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Starsector 0.98a is out! (03/27/25)

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Author Topic: Suggestions based on my experience  (Read 1467 times)

Ronin

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Suggestions based on my experience
« on: July 08, 2022, 05:28:55 PM »

First I'll give some context as to how I play the game, starting with a mod list which I use to facilitate needs/wants and as workarounds for specific mechanics; I don't use any ship pack and I play vanilla with each major update to get a feel for the newest version.

Mods:

A New Level of Confidence (40 standard speed)
Adjustable Skill Thresholds
Another Portrait Pack
Concord
Console Commands
Fair S Mods
Interesting Portraits Pack
Lazylib
Magiclib
Nexerelin
Officer Extension
Speedup
Terraforming and Station Construction
Transfer All Items
Unknown Skies

Self Imposed Rules: No purchasing warships above destroyer, civilian ships above cruiser, or marines except from military markets that I have the required reputation/comission to do business with. Tempest is an exception and the above rules apply. Anything from contacts or bar opportunities is fair game.


With that said, I'll Start first with my rules, then mods, and lastly move on to other suggestions


*It is too easy to walk in and buy a cruiser or capital ship or three in pristine condition from the black market, which also seems to have better selection and quality than the open market. I feel like this also undermines the purpose of developing contacts for their benefits and searching for other opportunities.

*The rule for the Tempest is because I can acquire it at the beginning, use it forever, and I feel that there is no better choice for later game frigate duty, Omen comes in second but it has far less bite. Everything else has to be overdriven to compare thus ruining it's combat longevity.

*Contacts and bar opportunities: Contact bounties are almost always ridiculously far away, and have no in system location description like normal bounties. If you find yourself in an enormous system, it is possible to spends weeks or even months searching for your quarry.

Trade contacts start really small scale and even when built on still don't compare to the lucrative deliveries that you can be offered in the bar (the ones that scale with your cargo capacity). The old freighters that they offer are typically small and have multiple d-mods, which can make them neigh unusable because they will always get the same very bad d-mods; like degraded drive field.

Any contact that you make first has to be found as a bar opportunity first, and after the completion of their task only has a chance to become a contact. Fly to the corner of the galaxy to take out a way less convenient target only to get no followup on that contact? I would rather have it guaranteed but cost a story point, and also cost no story point to abandon a contact.

Lastly on bar opportunities, I don't bother with a lot of them because they scale poorly, or were never worth doing in any circumstance.


Next are suggestions related to the mods that I have chosen:


*The first suggestion based on a mod is a big one: I use a level cap of 40 despite the ability to become overpowered simply because its fun. The biggest reason I was able to play Warband for thousands of hours is because of the slow drip of improvement. I could always improve my character and my followers, even at a slowing rate, and it was fine because it is a single player sandbox, and I never felt a lack of satisfaction for it there, or here despite the skill system being designed around 15. In fact the only time i get that kind of cheaty, unsatisfied feeling is actually just from smuggling. I also find the pacing to be off, like not even having a colony or being finished with the story before I am nearly 15.

*Skill thresholds; I don't have much to say about it really, I just don't like not getting the full benefit of a skill when it is one of the few choices that I get. There are also some silly things, like shepherds counting against your carrier count, thus hurting the performance of your real carriers.

*Allow autoresolve for things that are just a waste of time. I find myself using the console most of the time to nuke enemy fleets that I'm going to win against with no losses, like derelict groups or fragments that can't be autoresolved. In addition, autoresolve is very generous when it comes to deleting large amounts of enemy ships, but it is very bad at actually cleaning up rabble like it is supposed to do. I frequently have to chase and watch my second in command only get one or sometimes none of the remaining enemies until they have no CR left, at which point you have to engage manually anyway.

*The only real suggestion that I have about hull mods is that there should be an appropriately priced +1 drive field upgrade as an alternative to the +2, so that I don't feel like i have to build it in. After all, burn speed is one of the comparative benefits of using a cruiser or battlecruiser instead of a battleship, but they all require the same +2 augmented drive field to land on burn 20, except battleships handle the OP cost better and cruisers just lose out.

