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Starsector => Suggestions => Topic started by: intrinsic_parity on July 10, 2018, 06:37:28 PM

Title: Discussion of skills
Post by: intrinsic_parity on July 10, 2018, 06:37:28 PM
I think there is a major undiscussed reasons the combat skill tree is often overlooked:
There are a couple super strong skills that are far more valuable than any other skills and the aptitude point system heavily incentivizes you to keep taking skills in the same tree once you have invested several aptitude points. I think the incentive is both psychological and value based. You are psychologically inclined to take the immediate value (skills in a tree you already unlocked) vs. delayed value (having to wait for 3 extra levels to get similar value). Additionally you can get an extra 3 skills in the trees you already unlocked if you don't invest in another tree which is an actual major value proposition.


The two skills I think are most unbalanced are:
-load out design 3. It basically improves all other combat skills by allowing you to take advantage of them with better weapons/hull mods. Most ships already feel like they are tight on OP, even with load out design 3.

-officer management 3. I've found that in the late game, I don't deploy many more than 10 ships anyway, so this skill is functionally 20 skill points worth of buffs to every ship I deploy... that's insanely strong. Officers (and fleet-wide skills) also allow you to deploy less ships that are stronger meaning you gain a significant economical advantage as well as a combat advantage. Stronger ships mean you are less likely to lose them or take damage, saving money and supplies. Less ships means you spend less fuel and supplies to kill distant bounty fleets and you spend less on deployment costs. You also can have more empty fleet slots, or you can bring a bunch of extra ships for extended battles (assuming you deploy less at once). Some of these also tie into the advantages of using more cruisers/caps and less frigates/destroyers.

Once you take these two skills, you have spent 12 skill points, a quarter of your total, and now you are incentivized to take additional skills in those same trees since you already spent the aptitude points.

This is compounded by the fact that two very good player ship buffing skills are in the tech tree (gunnery implants 3 and power grid modulation 3). Imo, dissipation and range are two of the most important ship stats and they can only be buffed for the player ship by taking tech tree skills. I can achieve substantial player ship buffs using these skills and other fleet wide skills in the leadership and industry trees so I often forgo the combat tree to save the aptitude points.

Another issue with the combat tree and the skill system as a whole is that it is somewhat bloated with average skills that represent an additional investment before better skills can be reached. There are also several redundant or simply bad skills (think advanced countermeasures lol).


I think a lot of this could be solved by a simple reorganization of the skills by combing sub-trees with similar effects, moving skills and sub-trees between trees, and removing a lot of the bad skills. I would rather have a skill system where I pick half as many skills but I'm super excited about every single one.

Some initial ideas I had for reorganizations (note that when I say combine, I mean take the best skills from each and reorganize, not necessarily just merge):

-Combine ordinance expertise and target analysis
-Combine evasive action and helmsmanship into one
-Move gunnery implants and power grid modulation into the combat tree and move coordinated maneuvers into the tech tree
-Combine Power grid modulation and defensive systems (assuming previous suggestion)
-Combine gunnery implants and ordinance expertise (alternative to suggestion 1, could combine these 3 skills into two in many ways)
-Eliminate advanced countermeasures (its just bad)
-Move Combat endurance into leadership and combine with fleet logistics
-Combine some of the fighter sub-trees

Some skills like missile specialization are difficult to deal with. Missile specialization is very niche and also difficult to combine with anything else. Maybe combine it with some of the bomber related skills or something.

I don't necessarily think these are all great ideas but I think there are ton of ways to consolidate skills so that each skill is more on par with the best skills and so that the value of placing 3 aptitude points in a tree is more equal between all the trees. The total number of levels could be balanced to reflect the increased value and decreased number of skills. This could also make room for more outpost related skills.

Additionally I think officer management should be removed and replaced with a soft cap, either using supplies or credits directly. Sure you can have 20 officers but you will pay 200,000 credits a month or something. It's just too strong compared to the other skills.

I think even just removing officer management and loadout design would improve balance drastically (I would probably add the extra OP as default and use the officer soft cap instead).
Title: Re: Discussion of skills
Post by: Megas on July 11, 2018, 05:34:08 AM
I consider Electronic Warfare 1 up there with Loadout Design 3 because suffering an automatic 10% or 20% range cut if the enemy has it but you do not hurts too much, and the only way to avoid it relatively painlessly is to pay the skill tax.  Since OP budgets are low, putting ECM Package on everything is a huge cost in OP.

Fleet Logistics 3 is great too.  Extra CR for several minor combat bonuses or outlast a cowardly AI fleet if it wants to stall... or keep up with AI fleet if it has Fleet Logistics 3 too.  Fleet Logistics 3 alone is not as great as Loadout Design 3 or Officer Management X, but combined with the other great perks in that skill (especially supply use discount), Fleet Logistics is great for everyone.

Officer Management is like old Fleet Logistics before 0.7.  Currently, you can get away with no or low Officer Management if you play with mostly capitals and do not increase battle map size.  On the other hand, if you want better Combat, it is much cheaper to get this skill and train two officers to get the skills you want but cannot afford, without giving up every other useful skill (especially those in Industry).  I would want to get at least one in this skill, preferably two.  (I gravitate toward a capital and cruiser fleet, so I cannot deploy too much even at max battle map size.  Then again, I would like to try Xenoargh's elite Enforcer pack, if only good weapons were more common!)  It would probably be better if there was an officer cap like in the 0.7 era, just like the ship cap.  It does not need to be ten.

As for Loadout Design 3 itself, I consider it, among other things, an indirect EMP resistance perk because the only way to get EMP resistance since 0.8 is through Resistant Flux Conduits hullmod, and having more OP to pay for one hullmod of your choice is like having an extra floating perk.  Loadout Design 3 is so good that it makes up for the mediocre perks before it.  1 is junk, and 2 is useless without the extra OP from 3 (because base OP totals are low).

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Once you take these two skills, you have spent 12 skill points, a quarter of your total, and now you are incentivized to take additional skills in those same trees since you already spent the aptitude points.
No, all that does is make skills points get wasted on dead aptitudes.  I have no problem spending only seven on Loadout Design 3 and Electronic Warfare 1 in Technology because they are universal skills critical for every single character.  Also, Fleet Logistics 3, Fighter Doctrine 3, Coordinated Maneuvers 1, and Officer Management X in Leadership.  Even Combat has Combat Endurance 1 and (if you use fighters) Helmsmanship 3.

In short, it encourages cherry-picking the very best (skills useful for every character) from all trees, which may be undesirable too.

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This is compounded by the fact that two very good player ship buffing skills are in the tech tree (gunnery implants 3 and power grid modulation 3). Imo, dissipation and range are two of the most important ship stats and they can only be buffed for the player ship by taking tech tree skills. I can achieve substantial player ship buffs using these skills and other fleet wide skills in the leadership and industry trees so I often forgo the combat tree to save the aptitude points.
If I knew I would not be married to a carrier, Gunnery Implants 3 would be an automatic pick up there with Loadout Design 3.  The only reason it is not because if I want to pilot a carrier, I have no use for guns (because fighters take all of the OP), and I need to put skill points into carrier skills, at least Carrier Command and Wing Commander.  (Strike Command is a junk skill aside from 3.)  As for Power Grid Modulation, it is good, but the bonuses are so puny that it can be cut if you do not have enough skill points.  That said, if you want to use Mjolnir on low-tech ships, blaster spam on high-tech, or other flux hogs, you need it.  I do agree that, aside from Helmsmanship, the best combat skills for conventional gunships is in Technology.

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I think even just removing officer management and loadout design would improve balance drastically (I would probably add the extra OP as default and use the officer soft cap instead).
I would not mind removing Loadout Design if everyone gets the extra OP.  We have too low OP without it, especially carriers.  Officers (and presumably administrators to come) should be given the same treatment as ships.  Either remove Officer Management (I prefer this) or add a skill that extends the fleet cap (like 0.54 and 0.6 era Fleet Logistics).

