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Author Topic: Brand New to the Sector  (Read 844 times)

Zonk

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Brand New to the Sector
« on: August 31, 2021, 11:20:50 AM »

Hello folks,

I was purchased this game for my birthday by a friend and am loving it. It feels like a mix between Star Sonata (an old 2D top-down fleet-building MMO) and Stellaris to me. I wanted to share my experience, ask some questions, and give a little feedback on the game as I understand it 8 hours in (so: not at all).

The Experience:
I started with an Apogee and a few other little ships I didn't understand the value of. After immediately attempting to flee Galatia and losing my entire fleet to the pirates at the fringe jump point, I save scummed and actually finished the tutorial (but not the academy quests, which I didn't know about until today).

I figured out that I could buy and sell supplies/crew/weapons on the black market of independent or pirate space stations without paying tariffs and seemingly no impact on reputation, so I did that until I got 250k credits which I assumed meant I was rich.

Throughout this I seemed to run into a pirate fleet every time I went into hyperspace. I soon realized that having your transponder on in hyperspace was for chumps, but not after a string of victories which netted me 4 pirate Falcons (with tons of d-mods and several needing story points to get). Damn these ships are awesome! I suck at fitting but with annihilators in the front and a sabot in the back just one of these ships seems able to instantly overload anything shy of a capital and then dunk it with two annihilator pods and chainguns or maulers up close.

I'm only level 10 but I took nearly all the Logistics skills (except the d-mod removing one). Derelict Fleet is hilarious considering most of my current fleet is salvaged cruisers with 3-5 d-mods. It's so hard for the AI to kill my falcons especially with their inbuilt speed mods. I'm still not sure what to think about d-mods really. A lot of them don't affect weapon damage or speed and the reduced maintenance and deployment cost means that my fleet of 7 cruisers and 15 other vessels only needs 4 supplies per day (although 20 fuel/ly kinda sucks) and can all be deployed pretty much every time I fight.

I found some survey data on a probe which indicated a habitable world. I figured it was basically impossible to make a colony on anything but an earthlike planet and so rushed 20 light-years out of the core to put a colony down. I had a bunch of these gamma core things so of course I put those in every industry I could afford, which was about 2. Later I built a Freeport mining colony in the same system which... yeah may not have been the best idea in retrospect. I ran out of fuel several times trying to get back to the core before taking the fuel salvaging/reducing skill and getting a few Drams.

Currently, I'm milking a commission with the Persean League. I made an easily million fighting pirates in a core system with a system bounty, plus salvaged a bunch of delicious weapons. I still don't understand the star rating of enemy fleets or bases. 1 star pirate, scavenger, or Ludd fleets routinely pursue and initiate fights with me only to get crumped on sloppy-style by the Falcon squad, while 2 star enemy fleets sometimes want to run away. I can also dunk a 2-star space station no problem but have no idea how challenging those are supposed to be without 4 pirate Falcons.

My colonies suck ass and the Freeport mining colony is on the verge of decivilizing thanks to some Luddic dicks. I tried to clap the base they were operating out of but couldn't successfully lure away a 3-star Luddic fleet in the same system. I'd love for them to make me money but am pretty sure I just need to bite the bullet, abandon them to the Ludds, and focus on system and personal bounties which consistently give money, supplies, fuel, and weapons. I've still never seen or fought a capital besides a domain mothership which stunted on my starting fleet very early on when I tried to fight it.

Some Feedback:
I really love this game. It seems well thought-out, the emergent complexity in ship and fleet design is really nice but actually not too complicated once you understand flux and OP. There haven't been any game-breaking bugs, and the surprising moments (like huge Scavenger fleets suddenly becoming hostile, or going into a system with a distress beacon only to get stomped by these funky cyan blue dudes) are fun and rewarding even when you die in a fire. I am a total sucker for 2D top-down space games and Starsector is everything I have ever wanted. The art style is awesome, the sound design is great, and the gameplay is great. Kudos to the dev(s?) for their vision and sticking by the game for the last decade!

