Fractal Softworks Forum

Starsector => General Discussion => Topic started by: Alphascrub on June 14, 2017, 03:35:31 PM

Title: Character aptitude points why I don't like them and how I would change them.
Post by: Alphascrub on June 14, 2017, 03:35:31 PM
So this is a really foot in mouth moment for me. The moment that I realize that I play such a modded version of starsector that my entire perspective of the previous character/skill system is basically kind of skewed. So without wasting a bunch time sighting past systems Ill just kind jump into what I don't like about the current and hope it doesn't make me look like an ass. Basically I like the new character/skill system but I dislike the aptitude/empty points in it. Here is why. In the new character/skill system you have a total of 99 "skills" you can invest in. You of course gain one character/skill point per level with a level cap of 40. That means you cannot pick up every skill, which I'm completely ok with. However, what I don't like the existence of the empty aptitude points. Meaning points gateway you into a certain skill tree but actually provide you with nothing directly. It just seems silly or wasteful to me that these aptitude points exist in an empty state. What I wouldn't mind seeing is either their remove or integration with existent skills. Here's in example.

In the combat skill tree there is called "Combat Endurance". Its arguable one of those skills that is nice and representative of the skill tree. Its pretty much directly effects the player's staying power. Its not the most powerful skill but its decent. Instead of it being a standalone skill why not combine it with the aptitude skill? This way you waste skill points, while still requiring the player to kind of specialize and kind of setting an overall tone for skill tree that makes sense. Each tree has things you could do this with, Leadership and the "Command & Control" skill would be another great example of a skill that could do this.

TL:DR empty aptitude skills suck, why not combine them with one of the skills within the tree to allow players more choice and not waste skill points.
Title: Re: Character aptitude points why I don't like them and how I would change them.
Post by: Dri on June 14, 2017, 06:57:12 PM
Yeah, they are kinda a hard sell as they are. Sure, you can view them as spending a point to "unlock" access to a higher tier of goodies but that is still pretty darn weak. Even if it was just something real minor like 1/2/4% increase to all damage done for Combat and 3/6/10% faster Command Point recover for Leadership, that'd be nice.

I wanna say I heard Alex mention he was gonna look into giving them something more awhile back, but I dunno what his stance is these days.
Title: Re: Character aptitude points why I don't like them and how I would change them.
Post by: Alphascrub on June 14, 2017, 08:14:49 PM
Yeah, they are kinda a hard sell as they are. Sure, you can view them as spending a point to "unlock" access to a higher tier of goodies but that is still pretty darn weak. Even if it was just something real minor like 1/2/4% increase to all damage done for Combat and 3/6/10% faster Command Point recover for Leadership, that'd be nice.

I wanna say I heard Alex mention he was gonna look into giving them something more awhile back, but I dunno what his stance is these days.

Exactly,  something is better than nothing. I just want them to feel less empty.
Title: Re: Character aptitude points why I don't like them and how I would change them.
Post by: CapnHector on June 14, 2017, 09:53:34 PM
Disagree. System as is is both realistic and more strategic wrt gameplay. Realism: In real life, before you can learn engineering or medicine, you need to study "useless" mathematics and biology. Strategic: in-game this system means that you can't just pick and choose skills from any tree. A generalist will have less points to spend than a specialist, but can choose from more skills. Which creates an interesting trade-off.

Although I guess maybe there could be a consolation prize since it seems like a recurring complaint.

What I would argue is the issue is, some skills are basically mandatory  (tech, some leadership) and others are not worth the aptitude investment  (industry skills) so you will always end up wasting some points to get the mandatory skills, which feels bad, and you can't get the few interesting industry skills because they are never worth 6 points investment. Even though they might be worth 3. There's barely any upside to being generalist when only 2 skill trees are good. That should be fixed, then this isn't an issue either.
Title: Re: Character aptitude points why I don't like them and how I would change them.
Post by: Verrius on June 14, 2017, 11:40:24 PM
I can understand why they exist, although I never really felt good about them since the minor bonuses were removed. When you level up in games, generally you're supposed to feel good about that level, like you achieved something. When you only get one point per level, every level you need to pump that point into aptitude and get nothing for your level up feels "dead." Don't really get that feeling of achieving anything, since you won't actually be able to make use of that aptitude point until at least your next level.

If the skill system was designed in a way to offer more than one point per level, putting it towards aptitude wouldn't feel as bad since you'd still have a point left to spend on an actual skill that does something and makes you feel more powerful. Alternatively, if there was a small bonus like before, you'd also feel that gain in power despite not spending it on an actual skill.

Since the earlier levels tend to come pretty quick though, it's not a big deal. But if the game was re-balanced to increase the amount of time between levels, then having to spend an entire level doing nothing would just be awful.
Title: Re: Character aptitude points why I don't like them and how I would change them.
Post by: Jay2Jay on June 15, 2017, 05:11:39 AM
Perhaps bringing back the old system to an extent where you have separate 'aptitude' and 'trait' points would feel better?

But then again that takes out the strategy and such...

In reality I would have preferred a revamp of the old system as apposed to this new system. I consider Starsector an RPG and in RPG's part of the fun (for me at least) is grinding up until I am a godlike being that can crush all npcs beneath the heal of my cosmic sized boot

Me as a mad god:"KNEEL BEFORE JAY TINY MORTAL. KNEEEEEL!"

Of course I like it to take time and effort. If it just takes five minutes then it feels worthless and empty.

Me as a bored god: "Kneel before me tiny- eh, you know what? Just go home I'm not really feeling it today..."

Gotta find that balance right? Anyway, I wonder if Alex will eventually put in the assault of space stations and slaughter of families? Then I can get the whole Cronan package. You know: "Crush your enemies, to see them driven before you, and to hear the lamentations of their women"

Edit: Changing signature to reflect badassness of that quote.
Title: Re: Character aptitude points why I don't like them and how I would change them.
Post by: Megas on June 15, 2017, 05:55:00 AM
I do not like aptitude points because there are far more skills than points and there are not enough skill points.  Removing aptitudes would free up some skill points.  It does not help that many skills have good perks locked behind junk perks.  For example, Loadout Design 1.  I also never max capacitors, let alone exceed them.  However, Loadout Design 3 enables or enhances so many configurations that it is always worth taking for everyone.
Title: Re: Character aptitude points why I don't like them and how I would change them.
Post by: Gothars on June 15, 2017, 06:45:44 AM
I see it the other way round. As Jay2Jay said, Sector is part RPG, and in my opinion the right way to handle character skills in RPGs is to force them to specialize. To play a god-character is nice once in a while, but when you end up in that state every time and any other approach is just transitory, the game becomes boring much quicker.

If the current number of skills were final, I'd argue for higher aptitude costs. It's still quite easy to get all the "must-have" skills, and most of the very good ones. From what I read people usually max out three of the four aptitudes, and then get all the best skills these aptitudes. So the system is clearly not harsh enough to force real specialization.

But as the skill tree will be filled out more skill points will become more precious, and that issue should fix itself.

Title: Re: Character aptitude points why I don't like them and how I would change them.
Post by: FooF on June 15, 2017, 08:20:33 AM
I think there's a substantive difference between "the system is broken" and "empty points don't feel right." I absolutely disagree with the former while absolutely agree with the latter. I don't care how you slice it, placing points in aptitudes never feels "good."

@ Gothars

Specialization only works when every branch of the tree has very high end-level power. At the extremes, every branch is essentially "must-have" but they're mutually exclusive. The skills we have, I'd argue, are not designed with that in mind. There are some good level 3 skills but none I would consider "good enough" to forego getting other level 3 skills in other aptitudes, if specialization forced that issue. You'd have to bump up the max-level skills in order for me to get behind raising aptitude levels and spending even more of my precious points on an empty progression mechanic.

If there were a bunch of mutually-exclusive level 4 skills, all essentially "must-haves", I would be on-board with you but as it is, specialization doesn't net you much right now (unless you go heavy Industry which is its own unique play style).

Out of curiosity, what would the general consensus be on being able to earn a few Aptitude Points (i.e. can only be spent on aptitude) through missions or some kind of story-arc? Would it become mandatory in every play-through or would you say "eh, not worth it" after awhile? Just thinking outside the box for a moment.
Title: Re: Character aptitude points why I don't like them and how I would change them.
Post by: Alex_P on June 15, 2017, 08:41:30 AM
I like the idea of aptitudes a lot. They add an extra cost to cherrypicking all the best abilities from every tree, without punishing you so hard that you're forced to min/max every character into a single chain. I actually prefer them "empty," I think, for the reasons CapnHector outlined — it feels more like an investment in baseline learning rather than just another ability that happens to unlock five others as a bonus.
Title: Re: Character aptitude points why I don't like them and how I would change them.
Post by: Alphascrub on June 15, 2017, 09:35:23 AM
Disagree. System as is is both realistic and more strategic wrt gameplay. Realism: In real life, before you can learn engineering or medicine, you need to study "useless" mathematics and biology. Strategic: in-game this system means that you can't just pick and choose skills from any tree. A generalist will have less points to spend than a specialist, but can choose from more skills. Which creates an interesting trade-off.

