The current skill system in Starsector was added quite a while ago. That in itself isn’t a reason to redo it, but as with all first-pass systems, some downsides of the implementation became apparent along the way.
But why update it now, rather than sometime down the line? New features in this release need skills to complement them, and adding more skills to the old system would just be adding more stuff to redo later – it’s more efficient to overhaul the system now, and add the new skills in a hopefully-final form. In addition, it’ll be nice to address some long-standing balance issues, but more on that later.
First, let’s take a quick look at the old system. There are 4 aptitudes – Combat, Leadership, Technology, and Industry – and each aptitude has skills under it. The maximum level of a skill is determined by the level of the aptitude it’s under, and the player gets 2 skill points per level and 1 aptitude point every other level.
Skills have 10 levels, a base effect that increases with skill level (e.g. 2% more damage per level), and two perks – each providing significant and sometimes game-changing bonuses – at level 5 and 10 in the skill.
Now, instead of talking about the issues with this system, what I’d like to do is talk about the new system, and mention the issues in the context of how they’re being addressed.