Lt. Commander
Join Date: Dec 2007
Posts: 120
# 11
08-15-2011, 02:27 PM
Quote:
Originally Posted by frontline2042
Take a deep breath and calm the hell down. You are flipping out over shadows, the only thing said in this months ask cryptic about skills was that there's going to be a space skill revamp next month, and the subject was about merging the subdivisions in ship classes (so no more assault cruiser skill and exploration cruiser skill. Just one generic T5 cruiser skill)
Hopefully when the skill revamp comes it'll let us essentially double our skill points (ie, points spent in ground don't take away from the points we can spend in space)
We are actually looking at a fairly aggressive reworking of the space skill tree; this is separate from a ground/space split, but will obviously impact it.

The primary intent of this rework is to make it no longer necessary to spec in specific damage types or specific ship classes, such that you can more easily shift between ships and weapon damage types without feeling obliged to respec every time.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 12
08-15-2011, 02:28 PM
See above ^
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 13
08-15-2011, 02:32 PM
Quote:
Originally Posted by Heretic
We are actually looking at a fairly aggressive reworking of the space skill tree; this is separate from a ground/space split, but will obviously impact it.

The primary intent of this rework is to make it no longer necessary to spec in specific damage types or specific ship classes, such that you can more easily shift between ships and weapon damage types without feeling obliged to respec every time.
Your ideas intrigue me and I would like to subscribe to your newsletter. <. .>b
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 14
08-15-2011, 02:52 PM
Quote:
Originally Posted by Heretic
We are actually looking at a fairly aggressive reworking of the space skill tree; this is separate from a ground/space split, but will obviously impact it.

The primary intent of this rework is to make it no longer necessary to spec in specific damage types or specific ship classes, such that you can more easily shift between ships and weapon damage types without feeling obliged to respec every time.
I'm intrigued and cautiously optimistic after reading this statement. I definitely approve of the concept of removing the specific damage and ship type skill breakouts. I'm guessing you can't give any significant details on this yet so I'll ask another question. Will this show up on Tribble soon for testing (September probably)?
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 15
08-15-2011, 02:53 PM
Quote:
Originally Posted by Heretic
We are actually looking at a fairly aggressive reworking of the space skill tree; this is separate from a ground/space split, but will obviously impact it.

The primary intent of this rework is to make it no longer necessary to spec in specific damage types or specific ship classes, such that you can more easily shift between ships and weapon damage types without feeling obliged to respec every time.
While it is certainly a good idea to rethink some skill options, especially the redundant boxes for each ship class, I hope that you do not make too radical changes, because I also like the fact that your choice actually matters and that you need to think about what ship or weapon to use with what build.

Example: While I would appriciate that you should get the same return on points spend in Plasma Torpedos as you get in Quantum Torpedos, it would be dull if you suddenly only have a "Torpedo" skill and thats it.

Same goes for Beam Weapons and Canons vs the spcialisations in different damages types.

Your choice should matter and you can always respec if you don't like your former choice.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 16
08-15-2011, 02:57 PM
It will still matter what you spec in, and some things will work better or worse, it's just with the new setup you won't have the situation that a skill literally adds nothing to your build.

For example, instead of a specific tiered Escort skill there might be Turn Rate, Critical Damage or Speed skills. On an Escort, the Turn Rate skill would be gold, whereas on a cruiser that has been set up as a beam boat with nothing but arrays, you might not care all that much - but the skill would still improve your turn rate.

The same principle would also apply for energy and projectile weapon skills.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 17
08-15-2011, 03:02 PM
Quote:
Originally Posted by Heretic
It will still matter what you spec in, and some things will work better or worse, it's just with the new setup you won't have the situation that a skill literally adds nothing to your build.

For example, instead of a specific tiered Escort skill there might be Turn Rate, Critical Damage or Speed skills On an Escort, the Turn Rate skill would be gold, whereas on a cruiser that has been set up as a beam boat with nothing but arrays, you might not care all that much - but the skill would still improve your turn rate.

The same principle would also apply for energy and projectile weapon skills.
Thanks for the update and theory crafting. I'm looking forward to more information as it comes out.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 18
08-15-2011, 03:09 PM
So, we're either looking at a general 'Improved Turn Rate' skill, or a 'Cruiser/Escort/Science Vessel Maneuvering' skill?
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 19
08-15-2011, 03:15 PM
Quote:
Originally Posted by Zoberraz View Post
So, we're either looking at a general 'Improved Turn Rate' skill, or a 'Cruiser/Escort/Science Vessel Maneuvering' skill?
If I understood Heretic correctly, general skills that apply to all ships. Ship specific skills are being entirely removed.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 20
08-15-2011, 03:17 PM
Quote:
Originally Posted by Heretic
It will still matter what you spec in, and some things will work better or worse, it's just with the new setup you won't have the situation that a skill literally adds nothing to your build.

For example, instead of a specific tiered Escort skill there might be Turn Rate, Critical Damage or Speed skills On an Escort, the Turn Rate skill would be gold, whereas on a cruiser that has been set up as a beam boat with nothing but arrays, you might not care all that much - but the skill would still improve your turn rate.

The same principle would also apply for energy and projectile weapon skills.
Thank you for responding to this topic as someone who focuses most of their skills in space because I only use one toon on the fed side and one on the KDF I was kinda upset to think I would be losing ability. I just like having my Tac be my only toon (tac fed and tac kdf) I invest alot in per character services and I dont wanna have to make an alt to fly my ships succesfully.

Heretic what your talking about sounds awesome. You have really made me feel better about this. Once again I thank you for your response keep up the good work.
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