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

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Author Topic: Officer Limit  (Read 5751 times)

Mishrak

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Officer Limit
« on: February 09, 2024, 06:29:14 AM »

What's the thought process behind only being able to have 8 (or 10) officers on the payroll?  I understand being able to only put a limited amount in ships at once, but why could the player not house/groom 15 or 20?  Finding a pod officer will put me over the cap limit.  I can tote them around indefinitely if I want to.  Why can't I put that officer in a ship without completely yeeting one I might want to keep?  What if I find several level 5 officers beyond the cap that I want to keep but don't have the ships ready for them? 

If I want to groom officers from scratch, I have to reduce my current combat power by deleting a current officer so I can put a 1 skill officer in a ship.  This seems to be a pretty undesirable loss in power to be stuck with until that officer is level 5+.  At the very least, it seems like it would be beneficial to let the player swap officers they're leveling in and out without having to completely delete an existing officer. 

Of course you wouldn't want to scale it infinitely, but I don't see how having a certain amount of reserve officers wouldn't be anything but beneficial to the experience with them.
« Last Edit: February 09, 2024, 06:31:27 AM by Mishrak »
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majk

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Re: Officer Limit
« Reply #1 on: February 09, 2024, 06:59:03 AM »

Am i the only one running with 30 combat worthy ships and support doctrine instead of officers?
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Cryovolcanic

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Re: Officer Limit
« Reply #2 on: February 09, 2024, 07:09:51 AM »

I want to do SD/DO but my ships just feel pretty lousy. I am considering respec to green/blue and going with quality over quantity.
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Killer of Fate

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Re: Officer Limit
« Reply #3 on: February 09, 2024, 08:06:04 AM »

Am i the only one running with 30 combat worthy ships and support doctrine instead of officers?
no, i used to do that too... But officers are ridiculously important, cause you need them for deployment and also there are a lot of very important skills like, gunnery implants, missile specialization, etc. To make some ships viable... Gryphon for eg.
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Mishrak

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Re: Officer Limit
« Reply #4 on: February 09, 2024, 08:22:56 AM »

Officers are super important, especially when trying off-meta comps or focusing on autopilot/ai play.  In the case of stronger fleets, the player ideally needs to match or exceed the opposing fleet in skilled pilots.  This is much more difficult when facing ordos, which have tons of 8 elite skill officers, and makes it even more important to have good officers.



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Killer of Fate

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Re: Officer Limit
« Reply #5 on: February 09, 2024, 10:19:47 AM »

i don't think it's even possible to execute a meta comp without officers... Officers just straight up buff ships with 0 drawbacks... SO needs combat endurance, snipers need gunnery implants, armored ships need polarized armor...

The only builds I would imagine not needing officers are stupid things like warthog with herons... But you still need a strong frontline to prevent remnants from just rushing that... And it'll work only against poorly armored ships with incomplete shield profiles and poor PD... Like Remnants (pre-patch).
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Pizzarugi

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Re: Officer Limit
« Reply #6 on: February 09, 2024, 10:32:27 AM »

It doesn't help that enemy fleets are always allowed to have more officers than you. I have 10, but I can't tell you the number of times I've run into hostile fleets that had 16, meaning capturing objectives in combat is essential so you can try and match their deployment limit.

Sure I can hire mercenary officers, but that then means dedicating my story points towards hiring and keeping them, and making sure I'm always doing things to optimize my experience gains to gain more.
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Mishrak

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Re: Officer Limit
« Reply #7 on: February 09, 2024, 10:36:22 AM »

It doesn't help that enemy fleets are always allowed to have more officers than you. I have 10, but I can't tell you the number of times I've run into hostile fleets that had 16, meaning capturing objectives in combat is essential so you can try and match their deployment limit.

Sure I can hire mercenary officers, but that then means dedicating my story points towards hiring and keeping them, and making sure I'm always doing things to optimize my experience gains to gain more.

Yeah that's definitely an issue.  But that at least is made up for by the player having access to s-mods and much much better (generally) ship loadouts.  It's still a big hurdle to overcome.

Another aspect of this issue is when attempting to switch fleet comps.  Is it really desirable to have to start a totally new playthrough to make ship changes?  Maybe a broadly sweeping change, perhaps.  Even just moving to 3 or 4 different officers is a big SP investment between mentoring and making elite skills.  And they might not even get the skills I want (a topic for another thread).  And I have to delete officers I made that SP investment in to do it?  What if I don't like the change and want to go back? 

I feel like with the ability to keep reserve officers, adjusting the fleet comp becomes a lot more friendly to do.