*Something more than a superficial need for colonies is something that I would love, and my personal rules are aimed to facilitate that. But I won't go further into it in this post.


Miscellaneous Suggestions:


*Ordering friendly AI in battle is by far the most frustrating and weakest facet of the game, and also one of the most important. Anything that has a leash range involved needs to be tightened, escort needs to be reworked badly, and there needs to be something for ships to cooperate with each other, like having some frigates hunt on the edges as a group and not as individuals; perhaps escort could be made to accommodate this. Most of all the orders need to be more intuitive, because a large part of improving at Starsector is learning what the order will actually do, how how to get the results closest to what you want them to do.

*Friendly AI break down against unfavorable odds, making things worse than they already are. I noticed this particularly against Ordos, to the extent that the only order than has any reliability at all is eliminate, which I have to babysit, cancel, and reorder in order to get anything done.

*Things that exist only or almost solely to be obnoxious and annoy the player: Regarding the drive field drain mote, I would remove it from the game if I could, and interdicting it away is beside the point.

Asteroid Impacts: It is an extremely rare occurrence that an asteroid impact affects an enemy negatively and the player positively, all the rest of the time it is casually slapping me in the face, much like the aforementioned mote, for no good reason. In the last playthrough that I did this month I got mugged by the same tiny patch of asteroids around a station no less than three times in a matter of minutes. Each time it was going to cost all 15 of the supplies that I and my lone Omen started with to undo this. Now I could addsupplies them back through the console, but this wont change that my ship is now damage and not combat ready wherever I happen to be. As for going slow, I don't want to do this anyway, but doing this while system bounty hunting is not only unreasonable, but also not viable, and I don't think the infinite supplies pirates care about it one bit.

*Officer skills should not be random. If a player wants uniform skills or anything else in this single player sandbox game, then let them have control of it, simple as that. My current workaround is to increase maximum officer level and to use Officer Extension which allows for demotion, though at the cost of a story point, but I just refund my story point if I feel like it. Random officer skills and not being able to change them also directly contradicts the wide array of ships and setups that you may need to utilize through any of the random opportunities. With that said, the random opportunities, ships, and even weapon choice that I end up with keeps each playthrough interesting. An officer skill system that I don't have control over and can't change to adapt to my circumstances just doesn't synergize.

*Some star coronas and solar flare animations are very disconnected from where their actual effects are. The sound is also too quiet.

*Friendly AI don't respect the player's personal space or fields of fire, even if the are blocking a capital with a frigate. Furthermore, they will sometimes just run into you if you don't yield, which can result in ship destruction. In the event that an enemy station is overloaded, they will crowd around each other like a frenzied mob, and small ships can get destroyed through crushing each other. Although sometimes small ships will kill themselves without any other ships involved just by ramming into the station itself. Because of this any many other problems, I feel like I have to play with hull restoration, which is another reason I don't feel bad for having a level 40 level cap.

*The AI also likes to send missiles into the dead side of a station instead of the live fragment that has rotated away.

*Enemy fleets are too obsessed with capturing points on the battlefield and it tends to drag the fight out. It also can be exploited to defeat them in detail as the AI is very single-minded about this task.

*Retreating enemy fleets sometimes fly into star coronas to hide from the player, this is very lame.

*I feel like the AI's reaction and precision is still too robotic at times. Example: firing a projectile where it will hit the shield but miss the hull if the shield is lowered. The AI will calculate the trajectory and lower their shield so that the shot misses by a pixel. They will do this will total confidence and in less than half a second to react. This is more pronounced with something like the antimatter blaster, because the weapon has a micro wind-up before it fires, and the AI reacts as soon as you click, not when it fires.

*I have seen a lot about friendly AI being passive when the enemy is vulnerable, and that it was fixed, but I still see it from time to time, just less pronounced than it used to be. I typically use all aggressive officers and I still watch them float and stare at a target that is overloaded and about to explode when no one else is around.

