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Starsector 0.97a is out! (02/02/24); In-development patch notes for Starsector 0.98a (2/8/25)

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Author Topic: [0.97a] Starship Legends 2.5.3 - Extra flavor for ships, crew, and NPCs  (Read 928770 times)

Sundog

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Re: [0.9.1a] Starship Legends 1.5.3 - Extra flavor for ships, crew, and NPCs
« Reply #825 on: February 15, 2022, 12:36:54 AM »

Well at least my suicidal Luddic ships won't have completely insubordinate crew...
They still will, if they're really that suicidal!
   Loyalty is no longer reduced due to hull damage, instead, two tiers of loyalty is lost whenever a ship is disabled

vok3

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Re: [0.95.1a] Starship Legends 2 - Overhauled and Streamlined
« Reply #826 on: February 15, 2022, 06:59:03 AM »

The primary reason I really liked this mod was that it provided a counter to the "repeatedly blow your ships up to get 5 d-mods and reduced deployment cost" issue.  With this mod, doing that would load you up with tons of bad traits.  You could still do it, and then maybe have the ship go through an extensive history of effective combat to work off the bad traits, but there was a real cost to it and a meaningful choice involved.

If I am reading this correctly, you have now totally negated that.  Good or bad traits are fixed and not dependent on what the ship does or its history, and the only penalty for blowing a ship up is decreased loyalty, which is handled by having one suicidal officer who you switch around from ship to ship as you get each one blown up.

This specific change is very bad and outweighs all the other stuff that might be fine.  I will not be using it.
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Nia Tahl

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Re: [0.95.1a] Starship Legends 2 - Overhauled and Streamlined
« Reply #827 on: February 15, 2022, 09:38:02 AM »

This new system just completely *** over officered frigates, given they WILL die in mid- to lategame fleets, especially something like Vanguards. Overall it just feels like a step in the wrong direction to have stats just be preassigned rather than being a reward mechanism for building good ships and fleets. Now it's just random stats for randomness sake which just makes these permanent D-mods by another name.

Shame really
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SCC

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Re: [0.95.1a] Starship Legends 2 - Overhauled and Streamlined
« Reply #828 on: February 15, 2022, 09:49:48 AM »

Now it's just random stats for randomness sake which just makes these permanent D-mods by another name.
...I thought this is how it always was.

Helldiver

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Re: [0.95.1a] Starship Legends 2 - Overhauled and Streamlined
« Reply #829 on: February 15, 2022, 10:01:48 AM »

Now it's just random stats for randomness sake which just makes these permanent D-mods by another name.
...I thought this is how it always was.

It wasn't for combat ships, new update works very differently from what I've already tested. I'll be staying on the previous version myself :(
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–Phase–

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Re: [0.95.1a] Starship Legends 2 - Overhauled and Streamlined
« Reply #830 on: February 15, 2022, 10:04:02 AM »

Yeah, I'm just never updating the mod after these changes. Predetermined traits for each ship completely negates the entire appeal of the mod, the thing that made it fun to use in the first place. It was nice using the combat ratings system to determine which ships are doing best in battles and which need to be adjusted for better performance, and having the well-built ships get rewarded with good traits. This overhaul ruins that aspect completely.
« Last Edit: February 15, 2022, 10:09:08 AM by –Phase– »
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Tipnick

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Re: [0.95.1a] Starship Legends 2 - Overhauled and Streamlined
« Reply #831 on: February 15, 2022, 05:38:20 PM »

Sundog, one of the charms of games like this is "lottery". Without lottery, game becomes extremely boring and unexciting.
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Malhavoc

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Re: [0.95.1a] Starship Legends 2 - Overhauled and Streamlined
« Reply #832 on: February 15, 2022, 06:14:58 PM »

Oof. Yeah, no offense, but I'll be sticking to the old version as long as possible and then probably binning it when Starsector updates make it totally unusable.

