I've noticed that enemy fighter LPCs on carriers with the Reserve Deployment ability do not self-destruct as the mothership retreats from the battlefield, leading to some rather annoying time after all enemy ships retreated, like in this case:
You guys might want to look into that as you nerf Reserve Deplyment (unless you've already fixed it and I did not spot it in the patch notes). I've also had it happen with a Drover using Broadswords and a modder (SafariJohn) confirmed it seems to be originating from Vanilla. It should be fairly easy to reproduce in a real battle scenario.
I'm sorry if I missed any reply to this Alex, but have you seen this error with reserve Deployment carriers?
Thanks for the reminder - somehow, I just didn't notice this at all, my apologies! Made a note to check this out shortly.
Alex, good day. I really like the Starsector and have been playing it regularly since version 0.65. You have already been asked many times in the comments, but let me clarify the question a little. How many chances are there that the patch will be released before the new year? Arranging holidays in an embrace with the Starsector is priceless.
Ahhh! I'll probably regret giving even this much info, but I'll say "unlikely, but perhaps not entirely impossible". It really depends on some decisions about what couple of remaining content pieces to add in (or not), too, it's just... I can't say for sure.
This, however, has me slightly worried. I hope it doesn't encourage a playstile where you go out hunting with a pure combat fleet to get all those sweet XP, stabilize your cargo, and then later have to come back with a cargo fleet to make a tedious pick up cruise. But I guess in the time that would take you could just fight more targets and get overall more XP that way...
Civ ships don't count for much there, so I think it'll be fine!
Mh. How about doling out some of the story points at half or quarter level intervals?
From Alex's wording I got the impression that story points are awarded as you earn them (at, say, 25%, 50%, 75% and 100% of progress towards the next level), not all at once when you level up. They wouldn't "keep things flowing between level-ups", if you earned them only at level-ups, no?
You get them at quarter-level intervals, yeah.
Another point - if lvl. ups are now rare and far apart, how about celebrating them a bit more? A fanfare, some fireworks? At the moment I often miss it completely when I just leveled up.
There *is* a fanfare!
Yeah, point definitely taken on the discussions it'd cause . It is unfortunate that playing colony tycoon basically requires resorting to Alpha Cores, though. No way to colonize like crazy while roleplaying as a Luddite or...Hegemon? Eh, whatever the word for a follower of the Hegemony is.
...
Here's to hoping that idea gets expanded on at some point. Because while on one side it'd be very obnoxious if using admin Alpha Cores (AI cores in general, for that matter) caused some kind of unavoidable and permanent problems, because you have to use them in order to put down more than one medium-sized system worth of self-sufficient colonies, on the other side I'd very much like to eventually out-Tri-Tachyon the Tri-Tachyon in terms of AI core usage and research. And that'd just make the Hegemony and Luddites both look like cranky old codgers overdue for a transfer to the nearest retirement home if that didn't result in something going spectacularly wrong .
So, yeah - the thing about using Alpha Cores to fuel endless colonies is that it's also another point that will undoubtedly cause a
robust level of discussion when they're finally reined in. The way it is currently is very much a loose end; you're not "supposed" to colonize more than a couple of planets. Alpha Cores already cause a bit of trouble when used, but the amount of trouble is currently - for various reasons - far below the levels it needs to be. Ultimately, I'd expect using more than a couple cores to run additional colonies to be more trouble than it's worth. Well, depending on one's capacity to handle trouble. Lot of details to figure out here, though.
Ah, got it. Any chance that bug will be fixed in the upcoming patch, than? I mean I get it's not a high priority, but, you know. Attention to the fine details.
Probably not, honestly. Not having a portrait there more clearly conveys that there are no skill bonuses, and the tooltip on the "empty" portrait says that it's not anyone of note (rather than just no-one at all). So I think it's generally pretty clear.
