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Author Topic: New patch - supply drain too intense? Supplies too expensive?  (Read 35980 times)

Axiom

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Re: New patch - supply drain too intense? Supplies too expensive?
« Reply #45 on: September 14, 2013, 10:00:10 PM »

I have hit 1 boarding event. I captured the lasher with all of my 7 marines and only lost 2. (much better than usual as of .54)

As for supplies, yes at first I might have agreed with the OP. However, after playing for a while I noticed that some battles drop absurd quantities of supplies. carrier fleets mostly, I think.

if you keep an eye on your supplies and don't sell everything you own for that fancy new paragon or something its not hard to keep in supplies.

(my problem is that I so frequently have more than I can carry and am literally bursting at the seams)

Also, I run a carrier fleet, so my logistics may be even worse than yours. (I hit around - 70ish supplies a day for a bit. THAT was a problem.)

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PCCL

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Re: New patch - supply drain too intense? Supplies too expensive?
« Reply #46 on: September 14, 2013, 10:03:17 PM »

It can be fixed, don't get me wrong, but it just isn't working well atm, and if the idea is to keep certain ships out of players' hands unless they spend lots of time courting Lady Luck (rather than her Aunt Skill) I kind of think it should be shelved

The idea is that some ships are out of the players' hands unless they spend time on luck, but most ships can be gotten from stations so that's not really a problem. My problem with boarding right now is that it rarely happens and keeping a team of marines for boarding is not practical enough due to supplies

Or maybe ships will be boardable, but sometimes (more oftentimes) "salvageable" where she's never gonna fly again, but marines can be sent on board to salvage whatever is left of her, additional loot, money, hostages (if that can be a thing later) etc.etc.

that will strike a good middle ground between boarding and no boarding I think.


Quote
I'd be OK with less drop rate for Supplies... if and only if it all worked, monetarily.   Right now, it would not.  The haul from weapons is pitiful vs. the cost to buy supplies enough to capture enough weapons to buy supplies- it wouldn't work out for anything past a couple of Frigates and a Destroyer, and even then, it'd be pretty easy to get into a death-spiral.  I don't support changing that until the entire thing has had a lot more testing put into it.

Really? I found it perfectly easy to stay out of a death spiral... As long as you have a freighter or 2 around you would be fine for a medium sized fleet (cruiser, 2 destroyers, a number of frigs and a sizable air wing with bombers, fighters and interceptors. The cruiser is a venture and an additional tarsus provides the supply capacity)

I don't mind supplies being the defacto currency, unless you're in the aristocracy, a piece of gold isn't gonna do as much for you as the next meal. In fact I quite like it. Fighters definitely need a buff though, as is they're quite ridiculous
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Histidine

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Re: New patch - supply drain too intense? Supplies too expensive?
« Reply #47 on: September 14, 2013, 10:15:08 PM »

I've had 5 boarding events thus far (over a period of too-many-hours-for-my-own-good).

Tried long-distance marine launch once. Ship ran away and I lost a few marines.
Tried dock-and-board three times. Ship self-destructed once, was damaged beyond repair twice.
Decided to just sink the potential boardee once. Ship ran away.

So either the RNG just really hated me that day, or (IMO at least) the boarding event chances are a bit off.

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Midnight Kitsune

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Re: New patch - supply drain too intense? Supplies too expensive?
« Reply #48 on: September 14, 2013, 10:21:56 PM »

I've had 5 boarding events thus far (over a period of too-many-hours-for-my-own-good).

Tried long-distance marine launch once. Ship ran away and I lost a few marines.
Tried dock-and-board three times. Ship self-destructed once, was damaged beyond repair twice.
Decided to just sink the potential boardee once. Ship ran away.

So either the RNG just really hated me that day, or (IMO at least) the boarding event chances are a bit off.
I agree with you that the boarding RNG is FUBAR (5 or 6 boarding chances and they ALL went boom...) Something is just not right
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Axiom

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Re: New patch - supply drain too intense? Supplies too expensive?
« Reply #49 on: September 14, 2013, 10:23:53 PM »

ah, my understanding of the lore is that this game is set in what amounts to a "post apocalyptic" universe. Where mankind's great civilization has come, and it has gone, and everyone is left fighting for the scraps of what once was. So with that in mind
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supplies being the defacto currency
Quote
Supplies might as well be the real currency
Of course they are. Why shouldn't they be? :P
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ciago92

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Re: New patch - supply drain too intense? Supplies too expensive?
« Reply #50 on: September 14, 2013, 10:40:17 PM »

I am wondering to all those who sell all the supplies to buy large ships: What do you live off of? Is there just enough supplies from loots to sell AND eat?

yep. get a destroyer or two plus a couple levels in navigation so your burn level is five. big enough fleet to scare buffalo mk 2s plus escorts if need be (pretty easy for just the buffalo tho). harry them down to 0CR (harry, leave, be faster than them so catch up and harry again. after the second or third harry they literally fly around in circles) then send in any single non-talon fighter wing (talons may even be sufficient just haven't tried them) salvage supplies after the massacre. 70-100 supplies plus half to all the weaponry from the buffalo and <10% hit to the CR of one fighter wing. pretty easy
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PCCL

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Re: New patch - supply drain too intense? Supplies too expensive?
« Reply #51 on: September 14, 2013, 11:03:46 PM »

ya, but a destroyer or 2 isn't what I'd call large ships...