I tried to get back into EVE Online recently and deeply deeply hated the F2P direction they've taken with increasing microtransactions, pay-to-not-grind gameplay (literally takes 2 weeks to train some single basic skills to 5 in that game) and reducing player income from basically every activity while adding more and more expensive lategame content. They've made that game so much less fun and rewarding for the sake of inflating hours played and maximizing extraction from players. Starsector is immediately gratifying and doesn't feel like the gameplay is making you grind for the sole purpose of extending hours played or making it seem like there's more content than there actually is.

I've been frustrated at times with the order system and friendly AI. I was playing with ship fittings and tried to remove the point defense from my Falcons (which all have aggressive max-level officers) so I could instead force the Shrikes I use as escorts into that role. Instead, every ship of mine stopped closing with enemies as soon as there was a single enemy missile or fighter in the air. I was almost fully wiped several times by fleets of Ludds or Pirates I'd stomped in 5 minutes the day before. No amount of orders or escort assignments would change that.

I've since learned from scattered forum posts and wiki articles that your AI really badly needs point defense, even a cursory 1-2 vulcans, before it feels "safe" enough to charge in and brawl. It felt like there was no feedback from my AI officers at all and I had to spend an hour reading the forums and reddit to figure out the problem. I understand that an advanced player would immediately understand that leaving an AI ship without point defense is dumb and bad but it wasn't obvious to me at first how it would affect my AI. If I could talk to the captains or hear their "thoughts" in battle somehow (like: "I don't have enough point defense/escorts to fight the enemies head-on") it would've saved me a lot of hair-tearing.

It's also been difficult to learn which ships are threats. I got used to clapping pirate ass before fighting (and losing badly to) Hegemony and Independent cruiser fleets which were much smaller than mine. I have since learned that those fleets had Hi-Tech ships with 0 d-mods, as opposed to the low-tech pirates with tons of d-mods I was used to fighting. The star ratings for all those fleets were the same. If the tutorial had you fight a fleet of low-tech pirate ships and then showed you what it was like to fight high-tech faction ships without d-mods, I would have understood the difference much better (although I understand that losing and dying is part of the game.) In EVE Online, parts of the combat tutorials show you what it's like to face and die to an overwhelming force and I feel like that helped me understand that game better.

Establishing colonies was really fun even though I had no clue what I was doing and *** up pretty bad with putting AI cores and story points into everything before realizing how much the Hegemony and Luddites hated that one simple trick. If there was some kind of colonization tutorial, or maybe even a mission to establish a colony for another faction so you know what the process is and how to find a good system, I definitely would have felt a little better when the Luddic Incidents started rolling in.

This last one is because I am big noob at the game, but I don't (read: can't) pilot my own ship. It really feels like early on in the game, it's too difficult to understand weapon types, grouping, shields and flux, venting, etc. etc. to also worry about steering and positioning. This game requires a shocking amount of coordination to hold shift, move the mouse to aim, WASD/QE to move, crtl+# to control autofire, vent, raise and direct shields, etc. while also trying to be strategic. I wish I could do something like let the AI control positioning, venting, and shields (which it seems way better at than a player anyways) while I focus on one or two manually-controlled weapon groups. It also wasn't clear to me for the longest time that if I even briefly accidentally hit W or something, my ship's AI is totally disabled. I wish I could "lock" my autopilot on, or hire an officer to fly and fight my ship as the captain while I serve more in the role of an Admiral like in real navies.

Lastly, Some Questions:
How can I judge the reasonability of my fleet? As in, is it stupid to have 7 cruisers and 7 escorts? Is 4 supplies/day and 20 fuel/ly low or high for what I have? I turn a profit in fuel in every fight, credits in most fights (either from my commission, bounties, or selling recovered goods), and supplies in some fights (against bigger fleets or merchant fleets). I can make 1 million and stay supply/fuel neutral in an hour or so when there's a system bounty active so it doesn't seem like I'm being turbodumb. I just wonder if I'm doing something incredibly stupid or wasteful and don't realize it because I have nothing to compare it with.