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-Combine ordinance expertise and target analysis
-Combine evasive action and helmsmanship into one
-Move gunnery implants and power grid modulation into the combat tree and move coordinated maneuvers into the tech tree
-Combine Power grid modulation and defensive systems (assuming previous suggestion)
-Combine gunnery implants and ordinance expertise (alternative to suggestion 1, could combine these 3 skills into two in many ways)
-Eliminate advanced countermeasures (its just bad)
-Move Combat endurance into leadership and combine with fleet logistics
-Combine some of the fighter sub-trees
I would combine Power Grid Modulation and Loadout Design (1 and 2).  Loadout Design 3 could either be its own skill (+4% or +5% OP per level) or removed (with higher base OP to compensate)… or simply tied to character level (+1% OP per four character levels) make aptitudes useful skills again like in pre-0.8.

Advanced Countermeasures is only bad to player because he has better things to spend his points on.  On enemy ships, it is nasty because you cannot use kinetics to punch through armor.  Kinetics become worse than fragmentation.  Even the shield buff vs. HE is not trivial.  It means your ships cannot punch through shields with overwhelming HE damage (either Reaper spam or Hound/Mule/Heron plinking with Heavy Mauler).

* * *

As for rebalancing skills, a quick idea is to have all of the personal skills be at level 1, maybe 2, and have the fleetwide stuff at 3.  For example, Combat Endurance 1 gives more peak performance to flagship, 2 gives more CR to flagship, and 3 gives more CR to the whole fleet.  Do this for other skills directly related to combat.  That way, player can spread his skills to have a great flagship or concentrate his skills for a good fleet.  Officers max skills at level 2, since only fleetwide is at three.

P.S.  A problem with highly specialized pilot-only skills like Missile Specialization and various carrier skills is they lock my character into a narrow subset of ships.  If I take the three pilot-only carrier skills, I am stuck with Drover, Heron, or Astral for the whole game.  If I want to change ships, my carrier skills go to waste.  Thus, I am incentivized to stick with universally useful skills for my character, and use Officer Management to train specialists that I can fire if I do not need them anymore.  Officers can effectively respec.  My character cannot.
Title: Re: Discussion of skills
Post by: intrinsic_parity on July 11, 2018, 02:58:55 PM
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Once you take these two skills, you have spent 12 skill points, a quarter of your total, and now you are incentivized to take additional skills in those same trees since you already spent the aptitude points.
No, all that does is make skills points get wasted on dead aptitudes.  I have no problem spending only seven on Loadout Design 3 and Electronic Warfare 1 in Technology because they are universal skills critical for every single character.  Also, Fleet Logistics 3, Fighter Doctrine 3, Coordinated Maneuvers 1, and Officer Management X in Leadership.  Even Combat has Combat Endurance 1 and (if you use fighters) Helmsmanship 3.

In short, it encourages cherry-picking the very best (skills useful for every character) from all trees, which may be undesirable too.

I didn't mean that you would never take skills in other trees, just that skills in trees where you have already spent aptitudes are incentivized because you have already spent the aptitude points. Those skills become more valuable than they already were because you (potentially) can get several extra skills instead of the dead aptitude points. This would be okay if all skill trees were equal in value and any initial choice was roughly equal, but since there are several must-have skills, you always end up putting 3 aptitudes in tech and leadership, and thus the other skills in tech and leadership always have extra utility compared to skills in the combat tree that might be abstractly equal in value.

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As for rebalancing skills, a quick idea is to have all of the personal skills be at level 1, maybe 2, and have the fleetwide stuff at 3.  For example, Combat Endurance 1 gives more peak performance to flagship, 2 gives more CR to flagship, and 3 gives more CR to the whole fleet.  Do this for other skills directly related to combat.  That way, player can spread his skills to have a great flagship or concentrate his skills for a good fleet.  Officers max skills at level 2, since only fleetwide is at three.

This is a very good idea.
Title: Re: Discussion of skills
Post by: Megas on July 12, 2018, 06:58:08 AM
I get what you were saying.  My point was that Combat and Industry may very well have must-haves like in Leadership and Technology, and the player will spend twelve points in aptitudes.  If all four aptitudes have must-have skills, instead of every character wasting six points on dead aptitudes, they waste twelve.  Player will spend twelve in aptitudes if Combat and Industry have critically important skills that not taking them hurts more than grabbing more skills in Leadership and Technology alone.

For example, if the player wants his flagship to use fighters, then getting Helmsmanship 3 is non-negotiable.  It is such a game changer that he will spend six points for that skill alone (then probably one more for the universally useful Combat Endurance 1).  Even if player does not care for fighters, spending two for Combat Endurance 1 is a very good idea.  Added to Leadership and Technology, player has sunk nine into dead aptitudes.

You yourself posted a topic about separating combat and campaign skill points some time back.  If you want to play the exploration game, then you need to spend nine points in Industry to play (three in dead aptitude, three in Surveying, and three in Salvaging).  If player got level 3 skills in the other three aptitudes, he now has spent the full twelve points into dead aptitudes.  For combat junkies like me, I am forced to abandon this part of the game because the skill point price is too high.  I kind of worry some of the colony skills (and Surveying for that matter) next release may be too useful to pass despite NPC administrators, if nothing else changes for skills.

The danger of every aptitude having universal must-have skills (like Loadout Design 3) everyone needs to take to be the best is everyone will waste twelve in dead aptitudes, and every optimal character will appear mostly the same due to lack of remaining skill points.  (And those that do not are playing joke or underpowered characters.)  Currently, if you do not care about fighters and exploration, you can get away with only six points wasted in Leadership and Technology aptitudes, as you pointed out.  It is annoying that Leadership and Technology have universal must-haves everyone needs to take, but if Combat and Industry gain some too, and nothing else changes, the problem gets worse because everyone will need to spend twelve in dead aptitudes to be the best.

Of course, even lemon builds like mostly pilot-only, solo flagship builds need max Technology (for Gunnery Implants, Electronic Warfare, and Loadout Design) and maybe Leadership (for Fleet Logistics to add more time to the CR clock) to be best at the job, which could be survival against the entire simulator fleet.

It would be nice if none of the aptitudes had universal must-have skills everyone needs to take.  If that cannot be avoided, then aptitudes need to become skills like they used to be.  For example, Combat aptitude gives max peak performance or CR, Leadership gives more officers or reduces supply use, Technology gives more OP, Industry can give more loot.  In other words, if universal must-haves cannot be eliminated, they should become the bonus given by aptitudes themselves.  Loadout Design becomes the Technology aptitude, instead of being one of many Technology skills gated behind the aptitude, due to how vital that one skill is to every single character.  Aptitudes could be renamed fundamental or prime skills, skills you need to learn before you can learn the rest. 
Title: Re: Discussion of skills
Post by: intrinsic_parity on July 12, 2018, 05:35:24 PM
I agree, I think we are getting at the same point:
When skills that are outliers in terms of value are introduced to the aptitude system, it significantly reduces the amount of choice the player has in picking skills. In the scenario where there is one must-have in each tree, the player must spend 24 points (assuming all must haves are tier 3) before he can choose a skill and any other strong skills reduce choice even further. Even in the less serious case of 1 or 2 must-have skills, the aptitude system still changes the value proposition of skills, effectively reducing player choice.

It seems like the possible solutions are to rebalance skills such that they have similar value across tiers, or to rework the aptitude system as a whole.

I personally think that balancing all the skills well enough to eliminate the problem is not very feasible.