*I like the story point system, although it still feels like a waste to build in with a ship that I wont be using as part of my permanent fleet. I tend to end up with an inflated bonus pool and no story points.

*AI will still unnecessarily lower their shields and get themselves killed, I noticed this particularly with Omens. Which is strange because most of the time they won't lower them unless they are totally out of weapon range.

*I don't think an officer's personality should be tied to their PD usage. I don't necessarily want my officer to use their PD as a primary weapon if I also want aggressive attributes.

*I noticed that when a hostile fleet is pursuing you through a jump point, that they often emerge faster than they should have, catching you in the process.

*When a changing of the guard happens with patrols, the new one should not detect you the instant that it exists. Moreover on patrols, they are way too obsessed with the player transponder, and not caring enough about the raging pirates attacking their station and nearby friendlies.

*I don't expect this one to be well received, because there is no way to say it honestly without coming off harshly. The Ziggurat destroyed any sort of mystery or immersion that I had before encountering it. It completely annihilated the mid game fleet that was more than capable of meeting every other need that I had. I feel like it's just a huge example of the meaning of imbalance; you either have to have such a fleet that the game is already over, or some ridiculous composition that you painstakingly trial and error'd together (or looked up on youtube) in order to win against it. None of these options are becoming of something involved in the story line; at the very least at that point and pacing, and your reward allows you to trivialize the rest of what is left to play. So much in this game is done in the name of tradeoffs and balance, and I just don't why such an abomination even exists. I felt this way to a lesser extent about the Doom before the Ziggurat existed, and I honestly would not be sad if they or all phase ships were gone.

*It would be nice of UI configuration or even player ship loadouts could be saved from playthrough to playthrough.


I decided to leave a few less important things out, in hopes of not making this too long, and I hope that what is here will help to improve the game.
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Megas

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Re: Suggestions based on my experience
« Reply #1 on: July 08, 2022, 06:41:04 PM »

Quote
*It is too easy to walk in and buy a cruiser or capital ship or three in pristine condition from the black market, which also seems to have better selection and quality than the open market. I feel like this also undermines the purpose of developing contacts for their benefits and searching for other opportunities.
Ships used to be too rare, and it was not fun.  I like that the player can buy ships.  It is an alternative to building or recovering them.

Quote
Trade contacts start really small scale and even when built on still don't compare to the lucrative deliveries that you can be offered in the bar (the ones that scale with your cargo capacity). The old freighters that they offer are typically small and have multiple d-mods, which can make them neigh unusable because they will always get the same very bad d-mods; like degraded drive field.
The worst part of this is it also increases suspicion (when there is no indication that the spacer and his ship are criminally "radioactive") and risks a shakedown from a patrol.  It is a "Gotcha!", yet another useless or harmful schmuck bait of a bar mission to avoid.

Powered armored pirate or military officer/base commander sitting at a table offer better ships and do not seem to trigger suspicion.  Base commander is best because he often becomes High military contact to hit up for ships on sale or bounty missions.

Quote
Lastly on bar opportunities, I don't bother with a lot of them because they scale poorly, or were never worth doing in any circumstance.
While most are schmuck bait, few are good and cannot get enough of.

Quote
*I don't think an officer's personality should be tied to their PD usage. I don't necessarily want my officer to use their PD as a primary weapon if I also want aggressive attributes.
Thanks to elite Point Defense and IPDAI, player can regularly use PD weapons as assault weapons on some ships.  In particular, Railgun is a very good assault AND PD weapon in one.  Ditto for IR Pulse Laser for ships that have energy mounts instead of ballistics (and cannot use Railguns).

If anything, I am annoyed that some AI ships with nothing but PD weapons behave strangely.  For example, Conquest with only PD weapons never point a broadside at the enemy and will drive head-on toward the ship, using the two front medium and small energies plus large missiles at the target.  May be great if I want to focus on a double Hammer Barrage loadout, but not if I want to use the heavy and medium ballistics on either side.  Other ships may behave more timidly than usual.

I do like there is a behavior to get ships to get into range with all weapons.

