Commander
Join Date: Aug 2012
Posts: 414
# 1 What If...
12-26-2012, 08:52 PM
What if Science abilities improved your energy weapon type procs?


For example,

the extra drain your Tetryon weapons do to enemy shields and power drain on Poloron weapons is further modified by Starship Flow Capacitors skill.

the DoT damage your Plasma weapons do to the enemy's hull and Crit chance on Antiproton weapons are further modified by Starship Particle Generators skill.

the duration of Subsystem Disable for Phasers and Damage resistance for Disruptors is modified by Starship Subspace Decomplier.

Would it be good, bad or what?

Also, what if Energy Weapon Specialization also increased the % chance of the proc?
Captain
Join Date: Jun 2012
Posts: 3,146
# 2
12-27-2012, 05:15 AM
would be a little unfair for weapons that profit from high tier sci skills.
at the end, we would endup where the skillsystem started...with each energy type skillable, which didn't allow you to change your weapons without a respec.

it would also force me into synergies taht i do not want: phaser and tricobald, sci leach builds only with tetryon or polaron...which makes other combinations not viable anymore.

actually i think the skilltree is not needed anyway. and here is why...80% of the skillpoints are identical to each and every class and build...the sci skills are actually the only one that vary from build to build.
i think getting rid of the skilltree in favour of a more customizable ship (consoles and deflectors in particular) would be the better approach.
meaning that instead of skilling for instance flow capacitator in your skilltree you put in a flow capacitator console (with more than 80 points on it)...if you switch abilities away from flow capacitator, just take out the console...Like that you can customize your ship each and everytime to the needs of the mission ahead without being cut short by your skilltree.

another example, threat controle, this skill should be in no way a fixed skill in a skilltree...it would be best on a console that is full with stats for tanking.

it is really "cryptic" how cryptic could redesign the skilltree a year ago, or more, without even looking at other games that just had way more conveniant skill systems. as it is now, i'm not even sure if it is actually better than before...there are less skills, but the system is the same awefull one as before.
Go pro or go home

Last edited by baudl; 12-27-2012 at 05:21 AM.
Captain
Join Date: Aug 2012
Posts: 3,610
# 3
12-27-2012, 05:51 AM
This actually brings up a point I brought up in an earlier thread. Why are we limited to only one skill tree? Why not have multiple skill-pages? Like one for tanking that's incredibly defensive heavy, and one for assault which is damage specced, and one for sci which is mind-**** specced?

Other games have it, and I figure it would put an interesting twist in this. Of course you wouldn't be able to switch it during battles, but only in systems with shipyards. For example I would have a tanking page that I would use almost exclusively with cruisers/battlecruisers and some of the tankier escorts/raptors, and a damage dealing page I would use exclusively with escorts/raptors, and a mind-**** page I would use with sci ships.

Would certainly add an interesting twist.

(believe it or not this actually is still on topic with OPs post).
It is said the best weapon is one that is never fired. I disagree. The best weapon is one you only have to fire... once.
Why the Devs can't make PvE content harder. <--- DR proved me wrong!
Commander
Join Date: Aug 2012
Posts: 471
# 4
12-27-2012, 06:35 AM
Quote:
Originally Posted by kiloace View Post
the DoT damage your Plasma weapons do to the enemy's hull are further modified by Starship Particle Generators skill.
This used to be the case. It is no longer. Tested and confirmed. I too think it should be reverted so that some science console boosts it.
Captain
Join Date: Nov 2012
Posts: 585
# 5
12-27-2012, 07:11 AM
Quote:
Originally Posted by kiloace View Post
What if Science abilities improved your energy weapon type procs?


For example,

the extra drain your Tetryon weapons do to enemy shields and power drain on Poloron weapons is further modified by Starship Flow Capacitors skill.
They already work that way.

Quote:
the DoT damage your Plasma weapons do to the enemy's hull and Crit chance on Antiproton weapons are further modified by Starship Particle Generators skill.
It'd be nice. Plasma Energy weapon consoles already buff all plasma burns (torps, mines, and Eject Warp Plasma included). Particle Generators currently only buff Eject Warp Plasma's burn.

Quote:
the duration of Subsystem Disable for Phasers and Damage resistance for Disruptors is modified by Starship Subspace Decomplier.
This would be interesting, but I'm not convinced longer disables are a good thing for Phasers, given their ability to leave you shieldless.

Quote:
Would it be good, bad or what?

Also, what if Energy Weapon Specialization also increased the % chance of the proc?
I really don't think giving Phasers, and appropriately kitted Polarons, a higher chance to proc their abilities is a particularly good idea. If Polarized Tetryon Arrays w/ their 10% proc chance came with an [Acc] Mod or two about every sci ship w/ Flow Capacitors and a great many cruisers would be running them almost on principle alone.
Commander
Join Date: Aug 2012
Posts: 414
# 6
12-27-2012, 08:00 AM
Quote:
Originally Posted by baudl View Post
would be a little unfair for weapons that profit from high tier sci skills.
at the end, we would endup where the skillsystem started...with each energy type skillable, which didn't allow you to change your weapons without a respec.
Yeah...right. Although it would really be more of a bonus to what skills you're running as a Sci officer than anything. Like, if you specialize in sensors and placates, you'll synergize better with phasers. Little icing on the cake for your specialty if you know what I mean.

Quote:
it would also force me into synergies taht i do not want: phaser and tricobald, sci leach builds only with tetryon or polaron...which makes other combinations not viable anymore.
Oh...okay.

Quote:
actually i think the skilltree is not needed anyway. and here is why...80% of the skillpoints are identical to each and every class and build...the sci skills are actually the only one that vary from build to build.
i think getting rid of the skilltree in favour of a more customizable ship (consoles and deflectors in particular) would be the better approach.
meaning that instead of skilling for instance flow capacitator in your skilltree you put in a flow capacitator console (with more than 80 points on it)...if you switch abilities away from flow capacitator, just take out the console...Like that you can customize your ship each and everytime to the needs of the mission ahead without being cut short by your skilltree.

another example, threat controle, this skill should be in no way a fixed skill in a skilltree...it would be best on a console that is full with stats for tanking.
Maybe not a bad idea. The threat control thing though, I would expect that to be the opposite. Like, for the skills that directly modify your ship, add consoles. Things that are captains choice though like Threat Control and Attack Patterns and Overall Energy/Projectiles would be skills though.

We would need a lot more ship customization to make up for it all though. Maybe even divided into sections like "Main Engineering" and "Sickbay" where you could modify the layout of your modifiers, change power levels, etc. And a LOT more console slots.

Quote:
it is really "cryptic" how cryptic could redesign the skilltree a year ago, or more, without even looking at other games that just had way more conveniant skill systems. as it is now, i'm not even sure if it is actually better than before...there are less skills, but the system is the same awefull one as before.
I think it is better, but mostly because

1) It makes diminishing returns more obvious and I feel less guilty for only going to "6"

2) It is easier to understand for some reason

3) It is less about specificity and more about general bonuses. The old skill tree made you choose between tetryons and polarons, but this new one just makes you choose whether you care about energy crits or projectile crits. That seems better because it doesn't restrict your captain choice and still affects your playstyle.
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