Systems like pure skill tree systems embrace the significant differences in value of skills by offering increasingly better skills as you level up. This creates progression and reward for playing the game. I know Alex does not want to do this :(.

The idea of adding value to aptitudes is good, as long as the value is not so much that it makes the aptitudes must-haves again. To be fair, increasing the granularity of something like extra OP does make it less required. You need some more OP but + 5, 10 or 15% (taking 1,2 or 3 aptitudes) might be more of an actual choice than 0 or 10% as it is now. I still think I would always take +15% OP regardless of if I wanted any tier 3 skills in the tree.

Maybe something like a 'skill web' where unlocking a skill unlocks adjacent nodes and the starting nodes are selected in the tutorial. Then there would be different ways of reaching the same skill and thus there would be many viable characters that include the strongest skills.
Title: Re: Discussion of skills
Post by: Algro on July 13, 2018, 12:57:25 AM
Looking at the discussion so far, it seems everyone focuses on the value of each skill and most ideas surround revaluing skills making every skill a viable selection. But because some components of the game reward the player more than others like officer numbers and fleet wide benefits, any change will result in a new meta/min-max selection strategy.

My take on this problem is:
1) We shouldn't view this problem by comparing every skill to each other, instead, carve each skill for a particular type of gameplay
2) We need to add more consequences to balance out each specific skill while creating more opportunity to engage in the game more
Let me explain ;).

Choices matter when there are consequences to every choice, and in-game there's only two consequence when it comes to skill point distribution, the dead aptitudes and the opportunity cost between each skill in that tree.

So here's some general ideas on making choices matter more:

 -Adding conditions/consequences on skills

    eg, Officer Management: gives you the ability to have more officers but for every officer above x number your entire fleet suffer from increasing (Supply usage) and non-officer-helmed ships suffer (peak performance time and top speed penalty) as a consequence from officer personality quirks and envy. (This change keeps the small elite fleets more supply hungry while making their support/backup ships much more weaker as a consequence)

    eg, Loadout Design 2/3 : A choice of 1) lower max peak performance time and increase resupply time to compensate more complex designs or 2) Lower flux venting to compensate for more power hungry equipment

-Rewarding the player on focusing their points on one skill tree with "perks"

    Fallout new Vegas had a large selection of perks and benefits that the protagonist can acquire if they invested in eg, intelligence-hacking. It made each play through different. I think Starsector would want to go down a similar path.
    My mind: Only if you can compensate for only choosing combat in some way so that you can also have an alternative way to gain extra officers and OP, maybe even something better?

    Lets say every 5 levels starting from level 5 you get to select a feat of your liking. Lets also say that there are a few general feats that include skills you can use on the map, but some are only available if you invested enough points into a particular tree.
    What if you spent all your points in combat and get to have a feat where ALL your ships fleets in YOUR FACTION will gain x% of the skills which you got in the entire combat skill tree.
    What if gaining half of all technology skills give you the ability to gain +25-100% radar range

    -With these options, the game will become much more repayable as every skill tree may have some surprises that counteract a perfect balance of point selection which is present in the current version of the game. Even if it may be game breaking, it is a every interesting game reward for a unique character progression.

-Have some skills locked behind payment / artifact walls
   
    Want Load-out design 2 and 3? Sorry only the High tech factions sell the books to learn these skills.
    Want more officers? Your current faction doesn't allow that, unless you have a better reputation with xxx (Go to xxx on xxx to receive a background expanding non-plot mission)
    Want better Industry abilities to upgrade your faction? Sure find it yourself or make a dedicated research lab on one of your colonies for it.

That's a lot to talk about, so now I'm thinking about creating a new topic for each one.
Generally, my ideas follow the rules of: let there be more replay potential, let it create more resistance before you choose and let it create opportunity to have more in-game fights. Hope this enlightens someone :). What do you guys think?

Title: Re: Discussion of skills
Post by: Megas on July 13, 2018, 05:50:13 AM
As long as there are skills that are so good that every character needs to take them (to be the best), it does not matter if there are skills that curve out different paths because there will not be enough skill points left.  Currently, player can be a solo combat flagship junkie (weak), CP micro-commander, carrier master, jack, or gimp his combat power to play explorer.  Currently, Leadership and Technology have those universal must-take skills.  Combat has few critical skills for various builds.  Industry is required for exploration, but exploration is optional since they only yield one-time cash rewards.

Skills that are sidegrades probably feel bad.  I would not want them.  What is the point of skills if the sum power of my character is zero due to power-up letdowns, sidegrades, or poison mushrooms?  Currently, taking Defensive Systems 3 hurts because (aside from spent skill point) phase ships lose peak-performance faster, despite other useful bonuses.  Before 0.8, Gunnery Implants 10 was possibly harmful for AI due to faster fire rate increasing flux usage, and AI does not manage flux-intensive loadouts well.  Even all-powerful Loadout Design 3 has the price of two very mediocre perks before that.  1 is bad since no ship needs super-max capacitors (some are good for some ships, but max is usually more-than-enough, let alone super-max), 2 is useless without 3 because stingy base OP totals make it hard to exceed max vents without cutting out other vital stuff for ships without bonus OP from 3.  Then, some skills like Ordnance Expert has a small but nice bonus at 3 (for pilot-only) that is gated behind two mostly useless perks (one is +25% shot speed, what a ripoff).  Paying skill points for power is already a hefty price, which is a reason wasting points in aptitudes that do nothing feels bad.

Do not want skill access tied to factions.  Do not like the idea that character requires training at Tri-Tachyon to level up (for a bunch of dangerous sidegrades).  I should not need to pay someone to teach me how to breathe.  Tri-Tachyon or Persean League are already no-brainers to join due to the nearly exclusive access to various hullmods.  Hullmods already fill the book learning aspect.

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Rewarding the player on focusing their points on one skill tree with "perks"
It tries to do this with dead aptitudes, so that those that do not touch other aptitudes get more skills.  In practice, that fails because the must-haves are spread across from two to all four aptitudes, and everyone who wants the best spends more-or-less nine points into dead aptitudes.  Also, exploration is gated behind Industry.
Title: Re: Discussion of skills
Post by: Shrugger on July 13, 2018, 06:18:37 AM
IMHO there shouldn't even be any player- VS fleet-specific skills. Skills should affect all ships in the fleet equally, regardless of who's piloting them.
Then there'd still be skill trees focussed on frontline or carrier or fire support ships, as they are now, but it wouldn't feel so bad to get one or the other.

That said, the entire skill system is, in my opinion, misplaced in this game. OFFICER skills as a sort of specialization fine, but the player skills turn me off more than anything. Why do I have to permanently lock myself into one doctrine or the other? Why can't I effectively adapt over time? Why can't I hire people that know the salvaging/carrier/tech/frontline business?

Aaand cut. That's my thirty seconds of rant done with.
Title: Re: Discussion of skills
Post by: Megas on July 13, 2018, 12:55:44 PM
My problems with pilot-only skills:

If it costs more to powerup the fleet than to powerup your flagship, that would be okay.  Currently, it is cheaper to powerup the fleet.  Of course, even if it powering-up the fleet was not cheaper, there is still the problem where officers can fight just as well as you, but they cannot do anything else.  If you need a balanced party to be the best, you will be delegated as the support class just so you can force-multiply your fleet instead of adding yet another grunt.
Title: Re: Discussion of skills
Post by: intrinsic_parity on July 13, 2018, 04:13:53 PM
My take on this problem is:
1) We shouldn't view this problem by comparing every skill to each other, instead, carve each skill for a particular type of gameplay
2) We need to add more consequences to balance out each specific skill while creating more opportunity to engage in the game more
1) This sort of what the current system attempts to do with the skill trees, however it doesn't work well at achieving the effect you describe. IMO, there are a couple things the skill tree system would have to do in order to incentivize this sort of specialization in gameplay:

- each type of gameplay would have to be relatively balanced in terms of some power metric. If one type of gameplay was very strong and another was relatively weak, no one would play the weak style. This is sort of what happens now, it is much more effective to take less skills (because of aptitudes) among all the trees than to focus on one tree, so no one focuses on one tree.