I wish there was a way to change behavior of your character, especially since the player can clone his character into another ship with Neural Link.  Your character is locked at Steady, which is only good for snipers, not brawlers.
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intrinsic_parity

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Re: Suggestions based on my experience
« Reply #2 on: July 08, 2022, 09:13:38 PM »

The rule for the Tempest is because I can acquire it at the beginning, use it forever, and I feel that there is no better choice for later game frigate duty, Omen comes in second but it has far less bite. Everything else has to be overdriven to compare thus ruining it's combat longevity.
I have sort of the same feeling except I prefer scarabs to tempests, at least with officers and wolfpack tactics. No need for SO with scarab, its system is basically accelerated ammo feeder and plasma jets (two of the best systems in the game) wrapped into one. With anti matter blaster and ir pulse lasers/ion canons, it is very good, but with omega weapons, it becomes a monster.

*It is too easy to walk in and buy a cruiser or capital ship or three in pristine condition from the black market, which also seems to have better selection and quality than the open market.
I have complained about this many times before. My suggestion was to basically enforce your personal restrictions directly by restricting military tech to military markets almost exclusively, and to also add a lot more depth to the process of gaining access to military markets. Personally I think the whole reputation system is not very good.

R.E. bar missions
I have found that there are a few worth doing but most seemed balanced around the super early game/small fleet portion of the game that the player can get out of very early in their play through.

Military contacts currently feel like a bit of a chore to access the special bounties, otherwise, I haven't seen much advantage to doing contact bounties over open work bounties. I haven't found that contact bounties are always too far away. I think maybe the intro ones from the bar feel more like that, but actual bounties from contacts felt like normal open world bounties with extra steps to me.

I tend to end up with an inflated bonus pool and no story points.
If you increased the max level in the setting file, that can really throw off the XP scaling and result in this problem. There was a mod to change max level with appropriate XP scaling IIRC (I think this one: https://fractalsoftworks.com/forum/index.php?topic=20535.0). I still think this is a problem anyway, but it could be really exaggerated by your settings.

R.E. ziggurat
You can complete the mission/story without fighting it. You can spend one story point to disengage and complete the mission. I think you can also theoretically run away/dodge it with a fast enough fleet, but I've never tried so it might not be possible. Personally I think it's really cool to have mini bosses that are non-trivial to defeat and require some effort to strategize against, that's exactly where I want the game to go, but that's just my opinion. As to the balance of the ship itself (after you capture it), that's a separate issue. It might be too OP, but I just apply a personal restriction to not use it.


Thanks to elite Point Defense and IPDAI, player can regularly use PD weapons as assault weapons on some ships.  In particular, Railgun is a very good assault AND PD weapon in one.  Ditto for IR Pulse Laser for ships that have energy mounts instead of ballistics (and cannot use Railguns).
I'm also not a huge fan of IPDAI with assault weapons. I find that very frequently, too much of my firepower is being directed at insignificant threats like small missiles (swarmers) or minor fighters (wasps, mining drones) when I need it to be shooting my target. Basically, you lose the ability to prioritize targets manually so you can no longer engage in a bunch of circumstances where you otherwise might push through some minor fighters/missiles.
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Princess of Evil

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Re: Suggestions based on my experience
« Reply #3 on: July 08, 2022, 11:14:10 PM »

R.E. ziggurat
You can complete the mission/story without fighting it. You can spend one story point to disengage and complete the mission. I think you can also theoretically run away/dodge it with a fast enough fleet, but I've never tried so it might not be possible. Personally I think it's really cool to have mini bosses that are non-trivial to defeat and require some effort to strategize against, that's exactly where I want the game to go, but that's just my opinion. As to the balance of the ship itself (after you capture it), that's a separate issue. It might be too OP, but I just apply a personal restriction to not use it.
Just a quick tip, yeah, it's not too difficult to do, you just need to cruise in on eff burn. You might need to emergency burn after if your fleet is slow, but i like speed 10 fleets.
Just like every other [DATA EXPUNGED], Ziggy absolutely never em-burns, and as a capital, it has an abysmal burn speed of seven.
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Grievous69

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Re: Suggestions based on my experience
« Reply #4 on: July 09, 2022, 12:02:24 AM »

I'll comment on things I disagree with because it would be silly to put "+1" under each thing that makes sense to me.

