changes sound good. glad they are upping the tech drop rate, although slightly does not fill me with confidence but every little helps. it can be soul crushing to do dozens and dozens of them and not see one. Im on about 70 now i think and still zip.
Just checked tribble and the Type 1 phaser is still the same as it is on holodeck.
checked it too, it got missed AGAIN and still dose pitiful damage.
the Paratrinic Shield Array i noticed has a higher capacity then my MK X cap3, regen is terrible though. the Numiri Regenerative Shield Array had a terrible capacity but a regen of over 300, might want to try these out.
there was also a cronoton torp on a cardasian mission that as far as i could tell it just did more damage per torp, any cronoton users might want that.
several interesting impuse engines as well, including the efficient engine.
think there were at least 2 unique ground weapons too, 1 the overcharged plasma sniper.
We will be bringing the Tribble server down for maintenance to apply a new update.
"Astrophysicist" now improves a slightly wider array of Science abilities.
Updated version now encompasses most available Science powers.
"Techie" now improves Starship Hull Repair, removed bonus to EPS.
"Warp Theorist" now improves both Warp Core Potential and EPS.
"Efficient" bonus adjusted to match scale of formula under the updated skill system.
"Leadership" now adds a flat skill bonus to Subsystem Repair, in addition to increasing Hull Regeneration rates.
This updated version will now be applied from Bridge Officers, and the skill bonus is stackable.
The Hull Regeneration bonus does not stack.
"Joined Symbiote" has been reworked.
Original version gave a flat bonus to the effectiveness of all space skills and space weaponry.
This updated version attempts to fill the same role by applying a similar bonus to several different new skills.
From a min / max point of view and looking at the math behind the traits, it's sounds like "Astrophysicist" has become the BEST trait to have for space, because it gives (in total) more bonus skill points to the players character. Unless all traits that provide a bonus to skills, provide an equal number of skill points each... Then "Astrophysicist" will remain the best for min / max strategy and the other traits will become less desirable / no longer used by many.
I'm guessing Captain_Geko is the lead on the traits, he should take a look at them from his math point of view.