- There has to be some mechanism to incentivize the player to focus on one tree (or prevent diversification directly). Currently the strongest aspects of a tree are available to the player for relatively little investment, so he will cherry pick the best skills only. The two ways I see of achieving this are to:
    a) significantly increase the investment in a tree required to unlock the best skills (more similar to a conventional skill tree that Alex has expressed disinterest in)
    b) add some sort of stacking bonus for investment into a tree

Solution A would probably require making the tree deeper and less wide. Currently there are many different sub trees but only 3 tiers. An alternative system might have 6 tiers but only 3 subtrees. In order to avoid excessive aptitudes (horrifying), you could have a system where aptitude 1 unlocks tiers 1-3, aptitude 2 unlocks tiers 4-5 and aptitude 3 unlocks tier 6. This way the best skills (tier 6) require a very large investment (9 skill points) to unlock so cherry picking from multiple trees is much less viable. This also allows high tier skills to be significantly stronger than low tier skills without ruining balance. Perhaps officers might only have access to tiers 1-3. It would be important to make sure that skills are not required as some are now though. It could result in the player being even more restricted if he had to take tier 6 skills from multiple trees. This is again about ensuring that skills of the same tier provide similar value so that specializing in one tree is similarly viable to any other play style.

Solution b would be much simpler. Similar to what you suggested, it could be as simple as a % bonus for each skill taken in a tree. So each skill in tech might add 2 OP or 2% OP or something like that. You could also do a non-linearly scaling bonus so there is more benefit for each skill taken. This could ensure that focusing on one tree was more viable by giving substantially larger bonuses for large investments and create several distinct and very powerful play styles with little intersection.

It seems like Alex's vision for the game is not to have such focused play styles though.



2) This is just another way of balancing the opportunity cost of skills. It's a pretty good idea but ultimately the goal is still to ensure that all the skills have the same opportunity cost. This method just avoids nerfing skills and chooses to add a separate drawback instead.



I agree with Megas that locking skills behind faction relations would be frustrating. I wouldn't mind some story elements leading to new abilities but I think the game is too sandboxy for that to happen. It would definitely require a significant change in how skills work (to have some unlocked by story progression), or a new mechanic entirely.
Title: Re: Discussion of skills
Post by: Algro on July 13, 2018, 11:35:01 PM
Note:Summary at end

Regarding skill nerf / drawbacks / sidegrades etc
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Skills that are sidegrades probably feel bad.  I would not want them.  What is the point of skills if the sum power of my character is zero due to power-up letdowns, sidegrades, or poison mushrooms?
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This is just another way of balancing the opportunity cost of skills. It's a pretty good idea but ultimately the goal is still to ensure that all the skills have the same opportunity cost. This method just avoids nerfing skills and chooses to add a separate drawback instead.

Seems my intentions have not been on point, let me discuss this idea more in detail. Remember System overdrive? Increasing flux venting but at the cost of shields, this is a good mod to demonstrate the reward-consequence and decision making that takes place when an amazing power-up is bonded with a consequence that must be taken into account before usage. On a ship by ship basis, some will outshine others with these mods but others will lose their appeal to the player.

Now lets put this framework onto skills, like my pre-mentioned:
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Officer Management: gives you the ability to have more officers but for every officer above x number your entire fleet suffer from increasing a%/b%/c%...(Supply usage) and non-officer-helmed ships suffer x%/y%/z%...(peak performance time and top speed penalty) as a consequence of officer personality quirks and envy. (This change keeps the small elite fleets more supply hungry while making their support/backup ships weaker as a consequence)

Instead of a direct upgrade to officer size and making a fleet much more capable, my intended consequence is to make an elite few ships with officers and support ships appeal more than a fleet with the same amount of officers but in a larger fleet. Unlike a Nerf or drawback that hinders a skill, this would be giving a choice to the player to further enhance their play-style at the cost of less effective officer-helmed ships. I would go further to say that as the player invests more into the skill they will not be forcing themselves into a specific play style, because the downsides should not be made to force the player. If anything, my example would encourage a a band of large ships with officers while all other ships would be high-speed chasers/ harassers/ support/ fodder to the meat grinder ;).

This shouldn't be making all skills into a zero-sum gain, it should be a way to counter mechanic-wise better selections by keeping their advantages while tweaking other parameters to maintain game balance, nor should it be game-play restricting that forces one play-style, rather it should only enhance one while leaving others as an option.


Stacking bonuses / "perks"
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As long as there are skills that are so good that every character needs to take them (to be the best), it does not matter if there are skills that curve out different paths because there will not be enough skill points left.  Currently, the player can be a solo combat flagship junkie (weak), CP micro-commander, carrier master, jack, or gimp his combat power to play explorer.  Currently, Leadership and Technology have those universal must-take skills.  Combat has few critical skills for various builds.  Industry is required for exploration, but exploration is optional since they only yield one-time cash rewards.
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Solution b would be much simpler. Similar to what you suggested, it could be as simple as a % bonus for each skill taken in a tree. So each skill in tech might add 2 OP or 2% OP or something like that. You could also do a non-linearly scaling bonus so there is more benefit for each skill taken. This could ensure that focusing on one tree was more viable by giving substantially larger bonuses for large investments and create several distinct and very powerful play styles with little intersection.

Megas seems to have misinterpreted my intentions but his great review of the current meta makes this topic much easier to explain. What I meant was this:

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Lets say every 5 levels starting from level 5 you get to select a feat of your liking. Lets also say that there are a few general feats that include skills you can use on the map, but some are only available if you invested enough points into a particular tree.
These would be the general ideas behind skills gained by investing into a particular tree

    -Combat: perks that make pilot only skills influence non-player ships. eg, a perk / staking bonus that gives non-player ships 10%/20%/30% of what the player gains from this skill tree, a perk that gives 2 personal officers that have 50% of your skills and doesn't take up the normal officer space (but can die with no way or revival), a final perk for fully investing in the skill tree: Faction wide bonuses equal to 20% of your skills in this tree.
        This should make solo combat flagships a viable option, mainly for people new to this game who want to be the hero of the show. By sacrificing tech/leader skills
    they directly gain combat focused skills while improving his entire fleet passively at the same time, simple.

    -Leadership: should have some carrier-based perks and mainly stay a support based skill tree, but should have perks that lower drawbacks of some skills and something like the 'aura' concept someone mentioned earlier. Maybe the final perk would change store prices and relations with other factions.

    -Technology: A singe upgrade-able perk that allows more skill points at the cost of all other perks. This should balance out how this tech tree appeals more than to others.

    -Industry: Allows the ability to learn/find other skills when salvaging as the final perk. Like the go-to option for all achievers, making salvaging a alternative way to gain skills at late game (and motivation to salvage more). Not sure how colonies will change this so this is for the current version.

    -Because of the gated industry, there should be universal perks that includes weaker versions of level 3 industry skills granting access to salvaging.

(More perks must be thought up too so that there are more perks than what is possible to select.)

This is just my exploration of the possibilities of perks, as they can address problems like how leadership and technology have many universal must take skills. It should provide every play-style a reasonable way to include otherwise lost opportunity that the current skill tree doesn't provide. In the end, it should be both a tech tree balancing tool as well as a way to ramp up the current skill tree to be much more involving and interesting.


Faction access to game skills
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Do not want skill access tied to factions.  Do not like the idea that character requires training at Tri-Tachyon to level up (for a bunch of dangerous sidegrades).  I should not need to pay someone to teach me how to breathe.  Tri-Tachyon or Persean League are already no-brainers to join due to the nearly exclusive access to various hullmods.  Hullmods already fill the book learning aspect.