Ship availability:
Perhaps this has something to do with Nex but I don't have similar experiences as you, it's really not easy to get anything you want from markets that are not military ones. Also if we take away even the slightest possibility of something good appearing, what would be the point of markets lol? You'd only spend money on resources and guns, and that's lame.

Tempest:
It's not even that strong anymore... Scarab and Hyperion are current meta frigates.

Unlimited levels:
This just sounds absurd, if I had that amount of power there would be zero challenges left in the game, hell even at level 25. If someone wants to feel overpowered, there are mods for that.

Skill thresholds:
But if it didn't exist you could just have a bunch of carriers and stomp on everything (also you can remove the built in Shepherd bay with a hullmod). Or for bigger caps like 240 worth of DP, who will stop you from having a 500 DP fleet with the same bonuses, that seems wrong.

AI orders:
The mistake some people make is trying to play it as an RTS, AI does best when you don't give it a thousand orders. The only orders I ever give is to cap objectives at the beginning, escort order on a ship I want to stay close to something so it doesn't run off alone, and engage/eliminate when I want to focus on certain targets. Micro managing your fleet will only lead to frustration.

Story points:
You can scuttle ships with s-mods to get bonus xp, although it seems you're already swimming in it.

Ziggurat:
Are you playing on the latest patch? Ziggurat is even easier right now after the phase changes, once it builds up flux it's just a stationary target. Imo it's only slightly harder than the Guardian fight, both can be won with mid game fleets, you just need tougher ships. If you went in with 10 destroyers then yeah no surprise there. Anyways it's really not that hard the way you're describing it.

Btw I'm surprised you talked about Zigg that way, yet there's no mention of even more broken enemies, hmmm maybe you just didn't see them yet.
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Amoebka

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Re: Suggestions based on my experience
« Reply #5 on: July 09, 2022, 12:55:00 AM »

Bonus XP is NOT a feasible solution to story point scarcity. I have already whined about it plenty, but I'm going to do it again anyway.  ::)

The rate of story point gain depends on player level. Your first story points are very fast to earn, but later ones take more and more grind, culminating in absurd 1.000.000 XP per story point. This essentially means you have a limited amount of easy points (the first 40), and after you use those up you have to grind like a madman for any additional ones. As a result, any promise of bonus XP is a trap - you are spending an easy story point, but to get it back you have to grind a hard 1 million XP one (at merely double rate).

If you spend story points on s-mods and then decide you want a different fleet, it's literally faster to start a new character than it is to scuttle your ships for bonus XP and grind new ones. This is very not ideal. It also punishes wide fleets over tall ones, because destroyer/frigate swarms require a lot more story points than capital/cruiser heavy fleets, both for s-mods and officers.
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Grievous69

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Re: Suggestions based on my experience
« Reply #6 on: July 09, 2022, 12:57:09 AM »

Oh I'm definitely not saying it's ideal, I was just pointing out a somewhat hidden feature to OP. I didn't even know that was a thing until Alex mentioned it somewhere.
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Megas

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Re: Suggestions based on my experience
« Reply #7 on: July 09, 2022, 04:49:24 AM »

I'm also not a huge fan of IPDAI with assault weapons. I find that very frequently, too much of my firepower is being directed at insignificant threats like small missiles (swarmers) or minor fighters (wasps, mining drones) when I need it to be shooting my target. Basically, you lose the ability to prioritize targets manually so you can no longer engage in a bunch of circumstances where you otherwise might push through some minor fighters/missiles.
I guess this is a YMMV moment.  Occasionally, it can be annoying, but overall, IPDAI making guns shooting at missiles has been more useful than not.  I generally want accurate assault weapons automatically aiming and shooting down missiles when given the chance.  I really like that feature granted by IPDAI; it does what it advertises.

