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Starsector 0.97a is out! (02/02/24); In-development patch notes for Starsector 0.98a (2/8/25)

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Author Topic: Persean League Crisis, and Crises in general, killed my desire to play more  (Read 34552 times)

Siffrin

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rather than having them wander around all at once. I'm still a bit sad about how anticlimactic it was when both supply fleets just wandered into me.
Yep, caught one of the supply fleets just ramming into the sun trying to travel from one jump point to the other.
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Gods most reckless Odyssey captain.

Serenitis

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The League crisis could stand to begin a little bit later...
Tbf, this would probably help a bit with some of the issues that people have had.
Quote
...they could make a bit more of an effort to protect the supply fleets - keeping a fleet watching over them...
Having one of the support fleets guard each supply fleet possibly might be a good thing.
Maybe have one support fleet assigned to protect each supply, but the fleets get thier assignments rotated every couple of weeks so there's a window of opportunity that can be exploited while they swap over.
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Sinigr

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It's easy. What about are you?

If you can not deal with that it does not mean it should be nerfed. Just hide at Corvus's Abandoned Terraforming Platform, Mayasura's Abandoned Astropolis or Yma's Abandoned Siphon Station and think about your fleet, how to deal with it.

Simple tip: establishing colonies you should undestand that you seems to provoke some hoslite actions towards you, so you need get prepared for that.
« Last Edit: March 03, 2024, 03:00:01 AM by Sinigr »
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Try to hunt it! ;)
https://i.imgur.com/gXIAgGy.png

Megas

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@ Sinigr:  You have what looks like an endgame fleet or close to it that could smash anything humans can throw at it.  People who may have problems with it may not even advanced that far and have that much.

If I played like I did last release (start colonies early so they get big by endgame), I would not have had the resources to assemble a fleet like that before some faction invaded my colony systems.  I basically delayed the colony game and prevented my first colony from growing to size 4 (by removing Spaceport) until almost endgame when I could obtain and afford a near-endgame fleet.  In previous releases, they harder fleets did not come immediately, and player could grow colonies to size 5 before he had to be ready to fight such fleet.  Today, the harder fights come much sooner.  No more weak fleets that colony defenses can take care of themselves.  They are big enough that colony defenses are probably too small to be of much use.  Why bother with ground defense at all (for buildings that offer nothing else but that, like planetary shield and heavy batteries)?  Not that the player wants to rely on ground defense, it just illustrates that colony defenses of previous releases are obsolete for the player today, and the player's fleet has to do most if not all of colony defense personally.

The fights with a given League fleet is not the problem.  They are about on par with 200k or 250k+ bounties, so they are not unbeatable.

My problems with the League are:
* Too many fleets for too much rep loss.
* Any blockade survivors must be killed because they do not leave the system and continue to cause trouble after the crisis is over.
* Ways to avert (if too weak) without a deal are bad, either abandon colonies (no way) or tac bomb them (don't want to go auto-hostile)
* The reward for winning is terrible.  Other factions' crises have much better rewards, except Pathers.
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Sinigr

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@ Sinigr:  You have what looks like an endgame fleet or close to it that could smash anything humans can throw at it.  People who may have problems with it may not even advanced that far and have that much.
I made one fast run for test, 4-5 hours and I had 4 Onslaughts 14, it is endgame?. Seems it's not, it is necessery measure to hold colonies good, for example. It's just example, cheaper is to make 3 Paragons, or some other fleet to deal with it.
« Last Edit: March 03, 2024, 05:56:58 AM by Sinigr »
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Try to hunt it! ;)
https://i.imgur.com/gXIAgGy.png

Sinigr

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* Any blockade survivors must be killed because they do not leave the system and continue to cause trouble after the crisis is over.
You play with mods? Take a look my video. You should just punch a bit so others leave system. In video you can see that not all of them where punched, but blockade was over, you can see message.
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Try to hunt it! ;)
https://i.imgur.com/gXIAgGy.png

Megas

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I do not play with mods.  I had to kill several fleets (one at a time) before the blockade broke (I lost close to 50 rep killing blockade fleets).  After getting the crisis over message, I went about my business and left my system to do other things.  Later, I returned to my system and saw the blockade survivors (two fleets) harassing and scanning fleets in my system, and my patrols were not stopping them.  The only way I got rid of them was to annihilate them and I took another -10 rep for that (they were not together).  I did not have the latest hotfix when that happened, though.

I made one fast run for test, 4-5 hours and I had 4 Onslaughts 14, it is endgame?. Seems it's not, it is necessery measure to hold colonies good, for example. It's just example, cheaper is to make 3 Paragons, or some other fleet to deal with it.
You have multiple pristine XIV capitals with high-end weapons and s-mods.  I do not know if it is strong enough to kill double Ordos, but it looks strong enough to flatten anything humans can throw at it.  It would have been endgame before this release with crises.

In previous releases, a fleet like that was not necessary as early as it is now with respect to colony defense.