As a different side of the coin I would argue that the for example the "useless" mathematics learned before engineering is not useless at all. In some case you will use that math directly in what you do pending on what type of engineer you are or indirectly by improving your problem solving skills/ability to do basic math to speed certain things along. What I'm getting at is that useless math is still making you a better engineer to a degree, one might even say a noticeable one. What I'm trying to say is no matter how indirect they may seem precursory skills always effect your skills on a whole on some level. I just feel like aptitude points should reflect that.  

But as the skill tree will be filled out more skill points will become more precious, and that issue should fix itself.

Its funny you mention skill "tree" because I've actually been thinking a true branching skill tree (instead of skill groups) might be a interesting. It would prevent cherry picking to a degree pending on how the tree was balanced while making sure that we were always getting something out of the points we are spending. This obviously would limit the total variation skills used, unless you have extremely bloated trees like those found in Path of Exiles. Which I'm not sure I recommend. In  the end though true skill "trees" might just over complicate things and I don't want that.  


Out of curiosity, what would the general consensus be on being able to earn a few Aptitude Points (i.e. can only be spent on aptitude) through missions or some kind of story-arc? Would it become mandatory in every play-through or would you say "eh, not worth it" after awhile? Just thinking outside the box for a moment.


This isn't a bad idea. I think it would be hard to implement as you  say. If its required it will eventually get boring and people won't like it. If there was a system in place to earn them outside of normal xp it would probably end up being abused. I guess in the end it would depend on the missions/task/requirement and the variations of said missions. Also they would kind of maybe need to available to different style of play. While I don't personally I have to think there are a decent amount of people who  do  trading. I think in the end this would be hard to implement in a meaningful fashion. Missions to earn ships, weapons/wings/mods, or credits would be fine. But ones to earn direct skills would  be hard to add without making them required for the player to  do.
Title: Re: Character aptitude points why I don't like them and how I would change them.
Post by: Megas on June 15, 2017, 11:02:02 AM
Current aptitudes are ill-suited for specialization for their sake.

Currently, Technology is probably the most obligatory for everyone.  If you do not have Electronic Warfare 1 and you do not use pure carrier fleet, you get burned frequently late in the game when a significant number of fleets have Electronic Warfare and you do not, and you lose 10% or more to your shot range right off the bat.  Also, Loadout Design 3 is great for everyone.

Similarly, if you even want to dabble in fighters, Fighter Doctrine 3 is very useful.  Leadership has very useful skills.

Combat 1 is great for Combat Endurance 1, but beyond that varies widely with what you want to do and if plan to be married to a particular ship late in the game or not.

Industry is divided into two sections - cheaper combat (first three) or crutch free one-off money skills (last two).

Even if you want to specialize, you need to cherry pick from various trees.  For example, carrier fleet, your probably want Combat 3 for Helmsmanship (zero-flux speed while fighters Engage lets carriers flee much more easily), Leadership 3 for various skills, and Technology 3 for Electronic Warfare 1 (if you have non-carrier escorts) and Loadout Design if you want to stuff your carriers with high-end fighters and still have enough OP left to afford hullmods you need and some vents.
Title: Re: Character aptitude points why I don't like them and how I would change them.
Post by: FooF on June 15, 2017, 12:24:48 PM
@ Megas

Yeah, that's what I was getting at in my previous post. There's simply too much "left out" if you limit yourself to one aptitude. Combat would have a really nice flagship but your fleet would be at baseline for everything else. Leadership would have a bunch of fast carriers with officers. Tech would have superior range, vents, and OP to spend with some sensor perks and would be the fastest fleet around. Industry would be similar to what we already have but you'd have to dabble around because there's not enough points to spend in that aptitude.

But as you can get 50% of all of that with judicious spending, you just make do with what you can fit in and you become more than a sum of your parts.
Title: Re: Character aptitude points why I don't like them and how I would change them.
Post by: DatonKallandor on June 17, 2017, 04:10:02 PM
I see it the other way round. As Jay2Jay said, Sector is part RPG, and in my opinion the right way to handle character skills in RPGs is to force them to specialize. To play a god-character is nice once in a while, but when you end up in that state every time and any other approach is just transitory, the game becomes boring much quicker.

If the current number of skills were final, I'd argue for higher aptitude costs. It's still quite easy to get all the "must-have" skills, and most of the very good ones. From what I read people usually max out three of the four aptitudes, and then get all the best skills these aptitudes. So the system is clearly not harsh enough to force real specialization.

But as the skill tree will be filled out more skill points will become more precious, and that issue should fix itself.



Aptitudes are good. The fact they do nothing is bad. It's a strange problem too, because it was solved in previous versions, when Aptitudes had small but worthwhile effects in themselves. Having them be dead points feels awful and there's simply no reason for it.
Title: Re: Character aptitude points why I don't like them and how I would change them.
Post by: TJJ on June 17, 2017, 04:44:02 PM
I'd rather a traditional 'tree' with dependencies, and depth.
Title: Re: Character aptitude points why I don't like them and how I would change them.
Post by: Dri on June 17, 2017, 04:49:23 PM
Alex is super anti-talent tree, though. Something about them breeding "cookie cutter" specs.
Title: Re: Character aptitude points why I don't like them and how I would change them.
Post by: Zhentar on June 17, 2017, 10:06:53 PM
The stated motivation for empty aptitude points was balancing, so that a skill would have to be twice as good as any other skill to be a "must get" - but that's not actually how it works out. Getting a single level 3 skill from a third tree means passing on an 11th and 12th skill from the first two trees, so it's not actually setting the bar all that much higher... Particularly since all of the trees have skills that are useless to certain?play styles. I definitely think some of the tech skills are "must get", so we aren't getting the benefit that's supposed to make up for the not fun-ness of empty aptitude points.
Title: Re: Character aptitude points why I don't like them and how I would change them.
Post by: isaacssv552 on June 17, 2017, 10:25:11 PM
It isn't as bad with a higher level cap but 12 points is about a quarter of all character points for a ,as level character.
Title: Re: Character aptitude points why I don't like them and how I would change them.
Post by: Gothars on June 18, 2017, 12:03:32 AM
Aptitudes are good. The fact they do nothing is bad. It's a strange problem too, because it was solved in previous versions, when Aptitudes had small but worthwhile effects in themselves. Having them be dead points feels awful and there's simply no reason for it.

It wasn't really solved before since aptitudes didn't cost skill points at all, so there was no competition between skills and aptitudes. If Aptitudes would have worthwhile bonuses that would void the entire idea of them being a balance buffer. They could at best have a token, symbolic bonus, which, too me, would feel kinda dishonest.

Title: Re: Character aptitude points why I don't like them and how I would change them.
Post by: Dark.Revenant on June 18, 2017, 12:10:19 AM
I feel like aptitudes ought to have a non mechanical bonus, like passive skill checks for story/RP purposes.  Like if you have Combat Aptitude 2, another dialog option becomes available in a hostage scenario where you shoot the captors before they can react.  Or something.
Title: Re: Character aptitude points why I don't like them and how I would change them.
Post by: Serenitis on June 18, 2017, 02:53:13 AM
They could at best have a token, symbolic bonus, which, too me, would feel kinda dishonest.

I don't know.
Even if the aptitudes gave you something it would feel less like you were being extorted out of a skill point in order to progress.

Spoiler
Pick one for each aptitude. Hell, randomise them on game start if you want so it's different every time.
You can even explain it as part of the player character background if needed.
Each level gives....

Combat (Flagship only)
+x% maximum CR
+x% CR recovery rate
+x% ship speed
+x% ship armour

Leadership (Fleetwide)
+x% xp gain for player & officers
-x% supply use for maintenance
+x% command point regen
+x% cargo/fuel capacity for civilian ships

Technology (Fleetwide)
-x% fuel use
+x% ECM rating
+x% maximum flux capacity
+x% flux dissipation
+x% sensor range
+x% vent/capacitor efficiency

Industry (Fleet/Base wide)
-x% supply use for repairs
-x% cost for survey and salvage
-x% building/running cost for whatever outpost wizardry happens
+x% salvage/battle loot recovery
+x% ship recovery chance
[close]
Title: Re: Character aptitude points why I don't like them and how I would change them.
Post by: jupjupy on June 18, 2017, 03:13:40 AM
I feel like aptitudes ought to have a non mechanical bonus, like passive skill checks for story/RP purposes.  Like if you have Combat Aptitude 2, another dialog option becomes available in a hostage scenario where you shoot the captors before they can react.  Or something.

