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Starsector 0.98a is out! (03/27/25)

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Author Topic: Does anything genuinely benefit from the existence of story points and s-mods?  (Read 10019 times)

Squalor

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I think the bigger issue with Story Points is that there's only two groups of uses for them: Those that benefit and strengthen the player (S-mods, officers) and those that are useless and have no real benefit (fluffy dialogue, arguing for better pay, the sword duel). One is not equal to the other and their value is not at all comparable. As there's no "speech skill" or anything to fill in for the latter we're stuck paying valuable green points, which just means nobody picks those options, or they pick those options to see the dialogue and reload a save. For example, in extraction missions you could spend a point and a sum of credits to bypass going in with marines. It's a green point tax and it makes a worthwhile consideration into a blindingly obvious choice as it's far, FAR, cheaper to buy the marines the mission giver tells you and just raid and eat a few points of reputation. If there was a choice between saturation bombing and genocide, or paying premium currency to avoid it, I think the average player would choose the former.

There is a value to Story Points from a development perspective. It's very easy to slap it on for optimal choices and the story/quests can be written with the player having points in mind, pick the cool option and just let your imagination do the details. The problem is that this is shallow from a player perspective and they're inconsistent. Everything uses these points and they have no tangible basis in the game. For all intents and purposes it's pulling a genie out to do a magic trick. Need to escape a fight? Divine intervention. Want to haggle for better pay? Divine intervention. Want to intimidate someone away? Divine intervention. Want to colonize a planet in a declining sector? Oh you can just do that normally with bulk commodities.
Honestly they're bandaid solutions for gameplay problems. If officers need mentoring because they level at a glacial pace without it, maybe the problem is that they take too much XP to level up. If a ship is difficult to make work without specific meta builds or S-mods (or both) then maybe the issue is that the ship needs some help in stats. If you get hit with an unavoidable and unbeatable fleet in hyperspace you better have that genie on hand because fighting a retreat battle might as well be suicide with how incredibly difficult it is to escape with even a fraction of your fleet.

Not to say we should nix the whole system as the development has already been put in and there is merit to "plot armor" if we lean into the space RPG side of things, but as it's the only option to do things it could be a lot better.

The Solution:
I believe SP should no longer be tied to XP, but to player's own level. Player's max level (without using mods) is fixed to 15 and I believe the player should be given a certain budget of SP that are then used for intended-to-be permanent options, but the player should be free to do everything that currently needs SP as long as they are within the budget.

In other words, s-mods become like ship-specific skills [in the form of OP-free hullmods], dare I even say skill-mods. Player's level already limits how many skills they can have. Not only that, but they might even be a shared pool: more s-mods on the ships in the fleet -> fewer elite skills for the player. This ties in nicely with existing ship limits too.

Ditto for officers: perhaps officers should still be able to level up, but the player can immediately temporarily assign them with target skills and be able to freely change or change for a nominal fee their personality and make skills elite. As officers level up, the player gets refunded the fleet skill point that they can use elsewhere.

Ditto for certain special events such as colony crisis resolutions that provide you with a permanent benefit. Kanta's favor might be one of those cases where assigning an SP to keep pirates off your colonies might work out nicely, but you can still pull out and lose the protection, but with an option to resolve it via non-SP means.

Naturally, this implies that the player should be freely capable of respeccing their skills and even changing out s-mods [whether directly allowing to remove and add s-mods or by having to scuttle and getting a new ship, but this still refunds the fleet skill point back, so no extra time lost].
All of these apply to cases which provide a benefit that will last forever until the player cancels it. S-mods, officer skills, special events, maybe even certain story missions.

Now, the question of consumable options remains. In my opinion, the vast majority of options that are taking SP now should just be freely available or available through a resource that's not paid for in player's dedicated time. This includes pretty much all story-related choices along with a few bar mission ones. The delivery mission, the blueprint-for-SP mission, you name it.

Only common two remain: special maneuvers and limited repairs.