Usually, the most annoying part of IPDAI is when it overrides Ballistic Rangefinder, when +200 range from ePD is not available (or does not give as much range as Rangefinder on a ship with heavy mount), especially when I want IPDAI mainly for better tracking and/or more damage vs. missiles.


The rate of story point gain depends on player level. Your first story points are very fast to earn, but later ones take more and more grind, culminating in absurd 1.000.000 XP per story point. This essentially means you have a limited amount of easy points (the first 40), and after you use those up you have to grind like a madman for any additional ones. As a result, any promise of bonus XP is a trap - you are spending an easy story point, but to get it back you have to grind a hard 1 million XP one (at merely double rate).
Story point gain at max level is annoying.  The worst part of story point gain is the fleet composition it encourages when maximizing the multiplier.  The only time story point gain is it at a pace that may be fast enough is when the multiplier is close to 500%.  Something that is only done with a very small fleet (like solo Ziggurat) or against double Ordos (the end of endgame).  At max multiplier, player can get close to a million base xp per fight from endgame fights, which is not very fast given the time it takes to fight, if not fighting a massive clump of Ordos in a red system.

But the worst part is not story point gain (which is bad enough), but officer grinding.  Officers need to be built for the ship.  If the fleet gets changed, officers need to be fired and replaced by new officers with a new skill loadout compatible with the new ships.  It is much easier and faster to replace ships than officers late in the game.  Officers need the option of skill assignment like AI cores or the player character.

And firing officers with elite skills means you wasted story points for nothing since you do not get bonus xp back.  Even scuttling ships with s-mods you added gives bonus xp back.  Officers you fired do not; they just take the bonus xp and run.
« Last Edit: July 09, 2022, 04:59:08 AM by Megas »
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smithney

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Re: Suggestions based on my experience
« Reply #8 on: July 09, 2022, 04:56:55 AM »

*I don't expect this one to be well received, because there is no way to say it honestly without coming off harshly. The Ziggurat destroyed any sort of mystery or immersion that I had before encountering it. It completely annihilated the mid game fleet that was more than capable of meeting every other need that I had. I feel like it's just a huge example of the meaning of imbalance; you either have to have such a fleet that the game is already over, or some ridiculous composition that you painstakingly trial and error'd together (or looked up on youtube) in order to win against it. None of these options are becoming of something involved in the story line; at the very least at that point and pacing, and your reward allows you to trivialize the rest of what is left to play. So much in this game is done in the name of tradeoffs and balance, and I just don't why such an abomination even exists. I felt this way to a lesser extent about the Doom before the Ziggurat existed, and I honestly would not be sad if they or all phase ships were gone.

I get you, I had a similar feeling with... a different late-game enemy. The difference is, the enemy I am talking about is entirely optional, while Ziggy is mandatory...




Except it isn't, as others have pointed out. The devs are making a really good job letting you avoid obvious choices if you want to. You could potentially avoid the story altogether. I feel like the devs are actually going out of their way to make basically the entire game be accessible in a challenge run like yours. I don't think your suggestions carry much weight if you are basing them on a modded gimmick run, because most new players are gonna get their first impression from the vanilla game. Sorry, but that's my two cents playing harsh with ya.

EDIT: I should probably soften the blow; I don't mean that your points are invalid, in fact I agree with some like the ones about travel and stealth mechanics. It's just that you were asking for it, basing your suggestion on a gimmick run, acknowledging it, and then going through with it anyway ^^ 3rd EDIT: To highlight what I really sympathize with you on:
  • Asteroids and drive bubble ghosts are really needlessly annoying - too bothersome to ignore, but not threatening enough to confront.
  • Patrols going gung-ho after you instead of nearby pirates makes no sense, especially when NPC smugglers are basically completely ignored. On a similar note, I hate having my sneaking ruined by a patrol that just spawned without a warning.
  • Having your custom loadouts be savable between runs would be neat.
  • Officers really need to have their skills be changeable. If not all officers, then at least some special ones that you could collect as you play. Perhaps ones that you could rescue from cryosleep as an alternative to those with 2 extra elite skills.

