Fractal Softworks Forum

Please login or register.

Login with username, password and session length
Advanced search  

News:

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

Pages: 1 ... 26 27 [28] 29 30 ... 32

Author Topic: [0.97a] Second-in-Command | A full-scale skill system rework  (Read 176139 times)

Lukas04

  • Admiral
  • *****
  • Posts: 644
    • View Profile
Re: [0.97a] Second-in-Command | A full-scale skill system rework
« Reply #405 on: December 30, 2024, 07:54:58 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.

If they feel to strong feel free to decrease the difficulty in the configs.
Logged

Shinr

  • Commander
  • ***
  • Posts: 143
    • View Profile
Re: [0.97a] Second-in-Command | A full-scale skill system rework
« Reply #406 on: December 30, 2024, 08:39:28 AM »

Had a most random thought of trying to match the Aptitudes with the Alpha Centauri characters without duplications:

Diedre Skye - Strikecraft

If SiC had an Industry aptitude and it had pollution-type hazard reduction skills, that would've been her pick. Instead she gets Strikecraft because 1) Its green like her faction color and 2) Kind of simulating her lore preference of using worms as "auxiliaries";

Sheng-ji Yang - Automation

It is not like Yang treats people any better than drones;

Prokhor Zakharov - Technical

Self-explanatory, really. High Tech all day, every day;

Nwabudike Morgan - Starfaring

If SiC had an Industry aptitude, Morgan would've had it and speced for maximum exploitation. Instead he gets the aptitude that give hims the most opportunity for trading;
 
Corazon Santiago - Warfare

Really, the Spartan lady has her pick of combat flavor here, but Warfare is the most obvious choice.

Miriam Godwinson - Smallcraft

Horde of pather zealots incoming;

Pravin Lav - Management

For maximum officer-related bonuses similar to his extra Talent bonus in SMAC;

-

Crossfire bonus:

Aki Zeta-Five - Symbiosis from Emergent Threats

For Cybernetic goodness;

Ulrik Svensgaard - Piracy

The Pirate is gonna Pirate;

Foreman Domai - Improvisation or Dustkeeper XO

The former if it was just the "vanilla" aptitudes, but the Dustkeeper XO would make him a lore-appropriate mirror to Yang;

Sinder Roze - Tactical or Improvisation

Out of the remaining scraps, the Hacker lady gets a pick of Tactical (for flexibility) or Improvisation (cause Cyberpunk)

Prophet Cha Dawn - ???

No matter what is left, it doesn't fit him. The only other alternative is for both Manifold factions to share an Aptitude so that Cha gets a freed one, and out of those two only the Abyssal one barely fits because of "attuned to something supernatural" thing.

Manifold Usurpers and Caretakers - Abyssal and/or Exotech

Alien(-like) aptitudes for Aliens.
Logged

Phenir

  • Admiral
  • *****
  • Posts: 1179
    • View Profile
Re: [0.97a] Second-in-Command | A full-scale skill system rework
« Reply #407 on: December 30, 2024, 04:28:53 PM »

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.
There's easy mode if you find it too hard. It makes enemies get less skills.
Logged

Vocation

  • Ensign
  • *
  • Posts: 35
    • View Profile
Re: [0.97a] Second-in-Command | A full-scale skill system rework
« Reply #408 on: December 31, 2024, 10:45:25 AM »

I changed it to easy mode and uninstalled exotica mod. It made the enemies a lot more fair to fight. I was just kinda peeved about an enemy that had nearly infinite phase time and seemed impossible to kill.
Logged

Dextixer

  • Ensign
  • *
  • Posts: 16
  • Here to help with writing in English
    • View Profile
Re: [0.97a] Second-in-Command | A full-scale skill system rework
« Reply #409 on: January 08, 2025, 01:20:16 PM »

Hello there Lukas. The SiC of "Starfaring" has a skill "Starmapping" that prevent the fleet from being slowed down when active scanning. However, active scanning still throws people out of sustained burn, thus slowing them. Do you think the skill could also prevent the fleet being thrown out of sustained burn while scanning? Or do you think it would make it too unbalanced?
Logged

qingfeng

  • Ensign
  • *
  • Posts: 8
    • View Profile
Re: [0.97a] Second-in-Command | A full-scale skill system rework
« Reply #410 on: January 09, 2025, 05:43:05 AM »

Can't the ship module receive bonuses from the deputy officer
Logged

t3rm1dor

  • Ensign
  • *
  • Posts: 6
    • View Profile
Re: [0.97a] Second-in-Command | A full-scale skill system rework
« Reply #411 on: January 09, 2025, 12:04:49 PM »

I see that in the mod combat skills get elite by default - is the SP that needs to do that accounted for as well?

Also compare to vainilla I think one of the biggest difference is in regards to 240 deployment scaling skills, on big fleets in particualar enjoying the full bonus is overall stronger.

