Reapers, then its a minimum 15 seconds to kill.

The ones that don't are regenerating, Annihilators (pressure weapon), or PCLs (getting nerfed to 2 seconds).  Consider you can fire 2.5 PCLs in the time that you can fire a single Dragonfire in the next patch.

I don't have an issue with the Dragonfire Torpedo Pod, given it has a 14 second refire period.  Which is an outlier given all the scaled up large missile mounts have shorter refires, instead of longer.  Reaper is 15 seconds in the medium vs 10 second in the large version, Hammer if 10 vs 5.45, and Pilum is 16 vs 10.

For most cases, 2 Medium Dragonfires is better than a single Large Dragonfire.  You lose 1 ammo in exchange for nearly 3 times faster firing rate.

44
I suppose that's true. Its a specific fix for the more general issue that there are ships where neither capstone combat skill is worth it. Paragon does fall into that list for me, but it's so strong it doesn't suffer that much.

Thats more of an officer issue than individual skills I think.  For example, Impact Mitigation is significantly less useful on high tech frigates than low tech capitals.  Helmsmanship is the reverse.  There's an argument to be made elite Impact Mitigation might be more important than either Systems Expertise or Missile Specialization on something like an Onslaught.  Similarly, the same might be true of Helmsmanship on a Tempest.  I think the biggest issue with ships that don't want Systems Expertise or Missile Specialization is that they are forced options at officer level 4, 5 and 6.

I expect it'll be less of an issue with the elite Systems Expertise change in 0.97a, but officers are definitely skewed towards ships that want one or both of those skills.  Given Persean League officers are guaranteed to start with Missile Specialization at level 1, it does seem kind of odd to me the two capstones are still treated special during leveling.  Try leveling an Eagle officer to 6 without mentoring, it is kind of rough.

45
As an alternative change, you could do a 50% increase in active duration for speed based abilities instead of magnitude.  Wouldn't be exactly 75% uptime, more like 69% for Manuevering Jets, and 55% uptime for Plasma Jets.  If one wanted to keep the 50% theme.  Alternatively, just a 50% increased duration for cooldown abilities (as opposed to charge based abilities) in general that only affect the ship itself.  While those that affect other things gain the benefit of 50% range.  Although I don't know if temporal shell and Lidar array need the help?  Reserve Deployment probably could.

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