Lt. Commander
Join Date: Dec 2007
Posts: 120
At least in the PvP community, it has become pretty much the norm to maximize for either ground or space skills and stick to what you're interested in. I suppose it's actually not that different in PvE. (WHen I was still doing mostly exploration stuff, I avoided ground combat and specced primarly for space. But that might just be me.)
I find this unsatisfying.

One appraoch I can see is to split up ground and space skills into two seperate skill categories. The big challenge here is - how does this change existing characters? Suddenly everyone has to manage two pools instead of 1, and you need a way to force all characters to respec to the new way.

Another approach I could see is approach a "dual spec" solution. You can switch between two specs - maybe specifically only ground or space, maybe just two different ones (so if you want to switch between Assault Cruiser and Fleet Escort builds or two different Kits, you can do that, too.)

If we do that, we need to add new ground skills for all classes, otherwise you end up with way too many skill points and everyone having everything maxed at tier5.

To add the number of ground skills, I would suggest that people could spec also into skills not of their class. THis wouldn't benefit their own kits, but their bridge officer, and maybe also teamed-up player characters. (Say, among all team members, the highest rank for a skill is used and 1/4th is added to your effective skill). This means people can optimize their builds for their choice of BOs (maybe you prefer to be a Science officer healing his Tactical BOs and team-mates)

Add in a "generic" skill tree to cover something all classes (and also racial abiltiies) can use.

For example (work in progress and not really perfected yet)
Generic Ground Skills
Tier 1 Skills
Fitness (Affects melee damage, hit points, ranged damage and evasion)
Mind (Affects kit abiltiies, shield points, resistance to holds)

Tier 2 Skills
Strength (Reduces melee attack cooldowns)
Dexterity (Reduces ranged weapons cooldowns)
Toughness (Increases hit points)

Tier 3 Skills
Intelligence (Affects all kit abilities duration)
Willpower (Affects psychic damage resistance and hold resistance)
Charisma (Affects allies/BO movement, hold resistances, and improves the cooldowns of activatable racial traits)

Tier 4 Skills
Athletics (Affects ground speed and hold resistance)
Resilience (Affects natural healing and damage resistance)
Technical Aptitude (Affects shield points and regeneration)

Tier 5 Skills
Scienctific Expertise (Affects all science kit abilities cooldowns)
Engineering Expertise (Affects all engineering kit abilities cooldowns)
Tactical Expertise (affects all tactical abilities kit cooldowns)

Class-specific skills do not affect cooldown or duration, they affect magnitude (e.g. how much damage does it deal, how much resistance, how much healing). We might also want to add some passive effects to some of the skills. (Tactical skills for example inflict extra damage with your weapon, and this would naturally make it a "premium" skill to have since everyone uses weapons, even if they don't use kits.)

BO skills would work like in space - reduce cooldowns.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 2
10-29-2010, 07:46 AM
Now see here... this idea I LIKE.

I do an awful LOT of PvP... but only SPACE PvP. When I make a captain, I always take accurate, evasion, Efficient Captain, and Warp Theorist... all space skills. When I lvl up, I don't EVER allocate points into ANY ground skill for ANY class. I just don't see the benefit. I have had several Admiral characters in the past... and with the exception of the BORG, I never find them challenging enough to 'waste' points in ground combat abilities.

By splitting them up, you create a forum for people to actually UTILIZE those skills. You vary peoples ability to create characters that are more than just 'ground tanks' or 'space tanks'. I would find this to be a GREAT way to have a more diverse and interesting character!

My suggestion would be, since ground abilities are so few compared to space abilities... perhaps you get a 'ground' skill point for every 4 or 5 regular skill points you spend. Also, when you make a captain, you get 4 space abilities, and 2 ground abilities to choose from.

Now I think THAT would make character builds FAR more diverse and interesting! Can we get a Dev opinion on this?
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 3
10-29-2010, 08:09 AM
funny thing here...

you already have one section of skills dedicated to ground. so in theory it is already split up for you.

while you just take it further, it is there. (and i like your approach, just that you offer more detailed info verses whats there now.)
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 4
10-29-2010, 11:49 PM
Quote:
Originally Posted by Sir_James_of_Cadiz
funny thing here...

you already have one section of skills dedicated to ground. so in theory it is already split up for you.
The problem is that you pay from the same skill point pool. A point spent into ground is a point not spent into space. And anyone min-maxing for this game will naturally avoid spending for ground skills.

