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So if you want a giant ship, not a problem, and with Star Valor too you don't have to switch to larger slower ships (which often in some of those games end up faster anyway due to the best outfits being that much more powerful).
Star Valor is also much more solo friendly. If you don't want a fleet, don't get one, it is not a problem. Fleets require quite the investment, and if you do put in the money and effort they become insanely powerful as you'd expect, BUT if you want to be a snubfighter taking on armadas, you can do it here. You even get, through the 'space pilot' knowledge track, bonuses when not in a fleet that add up to quite the performance upgrade.
Savescumming is... iffier here: you don't have to set permadeath or anything, but some things like random encounters and boss weapon layouts get re-randomized if you load from another sector. It's also possible to escape, and so can your fleet-members (not just if you're a carrier; there's also an emergency warp-out ability).
It's certainly possible to do so, but loading saves more often involves either your death (not much choice there) or you having screwed up like forcing a near-dead fleetmember to warp back into the fight where they then get blown up, or that sort of thing.
As for skill vs stats, that partly depends on your size: shuttles and yachts live almost entirely on your skill, but if you WANT it's also possible to just set yourself up in a giant brick of a dreadnought with the express intent to f-off for a sandwich while you and another dreadnought or two's auto-gunner seats do all the work.
Naturally I prefer the small end, where you can punch way above your weight if you can understand what you're doing even as little as I do.
It changes a lot on bigger ships, when it gets more 'strategy' focused and less skill based. There is also the solo vs fleet style. Any is valid.
There's no denying in Star Valor that small craft (size 1/2 in particular) make things an action game. We dodge shots, find blind spots, outmaneuver and gun down targets far larger than ourselves with wild abandon.
With a much bigger ship, reflexes stop being a thing and it becomes more about basic positioning, like "who has the most guns in range and firing angles of the other guy" and "how many can fire at us at this time". There comes to be a far larger focus on your 'stats', tanking and dishing firepower out using your crew and a few main guns hooked to your mouse.
It might be better for you at those scales, but it's always going to feel a bit more action-oriented than Starsector, where the fighters aren't exactly something you fly a single one of against endgame fleets (something the top yachts are more than happy to do in Star Valor).
Piloting is even more fun than Starsector. You really can go all the way into high-agility combat, and build a ridiculously expensive yacht-class ship brimming with power.
Problem is though that you can't see very far while piloting such a small ship, meaning that it's often only possible to see larger targets on the radar as it's not safe to get close enough to see them.
Fleet combat is as terrible as Endless Sky, having all the same problems. The AI is stupid, you have little control over what your ships do, and it's so much work and expense to acquire and outfit a ship that any loss is unacceptable.
I've found myself never ever deploying my ships because they'll almost certainly get themselves killed and it's so much work and expense to replace them that there's no way I'd be willing to take any losses.
Starsector at least makes it possible to sustain losses without too much trouble.
Each of your fleet ships have a behavior panel where you can define their role, combat tactic, keys and when to dock for repairs (in case you have a carrier) or use emergency warp. They will never die, even suffering overkill damage, if they can emergency warp.
The thing is, they need to fully heal before being able to emergency warp again.
Also, it's important that the pilot you assign to the ship be at least a Gunner or Pilot. Ideally you want both skills on it. So if you add any crewman to fly the ships, they will do terrible. They will prioritize learning pilot and gunner though, if they are ship commanders.
Starsector and Star Valor are exceedingly different styles of games, which appeal to quite different types of players. Star Valor should definitely aim to keep its unique identity and should definitely NOT try to be a Starsector clone. We already have a Starsector, why would anybody want another one??
Starsector has a larger team and has been in development for much longer, so indeed it has more depth and deeper mechanics. I respect Starsector immensely. However it's not a game for everybody. I find it hard, punishing, frustrating; an obviously good quality product, one that I would definitely recommend to others, simply not the experience I was wanting for myself. Manually piloting a starship is a very difficult task in Starsector. I have yet to get comfortable with the controls, despite doing the Tutorials, trying the Missions, using the mouse steering option on, and reading dozens of piloting guides on forums. It is, of course, a deeper combat experience, awesome ideas about "hard flux," awesome choices about distinct weapon types, cool High/Low Tech ship roles, and faster ships have excellent roles to play in a fleet engagement. But I can't steer the ♥♥♥♥♥♥♥ ship well so I don't pilot a ship at all and are forced to watch blips on a strategic screen while my officer piloted ships auto fight. If you don't have the skill to pilot a ship, then you are punished by not even getting to see the battle itself.
Star Valor's game mechanics are simpler, but they're simple to understand and easy to use. I've never had any problems piloting a ship in Star Valor, ever. I've therefore been able to play more of Star Valor, because I can actually play out all of the battles. It's great for players who want to pilot a solo ship. You never need to control a fleet, so I never bother.
Both games are great. I prefer Star Valor, but I respect those who prefer Starsector. They are very different games, and appeal to different kinds of players.
Starsector says it's in alpha despite seeing fairly little further development and feeling like a complete game in terms of features and progression. Most games would have announced a full release loooong ago in this situation.
Star Valor announced their release way too early, they're still working out some of the basic features and there's very little for the player to do.
i agree,was looking foward release of start valor thinking end game faction wars will etlist be ipmlemented correctly,but its yust bare bones,not even that.
But the developer here stays very active and is always interested to hear ideas and feedback, which is one of the reasons I bought the game. Some of the things coming down the pipe in the future look really fun.
imo why not have both. ill wait till the devs of starsector release on steam and get that one too.
It'd be like trying to compare Star Trek to The Expanse. The Expanse should not aim to copy Star Trek, and Star Trek should not aim to copy The Expanse. It's a debate that misses the point.
I too acknowledge that Star Valor deserves to have further updates and improvements. But so did Starsector, in the first couple of years of its development. So did No Man's Sky. Frankly, so did Diablo II.