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Author Topic: Militarized Subsystems  (Read 1404 times)

Kanjejou

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Militarized Subsystems
« on: April 08, 2023, 11:37:43 PM »

Even after those hours of playing starsector i still dont get why militarized system is payed in OP (and quite costly) and not just in crew fuel and maybe supply...

I mean you ignor eit if you take it for burn speed since we have a skill that give it.

The armor and flux bonus are weak... the only real stuff that get buffed are sensor and stealth... which are extremely limited in use anyway...

How many civilian ship have some use in fleets as fighting ship anyway?

The few that come to mind are... the gemini, the venture and the prometheus and atlas MK2 all which dont gain much from going militarised and are already OP starved...
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Princess_of_Evil

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Re: Militarized Subsystems
« Reply #1 on: April 09, 2023, 12:02:53 AM »

You mainly use MS on the two capitals if you need to be sneaky, their civilian radar signature is that of a really small star.
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Kanjejou

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Re: Militarized Subsystems
« Reply #2 on: April 09, 2023, 12:22:05 AM »

I know also the escort and assault package are a too weak for their price...would expect them to be free to make Militarised system more worth while...

i mean +1 burn +10flux dissipation +10 armor +100% minimum crew needed

 then
+10% hull+5% armor+10% flux capacity
OR
+10% manuverability +30range to point defence +10% damages to fighter and missiles

that could be making it almost worth its price.
« Last Edit: April 09, 2023, 12:29:43 AM by Kanjejou »
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Serenitis

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Re: Militarized Subsystems
« Reply #3 on: April 09, 2023, 04:32:08 AM »

I use civilian fighting ships quite a bit and I hardly ever use Militarized Subsystems, because it makes them slower.
(Bulk Transport owns.)
And the profile can be reduced with Insulated Engines, which is cheaper and doesn't inflate my logistics.

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Kanjejou

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Re: Militarized Subsystems
« Reply #4 on: April 09, 2023, 08:21:53 AM »

I use civilian fighting ships quite a bit and I hardly ever use Militarized Subsystems, because it makes them slower.
(Bulk Transport owns.)
And the profile can be reduced with Insulated Engines, which is cheaper and doesn't inflate my logistics.

antoher reason i think it need to be rebalanced, if a single point in skill allow ot pretty much do better than it...
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Lawrence Master-blaster

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Re: Militarized Subsystems
« Reply #5 on: April 09, 2023, 09:19:18 AM »

All I want from MS is a bonus to CR recovery.
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strcat

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Re: Militarized Subsystems
« Reply #6 on: April 09, 2023, 09:39:32 AM »

I take Bulk Transport early game and then drop it later. Atlas and Prometheus are burn 8 with Augmented Drive Field which matches my capital of choice (Odyssey). Militarized Subsystems makes your logistics ships count towards the deployment cost total for skills with caps so I avoid it once that comes into play. It's mostly useful for smuggling/trading, particularly with the Hegemony variant of the Buffalo where it's a built-in system so you can add 2 more logistics mods without a story point for each one. Even though it's an extremely good way to earn money, I usually don't do much early game smuggling/trading because it skips past very fun early game exploration and combat.
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Kanjejou

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Re: Militarized Subsystems
« Reply #7 on: April 09, 2023, 10:48:25 AM »

I take Bulk Transport early game and then drop it later. Atlas and Prometheus are burn 8 with Augmented Drive Field which matches my capital of choice (Odyssey). Militarized Subsystems makes your logistics ships count towards the deployment cost total for skills with caps so I avoid it once that comes into play. It's mostly useful for smuggling/trading, particularly with the Hegemony variant of the Buffalo where it's a built-in system so you can add 2 more logistics mods without a story point for each one. Even though it's an extremely good way to earn money, I usually don't do much early game smuggling/trading because it skips past very fun early game exploration and combat.

im using militarised only on"fighting civi" like atlas and prometheus MK2 or MK2/MK3 civilian ships
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Megas

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Re: Militarized Subsystems
« Reply #8 on: April 09, 2023, 11:02:14 AM »