2nd EDIT:
AI orders:
The mistake some people make is trying to play it as an RTS, AI does best when you don't give it a thousand orders. The only orders I ever give is to cap objectives at the beginning, escort order on a ship I want to stay close to something so it doesn't run off alone, and engage/eliminate when I want to focus on certain targets. Micro managing your fleet will only lead to frustration.
This is exactly the way I'm playing the battles and I think the game accommodates it the best it can. The game imo does its homework showing the player it's a suboptimal playstyle, but offers enough options to make it viable. The only fight I ran into issues with playing this way was the special [REDACTED] bounty, but at that point I acknowledge it's a challenge not designed for a player like me. (Oh, and the triple Guardian bounty, but afaik that one is broken even by usual standards this patch.)
« Last Edit: July 09, 2022, 06:27:00 AM by smithney »
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BigBrainEnergy

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Re: Suggestions based on my experience
« Reply #9 on: July 09, 2022, 07:11:31 AM »

Quote
Having your custom loadouts be savable between runs would be neat.
Probably not going to happen when different saves can have different mods. I imagine it can be done but would take a fair bit of work on the backend, like the game would have to check the mod compatibility of each loadout and hide the ones that aren't compatible with the mods you have running at that time. You would also need to add a function to scroll through loadouts because 4 slots wouldn't be enough. That all sounds like a hassle that can be saved for much later in development.
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Hatter

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Re: Suggestions based on my experience
« Reply #10 on: July 09, 2022, 10:48:19 AM »

Ziggurat is gated behind a mysterious jump point and ominously floating around an irradiated planet. I have no problems regarding the jump in difficulty vis a vis everything else, because it is very much highlighted that 'this is a boss'. I'm confused that the OP mentions the Ziggurat as an escalation of difficulty yet remain silent on the other escalation of difficulty. I speculate that they haven't run into them yet.

Personally I feel that the phase change hit the Ziggurat too hard and the fight's too easy. Lo-Tech armor bricks burn in and destroy it. 

Re: Asteroids, I thought that AI fleets slowed down for them, like hyperspace storms. Need to go check.

Re: Thresholds, I don't like that playing on 400 battle size I have just enough space for my fleet, but no spare capacity for alternate ships. A 240 deployment is always going to be the same ships. Not sure how to square this with the limited implementation.
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Amoebka

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Re: Suggestions based on my experience
« Reply #11 on: July 09, 2022, 11:06:36 AM »

Yeah, I think the other boss fight is just straight up bad game design. It outright prevents you from even estimating the stats of the ships, and given how fast they are, anything you deploy will be destroyed before you can even retreat in panic. Sure, veteran players can tell it's a new thing and they should be cautious, but newbies don't know if these ships are unique or not and if not being able to see stats on some fleets is normal or not. It's almost certainly a guaranteed reload for first time players.
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Serenitis

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Re: Suggestions based on my experience
« Reply #12 on: July 09, 2022, 12:27:04 PM »

...the slow drip of improvement.
This right here is exactly why I play "uncapped" as well. (And have done so for a long, long time.)
Character growth is the primary driver for my interest in a game. So when the player character stops growing and becomes a static chunk of rock, the game stops being interesting to me.
That I can reach "max" level in this game somewhere in the first 1/4 - 1/3 of my expected game length, is an "absolutely not" thing for me. If I didn't have the ability to change it, I'd have ditched this game years ago.

I'm honestly not that good at the game, so I don't "feel" OP even with a huge raft of skills.
We can't all be sector savants etc etc.

Ship Availability
I'm not a fan of how easy it is get basically whatever ship you like either.
I started playing with "conduct" rules to never buy ships, and ended up liking what that entailed so much it became my preferred way to play.

