Lt. Commander
Join Date: Dec 2007
Posts: 120
# 11
11-04-2011, 06:25 PM
Quote:
Originally Posted by Nasedo View Post
i agreee.... its to much of cookie cutting builds... who isnt going to have beam weapons and torpedo weapons?
BoP, Escort and Cannon Cruiser pilots?

Is it cookie cutter or does it just look that way at first glance? A lot of the builds I read these days have 2 copies of EPTS for full time shield hardening, is that not cookie cutter?

Maybe the new trees will allow you to focus on hull resistance, hull tanking, if thats your thing. 3 hours isn't really long enough to test it, although I do think we need some respecs thrown in so we can play with it.

Edit: Ok, so it's Energy Weapons and Projectile weapons now, the mention of beam weapons threw me. I guess everyone is gonna spec energy weapons.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 12
11-04-2011, 07:33 PM
Quote:
Originally Posted by mancom
Here is how the skill tree revamp could have been:
http://denkbassin.de/extern/sto/Skills1.png
Remove most ship skill boxes, unify them to generic T2/T3/T4/T5 ship skills with the same (100%/50%/50%/100%) rules that apply currently.
Problem of not being able to fly multiple ships: solved

Remove most energy weapon skill boxes, unify them to regular (phaser+disruptor) and advanced (all others) energy weapons at T3/T4. Do the same with torpedoes, there regular = photon, quantum and advanced = the rest.
Problem of skillpoint penalties for exotic weapons is significantly reduced while maintaining a bias towards the "canon" weapons to emphasize that these weapons are the regular load-out of most Fed/KDF ships.

Incrase the skill point cap by an amount X and force players to spend at least X points in ground skills.
Problem of ground/space only builds: solved, without making current specialised builds impossible.
This is a very good place to start. With respect to the work they've put in, they should scrap it and go back to the drawing board using this as a template. The new system doesn't meet the stated goals of allowing people to not be punished for specializing. It seems they went about it the wrong way. Now, you have to specialize in order to do your role (dps/heal/tank) and then, forget about living as an escort, since the tank can't throw heals on you anymore, since he'll need them... and tanks, good luck using your powers, since escorts can't keep up the dps... sci's... well, keep your heads down!
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 13 It needs further testing
11-04-2011, 08:08 PM
I agree with Mandrake above, we'll need more respecs to adjust as we play.

Personally, I'm still upset because they haven't fixed the "Nero" button ("Fire everything!"/fire all weapons). I relied on that to assist so I could assess the tactical situation and fly the ship. and adjust the shields in combat Selecting each weapon to fire is slowing down the game dramatically and taking the enjoyment out of the game. I have a tactical/weapons officer why can't he act to fire? We should have an option to close the tray and have the three buttons: Fire Energy Weapons, Fire Projectile Weapons, and Fire Everything, or open the tray to fire the weapons individually. I'd go into combat more if I had this option. Since I don't yet (as of the last time I played), I'm focusing on other areas until the option is restored.

If someone knows how to restore those buttons now, I'd appreciate them passing on the knowledge.

Thanks,

Sasdean
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 14
11-05-2011, 12:19 AM
And to remove the currently confusing parts about the skill system:

Just like stoacademy's skill planner can, make the game highlight all skills that benefit your current bridge officer setup and ground kit. This would greatly reduce confusion and be a huge improvement over the current "select one of a gazillion entries in a huge listbox, do this a dozen times and try to remember what you saw".
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 15
11-05-2011, 12:30 AM
OP, I agree totally with your changes, actually I was thinking along the same lines earlier today.

There wasn't really that much wrong with the old system. There are 3 skills that effect your Boff powers. Pick the powers you use and spec them.....there is even a tool to help now....

I really don't get why they are making such drastic changes.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 16
11-05-2011, 12:51 AM
Quote:
Originally Posted by FirstAngelus View Post
AND would be fun.
This may sound extremely harsh to some, but I feel that a lot of the things that have been done to this F2P beta aren't 'fun'. I think Geko is on the right track (WAY more work needs to be done, but a good start), and Heretic is working furiously so we can have fun, but the amount of boring grinding we have to do outweighs their efforts by a manitude of hundreds.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 17
11-05-2011, 01:03 AM
Quote:
Originally Posted by Cuffs View Post
Yes you are forced to take skills, if nothing in that tier interests you, but you want skills at a higher level. If you havent' spent enough points in a given tier, even if you don't want any more skills in that tier, you're forced to take skills in order to advance to the next tier. So yes... yes you are forced to take skills you don't want if the skillls you do want are at a higher tier,
To be honest, we have that *now* already. So, the fact there's no change in the new skill system is hardly unexpected. I'd like to see where Geko takes the skill system though, as he did mention this was all very much in flux.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 18
11-05-2011, 05:01 AM
Quote:
Originally Posted by mancom
And to remove the currently confusing parts about the skill system:

Just like stoacademy's skill planner can, make the game highlight all skills that benefit your current bridge officer setup and ground kit. This would greatly reduce confusion and be a huge improvement over the current "select one of a gazillion entries in a huge listbox, do this a dozen times and try to remember what you saw".
This is a wonderful idea!
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 19
11-05-2011, 05:38 AM
Quote:
Originally Posted by mancom
Here is how the skill tree revamp could have been:
http://denkbassin.de/extern/sto/Skills1.png
Remove most ship skill boxes, unify them to generic T2/T3/T4/T5 ship skills with the same (100%/50%/50%/100%) rules that apply currently.
Problem of not being able to fly multiple ships: solved

Remove most energy weapon skill boxes, unify them to regular (phaser+disruptor) and advanced (all others) energy weapons at T3/T4. Do the same with torpedoes, there regular = photon, quantum and advanced = the rest.
Problem of skillpoint penalties for exotic weapons is significantly reduced while maintaining a bias towards the "canon" weapons to emphasize that these weapons are the regular load-out of most Fed/KDF ships.

Incrase the skill point cap by an amount X and force players to spend at least X points in ground skills.
Problem of ground/space only builds: solved, without making current specialised builds impossible.
Would have worked for me. I could see, instead of making Tier X ship skills, split the bonuses of the skills across the tiers (say, Starship Conn for speed and turn rate, Starship Hull Plating for hull points, Starship Shield Systems for shield points.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 20
11-05-2011, 05:59 AM
Quote:
Originally Posted by MustrumRidcully View Post
Would have worked for me. I could see, instead of making Tier X ship skills, split the bonuses of the skills across the tiers (say, Starship Conn for speed and turn rate, Starship Hull Plating for hull points, Starship Shield Systems for shield points.
That would have been okay aswell! A remake of the science and engeneering trees, at least in the way thier doing is not a good idea.
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