P.S.  For some of the fleets, I fought them more than once because I auto-resolved what was left of a fight and let the survivors go, but then realized that was not good enough.  I had to re-engage and totally wipe them out.  It is one time when manually fighting a pursuit for a complete wipeout is better than auto-resolve.  Normally, I just auto-resolve fights when I can, take the free kills and loot, and let the survivors go (not worth the costs).
« Last Edit: March 03, 2024, 06:37:16 AM by Megas »
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BigBrainEnergy

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Just dealt with the blockade for the first time. I had the pather crisis first, so this is my second crisis. I have both colonies in the same system which I believe increases the difficulty. Overall, I can easily smash their fleets. Even if I couldn't, the game makes it clear that there are multiple ways of dealing with it. The intel image right here tells you straight up that it will only last for a year, and my colonies can easily survive the -60% access (just to be clear my system is about as far from the core worlds as physically possible, I have megaports with story point improvements). On top of that, it's also pretty clear that you can aim for the supply fleets or the commanding fleet if you want to shut down the whole operation. This is on top of fleets contacting and specifically telling you that joining the league is an option.

Even if you are really bad at combat, you can just wait it out or join the league. Most players will aim for the supply fleets if they actually read the text for the blockade and are smart enough to put 2 + 2 together. Experienced players may just gather them up to farm bonus xp.

I'm happy with the crisis difficulty, but progress needs to reset a lot lower. After the blockade launched it reset to 300 points which means the next crisis is already about to spawn by the time I finish up this one (I'm pretty sure my blowback was near 0). In the current version it makes sense that you don't want things to be too slow, but next time we will have the option to speed it up by spending a story point. Experienced players will take this option, so I suggest letting the crisis meter drop down around 0 to 100 points to give newer players more breathing room.

Actually, it is a bit weird that the league still contributes crisis points while the blockade is underway. If anything their blockade should make it harder for other factions to exploit the situation, right?
« Last Edit: March 03, 2024, 11:48:14 AM by BigBrainEnergy »
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TL;DR deez nuts

Megas

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My colonies were small and not close to core.  (The system the League attacked in my game was as close to the Limbo as systems could get.)  I could not take a -60% accessibility very well, so I planned to kill as many fleets as needed to break the blockade.

Also, at the time, my main heavy hitters were Ziggurat and Radiant.  I could not remember if I tried to or could use Ziggurat.  Either way, I relied mostly on NL Afflctor and Radiant duo to kill things while I used random ships to do what they want.  For later blockade fights, I used ships recovered from earlier blockade fleets right back at them.  I did not want to risk my pristine ships getting blown up and getting d-mods, so I recovered blockade ships, arm them up (the enemy is in my home system), and throw them into the meatgrinder.  If they get too many d-mods after fighting, I scuttle them after the blockade.
« Last Edit: March 03, 2024, 06:49:37 AM by Megas »
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Goumindong

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The League crisis could stand to begin a little bit later, waiting for either a size 6 colony or a total size of 10 or more, with at least one size 4 colony

So… I think this might be a case of player effect where players are doing the things the league dislikes most, thinking that they’re free.

Because I got the league crisis points starting first… but I have had TT, Path, and Church (no pirates as I paid off Kanta and was friendly) before the league crisis (and I kind of expect hegemony next).

But the thing is that I have only two planets in the same system and only had those relatively late. Plus I did destroy a few PL inspection fleets which, I think, reduces PL specific trigger as well as the global and so makes their crisis trigger later
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Blacknsilver

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The first run after installing 0.97 and seeing 15 death-fleets drop on my doorstep, I just quit the game lol. I imagine that'd be the reaction for the vast majority of players their first time. Yeah, there is that one line of text hidden within a thousand other lines of text that says "you can kill the 2 supply fleets" and the other one that says "only for 1 year" but a calm, rational reaction is not what people do when faced with 15:1 odds. 
 
More and more, I think the game needs a hard mode. Many of the events and mechanics from newer patches are clearly aimed at players with 1000+ hours of experience.
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SCC

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More and more, I think the game needs a hard mode. Many of the events and mechanics from newer patches are clearly aimed at players with 1000+ hours of experience.
Actually, players with 1000+ hours of experience also complained that the League crisis is overwhelming. Just because people play the game more, doesn't necessarily mean they can read any better.

eert5rty7u8i9i7u6yrewqdef

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* Any blockade survivors must be killed because they do not leave the system and continue to cause trouble after the crisis is over.
You play with mods? Take a look my video. You should just punch a bit so others leave system. In video you can see that not all of them where punched, but blockade was over, you can see message.
No, the PL fleets are bugged, and they'll keep running around in system until destroyed. Whether that's because they're getting distracted or the script that makes leave is breaking is uncertain.

It also happens with Pirates and their raids on occasion.
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vladokapuh

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i liked these, and think there needs to be a lot more of them, more types of crises per faction, for different reasons
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BigBrainEnergy

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No, the PL fleets are bugged, and they'll keep running around in system until destroyed. Whether that's because they're getting distracted or the script that makes leave is breaking is uncertain.

Did you have this problem on the latest hotfix? Because I haven't had this issue at all. Case in point:

blockade leaving after supply fleets are destroyed
« Last Edit: March 03, 2024, 11:45:33 AM by BigBrainEnergy »
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TL;DR deez nuts
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