I feel like there are two related but separate issues at discussion here, and that it'd be worth disentangling them. The first is the skills system itself, and the second is the relative power of the player-controlled flagship relative to the power of the other ships in the fleet, including other officers.
Skills SystemOne of the biggest advantages of the current skills system is its
flexibility, which is exactly what you want for a sandbox single-player game. Each player has different perspectives on how they want to play, and different strengths and abilities, and these will change over the course of them playing Starsector. So giving them more flexibility appeals to the widest possible audience and gives the most replayability out of the game.
You can broadly separate each skill as affecting the player-controlled ship (i.e. flagship), affecting the other ships in the fleet, and/or affecting the campaign layer (affecting non-combat related mechanics, or only indirectly affecting combat mechanics). So there are three dimensions to consider. However, they are not mutually exclusive. In fact, the majority of fleet skills
also improve the flagship. The only fleet skills which do
not improve the flagship are Officer Training, Officer Management, Support Doctrine, and
arguably Neural Link and Automated Ships, depending on how you want to count those. So it's wrong to think of fleet skills as somehow exclusive of the flagship for the most part; most of them will also help the flagship.
So why would someone want to take a flagship-only skill over a fleet skill that improves every ship in the fleet as well as the flagship? Because many of the flagship-only skills give unique advantages that are not achievable through other means, or are very expensive to get outside of those skills. Also (to be addressed below) controlling the flagship gives the player fleet specific advantages that can't be gained elsewhere, in terms of maintaining the flow of the battle to ensure victory, so it's worth giving more advantages to the flagship to that end.
Also, certain skills actually help along all three dimensions. For example, Tactical Drills gives +5% weapon damage to all combat ships, which improves the flagship and the fleet, and also gives bonuses to ground operations such as raids, which help with the campaign layer.
The current skills system gives you a common pool of points that you can allocate toward any of those dimensions any way you like, up to the limit of 15 total points. That lets the player explore the widest possible space of possible choices when playing.
This is a good thing. Every proposed alternative thus far ends up constraining this space (limiting the player's flexibility) and thus would not take the game in a positive direction:
* Giving the player 1 combat and 1 fleet skill per level up forces the player to spread those points evenly along those dimensions, even if they prefer a stronger flagship or would rather be more fleet-oriented instead.
* Some sort of "flag captain" option means that the flagship is limited to whatever skill point cap the flag captain is limited to, which will be much more limited than the current game if the flag captain has to obey the same level caps as other officers in the fleet.
Yes, you can rebalance the skills for a proposed new system, but that misses the point: the player is still forced to spend a certain amount of points along one dimension that they wouldn't necessarily want to. For a Starsector-centric analogy, it would be like taking the current OP system for ship loadouts, and then telling the player "you have to spend 40% of the OP on weapons, 30% on offensive hullmods, and 30% on defensive hullmods". Anyone who prefers a different mix of OP usage would like the new system
less.
I haven't seen a proposed system thus far that lets the player command a super-buffed flagship if he wants, or a super-buffed fleet if he wants, with as wide a flexibility as the current system. The proposals thus far have served to
limit the power of the player-controlled flagship, which seems sketchy when the other theme of this thread is the view that the flagship isn't powerful
enough. Any proposal to replace or change the current skills system should consider how it changes the player's flexibility to explore different options.
Flagship vs Officer PowerThe second theme is the relative power of the player-controlled flagship versus that of other ships in the fleet. I feel like back in the days of Drover spam, the fleet was decidedly more powerful. Nowadays though I think the flagship vs fleet balance is in a pretty good spot.
The best fleets are not flagship-centric nor fleet-centric, but rather, a hybrid approach combining the two while maximizing the strengths of each.The flagship is the only ship on both sides that do not have to follow the AI subroutines of all the ships. The human player is much better at understanding battle formations (even though Starsector does not have formations per se), predicting behavior and outcomes, and so forth. The human player performs much better under pressure than the AI (the AI struggles with what to do when it's overburdened, often leading to disastrous outcomes). The flagship is also the only ship that is instantly responsive to the player's commands. As such, the flagship is much better at directing the flow of combat to ensure a victory.
The other ships provide the bulk of the fleet. Even the biggest flagship peaks at 75 DP, out of the 240 DP that you can put on the battlefield. So in general (unless you're deliberately short-manning), the player fleet will always be dominated by AI-controlled ships in bulk and in numbers.