What logistics ships are most economical? I read a guide by forum user SCC (or something) which showed the Colossus as being almost as efficient as an Atlas on a cargo-space-per-supplies-consumed metric and more efficient on a cargo-space-per-fuel-consumed basis, so I planned on sticking with my 2 Colossi. They do reduce my fleet burn level to 7 instead of 8 but I took the skill which raises fleet burn level so that seems fine. I also have 3 Drams, which I thought was better than 1 Phaeton but am not so sure now. I also have never found any salvage rigs for sale anywhere and my colony has 0 credits to spend on building them despite sending me 20k credits a month. Are 2 Colossi and 3 Drams reasonable for my needs, and where do I find salvage rigs?

I also don't know what to think about burn levels or sensor range. I have a base burn of 8 with the skill that increases it and identical sensor/detection ranges of about 1500. My burn level seems fine for a fleet with 7 cruisers, and although fast enemy fleets can catch me sometimes, I'm also able to catch much faster enemy fleets by making them use their emergency burn, tailing them until it runs out, and then activating my own emergency burn ability. I don't detect enemies from very far away however, which has resulted in some hilariously surprising encounters with the entire Luddic Path armada. Is my current burn level/sensor profile reasonable for a fleet of my size?

I'm pretty sure having 4 falcons with an average of 4 d-mods each has a pretty big negative impact on sensor range and detectability, as nearly all the d-mods on all my ships either screw with sensors, increase crew requirements, or decrease armor. But with Derelict Fleet they are shockingly tough for light cruisers and they do so much damage I just can't bring myself to leave them behind. Is refitting worth it or is Derelict Fleet as powerful as it seems?

Finally, on officers, I have 5 aggressive ones, 1 reckless, and a mercenary (after letting another Merc officer go after 1 year). Are the mercenary officers worth the story points and credits? Can I win hard enough and earn enough drip so that I can hire them permanently without SP?

I have a bunch more specific questions about Annihilator vs. Harpoon pods on my Pirate Falcons or the Gryphon I found (and have treated as a gunboat until now... I didn't even know it had a large missile slot...) but this is already a wall of text and I'll try to do some experimenting on my own.

Thank you, fellow forum users, for reading this mess of a post and than you, devs, for making an amazing game!
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intrinsic_parity

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Re: Brand New to the Sector
« Reply #1 on: August 31, 2021, 11:45:21 AM »

Lastly, Some Questions:
How can I judge the reasonability of my fleet? As in, is it stupid to have 7 cruisers and 7 escorts? Is 4 supplies/day and 20 fuel/ly low or high for what I have? I turn a profit in fuel in every fight, credits in most fights (either from my commission, bounties, or selling recovered goods), and supplies in some fights (against bigger fleets or merchant fleets). I can make 1 million and stay supply/fuel neutral in an hour or so when there's a system bounty active so it doesn't seem like I'm being turbodumb. I just wonder if I'm doing something incredibly stupid or wasteful and don't realize it because I have nothing to compare it with.
It sounds like you're doing totally fine logistically. If you're breaking even on supplies/fuel while exploring/fighting, there's not much point in optimizing further beyond saving a small amount of money, so if you have enough money, and kill the things you want to kill who cares. It sounds like you have a very reasonable mid game fleet to me.

