![]() ![]() I absolutely remember those days from firsthand experience. I stepped out for 5 years, so that time you call "from what I hear" was effectively last month to me. I'm trying out some of those ideas.Īs I've said elsewhere, the real question is what do they want a point to be worth? From what we see on the table now, there are LOTS of other mechanics available within the existing engine that fit (or can be hammered) into that range of mechanical-advantage-per-skill-point. We've got a ton of open sockets just waiting to have things plugged into them. ![]() At its core we're looking at a 46/10 resource allocation pool where each 1-point choice could be literarily any mechanic supported by the engine, with the option to string nodes 1-1-1 or 1<2 to either make certain options require a 1-2 point pre-investment or to impose 50/85/100 diminishing returns on stacking a single value. Given how incredibly open-ended the basic structure is I want to see more choices like that. And the few things that aren't are dead sexy, with the potential to revitalize the game. Right now, I see a system that is for the most part incredibly flat. Most people's vision for what this system could bring to the game is fiercely narrow. But I DO want to help get the creative juices flowing. There's a multitude of considerations to be taken before adding anything I've thrown out there. I don't expect the Devs to dive directly on anything I've proposed. Even if you don't use those concepts they may spark other ideas that go on to become revolutionary improvements in your system. There's value in looking at different approaches and different angles. This may come as a shock but many of the BEST ideas in game design don't just spring forth fully formed like Athena from the head of Zeus. OMG.what is it with you and terrible ideas? If there are boxes that become 'dead' when I swap off of my flight-deck cruiser, why is it so atrocious that there could be boxes that are dead when I put away my Polaron-packing Tarantual and grab my Phaser-gunnin' Paradox? I also recognize these nodes are no different from and actually LESS intrusive than the carrier-based bonuses in the trees now. That's how opportunity cost systems work. There's also plusses to the supporting diverse alts, a desire to reinforce separate builds for separate jobs, and some added value to respect tokens.īut most of all I want to show and explore how the new framework lets the Devs plug in more options than we have now, even if those options make people complain that they can't have all of them at the same time. There's advantages to universal flexibility, be it for rainbow boats with mixed weapons or single massively built-up captains that run multiple ships all form the same generalist build. Ultimately it comes down to the types of builds they want to promote. ![]() Tetryon Efficiency: Your Tetryon beams and cannons draw 10% less power when firing.ĭisruptor Efficiency: Your Disruptor beams and cannons draw 10% less power when firing.Īntiproton Efficiency: Your Antiproton beams and cannons draw 10% less power when firing. Tactical - Lieutenant Commander/Centurion Phaser Efficiency: Your Phaser beams and cannons draw 10% less power when firing. Polaron Efficiency: Your Polaron beams and cannons draw 10% less power when firing. Plasma Efficiency: Your Plasma beams and cannons draw 10% less power when firing.Įngineering - Lieutenant Commander/Centurion I'd prefer that any 'single energy-type' based nodes be a single tier rather than three-part chains so that dabbling across path lines feels less punishing. ![]() I've used a power efficiency buff for this example, but other buffs are certainly possible. I've arranged it so the three faction weapon types are all in the lowest tier, Phaser and Tetryon are in the path that grants improved control and drain, Polaron is where tanks can benefit the most and Antiproton is grouped with the pure DPS skills. An idea for adding a few more nodes to the skill tree that might help strengthen the identity of the 3 career paths by linking the 6 directed energy types with the ship roles. ![]()
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