It's a bit difficult to quantify just how effective the flagship can be. In general, I estimate that the player-controlled flagship can be around 2-3 times effective as the AI controlling the same ship. Furthermore, the flagship can do what no AI-controlled ship can in terms of influencing the outcome of the battle, and thus acts as a force multiplier on the entire player fleet.
So the reason why someone would want to put more skills on the flagship is specifically because of the outsized influence the flagship can have over the general fleet. If the flagship is influential enough, it makes more sense to put skills toward improving that specific ship than toward improving the fleet as a whole.
In terms of the current game, any fleet which is too flagship-centric suffers from simply not enough bulk -- not enough DP shooting stuff at the enemy (or not enough ships doing so effectively), increasing how long it takes to kill the enemy fleet. Any fleet which is too fleet-centric suffers from a lack of direction and cohesion, again increasing how long it takes to kill the enemy fleet. This is pretty evident in the various videos of both types that have been posted.
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With that general stuff out of the way, let's talk specifics; I'm just going to quote one each for length although several posters raised the same points:
In particular, that's not a division that falls into the 'fun trap' where a player who isn't great at piloting their flagship is going to want to lean towards non-combat skills, at which point their flagship performs poorly, which then feeds back into them not gaining skill at piloting and not wanting combat skills.
I don't buy this idea of a "fun trap". Pretty much by definition, when a player is new, they don't understand how the game works and they're going to do poorly at just about everything. So yes, the stock AI is going to be better than them at controlling the ship at first. That's true for nearly every video game, whether you're talking about Mario Kart, or Street Fighter, or Starcraft, or Quake, or whatever. The way new players are incentivized to improve is to start easy and then gradually increase the difficulty of the challenges and to provide feedback as to what areas they could improve on. In Starsector, this takes the form of tutorials, the combat simulator, the bounties (which escalate in difficulty as the player does more of them and more difficult ones), and that the campaign starts with a bunch of d-modded pirates with the difficult challenges gated behind having to travel long distances and/or behind quests, etc., while giving the player a "get out of jail free" card through SP for too-difficult fights if needed. And as the player understands more about the game, he starts seeing more limitations of the AI and weaknesses to exploit, and with that it starts becoming better to pilot the flagship himself. That's the nature of the learning curve with nearly every video game. Changing the balance of various systems in the game is
not the way to go if improving the new player experience is the justification given.
*Are* fleetwide skills actually stronger? I'm not sure that "how many Ordos can this take down" is a particularly useful metric for this. I mean, if that's the metric, then sure, we can say one or the other is "stronger" by that metric, but an endurance fight like this distorts a lot of things.
I don't find "how many Ordos" to be particularly useful. I certainly commend people for taking the time to do it, but I feel like it's more like climbing Mt. Everest -- fun to say you did it, but not useful for game balance, and not particularly relevant to the game as a whole. It's little different than doing a themed playthrough like a Low Tech-only playthrough or a playthrough where the player only uses ships that have the letter "e". Interesting to do and to discuss, but not something to balance the game around nor something to consider for game balance.
To start with, fighting more than 3 Ordos means the player has to do shenanigans with the player fleet just for it to be possible in the first place (specifically, raise the player fleet's FP, by either carrying extra junk ships that they don't intend to fight with and/or by editing ship_data.csv). So it's already out of the regular player experience and something the player has to know specifically how to make it happen.
Also, even a full 240-DP 8-officer player fleet maxes out at +500% XP bonus at around triple Ordos, so there's little point to going beyond that game-wise except for bragging rights.
Thus far, going beyond 3 Ordos has for the most part been endurance fights, which distorts player fleets toward larger ships, or cycling out smaller ships as they run out of PPT/CR. It also distorts player fleets away from limited-ammo weapons such as missiles, even though those weapons are perhaps the strongest when playing the game "normally".
So I personally feel like roughly double Ordos is about the maximum in expected difficulty for the game. In fact the fleet that I use reaches the maximum XP bonus already at around 1.95 Ordos, so there's no point to going beyond that. Obviously the player can basically "choose" the difficulty by just going for single Ordos, or sticking with faction fleets, etc., and the balance will shift somewhat depending on what the player chooses as the enemy fleet to compare player fleets to (right now I'm having fun fighting against PL fleet spam). But balance-wise I find little reason to consider anything beyond double Ordos.