The entire appeal of the mod was the combat rating system. Removing it and using a predetermined system based on IDs completely guts the mod.
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Sundog

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Re: [0.95.1a] Starship Legends 2 - Overhauled and Streamlined
« Reply #833 on: February 15, 2022, 08:01:48 PM »

The combat rating system never worked well, in spite of my best efforts. People complained about it constantly. Anyone who wants to create and maintain a version of starship legends that includes a rating system is welcome to do so. I still like the idea of it, and I think it would be great if someone pulled it off better than I could.

starman13

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Re: [0.95.1a] Starship Legends 2 - Overhauled and Streamlined
« Reply #834 on: February 15, 2022, 09:49:16 PM »

People gonna complain constantly no matter what you do :p

After I tweaked the settings a lot with the previous version, I found a balance that I liked. I turned the weight of the hull damage taken way down to .3 or .35 in the rating calculation and boosted the value of support slightly. It helped so that ships that got in some damage to the enemy didn't take a huge rating hit if they got disabled but still lost some rating if they got blown up without contributing to the fight. I also lowered chance for loyalty to worsen (which it looks like we can still tweak in the new version).

I like some of the new features in the new version such as the bar events that allow switching out traits. But I also miss the rating system and the feeling that the traits are somehow related to some events that happened (even if this was basically a placebo effect).

Oni

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Re: [0.95.1a] Starship Legends 2 - Overhauled and Streamlined
« Reply #835 on: February 15, 2022, 10:08:54 PM »

.... I also miss the rating system and the feeling that the traits are somehow related to some events that happened (even if this was basically a placebo effect).
*looks at combat Dreadnaught that got an increased cargo hold* ... very placebo.  ???

Anyway, once the other mods I'm waiting to update do so I'll try this in my new game. See how it goes.

Any concerns about the mentioned fragility of frigates? Besides regularly shuffling officers.

Also, how does it choose what bonuses a ship will get? Armament slots?
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starman13

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Re: [0.95.1a] Starship Legends 2 - Overhauled and Streamlined
« Reply #836 on: February 15, 2022, 10:21:48 PM »

.... I also miss the rating system and the feeling that the traits are somehow related to some events that happened (even if this was basically a placebo effect).
*looks at combat Dreadnaught that got an increased cargo hold* ... very placebo.  ???

Yeah well I also changed the settings so that the chance for logistics mods on combat ships is zero  8)

Farya

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Re: [0.95.1a] Starship Legends 2 - Overhauled and Streamlined
« Reply #837 on: February 15, 2022, 11:00:21 PM »

The combat rating system never worked well, in spite of my best efforts. People complained about it constantly. Anyone who wants to create and maintain a version of starship legends that includes a rating system is welcome to do so. I still like the idea of it, and I think it would be great if someone pulled it off better than I could.
Honestly I am more concerned with fact that ship contribution does not matter much to determine traits anymore. Maybe track some thing in and out of combat to change chances of particular trait pair to appear? Some ships could also be more weighted for some pairs. Like Ventures being tough nuts to crack.
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NGTM-1R

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Re: [0.95.1a] Starship Legends 2 - Overhauled and Streamlined
« Reply #838 on: February 16, 2022, 11:28:19 AM »

...I thought this is how it always was.

Previously you could also simply nuke the possibility of bad traits, which ironically seemed to work out well for officered frigates since they'd end up grabbing things like reduced crew losses and increased recovery chance from how badly they got shot up. That doesn't appear to be possible anymore.

I'll give the new version a shot but I suspect Starship Legends is going to be off the list after a couple playthroughs.
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Wyvern

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Re: [0.95.1a] Starship Legends 2 - Overhauled and Streamlined
« Reply #839 on: February 16, 2022, 12:05:05 PM »

Haven't played with the new version yet, but just from reading the description, this sounds to me like a net positive change; I won't be tempted to save-scum battles (or just use console commands to delete traits I don't want), and without the battle rating component, I don't have to be quite as careful about making sure that every ship 'contributes' - something that can just survive and keep some of the enemy busy for a while is doing an important and useful job even if it never manages to do much hull damage to anything.
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Wyvern is 100% correct about the math.
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