This actually sounds like a very good way of doing it. Like, using the skills in a sort of roleplaying way a la Bethesda games where having, say, a certain perk would give you a special choice.
Title: Re: Character aptitude points why I don't like them and how I would change them.
Post by: Gothars on June 18, 2017, 03:44:44 AM
It is a cool idea, but would demand a lot of additional dev time to create the extra content. Which, in my opinion, could be better used for other parts of the game.







Title: Re: Character aptitude points why I don't like them and how I would change them.
Post by: Althaea on June 18, 2017, 08:02:17 AM
While it sounds very neat, I have another objection, and that's that it would drive me to max out all the aptitudes. I like having access to every dialogue option and not feeling like I'm potentially being gypped out of some interesting story element because I chose to specialize in some particular skill. If the purpose of the aptitudes is to encourage specialization, it would do the opposite in my case.

Hm. This is really more of a suggestion thread than anything else at this point, but I'll throw my chips in anyway.

What if the player was allowed to explicitly pick their specialization at game-start in exchange for some bonus or another, so that they get incentivized to put points into their specialty? This would certainly make playthroughs with different specializations distinct, though on the other hand there might be too much distinction at that point (particularly if the specialization bonuses are potent). Alternatively one might have both a primary and a secondary specialization, with smaller bonuses for the latter. In either case, putting points into a specialized aptitude would be more rewarding than putting it into a non-specialized aptitude, even if the skills themselves are the same.
Title: Re: Character aptitude points why I don't like them and how I would change them.
Post by: Megas on June 18, 2017, 08:05:17 AM
The stated motivation for empty aptitude points was balancing, so that a skill would have to be twice as good as any other skill to be a "must get" - but that's not actually how it works out. Getting a single level 3 skill from a third tree means passing on an 11th and 12th skill from the first two trees, so it's not actually setting the bar all that much higher... Particularly since all of the trees have skills that are useless to certain?play styles. I definitely think some of the tech skills are "must get", so we aren't getting the benefit that's supposed to make up for the not fun-ness of empty aptitude points.
I agree with this.

Below dug up from my "Favored skills in the game" topic, updated.

Skills I must have!  (a.k.a. Critical skills useful for everyone in a fight.)
Combat Endurance 1:  Adds more peak performance, a must have for ships with short peak performance.  May allow your ships to beat the enemy by stalling until enemy runs out of combat readiness first.  AI loves to kite and turtle until they have an overwhelming advantage to swarm the target.  If you cannot kill the enemy easily enough, stalling until they run out of gas may be the key to victory.

Fleet Logistics 3:  +15% max CR to all ships is great.  Gives all ships more in-combat endurance.  The other perks are nice too.  Maybe this one is not so must-have, but less supply use and a very powerful all-purpose combat boost for everyone is great.  It blows Combat Endurance 3 out of the water if I cannot have both due to lack of skill points.

Coordinated Maneuvers 1:  I almost always deploy multiple ships, and more top speed is always nice, and makes Nav Relay objectives less important.

Fighter Doctrine 3:  If my fleet uses fighters at all, all fighters need the boost.  They really do, and this alone is not enough.  In addition, Fighter Doctrine 2 is the easiest way to get Converted Hangar.

Loadout Design 3:  #2 perk in the game, and perhaps the most fun!  Standard OP is enough for simple basics, but affording all of the extra fun stuff requires more OP than standard.  Who wants to be stuck with low-grade weapons, max vents, ITU, and Resistant Flux Conduits for brawlers or 8 OP or less fighters, Expended Deck Crew and little else for carriers?

Electronic Warfare 1:  #1 perk in the game!  Significant number of late game fleets have Electronic Warfare, and if you do not have it, you lose 10% or more to shot range right off the bat, and that hurts badly unless your entire fleet does not use weapons at all.  You need this to level the playing field.  That said, such enemy fleets make more points beyond the first dubious because you probably will not have an overwhelming numbers advantage to get more than 10%.

All of the above requires 12 skill points without including additional points spent in aptitudes to unlock them.  If including aptitudes, then 19.

I should start a topic of junk perks, stuff so bad (like Combat Endurance 2 and Loadout Design 1) that they might as well be a dead level, but not right now.
Title: Re: Character aptitude points why I don't like them and how I would change them.
Post by: nomadic_leader on June 18, 2017, 04:00:49 PM
Skills/XP should be eliminated from the game. The kind of bonuses skills provide should instead be provided by hiring specialist crew/officers, hullmods, and special ships. Which you buy with money, or by having a good reputation for doing stuff.

And by actually just becoming better at playing the game.

Skills/XP encourages grinding: it's a simple way to make games 'addictive'; to keep people who aren't really that interested in the actual gameplay or world you've built to just merely continue playing to reach the "next level," to experience the mindless, chordate pleasure of seeing a progress bar fill up.

Disagree. System as is is both realistic and more strategic wrt gameplay. Realism: In real life, before you can learn engineering or medicine, you need to study "useless" mathematics and biology.

I disagree Mr Parrot!

In real life you get better at a thing by doing that thing. In Starsector you can do a bunch of salvage, get XP, and then press a magic button that makes all your bullets go 25% faster. Does that make any sense at all? Yea, most computer RPGs, stupidly, do the same thing. It's a worn-out paradigm from like 40 years ago. More suited to tabletop D&D than computer games.

If you must have some kind of XP/skills, instead, there should be "aptitude XP" in each of the four aptitudes. Actually doing stuff in that aptitude category would make increasingly expert officers and crew specialists in that category more willing to work for you. For some technology and industry related ships/hullmods, aptitude XP would give you a better bonus from them.

But there should be no way to be better at combat, aside from becoming, well, better at combat.

So these are some ideas for the different ways to earn "aptitude XP"

Combat: Raw Number of damage done in your non autopiloted ship.
Industry: Planets you've surveyed, tonnes of salvage recovered, ships recovered, etc.
Leadership: Good overall ratio of your crew killed vs enemy crew killed; effective use of fighters.
Technology: effective use of i-pulse and stealth, finding derelicts, shipwrecks, etc in systems, capping points, deploying ECM ships, etc.

But it just makes no sense, and it also makes the game comically easy, that you can just press a button and use like 50% less supplies for daily maintenance, mostly from XP you got blowing stuff up. That bonus should only come  from hiring a bunch of expert mechanics, or having a logistics officer assigned to some ship.

Or that you can press a button and the "go dark" ability becomes twice as effective. What? Why? Isn't this the most boring way possible to do this? Wouldn't it be more interesting to do this with a bunch of hull mods that reduce your heat signature, or some souped up ECM ship/officer that makes your signature closer to background radiation?
Title: Re: Character aptitude points why I don't like them and how I would change them.
Post by: Midnight Kitsune on June 18, 2017, 04:27:39 PM
The issue with that is it leads directly to something that Alex wanted to AVOID: "standing on a fire trap, taking damage and healing to build up skills"
Title: Re: Character aptitude points why I don't like them and how I would change them.
Post by: nomadic_leader on June 18, 2017, 04:36:55 PM
The issue with that is it leads directly to something that Alex wanted to AVOID: "standing on a fire trap, taking damage and healing to build up skills"

Yea, so probably better to eliminate XP/skills entirely then. (yea, I know this won't happen)

But, you could try only awarding aptitude specific XP for doing active things, rather than passive things like soaking up damage.

So Alex avoided the thing he wanted to avoid, but there's still tonnes of boring rep grinding and level grinding, and I don't see how it's much better, if at all. Is it like a marketing thing now? Do people not want to play games where there isn't a discrete goal like getting to the next level?
Title: Re: Character aptitude points why I don't like them and how I would change them.
Post by: Serenitis on June 25, 2017, 12:54:56 PM
Different approach:

Remove aptitudes as a thing you spend points on. Ie; all skills are still arranged exactly as they are now and are entirely open, but still need to be unlocked sequentially in each sub-category.
Each skill point spent in an "aptitude" gets recorded, and for every x skills bought in that aptitude the player gets a bonus to some thing or other.

For instance, if you were to spend 5 skill points in combat you could get a small boost to the performance of your flagship.
The boosts for each increment would offer greater rewards for specialising in an aptitude more. So eventually you could have some fleetwide bonus to thing x by specialising enough in a given field.

Player doesn't feel like they're being held to ransom with empty skills.
Game rewards specialisation.

Or just
...previous versions, when Aptitudes had small but worthwhile effects in themselves.



