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Author Topic: Skill re-balancing but make the changes as small as possible  (Read 2415 times)

prav

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Re: Skill re-balancing but make the changes as small as possible
« Reply #15 on: June 19, 2023, 05:35:26 AM »

Cybernetic Augmentation should make the extra elite picks free and freely movable.
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Megas

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Re: Skill re-balancing but make the changes as small as possible
« Reply #16 on: June 19, 2023, 06:11:30 AM »

One more thing about restoring ships.  I had 16 million credits saved up, then tried restoring all the ships I had in storage.  I spent 12 million fixing all the capitals and cruisers.  I still had destroyers, including more than a dozen Derelicts.  OF course, I reloaded.  My current game is at least 221, and it would take several more years for Hull Restoration to clean up d-mods from those ships alone.  That would not include new ships I recover, or d-mods my current ships get if they die and get a d-mod upon recovery.

I could build some of the capitals, but Executor has Special Modifications, which needs to be Restored to remove it, and that is expensive.


Moving on...

Regarding Neural Link and Automated Ships, while a pretty big change I honestly think that at least Automated Ships should be available via some sort of mission or quest reward. Given how it doesn't so much boost the player's fleet strength/logistics so much as it enables the use of an entire other set of ships, the Automated Ships skill feels as though the game had a set of DLC ships, but to use them the player had to actually spec into them (rather than just buy the DLC). I think if Automated Ships was offered via quest reward or something of the like, and then there was a Tech skill that could boost it, that would make more sense. And I know that technology is supposed to be more of a "wildcard" kind of skill tree with its capstones, but both Automated Ships and Neural Link both seem a bit too out there to require capstones. Really, I think from a flavour and gameplay perspective, Neural Link would function better as a Combat skill (not even as a capstone) or within Technology's second tier for personal skills, because it is weak enough to be easy to access and is more of a personal pilot kind of skill anyway.
I agree with Automated Ships.  I get Automated Ships not because of combat power, but to "buy the DLC".  Combat power, it is not too bad provided the player uses AI cores.  Without AI cores, Remnant ships are not significantly better, if any, than human ships, and Derelict ships other than Rampart are just plain bad and not worth their DP weight.  With AI cores, they effectively add officers to your fleet, but without adding to DP pool, which hurts.  Also, the automated ship pool is too low to use a high-grade core on a capital, which pushes player to small ship spam.  30 DP of alpha AI or 40 DP of beta AI is low, and gamma is weaker than the best human officers (with officer training and cybernetics).

I would prefer automated ships without cores to not need a skill to use.  Automated Ships would be needed to use cores in the ships, and perhaps boost the DP pool.

As for Neural Link, as I wrote earlier, it should simply be an ordinary hullmod that is available like every other hullmod, given the OP taxes that weaken the affected ships, especially the flagship.  No skill needed.
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BaBosa

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Re: Skill re-balancing but make the changes as small as possible
« Reply #17 on: June 19, 2023, 06:35:42 AM »

The general idea to reduce most skills CR bonus to +10% and then have more skills giving CR is good and would leave more options than always having crew training.

+CR on elite systems expertise is not a bad idea. Having an alternative to combat endurance would be nice. Buffing systems expertise a bit more would be nice. There is only a small handful of ships where it feels like a capstone.

Missile expertise is completely fine as a player capstone but the ease with which you get it from officers can be a problem. Maybe make it so they can only get it as their 5th or 6th skill and if systems expertise is buffed more then make them mutually exclusive.

Support doctrine is fine though I would like it if it gave more fleet spots as well so you can really go for a cheap swarm fleet feel.

Automated ships is a fun idea and I don't think it should be fundamentally changed. Derelict frigates and destroyers need boosting though and there should be a useable derelict capital. The DP limit feels alright to me but that might be because I just used the Glimmer meta. Might do with a larger DP limit to make it stronger. What could be cool though is a secondary effect through like reducing crew requirements by 90%

Nerual link feels like there's not enough to it. With the sharing combat skills effect you don't really want it to be a lower ranked skill but as is, it is not really good enough for a capstone. I've mentioned this before but leaning more into battlefield control by being able to switch which ship you're linked to in combat would let you be able to help a ship that has gotten in trouble a lot more directly with your skills and direct control. Also making it free to give commands to every ship with the hullmod would give some more justification for paying the OP cost on multiple ships.

Derelict operations is good once you have a fleet for it but making such a fleet is really annoying. It should reduce recovery costs and stack with field repairs, increase the number of d-mods gained and also increase the number of ships that are recoverable.

