Lt. Commander
Join Date: Dec 2007
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# 1 Path to F2P Dev Blog #18
11-04-2011, 02:34 PM
In today's entry on the Path to F2P, Lead Designer, Al Rivera, introduces us to the new space skills, now available for testing on Tribble.

Link to the Article
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 2
11-04-2011, 02:52 PM
Quote:
Originally Posted by StormShade
In today's entry on the Path to F2P, Lead Designer, Al Rivera, introduces us to the new space skills, now available for testing on Tribble.

Link to the Article
I LOVE THIS CHANGE. GREAT WORK CRYPTIC
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 3
11-04-2011, 02:53 PM
my very first reaction is that i like the look of this. it will be a bit of a pain relearning what stuff does but it looks pretty good from what ive seen so far.

i dont know if its just lag but the reaction time was a bit slow. so when i added something that would increase my power levels. it took about 10 seconds for them t change. on holodeck it took about 1-2 sconds.

might just be everybody changing at once but at first glance it looked like it was not working.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 4
11-04-2011, 02:53 PM
If there's one thing I don't understand... it's why the "Starship Engine Performance" and "Starship Shield Performance" are Tier 4 while their Weapon and Auxiliary Power analogs are Tier 5. The end result is the same - more power points to distribute - so I don't think that the argument that weapon and auxiliary power have a larger role in DPS hold much water.

One improvement I could see as worthwhile is putting these powers all on the same tier.
Lt. Commander
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# 5
11-04-2011, 02:59 PM
I must say, my initial reaction to this change is a positive one. I can now experiment with a wide varitey of weapon types without penalty. I've never tried antiproton weapons for instance because I did not want to resepc for it only to find that I did not like it.

Kudos on the much needed changes. So far I like what I see.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 6
11-04-2011, 03:02 PM
Allrighty, time to roll up those sleeves and dive right in.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 7
11-04-2011, 03:05 PM
Even if this particular iteration isn't perfect, the idea behind it is fantastic. This is literally one of the three things I was griping about my first week into the game, it it looks like you guys are going to fix that sucker up nice. I love it!

It will be fun to see this change take shape over the coming weeks!
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 8
11-04-2011, 03:19 PM
Ok ... I can't for the life of me get my points to balance out to zero. Anyone else having this problem?

I always have 100 points left.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 9
11-04-2011, 03:22 PM
All of the damage skills are at the top, with healing at the bottom. Way to design!
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 10
11-04-2011, 03:30 PM
Over all a good change. I like the fact that we can now spec for specific abilities rather than ship types or weapon types. Though the reduction of interdependency between active abilities and skill tree boxes may have gone a bit to far. I actually liked the rather complex planing for some abilities in combination with various consol and deflector options.

At first I also found that there may be not enough different options, but there I was wrong, With the amount of points required the new system seems to be still leaving enough options for specialisation.
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