I think your worries about optimising experience bonus from strength difference are unwarranted. Currently, it's cheaper to go full combat and not get any officers, but do people do that very often? In the next patch, it will be more risky to use smaller force, but also more rewarding, but I doubt the bonus to experience is going to be significant enough that people are going to change their playstyle. Not to mention that this basic desire (to get more, using less) is already present, yet it doesn't break the game in any way — not to mention that it's to preserve resources like credits, supplies, ships, that you can gain or lose, unlike XP, which can only be gained. And there's no time limit on the players yet to rush for XP.
Hopefully you're right, yeah! I mean, it's not a major concern, but it doesn't hurt to fine tune a few things to make it less appealing anyway.
The post about stabilizing cargo and the possibility of people going full combat fleet for the exp bonus, and then going back with the haulers to pick up everything in a huge waste of time...
Wouldn't it be possible to have a secondary fleet? maybe heavily limit it to only be able to have max 5-6 ships, only haulers or civilian ships etc (so you can't effectively use it to defend your colony effectively).
This means that you literally make your haulers vulnerable to attacks so they don't hinder your strike fleet, it also means that you actually get to use your haulers to try and escape from fights instead of almost never seeing them, combat haulers would also get taken more into consideration and why not, even strange and fun builds made entirely with combat haulers.
You could have the second fleet in tow at either the same speed or lagging behind, meaning that escaping from an unfavorable fight, means they would target your haulers instead (if they are closeby).
Of course a hauler only fleet would be targeted more heavily by NPCs, reducing its overall effectiveness
Hmm - a secondary fleet adds *a lot* of complications. I have some thoughts about this for further down the line, but I don't want to quite get into it yet
(Officers that aren't assigned to a ship still count, since otherwise you'd be encouraged to unassign officers you're not planning to use in the fight... made that change just now, actually, since wasn't thinking about that aspect of it before.)
But that makes no sense. Just because you have them the campaign isn't necessarily easier. They should only factor into a battle if they are deployed to a fight.
One thing is they actually do factor in even if they're not deployed! At least, as far as the distribution of deployment points between sides. The other, bigger point, though, is that if you try to consider the difficulty of the fight based on what was deployed, it's:
1) Encouraging fine-tuning what you deploy in ways that are likely to be exploitative of the mechanic rather than interesting,
2) Complicated to figure out what the bonus should be (and, again, maximizing it will likely include "weird" gameplay patterns)
3) Complicated to display what that bonus is
Finally, this mechanic is meant to give some bonuses to running a leaner/more elite fleet, rather than to fine-tune specific deployments, so just fundamentally it's not meant to be based on that.
This does bring up a good point, though - officers that are not assigned to a ship *and that there's also no ship to assign to* shouldn't count. So e.g. a fight wouldn't be marked "easy" if you have a single frigate in your fleet and 10 officers not assigned to anything. Let me make a note to do that.
Its not really about 'sense' though: its about removing a tedious thing that a player would "have" to do to play "correctly". Even though the bonus doesn't represent the ease quite as faithfully/accurately, it makes gameplay better.
Here's an example: I come across a pirate fleet that I know I can easily beat without my officers on their ships. If I get more experience from the fight by removing the officers, that means that I can increase the loot I get (xp/story points) from the fight by doing micromangement for a few seconds before and after the fight. Gameplay wise there isn't anything interesting happening: its just some tedious clicking that a player trying to maximize their rewards would be incentivized towards doing before every easy fight.
There's a few other things in the game that share this design philosophy, like the logistics hullmods only being able to be installed in dock. It doesn't make much "sense" when I think about it: I can recover ships that have literally been blown in half, why is it hard to put surveying equipment on a ship while out exploring? But if I COULD do that, I could get the most rewards by installing the efficiency hullmod for travel, then right before every single explore and salvage swap over to the recovery ones. But that doesn't really add any 'fun' to the game, just added clicking before actually doing something interesting.
(Yeah, also very much this!)