Very Important! Space Skill System Feedback
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Join Date: Dec 2007
11-05-2011, 06:55 AM
Originally Posted by
Seeing as i don't see a sticky thread anywhere to give feedback, i will post my thoughts here.
I would have posted in one of the other threads but it would have possibly gotten lost and i believe the level of detail in this response warrants its own thread
I'm not specifically sure what Cryptics intentions are when designing the new space skill system?
Generally in space powers and PVP there are 3 roles / classes.
Damage - Tactical
Debuff / Drain / Science Powers - Science
Healer - Engineer
I would have thought the new skill system would be designed to allow a player to pick a role and spec it out should they choose to do so, while also allowing them to go for a hybrid mix should they choose at the cost of less points in each respective field.
So if a player wanted to go full damage spec with full points in damage powers and his starship powers they could do so, but not have points for healing or science. If they wanted to they could then lower some of their points to gain some healing or science powers should they choose to.
Another example would be a player could fully spec a science route but not have any point in damage skills, but could then lower some of his science skills in order to gain damage skills if he wished to make a hybrid.
Right now the current skill system is flawed in that you can't really spec any route except healer. It punishes a player should they wish to go the tactical route. Most of the tactical skills are TIER5, before tactical was the easiest to spec into now its the hardest. Even worse the bop / defiant player is punished also , should you wish to spec into cloak you can't without sacrificing your damage potential.
All the healing skills are at the lower tiers except aux performance, healer as a class is now the eaisest to spec into, You can fully spec healing and gain weapon damage. Science is also hard to spec into and tactical is by far the hardest. Complete bias towards heal zombie beam cruisers while tac escorts that want to spec cannons / torps and go full weapons can't spec out without gimping your ship survivability
1. Move all baseline starship skills like shield strength, hull strength, movement and base power skills and basic damage skills go to tier 1 and 2
2. Making each class have equal number of skills in each tier from T3 thought to T5, so with this change we have a healer route , tactical route and science route while still allowing room for hybrids, while keeping the main damage and healing and science skills in the high tiers so you can't be master of all trades.
Proposed skill tree is as follows.
Starship weapon training
Starship warp core efficiency
Starship hull plating
Starship shield systems
Starship energy weapons
Starship projectile weapons
Starship Impulse Thrusters
Starship Electo-plasma systems
Starship Targeting systems
Starship attack patterns
Starship engine performance
Starship shield performance
Starship warp core potential
Starship armor reinforcements
Starship Grav Generators
Starship energy weapon specialization
Starship inertial dampeners
Starship shield emitters
Starship power insulators
Starship subsystem repair
Starship particle generators
Starship flow capacitors
Starship weapon performance
Starship projectile weapon specialization
Starship hull repair
Starship aux performance
Starship countermeasure systems
Starship subspace decompiler
Right now, Healer is a easiest to spec all the healing skills are at lower tiers , science is painful and tactical is damn near impossible.
This change would allow everyone to spec a role or partial spec hybrid and restore class skill point balance.
I have studied the skill tree and i believe this to be the most balanced approach.
Please post your comments / feedback. Thank you.
I like where you are heading with this. In my opinion, there are 3 roles that you can play:
2) Healing (which substitues for tanking most of the time)
I believe that the skills to perform the role to the highest degree, the other role abilities should suffer. So, if you are a tank / healer, your damage and control abilities should be weak, etc. The same goes for the Damage role... if you can do high damage, your ability to survive or control should be weak.
So, the skills that help with the most damage, control, or healing should be Tier 5, and so on down to Tier 1 which is the generic skills that most captains would have (basic weapon training, power levels, etc.)
I believe that skills to increase your shield and HP strength should be around Tier 3, and resistances should be around Tier 2. Basic weapons / stealth / basic power level abilites / etc. should be around Tier 2 (or Tier 1)
Also, I think there is too many "power" related abilities... I think taking out the Warp Core Efficiency / Performance is needed, and instead, grant that extra power into the specific power abilities (shields, weapons, Aux, Engine)