There are certainly Mercs available to compensate for this, and that's a relatively decent way to approach it, but at scale, that's a massive amount of SP investment every cycle.  I'm not sure how sustainable that is.  When I was playtesting stuff before the .97 release, I just gave myself a billion SP to experiment so I didn't really get a feel for how it would feel to have half a dozen mercs wanting SP every cycle.
« Last Edit: February 09, 2024, 10:39:48 AM by Mishrak »
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Zenaria

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Re: Officer Limit
« Reply #8 on: February 09, 2024, 10:58:34 AM »

how about thinking which ship or build that good without officer .
or putting ship that you can afford to lost.

i don't want to include fleet for ramnants.

they are like end-game content to me if you fought them without proper plan for it.
it's your fault

about officer

since no other use of officer that exceed limit i guess it fair.
cuz once you get an officer for your whole fleet it barely change.
and if i want to change fleet comps i rather play new playthrough too see how it progress.

but hey. there a mod for your problem why won't you try ?
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Mishrak

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Re: Officer Limit
« Reply #9 on: February 09, 2024, 11:03:58 AM »

how about thinking which ship or build that good without officer .
or putting ship that you can afford to lost.

i don't want to include fleet for ramnants.

they are like end-game content to me if you fought them without proper plan for it.
it's your fault
I mean sure, good planning helps, but when you're trying something you've never done before, things change.  The game is incredibly flexible and customizable with ships and fleet concepts.  It's far, far more rigid with officers.

Quote
but hey. there a mod for your problem why won't you try ?
That's not really the topic here.  Of course mods solve all these problems.  In the short term that's fine, but I'm talking about what's in the base game.
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Zenaria

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Re: Officer Limit
« Reply #10 on: February 09, 2024, 11:15:10 AM »

my concern about base game would be.

skill pool.

like when my officer hit a max level but he didn't roll a skill that i want.

i need to restart from scratch.

same with officer from pod. they could be useless for my fleet.
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Killer of Fate

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Re: Officer Limit
« Reply #11 on: February 09, 2024, 11:24:27 AM »

It doesn't help that enemy fleets are always allowed to have more officers than you. I have 10, but I can't tell you the number of times I've run into hostile fleets that had 16, meaning capturing objectives in combat is essential so you can try and match their deployment limit.

Sure I can hire mercenary officers, but that then means dedicating my story points towards hiring and keeping them, and making sure I'm always doing things to optimize my experience gains to gain more.
no... Actually, they are not from what I looked into the game's files (config settings)... They can have as many as the player + skills, including remnants... The one additional ones are mercenary officers they hired... Which they can also somewhat do...

So, 16... That's 8 + 2(bonus) + 6??? mercenaries??? you sure u weren't facing off against something modded or whatever??? Maybe bounty fleets have excess, but I have no idea...
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Killer of Fate

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Re: Officer Limit
« Reply #12 on: February 09, 2024, 11:26:55 AM »

my concern about base game would be.

skill pool.

like when my officer hit a max level but he didn't roll a skill that i want.

i need to restart from scratch.

same with officer from pod. they could be useless for my fleet.
I solve this by changing settings files... Making leveling easier, giving elite skills bonus experience when selecting them. Making officers more common... And also making mercenaries more common... So that you actually roll through a group of officers rather than grind out an elite and then retrain them for the rest of the game, even though their skills aren't perfectly aligned.
« Last Edit: February 09, 2024, 11:30:44 AM by Killer of Fate »
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eert5rty7u8i9i7u6yrewqdef

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Re: Officer Limit
« Reply #13 on: February 09, 2024, 11:32:16 AM »

my concern about base game would be.

skill pool.

like when my officer hit a max level but he didn't roll a skill that i want.

i need to restart from scratch.

same with officer from pod. they could be useless for my fleet.
Don't level up or train them. Just wait until they hit max XP. Save before leveling them up. If you get a bad set of level up skills, train them, this will reroll the level up skills. If you get a bad set despite the reroll, reload your save. Repeat until you have a good officer.

Officers from pods now use pre selected skill sets. Most will still be useless, but some will be viable.
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Megas

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Re: Officer Limit
« Reply #14 on: February 09, 2024, 11:44:43 AM »

My biggest complaint about officers is they are harder to replace than ships.  If I want the change the ships or loadouts in my fleet, then it is usually trivial near the end of the game.  If I need to change officers, I need to fire them, hire replacements, then level them up.  It is so annoying.  It is almost as bad as no skill respecs in eariler releases.

Would be nice if officers can be respecced like the player or AI cores.
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