Exactly, right? Who wants skills that are tied to a specific faction. I was my bad to under-explain this, but now that you have addressed the problem, let me put some more thought into this. What if the opposite of what you said was true? What if you joined the Luddic path, they dislike tech and have some of the worst stocks of weapons. Really, a bad choice. But, what if, you grew in their ranks and gained faction specific skills that uses these downsides to your advantage? A spy network that keeps track of the world economy or ship finding resource networks and other terrorist like activities. (Now think of adding stupidly unfair mods that allow extreme burst damage by suicidal bombs and doubling missile ammo sizes, etc (Just stupid ideas, don't mind me))

So, what is the current tool to balance different factions? By balancing hull-mods? Different types of ship tech? The cost of supplies in different star sectors? There isn't much that directly impacts one faction at a time, and there are yet to be faction specific quests to flesh out the background of each faction. I believe Alex will address these problems in the far future, or maybe not b/c of his sandbox focus. Anyway, this is my far stretching idea on how factions could pan out different end games and give further diversity to the game's challenges (faction quests), better not discuss this here :-X.



So a brief summary for those who don't want to read the specifics:

skill nerf / drawbacks / sidegrades etc
Skill drawbacks shouldn't be making all skills into a zero-sum gain, it should be a way to counter mechanic-wise better selections by keeping their advantages while tweaking other parameters to maintain game balance, nor should it be game-play restricting that forces one play-style, rather it should only enhance one while leaving others as an option.

Stacking bonuses / "perks"
It should provide every play-style/tech tree a reasonable way to include otherwise lost opportunity that the current skill tree doesn't provide. It should be both a tech tree balancing tool as well as a way to ramp up the current skill tree to be much more involving, interesting and rewarding.

Everyone intrested? Now, let's discuss the flaws of these ideas and get Alex's attention ;).
Title: Re: Discussion of skills
Post by: intrinsic_parity on July 14, 2018, 01:48:57 AM
drawbacks
I think you are misunderstanding what I mean by equalizing opportunity cost. Balancing and equalizing opportunity cost are two ways of saying the same thing.

In order to 'balance' skills, you have define what 'balance' is. I think the most reasonable definition is that two skills are balanced with each other if they both equally increase the probability of achieving the players goal. Naturally there are many different ways of achieving any goal, and certain skills may benefit in one way rather than another, but ultimately, when a player considers what skill to take, he is trying to select the skill that will most benefit him in achieving his goal. He does this by considering how each skill helps and hinders his goal, and then decides which skill provides the most overall benefit. Earlier we were discussing how a skills location in the skill tree might hinder the players goal if the skill require extra aptitude points to obtain and thus prevents the player from obtaining other skills. In this case, the skills benefits are reduced indirectly, and thus the overall benefit is less. This isn't some abstract way of balancing, it's just the human decision making process. In choosing a skill, you are inherently comparing them all to one another, and so they all must be balanced w.r.t. one another, otherwise how do you determine what 'balanced' means?
This is what I mean by 'equalizing opportunity cost': ensuring that each skill provides a similar amount of support for your goal. It's just balancing the skill.

You have determined yourself that some skills provide too much benefit and thus require some offsetting factor to ensure that the overall benefit of the skill is in line with other skills. Offsetting the benefit by adding a drawback is certainly different than reducing the benefit directly, but they are two means to the same end.

I agree that drawbacks are underutilized in the skills system as a balancing mechanism, but they are not universally a better balancing mechanism than straight nerfs. Take the unstable injector hull mod for example. It offers increased speed with the drawback of reduced range. This drawback is often a bit too much for warships, but it is inconsequential for carriers. This is an example of how a drawback might create more balancing challenges than it solves. It's a worthwhile conversation to have though.

perks
I'm not quite clear on what you are suggesting? Are you saying that every 5 character levels, you get to choose from some set of potential perks? Or are you suggesting that for every 5 points invested in a tree, you gain access to some specific perk?

Apologies for my 2am ramblings
Title: Re: Discussion of skills
Post by: Algro on July 14, 2018, 05:07:02 AM
When talking about balance, we must be on the same page to why we balance each skill in the first place. For games like Overwatch and LOL where a multiplayer competitive environment must be maintained, balance would be of the top priority. But even in these games, issues with balance arise because of different playstyles and roles (classes and lane heros). When regarding Starsector, a singleplayer game, the reason behind balance shouldn't be vigorous tuning of each individual skill in regards to another skill, instead, it should be making every playstyle a viable choice to the player, think Boarderlands 2.

But that's not to say Starsector doesn't have these issues, because there are still are things like the must have skills. More specifically, the aforementioned OP, officer number, salvage and fleet-wide improvement skills.

My propositions are indeed another way to 'balance' these issues the game already has. But unlike changing the numbers so that each skill have similar utility, I think drawbacks bring into the game high risk high reward skill selection. Or in-other words, more meaningful choices and less one sided decisions.

In regards to the unstable injector, it's very much like the skill which increases officer numbers, they both reward too much without any downsides (unstable injectors don't cover the downsides of carriers). The only options are to lower the rewards potentially killing off the usefulness/uniqueness of the skill completely or under-Nerf the skill; Another option is to widen/include drawbacks so that the any misuse of the skill is considered, but potentially making the skill too complicated; Or maybe, as the final option, drop the skill altogether.

I would not want to see a viable skill killed off just because the change the skill makes in game mechanics makes it too powerful compared to other skills. This is why I wish Alex could implement drawbacks to reward those few who find the high risk high reward usage in their preference. I mean, if there is a way to both make the game more complex, hard and rewarding while only giving the option to those who would want to take advantage of it, I would gladly take it.


Now, regarding perks
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I'm not quite clear on what you are suggesting? Are you saying that every 5 character levels, you get to choose from some set of potential perks? Or are you suggesting that for every 5 points invested in a tree, you gain access to some specific perk?
Both. Have you played DND before? If you have, I'm using the concept of leveling up and getting feats from ability improvement.

Translated into Starsector (Forgot the specific numbers):
Level 1 5 skill points (SP)
Level 2 2 SP
Level 3 2 SP
Level 4 2 SP
Level 5 2 SP + 1 Perk
Level 6 2 SP
...

There are, for example
8 universal perks to choose from
5 For each tech tree

The tech specific perks are unlocked by putting enough SP into the tech tree (6/9/12/18/24... numbers are up to consideration), the perks that become available are like the ones I already mentioned before (Still very broad and just an idea).

Perks are meant to be another balancing measure to provide each tech trees option that are available to other tech trees but are not possible / to high of an investment while including tech tree specific bonuses.

Hopefully this makes my idea more fleshed out
Title: Re: Discussion of skills
Post by: Megas on July 14, 2018, 05:41:18 AM
Currently, nothing marries the character to the faction.  Next release, players can be rewarded from completing bounties regardless of reputation (so that farming cores from Remnants will not be the only way to restore reputation that reached Vengeful).  In theory, player can get all of the faction-exclusive goodies (like hullmods) if he plays long enough.

Next release, some Surveying (probably 1 or 2) may be very important to be able to colonize planets.  Then, there may be some colony skills that might be vital.

As for salvaging, the problem is rigs.  Unskilled cannot use rigs at all to boost what little loot they can get from blasting objects.  Max skilled characters not only can properly salvage objects for full loot, but also use rigs to get double loot (instead of only half gained from blasting objects).

Next release, I want to build my own colonies so that I am not reliant on other factions for hardware, although I could temporarily join a few to get blueprints and hullmods I cannot find.  Although I suspect I might be reliant on factions for income if I build a powerful self-sufficient set of colonies.  (Ultimately, I want to build self-sufficient colonies so I can declare war on the sector and kill everyone, then my faction reigns supreme over the sector.)