Title: Re: Character aptitude points why I don't like them and how I would change them.
Post by: ANGRYABOUTELVES on June 25, 2017, 08:00:13 PM
I'd just like to mention that I do like the way aptitude points work and don't think they should be changed much, if at all. They serve a purpose; they're a penalty for spreading your skill points between too many areas, and encourage specialization. The fewer aptitude areas you skill into, the more effective skill points you have. However, people tend to be happier with perceived gains rather than perceived losses, even if the net effect at the end is exactly the same. I'm not exactly sure how to apply this principle to this situation, but if you do change the way aptitudes work, I'd suggest making it so the more you spend in an aptitude the further your points go, somehow.
Title: Re: Character aptitude points why I don't like them and how I would change them.
Post by: Megas on June 26, 2017, 07:50:45 AM
The game sort of rewards specialization.  You just need to cherry pick skills from all aptitudes to specialize.  Also, there are must-have perks for any combat-minded character in Leadership and Technology.  Well, I guess the player could max all Combat skills, but that is a sub-optimal build when a lone flagship has trouble forcing fights against a cowardly AI.
Title: Re: Character aptitude points why I don't like them and how I would change them.
Post by: intrinsic_parity on June 26, 2017, 08:54:45 AM
I think the skill system lacks a sense of progression. Since there are only three tiers of skills, it is relatively easy to unlock any specific skill. I think this is compounded by the fact that you level up extremely quickly, basically after every fight. Because of this, it's possible to have pretty much any skill at any time in the game, and the skills have to all be relatively similar in power. There's little sense of 'as I level up, I gain progressively more powerful abilities', it's more like 'here's a bunch of perks, pick one every time you level up'. It seems like maybe this is intentional, but I think games are much more fun when there are some powerful late game skills that the player is waiting to get.

I also think the current skill system does a bad job of highlighting which skills are better or worse. Experienced players have a good sense of what skills are really powerful and what skills aren't that great, but a new player has no idea. Some tier 1 and 2 skills are better than a lot of other tier 3 skills. You could easily spec out a character with a bunch of tier 3 skills (which seems really powerful) and miss every single one of the 'must have' skills. It kinda feels like a giant noob trap. 
Title: Re: Character aptitude points why I don't like them and how I would change them.
Post by: Megas on June 26, 2017, 10:11:04 AM
I like the fast progression.  I do not like bounties leveling faster than I can (afford).
Title: Re: Character aptitude points why I don't like them and how I would change them.
Post by: Megas on June 26, 2017, 10:29:32 AM
Speaking of must-have skills, I underestimated how useful Fleet Logistics 3 is.  Like Electronic Warfare, some enemy fleets have max of 85% CR instead of the normal 70%.  So not only Fleet Logistics 3 is great for the all-purpose boost, but also more useful to have parity against enemy fleets that have it, or else they could outlast your fleet if it comes down to it.

Also, if stronger fighters get whacked by raised OP costs (Kopesh now, maybe Warthogs later), then Loadout Design 3 will be mandatory for carriers, in addition to being very useful for everyone (else) to have.  Even with Loadout Design 3, my carriers feel OP starved if they use the good stuff (aside from Talons).
Title: Re: Character aptitude points why I don't like them and how I would change them.
Post by: Midnight Kitsune on June 26, 2017, 12:44:13 PM
Loadout design three is basically a must take for everyone that isn't doing some kind of challenge run
Title: Re: Character aptitude points why I don't like them and how I would change them.
Post by: Darloth on June 26, 2017, 01:37:01 PM
I'd really like to see them get some sort of bonus back, even if it's small.

I realize there may be solid choices to make them an investment, but they feel TERRIBLE when you need a skill, and must wait three to five levels for that skill with almost no benefit until then (see Loadout Design level 3, if you have no Technology.  You may say "You don't NEED that skill, though", and maybe you're correct, but having recently just tried it... it makes everything more fun.)

As a side note, practice does make you better at things.  Sure, hurting yourself on a fire trap and then healing the resulting burn is a bit silly, but it would work.  Do it often enough and you'll learn lots of things.  Firstly, how fire traps work, how much they hurt, how to set one off when you want and not set one off when you don't want, and also, lots about how you heal burns, how long it takes, how much it hurts in the meantime...  It's a silly example, yes, but it's also a perfectly viable example for how people actually learn.   A well implemented version of this for aptitudes, as suggested upthread, would be pretty fun I think.  It might indeed be nothing like Alex wants or wishes to design for and that's fine, I don't need or expect him to produce it (oooh, mod potential there!) but I think it would work.

Ideally a bonus orthogonal to the concrete skill benefits, such as dialog trees or specialist market knowledge or something else like that would fit great, but if that is indeed too much of a stretch to actually come up with all of those, just some low grade benefits spread across the whole aptitude would be nice in my opinion too.  Even if it's only like +1% hull per rank or +1% ECM per aptitude (total, not per ship), bonuses that do something would really help the -feel- of dead levels.  If you keep them low enough you'll never pick them up JUST for the bonus, but it'll really change the psychological effect of buying one, for the better, in my opinion.
Title: Re: Character aptitude points why I don't like them and how I would change them.
Post by: Megas on June 26, 2017, 01:51:59 PM
While ships can make do without Loadout Design 3, it gets tiring putting the same optimal low-grade and spartan configuration on every warship.  I do not want to use Open Market weapons on everything because I do not have enough OP to afford better.  Similarly, I do not want my carriers to be stuck with fighters worth 8 OP or less because I do not have enough OP.  If I want to use Converted Hangar on ships, I need the extra OP from Loadout Design 3 to make it work.  Loadout Design 3 is one of the best skills for every character to take.

Loadout Design 3 is worth six points.  But it really is worth no more than five points because everyone NEEDS Electronic Warfare 1 to prevent late-game enemy fleets from shafting your fleet with -10% or more penalty to shot range.
Title: Re: Character aptitude points why I don't like them and how I would change them.
Post by: CapnHector on June 27, 2017, 07:00:05 AM
I'd just like to mention that I do like the way aptitude points work and don't think they should be changed much, if at all. They serve a purpose; they're a penalty for spreading your skill points between too many areas, and encourage specialization. The fewer aptitude areas you skill into, the more effective skill points you have. However, people tend to be happier with perceived gains rather than perceived losses, even if the net effect at the end is exactly the same. I'm not exactly sure how to apply this principle to this situation, but if you do change the way aptitudes work, I'd suggest making it so the more you spend in an aptitude the further your points go, somehow.

You can no longer invest points in attributes. Your first rank 1, 2 and 3 skills in a given tree cost 2 points instead of 1. All subsequent skills of that rank in that tree cost 1 point. Your "aptitude" in that tree, visible on the left, is equal to the highest rank that you have in a skill in that tree.

Fixed?

Also: Loadout Design 3 should probably be less good.
Title: Re: Character aptitude points why I don't like them and how I would change them.
Post by: Megas on June 27, 2017, 09:45:06 AM
Loadout Design 3 is a shadow of what we used to get.  Also, Loadout Design 1 is a waste of perk - a price we pay for a great perk at 3.
Title: Re: Character aptitude points why I don't like them and how I would change them.
Post by: Igncom1 on June 27, 2017, 05:08:47 PM
+20% capacitors is bad?

I favour capacitors over vents, although I do try to keep both of them fairly even.

If anything, most of my ship designs max out their caps and vents before I consider adding mods beyond a range upgrade.

Most of the mods are unnecessary when compared to flux upgrades, which make or break a fleet.
Title: Re: Character aptitude points why I don't like them and how I would change them.
Post by: Dri on June 27, 2017, 05:21:53 PM
If you have TONS of capacitors and few vents, you'll spend an eternity trying to vent! I almost always try and max vents first.
Title: Re: Character aptitude points why I don't like them and how I would change them.
Post by: Midnight Kitsune on June 27, 2017, 05:24:41 PM
+20% capacitors is bad?

I favor capacitors over vents, although I do try to keep both of them fairly even.

If anything, most of my ship designs max out their caps and vents before I consider adding mods beyond a range upgrade.

Most of the mods are unnecessary when compared to flux upgrades, which make or break a fleet.
Many on the forums favor vents over caps because one decreases vent time while the other can potentially increase it. And with the lack of OP due to the loss of three of the four OP boosting skills, vents are more important than caps.
Title: Re: Character aptitude points why I don't like them and how I would change them.
Post by: Megas on June 27, 2017, 05:28:04 PM
+20% capacitors is bad?
Yes, it is if I need to pay a skill point for it.  Some capacitors are generally good, but normal max is usually more than enough, let alone super-max.  A problem with too many capacitors is it takes ages for the ship to vent if it lets flux get too high.  Also, I almost never have enough OP to max capacitors once I accumulate enough hullmods and weapons to outfit my ships.

