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Starsector 0.97a is out! (02/02/24); New blog post: Anubis-class Cruiser (12/20/24)

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Author Topic: [0.97a] Second-in-Command | A full-scale skill system rework  (Read 138538 times)

Morgan Rue

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Re: [0.97a] Second-in-Command | A full-scale skill system rework
« Reply #390 on: December 15, 2024, 08:13:12 AM »

I personaly prefer most aptitudes being generaly useful in a variety of situation, i think it makes the choice more fun, especialy because you arent limited to just what appears the definitly perfect fit right from the beginning. Theres a bunch of specialised aptitudes & theres rather generic ones, and imo combining them is just rather fun, and thats what ive seen from general feedback on the discord so far as well. The Solution provided here kind of just dumbs down the choices you get.
I find that restrictions often increase build variety rather than decreasing it, though it definitely depends.  I guess I'd worry about forcing people into the various doctrines?
...are there people who aren't using any of Tactical / Technical / Warfare right now?

For the people not really liking those answers, id recommend just not using the mod to be honest. Its pretty shaped to what i want from the mod and im not really going to change it all that much in core structure. I do want to overhaull Logistics a little but thats another story. Ive personaly used my mod a ton so far and im having a blast with it, and im also having a blast talking to people using it on the discord, so i dont quite see a reason for me to change the large aspects anymore.
That's entirely fair and reasonable.  It's probably just not my thing.
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Lukas04

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Re: [0.97a] Second-in-Command | A full-scale skill system rework
« Reply #391 on: December 15, 2024, 08:44:02 AM »

I personaly prefer most aptitudes being generaly useful in a variety of situation, i think it makes the choice more fun, especialy because you arent limited to just what appears the definitly perfect fit right from the beginning. Theres a bunch of specialised aptitudes & theres rather generic ones, and imo combining them is just rather fun, and thats what ive seen from general feedback on the discord so far as well. The Solution provided here kind of just dumbs down the choices you get.
I find that restrictions often increase build variety rather than decreasing it, though it definitely depends.  I guess I'd worry about forcing people into the various doctrines?
...are there people who aren't using any of Tactical / Technical / Warfare right now?

For the people not really liking those answers, id recommend just not using the mod to be honest. Its pretty shaped to what i want from the mod and im not really going to change it all that much in core structure. I do want to overhaull Logistics a little but thats another story. Ive personaly used my mod a ton so far and im having a blast with it, and im also having a blast talking to people using it on the discord, so i dont quite see a reason for me to change the large aspects anymore.
That's entirely fair and reasonable.  It's probably just not my thing.

Technical & Warfare are pretty popular, as it makes sense since their very mutable, you can use them for whatever kind of fleet. But theres more than enough builds where i dont think you have the space for any of them either. Generaly, yes you can probs get that one meta-build somehow, but if thats the sole thing you wanna find then the mod probably isnt for you. The mods goal is to give the options to specialise and show cool stuff that you may wanna make use of, not entirely force you to.
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Phenir

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Re: [0.97a] Second-in-Command | A full-scale skill system rework
« Reply #392 on: December 15, 2024, 02:03:42 PM »

Additionally, the implementation of needing to destroy 6 Onslaughts (plus their brand new officers) to remove a single hull mod is laughably disproportionate, especially since it's still random so it's 6 onslaughts to remove a single d-mod from a single frigate.
That's a disingenuous interpretation of the effect. It's just 240 dp total, it doesn't matter what that DP actually comes from. Could be freighters (so yeah, you should autoresolve those fleeing civ ships), could be like 6 tiny pirate frigate fleets in a row. Could be a full remnant ordo that actually has like 400 dp so there's a pretty good chance you actually get 2 dmods removed out of it or could be a system's worth of derelict defense fleets.
Again, this sounds like piracy not starfaring.  Piracy should be with the piracy tree, not half wedged into starfaring.
Since when do pirates spend their spare time hunting remnants and derelicts?
As for wasting it on frigates, spend 10-40k on repairing them first? It can't repair your frigates if they don't have dmods.
Because the point of starfaring is to give your fleet more endurance being far from home IE:  No shipyards.  Restoring them back at home base runs counter to the point of the tree.
You do have to go back home at some point and run maintenance and resupply.
I think you'll find many of the skills are a bit nerfed here but that is made up by being able to have 3 XOs. Even if you spend a slot on piracy or starfaring (you don't have to use a logistics officer btw), I'm certain it's still an increase in player power.
Most notable fleets I've encountered have had two combat-specialized XOs each with capped level.  Assuming you are devoting one slot to your logistics you're only breaking even at best, but the NPC fleets don't take any experience to have high level XOs yours however require a major amount.
Unless they are specifically assigned, there is a good chance their XOs are poorly optimized while the player can build around their XOs. Also it sounds like you might be playing on hard mode if they have such high level XOs in which case you don't really have room to complain about such a thing, you asked for it.
Will comment that the "killing X DP of ships" effect also feels like it should be in the Piracy XO tree rather than starfaring (since starfaring is in every other case about maintaining your stuff and finding new stuff, not fighting other fleets).
To me, starfaring is the "I'm gonna explore the sector and survey and loot literally every planet I come across" tree. While you're out doing that kind of stuff, you'll definitely find some opportunities to fight stuff still. Plus I don't think pirates are really concerned with restoring their stuff, they'd probably sell the scraps they'd use to do that instead hence the credit capstone. Additionally, while there is a theme for the each skill tree, they are not intended to only be used within that theme. There's even a loading tip added that says exactly that.
I feel like this isn't really accurately answered and you're contradicting your own point from earlier by saying "just restore forehead" when you're in deep space far from home.
There isn't any contradiction. You can explore and still go home to restore occasionally if you find your frigates somehow have several dmods despite having a pretty good chance of not getting dmod in the first place.
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spaceEel