It is kinda a choice in this game whether you want to spend your preciouis points on ground or space abilities - but the choice becomes negated once you enter the min/maxing territory. It is easy to avoid ground or space combat if you don't care about one of them. Exploration Missions of the wrong type? Just warp out. PvP? Just select the Queue you're interested in. Fleet Actions? pick the type of action you like and do that.

The only situation where you can't do that are the reuglar storyline missions. But - they aren't that hard at normal difficulty. Even if you're forced to do ground when you're specced into space or vice versa, you'll do fine. (If you're specced for ground, you still have lots of skill points over to spend on space abilities.)
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 5
10-30-2010, 02:34 AM
I been wanting them to seperate Ground and Space Skills for months now. Because a good majority of STO players invest in Space skills, in which there can be exception for Tactical players.


I really would love to see them improve the ground tree so it is more involved and actually tree out into actual class specializations. For example, right now STO Science can be both Doctor and "Scientist", but really saw McCoy or Crusher knowing Astrophysics.

Tacticals could easily have specialization into the various weapons and even advanced Martial Arts and not even needing weapons.

Engineers can easily go into a Turrets, Shields, Weapon Modifications, Drones (Medical, Attack, Support).

Science going into Medical Profession, Chemistry (make new types of gases to stun), or Physics.

Engineers and Sciences could have available basic weapon skills and martial arts.

Tactical and Engineers could learn basic medicine and make better use of Medical Kits and hypos.



If Cryptic does make the ground tree available, then they can enhance ground combat a bit more and make it challenging than a cakewalk on Normal Difficulty. And perhaps people fully speced for ground could go do the new Elite Mode and handle those terribily overpowered mobs.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 6
11-01-2010, 06:53 AM
Quote:
I been wanting them to seperate Ground and Space Skills for months now. Because a good majority of STO players invest in Space skills, in which there can be exception for Tactical players.


I really would love to see them improve the ground tree so it is more involved and actually tree out into actual class specializations. For example, right now STO Science can be both Doctor and "Scientist", but really saw McCoy or Crusher knowing Astrophysics.

Tacticals could easily have specialization into the various weapons and even advanced Martial Arts and not even needing weapons.

Engineers can easily go into a Turrets, Shields, Weapon Modifications, Drones (Medical, Attack, Support).

Science going into Medical Profession, Chemistry (make new types of gases to stun), or Physics.

Engineers and Sciences could have available basic weapon skills and martial arts.

Tactical and Engineers could learn basic medicine and make better use of Medical Kits and hypos.



If Cryptic does make the ground tree available, then they can enhance ground combat a bit more and make it challenging than a cakewalk on Normal Difficulty. And perhaps people fully speced for ground could go do the new Elite Mode and handle those terribily overpowered mobs.
Well, it doesn't seem as if players really care about this, though, going by the number of replies. Maybe there is some trick to posting threads I don't know.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 7
11-01-2010, 07:33 AM
Quote:
Originally Posted by MustrumRidcully View Post
One appraoch I can see is to split up ground and space skills into two seperate skill categories.
/signed

I greatly applaud and support this idea
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 8
11-01-2010, 07:50 AM
Funny. I have been lately thinking same thing and I was about to do a post about it.
This is very much liked and /signed.
Thanks for the idea.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 9
11-01-2010, 07:54 AM
Very much agreed.

All my characters are fully specced for space only, and nothing in ground.
With the exceptin of my Orion Tactical Officer, where i have maxed her out for Bat'leth combat, but after that the rest went into space.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 10
11-01-2010, 09:24 PM
Quote:
Originally Posted by MustrumRidcully View Post
Well, it doesn't seem as if players really care about this, though, going by the number of replies. Maybe there is some trick to posting threads I don't know.
You honestly would be surprised what people would think. Just that those on the forum are a fraction of the overall community. Basically, we are the vocal ones.

People complained about how bad Ground Combat is, and they are in the process of revising it. And its possible they could seperate the skill trees to maximize that revision. Which I think would be a wise thing for Cryptic to do.
Reply

Thread Tools
Display Modes

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is Off
HTML code is Off


All times are GMT -7. The time now is 03:50 PM.