What logistics ships are most economical? I read a guide by forum user SCC (or something) which showed the Colossus as being almost as efficient as an Atlas on a cargo-space-per-supplies-consumed metric and more efficient on a cargo-space-per-fuel-consumed basis, so I planned on sticking with my 2 Colossi. They do reduce my fleet burn level to 7 instead of 8 but I took the skill which raises fleet burn level so that seems fine. I also have 3 Drams, which I thought was better than 1 Phaeton but am not so sure now. I also have never found any salvage rigs for sale anywhere and my colony has 0 credits to spend on building them despite sending me 20k credits a month. Are 2 Colossi and 3 Drams reasonable for my needs, and where do I find salvage rigs?
I believe that Atlas and Prometheus are the most efficient, but they are also the slowest. Personally, I usually go phaetons and colossus until I add capital ships to my fleet. I'm pretty sure you would rather have phaetons in your situation. It's probably worth putting militarized subsystems or augmented drive field on your colossus to raise the burn back up to 8, assuming that is the lowest burn among all your other ships.

I think salvaging rigs would just be available on the open market. I don't care that much about salvaging rigs to be honest. They give you extra supplies fuel/basic resources, but that's basically just a bit of money, and money is very easy to come by IMO. Usually I take some shepherds (which have salvaging gantries and surveying equipment) early on and drop them when I start approaching the fleet cap, and that works well enough for me.

I also don't know what to think about burn levels or sensor range. I have a base burn of 8 with the skill that increases it and identical sensor/detection ranges of about 1500. My burn level seems fine for a fleet with 7 cruisers, and although fast enemy fleets can catch me sometimes, I'm also able to catch much faster enemy fleets by making them use their emergency burn, tailing them until it runs out, and then activating my own emergency burn ability. I don't detect enemies from very far away however, which has resulted in some hilariously surprising encounters with the entire Luddic Path armada. Is my current burn level/sensor profile reasonable for a fleet of my size?
Like I said earlier, I think you would benefit quite a bit from adding militarized subsystems or augmented drive fields to your colossus (assuming that would increase your burn by 1). It's a pretty small price to pay, and increased burn is pretty nice.

I'm pretty sure having 4 falcons with an average of 4 d-mods each has a pretty big negative impact on sensor range and detectability, as nearly all the d-mods on all my ships either screw with sensors, increase crew requirements, or decrease armor. But with Derelict Fleet they are shockingly tough for light cruisers and they do so much damage I just can't bring myself to leave them behind. Is refitting worth it or is Derelict Fleet as powerful as it seems?
Derelict contingent is borderline OP and is getting removed/reworked in the next release :P.

Finally, on officers, I have 5 aggressive ones, 1 reckless, and a mercenary (after letting another Merc officer go after 1 year). Are the mercenary officers worth the story points and credits? Can I win hard enough and earn enough drip so that I can hire them permanently without SP?
You can never keep mercenaries permanently. You should definitely use all the normal officers you can though. I think it's 8 base.

I've been wondering a bit about the sustainability of cycling mercenaries recently though. In my most recent campaign, I found that I could burn through all the bonus xp from adding story mods to ships (my main story point sink), so I think I could probably sustain some mercenaries with 100% bonus xp return without losing story points (theoretically), but I haven't gotten around to testing that.
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Zonk

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Re: Brand New to the Sector
« Reply #2 on: August 31, 2021, 11:50:31 AM »

Thanks for the comprehensive reply Intrinsic! I'll definitely look into rejiggering my logistics. I think that 1 extra point of burn would let me outrun the Luddic Path armada that loves to harass me when I'm on my way to my colonies so I'll try to do that.
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SCC

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Re: Brand New to the Sector
« Reply #3 on: August 31, 2021, 01:13:00 PM »

Hey.
Derelict Fleet is hilarious
Just don't get used to it, it's getting changed in the next update. Whenever it drops...

My colonies suck ass and the Freeport mining colony is on the verge of decivilizing thanks to some Luddic dicks.
What size is your colony?