And in my opinion, these can be very easily paid for in fuel and supplies respectively. The "special" maneuvers might involve detonating fuel or something to orion outta there. Given that many unwanted encounters occur while exploring, this poses a considerable danger for the player that chooses to do so because the fuel cost of this maneuver should not be static and they should feasibly risk getting stranded by doing so, not to mention having to deal with repairing the ships afterwards, both from harassing fleets and from the fallout of the explosions.
And limited repairs using many supplies would just make sense and have much the same intent as disengaging.

As far as complete reworks go I agree, you have a point to put in yourself with skills, and a point that's of more surgical use in more—but still significant—applications. It'll take getting used to not triple modding every ship in my fleet, but we used to just not have them in the first place and relied on making ships good without green crutches. It would make them a lot more special and place more value on choices as each is significantly more meaningful with a finite number to pick. Special Maneuvers just highlights the issue with retreat battles and how incredibly punishing losing is as ships and any rare cargo is gone for good. You'll always take a supply, fuel, and CR loss over the guarantee of losing nearly everything. Even engaging head on has less risks than a full retreat because there's the opportunity to wear out their fleet just enough to run with your logistics intact. For that I have no idea how to fix without also making it frustratingly difficult or tedious to hunt down fleeing NPC ships. You can't bribe pirates off with money or cargo either, only fight to the death which just begs the question on why we can open comms with them in the first place.

While Story Points are infinite, they come at the cost of your time and after hitting max level this generally means grinding Ordos with huge XP multipliers. You're guaranteed 60 just by leveling up to 15. That's 20 ships with 3 S-mods a piece. Officers are also hungry for them, 5 per officer if you mentor and max elite skills which is 50 points for a full crew of 10. It's expensive and you're not likely going to invest in all that, but it shows those are by far your largest SP sinks. But that depends on the person on where their priorities for benefit lie, IIRC Megas saves most Story Points for colony improvements as it's n^2 costs stack up quick. The way Story Points are balanced is by bonus XP, nice in theory but there's not much difference between 0% and 200% simply because a smart player is always going to have bonus XP, and liberal use of it means there's always going to be a green bar there until you hit max level.

Compromise:
FTL has a great solution for these in the form of blue options. You don't need to add 50 different special gizmos and "minefield" consumables for each different case, we already have them in the form of skills, ships, and common commodities. Let SPs be valuable and not waste them on fluffy dialogue and minor benefits, instead let having certain skills and ships or hullmods do the talking and qualify you for being able to do these cool things, see the special dialogue, and roll with it without feeling like you just kneecapped yourself because you could've mentored an officer with that point, or built an S-mod, or made a skill elite, or escape a fight that would've resulted in a fleet wipe.

You don't need concrete rules, just close enough to be plausible.
A combat capstone lets you choose the "I studied the blade" option as you've invested into combat skills. Let the player haggle for higher pay if they've got a leadership capstone as they've got a handle on working with people and negotiating contracts. If the player has Electronic Warfare and Automated Ships they can use this expertise when dealing with AI in place of SPs like the Beta Core. Having industry capstones can let the player pull noticeably more ships from the "difficult recovery" pool. With Officer Management and Training you can bluff to the Diktat officer on Volturn's shrine. With XIV ships you can fast talk a Hegemony patrol officer into thinking you're someone important, same with other faction specific ships and maybe pay a small rep cost later. With an Ox and a technology capstone you could possibly perform "special maneuvers" to escape from a fight, maybe at the cost of D-mods because you burnt out its drive field stabilizer and throw in costs of fuel and machinery as well.
Sure these most of these aren't consumable payments, but why not reward a player for the finite skill point investment or their choice in ships? Let them feel good they chose to invest in X or bring along Y and Z. If you need to pay something, let them pay with supplies, fuel, crew, and heavy machinery; things that every player is guaranteed to have. And if all else fails you still have Story Points for when you have nothing else to give, the system is already in place so it can still see use.

Story Points can pretty much be replaced with gameplay. Problem solutions found and done through gameplay will always be better and more satisfying because it's both grounded in the setting's rules and rewards the player for choosing the things that enable them. The fact you can build in hullmods and make a better Onslaught than the XIV version (which is lost pre-collapse technology) out in space with no need for heavy industry or domain tech is silly. Let Story Points be valuable as backups for real qualifications or as limited payment for real substantial bonuses to player power, and don't let their existence get in the way of the player seeing cool or slightly more optimal choices. The simple fact of the matter is they wont see these things because the option never justifies the value of the point spent. There is no reason to spend a Story Point if the difference is a few thousand credits.

