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

Author Topic: Soft cap/hard cap  (Read 1821 times)

KCR

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Soft cap/hard cap
« on: February 10, 2020, 04:44:28 AM »

So, if i understand correctly, with changing hard cap to soft in the next release, it will allow me to choose from all the salvageable ships after battle? So, basically, it's just for fixing the salvage bug, because we already know, that bringing ships above the limit will cost you crazy amounts of supplies/fuel.

What i think about it, is that this bug feels for me like not a bug at all! I mean, yeah, after bringing 30 ships to a very tough battle maybe you will want to salvage some of them for you, idk, like trophy or fleet strengthen, and i'm okay with that, in this case, new soft cap will be just what it's needed to be. But, what i'm concerned about, is that i like the currently implemented system, and it's gonna be changed in the next release.

I'll make some examples for better understanding.

First, we've got some custom mod-added bounty with unique ship, idk, like Vayra or IBB. So, if i want to acquire this unique ship, the first thing that i will consider is that i need a maximum battle-efficient fleet with a lot of free slots in it for more chances to salvage this unique ship after battle. For most cases, i usually make 14-16 battleships and 3-4 logistics, resulting in total 18-20 ships per fleet. And here is the main point. Even if after battle i will not get a chance to salvage this unique ship, i'm totally okay with this. Because, it's already been a tough and interesting fight, and if i didn't get it, well, better luck next time. It's like, you know, a raid boss in some mmorpg, where after destroying him, you will 100% get an item, but will this item be worth it, or will it be some common or underlevel garbage only gods know. The same logic applies here, at least for me. I will be 100% happy if i will get the ship i wanted, but if not, then okay, that's fine and i'm totally okay with it. It's like, you don't know what you gonna get after this battle + if you want to have bigger chances of acquiring something, you'd better consider leaving more free slots for more chances! And if you leave more free slots, then you must make maximum efficient ships, and i think that's really great, when you need to think more of what you need to build and bring with you and in what amounts. It adds a lot of immersiveness, for me at least. If i will know, that i will have a 100% chance of acquiring that ship, idk, it becomes not so interesting, i guess? You just bring all of your big guns and destroy whatever was that bounty for, and then get what you want. Not so cool, imo.

Second, we are on a conquer mission. Our goal is to destroy all Hegemony colonies in some system. So, here is some things. The first thing is, if i'm going on a conquer mission, then i'm already have enough firepower to defeat my enemies, or i can just simply "print" new fleets right away, so there is basically no need in restoring defeated ships. The second thing is, if i'm on a conquer mission, and i'm fighting some big and tough fleets, i'm 99 times out of 100 will salvage all salvageable, just to get all possible supplies and stay "on air" more before landing to restock supplies. So, there is no need for ships recovery on such missions, for me at least.

As you can see, in both cases, imo, soft cap is not so important? Well, what am i afraid the most is that with soft cap releasing in next release, it will break those, idk, magic and exciting moments of guessing, will you get the ship you want or will you get back home with empty hands. Because now you will get like a much more better chance of acquiring what you want. I understand, that this is an old complaint and by making this it becomes more "new-player" friendly. Well, what do you think of this improvement, and, what do you think about cases that i described? Thanks in advance and feel free to discuss!
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Grievous69

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Re: Soft cap/hard cap
« Reply #1 on: February 10, 2020, 05:24:17 AM »

Good to know you're a masochist, but please, we really don't need such insane systems in game. Also your whole first point makes zero sense. You're talking about some high ibb bounty and how you already have a lot of strong ships so you don't need anymore. Well no *** Sherlock, you're not gonna fight those bounties with 2 destroyers and some frigates, they're endgame content that gets you some nice collection items (unique ships). Having those be rng based would be ludicrous as they only happen once in a playthrough, even f2p mobile games aren't that brutal. Actually your both points are kinda the same, you just want to feel special acquiring a unique ship through a random dice roll. Not to mention the biggest flaw in your logic with ''immersiveness'' being no one would ever use anything smaller than a battleship if they have to make room for 10 or so reserved spaces.

God this post made me angry. I hate these ''i want to feel pride and accomplishment'' ideas.
« Last Edit: February 10, 2020, 05:25:52 AM by Grievous69 »
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KCR

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Re: Soft cap/hard cap
« Reply #2 on: February 10, 2020, 05:50:17 AM »

Well, i'm glad this post does not gone to waste! Thanks for the response, and maybe you are right, and that's only me who has such masochistic wishes.
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bobucles

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Re: Soft cap/hard cap
« Reply #3 on: February 10, 2020, 06:32:16 AM »

Hey, I want to feel pride and accomplishment. Why can't video games tell me I've been a good boy? :'(

I can't really parse what OP actually wants. There is a design oversight in 0.9.1a where wreckage only gets rolled for the spare slots in your fleet, but that's already been addressed for the next version. So I don't see how changing the number of ships in your fleet is supposed to change anything. The odds of a dead ship being available as wreckage is meant to be independent of your fleet state.

