Fractal Softworks Forum

Please login or register.

Login with username, password and session length
Advanced search  

News:

Starsector 0.98a is out! (03/27/25)

Pages: 1 2 [3]

Author Topic: What made me quit this run.  (Read 2419 times)

Tester50

  • Ensign
  • *
  • Posts: 37
    • View Profile
Re: What made me quit this run.
« Reply #30 on: May 14, 2025, 11:52:55 PM »

I take it you don't save scum as a matter of principle?

Naw, I have the brain of a goldfish - keep forgetting to save. ???

Then I figured that if I was gonna cheat via save-scumming, I might as well learn how to cheat via console. ::)

There also mod called AdjustableSMods lets you remove S-Mods not listed on the forums here, but some googling you'll find the github for it created by AudaxLudos
Logged

Megas

  • Admiral
  • *****
  • Posts: 12924
    • View Profile
Re: What made me quit this run.
« Reply #31 on: May 15, 2025, 05:07:47 AM »

For me, it is not the save-scumming (although doing that to pick skills is annoying too), but that the player needs the officers with skills matched to the ship, and if the fleet changes much, those officers probably become obsolete, and they must be replaced, which will burn SP without refund if those officers sent to the chopping block had elite skills you paid for.  Then player needs to grind more to level up the new officers.

In old releases, I freely changed ships and weapons, although ships and weapons were rarer and more easily lost back then.  Now, I cannot do that because officers are usually needed in the fleet to beat harder fights.  At this point, I just try to build fleets that do not need human officers.  While I like to try Support Doctrine simply to be free from human officers, that is not an option when my skills do not include Leadership 5.  (My builds have no Leadership at all.)
Logged

TheMeInTeam

  • Commander
  • ***
  • Posts: 247
    • View Profile
Re: What made me quit this run.
« Reply #32 on: May 15, 2025, 07:36:00 AM »

The game has reasonable avenues to attain most ships.

The criticisms of officers are legit.  It is time consuming to swap setups even if you save scum.  Mercenaries in their present form are a joke unless you re-spec to make your own officers mercs, which seems backwards.  Since you can reroll them indefinitely for money, they do not offer any meaningful constraints on decisions beyond being grind-gated.  I don't see any clear reason the game should be married to this system for officers.
Logged

Killer of Fate

  • Admiral
  • *****
  • Posts: 3436
    • View Profile
Re: What made me quit this run.
« Reply #33 on: May 15, 2025, 07:52:11 AM »

The game has reasonable avenues to attain most ships.

The criticisms of officers are legit.  It is time consuming to swap setups even if you save scum.  Mercenaries in their present form are a joke unless you re-spec to make your own officers mercs, which seems backwards.  Since you can reroll them indefinitely for money, they do not offer any meaningful constraints on decisions beyond being grind-gated.  I don't see any clear reason the game should be married to this system for officers.
they're not even grind-gated, unless you mean specifically the one you get through dementia, they are so incredibly rare, you'll barely find any. And if you do, they might have the wrong personality, wrong skills... Stuff like Energy Weapons Mastery and Ballistic Mastery at the same time. Which is like only good on an Eagle or a Falcon
Logged
off to write another nightmare

Lawrence Master-blaster

  • Admiral
  • *****
  • Posts: 1152
    • View Profile
Re: What made me quit this run.
« Reply #34 on: May 16, 2025, 02:40:48 AM »

At the very least something needs to be done about capstones being always offered for officer skill picks from level 4 onward. I am currently not even bothering with testing of any ship that doesn't benefit from either Missile Specialization or System Expertise because I know I will not be able to find officers for them in a real game.
Logged

Pizzarugi

  • Commander
  • ***
  • Posts: 159
    • View Profile
Re: What made me quit this run.
« Reply #35 on: May 16, 2025, 05:45:04 AM »

Probably not the answer OP or anyone is asking for, but I use the VIC mod to resolve my officer problem.

It allows you to reset your officers back to level 1 so you can choose new skills for them if you got unlucky with the selection. Unfortunately, they will keep one of the skills they previously had when reset so if it's something you don't care or want, you're stuck with it until you can find a replacement.
Logged

TheMeInTeam

  • Commander
  • ***
  • Posts: 247
    • View Profile
Re: What made me quit this run.
« Reply #36 on: May 16, 2025, 03:46:23 PM »

The game has reasonable avenues to attain most ships.

The criticisms of officers are legit.  It is time consuming to swap setups even if you save scum.  Mercenaries in their present form are a joke unless you re-spec to make your own officers mercs, which seems backwards.  Since you can reroll them indefinitely for money, they do not offer any meaningful constraints on decisions beyond being grind-gated.  I don't see any clear reason the game should be married to this system for officers.
they're not even grind-gated, unless you mean specifically the one you get through dementia, they are so incredibly rare, you'll barely find any. And if you do, they might have the wrong personality, wrong skills... Stuff like Energy Weapons Mastery and Ballistic Mastery at the same time. Which is like only good on an Eagle or a Falcon

If you want a new ship, you can build one or salvage within a few battles.
If you want to change your own skills, it's one SP of farming at most.
If you want to allocate officer skills into new build, you have to move planet to planet a great deal to get starting skills which are tolerable, then fight a ton of battles to get them to level 5 or 6.  This takes way longer than most other things late game, other than maybe replacing an entire fleet's worth of ships w/o SP refund from scuttling.
Logged
Pages: 1 2 [3]