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Author Topic: Ship exp/leveling  (Read 1146 times)

AdmiralRem

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Ship exp/leveling
« on: June 13, 2021, 03:12:38 PM »

I was thinking how it would be interesting for individual ships/crew to gain exp in the form of a few extra OP. Even just 1 or 2 per level with a small cap. Just feels like a nice progression to add to the game and even more reason to really try not to lose them permanently. I know we have story points now but they are kind of precious.

For those that care about lore and real in game reasons, seems like a crew would get to know their ship over time and really push it to the max and squeeze every bit of performance out of it. Just an idea!
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Helldiver

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Re: Ship exp/leveling
« Reply #1 on: June 13, 2021, 03:21:30 PM »

seems like a crew would get to know their ship over time and really push it to the max and squeeze every bit of performance out of it. Just an idea!

That's pretty much what the Starship Legends mod does and how it tells it. As a ship fights, it gains a reputation for certain traits (partially based on what happened in battles) which affect the ship and/or those that crew it, resulting in small bonuses and maluses that solidify over time.

It's as perfect as it goes as far as I'm concerned and vanilla needs something like this too. Something where your ships become unique and you care about them and not just because of money or "I put S-mods on this".
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robepriority

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Re: Ship exp/leveling
« Reply #2 on: June 13, 2021, 03:34:31 PM »

Having an extensive leveling system limits the ability to change up fleets.

AdmiralRem

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Re: Ship exp/leveling
« Reply #3 on: June 13, 2021, 03:42:56 PM »

Having an extensive leveling system limits the ability to change up fleets.

I was thinking simple. Just enough so I care. But why would it limit changing fleets? Because you would lose progression? I think that’s why small bonuses would be best.
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AdmiralRem

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Re: Ship exp/leveling
« Reply #4 on: June 13, 2021, 03:44:06 PM »

seems like a crew would get to know their ship over time and really push it to the max and squeeze every bit of performance out of it. Just an idea!

That's pretty much what the Starship Legends mod does and how it tells it. As a ship fights, it gains a reputation for certain traits (partially based on what happened in battles) which affect the ship and/or those that crew it, resulting in small bonuses and maluses that solidify over time.

It's as perfect as it goes as far as I'm concerned and vanilla needs something like this too. Something where your ships become unique and you care about them and not just because of money or "I put S-mods on this".

I’ll have to check out starship legends. I wish there were an easier way to find mods. I’ve missed so many good ones until someone told me about them.
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Helldiver

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Re: Ship exp/leveling
« Reply #5 on: June 13, 2021, 04:14:13 PM »

Having an extensive leveling system limits the ability to change up fleets.

How so? If you want to abandon/sell/store a ship that's your choice, whether it's gained some bonuses or not. I've played with Starship Legends for as long as it's been stable and it never stopped me from changing or replacing ships in my fleet if I need to.
On the other hand, it makes me care about them, makes me remember them with their quirks and makes you feel something when you lose a good ship in battle. Things that I expect out of a game about spaceships.
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robepriority

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Re: Ship exp/leveling
« Reply #6 on: June 13, 2021, 06:24:49 PM »

Remembering them for their quirks and being sad for losing them is exactly why it makes me not want to change up fleetcomps.

The more expendable something is the more likely I'm actually going to use new ships.

SCC

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Re: Ship exp/leveling
« Reply #7 on: June 14, 2021, 06:29:25 AM »

I am very strongly against adding anything like Starship Legends. It's just meaningless random noise.

Megas

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Re: Ship exp/leveling
« Reply #8 on: June 14, 2021, 09:21:18 AM »

We need more reasons for ships to be disposable and easily replaced, not more reasons to encourage a forever fleet like s-mods do (and thus encourage exorbitant Restore or tedious Field Repairs).
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intrinsic_parity

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Re: Ship exp/leveling
« Reply #9 on: June 14, 2021, 09:24:14 AM »

I played starship legends for a bit, and didn't really enjoy it that much. It incentivized some weird player behavior like mothballing to clear undesirable traits and also incentivized lots of pointless grinding that I didn't like. I also noticed it really punished you for any over-deployment since that results in some ships not doing much damage and getting maluses. I also didn't like how traits were based on stats like damage because ships with more supportive roles (escort omens) got screwed. They serve a valuable function that doesn't involve doing lots of damage so they get bad traits for doing their job well. I also noticed ships that took hull damage were super likely to get maluses, even though taking hull damage is part of the battle strategy for many ships.

I'm not really a fan of that general implementation of the idea. In general, I think it really biases the player towards specific ships and strategies that aren't necessarily more fun (and in some cases are less fun IMO).
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AdmiralRem

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Re: Ship exp/leveling
« Reply #10 on: June 14, 2021, 09:24:29 AM »

We need more reasons for ships to be disposable and easily replaced, not more reasons to encourage a forever fleet like s-mods do (and thus encourage exorbitant Restore or tedious Field Repairs).

Why would you want disposable ships? All that time replacing and refitting. Bleh!
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Megas

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Re: Ship exp/leveling
« Reply #11 on: June 14, 2021, 09:37:38 AM »

Why would you want disposable ships? All that time replacing and refitting. Bleh!
Because, if I want pristine ships instead of heavily d-modded clunkers (for Derelict Contingent), the alternative is either paying an arm-and-a-leg for Restore or dragging ships for months or years for Field Repairs to slowly remove d-mods one at a time (if I even get high Industry in the first place).  I do not want to pay close to a million (or more than 1.5 million in case of Ziggurat) to fix a few bumps on a capital.

Spawning new ships out of nothing is cheap and convenient.  Last release, any ships I lost in combat were easily replaced by building new ones for less cost than anything I could buy in the core worlds.  Today, player loses his s-mods with the old ship, and player must spend more story points adding s-mods back to the new ship, killing the replacement new ship option.  (Wasting story points is not an option with 2^n costs of colony improvements and historian.)  Refitting is faster than waiting two months per d-mod with Field Repairs.
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Okay

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Re: Ship exp/leveling
« Reply #12 on: June 16, 2021, 09:51:11 PM »

We need more reasons for ships to be disposable and easily replaced, not more reasons to encourage a forever fleet like s-mods do (and thus encourage exorbitant Restore or tedious Field Repairs).

Why would you want disposable ships? All that time replacing and refitting. Bleh!

Don't you use templates? Refitting is just one click after that.
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