What kind of fleets are we maintaining here?
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Magician

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Re: New patch - supply drain too intense? Supplies too expensive?
« Reply #52 on: September 15, 2013, 02:32:37 AM »

Majority of starsectorers seem to miss what's happening here. Let me be clear. It's EASY to maintain your fleet, it's EASY to earn credits and tons of supplies. But it doesn't mean that maintaining your fleet will be enjoyable. It doesn't make gameplay enjoyable. I don't think that there are many players who play only to maintain fleet.
 v.0.54 gameplay was "Space Battles". But with v.0.6 gameplay shifted from "Space Battles" to "Sims in space" or "Tycoon in space".

 I think that for now problem lies within game goals. 0.54 was all about battles as a game goal. 0.6 is all about logistics and thus gameplay revolves around logistics, so even combat starts to revolve around logistics. And in present state there are very limited ways to play the game of logistics. Thats why there are unsatisfied players complaining about supplies, fighters, frigates etc. The problem is not even that supplies are expensive, repairs and cr are expensive and fighters are useless in achieving game goals.
 
 Real problem is that we have very limited range of game goals (like maintaining your fleet through hunting carriers). Limited range of game goals means limited range of tools and strategies to execute. Means limited gameplay experience. Which is not what people usually expect. Really simple and fast way to solve this problem, without touching new systems introduced in 0.6, is to give new goals. For example battle in which deploying fighters and frigates or using other strategies isn't stupid. There should be many-many ways to play starsector, just because there are CR and supplies are expensive players shouldn't be forced in few cost-effective strategies. In fact every strategy should be effective in some situation. For now we don't have that many options to choose from.

 I read blog posts about new systems in 0.6 and I understand why this may be a necessary change. But these changes have to expand gameplay experience instead of limiting it. If there are only few cost-effective ways to play, you have to give new ways. While new changes may give new depth to gameplay experience, they shouldn't be annoying. Which is not a question of removing something, but tuning. Reducing your pool of viable strategies because of cost-effectiveness is annoying. Having more variants to choose from in my pool of strategies, because there are hundred of different situations and each has certain cost-effective strategy, is very enjoyable.

The funny thing which illustrates gameplay shift from combat to logistics is new pop-up with ship's info. In 0.54 it was 1 block of logistic's information and 2 blocs of combat stats. Now its the other way around.
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Uomoz

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Re: New patch - supply drain too intense? Supplies too expensive?
« Reply #53 on: September 15, 2013, 02:58:32 AM »

My 2 cents, because I always write 2 cents at best: The problem here is not the high cost of the supplies, it's the comparable super-low cost of ships. Maintaining a ship costs way more then it's purchase cost and it cheapens the "yeah, new ship!!!" feel.
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Histidine

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Re: New patch - supply drain too intense? Supplies too expensive?
« Reply #54 on: September 15, 2013, 03:05:18 AM »

ya, but a destroyer or 2 isn't what I'd call large ships...

What kind of fleets are we maintaining here?
My current fleet: Eagle, Hammerhead, Medusa, Condor, Gemini, Tempest, Wolf, Lasher, Gladius, Broadsword, Thunder, Talon (1 cruiser, 4 destroyers, 3 frigates, 4 fighter wings).
Uses about 13 supplies/day idling at max CR; I could save 3.9 supplies/day on that by getting rid of my marines.

Pirate Armada (the only pirate fleet that doesn't run from me) will dish out maybe 800 supplies a pop, so I don't really have to worry about going hungry. Opportunity kills on smaller fleets are good for around 100-200 supplies each.

I also have a Conquest I'm planning to use to invade Askonia, but I need another point of Leadership + Fleet Logistics before I can consider adding the logistics burden right now.
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Psygnosis

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Re: New patch - supply drain too intense? Supplies too expensive?
« Reply #55 on: September 15, 2013, 03:27:56 AM »

I came into this update expecting the worst.

My current playstyle would be destroyed. nerfed or just new mechanics breaking it.

Doesnt appear so at all. Currently rocking 5 lashers, a wolf and 2 Thunder Wings.

In fact for the first time ive had to buy a Hound simply to keep up with the amount of salvage im getting every day.