Hull restoration is missing something else to make it feel like a capstone. It is handy but only when you're not doing well or if you're scavenging ships. It doesn't offer much at all to someone who is doing well. 10% CR is awkward because it is not quite enough to max CR and as many others have mentioned, is just a worse crew training in that case. It needs something else and I think what could be really good is if it removes the CR reduction when refitting in space, then it gives indirect combat power by allowing you to optimize ship loadouts for the enemy you are facing and it helps when scavenging ships out in the fringes. Increasing repair speed would also fit with the theme and also indirectly help with combat, or maybe auto recovering 90% of CR/deployment so you can fight back to back more.

And I don't agree that the EMR S-mod effect really nerfs missile RoF that badly, because the player can simply not S-mod it and instead pay the meager extra OP cost.
Ah yes, the "meager" 8/12/20/30, one of the most expensive hullmods in the game.
If you don't build in EMR then you build in something else that costs 5/10/15/25 (or cheaper but with a bonus) so it really only costs 3/2/5/5 OP which is pretty meager.
« Last Edit: June 19, 2023, 06:45:52 AM by BaBosa »
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Megas

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Re: Skill re-balancing but make the changes as small as possible
« Reply #18 on: June 19, 2023, 06:58:53 AM »

If scaling point cost for AI cores remains the same, I would like the DP pool to be raised to 180 so Radiant with Beta core can be used at full CR.  (I consider level 6 human officer with cybernetics close enough to nearly Beta core equivalent.)

Neural Transfer could be instantaneous regardless of ships.  It takes too long to switch between two capitals.  So far, most of my use of Neural Link was either uplifting Onslaught to be on par with alpha Radiant or fixing Quantum Disruptor (via Neural Reset) on two Harbingers.

It needs something else and I think what could be really good is if it removes the CR reduction when refitting in space, then it gives indirect combat power by allowing you to optimize ship loadouts for the enemy you are facing and it helps when scavenging ships out in the fringes. Increasing repair speed would also fit with the theme and also indirectly help with combat, or maybe auto recovering 90% of CR/deployment so you can fight back to back more.
That does not help when the ship is already outfitted the best it can be.  The idea is not bad, but at least for me, it would not be of any help.  If player could change dock mods, then it can be useful to the point of abusive for swapping campaign stats.

Increasing repair time sounds nice, but that should be under Field Repairs.  Of course, Hull Restoration used to be Field Repairs back when BotB was in Technology and named Special Modifications.
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SCC

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Re: Skill re-balancing but make the changes as small as possible
« Reply #19 on: June 19, 2023, 11:26:59 AM »

What if officers couldn't take capstone skills, unless you got the +1 officer level skill? It would require at least some investment. Some could say it wouldn't matter, because Leadership is mandatory anyway. Perhaps Cybernetic Augmentation, then?
I've mentioned this before but leaning more into battlefield control by being able to switch which ship you're linked to in combat would let you be able to help a ship that has gotten in trouble a lot more directly with your skills and direct control.
When Alex first teased it, I thought it was going to be a Leadership capstone that lets you instantly assume control of any ship of your ships. I wish NL was like that.
(and then there could be separate combat/fleet skill points since maximum fleet power of NPC-controlled fleets seem to be the dominating meta today).
Isn't that an argument for buffing combat (directly or indirectly), if anything? There would be no reason to ever choose between being an ace pilot and being a backline admiral, since you could always do both.

Megas

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Re: Skill re-balancing but make the changes as small as possible
« Reply #20 on: June 19, 2023, 11:48:29 AM »

(and then there could be separate combat/fleet skill points since maximum fleet power of NPC-controlled fleets seem to be the dominating meta today).
Isn't that an argument for buffing combat (directly or indirectly), if anything? There would be no reason to ever choose between being an ace pilot and being a backline admiral, since you could always do both.
No, because most ships have officers (or AI cores) who have Combat skills too.  Buffing combat skills also buffs the Leadership 4 skills (and perhaps Cybernetic Augmentation), and endgame enemy fleets in any case, especially enemy fleets chock-full of high-level AI cores.  It would make Leadership no less mandatory than it is today.

Right now, it costs points to uplift the flagship's skill power to be on par with officers.  I would like to pilot the flagship with at least as many skills as an NPC ship with an officer, but lately, I question if it is even worth piloting a flagship instead of grabbing a pure NPC fleet to do all the fighting.
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TheLaughingDead

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Re: Skill re-balancing but make the changes as small as possible
« Reply #21 on: June 19, 2023, 02:17:50 PM »

And I don't agree that the EMR S-mod effect really nerfs missile RoF that badly, because the player can simply not S-mod it and instead pay the meager extra OP cost.
Ah yes, the "meager" 8/12/20/30, one of the most expensive hullmods in the game.
If you don't build in EMR then you build in something else that costs 5/10/15/25 (or cheaper but with a bonus) so it really only costs 3/2/5/5 OP which is pretty meager.