Loadout Design 1 is as much a dead level as aptitudes.  The only reason Loadout Design 1 is tolerable is because Loadout Design 3 is so good that it is would be the #1 perk in the game if Electronic Warfare was not common enough in endgame fleets.
Title: Re: Character aptitude points why I don't like them and how I would change them.
Post by: Igncom1 on June 27, 2017, 05:32:18 PM
Huh, I personally find that having more capacity lets you win duels more often then not. The enemy blitz in and flux them selves up while your sitting comfortable at half of your flux bar, ready to tip them over the edge with your single kinetic damage weapon.

I can see vents being very important, but if you get just alpha striked and overloaded then the vents were for naught, in my opinion.

Then again, most of my weapon slots go to point defence, so my ships rarely ever get overloaded anyway as their few vents easily cover the one of two weapons my ships even pack.
Title: Re: Character aptitude points why I don't like them and how I would change them.
Post by: TaLaR on June 27, 2017, 08:11:11 PM
Maxing out caps before vents is something I do only on Afflictor (and other phase ships, If were to pilot them ever). SO Melee Lasher too. But for normal ships, it's a bad idea.
Title: Re: Character aptitude points why I don't like them and how I would change them.
Post by: Megas on June 28, 2017, 05:51:48 AM
Many ships have more flux consumption than dissipation.  Maximum vents are often needed to partially offset that.  Sometimes that alone is not enough, and you need to min-max dissipation with perks, especially if you want to use flux hogs like Mjolnir and Storm Needler.
Title: Re: Character aptitude points why I don't like them and how I would change them.
Post by: Alphascrub on June 28, 2017, 01:06:01 PM
I feel like aptitudes ought to have a non mechanical bonus, like passive skill checks for story/RP purposes.  Like if you have Combat Aptitude 2, another dialog option becomes available in a hostage scenario where you shoot the captors before they can react.  Or something.
It is a cool idea, but would demand a lot of additional dev time to create the extra content. Which, in my opinion, could be better used for other parts of the game.


Kind of the heart of the issue when it comes to making massive changes. That being said being able to scare off pirates, or threaten merchant fleets with my awesome combat skills would be quite fun. Furthermore something like this would flesh out some systems, considering all you can do with an enemy fleet is fight, run or open a comm link and get told to pretty much do the same its kind of empty. Adding something like Dark mentioned wouldn't be a waste of time if it refreshed or help overhaul preexisting systems that need it to start with. I realize that development is probably currently being devoted to fighting and capturing stations and such given what we've seen from battle stations and what they seem to test. However after that, I would challenge that looking at player/npc fleet interactions would be a good thing.

Alex is super anti-talent tree, though. Something about them breeding "cookie cutter" specs.

One would argue that this is already occurring and that a broader skill tree with different setups could lead to more specialization. As it stands now I don't differ my skills from character to character. Maybe the order I get them but in the end I'm seemingly getting the same skills as it is already for every play through.


After having time to think about this for a while and not much time to actually reply to this thread cause life and work and crap I was wondering if finding or buying "skills" wouldn't be a bad idea ( Kind of like brain implants). However market RNG and the fact that credits and the in game economy seems to be out of balance right now with the new system around derelict/captured and restoring them, made me realize there would be a lot of work in this as well. Later it occurred to me that maybe officers could start taking a much heavier impact on skills as well, fleet wide not just in the ship they pilot would be great as well however again dev time is a huge factor here. The balance would be huge here as well because to be frank I don't think you would want officers with as much skill power as the player unless you really gutted player skills. However it would put a whole new twist on losing officers, you would really feel it say if you lost a officer who reduced fleet maintenance while you yourself skipped the skill in return for something else. Again however the balance here would be a huge undertaking. 
Title: Re: Character aptitude points why I don't like them and how I would change them.
Post by: FooF on June 28, 2017, 06:33:47 PM
I know this a bit meta but the basic question that all this comes down to is "why is there a skill tree to begin with?" Depending on how you answer that, I think you'll get different ways of balancing this sticky issue of aptitude points.

If the answer is "increase player power," than any aptitude points are non-optimal. The original design intent of aptitude points was to create a buffer for the must-have skills you want from an aptitude you otherwise had no desire for (see Alex's blog post). From an "improve the player" standpoint, this is inefficient because you're spending a disproportionate amount of valuable points for one skill. The obvious answer, from this perspective, is to do away with aptitude points altogether or turn them into something that improves the player directly. 

If the answer is "character progression," i.e. a game-y carrot-on-a-stick to do campaign stuff and unlock things you couldn't do before, aptitude points are necessary evils. They are essentially gate checks so that you don't outpace the content. If you were too powerful, too quickly, there would be no risk and that leads to boring gameplay. Aptitude points are not particularly fun from this perspective but they're justifiable. If they were to be improved, this point of view might advocate for small perk unlocks or progression-enhancing bonuses (i.e. campaign abilities, relationship perks, etc.)

If the answer is "creating meaningful player choices" i.e. specialization, aptitude points are likewise necessary (as is a level cap). If you could get everything you wanted, every game, the only decision to be made would be when you took the skill. This homogenizes gameplay and creates optimal routes that many wouldn't deviate from. Aptitude being a points sink that creates scarcity would be working-as-intended from this perspective. If you wanted to improve aptitude points, coming from this viewpoint, you'd have to actually make them more limiting. Perhaps mutually exclusive Level 3 aptitudes or requiring even more aptitude points for the highest skills. Diminishing the available pool of points makes each point more vital and each decision more meaningful.

Of course, the skill tree is all of these things and I think that's why we get so many opinions on how to fix it. If I were to err, I would err toward meaningful choice because it creates variety. The last thing I want is an optimal path (because I'll take it). I think the previous iteration of the skill tree erred on the side of improving player power. I still think aptitude points are un-fun and that needs to change but I can't fault why they're there.


Title: Re: Character aptitude points why I don't like them and how I would change them.
Post by: Megas on June 28, 2017, 07:00:40 PM
Quote
If the answer is "character progression," i.e. a game-y carrot-on-a-stick to do campaign stuff and unlock things you couldn't do before, aptitude points are necessary evils. They are essentially gate checks so that you don't outpace the content. If you were too powerful, too quickly, there would be no risk and that leads to boring gameplay.
No such thing as outpacing content.  If anything, it is fun in part because there is less grinding.  Grinding is a tool for those who want players hooked on a game as long as possible.

As for "meaningful choices", almost half of my skill points are locked into universally useful skills in Leadership and Technology.  Not taking them is shooting myself/oneself in the foot.

-10% or more to shot range because the enemy has Electronic Warfare and you do not?  That hurts!

Losing a battle because enemy has 85% CR and you had 70%, and the enemy thought it was fun kiting your ships?  That hurts!

Enemy may have Fighter Doctrine too.  Having that is a good idea even if the enemy did not have it because your fleet will likely use fighters and they all need the boost.

Loadout Design 3 is so good because I have more than minimal OP to afford stuff for many ships, especially for carriers.
Title: Re: Character aptitude points why I don't like them and how I would change them.
Post by: Igncom1 on June 28, 2017, 07:22:16 PM
Hell, I pick up the salvaging industry skills every game because of how tight money and ship types can be in the early-mid game.

Lose less supplies, pick up more and more access to new ships.
Title: Re: Character aptitude points why I don't like them and how I would change them.
Post by: dylan on June 29, 2017, 02:05:12 AM
something is better than nothing  :P
Title: Re: Character aptitude points why I don't like them and how I would change them.
Post by: Megas on June 30, 2017, 01:44:53 PM
Idea cross-posted from elsewhere:  Make aptitudes give bonuses like they used to.  Turn skills that used to be aptitudes back to aptitudes.  For example, Combat Endurance as Combat aptitude, Fleet Logistics (or other non-fighter Leadership skill) for Leadership aptitude, and Loadout Design for Technology aptitude.  Pick something for Industry.
Title: Re: Character aptitude points why I don't like them and how I would change them.
Post by: Alphascrub on June 30, 2017, 10:40:22 PM
Pick something for Industry.

Increased salvage percentage.


Title: Re: Character aptitude points why I don't like them and how I would change them.
Post by: TJJ on October 12, 2017, 12:22:54 PM
A little necro here, but I've just started a new game after a hiatus.

I've observed that the skill tree in its current form creates a really bad case of Analysis Paralysis; the flat structure of the skill tree simply offers far too much initial choice.
To spend just a single skill point, you need to:

- read through *every* skill in *every* aptitude
- know what aspects of the game each impacts.
- know intimately how the game is balanced, such that you can choose skills that'll ease the early game (or raise maximum power in the late game).

To a new player who lacks such intimate knowledge, the wrong choices will make the game *much* more difficult.

I think the skill tree needs a total rethink.

On a side note, hiding branches of the skill tree behind rare occurrences would further personalize each character & play-through.
I'm thinking along similar lines of the way SOTS limited its tech tree differently for each race & each play-through, or the way Star Wars Galaxies (before NGE changes) hid force sensitivity differently for every player.