In older releases, I would use Military Subsystems as a cheaper Augmented Engines for civilians, but the interaction with DP limits from skills and XP gain depending whether or not the ship is military in the current release muddies up that decision.  Most of the time, I prefer to keep civilian ships civilian, even the fighting ones like Atlas II.
« Last Edit: April 09, 2023, 11:04:29 AM by Megas »
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Rusty Edge

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Re: Militarized Subsystems
« Reply #9 on: April 09, 2023, 06:22:14 PM »

I believe civilian ships are usually unaffected by skills that buff all combat ships(crew training, flux regulation, nav relays, ect.) And militarized subsystems allows them to enjoy those bonuses.
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Megas

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Re: Militarized Subsystems
« Reply #10 on: April 14, 2023, 10:31:26 AM »

I believe civilian ships are usually unaffected by skills that buff all combat ships(crew training, flux regulation, nav relays, ect.) And militarized subsystems allows them to enjoy those bonuses.
They do, but they also count toward the military DP pool.

I do not want to use Militarized Subsystems on dedicated transports like Atlas for the +1 burn because that can bump the total military DP beyond 240 DP and steal bonuses from skills from my other ships.
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BigBrainEnergy

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Re: Militarized Subsystems
« Reply #11 on: April 15, 2023, 09:52:04 AM »

I do not want to use Militarized Subsystems on dedicated transports like Atlas for the +1 burn because that can bump the total military DP beyond 240 DP and steal bonuses from skills from my other ships.

Same. Right now Militarized Subsystems is a bit confused about it's identity, because it's purely a logistics hullmod in terms of effects but it's also the only way to get "combat ship" bonuses on some ships like the atlas mk.II.
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Rusty Edge

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Re: Militarized Subsystems
« Reply #12 on: April 15, 2023, 11:10:22 AM »

 It would be nice to have a set of hullmods that specifically beef up ships with a lot of cargo space, basically converting cargo space to a workshop or operations center.
This would be a round about way of converting combat freighters and ships with militarized subsystems into useful combat support ships.

None of the effects should effect things like flux or Armor too drastically, but perhaps hull repair, command point recovery, peak performace time, or contributions to the nav and ECM bonuses. That way, they're still fairly vulnerable, but provide useful support or alternate tactics for the whole fleet.
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Vanshilar

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Re: Militarized Subsystems
« Reply #13 on: April 19, 2023, 11:45:33 PM »

In older releases, I would use Military Subsystems as a cheaper Augmented Engines for civilians, but the interaction with DP limits from skills and XP gain depending whether or not the ship is military in the current release muddies up that decision.  Most of the time, I prefer to keep civilian ships civilian, even the fighting ones like Atlas II.

Eh briefly in terms of XP gain, it doesn't matter if the ship has Militarized Subsystems or not. Civilian ships with the actual "CIVILIAN" hint in ship_data.csv get their DP cost in terms of XP divided by 4, but it doesn't matter whether or not they have weapons nor what hullmods they have. For all other ships, then it's if they have weapons or not (if they have any weapons, including fighters, then they count for their DP, but if they don't have any weapons, then they count as DP/4 for XP purposes). So the Militarized Subsystems hullmod isn't going to matter.

The list of ships with the "CIVILIAN" hint are:
Mercury
Hermes
Dram
Ox
Mudskipper
Buffalo
Tarsus
Valkyrie
Phantom
Phaeton
Salvage Rig
Nebula
Starliner
Colossus
Revenant
Atlas
Prometheus

These ships always count as DP/4 for XP bonus purposes, regardless of if they have weapons. Note that Atlas2 is a different ship than Atlas, and so forth with the other modified civilian ships. Also Mudskipper2's skin removes the "CIVILIAN" hint so it counts for full DP value as well.

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I sometimes put Militarized Subsystems on my civilian ships for the sensor bonuses, since I tend to travel with 2 Atlases and a Prometheus as support ships, and that allows me to see enemy fleets from farther away (especially with High Res Sensors) as well as make my fleet easier to hide. Otherwise, I put them on stuff like the Atlas2 so that it can get the various combat bonuses. I think putting those on converted civilian ships sort of emphasizes that those are converted civilian ships, not full-on military ships. Even if some of them (like Atlas2) can perform better than military ships.
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