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Beep Boop

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I think the bigger issue with Story Points is that there's only two groups of uses for them: Those that benefit and strengthen the player (S-mods, officers) and those that are useless and have no real benefit (fluffy dialogue, arguing for better pay, the sword duel).
Fluffy usages grant an XP bonus, while crunchier uses often grant reduced or no XP gain and are purely consumptive. If you use them purely on crunchy things, you will harm your level-up progress and rate at which you regain points, and also need to make fluffy expenditures if you don't want to start suffering a half-XP penalty.
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DeltaEpsilon

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I think the bigger issue with Story Points is that there's only two groups of uses for them: Those that benefit and strengthen the player (S-mods, officers) and those that are useless and have no real benefit (fluffy dialogue, arguing for better pay, the sword duel).
Fluffy usages grant an XP bonus, while crunchier uses often grant reduced or no XP gain and are purely consumptive. If you use them purely on crunchy things, you will harm your level-up progress and rate at which you regain points, and also need to make fluffy expenditures if you don't want to start suffering a half-XP penalty.

I really don't like the "100% XP" or whatever mechanic for the reason I explained in my long-post: the game's progression follows the sigmoid curve even if you're a pretty mediocre player. Once you reach the big jump part, bonus XP really doesn't end up affecting all that much. It doesn't feel like there's much difference between having 999999 bonus XP and having 20000 bonus XP. It only matters in the very short period where you run out of sources of easy lvl-ing, but are not yet overpowered enough to get it en masse. For me at least, that stage occurs around lvl 9 where it feels like I'm spending most of my time, but then something happens that instantly propels me to lvl 15. In other moments, you're either getting so much XP that getting even more in the form of bonus XP doesn't really affect that much or you get so little that doubling ends up inconsequential.
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Beep Boop

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I really don't like the "100% XP" or whatever mechanic for the reason I explained in my long-post: the game's progression follows the sigmoid curve even if you're a pretty mediocre player.
I wouldn't say that. There's no real flattening out at the top where you exert a lot of effort to achieve only marginal gains in level, and early progression is relatively quick and slows more in the mid-levels due to how sources transition. If you mean general power progression rather than XP progression, I wouldn't say power progression in Starsector follows any reliable pattern, since it can be very random. You may experience practically no power growth, with millions of credits, nothing to buy with it, tons of guns, nothing to mount them on, until that one moment you find THE SHIP, which can happen at ANY TIME. Unless you rush Ziggurat or something. Ziggurat rush strat is certainly one path to fast power, but rather metagamey. And limiting.

Once you reach the big jump part, bonus XP really doesn't end up affecting all that much. It doesn't feel like there's much difference between having 999999 bonus XP and having 20000 bonus XP.
That's because there isn't any difference, until you run the pool down, at which point your XP gain rate is cut in half. Mainly, the mechanic exists to encourage players to spend the points on things, rather than hoard them only for "best in slot" uses because they're treated as a limited resource.

It only matters in the very short period where you run out of sources of easy lvl-ing, but are not yet overpowered enough to get it en masse. For me at least, that stage occurs around lvl 9 where it feels like I'm spending most of my time, but then something happens that instantly propels me to lvl 15.
I think that you start raking in XP faster when you transition from trade-based XP to combat XP, particularly when fighting in defense of your home territory. In the early game, you progress quickly through trade XP because low levels are cheap to get. By midgame, you're hitting ceilings in how much you can get by trading because your earning potential becomes demand-limited rather than simply being able to spend more to earn more. That fourth Atlas is not helping you earn all that much more when planetary demand is rarely more than a few thousand units of goods, unless you're hauling ore to Kapteyn, and even then, that's maybe about 5000 units or so, and a low margin business, as you're making maybe 8-10 credits per space. But combat is not bounded by the demand schedule, particularly if it's combat in defense of a friendly base, where you can almost entirely ignore CR loss per fight since you can just dock and repair to full health and fight again. So the big change tends to come when your source of XP switches from trading to combat.
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DeltaEpsilon

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You may experience practically no power growth, with millions of credits, nothing to buy with it, tons of guns, nothing to mount them on, until that one moment you find THE SHIP, which can happen at ANY TIME.

