#Automation Suggestions for Future Galaxy Upgrades

189 messages · Page 1 of 1 (latest)

signal frost
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This came up in the fleet discussion so I figured I'd make this thread while it's fresh in my mind

This thread's for potential automation upgrades that could come from galaxy bonuses, since Sylv was looking for info about stuff that's annoying to micromanage at the start of a reinforce.

Please feel free to add your own suggestions!

Some ideas I had:

  • Automatically gain warp completions up to S100 (i.e. you don't even need to run warps to level them up to a certain sector; clearing s90 in game counts as completing s90 in warps. you wouldn't gain essence from these completions, it'd just save the need to push them)
  • All crew members start at 500/200 stats (basically, start with 500 and 200 as your previous high for each stat. though I'd also be open to printing crew with 500/200. you'd also start with the appropriate rank/stat milestone bonuses. saves having to cycle through crew when you first unlock them to get stats/milestones)
  • +1 Permanent A/F/S Data Core (free datacores that are always in the respective A/F/S research and can't be moved. a few of these would make research a bit less fiddly early on & also serve as a "hey maybe go do AF" reminder when you start finishing AF stuff later on in the game with like 3 cores)
  • Start with all synth up to T9 infinite & all pre-capital synth upgrades purchased (I know people like the 89581823 notifications but it does get a little fiddly when you're hitting s80+ in a matter of minutes)
  • Start with all prestige bonuses up to Battle Cruiser unlocked (i.e. start w/ cap ship; probably something for g7+)
  • Laser Boost, Shield Boost, and Kinetic Volley automators have 100% efficiency (for earlier R's)

Some ideas I pinched from @cyan warren :

  • Auto-replace void shards when you get a new one (discard old one, put the new one in the old slot if it was slotted)
  • Auto-build & activate modules (if you have a free module slot and you unlock a module, it would automatically build & turn on)
cyan warren
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also for the auto-build and activate modules, being able to set them would be pretty nice

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maybe show all modules you've unlocked in prev. reinforces that you can designate to create and turn on in what order

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or some kind of module queue too

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capital ship problem: two(three) options
battle cruiser from s1
battleship from s75
both

signal frost
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oh also on the note of modules

  • Module finalising: small damage/shields modules can be "finalised"; always on and don't take a module slot (can "finalise" more modules e.g. salvage, base, crew exp over time)
hollow cove
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i think at some point you have to consider just starting ahead at a certain sector after reinforce (instead of from 1 with all these upgrades) though idk how much of that would break the game logic

cyan warren
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I think sylv still wants us to go from s1

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it really breaks the whole purpose of reinforcing

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some kind of 'module finalisation' is interesting though

hollow cove
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i meant at max it would be from s73/capital unlock

signal frost
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at some point it'll take like 30s to fly to s75, so it'll be pretty harmless to keep starting at s1

cyan warren
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ye

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and starting at higher sector isn't really any different from starting with the things you'd usually make to get there

hollow cove
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module finalisation is cool but also kinda defeats the purpose of having a limited number of active modules

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unless there's always something to replace them

signal frost
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that'd be the idea

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if you wanted to take a cynical approach you could ask "why not just give +1 module slot" since that's virtually the same thing, but it does help clear up the module screen as more stuff is added

cyan warren
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obsolete modules are already removed

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s. shields/boost automator are gone in battleship

signal frost
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ye but there are some modules like s damage and salvage that remain and are useful but they're kinda trivial in their purpose

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(well, salvage is useless once you hit m8s but that can still be a while)

thin nimbus
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All crew members start at 500/200 stats (basically, start with 500 and 200 as your previous high for each stat. though I'd also be open to printing crew with 500/200. you'd also start with the appropriate rank/stat milestone bonuses. saves having to cycle through crew when you first unlock them to get stats/milestones)
What about something like crew automatically prints starting at level 50 * (2 ^ StartingTier). So as you're powering up your starting tier via various upgrades, you're also removing a lot of the micromanagement of the initial sleeves on a reinforce.
Obviously the specific formula would have to be balanced, I can't recall what crew levels are roughly expected to be at each tier, but the idea would be that if you generally need roughly 1000/400 stats to get crew to M2, then once M2 is permanent, crew prints starting at least at 1000/400 so you're generally not having to re-grind up level or rank upgrades that you "locked in" with masteries.