Never really got into destroyers much, too slow.
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firstattak1

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Re: New patch - supply drain too intense? Supplies too expensive?
« Reply #56 on: September 15, 2013, 05:49:45 AM »

@Magician This game was never soposed to be just about combat. The game is going to be about controlling fleets, changing the outcome to events, acting like a pirate and attack supply fleets, taking missions to help the tri, or back stab them, and give there info to the hegemony. This game was never soposed to be only about fighting.


Anyway, I'm doing fine on supplies. Like others have said carriers drop lots of supplies, and money for the matter. And sinse if I buy any more ships I loose logistics, I have all the money I need. And I have got boarding 3 times. First time I got a lasher after hard docking, the other two where buffalos and I tried hard dock and attacking for a far and they both blew up.

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Histidine

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Re: New patch - supply drain too intense? Supplies too expensive?
« Reply #57 on: September 15, 2013, 06:12:56 AM »

It just occurred to me: The problem isn't that you can't find  and catch enough pirate fleets to profitably whack for supplies (although that may be the case for some people), it's that you have to do it in order to survive. Aside from being patently unrealistic, it's going to be untenable in future versions when civilian playstyles are implemented.
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Krippakrull

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Re: New patch - supply drain too intense? Supplies too expensive?
« Reply #58 on: September 15, 2013, 06:49:44 AM »

It just occurred to me: The problem isn't that you can't find  and catch enough pirate fleets to profitably whack for supplies (although that may be the case for some people), it's that you have to do it in order to survive. Aside from being patently unrealistic, it's going to be untenable in future versions when civilian playstyles are implemented.

I am pretty sure civilian playstyles also will be bringing other ways to both aquire supplies as well as other ways to make a profit. Civilian ships doing civilian things would generally consume far less supplies than military ships doing military things anyways. If anything the supply mechanic could make the civilian side interesting, with hard cost/benefit decisions if a certain course of action is worth it.

While supplies are a bit of a grind at the moment (though with prudent fleet deployment and expansion they aren't much of a problem), I can really see how they can make for interesting gameplay when there are other objectives than hunting fleet after fleet.
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neonesis

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Re: New patch - supply drain too intense? Supplies too expensive?
« Reply #59 on: September 15, 2013, 07:22:59 AM »

Majority of starsectorers seem to miss what's happening here. Let me be clear. It's EASY to maintain your fleet, it's EASY to earn credits and tons of supplies. But it doesn't mean that maintaining your fleet will be enjoyable. It doesn't make gameplay enjoyable. I don't think that there are many players who play only to maintain fleet.
 v.0.54 gameplay was "Space Battles". But with v.0.6 gameplay shifted from "Space Battles" to "Sims in space" or "Tycoon in space".

 I think that for now problem lies within game goals. 0.54 was all about battles as a game goal. 0.6 is all about logistics and thus gameplay revolves around logistics, so even combat starts to revolve around logistics. And in present state there are very limited ways to play the game of logistics. Thats why there are unsatisfied players complaining about supplies, fighters, frigates etc. The problem is not even that supplies are expensive, repairs and cr are expensive and fighters are useless in achieving game goals.
 
 Real problem is that we have very limited range of game goals (like maintaining your fleet through hunting carriers). Limited range of game goals means limited range of tools and strategies to execute. Means limited gameplay experience. Which is not what people usually expect. Really simple and fast way to solve this problem, without touching new systems introduced in 0.6, is to give new goals. For example battle in which deploying fighters and frigates or using other strategies isn't stupid. There should be many-many ways to play starsector, just because there are CR and supplies are expensive players shouldn't be forced in few cost-effective strategies. In fact every strategy should be effective in some situation. For now we don't have that many options to choose from.

 I read blog posts about new systems in 0.6 and I understand why this may be a necessary change. But these changes have to expand gameplay experience instead of limiting it. If there are only few cost-effective ways to play, you have to give new ways. While new changes may give new depth to gameplay experience, they shouldn't be annoying. Which is not a question of removing something, but tuning. Reducing your pool of viable strategies because of cost-effectiveness is annoying. Having more variants to choose from in my pool of strategies, because there are hundred of different situations and each has certain cost-effective strategy, is very enjoyable.

The funny thing which illustrates gameplay shift from combat to logistics is new pop-up with ship's info. In 0.54 it was 1 block of logistic's information and 2 blocs of combat stats. Now its the other way around.
This post.
I couldn't agree more, especially the last paragraph shows what I'm struggling with. I mean, for the last four versions or so (I can't really remember when I joined) I knew every single stat of every single ship in the stock game.
Now I look at the logistic stats, and I really, really don't want to delve into that. I understand there surely are people that will love this aspect of Starsector, but... in my personal opinion, it's not enjoyable.
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