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Starsector 0.97a is out! (02/02/24); New blog post: Simulator Enhancements (03/13/24)

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Author Topic: [0.97a] Quality Captains: A Skill Rework - Now with perks! v1.6.0  (Read 206349 times)

Dal

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Re: [0.95a] Quality Captains: A Skill Rework v1.0.1
« Reply #15 on: April 17, 2021, 08:06:23 PM »

The feedback's appreciated, I expect the effects and values will get refined over time.

Regarding the elite SP mechanics, I should point out that they're both vanilla+ options. Officers cap earlier in vanilla/without the elite, and stock Special Modifications does not contain the bonus XP for hullmods at all. Essentially, taking the perk pays for itself by the first two hullmods built-in and continues at half the overall SP cost of stock 0.95 from there; it is a very powerful, SP-friendly bonus.

Regarding missiles, QC's Missile Specialization only makes them accelerate and turn faster, any max speed changes are in the eye of the beholder.

I'd also like to give a quick plug to A New Level, which normalizes XP/SP scaling for extended (16+) level caps.
« Last Edit: April 17, 2021, 08:57:35 PM by Dal »
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pedro1_1

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Re: [0.95a] Quality Captains: A Skill Rework v1.0.1
« Reply #16 on: April 17, 2021, 10:16:13 PM »

One thing that I like that you forgot to mention is that you removed the Bulk Transport +1 base burn speed from non-militarized civillian ships and put it in the Auxiliary Support skill, this kinda matters a lot, bucause +1 burn is a massive increase for civilian ships.
It also means that I don't need to worry abould any civillian capital draging my max burn to 12/14,  because I just salvaged it and want to mothball it until I get to storage.
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SCC

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Re: [0.95a] Quality Captains: A Skill Rework v1.0.1
« Reply #17 on: April 17, 2021, 11:08:59 PM »

Tis a mod, and a customisable one at that, the base game skill tree is hilariously out of balance as it is, why the intense scrutiny for this?
I see an issue, I point it out.

Dal

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Re: [0.95a] Quality Captains: A Skill Rework v1.0.2
« Reply #18 on: April 17, 2021, 11:23:02 PM »

1.0.2 is released! Get it from the main post or from right here: https://www.dropbox.com/s/83kh6u22qfxmdtk/Quality%20Captains_1.0.2.zip?dl=1

- Restored bonus damage to destroyers and cruisers to Target Analysis (currently set to 1/3 and 2/3rd the capital damage bonus respectively.)*
- Allowed more customization settings to accept "0" as a valid input.
- Moved the Special Modification skill's S-mod capacity bonus to its base tier, keeping the XP bonus behind elite.
- Updated the QC ECM script to correctly display configured effects during battle
* Updates that require overwriting the settings file will be reserved for point releases, when possible. 
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Nia Tahl

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Re: [0.95a] Quality Captains: A Skill Rework v1.0
« Reply #19 on: April 18, 2021, 03:02:45 AM »

Tis a mod, and a customisable one at that, the base game skill tree is hilariously out of balance as it is, why the intense scrutiny for this?

Big fan of this OP, will let you know if any issues come up!

Because detailed feedback is useful to us modders. Most of us aim to make something of good quality.
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Chaos Blade

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Re: [0.95a] Quality Captains: A Skill Rework v1.0.2
« Reply #20 on: April 18, 2021, 06:39:25 AM »

I'd like to ask what is the different between the options
like, I get stock and I get set of three and get untiered, but how would skill lanes work? progressive?

Can we have screen caps with the different variants?
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Chairman Suryasari

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Re: [0.95a] Quality Captains: A Skill Rework v1.0.2
« Reply #21 on: April 18, 2021, 06:46:29 AM »

Thanks for the update, lad! Have a good one!
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shoi

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Re: [0.95a] Quality Captains: A Skill Rework v1.0.2
« Reply #22 on: April 18, 2021, 07:06:16 AM »

I downloaded this but decided against using it due to some of the skill changes..guess what? I was actually running it the entire time. Works out better than I thought for the most part. Kudos!
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Ramiel

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Re: [0.95a] Quality Captains: A Skill Rework v1.0.2
« Reply #23 on: April 18, 2021, 07:52:18 AM »

Ohhh...yes! This amazing! Thank you!
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IonDragonX

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Re: [0.95a] Quality Captains: A Skill Rework v1.0.1
« Reply #24 on: April 18, 2021, 08:18:07 AM »