bold warren
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I would love to have load out just try to load every few sectors, Because that would just set most of the fiddly bits of the game for the first 1-2 hours of a reinforce.

brazen swan
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loadout auto cycling would be interesting

cyan warren
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I dislike it because it requires creating loadouts for said sections of the game which will most likely be nightmarish

arctic siren
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I think an "auto retrofit" AI is doable. retrofits when you unlock a new ship, puts random things in new empty slots (maybe with a tiny bit of logit such as "prefer at least one disruptor"). could also trigger to tier up weapons when you have "enough" resources

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and just making these AI retrofits free is probably the easiest way to implement that safely

cyan warren
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random things, ew

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It would be better with options to preset things

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or just use the stuff that you had last time you used it

arctic siren
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well, you can change them and then they will stay

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having to tie it to a loadout would be gross

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and i dont believe the game currently remembers what you had in each slot "the last time" after a retrofit

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that would be some data to worry about, doable but more work

cyan warren
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esp. in the pre-capital phase when you unlock lots of things quickly but don't yet have capital systems for 100% refund

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that would be very nasty

arctic siren
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there is almost no point where, after a reinforce, a retrofit is a disaster when it involves switching ships or going up weapons (that you can afford)

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that's basically always good, even if it didn'

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didn't fill out the nodes "perfectly"

bold warren
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in the worst case you can just prestige and fix it.

arctic siren
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the way costs scale, the resource failure mode needs to be so bad it puts you in a position where you can't kill any enemies, because if you're getting salvage everything's fine

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capital ship era is maybe a little more complicated but ultimately similar

signal frost
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another thing you have to do early on when reinforcing is the one warp that unlocks warp sync for stats & compute, so any "start with warp tree [partially] finished" or even just "start with 1e11 essence" or anything like that would be handy

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also from the other thread via @mighty pecan :

  • auto-set synth recipe in newly opened synth slots (including first slot)
  • do not switch from alien synth to normal synth with smarter craft (perhaps add a toggle)
  • auto buy max for synth points & warp (would require the buy max buttons to be purchased as well)
cyan warren
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starting with everything up to the warp and compute sync might be enough to skip all the pre-capital warps 🤔 honestly we might as well start with the entire small warp tree

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and we do still need to actually run one warp for the sync to kick in because they don't do anything when warp coefficient is 1 lol

mighty pecan
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Why would Smarter Craft not switch from Regular Synth to Alien Synth?

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I suggested the complete opposite, to let Smarter Craft not switch from Alien Synth to Regular Synth.

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That way, once you maxed out Alien Synth, on future Reinforcements you can simply craft the Alien Synth recipe that you want without Smarter Craft switching you to T13 Experimental, or whatever else you still gotta craft in regular synth.

cyan warren
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I think they meant toggling switching between alien/normal

mighty pecan
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This is especially important on Reinforces, as you keep the Alien Synth levels, so you start Maxed, and have much faster Alien Synth progression than when you first start on Alien Synth, but your regular Synth is probably quite a bit away from completion at that point.

cyan warren
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also it will be okay in the future once we get infinite alien synth stuff

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(hopefully)

mighty pecan
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I doubt that'll be any time soon

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There would need to be a new Synth type for that to make sense

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But yeah, my suggestions would be:

  • Add AI for Compute Spec layouts (should have 4 layouts for Farm Pulverium/Farm Fortifium/Farm Adaptium/Push Sectors)
  • Add AI for Warp Essence autobuy (could require max buy)
  • Add AI for Synth Points autobuy (could require max buy)
  • Add AI for Synth autoselect (automatically set the first Synth slot on Reinforce, and automatically set later Synth slots when unlocked. These can be set to the same recipe as Smarter craft would switch to.)
  • Prevent Smarter Craft from switching from Alien Synth to Regular synth (This one should IMHO be a default feature and not require AI).
  • Add a Mastery +1 somewhere early, so when Crew unlocks, you automatically unlock all page 2 upgrades, without having to go click most of them, and then click the rest of them after doing M6s (which you can do very early at this point).
past wren
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spec maybe be part of loadout slots
warp/synth 100 ai points
autoselect 50 ai points

mighty pecan
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Honestly, they can be more expensive at this point

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And I would NOT like Specs to be part of the overall loadout slots

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Well, maybe they can be added there, but I much prefer them to be their own thing, like Base loadouts

past wren
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right

mighty pecan
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The overall loadout slots are a bit too cumbersome by trying to affect everything

cyan warren
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yes

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synth auto select can be added to r1 smarter craft bonus

signal frost
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but also yeah I think that should be a toggle anyway

cyan warren
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as with all things, toggles are good

past wren
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i heard you like toggles
added a toggle toggle, if you toggle it off, all toggles disappear including the toggle toggle itself

cyan warren
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lmaooo

mighty pecan
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Toggles are easy to forget about

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Plus, when do you ever want to auto switch from Alien Synth to T13 Synth?

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It's likely that VP is set to Resources, as it does nothing for Alien Synth

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When would this happen? When you Max the recipes? It is extremely more likely that you just want to farm more resources with the now better output, so you can buy more module levels, than that you want to auto-switch to subpar T13.

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So... just disable it. Don't make it a toggle. Then when you switch to Regular synth, and forget to toggle it off, it's gonna be super annoying.

cyan warren
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true

fringe wigeon
cyan warren
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yeah, but we have warp sync already

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so not too major

cyan warren
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and then you would also get all the rank and stat milestones associated with those levels

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because one of the problems of the post-reinforce is having to reprint and cycle through all of your crew multiple times in a very short span forcing you to prestige for biosleeves in order to get them all up to roughly the same level and have the rank points

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and since it's based on previous all time highest, the upgrade could be added very early, even as early as r1-r4

thin nimbus
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Personally I like my idea more, but I’ll take anything that reduces (or ideally eliminates) the micro management spam of crew at the start of a reinforce. 🙂

mighty pecan
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if you start with it all instead of rushing through it quickly, then that kinda takes it all away

mighty pecan
brazen swan
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In general I like th idea of rapidly acquiring stuff as opposed to starting with it

fringe wigeon
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Very well

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No worries then

cyan warren
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hmm fair enough

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I just keep forgetting to print some crew lol

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and then it gets 1000+ levels in one go

brazen swan
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crew cant start with stat levels on print since it interferes with potentially leaving a stat 0

cyan warren
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as if it doesn't take approximately 15 minutes to get rank 420

cyan warren
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the value is in starting with the rank milestones and stat bonuses without having to cycle crew, not having the stat levels on crew

brazen swan
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youd get the stat milestones from this

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it goes off highest

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atlernatively, what is the stat line required for rank 420 and coudl just start there

cyan warren
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yes

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just enough starting levels to get however many ranks and stat levels to save us a bit of trouble having to print all the crew early on

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I guess this shows the approx ranks one each crew by rank 420?

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though when we get it up here they are extremely skewed

brazen swan
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well its 52.5 ranks per so 53 ranks each so how many stat is rank 53 lol

cyan warren
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changes per crew lol

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depending on how many rank delays you have

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(how many do we have at this point usually?)

brazen swan
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at 51 when you unlcok crew?

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0

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wait, what is the big time saver here exactly?

