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Author Topic: About neural link again.  (Read 227 times)

Comrade_Bobinski

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About neural link again.
« on: March 01, 2024, 10:37:40 AM »

After seeing another post questioning the inner working of the neural link skill - wondering if it was counting the linked ship as an officered ship or not for leadership skills - I got a suggestion.

What if neural link, instead of being only hullmod based, unlocked a special "neural link" officer ?

It would fonction relatively close to an AI core officer as it will not count toward officer limit. It would also allow to easily choose the neural linked ship, and its skill ( mirrored from the player character) would be fully visible.

It would also allow to delete what makes neural link questionnable in the first place: the fact that you have to instal hullmods to use any of its effect. By having the "neural core" (let's call it this way), you just unlock a free officer that scales from your own combat skills - a pretty good use of a skill point, but nothing really overpowered.

Instaling hullmods would only become mandatory if you want to use the ship swapping part of the neural link skill: a gimmick that is relatively optionnal and usefull only in very specific build and combat situation.
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Brainwright

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Re: About neural link again.
« Reply #1 on: March 01, 2024, 11:50:25 AM »

I don't think anything needs to be done with it, but I like the concept of a puppet officer to customize the behavior of the linked ship.  It gives you the ability to do things like modify the standard behaviors, maybe even bring in custom behaviors.  Like one that always escorts the flagship.
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Grievous69

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Re: About neural link again.
« Reply #2 on: March 01, 2024, 12:33:13 PM »

Are there still weird interactions with Combat Endurance and Missile Spec? I remember them being not the best picks for Neural linked ships.

But I'm having fun in my Neural link playthrough, just wish that the hullmod was free since that part sucks. It feels like an intentional way to specifically nerf player piloted Radiant (I'm piloting a Nova this run).
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Siffrin

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Re: About neural link again.
« Reply #3 on: March 01, 2024, 12:38:40 PM »

Are there still weird interactions with Combat Endurance and Missile Spec? I remember them being not the best picks for Neural linked ships.
Some of their effects do not work with the linked ship. Combat Endurances CR bonus and Missile Specs increased ammo.
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Brainwright

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Re: About neural link again.
« Reply #4 on: March 01, 2024, 07:25:25 PM »

Also, Coordinated Maneuvers doesn't register the ship as being piloted by an officer.
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solardawning

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Re: About neural link again.
« Reply #5 on: March 01, 2024, 07:59:59 PM »

Fun with Neural Link:
Playing with it seriously for the first time, I realized that you can have multiple Neural Linked ships- just only one deployed at once.
It pairs very well with Automated Ships now that it's easy to have both skills. You can put two or three Radiants in your fleet with no cores attached, the Neural hullmod on each, and deploy one at a time and pilot it manually- but as aggressively as you like. If it blows up, deploy the next. You get to have back to back level 15 player-officered Radiants. It's vastly better than Alpha Core-ing them.
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