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Lt. Commander
Join Date: Dec 2007
Posts: 120
# 10
11-06-2011, 01:09 PM
I really like the basic idea here, and even much prefer your suggested skill tree over the current build on tribble. I'm concerned that the over "simplified" direction they are taking is not necessarily good for customization.

Consider that there are five main systems being Weapons, Hull, Shields, Engines and Deflectors.

Weapons break down into energy and projectile (including mines) types. Tier 1 provides a basic boost to all of these. Tier 2 boosts energy weapons. Tier 3 boosts projectiles. Tier 4 boosts accuracy and damage. Tier 4 boosts critical severity and critical chance. Tier 5 boosts attack patterns.

Hull breaks down into capacity, resistance, and healing. Tier 1 provides boost to all of these. Tier 2 further boosts capacity. Tier 3 boosts resistance. Tier 4 boosts hull related healing skills. Tier 5 boosts capacity, resistance, and healing.

Shields break down into capacity, resistance, and healing. Tier 1 provides a basic boost to all of these. Tier 2 boosts capacity. Tier 3 boosts resistance. Tier 4 boosts shield healing. Tier 5 boosts capacity, resistance, and healing.

Engines break down into power allocation and maneuverability. Tier 1 provides a basic boost to all of these. Tier 2 breaks down into EPS Flow (power transfer rate) and maneuverability. Tier 3 splits into efficiency for all four power systems (grouping all four into one tier but not category. Tier 4 splits into performance for all four power systems (again grouping all four into one tier but not one category. Tier 5 boosts speed, turn rate, inertial dampeners, and resistance to movement disables.

Deflectors have the sciency subsystems like Sensors (confuse, placate), Emitters (Tractor Beam, CPB, PSW), Hazards (Polarize, Hazard Emitters). Tier 1 provides a basic boost to all of these. Tier 2 boosts sensors or resistance to sensors. Tier 3 boosts Emitters or resistance to emitters. Tier 4 boosts Hazards or resistance to hazards. Tier 5 splits to further boost effectiveness for all or to boost resistance for all (counter measures).

Now all of that is missing some things obviously, but while it's wordy it's also fairly intuitive. This makes it possible to create a ship that's moderate or specialized but not one that is great at everything. The idea is to allow someone to make a ship that has high damage output, a weak low hull, with low shield capacity but high resistance, and lots of speed, but no real resistance against movement crowd control. Or a ship that might have low damage output, high hull capacity, high shield capacity, low speed but good counter measures. At any rate, you could imagine all kinds of combinations without allowing someone to have high damage output, high tanking, high crowd control and high counter measures.

I might not be explaining it very well but the power of choice in builds is exciting but built in trade offs (sacrifices) make it more balanced. The current tree might be condensed but condensed isn't fun. Skilling up can be part of the fun so we shouldn't be dumping large quantities of points into a few systems. We should be dumping smaller amounts across many more simple to understand, streamlined categories.