The occurrences would have to be suitably unpredictable that the player wouldn't be actively encouraged to engineer situations & prerequisites just to get the unlocks.
Perhaps like CK2/EU4 event system, with prerequisite (and exclusivity) flags and long MTTH triggers.
Title: Re: Character aptitude points why I don't like them and how I would change them.
Post by: Megas on October 12, 2017, 02:33:32 PM
  • To avoid overwhelming the player, At low level, there need to be very few choices. It needs to be a simple case of: A, B, or C. Ideologically, something like: 'better flagship', 'better fleet', or 'better out of combat'
  • Every skill should be impactful. A few % here, a few % there, is supremely dull.
Right now, "better flagship" is generally best left to officers, while player who wants the most power should focus on "better fleet" or "better campaign", even if it is less fun than "better flagship".

Few % here, few % there is a bit lame.  A lot % here, and a lot % there like pre-0.8 is fun for flagship, but makes officers overpowered and ships without them irrelevant.

My biggest problem with skills is the combination of lack of points and puny combat bonuses pushes player into force multiplier/support bot or campaign master.  Player who focuses on being a one-man hero like a level 20 officer is not much stronger than a completely unskilled character.  Also, the best personal skills are not in Combat, but in Leadership and Technology.  Leadership has various skills, and Technology has +OP and ECM defense.
Title: Re: Character aptitude points why I don't like them and how I would change them.
Post by: TrashMan on October 13, 2017, 06:20:49 AM
I posted this a while ago in suggestion, but it bears repeating:

Quote
What I mean is that you don't have aptitude points, you just have skill points, and the total number of points spent in a tree would be the aptitude score.

So if you start the game with 3 skill points, if you put all 3 in combat, you have combat aptitude 3.
If you put 2 in tech 1 in combat, you have Tech Aptitude 2, Combat Aptitude 1.
Then you get a level and get 2 more points. In you put those point into combat skills, you will have Combat Aptitude 5

This means that aptitudes can have much higher values, are tied to skills (so no wasted points) and Aptitude value can be used as a limiter/requirement for skills. It can even use CROSS-TREE requirements

For example, a skill might require Tech Aptitude 2 and Combat Aptitude 3

Remove aptitude level investment and make leveling slower (get less points).
Title: Re: Character aptitude points why I don't like them and how I would change them.
Post by: Megas on October 13, 2017, 06:54:29 AM
Leveling slower would be fine only if I get more than one skill point per level.

Since the best builds require cherry-picking the best skills from at least three trees, it makes sense to remove empty attitudes or assign one skill that everyone will take (e.g., Loadout Design for Technology) as the aptitude.

My preferred changes:  Collapse skill trees from four to two - personal skills that officers can use and fleetwide skills that only you (or NPC fleet commander) can take.  Have separate point pools for both trees.  Maximum level would be 20 (but xp requirements are doubled), just like officers, and leveling up gives one point for both.  Also, no aptitude tax.

If that is too much work, just eliminate aptitudes (or put a must-take skill for everyone as the aptitude).  Without empty aptitudes eating 9 to 12 skill points for each optimal build, 42 points is enough to get the best/obligatory fleetwide and campaign skills and have enough points leftover to be as good at personal combat as a level 20 officer.  Currently, with empty aptitudes (and relatively weak personal skills), if the player invests in essential fleetwide skills (because officers cannot take them), he does not have enough skill points left for personal skills and be as competent as a level 20 officer.  This is why I wrote that the player is forced into support bot or force multiplier.
Title: Re: Character aptitude points why I don't like them and how I would change them.
Post by: Mr. Nobody on October 13, 2017, 09:56:29 AM
I'll add on your "make player and officers level the same" with a twist:
1) You can find administrative officers, they get "buff" skills rather than combat ones
2) The player's skills are 1.5x / 2x as powerful as the ones on the officers (ie: officer gets +10% flux vent, player would get +15% / +20% flux vent instead) [this can also be accomplished by nerfing officer skills]
Title: Re: Character aptitude points why I don't like them and how I would change them.
Post by: ethan8 on October 13, 2017, 09:35:23 PM
You can't just pick and choose skills from any tree
Title: Re: Character aptitude points why I don't like them and how I would change them.
Post by: Megas on October 14, 2017, 05:32:57 AM
2) The player's skills are 1.5x / 2x as powerful as the ones on the officers (ie: officer gets +10% flux vent, player would get +15% / +20% flux vent instead) [this can also be accomplished by nerfing officer skills]
While bigger bonuses for fleet commander would help with direct combatants, that might push unarmed carriers over the top.  More top speed, faster and more durable fighters, carrier can kite-and-snipe (with fighters) like in pre-0.8.  They already do, but this will make them better at it.  That said, I like the idea (which was brought up before from elsewhere).

You can't just pick and choose skills from any tree
You can, after burning 9 to 12 points on empty aptitudes that every optimal character will take, which is bad because if you want as many personal skills as a level 20 officer, you have too few points left to get fleetwide essentials.  If you get the fleetwide essentials, you are as low-skilled as a low level officer in combat, and that is no fun.

I just want enough points to get fleetwide essentials and level 20 officer competence at max level.

A carrier specialist wants Combat 3 for Helmsmanship 3 (so carrier can kite while fighters are engaged), Leadership 3 (for multiple skills), and Technology 3 (for god skill Loadout Design 3) at a bare minimum.  Even a generalist may want many of same skills as a carrier specialist because fighters are great in 0.8.x.
Title: Re: Character aptitude points why I don't like them and how I would change them.
Post by: FooF on October 14, 2017, 11:37:00 AM
I still think the 0.8 re-work is better than the previous version but it still needs some help. I hate over-complicating things but the skill tree probably does need to be deeper.

The more I've played, the more I've come around to clearly delineating campaign skills from fleet-wide bonuses from flagship perks. Secondly, I think you should advance those three trees using XP gained from doing those things. If you're trading, exploring, surveying, salvaging, etc., you get campaign XP. If your fleet makes kills, does damage, etc., you get fleet XP, and if your flagship gets kills, does damage, etc. it gets XP. This way, you can directly influence the direction you want to progress.

Each tree would be independent of one another and I like TJJ's suggestion of keeping choice limited early. Branches in the tree would obviously create choice but to avoid cookie-cutter builds, perhaps RNG prerequisite conditions would apply and which perk branches to which perk could be randomized at the "tier" level. For a flagship perk you might have to "Kill a Sunder." For a fleet perk, "Survey an Ice Giant," etc. I also like the idea of hiding the top tier perks until you get closer to them, just so you can't bee-line a particular skill.

Alternatively, support officers that could give fleet-wide skills would free up a lot of points for flagship power. Instead of gimping the player character, you use an officer slot/ship to progress the support officer so that he/she can provide the fleet-wide bonuses. Maybe you need multiple officers to get to the same degree of fleet power we have now but at least my ship doesn't suffer from wanting Technology skills, etc. Perhaps these officers don't even get attached to ships (but still use officer slots so you're losing combat effectiveness indirectly) to prevent edge cases like "What happens if I throw all my officers in storage and fly away?" This is the simpler solution but it doesn't address some of the things TJJ brought up.

Title: Re: Character aptitude points why I don't like them and how I would change them.
Post by: Megas on October 14, 2017, 05:12:08 PM
Not thrilled with hiding skills, since in some trees the only thing skills may have in common is they share the same tree.

For example, Industry has one skill useful in a fight, one that gives more combat loot, another that speeds up repairs, and two early-game crutch skills - one for looting abandoned stations and another for surveying planets for cash tokens.

Similarly, Technology has two god skills everyone interested in fighting must take - Electronic Warfare (1) and Loadout Design (3), two of the best direct-combat personal skills, one weird skill (for sensors) and one very, VERY convenient skill that makes campaign travel less obnoxious (but is no good in a fight).

Leadership has a near-god skill (Fleet Logistics), possibly another one depending on your fleet composition and battle map size (Officer Management), one that lets fleet ignore Nav points, four skills for fighters (Fighter Doctrine being almost a god skill, especially for Converted Hangar), and another skill tailor-made for players who want AI minions do all of the fighting.

Combat is probably the most similar, but then, only a few skills are critical for the player.

I know what skills I want.  I do not want to be forced to pick unwanted skills because the game hides skills for the sake of not overwhelming newbies.  Even when 0.8 overhauled the skill system, I spent time studying - looking before I leap.  I want to see all options, then pick what I want.  (Although my first 0.8 game was a no skills game just to see how far I could go.)

Before 0.8, if I took the combat start, and like the game auto-assign skills, it would put them in Combat, which I did not want.  Instead, I did manual and pumped Technology first.

