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

Author Topic: Auxiliary Support skill: raise deployment recovery cost cap from 5 to 8  (Read 915 times)

Sorbo

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5 is a bit too restrictive and is odd-numbered while 8 means up to 4 escort ships buffed with full 900% bonus making space for some interesting fleet compositions.
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TaLaR

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Or even better, replace the skill with something else. 900% of 10% base bonuses is only 90% in the end. For ships that have low stats to begin with.

Being forced to take this extremely weak skill is one of reasons why doubling down on Leadership tree is not viable. Even at it's best it's a early game skill that has no place in endgame fleet.
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KDR_11k

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The effect of such a change would be more pronounced at the top end since fleets exceeding 5 DP of MilSub get a proportional reduction in bonuses and on a cruiser or battleship that becomes much more of a factor. The Atlas Mk2. would go from a bonus of +29% to one of +40%, the Venture from +40% to +58% with Assault Package. +58% flux dissipation, capacity and hull points, +29% armor does add up to some decent boosts.

I'm not sure that would really be OP since you can only get those boosts on one ship per fleet and they do add up to a significant OP cost but it's something to keep in mind.

I think the Package concept needs an overhaul anyway since hull mods that give negligible bonuses unless used with a specific skill just sound like a bad idea. Escort Package fares much worse than Assault Package even, those boosts don't amount to much.
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Satirical

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i think it should only apply to ships installed with packages rather than militralized subsystems since i always put subsystems on for the sensor reasons xd
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Sorbo

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I think the Package concept needs an overhaul anyway since hull mods that give negligible bonuses unless used with a specific skill just sound like a bad idea. Escort Package fares much worse than Assault Package even, those boosts don't amount to much.
I dunno, you can set up pretty powerful escorts if you use officers by stacking range buffs and point defense weapons. Assign 2 of them to ship that has lots of frontal power but little defence and you will have a nice combo. LR PD shuttle had absurd range, which only gets more damaging from admiral skills and anti-rocket buffs.

Shame you can only get like 2 with full power buffs right now.
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Realm

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I'd love this, the selection currently of both high and low-end vanilla civilian ships isn't particularly overwhelming - and a single super-tanky Venture or actually decent gunboat Atlas Mk.2 likely shouldn't break fleet balance. Nor would I imagine it breaking hard on the lower end with a pair of 'super' Buffalo Mk.2s, or 4 Mudskipper Mk.2s.

Most of the Civilian ships are subpar in their mounts and don't benefit too much at all from the buffs (Venture, even when 'super-tanked', also suffers from abysmal speed to boot), while the Pirate variants have flaws that the skill can at least counteract and allow a few viable alternatives to the standard military vessels.
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