It's also been difficult to learn which ships are threats. I got used to clapping pirate ass before fighting (and losing badly to) Hegemony and Independent cruiser fleets which were much smaller than mine. I have since learned that those fleets had Hi-Tech ships with 0 d-mods, as opposed to the low-tech pirates with tons of d-mods I was used to fighting. The star ratings for all those fleets were the same.
Hm. Perhaps there's a bug and the threat indicator doesn't take d-mods into account? It probably also doesn't take loadouts into account, so if you (knowingly or not) specialise against pirates, those variants will perform subpar against other opponents. I would say "pirates are the weakest faction, others are stronger", but I suppose you know that now.
This game requires a shocking amount of coordination to hold shift
You can make it so that ship follows the cursor by default; look for "invert shift behaviour" in the settings.
Besides that, all I can say is practice makes perfect. If you want to, you will eventually learn how to pilot.

or hire an officer to fly and fight my ship as the captain while I serve more in the role of an Admiral like in real navies.
Your flagship doesn't have to be a combat ship, or deployed in combat at all.

which showed the Colossus as being almost as efficient as an Atlas on a cargo-space-per-supplies-consumed metric and more efficient on a cargo-space-per-fuel-consumed basis
I forgot to update that chart, because I was lazy, then I forgot about it entirely. Atlas is now overall more efficient, though it sounds irrelevant, since you're hurting for a higher burn level. You should also install Militarised Subsystems on your slowest civilian ships (unless you've got Bulk Transport skill, in which case, burn level increase doesn't stack and you only get the sensor benefits from the hullmod).

Are the mercenary officers worth the story points and credits? Can I win hard enough and earn enough drip so that I can hire them permanently without SP?
I've been wondering a bit about the sustainability of cycling mercenaries recently though. In my most recent campaign, I found that I could burn through all the bonus xp from adding story mods to ships (my main story point sink), so I think I could probably sustain some mercenaries with 100% bonus xp return without losing story points (theoretically), but I haven't gotten around to testing that.
Mercs will always require story points to acquire or prolong their contracts. I was able to continuously sustain 2 mercs in my fleet, though I'm quite averse to spending story points and don't lose ships often.

Zonk

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Re: Brand New to the Sector
« Reply #4 on: August 31, 2021, 01:45:46 PM »

Thanks for your very helpful guides and the response SCC!

My biggest colony on the habitable world just grew to size 4 or 5 and the two smaller hazard pay ones on 200% hazard worlds, including the colony the LP loves to dunk on (mining, Freeport, fusion lamp, crust borer, AI cores in industries... I pretty much unknowingly speedran getting the LP up in my business) are size 3. I don't really have the stable income to spend on the more expensive industries/upgrades to make my colonies profitable or self-defending and also build up my fleet, which I think I have to do to fight the LP harassers before putting more money into colonies they're destroying.

Good to know about the invert shift option, and that I don't actually have to send my flagship into combat... I had no idea! I think I'll get a tanky ship and practice my piloting.

I'll just let the colonies do their thing for now and hope they're not totally shlapped off the face of the Sector. I don't have the money or the fleet to continue expanding and defending them, and it's a month long trip each way to the colony. Next is to try to get an Atlas and a few Phaetons before I go hunting for my own combat capital...
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Kanil

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Re: Brand New to the Sector
« Reply #5 on: August 31, 2021, 04:31:34 PM »

I also have never found any salvage rigs for sale anywhere and my colony has 0 credits to spend on building them despite sending me 20k credits a month.

Does your colony have the Heavy Industry upgrade? Your colonies send you taxes every month, but they need the Heavy Industry to actually build ships for you.

Salvage rigs are just found in markets like other ships, but if you can't find them then you can buy some Shepherds. They're not as good as the rigs, but the salvage bonus stacks (with diminishing returns), so you can just pick up 2 or 3 Shepherds.
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Zonk

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Re: Brand New to the Sector
« Reply #6 on: August 31, 2021, 04:52:26 PM »

Hi Kanil, thanks for the help. No, my colony doesn't have Heavy Industries... that would make sense why it's not building anything then! I will say it's a bit misleading of the game to give me the message that "no construction work was done because there were no credits to use" instead of making clear I need Heavy Industry first, but I'm also amazing at missing the obvious so perhaps it's fully on me.