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   -Technology: A singe upgrade-able perk that allows more skill points at the cost of all other perks. This should balance out how this tech tree appeals more than to others.
If this means more skills but perks become null-and-void, then you just shot yourself in the foot by destroying all skills and effectively become an unskilled character.  If this means spending points to get even more points back (and perks are not voided), then this is a no-brainer!

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I mean, if there is a way to both make the game more complex, hard and rewarding while only giving the option to those who would want to take advantage of it, I would gladly take it.
I do not necessarily want complexity for its sake, especially if the extra bells-and-whistles make the game worse (like CR in early 0.6).  Simplicity can be good.

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Both. Have you played DND before? If you have, I'm using the concept of leveling up and getting feats from ability improvement.
Pre-0.8 Starsector was probably like this, and it was problematic because only the perks mattered.  For example, the difference in power in the Combat tree from 9 to 10 was greater than from 0 to 9.  It was really bad.  On the other hand, there was no level cap, and if you could grind long enough, you can get everything.

Re: D&D 3rd edition
I have read humor/horror stories about this edition.  It appears characters are incompetent (even with take 10 or 20) unless they max ranks.  This does not include RAW absurdities like being unable to see the sun because you auto-fail Spot check due to distance modifiers, or reliably identify humanity and kin, which is used as the joke explanation why humans breed with everything and there are so many hybrid races.  Spellcasters need max Knowledge Arcana (or Religion or Nature), Spellcraft, and Concentration (especially if Epic rules are used), which means you need above average INT just to do your job regardless of class - bad for WIS-based cleric or CHA-based Sorcerer, with only 2/level + INT mod.  Some splats even assume magic items to reach competency.  This is like in Diablo II where level 20 from skills alone is not enough damage to kill things, and you need to get endgame +skill equipment (like rare Stones of Jordan) and fill your inventory with (relatively rare) skill charms for level 40 to be on par.
Title: Re: Discussion of skills
Post by: Algro on July 14, 2018, 08:25:22 AM
A player gaining all faction-exclusive goodies by befriending them all? (That will take A LOT of time (with mods)) I thought the ability to blow up space stations were a way to take them by force, getting hull mods along with conquering the galaxy.

As far as next release goes, the industry tech tree will become one of the most important, if not, the only way to get a all powerful colony started. Add this with the already important leadership skills for officers and carriers, technology tree for fleet-wide benefits and electronic warfare. The current skill point number will not be sufficient to open up all play styles in one game. The perks I just mentioned was a way to deal with this.

I couldn't understand what you meant by 'destroying all skills and effectively becoming a unskilled character' when you only gave up perks and points spent on the technology tree in order to use the extra points, and as a result, becoming proficient in salvaging / colony management / leadership. Or you meant perks would define a skilled character and cancelling out this will make a character unskilled? I'm sure this would only happen when someone used all their points in one tech tree. I need some clarification, thanks.

I remember 0.6 where supplies dictated what you can and cannot do, I get what you mean by not wanting complexity for its sake. Maybe I used the wrong wording for this, and depth would be a better word in this case. If there was a way to create depth and challenge, rewarding to players who find interest in a particular skills strengths and overcome its downsides. Now this sounds better, I hope everyone talked more about the concept of Perks and Drawbacks and how my examples can be improved to fit your tastes, or that the implementation of it has xxx downsides, and therefor unnecessary in the game.

Wait, I see your problem now Megas. My wording of perks doesn't mean the result of spending points on a particular skill in a skill tree (I meant perks for investment in tech, leadership... not Officer management and load out design). Think of perks as a second skill tree that relies on the first, or sub classes that open up as a result of heavy investment in a particular group of skills (leadership, combat, etc). I previously used tech tree to represent combat, leadership, technology and industry, sorry for the confusion.

What do you think of implementing perks just to alleviate the necessity to go into industry to gain the basic (bare minimum) ability to salvage, survey and colonize planets? This would be a great quality of life change.

And about dnd 3rd edition
I've heard rumors about its complexity too, but because I play the 5th version, I'm not completely sure what the specifics are. The 5th version did a amazing job at simplifying everything so that it welcomes newcomers, but at the cost of character development, like a history summery leaving out the specifics of every major event / war. The upsides though are easier role-playing so I wouldn't say the change wasn't worth it, and it has made DND grow again. But generally as you have said, the 3rd edition is years of expansions put into one, and more rules meant the core mechanics had to break at some point. But isn't that alike the power-creep we see in card games where the original game cards lose against new editions of the game? Years of development made on 3rd edition DND created a power creep that made earlier powerful magic items a necessity in-order to play the game.
Title: Re: Discussion of skills
Post by: Megas on July 14, 2018, 10:28:28 AM
Just a quickie:  In 0.8, each point in skills gives a perk.  This is a bit different than pre 0.8 where you only get perks at 5 and 10 (except for Navigation's weird or hidden breakpoints).  Aside from perks you get a small increase to a stat, usually insignificant (except for +OP% skills).  Perks were huge game-changers, either special abilities or gigantic bonuses.
Title: Re: Discussion of skills
Post by: intrinsic_parity on July 14, 2018, 10:57:57 AM
The reason behind balance shouldn't be vigorous tuning of each individual skill in regards to another skill, instead, it should be making every playstyle a viable choice to the player, think Boarderlands 2.
In order for play styles to be balanced, the skills that enable them must be balanced. I'm not suggesting that every skill provide the same benefit, but rather that they provide (roughly) the same amount of overall benefit. Different play-styles provide value in different ways, but they are all trying to achieve the same goal, so you can judge their value by how well they achieve that goal. Overwatch is a great example. The hero's are not balanced directly wrt each other at all. That would mean they would all have an equal chance of winning a 1v1. Instead they are balanced based on how well they help win a team fight. If a hero helps win a team fight much more than any other hero, they provide more value in terms of that goal and so they are unbalanced, even though they do not provide the same value that another hero might. I think I am talking about value more abstractly than you are. Supports and tanks in overwatch both provide completely different value to the team, and their abilities do different things that cannot be directly compared, but they can still be compared abstractly to one another based on how well they help win the game. In starsector, the goal is to win combats. If playership skills help me win combat a little, but fleet-wide skills help me win combat a lot and they require the same investment, then they are not balanced. In order to make solo playership combat a viable playsestyle, the components that make it up must be able to provide a similar amount of value towards winning the game as any other play style. Balancing playstyles and balancing the skills that enable them is the same thing.

This is admittedly complicated in starsector by the fact that 'winning' is poorly defined, but I think that combat is pretty clearly Alex's primary game mechanic and balancing around it is reasonable.

Also, skill should be balanced against other skills that are presented to be of the same value (ie each tier of skills should be of similar value). If level 1 skills are better than level 3 skills, then a new player has no idea what is good and what is bad. I'm not suggesting that every skill should have the same value, only skills that are presented as the same tier have similar amounts of value. That's partially a matter of presentation, but more so a matter of value for investment. It takes 2 skill points to get electronic warfare 1 but 6 to get most tier 3 skills, while ew 1 is significantly stronger than almost any other skill? That's not balanced, even if those other tier 3 skills are good skills.

A final comment on balance: there has to be something that you balance against. If you have no standard by which to judge something, then you cannot balance it. How would I know that a skill is overpowered, except that I can see that it helps me more than another skill? Sure you can consider interactions between skills and how they stack, but ultimately, you are comparing those groups of skills to other groups of skills (it could be argued that play-styles are exactly this, groups of skills that stack with each other). There is no other way to balance beside direct comparison with some standard.