If skills must be picked, like say as an aptitude (like in pre-0.8 ), those skills should be god skills that everyone who wants to be optimal must take.
Title: Re: Character aptitude points why I don't like them and how I would change them.
Post by: FooF on October 17, 2017, 07:11:37 AM
Potentially long post ahead.

As I've said throughout this thread, from a conceptual level, aptitude points make sense and I support them. They do create meaningful choice and they act as gates to keep the player from outpacing early content. They are also, simultaneously, un-fun and unsatisfying in their current form. From a meta-game perspective, there are few issues I find particularly troubling about aptitude points, less from a technical aspect and more from an ideological one

1.) Officer-piloted ships are almost always more powerful than you.

Because of aptitude points, officers under your command will almost always be more powerful than you. Not only are they able to spend 21 points directly on combat skills, they are not spending aptitude points whatsoever. For the player character to achieve the same result, at minimum they are spending 24 points and at maximum, 30 points. From a pure combat point-of-view, you're spending anywhere between 15-43% more for the same thing. Aptitude points create a massive efficiency disparity between the flagship and officer ships, all other things being equal.

What this means is that I can exploit the system. Pouring points into my flagship means I skip out on many of the fleet-wide bonuses and end up gimping my overall power. So, I turn my flagship into a D-modded junker ship that is totally expendable and transfer command to a Level 20 officer that is piloting the ship I actually want to fly. Instantly, I have a ship that is more powerful in my hands than the AI and has combat perks that are too expensive to get otherwise. I "lose" an additional ship piloted by an officer but it's a fair trade to me. This shouldn't be the case.

Beyond the exploit, there is a bad taste in my mouth regarding officers almost always having more combat perks than me. When I try to balance fleet-wide and player-centered skills, often I wonder if my best ships would be better off in an officer's hands because of my paltry single-ship bonuses. Because the intra-competitiveness of other "god-tier" skills (Loudout Design 3, Fleet Logistics 3, etc.), they almost always "win" over directly increasing my flagship's power. This could be an issue of the Combat Tree not being competitive with fleet-wide Technology or Leadership skills but aptitude plays into it because points I could be spending on direct combat skills are otherwise going to aptitude points. For a game mostly built around combat, something is "off" about my flagship being (on paper) one of the weakest ships I can field. It's not even an intentional handicap: I'm trying to maximize my overall power but because of the inefficiency of aptitude points, it's the player's very ship that tends to suffer! That seems counter-intuitive and incentivizes the exploit above.

As I've mentioned in previous posts, support officers that make fleet-wide skills less player-reliant would go a long way into alleviating this issue. As it is, the player character's skill tree is the only way to unlock these kind of skills currently and that means there is always a "greater good" debate going on within the mind of the player. More often than not, the relative difference in power between a strong flagship, exclusively, and a strong overall fleet is significant so the fleet tends to win. Likewise, if support officers didn't pay the "aptitude tax," they'd likely more efficient than the player character at supporting the fleet (imagine 21 points of aptitude-free support skills)! But this only proves the point: officers are significantly more efficient than the player character at everything they do because they don't require aptitude points.

2.) The Sunk Cost Fallacy

Aptitude points create a sunk-cost fallacy when it comes to picking skills. Because each aptitude point spent could have been spent on a direct skill, there's a certain psychological weight to them that "locks" you into a particular tree. The line of argument goes "I already spent 2 points in Combat Aptitude, I better use it," even if you really wanted to get into Technology for Loudout Design. Not spending points on Level 2/3 perks and placing them into gain-nothing Level 1 Aptitude points becomes a hard sell that perpetuates itself.

Opportunity cost is very real, which is good, but it becomes a bridge too far internally when you've already spent so much to get to Level 3 perks. In essence, the same aptitude points that create meaningful choice also become barriers to branching out once they're chosen. If you're not completely charting your character progression from the beginning, the sunk cost fallacy will tend to steer players toward the path of least resistance (which ends up being singular trees maxed out). Of course, I'm describing a trend toward this kind of behavior, not actual behavior. Aptitude points and their current implementation do feed into the fallacy.

The way of fixing this, also mentioned a lot in this thread, is either making aptitude points inherently better in their own right (via direct bonuses, perks, etc.) so that the mental hill to climb is easier, or to do away with them and work tree progression into picking skills within the tree directly. I.e, all skills are open at the beginning, you need 3 level one skills to unlock level 2, two level 2 skills to unlock level 3, etc. This makes each point immediately impactful while also having longer-term consequences.

Doing the math on that last point, if you were to go straight for a particular Level 3 skill.

Current system:
Level 1 skill : 2 points
Level 2 skill : 4 points
Level 3 skill : 6 points

Result: 1 Level 3 skill. All skill levels unlocked for that tree.

Proposed system:
Level 1 skill : 1 point
Level 2 skill : 4 points (2 Level 1, 1 Level 2)
Level 3 skill : 7 points (2 Level 2, 1 Level 3)

Result: 2 Level 2 skills, 1 level 3 skill, all skill levels unlocked for that tree.

At no point in the proposed system would you ever feel you were "wasting" points. The question becomes whether or not after 7 points a player character is "too strong." In the current system, the same result would require 10 points. If the proposed system were to be put in effect, I'd recommend lowering the initial number of points available from 3 down to 2, as you're losing the necessary aptitude point to pick anything at all.

We also have to take into consideration the number of points available to the player over 40 levels if we lost aptitude. Most players would stand to gain anywhere from 6-9 points, depending on the number of aptitudes they typically max out (I doubt many people max out all the aptitudes, but 12 points is possible). That's an additional 2-3 Level 3 skills or 3-4 level 2 skills. That's a fairly significant increase in player power. You would ultimately be able to get just about whatever you want. Lowering the level cap to 35 would be one solution to create point scarcity and/or removing any bonus points at game start.

Personally, I'd prefer the same number of points but top-tier skills that are mutually exclusive with other trees (i.e. you have to pick one tree at that point). That's the specialization we need to really vary the playstyles. Instead of writing 40 Level 4 skills, just have a few "Peak" skills at the end each tree that can only be unlocked after X number of Level 3 skills are unlocked. They could either be typical Level 1/2/3 progression or one-point wonders. Once you choose one in a tree, though, all the other "Peak" skills in the other trees become inaccessible.
Title: Re: Character aptitude points why I don't like them and how I would change them.
Post by: Megas on October 17, 2017, 07:50:50 AM
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1.) Officer-piloted ships are almost always more powerful than you.
This sums up my greatest complaint with the skill system, and this is caused by too few skill points, which is caused by empty aptitudes and too many must-have fleetwide skills.

Quote
What this means is that I can exploit the system. Pouring points into my flagship means I skip out on many of the fleet-wide bonuses and end up gimping my overall power. So, I turn my flagship into a D-modded junker ship that is totally expendable and transfer command to a Level 20 officer that is piloting the ship I actually want to fly. Instantly, I have a ship that is more powerful in my hands than the AI and has combat perks that are too expensive to get otherwise. I "lose" an additional ship piloted by an officer but it's a fair trade to me. This shouldn't be the case.
A complaint I have with Combat Endurance 3.  It is cheaper for me to level up Officer Management, which is one of those skills I may sacrifice to get another skill I want more, once and get two officers with Combat Endurance 3 and more than it is to spend two more points in Combat Endurance for 3 for my flagship.  (Combat Endurance 1 is one of the few Combat god-tier perks useful for everyone, especially for carriers.)

Quote
We also have to take into consideration the number of points available to the player over 40 levels if we lost aptitude. Most players would stand to gain anywhere from 6-9 points, depending on the number of aptitudes they typically max out (I doubt many people max out all the aptitudes, but 12 points is possible).
Without empty aptitudes level 40 player has almost as many points for fleetwide/campaign skills as he and level 20 officers have for combat, which sounds fair.  The current way with empty aptitudes are bad (or unfair) because the current way pushes player away from combat and toward leader/campaign skills.  Being reduced to decrepit puppet master like Master in a Master-Blaster symbiosis is unfun.  Being Blaster is much more fun.  Pen may be mightier than the sword, but being the sword in a game that centers on sword is more fun.
Title: Re: Character aptitude points why I don't like them and how I would change them.
Post by: intrinsic_parity on October 17, 2017, 01:09:46 PM
...act as gates to keep the player from outpacing early content... 

I've seen this argument a couple times but I would argue that the current iteration of the skill system doesn't really do this. As was pointed out, you can have any skill in the game by level 6 (which you can attain before leaving the tutorial system). Instead of gating mid/late-game content, the current system neuters it. The level 3 skills are not all that much better than level one or two. There are plenty of level 3 skills that are objectively worse than some level 1 and 2 skills. In some ways, all the aptitude points really do is slow down the rate that you gain skills which could be achieved just as easily by reducing the rate of xp gain.

