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Starsector 0.97a is out! (02/02/24); New blog post: Planet Search Overhaul (07/13/24)

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Author Topic: [0.97a] Second-in-Command | A full-scale skill system rework  (Read 30374 times)

delta4873

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Re: [0.97a] Second-in-Command | A full-scale skill system rework
« Reply #165 on: September 05, 2024, 07:35:17 AM »

Really enjoying the mod, would it be possible to add in a screen of some sort to show every new skill tree? This would make planning a build a lot easier.
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Lukas04

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Re: [0.97a] Second-in-Command | A full-scale skill system rework
« Reply #166 on: September 05, 2024, 07:51:22 AM »

Really enjoying the mod, would it be possible to add in a screen of some sort to show every new skill tree? This would make planning a build a lot easier.

Theres a bar encounter guaranteed on a new game start, you can use that to view all normal aptitudes there. Maybe i can create some external resource at some point.
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Drunk Skeleton

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Re: [0.97a] Second-in-Command | A full-scale skill system rework
« Reply #167 on: September 05, 2024, 08:18:04 PM »

Hey there, first of all, you did an AMAZING WORK with this mod, in a point it's in the "always on" list for me, with Nex, IndEvo and Iron Shell. My absolute favorite thing is getting Piracy and just going All In Bounty Hunter with the salvage + pay per ship destroyed, and Automation + Fighters apt for that sweet an powerful REDACTED carrier swarm.

But i need to ask, is there a list with all the skills? I know it's not even second priority, but having a way to see what everything do, other than in the start of the game would be a good utility, be it here or in game.
Make thing easier to plan, and also to change the builds and adapt to new ships.

Edit: Made it in the mobile, small font, just now i've seen your answer above regarding the skills list
« Last Edit: September 06, 2024, 08:50:48 AM by Drunk Skeleton »
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Kastellaria

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Re: [0.97a] Second-in-Command | A full-scale skill system rework
« Reply #168 on: September 05, 2024, 08:32:03 PM »

is there any way to change executive officers max level?
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Sooner535

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Re: [0.97a] Second-in-Command | A full-scale skill system rework
« Reply #169 on: September 07, 2024, 08:52:19 AM »

Idk if you are taking ideas for more skill trees but if there is a way you could make some executive officers more rare then others might be interesting to add some stuff a little more broke then others?

Maybe like a character that can only drop from cryosleep caskets in medium or above danger systems and can increase OP/vents/etc. For your ships? Some sort of engineering focus?

Just some thoughts. Great mod either way, thanks for creating it!
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Lukas04

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Re: [0.97a] Second-in-Command | A full-scale skill system rework
« Reply #170 on: September 07, 2024, 09:31:48 AM »

Idk if you are taking ideas for more skill trees but if there is a way you could make some executive officers more rare then others might be interesting to add some stuff a little more broke then others?

Maybe like a character that can only drop from cryosleep caskets in medium or above danger systems and can increase OP/vents/etc. For your ships? Some sort of engineering focus?

Just some thoughts. Great mod either way, thanks for creating it!

Im probs keeping unique XOs as cross-mod stuff, i wanna do some for RAT.
But they wouldnt be more powerful, just different sets of skills. Adding more strong aptitudes would just make the system worse, as some aptitudes would become useless.
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vicegrip

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Re: [0.97a] Second-in-Command | A full-scale skill system rework
« Reply #171 on: September 07, 2024, 03:21:08 PM »

Not sure if this is a bug but I have occasionally seen officers in NPC fleets show up only with the default skill of an aptitude.

Lukas04

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Re: [0.97a] Second-in-Command | A full-scale skill system rework
« Reply #172 on: September 07, 2024, 03:22:28 PM »

Not sure if this is a bug but I have occasionally seen officers in NPC fleets show up only with the default skill of an aptitude.

Not a bug
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delta4873

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Re: [0.97a] Second-in-Command | A full-scale skill system rework
« Reply #173 on: September 07, 2024, 04:42:59 PM »

I've been playing with this mod for a bit now, and I consider it to be essential, being able to run Wolfpack without needing officers in every frigate is amazing, and being able to run as many wings with Strikecraft without being penalized is great.

You've mentioned previously that you didn't plan on adding in a way to respec executive officers, but can you reconsider? Having to train up an entirely new executive officer if I just want to swap 1 skill around is really tedious. You could just make it expensive in terms of Story Points: 1 SP to refund 1 skill.

Thanks for the great mod!
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Kastellaria

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Re: [0.97a] Second-in-Command | A full-scale skill system rework
« Reply #174 on: September 08, 2024, 10:34:09 AM »

is there any way to change executive officers max level?

waiting for a reply
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Lukas04

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Re: [0.97a] Second-in-Command | A full-scale skill system rework
« Reply #175 on: September 08, 2024, 01:01:24 PM »

is there any way to change executive officers max level?

waiting for a reply

There isnt
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Lukas04

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Re: [0.97a] Second-in-Command | A full-scale skill system rework
« Reply #176 on: September 08, 2024, 01:54:42 PM »

Wrote another small blogpost, mostly because it has been a month since release of the mod now and i wanted to take a small look back on it, and also to showcase stuff like the new Aptitude in RAT
https://www.patreon.com/posts/111678495?
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Lukas04

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Re: [0.97a] Second-in-Command | A full-scale skill system rework
« Reply #178 on: Today at 01:26:41 AM »

is there any way to change executive officers max level?

waiting for a reply

There isnt


Why?

Because there just isnt? Not all mods are made with everything being configureable in mind, if you want a mod that is highly configureable, "Quality Captains" is a good alternative.
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MxCrossbrand

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Re: [0.97a] Second-in-Command | A full-scale skill system rework
« Reply #179 on: Today at 04:57:19 AM »

Hello again!

Question and insane suggestion:

Is there any way to retrain executive officers? I didn't see any.

The improvisation skills are fun in theory and practice, but I feel like the skill tree could use a non d-mod centric capstone option. You can already pick a full suite of skills in the main portion that don't deal with d-mods, so I don't think it would be out of line with the skill set. The insane idea I had was manned torpedos: all torpedo missiles now cost one crew to fire, but get some effect like massively improved tracking, or they cause the ship's weapons to fail if they hit, or they inflict a debuff or something.

I actually don't mind how things are right now, I just remembered the manned torpedo raids while thinking about this mod and wanted to share the idea.
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