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My propositions are indeed another way to 'balance' these issues the game already has. But unlike changing the numbers so that each skill have similar utility, I think drawbacks bring into the game high risk high reward skill selection.
You add drawbacks to..... ensure that each skill has similar utility? Otherwise why are you adding drawbacks? You are trying to do the same thing by a different mechanism,  which might be a good mechanism,  but it's still doing the same thing.


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Or in-other words, more meaningful choices and less one sided decisions.
I agree with this, drawbacks can make decisions more interesting but more complicated as well. Also, drawbacks do not determine if a decision is one-sided. If the skill is too strong or the drawback too weak, the decision will be one-sided. It's always possible with any balancing mechanism  to tune a skill so that the decision is difficult or not obvious. I agree that strong skill and major drawback make for a more interesting decision sometime , but that can also be frustrating. In the example of unstable injector, I never use it because the range penalty is too annoying, even if it actually makes the ship relatively balanced (questionable). I might rather have the choice of 20/15/10/5 su/s with no penalty than 40/30/20/10 with a range penalty. The choice of balancing mechanism should be specific to each case.

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Perks are meant to be another balancing measure to provide each tech trees option that are available to other tech trees but are not possible / to high of an investment while including tech tree specific bonuses.
If we are adding more skill trees, I think splitting campaign and combat skills is more intuitive. Or even splitting each tree into its own system with it's own xp. These ideas directly reward the player for playing a play-style with skills that benefit those play-styles, and they don't restrict you from pursuing other playstyles separately. Simpler and more intuitive. That's just my opinion though, your idea is certainly viable.
Title: Re: Discussion of skills
Post by: Algro on July 14, 2018, 11:44:00 AM
Just some quick responses to some thing, Its getting very late here.

Megas, using 'perks' to describe my idea seems to clash with an already in-game word usage? I guess I need to change 'perks' to something else to describe my idea then.

Regarding balance, I would like to think borderlands 2 more than Overwatch because of its competitive nature. But I see what you are getting at, there needs to be some metric to balance skills on, and these skills should surround the main focus of the game, combat and logistics.

I think the winning condition in this game is have the strongest force in the galaxy while having the logistic capability to handle it. For example, Officer management as a skill that gives more officers should be counter acted by a logistic measure either against the ships with officers or ships without officers. Another example on the replenishment rate of fighter should be countered by logistic measures too like slower CR gains out of combat etc.

It is hard to compare different playstyles because almost every play style relays on some fundamental skills that improve OP and major combat improvements like officers, this needs to change.

And about the unstable injector, I always add it on cargo ships, carriers and missile ships, it's a broken skill and a must have, your almost always better off with it when range isn't a problem. And if unstable injector becomes a one off stat boost, it would remain a necessity for those who want extra speed, or a under value skill. There needs to be more drawbacks like lowering peak performance by 20-30%.

The problem with separated tech trees is like unlimited levels, you can get all the skills in one play though. This kills replay-ability and add a grind aspect to leveling up, highly dangerous.

Title: Re: Discussion of skills
Post by: intrinsic_parity on July 14, 2018, 03:08:39 PM
The problem with separated tech trees is like unlimited levels, you can get all the skills in one play though. This kills replay-ability and add a grind aspect to leveling up, highly dangerous.

You can still have level caps for each tree
Title: Re: Discussion of skills
Post by: Midnight Kitsune on July 15, 2018, 12:44:42 AM
The problem with separated tech trees is like unlimited levels, you can get all the skills in one play though. This kills replay-ability and add a grind aspect to leveling up, highly dangerous.
I'd say just the opposite: Limited skills LIMITS skill builds, especially in .9 when we are going to get MORE must have skills and most likely no more SP.

Also, why again can't we just divorce the flagship skills from the fleet and empire wide ones? Wouldn't that fix 90% of the issues of combat being not worth it?

And without respec, WHY would I want the skill system to include drawbacks? That sounds like a very good way to screw over noobs and limit builds.
Title: Re: Discussion of skills
Post by: Algro on July 15, 2018, 04:21:00 AM
     Few games have separate skill trees that level up at the same time, the examples I can think up of are RuneScape and mmorpg games which include tons of skills, each with a difficult grind as a way to create the game economy. This doesn't fit star sector, or more broadly single player games. Lets do a thought experiment by spiting the current tech tree in half with skill caps:

                                                                               
Key:
     -#(skill number) X(Relative power) (eg. 1A first skill, and a must have), each main tree has 6 points to spend (About half).
     -I assume there will always be a must have skill in each tree (A), two relatively good / bad ones (B/C) and a defective skill (D).
      ##I also assume these are impossible to balance because of game mechanics  ## (B/C may change because of personal taste)

Combat (personal skills)

combat (C)
1A 2B 3B 4C 5C 6D

leadership (A/B)
1A 2B 3B 4C 5C 6D

Fleet-Wide and Empire (Other than self)

tech (A)
1A 2B 3B 4C 5C 6D

industry (A)
1A 2B 3B 4C 5C 6D
                                                                                     
                                                                  
     In this case, what will the player go for? I would have confidence in saying that every player will invest in skills that are necessities first (A), then go on the get the  B's. But for combat skill tree, the player will have to choose between leadership 4C/5C and combat 2B/3B, after this the player has used up all his points. Now, lets see how this is different from the current game:

This player will be able to do mostly everything the game has to offer in his first play through, including salvaging, empire, fleet and flagship with minor differences between combat/leadership (carrier or capital flagship).

This player will now have a character without any limited skill builds, getting the most out of the game on their first run, YAY for the player and the game? :-\.


     I would continue to suggest looking at boarderlands 2 for a good example. It kinda has perks but in the form of a skill tree defining skill that takes one point to learn, but takes investment in the skill tree to get. I'm not saying this type of skill tree system translates well into starsector, as boarderland 2's replayability comes from different characters/classes, allowing it to have the option to reset skills at a small price.

     I have a friend who played thousands of hours of boarderlands 2, playing both on PS4 and PC, he makes videos on insta killing bosses using a particular gun on a particular place on the map with a particular characters skill. This is a very extreme case study, but I do want to point out the importance of skills with depth in relation to a games replayability. And that stacking a particular stat like reload speed should be allowed, as long as it has it's drawback so that it isn't abused to make the game into easy mode (In star sector this drawback might mean giving up flux economy, range and maybe acceleration to gain a large boost in burst firepower)

     I've been playing starsector since 0.65a (The one system no CR fighter took ship slot version, if I got the version wrong.) And every version since then had different meta builds, I wish every build/playstyle is viable in the final game. This is what I find lacking. If only there was a option to decrease supply usage to a minimum at the cost of all combat skills, like the no skill good old days ;). (R.I.P. Apogee's drones, lost its uniqueness for balance and the game system.)

                                                                               
Now lets consider the current tech tree with 'perks / sub tech tree' and drawbacks
Key:
     -(-)represents a drawback and (--) means a major one
     -Each character gets about 4-5 Perks after becoming max level
     -8 Skill points to allocate (+6 from tech perk)
     -I won't go into detail what level gets how much skill points/perks

combat (C)
1A-- 2B- 3B- 4C 5C 6D
Perk 1(B) 2(A) 3(A)  ##fleet wide related

leadership (B)
1A-- 2B- 3B- 4C 5C 6D
Perk 1(B) 2(B) 3(Carrier perk)

technology (A)
1A-- 2B- 3B- 4C 5C 6D
Perk (more skill points and no perks)   ##Gaining more skills compared to the usual as the player levels up

industry (A)
1A-- 2B- 3B- 4C 5C 6D
Perk 1(C) 2(B) 3(A)   ##combat related
Universal Perks 1(Salvage) 2(Survey) 3(Electronic warfare) 4(Empire) 5(Map skill) 6(Sensor range+) 7...