Annoyances
Interdictor motes are just an irritant that creates buywork. They'd be less of an issue if they just "pinged" you once then ran off (if they absolutely have to exist).
Asteroids mugging you for supplies though is such an infuriating waste of time. It's just forcing the player the micromanage something for the sake of doing it, otherwise you get "punished".
I've ditched mods entirely for doing this.
The bouncing and getting knocked off course is fine, but the CR "punishment" for not playing exactly as arbitrarily defined is not good design.

Story Points
I like these. Especially how they can be used to widen your salvage options by giving you access to ships that previously wouldn't get listed at all.
Being able to run from fights is cool and good.
The bonus xp thing could use some looking at, because I'm not sure it's really working all that well after the player gains a few levels.
One thing I find myself doing is deliberately bumping hostile fleets then using a point to run away just to trigger the double xp. I wonder if it's worth just straight up giving the option to spend a point to increase your xp gain without having to jump through such hoops?

Ziggurat
Kind of fun the first time I ran into it, but it's not all that much of an interesting fight. And since I do not like phase ships at all it's not an interesting prize.
I just ignore it now.
Have fun sitting in your lonely hellworld forever dumb ship.

As yet unmentioned stuff
Yeah. Probably not going to ever bother doing these. After taking multiple endgame fleets to visit and getting thoroughly dismantled every time with basically zero effect on them whatsoever, I'm kinda ready to forget about them.
I'm not interested in repeatedly banging my head against a problem until the one and only super specific hidden-but-not-really solution pops out. Maybe 20 years ago this would have worked for me, but I just don't have the patience for it anymore.
Thankfully, they appear to be entirely optional (which tbf is the correct way to seggregate difficulty outlier stuff).
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Megas

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Re: Suggestions based on my experience
« Reply #13 on: July 09, 2022, 03:29:12 PM »

Re: Thresholds, I don't like that playing on 400 battle size I have just enough space for my fleet, but no spare capacity for alternate ships. A 240 deployment is always going to be the same ships. Not sure how to square this with the limited implementation.
Not fond that maximum map size is 400.  Player can shrink it to 200 when it benefits him (like soloing multi-Ordos with lone Ziggurat), but he cannot raise it higher than 400 in-game.  Would like to see the max raised back to at least 500.  Of course, this is currently moot with the way bonus xp multiplier works, but it would be nice to have bigger battles that were officially supported by some previous releases.

As for skills, my only complaint at the moment is some of the combat fleet skills (Crew Training, Flux Regulations) that affect only military ships have 240 point limit, while those that affect the whole fleet (Field Repairs), both civilian and military ships, also have 240.  There should be some allowance for civilians, maybe 60 more DP beyond the 240 for military ships for 300 point total.
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Megas

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Re: Suggestions based on my experience
« Reply #14 on: July 09, 2022, 07:28:57 PM »

Ziggurat
Kind of fun the first time I ran into it, but it's not all that much of an interesting fight. And since I do not like phase ships at all it's not an interesting prize.
I just ignore it now.
Have fun sitting in your lonely hellworld forever dumb ship.
For me, after the phase cloak changes, Ziggurat is the only phase ship that is fun to pilot because it is the only one that can use heavy weapons and just simply brawl.  The normal phase ships are primarily strike or assassin ships, and not very good at brawling and slugging it out like they used to in recent releases.

Normal phase ships need elite Field Modulation to have phase cooldown short enough to be acceptable.  Without eFM, Phase Anchor is almost no good as an attack buff when phase cooldown is longer than it takes for weapons other than AMBs to reload.  (For them, Phase Anchor is only good for preventing death, if not reloading AMBs.)

Frigates are still assassins.

Harbinger has been nerfed too much with excessive Quantum Disruptor recharge.  The only thing that makes them kind of useful is when combined with Neural Link (for system reset) and used two at a time to mostly evade the recharge time.

Doom is a short-ranged miner that needs Combat skills (at least Systems Expertise and elite Field Modulation) to be passable at brawling.

Ziggurat is fun.  I wished there was another phase ship that brawls or plays like Ziggurat (experimental phase coils, large energy mount and other similar gun mounts, just less of them, and a less unfair system).
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