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

Author Topic: 95a skills question  (Read 1874 times)

BreekiJack

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95a skills question
« on: April 13, 2021, 04:42:01 AM »

Hi I'm trying the 95a version right now. I only did one run of this game before, on the previous version. I had question about the new skills for experienced players :

- The T2 leadership skills (wolfpack or coordinated manoeuvers) only work on destroyers and frigates, INCLUDING flagship ? That means that if i put my officers in cruisers and myself in a capital ship, i get nothing out of this skill ? That also means that the "officer-maned ships are always recoverable" from wolfpack, that was a somewhat key skill in the previous skill system (IMO), only applies to frigates ?
Also, and that's more of a design question, why force players into getting such a niche skill to get benefits from the leadership tree ? I mean the choice in other trees seem to be pretty balanced, you have a choice between a general skill and a niche playstyle one.

- For the weapon drills (leadership T1) skill : does the calculation apply to your entire fleet, or just the ships you're engaging into battle ?

- For the industry T2 skills  (damage control vs reliability engineering) : i'm reading everywhere that unless you're running a junker, reliability engineering is always better. Can someone explain why is operating time so important ? Even when fighting stations i rarely find myself having noticeable operating time issues, maybe i'm not paying attention enough, maybe in the later stages of the game you need longer engagement time ?

Thanks a lot !
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SCC

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Re: 95a skills question
« Reply #1 on: April 13, 2021, 04:57:39 AM »

- The T2 leadership skills (wolfpack or coordinated manoeuvers) only work on destroyers and frigates, INCLUDING flagship ? That means that if i put my officers in cruisers and myself in a capital ship, i get nothing out of this skill ? That also means that the "officer-maned ships are always recoverable" from wolfpack, that was a somewhat key skill in the previous skill system (IMO), only applies to frigates ?
Yes.
- For the weapon drills (leadership T1) skill : does the calculation apply to your entire fleet, or just the ships you're engaging into battle ?
All ships.

- For the industry T2 skills  (damage control vs reliability engineering) : i'm reading everywhere that unless you're running a junker, reliability engineering is always better. Can someone explain why is operating time so important ? Even when fighting stations i rarely find myself having noticeable operating time issues, maybe i'm not paying attention enough, maybe in the later stages of the game you need longer engagement time ?
Depends on the ship. Capitals and low-tech cruisers may prefer Damage Control, but on most other ships, especially in bigger fights, you want more PPT to stay in the fight longer (especially good for frigates), possibly deploying fewer ships, and +15% max CR makes your ship 5% better overall, so that's a nice bonus on top of that.

Razor Feather

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Re: 95a skills question
« Reply #2 on: April 13, 2021, 12:12:40 PM »

Note that regarding the "almost always recoverable" aspect of wolfpack, that same benefit can also be gained by ensuring the officers themselves have either one of the industry combat skills, as both of them grant it as well. So rather than a blanket skill that applies to all officers, it was devolved to an individual officer skill.

In the late game the enemy fleets often have enough ships to send out a full deployment worth of vessels more than once. This can mean fights can last upwards of two to three times longer. Most ships will start to have cr issues over that length of engagement, with the possible exception of capital ships. Also, between the extra peak time, the slower readiness decay, and the extra initial cr, it adds a lot of endurance to a ship. So, unless you intend to be tanking things on the hull fairly often and expect that to be a limiter in how long you can keep fighting, reliability engineering is going to be the better option. Bonus points for the fact that the extra base means being forced to deploy with under 40% is less likely.
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Daynen

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Re: 95a skills question
« Reply #3 on: April 13, 2021, 12:34:35 PM »

Yeah don't discount a higher starting CR; the benefits are tangible and you buy a LOT of extra time for your favorite ship to blow up others.  Considering how often you're likely to be outnumbered, starting at 100% CR is a big deal if you can make it happen, especially with frigates and their offensively focused skillsets.
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