As for suggestions, it would be cool to have officiers not be available from bars, the cryo pods would be a good candidates for unique ones, and for example automation in the persean sector doesn't make much sense with Hegemony imposed ai laws.
Logged

thebrickhead

  • Ensign
  • *
  • Posts: 12
    • View Profile
Re: [0.97a] Second-in-Command | A full-scale skill system rework
« Reply #412 on: January 09, 2025, 12:12:07 PM »

my biggest gripe with the mod that preventing me from using is the fact your non-combat xp only goes towards your combat skills and sort of forces you to murderhobo as much as possible to get those logistical skills you really need for an explorer/trade fleet
Logged

Pushover

  • Captain
  • ****
  • Posts: 310
    • View Profile
Re: [0.97a] Second-in-Command | A full-scale skill system rework
« Reply #413 on: January 09, 2025, 04:15:32 PM »

my biggest gripe with the mod that preventing me from using is the fact your non-combat xp only goes towards your combat skills and sort of forces you to murderhobo as much as possible to get those logistical skills you really need for an explorer/trade fleet
As someone who does a lot of trading, I didn't feel like this was a serious issue. It takes very little combat to hit level 2 on your officers. Bulk Transport is good enough for early game trading, and I'll get enough combat just incidentally from bumping into pirates or in the process of fixing my rep from smuggling to get level 2/3 for more exploration oriented skills. I would still agree that non combat XP should work for leveling XOs, or at least Logistical ones.

On a different note:

Minor exploit - you can assign yourself to an automated ship via the Neural Junction skill from the Automation tree, then swap that officer out to a different role (e.g. Technical) and continue to pilot the flagship.
EDIT: Typo - On Efficient Ordnance: "per ordnance point spendt on weapons".
« Last Edit: January 09, 2025, 07:38:21 PM by Pushover »
Logged

Hatboxer

  • Ensign
  • *
  • Posts: 4
    • View Profile
Re: [0.97a] Second-in-Command | A full-scale skill system rework
« Reply #414 on: January 09, 2025, 04:27:37 PM »

Hello there Lukas. The SiC of "Starfaring" has a skill "Starmapping" that prevent the fleet from being slowed down when active scanning. However, active scanning still throws people out of sustained burn, thus slowing them.

Thats not how it works for me.  Scanning doesn't break sustained burn.  Are you sure you have the skill selected?
Logged

Re-Search-er

  • Ensign
  • *
  • Posts: 30
    • View Profile
Re: [0.97a] Second-in-Command | A full-scale skill system rework
« Reply #415 on: January 14, 2025, 06:28:41 PM »

Tiny little problem: I can't find the sector seed in the new character sheet.
Logged

Brainwright

  • Admiral
  • *****
  • Posts: 783
    • View Profile
Re: [0.97a] Second-in-Command | A full-scale skill system rework
« Reply #416 on: January 15, 2025, 06:45:12 AM »

Hello there Lukas. The SiC of "Starfaring" has a skill "Starmapping" that prevent the fleet from being slowed down when active scanning. However, active scanning still throws people out of sustained burn, thus slowing them.

Thats not how it works for me.  Scanning doesn't break sustained burn.  Are you sure you have the skill selected?

Scanning breaks just about every other mode in vanilla Starsector.  Scanning not breaking Sustained Burn is a feature of the QoL pack.  So Dextixer needs to download the QoL pack and configure it to how he likes it.
Logged

krisslanza

  • Ensign
  • *
  • Posts: 41
    • View Profile
Re: [0.97a] Second-in-Command | A full-scale skill system rework
« Reply #417 on: January 15, 2025, 04:12:55 PM »

Come to think of it, with this mod, doesn't this mean the player is now an extremely terrible planetary administrator? Since we only learn Combat skills now, and far as I see, we don't gain the admin skills from leveling up or anything either.
Logged

Veritas427

  • Ensign
  • *
  • Posts: 5
    • View Profile
Re: [0.97a] Second-in-Command | A full-scale skill system rework
« Reply #418 on: January 18, 2025, 01:56:03 AM »

Come to think of it, with this mod, doesn't this mean the player is now an extremely terrible planetary administrator? Since we only learn Combat skills now, and far as I see, we don't gain the admin skills from leveling up or anything either.

The only player skill from vanilla that affected colonies in .97 is Industrial Planning, which you can very easily find administrators to cover. Yes it means you make less passive income, no you're not "extremely terrible" because you can still manage 2 colonies without a stability penalty problem, most colony value also comes from what you build and install anyway too
Logged

Veritas427

  • Ensign
  • *
  • Posts: 5
    • View Profile
Re: [0.97a] Second-in-Command | A full-scale skill system rework
« Reply #419 on: January 18, 2025, 02:30:07 AM »

Imo if anything could be added to this mod it'd be these

1. settings for how many skills XOs are allowed to learn, to make the game more or less challenging
AND/OR
2. for endgame content/fleets, spend story points to lock in an XO slot and grants that XO +1 more skill (also costs SP to undo, demotes chosen skill), similar to fully integrating an AI core. Gate this behind the player being level 15 themselves and XO being active duty long enough so it is intended for players that are doing the hardest content they have installed
Logged
Pages: 1 ... 26 27 [28] 29 30 ... 32