For some reason I was convinced that salvage rigs were a special type of ship you had to build but makes sense they're just like any other civilian vessel. I will pick up a shepherd or two in the meantime while I continue searching.
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FooF

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Re: Brand New to the Sector
« Reply #7 on: August 31, 2021, 05:47:02 PM »

Zonk: as someone who has been playing this game for years, your first post is a wonderful read. I wish I could go back and forget everything because your sense of awe and wonder comes reminds me of what I was like. Not that I still don't love the game but just throwing yourself into it without knowing is one of the great pleasures of gaming.

You basically stumbled into a really great build: Pirate Falcons (which are fantastic for their cost), Derelict Contingent (which buffs said D-modded pirate ships) and you have figured out the economy game well enough to become financially independent. For a beginner, that's awesome. As you mention, you're starting to feel the limitations of your fleet when facing "real" threats.

Regarding piloting the flagship: yes, the learning curve is high but the game does a pretty good job of alerting you that things aren't working out. Kinetic hits on shields sound louder. HE hits on hull make a chunkier sound. You've surely seen that the AI likes to spam missiles (especially Harpoons) when enemy ships are at high flux levels or overloaded. The biggest part of piloting is simply situational awareness. Don't overcommit and don't get horribly out of position. The AI punishes these mistakes mercilessly. Stay close to allies (or better yet, order them to escort you) and when it doubt, back off and lower your flux. There's a thread right now about a whole swath of players that don't pilot the flagship but take the time to learn. It's the heart, and the most well-executed, portion of the game.

My final tip, completely unsolicited but I wish someone told me sooner, is fit your ships so that the *average* flux output is about ~120% of its dissipation. The ships that are operating at 200+% their flux capacity lose the flux war and punch themselves out before the enemy does. And don't forget, without modification, raising shields eats 40% of your base dissipation. So, max out vents, keep your weapon flux down, and then look at reducing your shield upkeep. The ship that can just. keep. firing. wins almost every time.

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Zonk

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Re: Brand New to the Sector
« Reply #8 on: August 31, 2021, 06:38:49 PM »

Great advice and kind words FooF! Thank you!
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torbes

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Re: Brand New to the Sector
« Reply #9 on: August 31, 2021, 07:36:14 PM »

Great read!

Really need to say the amount of ass clapping is borderline gratuitous!  :D  8)


I've since learned from scattered forum posts and wiki articles that your AI really badly needs point defense, even a cursory 1-2 vulcans, before it feels "safe" enough to charge in and brawl. It felt like there was no feedback from my AI officers at all and I had to spend an hour reading the forums and reddit to figure out the problem. I understand that an advanced player would immediately understand that leaving an AI ship without point defense is dumb and bad but it wasn't obvious to me at first how it would affect my AI. If I could talk to the captains or hear their "thoughts" in battle somehow (like: "I don't have enough point defense/escorts to fight the enemies head-on") it would've saved me a lot of hair-tearing.


This would be an excellent addition to either the autofit option, vanilla combat or combat chatter mod! Maybe try the autofit just to get a sense of where the game wants to put certain weapons?
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Zonk

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Re: Brand New to the Sector
« Reply #10 on: August 31, 2021, 08:10:36 PM »

Thanks Torbes :D! And as the old saying goes: in this Sector, it's clap or be clapped...
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SCC

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Re: Brand New to the Sector
« Reply #11 on: September 01, 2021, 02:42:57 AM »

Doesn't the game put a "this screen doors nothing until you build heavy industry" disclaimer, of you open fleet screen or custom order screen and don't have heavy industry?
I also thought path cells shouldn't spawn on size 3 planets. I'll have to look through the forum and see if it's intended or not.