I mean, it might be nice to have a "safety net" mechanic where extremely small fleets can push harder to salvage even the worst ships, but weird niche mechanics like that probably belong in the story point system. Like you win the battle, an extra ship shows up, you can spend story points to recover it, but it has 4+ d-mods. Normally it'd just be scrap, but you pulled an all nighter and really pushed the limits of that duct tape.

Just gotta wait for the next big version to come out, Starsector goes for the gigantic slow releases and not the rapid fire mini patches.
« Last Edit: February 10, 2020, 06:37:58 AM by bobucles »
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KCR

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Re: Soft cap/hard cap
« Reply #4 on: February 10, 2020, 07:02:37 AM »

But that's cooler! Imo better to get 1-2 big updates that are adding an IMMENSE amount of content per year, rather than over9000 small hotfixes/patches that just changes some string of code that i even didn't know it was there.

And if you don't get what i mean, i'll try to tell you in short. Right now i'm okay with current hard cap AND ship recovering systems. It adds some depth of gameplay to me by forcing me to better prepare my fleets and search for better solutions (if i want to recover something after battle), rather than just pull 30 capitals for full domination. What am i aware of: is this new soft cap system will give me more chances to recover what i want by showing ALL recoverable post-battle ships? If this is what gonna be, then, imo, it's losing a bit of magic that the system currently have, by showing you number of random ships that is equal to your free slots. It's gonna lose that feeling of hard acquired pretty treasure.

Something like that i think. As was mentioned, i'd better roll on a dice, because it's obviously, more fun than just 100% knowing what you will get and getting it. I like random, that's why roguelike genre is my favorite, because every run is different from another. And in case of what am i trying to say, i'd better acquire one ships at one playthrough and different at another, just because it adds a lot for replayability. Or, you know, maybe i'm truly a masochist.
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bobucles

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Re: Soft cap/hard cap
« Reply #5 on: February 10, 2020, 07:21:55 AM »

Quote
showing you number of random ships that is equal to your free slots.
Dev has already expressed that's basically a bug. The post battle salvage won't be tied to your fleet capacity, it doesn't really make sense anyway.

What could make sense is altering salvage chances based on overall ship damage. For example, shredding all of a ship's armor, burning it out of CR, nuking it with a reaper, and blasting away at the debris probably won't give much. But going for a precision strike on the engines, drilling the core and leaving the wreckage fully intact? Maybe that's worth another roll for salvage. I dunno if the game already has any mechanics like that.

Grievous69

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Re: Soft cap/hard cap
« Reply #6 on: February 10, 2020, 07:24:01 AM »

My dude, you're arguing for something that wasn't even working properly. This was just Alex's simplest fix to it. You're saying you're 100% certain what you will get but that's not how it works. When you win a battle only some ships will appear, not all. So you may be wanting even less chances for ships to appear, but that's another subject not related to your post. As for IBB bounties always giving you their unique thing, you do realise they're always full with d-mods to compensate for getting them without fail. Besides, that's a mod thing you have a problem with, so it really doesn't belong here.

@bobucles
Only thing I know is that a ship won't appear for salvage if it's destroyed and not just disabled. So whatever breaks into pieces, it's gone forever.
« Last Edit: February 10, 2020, 07:26:11 AM by Grievous69 »
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SCC

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Re: Soft cap/hard cap
« Reply #7 on: February 10, 2020, 08:36:05 AM »

Main issue with current system is that, in addition to removing options when salvaging, it's completely blind to what ships it prevents from being salvaged, so trash ships can remain, while Paragons or Auroras are removed from the pool. And the fact that you can make a derelict ship permanently unrecoverable by interacting with it, when you're at your ship cap.
Because, it's already been a tough and interesting fight, and if i didn't get it, well, better luck next time.
Without Nexerelin, you would have to make a new save to try again. With Nex, you can just buy the ship from Prism Freeport. If I heard right, DR's script makes it so IBBs are always recoverable, even if you are at ship cap or above it. I don't know how it goes with HVBs, though.

KCR

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Re: Soft cap/hard cap
« Reply #8 on: February 10, 2020, 11:55:56 PM »

What could make sense is altering salvage chances based on overall ship damage. For example, shredding all of a ship's armor, burning it out of CR, nuking it with a reaper, and blasting away at the debris probably won't give much. But going for a precision strike on the engines, drilling the core and leaving the wreckage fully intact? Maybe that's worth another roll for salvage. I dunno if the game already has any mechanics like that.

Now that you've said that, it sounds like a really impressive idea! I like your suggestion a lot! Maybe someday we will see something like this in the game.

And now, after rereading some stuff about soft cap and some comments here, i've understand my mistakes. Sorry for all the inconvenience that i brought for anyone who became stressed about it!) Next time i'll surely be more mindful and thoughtful before making suggestions like this!
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