Yup, this is what I was referring to by "meager".

YES to Missile Specialization nerfs. The skill doesn't need the massive 50% RoF bonus to use extra missiles because if the player finds they have an excess stockpile of missiles, they can decide not to equip Expanded Missiles Racks.

The skill itself already doubles your missile amount.

Quote
And I don't agree that the EMR S-mod effect really nerfs missile RoF that badly, because the player can simply not S-mod it and instead pay the meager extra OP cost.

Ah yes, the "meager" 8/12/20/30, one of the most expensive hullmods in the game.

Quote
Vanshilar has shown that a pure Gryphon fleet (minus his Onslaught capital)

So a "pure Gryphon fleet", except with a capital flagship that does 30% of total damage in the fight, not to mention the player target prioritization(because good luck fielding a monofleet of 8-10 Gryphons against Radiants and Novas) and the effect it has on enemy AI.

Quote
are becoming too common (via the Missile Spec skill's +100% ammo), too difficult to shoot down (via the Missile Spec's +50% missile HP) and too easy a DPS crutch (via the Missile Spec's elite effect of +50% RoF)

What you(an many others) seem to be missing is that missiles by default are support weapons - precisely because they have limited ammo, can be shot down and usually have low rate of fire. If you take elite Missile Specialization, and Expanded Missile Racks, and ECCM, then you can turn them into a main weapon system but that's a hefty price to pay.

I mean, no one is complaining that if you take Automated Ships and Neural Link then you can fly a Radiant, the single best ship in the game - because everyone understands that it comes at a cost. But for some reason whenever missiles are involved everyone conveniently forgets about how much you need to do to actually make them viable. No other weapon system requires even remotely as much investment.

You make a solid point about how the player-controlled Onslaught, but considering that Vanshilar does all his testing with that Onslaught, the fact that the Gryphon fleet is so much more effective than other fleets goes to show that they really are that much more powerful than other ships. Again, not saying Gryphons need to be nerfed. My qualm is purely with Missile Spec.

And as for a missile fleet, you yourself say in your post that "The skill itself already doubles your missile amount." So no, you don't need Expanded Missile Racks for a missile fleet. And, considering the +50% Missile HP of Missile Spec, you don't really need ECCM for most missiles either, except maybe MIRVs, Harpoons, and those new DEMs.

And you are right that missiles are support weapons due to all those reasons, but I think the fact that pretty much all those drawbacks are taken care of by Missile Spec alone is just waaay too much power to give one skill. Like, Ballistic Mastery is a good skill, but it doesn't transform ballistics from support to main armament, and same for Energy Weapon Mastery. I think if missiles are supposed to be able to be used as a primary weapon, especially on ships that aren't dedicated missile ships like the Gryphon, then it should take more than one elite skill, occassionally ECCM, and maaaybe EMR for medium missile mounts or fights that go longer than would ever be required at any point in the game (see: 2+ Ordos).
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Thaago

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Re: Skill re-balancing but make the changes as small as possible
« Reply #22 on: June 19, 2023, 07:24:48 PM »

It might be interesting to "promote" Ballistic and Energy Weapon Mastery to capstone status, trading places with the neural link and system expertise, and make them as impactful as Missile Spec. That's a bigger change though, and would be bit of a blow to mixed ships (which already suffer some from being mixed).
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Grievous69

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Re: Skill re-balancing but make the changes as small as possible
« Reply #23 on: June 20, 2023, 12:11:46 AM »

It might be interesting to "promote" Ballistic and Energy Weapon Mastery to capstone status, trading places with the neural link and system expertise, and make them as impactful as Missile Spec. That's a bigger change though, and would be bit of a blow to mixed ships (which already suffer some from being mixed).
I had the same idea yesterday but decided not to post since as you said, it completely screws over midline ships. The bigger problem however would be having boring mandatory picks for low and high tech ships. Maybe it'll even make something broken but that's less of a concern. Currently they're useful nice buffs that don't stand out too much. Make them capstones and you'll probably mess up the balance of the whole game due to them being primary sources of damage that is not limited by ammo nor vulnerable to PD.
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SCC

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Re: Skill re-balancing but make the changes as small as possible
« Reply #24 on: June 20, 2023, 08:17:02 AM »

I think the difference is that people typically don't say "ballistic/energy weapons generate flux and I would rather not rely on such a resource for offense I could use for defence instead, and I think I'm going to drop them in favour of missiles" or something like that.