Cap'n Hector's various "5 ships vs 5 ordos" videos (Legions, Onslaughts, Paragons, , Draba's various fleet comp vs 6 ordos videos, Rainy's (on Discord) ordo hunting escapades, Legionhead's (also on Discord) ordo hunting fleet (I don't know if he ended up getting 5 points in industry or not) and yes, even my own experiences after playing the game for quite some time.
If anything,
those examples actually show just how limited in power it is to go for fleet-centric player fleets without using a player-controlled flagship. Most of them involve the player fleet losing one or more ships, and most of them are long endurance fights lasting 20 minutes or more, sometimes taking multiple rounds. CapnHector also talked about how he had to try multiple times and experiment with a lot different ship loadouts just to get one successful completion; those completions were not "routine". For example, the
best of the screenshots you posted from Rainy took over 35 minutes, had at least 5 player fleet ship deaths, and (assuming an initial 45 seconds of 0 damage done for the two fleets to merge) killed around 80 DP's worth of ships per in-game minute.
In contrast my
5-Ordos video taking a hybrid approach of using a player-controlled flagship leading a full player fleet took less than 14 minutes against a 2130 DP, 10-capital 5 Ordos fleet (compared with Rainy's 2782 DP, 13-capital fleet) with no player fleet deaths,
and on the first try (I didn't bother to iterate to look for better ways to go about it nor to try to get a better result). That's killing the Ordos fleet at a bit over 164 DP per minute, more than twice as fast as Rainy's. Your own
"2 Radiants & Co vs 5 Ordos" video came in at around 116 DP killed per minute, and it's arguable whether it should be considered a flagship-centric fleet or a hybrid flagship-leading fleet, but it was definitely
not a fleet-centric player fleet.
So even if we look at multi-Ordos fights, right now the evidence points toward having a player-controlled flagship as being significantly stronger than taking a fleet-centric approach toward building the player fleet. The evidence you cited shows that the player
can use fleet-centric player fleets to get completions, but in no way that it's
better to do so, which is what we're looking for when discussing balancing flagship vs no flagship fleets.
Officers are strong enough to make the no flagship playstyle the playstyle of least resistance. It's better to improve your strengths (officers) than weaknesses (the flagship). Or, to put differently: why "separate flagship skills from fleet skills because I can never justify taking them" threads exist, if officers are so strong you don't have to buff them more and can focus on the flagship instead?
Is it? Relying on officers without a player-controlled flagship means you're putting the fate of your fleet on the AI subroutines, which I don't think anybody really understands. It's essentially rolling the dice for a good outcome. I have a pretty good understanding of my playing abilities and strengths and weaknesses as a player in just about any game (namely: I do a lot of analysis but my actual playing ability, i.e. controlling units, predicting what's going to happen, thinking on my feet, reacting to unforeseen events, etc. is pretty pedestrian -- I absolutely suck at any PvP games specifically because of that, and prefer PvC games because it's easier to understand and come up with successful strategies against a static, predictable opponent), but I still struggle with just what the AI in Starsector is trying to do in just about every battle. (Mostly when the AI does something dumb that I didn't expect.) Is trying to be successful using an AI system that you don't understand actually easier than improving your own skills as a player, which you do understand and can directly change? I personally find figuring out what the AI is doing to be much more difficult.
I can similarly say there are plenty of threads complaining about the AI, which leads toward piloting the ship yourself as the better option.
Now this doesn't take away from the discussion about decreasing officer skills (or officer elite skills or capstone skills), which is entirely valid for discussion; I just don't see the evidence for why it's needed.
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One idea that I've seen tossed around is to change the officer system to where each officer has only one or two skills, but you can put multiple officers on a single ship (perhaps limited by ship size, i.e. say each ship can have 1/2/3/4 officers by size or whatever). The player fleet can have a max total number of officers (and therefore a max total number of skills) but (perhaps other than ship size) can distribute them as he sees fit. The skills system can then be changed to focus specifically on fleet-wide and campaign layer benefits.
* This would more clearly disentangle the skills system from the flagship-centric vs fleet-centric combat issue, while still giving the player the flexibility to have a super flagship or super fleet as desired, thereby addressing nearly all of the above points.
* Specifically, this would also remove the concern that the player wouldn't want to learn to pilot the flagship if the player feels like he gets more out of putting skill points toward the fleet instead, i.e. the "fun trap".