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if printing the crew once is ok, it can just have the stat start at X once you level it once or osmething maybe

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oh wait

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coudl give a highest rank and highest stat start value

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then you just get all the milestones with no printing?

cyan warren
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main problem is unlocking crew really fast so you have to print through all of them very often otherwise you can easily end up with something like XP at rank 60 and IE at rank 12

brazen swan
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right, so ill just do primary , secondary, rank highest starts

cyan warren
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and you consume sleeves very fast forcing you to spam prestige because RS also doesn't have many rank points yet and at this point you can easily use 30 or 40 sleeves in one hour

brazen swan
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and youl lget a chunk of the milestones, and the xp bonus for the stats

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even with 1 crew unlocked only

cyan warren
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yep, that sounds good

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where would it be though? as an upgrade

brazen swan
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now to just make it not crash when you gain a jillion upgrades at once on later setups with this lmao

cyan warren
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lmao

brazen swan
cyan warren
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I mean like

cyan warren
brazen swan
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oh, just reinforce upgrades of some sort

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probably slap it on mastery starts aafte rthe first 2 or something

cyan warren
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I kinda thought it would be neat if it was like 10 or 15% of previous highest stat levels

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or previous all time highest

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so if you had crew supremacy it would cap out at like 600/300 which seems okay?

brazen swan
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I thyink youd like never get 420 start if it was % of highest

cyan warren
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lol

brazen swan
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oh but we dont need that now nvm

cyan warren
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yeah, for the earlier reinforces

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that way you could add it to like r2 bonus without being super OP

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since it would be based on overall highest crew progression

brazen swan
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ya that works, 10% of your highest is what it resets to

cyan warren
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how much in terms of stat levels would that be 🤔

brazen swan
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hu?

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10%

cyan warren
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no, I mean in terms of actual levels

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like if it was in r2 bonus

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how many levels is 10% of your usual highest from r1?

brazen swan
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uh a good bit I think

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im nto srue what people get to

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I think on R2 youd probably not be able to thit your ghighest again for a bit even at 10%

cyan warren
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hmm yeah r1 looks like ~3300 for the level milestones

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so maybe like ~150 levels in primary on ET when starting?

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seems pretty good

mighty pecan
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Setting previous highest should be enough. It's the leveling up that's a bit annoying (though really not that annoying, you can just spam prestige at S75 to quickly level them up). With previous highest, we wouldn't need to level them up, especially if previous highest counts for the upgrades

cyan warren
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(percentage of previous highest)

bold warren
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100% is a percent

signal frost
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was just thinking it might be nice to start with like 30x adv tracking/ablative shielding, since that gives you a buff to s battle that doesn't mess with 108+

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(or like "start with 50,000 waves killed" or something idk)

cyan warren
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adv tracking/ablative shielding/capital adaptive damage/shields no longer resets on reinforce :D

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(probably op)

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errr wait you can farm overkill boost to get hilarious numbers of waves

past wren
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capital has harsh diminishing returns

cyan warren
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no, don't do that

signal frost
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wouldn't be that OP, tracking/ablative goes away at s108

cyan warren
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ah true

signal frost
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the cap thing... well, it'd give eoc people a huge advantage which I don't like

past wren
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are you trying to do core computing challenge

cyan warren
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and capital one drops off hard enough that it shouldn't matter too much

cyan warren
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you have to kill 10 times as many to get 1.2x bonus

past wren
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not big unless speedrunning

cyan warren
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it should be fine I guess

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adaptive bonuses now use all time stats instead of per r

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it does say total after all...

past wren
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:/

signal frost
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like in a couple years' time that'll stack up quite a lot

past wren
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6 months and 5 years is also a 1.2x

signal frost
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hmm

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figured it'd be faster

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well, ignore me then

past wren
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unless void recuperator

signal frost
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well yeah I was assuming that

cyan warren
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even then you're looking at 1000x the time for a 1.728x bonus

cyan warren
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¯_(ツ)_/¯