The current systems really lacks any late-game content in terms of skills. Player power is increased by adding more skills rather than better skills. I would much prefer a system with fewer but stronger skills that require a lot more xp to unlock.

In the current system, I generally hit the level cap by mid-game (fleet primarily composed of destroyers and a few cruisers), long before I ever buy a capital ship or fight late game bounties and remnant stations. I think my issue with the skill system is more the pacing and significance of the skills rather than the unlocking procedure. My optimal skill system would level up much slower, but the tier 3 skills would be significantly stronger (I would actually probably add a 4th tier and condense the skills into fewer columns). The idea would be that you gain skills slowly but they represent major increases in power, and skill gain would continue into the late game after you reach an end-game fleet. This would create a much more interesting late game dynamic. I think this will become more important as more end game content is added.
Title: Re: Character aptitude points why I don't like them and how I would change them.
Post by: Megas on October 17, 2017, 02:37:11 PM
It seems most of the personal skills were balanced for officers.  Most such skills are weak if used only by the player, but are good when the fleet has several officers with the same skill.

Another thing that feels bad about empty aptitudes is delay of power.  Early on, you sink points into empty aptitudes for nothing, when you need power most.  Then, later, after aptitudes are filled, you get a power per point.

Someone may have suggested this, but maybe have aptitudes be free after investing enough points in the tree.  2 points (2 level 1 skills) in a tree unlocks level 2 skills and 4 points in a tree unlocks level 3 skills.  Then again, officers do not have prerequisites of any kind, why should we?

@ intrinsic_parity: Yes, I hit level cap before I can afford my first capital or do other endgame stuff, this in itself is not a problem per se, but it feels like I have not powered up enough.  Level 3 skill access is at level 4, not 6.  Player starts with 3 and gets 1 more per level, so level 4.  I have no problem with early access.

P.S. I like stronger skills, but if officers get them too, we go back to the problem of ships without officers irrelevant in a fight and only those ships with officers matter as done in 0.7.x.  This is when fleet commander getting more bonus than officers would be nice, but given current carrier balance, it would make Leadership the strongest tree due to fighter skills (and Helmsmanship 3 for carriers) being the strongest personal skills to take.  Or maybe player can take Combat Endurance 1, grab a relatively fast ship with lots of peak performance, and stall until the enemy runs out of CR first.
Title: Re: Character aptitude points why I don't like them and how I would change them.
Post by: intrinsic_parity on October 17, 2017, 10:40:04 PM
Another suggestion: go back to the system where aptitude points are separate points. Give the player 2 in the tutorial, and then 1 every 5 levels or something like that. That would mean you would only get a total of 9 which would force the player to make choices. It would also free up some extra skill points. Might be interesting.
Title: Re: Character aptitude points why I don't like them and how I would change them.
Post by: TrashMan on October 18, 2017, 05:49:01 AM
I still think my suggestion is the best (real humble of me). To repeat and explain it better:

There are no point you put in to Aptitides directly - rather, your aptitude score is equal to the total amount of points spent in a skill branch.

So if you put 2 points in Evasive Manouvers, 1 into Armor, 2 into Missile Specilization, you have a Combat aptitude of 5
If you put 1 point in Salvage, you have Industry Aptitude 1
If you put 3 points in Navigation and 2 in Fleet Logistics, you have Leadership aptitude 5

It's all very natural and makes more sense than the current system - the more points you spend in a specific branch, the higher your aptitude there. As it is now, if you spend 1 point in every combat skill your aptitude will still be 1, while someone who maxes out a single skill will have 3, even tough you spent the same amount (or more) points on combat.

Another reason why this is good is because it adds more granularity. Since Aptitude scores can be far higher, it also allows finer balancing and cross-tree requirements (for example: a skill may require Combat Aptitude 5 and Tech Aptitude 3 to unlock)

This way there are no wasted points.
Title: Re: Character aptitude points why I don't like them and how I would change them.
Post by: Megas on October 18, 2017, 06:03:31 AM
Given the way skills are done, I would not want to be limited to three trees.  If I want a carrier flagship specialist, Combat 3, Leadership 3, and Technology 3 are non-negotiable.  Combat 3 has Helmsmanship 3, which a carrier must-have to kite.  Leadership has all of the fighter skills (and more).  Technology has god skill Loadout Design, and given that carriers are extremely OP hungry, they need the extra OP.  If I want a generalist, I may be tempted to ignore Combat and use the officer exploit FooF mentioned if I want Industry convenience.

Leadership 3 and Technology 3 are practically required for everyone.  This means Combat or Industry gets the shaft if we only have 9 AP.  For carrier users, that means Industry because Helmsmanship 3 is critical for carriers to kite.  For others, it is either Industry if player wants fighters or Combat if player wants Industry power and steal officers' ships for Combat power.

@ TrashMan:  If you spend one point in a skill, you have aptitude 1 in that tree, then spend another point into the skill and get aptitude 2?  That is the same as no aptitudes at all (which is good because no wasted points)!  Also, Navigation 3 is Technology and Fleet Logistics 2 is Leadership, so that would be Technology 3 and Leadership 2.
Title: Re: Character aptitude points why I don't like them and how I would change them.
Post by: TrashMan on October 19, 2017, 03:55:56 AM
@Not technically the same, because you still have an Aptitude score than can be used in various ways.
The only difference is that aptitude is something that is calculated from points in spent skills and can have much higher values than 3
Title: Re: Character aptitude points why I don't like them and how I would change them.
Post by: Megas on October 19, 2017, 06:58:27 AM
But functionally, they are the same, and no skill requires more than three aptitude points.  Just cut out the middleman and remove aptitude entirely.

P.S.  I guess with higher aptitudes, skills can be rebalanced to require more than three points.  Might work, but can get messy really fast if done badly.  Still prefer no aptitudes.  At least with that (and max of 42 or 44 points), player will be roughly on par with officers at max level, at least if player gets a balanced mix of personal and fleetwide/campaign skills.  Even so, if personal skills remain mostly suboptimal, spending most points on fleet/campaign skills may remain the most powerful build and player is still left with wimpy flagship.  This is a reason why I suggested two trees and a pool of points per tree, but that may be too much work.  Removal of aptitudes as a prerequisite should be simple enough, and frees up enough points to compete with officers.
Title: Re: Character aptitude points why I don't like them and how I would change them.
Post by: xenoargh on October 19, 2017, 11:21:46 AM
I still think that the easiest, cleanest solution is:

1.  Either remove the lost points or use them for something you’ll want that’s Fleet-wide. 

For example, Tech would give Fleet-wide OPs; Combat would give fleet-wide DPS; Command would give Fleet-wide CR degradation or movement or range;  Industry would give damage resistance or % improvement to capture chances.

2.  Make player ship-only skills scale differently than Captains, so they’re heroic; on the code side, call it BossStatMod and be a multiplier... and then we can give really nasty stats to enemy bosses, too.

That would cure a lot of the ills while making it impossible to have it all.

Title: Re: Character aptitude points why I don't like them and how I would change them.
Post by: TrashMan on October 20, 2017, 04:47:44 AM
I don't see a problem with "not having it all". I think you shouldn't be able to "have it all".

Nor have I noticed the player flagship being weak.
The players ship is better equipped and the player fights smarter
Title: Re: Character aptitude points why I don't like them and how I would change them.
Post by: Igncom1 on October 20, 2017, 11:09:37 AM
I kinda agree with many others in the thread but for me, it's in my play style.

I don't actually know how to pilot these ships, especially not with regards to horizontal thrusting.

With a combinations of building fleets that the AI work well with, and gratuitous save scumming, I essentially play as a fleet commander with my command ship being a big old fuel tanker. I build up my roster of experienced and deadly ship captains and have them follow my commands in battle with a focus on escorting carriers and cruisers.

So I never build any of the personal battle skills because there is little need beyond having my own flagship be auto-piloted with bonuses.

I find that I start with industry, move through technology and end on leadership skills, picking up fleet wide carrier buffs in the process. Buffing the fleet is far more important then buffing myself for the way I play. A buff that improves 2 ships is better then a buff that only improves one and in that instance the combat ability tree is the only one that I'll never visit. It's a waste of points to me because it will only ever buff a single space ship as compared to multiple, or a whole fleet.
Title: Re: Character aptitude points why I don't like them and how I would change them.
Post by: Megas on October 20, 2017, 11:23:14 AM
Player may fight smarter, but I like to be able to pilot a buffed flagship.  Currently, getting skills for better flagship is worse than better fleet or better campaign QoL.  Some of the personal bonuses are set when a ship enters battle, not constantly updated.  I can partially cheat the system by burning in with a weak ship, then change to a ship with an officer.

Thus, if I want the most power, I get skills officers cannot take.  If I get want I really want (i.e., personal skills to be a champion), my character is significantly weaker than he could be.