Dadada

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Re: Skill re-balancing but make the changes as small as possible
« Reply #25 on: June 21, 2023, 03:28:21 AM »

I too would not complain if Neural link received a buff. ;)
Wish there was a way to modify some skills like: 100% increased threshold but also 100% increased falloff - Phase Mastery something gives like what, full bonus below 40DP or something? That modification would double the threshold and double the falloff. And yes, I know configs and mods but I mean for vanilla without me touching anything to enable more options/build diversity/specialisations and so on.
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Dadada

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Re: Skill re-balancing but make the changes as small as possible
« Reply #26 on: June 21, 2023, 03:32:58 AM »

It might be interesting to "promote" Ballistic and Energy Weapon Mastery to capstone status, trading places with the neural link and system expertise, and make them as impactful as Missile Spec. That's a bigger change though, and would be bit of a blow to mixed ships (which already suffer some from being mixed).
That sounds like an interesting idea.

E: Oops, double post...

E2:
...it completely screws over midline ships. The bigger problem however would be having boring mandatory picks for low and high tech ships...
Mmm, sounds right and making a hybrid one for midline could also be a must have pick, meh. I kinda wish we had 1-2 more skills in the upper 3 categories, not sure about the bottom one.

E3: Also: Lowering base CR (for the player) could potentially make room for more places, I mean skills to cram CR in, but meh.

E4: Hmmm, Thread with the title: Neural Link is S-tier: https://fractalsoftworks.com/forum/index.php?topic=27059.0
« Last Edit: June 21, 2023, 03:52:32 AM by Dadada »
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SCC

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Re: Skill re-balancing but make the changes as small as possible
« Reply #27 on: June 21, 2023, 11:10:06 AM »

I too would not complain if Neural link received a buff. ;)
Wish there was a way to modify some skills like: 100% increased threshold but also 100% increased falloff - Phase Mastery something gives like what, full bonus below 40DP or something? That modification would double the threshold and double the falloff. And yes, I know configs and mods but I mean for vanilla without me touching anything to enable more options/build diversity/specialisations and so on.
It's not possible conceptually. The total buff value a skill provides always maxes out when the DP (or other) of ships affected is equal to the DP (or other) "limit". This would lead to a situation where you wouldn't get the maximum bonus past the DP limit.
Spoiler
If you have 8 fighter bays and the Carrier Group skill makes each fighter wing recover 10 seconds faster from, you reduce the time waiting for fighter replacement by 80 seconds. If you have 16 fighter bays and CG makes each wing recover 5 seconds faster, this means you wait for fighter replacements for 80 seconds less, exactly the same value as before.
For another example, Flux Regulations buff 4 Paragons' flux capacity by 10%, for a total bonus of 4 * (25 000 * 1,1 - 25 000) = 4 * 2 500 = 10 000 more flux than normal. For a fleet of 8 Paragons, each Paragon reduces less of a bonus, 5% and the total fleetwide flux capacity bonus is 8 * (25 000 * 1,05 - 25 000) = 8 * 1250 = 10 000 more flux. Once you're at the DP limit, it's always the same absolute number, but spread over more or fewer ships.
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Dadada

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Re: Skill re-balancing but make the changes as small as possible
« Reply #28 on: June 21, 2023, 11:51:39 AM »

Well, if one increases the threshold of the bonus you get the full and buffed effect if you stay within the DP limit of the skill, if the DP limit of the effect is increased, more ships can enjoy the full effect.
-> Skill applies effect for 25 DP but now for 50 -> twice as much DP can potentially enjoy the full effect
-> Skill effect is doubled within DP constraints -> double the effect within DP constraints, duh :P

The falloff is to counterbalance it, it's actually just a suggestion to increase customization options and potential build diversity, not really that sure how it would or could be implemented. (one main officer able to carry a logistics skill to buff the player skill? Or story point bonus on skill, maybe some skills have a stronger Story point effect but its limited to one skill per colour coded category etc.)
« Last Edit: June 21, 2023, 11:55:08 AM by Dadada »
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SCC

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Re: Skill re-balancing but make the changes as small as possible
« Reply #29 on: June 21, 2023, 12:07:09 PM »

So you don't actually want to do anything with the "fall off" at all, just get larger bonuses. This is fine, it just has nothing to do with what you said earlier.
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