Finding/obtaining THE SHIP is not usually enough unless it's Mr. Z, you need all the other stuff for it to be decently effective. There's a moment in time where you transition from carefully orchestrated battles to completely ripping stuff apart with your bare hands and it's at that moment where you also experience a massive increase in XP gain. The sigmoid curve refers to XP gain per unit of time, essentially. You go from making marginal amounts of XP to swimming in XP and the transition period is very short there.

Saying this occurs when going from trade XP to combat XP skips over that moment -- early combat XP is still marginal unless you're a madman picking +300% battles that are genuinely +300%. I think it would be more correct you just get the infrastructure to support you built. The colonies start bringing in actual profits, so you now can ignore doing missions and actually focus on fleet building, but you're maybe lacking in SP to do s-mods or just general player skills and something like that, so there's a short moment where you need to engage in combat with suboptimal stuff. Once you accumulate enough resources, you produce a doomsday fleet and the game's normal enemies become just a complete XP farm.

The way it feels is simple: every relatively minor optimization ends up providing enormous total gains, leading to more optimizations, leading to even more gain increase. That's why it feels exponential in that moment, but eventually you run out and it tapers off. You're now on the right side.
« Last Edit: April 20, 2024, 04:19:00 AM by DeltaEpsilon »
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landryraccoon

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Reading this thread makes me feel like I'm taking crazy pills. Am I completely misunderstanding how story points work, or is everyone else?

- Worries about S-modding early game/bad ships: Do you realize you get the XP back if the ships are lost or if you scrap them? There's no drawback, go ahead and S-Mod your early game D-modded frigate all you want, scrap it later and get the XP back.

- Green options that give 100% XP - I literally ALWAYS take these. You get 100% of the XP back on the story point, how is this a waste? These are the most efficient possible uses of story points, there is literally no drawback unless you are saving the SP for something else and you can't spare them.

Seriously, people who are saying don't S-Mod ships that might get blown up or spending story points on green options, do you know how this works?
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Sandor057

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Reading this thread makes me feel like I'm taking crazy pills. Am I completely misunderstanding how story points work, or is everyone else?

- Worries about S-modding early game/bad ships: Do you realize you get the XP back if the ships are lost or if you scrap them? There's no drawback, go ahead and S-Mod your early game D-modded frigate all you want, scrap it later and get the XP back.

- Green options that give 100% XP - I literally ALWAYS take these. You get 100% of the XP back on the story point, how is this a waste? These are the most efficient possible uses of story points, there is literally no drawback unless you are saving the SP for something else and you can't spare them.

Seriously, people who are saying don't S-Mod ships that might get blown up or spending story points on green options, do you know how this works?

You get an incentive on future xp gain. You do not get anything back in fact.

The discussion is a bit more aimed at SPs being a universal everything point, instead of implementing its systems to already existing structures or systems which would.be more lore-friendly.


Nevertheless Alex hath spoken and this system is to remain, such as it is.
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Thaago

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Reading this thread makes me feel like I'm taking crazy pills. Am I completely misunderstanding how story points work, or is everyone else?

- Worries about S-modding early game/bad ships: Do you realize you get the XP back if the ships are lost or if you scrap them? There's no drawback, go ahead and S-Mod your early game D-modded frigate all you want, scrap it later and get the XP back.

- Green options that give 100% XP - I literally ALWAYS take these. You get 100% of the XP back on the story point, how is this a waste? These are the most efficient possible uses of story points, there is literally no drawback unless you are saving the SP for something else and you can't spare them.

Seriously, people who are saying don't S-Mod ships that might get blown up or spending story points on green options, do you know how this works?