One thing that I like that you forgot to mention is that you removed the Bulk Transport +1 base burn speed from non-militarized civillian ships and put it in the Auxiliary Support skill, this kinda matters a lot, because +1 burn is a massive increase for civilian ships.
I second this. +1 burn to Civilian ships should be restored.
Hi, is it possible to configure the phase mastery speed bonus to a fixed value instead of a percentage bonus? Did some amateur digging around in the files but I'm not seeing it.
With the percentage bonus, if I increase it to let the heavier phase ships move faster, it ends up waaay overbuffing the frigates and destroyers
Also a valid idea. Would be nice to have.
I get stock and I get set of three and get untiered, but how would skill lanes work? progressive?
Stock is vanilla progression, pick 1 skill from a tier of 2 = 2-2-2-2-2
Set of Three widens the first two tiers by eliminating the third = 3-3-2-2
Skill Lanes widens tier one & three by eliminating the fourth = 4-3-3
Un-tiered is just pick what you want
For tiers, the problem is that a "roadblock skill" or "skill tax" means different things to different people. On the plus side, players that like RPGs, character development or compound rewards for specialization will want a tiered system. The higher tiers are expected to be greater rewards than lower tiers. On the minus side, free choice of any skill and in any order requires that each skill have the same "value" or "weight" as any other. No one will ever agree on how to "balance" the skills as such.
« Last Edit: April 18, 2021, 08:43:35 AM by IonDragonX »
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giganticats

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Re: [0.95a] Quality Captains: A Skill Rework v1.0.2
« Reply #25 on: April 18, 2021, 10:25:46 AM »

is this meant to be played with a mod that increases the max level? or just the standard 15 levels?
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Dal

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Re: [0.95a] Quality Captains: A Skill Rework v1.0.2
« Reply #26 on: April 18, 2021, 11:29:45 AM »

is this meant to be played with a mod that increases the max level? or just the standard 15 levels?
QC is entirely ambivalent to level cap. Skills are a bit more normalized in terms of potential than vanilla (lower peaks, higher lows), but the big benefit is that each should support a different gameplay style and none should feel like a waste. In my experience a character can definitely feel "complete" with 15 choices now.
« Last Edit: April 18, 2021, 11:31:36 AM by Dal »
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Tartiflette

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Re: [0.95a] Quality Captains: A Skill Rework v1.0.2
« Reply #27 on: April 18, 2021, 11:32:48 AM »

I'd like to ask what is the different between the options
like, I get stock and I get set of three and get untiered, but how would skill lanes work? progressive?

The idea behind "skill lanes" is that you have selections of 2 or 3 skills in a row that all go in the same gameplay direction, instead of having those synergistic skills on the same tier forcing you to go through the wrap around.

For example:
Defenses= Point Defense > Impact Mitigation > Shield Modulation
Frigate Legion= Wolf Pack tactics > Coordinated Maneuvers > Crew Training
Techno Skills= Navigation > Sensors > Automated Ships
Salvager= Salvage Operations > Jury Rigging > Field Repair

In a way it is the return to the old tiered skills but this time you can unlock higher tiers with a different skill that may better suit you.
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RemnantAI

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Re: [0.95a] Quality Captains: A Skill Rework v1.0
« Reply #28 on: April 18, 2021, 02:15:18 PM »

Targeting Analysis: it's a bit weird the bonus is just to capital ships now.
Impact Mitigation: it now protects from small strength hits more than bigger hits, which I'm not sure is a good idea.
Standoff Tactics: it's better than Ranged Spec, since it works for more than two ships in the game.
Phase Mastery, Phase Corps: I suspect they will still be problematic.
Systems Expertise: it's a real shame you nerfed it, because it was pretty fun for most ships that aren't Doom.
Missile Specialisation: it stacks with ECCM, missiles are so fast now.
Officer Training: spend story points to spend story points... Come on.
Energy Weapon Mastery: what's up with that EMP resistance? It's not much, but it's weird it's there.
Special Modifications: again, spend story points to spend story points.
Automated Ships: it's hilariously OP now. Getting a Radiant for a single skill point is incredible value.
Colony skills: they presumably are the best moneymaker skills, making other (mostly industry) skills obsolete. It's in a similar position as Automated Ships, in that it isn't immediately strong, only after you can get what makes it strong, but then it blows other skills out of the water.

I also have more fundamental issues with what you're doing with those skills, but you have heard about them already.

Tis a mod, and a customisable one at that, the base game skill tree is hilariously out of balance as it is, why the intense scrutiny for this?

Big fan of this OP, will let you know if any issues come up!


I enjoyed the direction of the new skill tree, but it has glaring obvious issues and pidgeon holes certain styles. Having options is awesome so I agree this is a nice option.
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pedro1_1

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Re: [0.95a] Quality Captains: A Skill Rework v1.0.1
« Reply #29 on: April 18, 2021, 06:58:54 PM »

One thing that I like that you forgot to mention is that you removed the Bulk Transport +1 base burn speed from non-militarized civillian ships and put it in the Auxiliary Support skill, this kinda matters a lot, because +1 burn is a massive increase for civilian ships.
I second this. +1 burn to Civilian ships should be restored.

I don't think you wuite understod what I said there, He removed the +1 burn from I1L(Bulk Transport) and added it to L1R(Auxiliary Support), mostly because the semi-nerf to L1R means it would not be a good pick, even if every ship had duble the effects from Militarised Subsystem and the Packages.
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