Lt. Commander
Join Date: Dec 2007
Posts: 120
From the latest Ask Cryptic:

"We are discussing both simple and radical changes that could be made to the skillpoint system, and we are still deliberating on exactly how we want to resolve the issue you point out. One popular idea is to break up skillpoints between ground and space so that you don't have to decide which region to focus on. Another radical idea is to restrict the ship classes you can fly to your captain's class until later levels. This would mean that if your captain was a Tactical officer, she could only fly escorts up until admiral ranks. This along with a restructuring of the space skillpoint tree could lead to some clearer skillpoint choices later on in ranks. Just an idea, nothing confirmed yet. I'm interested what you all would think of this."

Sorry Dstahl, but that's the absolutely worst idea from you I ever read. Not only would it reduce the playable class combinations from 9 to 3 for most of the game (putting STO under every MMO I know of), it also would hurt the Star Trek feeling. You want to be like Kirk and fly a Constitution as a tactical officer? Wait till you're admiral and the Constitution is useless. You want to fly a Galaxy as a scientist like Picard did? Well, wait for your next promotion.. Engineer in an escort like Sisko? Become an admiral first. You want to play like Janeway? Have fun!

Considering the other idea to divide skill points automatically between ground and space is not as bad, but simply not needed. If people want to focus on one area don't hinder them. All my characters have their specializations spread out and it works great, but part of the fun is to find a build that works for you. If people want to play without ground skills that's their right. They just shouldn't complain when they get their butts kicked.in the neglected area.

The skill systems just needs TWO simple fixes.

1) Let all weapon type skills cost the same. The weapons are mostly the same, and the skills all have the same effect. At the moment most people use the weapons with the cheapest skills.
2) Reduce the number of T5 ship skills. We don't need 3 skills for each type. Make one for escorts/birds of prey, one for cruisers, one for science vessels and one for carriers.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 2
02-11-2011, 12:43 AM
I play as a purist, Sci in Sci...Tac in Escort ...Eng in Cruiser...by choice. But I agree with the OP, don't take away the freedom to choose.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 3
02-11-2011, 12:49 AM
I would wager that the vast majority while leveling their first character do not get ships outside their class anyway. But the freedom to is great to have, and once a person is familiar with things I would also wager that their subsequent characters do have their toes in several ponds.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 4
02-11-2011, 12:49 AM
I must have missed that. I can't agree with you more K-Tar. The promise of ship classes being unbound by character class was one of the founding principles of this game that attracted me to it. Changing that would stink the same kind of stench as SWG NGE.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 5
02-11-2011, 12:59 AM
I have to concur, the locking people into tactical officers flying escorts, or engineers flying cruisers is one of the worst ideas ive heard of. i know its just an idea at this stage but no, no, no.

customization and the freedom we have to customize is one of the cool things about any game. locking us in is a bad idea.

im not even sure i like the idea of breaking up the points into ground and space.

if you want to do that then you can already - by distributing your points evenly. separating the two means you get less control as you are then forced to spread them out.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 6
02-11-2011, 01:02 AM
I also fear what this would mean for the KDF... I mean what happens the BoP becomes the Sci ship and loses its universal slots?
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 7
02-11-2011, 01:08 AM
Restricting captains from using a class of ship that's not their own would be bad... rewarding them for using the right ship class however... good :-)

If my captain is tactical and he flies a tactical ship... he knows how things work instinctively, which should increase his abilities. If he hops into a science ship however, he can fly it but things wouldn't come as smoothly to him so not only does he lose his tactical initiative but the science abilities the ship would normally have would also be less effective.

What you need is a special skill you get just for flying the same type of ship as your captains class to encourage people to do it without limiting them to it. Maybe add a 10% cooldown to ALL abilities when using a ship which class doesn't match your class to show that your 'not as quick' as you would be if it was a ship type you were used to.

Love the split ground/space skills idea tho.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 8
02-11-2011, 01:15 AM
I think they should just unify the Starship Command Skills, then people have a reason to fly different ships in pvp that that one type that they devoted a lot of skillpoints into. Plus it will give them incentives to deal with overpowered ships, because everybody would have decent access to every ship type if they invested skills in the proper tier of the uniform Starship Command Skill. I may be foggy about reading the reason they were thinking of locking in player type ships per class till admiral, I think this while being on the opposite spectrum of solutions handles the problem of people not being able to fly more then one ship idealy solves the problem just as well as locking in ship classes per your class till admiral levels.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 9
02-11-2011, 01:18 AM
I agree with the OP, player choices should be added to the game, not taken away.

Being able to fly your favorite ships from the movies and shows, regardless of your class, even at low levels, is one of the best features of STO.

It would be a big mistake to take that away from your players, especially new players.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 10
02-11-2011, 01:38 AM
Quote:
Originally Posted by QuanManChu
I play as a purist, Sci in Sci...Tac in Escort ...Eng in Cruiser...by choice. But I agree with the OP, don't take away the freedom to choose.
My characters look at the moment like this:

Main: Tactical/Cruiser (Excelsior)
1st alt: Tactical/Bird of Prey
2nd alt:Science/Science
3rd alt: Engineer/Escort
4th alt: Tactical/Cruiser (Galaxy-X)
5th alt: Engineer/Cruiser (but planning to switch to science vessels as soon as the Constitution becomes obsolete, final goal is the D'Kyr)
6th alt: Tactical/Cruiser (looking forward to the Orion bathtub)
7th alt: Science/Escort (looking forward to the Andorian ship)

Quote:
Originally Posted by AvatarContinuum
Restricting captains from using a class of ship that's not their own would be bad... rewarding them for using the right ship class however... good :-)

If my captain is tactical and he flies a tactical ship... he knows how things work instinctively, which should increase his abilities. If he hops into a science ship however, he can fly it but things wouldn't come as smoothly to him so not only does he lose his tactical initiative but the science abilities the ship would normally have would also be less effective.
This was discussed in open beta and rejected, because it would essentially force people into the ships that match their type to stay competetive. And look at the series. Only one out of four had a captain whose specialty would match the ship class in STO. Still they all saved the universe multiple times. (Can't remember how it was in Enterprise at the moment, was Archer an engineer or a pilot?)
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