You are correct. It takes a certain amount of combat/other XP gain to get the spent S point back, but you do get it back in full, PLUS the extra progress towards the next level (and whatever value the S point was getting you in the first place). All 100% options are a net positive in that you get the extra level and whatever bonus the option gives.

The lifecycle XP gain on S-modding then scrapping is 100% for all ship classes, with frigates getting 75% up front. It is indeed a great idea to S mod things on early frigates: the value they bring can be large and they accelerate levelling significantly. And they become guaranteed recoverable until you don't want them anymore!

Once a player is at maximum level the 100% options become more neutral, because the value from gaining levels faster is no longer there.
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Squalor

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I think the bigger issue with Story Points is that there's only two groups of uses for them: Those that benefit and strengthen the player (S-mods, officers) and those that are useless and have no real benefit (fluffy dialogue, arguing for better pay, the sword duel).
Fluffy usages grant an XP bonus, while crunchier uses often grant reduced or no XP gain and are purely consumptive. If you use them purely on crunchy things, you will harm your level-up progress and rate at which you regain points, and also need to make fluffy expenditures if you don't want to start suffering a half-XP penalty.

The difference is not big. You can spend lots of points on crunch and still have gobs of bonus XP. S-modding ships gives bonus XP and returns the full remaining value of the bonus XP investment if you scrap or lose it. Mentoring an officer has 100% bonus XP. Mercenary officers are 100% bonus XP. Ditching a fight is 100% bonus XP. These are all things that directly benefit the player or saves them grief and lost time.
Fluffy things that don't really give you anything other than bonus XP are not worth picking.

Story Points are intangible and as such people have a poor grasp of their value. Let me put it this way: You have a gold bar. You can either give it to someone to modify your car with a permanent and substantial boost to its performance that would've otherwise costed you thousands of dollars, or you can give it to a club bouncer to waive the 20 dollar entry fee and maybe get a quip out of him. These two things are not equivalent in value, and that's my problem with Story Points. These two radically different uses share the same resource pool.

Reading this thread makes me feel like I'm taking crazy pills. Am I completely misunderstanding how story points work, or is everyone else?

- Worries about S-modding early game/bad ships: Do you realize you get the XP back if the ships are lost or if you scrap them? There's no drawback, go ahead and S-Mod your early game D-modded frigate all you want, scrap it later and get the XP back.

- Green options that give 100% XP - I literally ALWAYS take these. You get 100% of the XP back on the story point, how is this a waste? These are the most efficient possible uses of story points, there is literally no drawback unless you are saving the SP for something else and you can't spare them.

Seriously, people who are saying don't S-Mod ships that might get blown up or spending story points on green options, do you know how this works?

You get XP back yes, but it's not a point you can reinvest until you consume all that extra XP, and even at max level it's a fair grind to get it all back in points. You get the points back some day but losing S-modded ships blows, and losing a fleet of S-modded ships is a massive setback. At least an unmodded fleet can be built back easily with credits and time spent store hopping for ships and guns. The reason some are worried about S-modding early game and bad ships is because they could skip the time spent grinding XP and just put them on the ships they want to keep in the first place, or reserve them for when they do get their ideal ships and get all the mods on them done at once. If you're planning to go High-Tech, why would you put S-mods on your starter Wayfarer when you can be putting them on an Omen you can buy for 20K? Also, you don't have that many hullmods unlocked in the earlygame worth S-modding. There's a reason why "locking in" a fleet is a term.

The thing with % bonus XP on points is that it's woefully inconsistent. S-modding a ship has material value and offers bonus XP, frigates give you more (75%). Doing so gives you both stronger ships and bonus XP, win win. Paying a point to make the Diktat officer on Volturn go away gives you a whole 100% bonus XP, and the alternative is paying 2000 credits. This has no value. You know what has value? Mentoring an officer for 100% bonus XP. There is no contest, they cost the exact same and give the same bonus XP, but they are not equal and what you get out of each is different in magnitudes. At some point you have so much bonus XP from just doing S-mods, nudging along officers, the occasional special maneuvers and fast talking a patrol that the difference in % bonus XP is negligible. Why are you spending a point for the 100% bonus XP on a crap option when you've already got millions in bonus XP to chew through?
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