* Also, for those players who want to have a really super flagship with a bunch of combat skills over fleet skills, it's easy enough for one or more of the new skills to simply be "this skill lets the player put more officers on his flagship" or similar. This effectively uses a skill point to put an additional combat skill on the flagship instead of spending the skill point on the fleet, just like the current system, so it retains much of the current system's flagship vs fleet flexibility.
* This would also more easily allow the player to place officers in wide (many little ships) versus tall (fewer big ships) fleets as desired. Right now there's little point to putting an officer on a low-DP ship such as most frigates (with certain exceptions like the Hyperion or the Monitor) because most low-DP ships don't impact the battle as a whole enough to be worth it, and you only get 8 or 10 (or more but then you have to spend SP) officers to distribute amongst the entire fleet, when you can use up to 30 ships. Again it gives the player more flexibility.
* This would make it easier to acquire the "ideal" set of skills for a given ship. Right now the player has to abide by RNGesus when leveling up each officer to get the desired skills, or save-scum to get it, and then it can't be changed afterward except by dumping the officer and trying for a new one, rinse and repeat. Making officers a bit more like equipping weapons or items (find frequently, equip and unequip at will, in piecemeal amounts) makes this process easier. There is still some work involved in hunting around to get the right mix of skills, so there's still the long-term process of gradually improving the fleet, but it wouldn't be as unforgiving as the current system.
* Also, with some officers having one skill while others having two (i.e. the "better" ones), but with the max total number of officers capped, there is still the process of finding all two-level officers, of the right combination, for each given ship. So again there's still the journey of gradually improving the fleet over time in each playthrough.
* Elite vs non-elite officer skills can be easily handled: if you want to limit the number of elite skills per ship, then if say each officer can have 1-2 skills with 0-2 of them being elite, then you can say that a ship can only designate one officer as the lead officer, allowing its elite skills to apply, and allowing its personality to be the one that dictates the ship's behavior, while all the other officers only contribute their skills (but not elite effects) to the ship. Thus each ship is limited to a maximum of 2 elite skills.
* Similarly, it's easy enough to say that the player flagship is the only one, by virtue of the player character as the fleet admiral being on it (regardless of if the player is personally controlling it or if it's on AI-controlled autopilot) to have
all the elite effects from
all the officers onboard apply to it, and/or have more officers than usual on it. So the player can still have one super ship, whether player-controlled or AI-controlled, to center the fleet around (i.e. make it "special" as the flagship, to "personalize" the story in a fashion, like the Vindicator in Star Control 2, and just like in the current game), while limiting the number of elite effects in the fleet generally for balance purposes. No more needing to put the player on a Kite or Dram because the player dumped combat skills.
* With the player having one super ship, this gives the game more of an adventure feel (like Star Control 2) rather than an RTS, send-a-bunch-of-faceless-units-to-their-death feel. From a UI standpoint, the player is following along the view of this super ship, even if it's on AI-controlled autopilot, again providing more of an adventure feel instead of an hands-off RTS overworld feel if the player does not have his flagship deployed or is giving orders from some Dram in the corner of the map.
* As a corollary to the above, it's easy enough to have enemy fleets also have the same one super ship with all elite skills thing, without ruining immersion, i.e. "why does only the player get it" issue in the current version. The answer, of course, is for gameplay purposes, but there's the immersion issue of why can the player have over 10 combat skills, all elite, when even integrated Alpha cores can only have up to 8 combat skills.
* As another corollary to the above, AI cores can be easily balanced the same way, in terms of total number of skills and elite skills, as desired.
* The combat skills can stay mostly as-is; there doesn't need to be an overhaul of the combat skills for this.
* The skills system, while it would have to be reworked, is already mostly set up for this; it could just be the current Leadership, Technology, and Industry trees, with some modifications for the current tier 2 combat skills in the Technology and Industry trees to be replaced with something else, and then changing the max number of skills to something suitable to account for the reduced number of total possible skills.
The biggest disadvantage, of course, is the time it would take to overhaul (and recode) the skills system and the officer system to do all this, and to rebalance everything, and I'm not sure if it would really lead to better results in the end, to change a system that IMO mostly works about right. But I found the idea pretty interesting and it does seem to address most of the issues that people have raised about the current skills system and about the officer system in this and similar threads.