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Re: [0.97a] Second-in-Command | A full-scale skill system rework
« Reply #393 on: December 20, 2024, 04:14:30 AM »

So I found a small issue with the neural junction skill where the x2 multiplier on automated points sticks to the player forever if the skill was ever taken, even if the xo is dissmised so if the player gets another way to command droneships like the digital soul skill form tahlan they still get that penalty.
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5ColouredWalker

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Re: [0.97a] Second-in-Command | A full-scale skill system rework
« Reply #394 on: December 20, 2024, 06:16:39 PM »

I personaly prefer most aptitudes being generaly useful in a variety of situation, i think it makes the choice more fun, especialy because you arent limited to just what appears the definitly perfect fit right from the beginning. Theres a bunch of specialised aptitudes & theres rather generic ones, and imo combining them is just rather fun, and thats what ive seen from general feedback on the discord so far as well. The Solution provided here kind of just dumbs down the choices you get.
I find that restrictions often increase build variety rather than decreasing it, though it definitely depends.  I guess I'd worry about forcing people into the various doctrines?
...are there people who aren't using any of Tactical / Technical / Warfare right now?
Starfaring/Piracy, Automated Ships, Strikecraft.

Piracy is great for early build up and stealth. Automated is great for early fleet building and giving you a ton of derelict ships you don't care about, Later transitioning into better ones (Remnant, or if using mods Enigma), meanwhile some solid carriers back that up, and are also generally pretty good against derelict and pirates for the early build up.
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cghhj

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Re: [0.97a] Second-in-Command | A full-scale skill system rework
« Reply #395 on: December 23, 2024, 06:53:35 AM »

Fine, wolved it myself, nothing really wrong(
« Last Edit: December 24, 2024, 01:23:12 AM by cghhj »
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robepriority

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Re: [0.97a] Second-in-Command | A full-scale skill system rework
« Reply #396 on: December 23, 2024, 07:21:00 AM »

I think the issue with logistics is that there isn't enough endgame to push against using logistics in a run with only SiC.
I definitely feel like when I'm rushing Galatia or still forming up my fleet, getting more specialized combat trees such as strikecraft or warfare doesn't seem particularly useful.

However, with post-game mods such as KoL and RAT(abyss) giving
1) Very specialized threats that need the extra combat tree (trying to kill things by volume will just feed)
2) More specialized tools that increase the effectiveness of said buffs

I typically drop starfaring/piracy by then.

taerkar

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Re: [0.97a] Second-in-Command | A full-scale skill system rework
« Reply #397 on: December 24, 2024, 08:50:36 AM »

Can you add in an option to have a multiplier for the DP or fleet size related skills to have them scale if the max fleet size number is adjusted?

Another request for this, or instructions on how to change it manually?
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memeextremist

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Re: [0.97a] Second-in-Command | A full-scale skill system rework
« Reply #398 on: December 25, 2024, 06:06:34 PM »

this looks pretty sick, Lukas. gonna give it a try now!
update: love it. 10/10
« Last Edit: December 26, 2024, 10:15:48 AM by memeextremist »
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alaricdragon

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Re: [0.97a] Second-in-Command | A full-scale skill system rework
« Reply #399 on: December 26, 2024, 12:30:32 PM »

random bug report time!
if you save the moment you start a new game, play for a while, then reload the save, your game will slow down to about 0.01 fps until the magic of the holidays graces your game in the form of the events special second in command person. given the low FPS at this ponit, this can take about 45 seconds, but it is really frustrating.
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Lukas04

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Re: [0.97a] Second-in-Command | A full-scale skill system rework
« Reply #400 on: December 26, 2024, 04:07:02 PM »

random bug report time!
if you save the moment you start a new game, play for a while, then reload the save, your game will slow down to about 0.01 fps until the magic of the holidays graces your game in the form of the events special second in command person. given the low FPS at this ponit, this can take about 45 seconds, but it is really frustrating.

Not really sure what would be happening there, havent gotten any such report from anyone and looking at my code id be confused on where it could be coming from. Either way, the event is about to end for the last person on earth in about 8 hours.
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magitsu

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Re: [0.97a] Second-in-Command | A full-scale skill system rework
« Reply #401 on: December 29, 2024, 05:01:45 AM »

I witnessed such slowdown too, but I cannot reliably say that it was due to SiC. And it did not last of 45 secs, more like 4.
It is probably just random artefact due to alt tabbing and affinity changes, because I witnessed it only once during 4 days of playing.
« Last Edit: December 29, 2024, 05:05:06 AM by magitsu »
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alexman91

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Re: [0.97a] Second-in-Command | A full-scale skill system rework
« Reply #402 on: December 29, 2024, 12:10:47 PM »

can u mod the files to unlock slots for all officers?
can u unlock more slots by levling up somehow?
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Shinr

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Re: [0.97a] Second-in-Command | A full-scale skill system rework
« Reply #403 on: December 29, 2024, 12:46:25 PM »

can u mod the files to unlock slots for all officers?
can u unlock more slots by levling up somehow?

There is nothing to unlock, the three slots is all there is.

And Lukas04 already answered, many times, that they had no intention of changing that.
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Vocation

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Re: [0.97a] Second-in-Command | A full-scale skill system rework
« Reply #404 on: December 30, 2024, 06:08:22 AM »

this mod along with some others make enemies really strong. Strong enemies like omega, enigma and abyss fleets with executive officers with the right skills can make them so broken if they get a good combination. It makes them exponentially stronger.
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