This would keep the current meta of diving into tech and later leadership to gain OP, officer and fleet-wide advantages, universal perks would cover the lack of industry if the player chooses not to have more skill points.
The main highlight of this change is allowing a pure combat/industry focused skill development possible without worry of a bad late game experience / feeling of inadequacy compared to the others play styles.

(-) drawbacks have this basic rule:
1)Combat skills will only have logistic related drawbacks (Unless there are unique reasons that makes this viable)
2)Logistic skills will only have combat related drawbacks
3)The skill must not suffer too much becoming unreasonable. (About A to B/C)

These changes make many play style choices possible:
1)Best Flagship(combat)
2)Carrier Flagship(Support)
3)Current Meta (Tech perks with leadership)
4)Industrial giant (great logistics, and self made ships for the biggest of battles)
5)Hybrids
                                                                               

Please ask out if you didn't get something.
Title: Re: Discussion of skills
Post by: intrinsic_parity on July 16, 2018, 05:17:47 PM
Your skill tree scenario assumes that there will be one must have skill in each tree. That is the same problem that the current skill tree has and needs to be addressed separately. That is not a consequence of the system though.

The idea is that there might be separate archetypes within each tree. You could spec you flagship as a brawling warship with armor and flux skills, or a kiting sniper with range and speed skills, or a carrier with fighter skills, or a phase assassin etc. You could also completely independently spec you fleet around carriers or brawling or whatever. I assume outposts would have their own archetypes with different skills to go along with them on the carrier level etc. The idea is that each of these systems is independent of one another and so they should be balanced internally and leveled up separately rather than trying to balance them all against each other in the same skill system.
Title: Re: Discussion of skills
Post by: Goumindong on July 16, 2018, 08:36:33 PM
Well the idea that there will always be "better" skills isn't wrong. Its hard to generate perfect parity while also producing meaningful difference

Buuut that does not mean that different skills cannot be better for different play styles. The combat tree is perfectly fine for a SO heavy playstyle centered around Medusa and Aurora. And its not the "common" options of the combat tree that are usually taken for that.
Title: Re: Discussion of skills
Post by: TaLaR on July 16, 2018, 08:46:57 PM
The combat tree is perfectly fine for a SO heavy playstyle centered around Medusa and Aurora. And its not the "common" options of the combat tree that are usually taken for that.

Why would you ever SO a Medusa? It is fast enough that most enemy ships can't really threaten it, phase skim allows for easy venting pauses on demand, 2 Railguns are far below normal flux dissipation anyway... Basically, there isn't much to gain, but you lose ton of CR.

SO Aurora may be barely capable of solo defeating weaker Paragon variants (where non-SO can't at all), but it's kind of moot point with Afflictor doing so much better job for way less cost.
Title: Re: Discussion of skills
Post by: Algro on July 17, 2018, 09:49:31 AM
I believe that there will always be better skills, whether your choosing a skill for your specific play style or for a general fleet wide upgrade. This is why I assumed a A/B/B/C/C/D rating for skills, to account for selection bias. There will always be the (first pick) best skill for you, then the other good skills, the 'just worth it' skills and the worthless/ incompatible/ will not get unless its free skills.

In fact, if you look at the current skills available, all skills except for carrier and utility skills are general and universal upgrades. Endurance, damage, range, flux, missiles, armor defense, maneuverability, officer, logistics, aim, range, OP, sensors, fuel economy... Only some stats have two skills that influence it, and there will always be some stat more important to the combat experience. This means, game mechanic wise, its almost impossible to balance skills one to another.

Intrinsic_parity, I understand how it would be easier if every ship had its own level up system, in fact before, they actually did (With crews years ago, very over powered). Or that you as a entity calculate the total experience you gained from each type of combat style, for example gaining carrier experience if you play more of it, and in turn level up and gain skills. But doesn't this mean, the only way to increase the play session of every game = increasing the time to grind to the max level (assuming a level cap means another character and another long grind for separate skills).

But it is true that this game needs more diversity in skills, although not on a ship by ship basis (we already have it (high,med, low tech and ship skills)), every stat in game should have multiple ways of increasing it (hall mods cover it pretty well on a ship to ship basis).
     -That's what the whole deal of Perks was for in the first place, to bring more play session wide changes increasing replayability and more late game goals.
     -That's why there's the idea of drawbacks, to include multiple different scenarios for one stat upgrade.


Let me ask the community some questions:
   -Could there be a simpler way to change skills than perks and drawbacks to achieve (higher replayability with skills, more differentiated end game content and playstyle focused content)?
   -Are there any major play styles I didn't account for?
   -Compared to the current tech tree, does (perks, drawbacks) solve your problem, if not, why?

Title: Re: Discussion of skills
Post by: Goumindong on July 17, 2018, 11:46:00 AM
The combat tree is perfectly fine for a SO heavy playstyle centered around Medusa and Aurora. And its not the "common" options of the combat tree that are usually taken for that.

Why would you ever SO a Medusa? It is fast enough that most enemy ships can't really threaten it, phase skim allows for easy venting pauses on demand, 2 Railguns are far below normal flux dissipation anyway... Basically, there isn't much to gain, but you lose ton of CR.

SO Aurora may be barely capable of solo defeating weaker Paragon variants (where non-SO can't at all), but it's kind of moot point with Afflictor doing so much better job for way less cost.

Because you cannot run heavy blasters consistently without SO. And Heavy blasters are that good. And i don't mean that in a sarcastic way. They're really that good. Their cap efficiency isn't that great vs shields but that doesn't matter that much when you have SO because you can stack so much hard cap so fast while you dissipate the difference. Their DPS vs armor is second only to HIL's and Plasma Cannons and tied with Hellbore Cannons*, and its DPS vs hull is second only to Plasma Cannons. Edit: And its more flux efficient than Plasma Cannons.

The additional 80 speed you get is just gravy. OK actually its pretty essential to easily slaughtering everything that gets in your way because it ensures that nothing can easily kite you and lets you move between targets super fast.

SO Medusa will easily and speedily solo most sub cruiser fleets until the enemy has very significant fighter coverage. The SO aurora will solo almost all pirate fleets and can get pretty close to soloing some of the mid-late game IBB fleets. Its not just about what you can solo but about how much chaff you can clear out and how fast. It is much faster, safer, and cheaper(in terms of ease of acquiring equipment) to rely on a player piloted SO Medusa than it is to try with an Afflictor.

*You need to get to armor values higher than what you will reasonably see in game in order for Hellbore to clearly win out. While HB is better against low armor targets they're pretty close in the heavy to medium relevant range where you particularly care about armor piercing. The variance tends to occur due to the long fire time on HB which means that, if you're close to a 1 or 2 hit armor kill it will be "clearly better" but if you're in the middle then HB's will be. Antimatter Cannons also can have the same advantage (basically the zero time advantage on first shot makes it penetrate some armor values faster)  but HB's still dominate them in killing targets.

Title: Re: Discussion of skills
Post by: TaLaR on July 17, 2018, 09:37:14 PM
The combat tree is perfectly fine for a SO heavy playstyle centered around Medusa and Aurora. And its not the "common" options of the combat tree that are usually taken for that.

Why would you ever SO a Medusa? It is fast enough that most enemy ships can't really threaten it, phase skim allows for easy venting pauses on demand, 2 Railguns are far below normal flux dissipation anyway... Basically, there isn't much to gain, but you lose ton of CR.

SO Aurora may be barely capable of solo defeating weaker Paragon variants (where non-SO can't at all), but it's kind of moot point with Afflictor doing so much better job for way less cost.

Because you cannot run heavy blasters consistently without SO. And Heavy blasters are that good. And i don't mean that in a sarcastic way. They're really that good. Their cap efficiency isn't that great vs shields but that doesn't matter that much when you have SO because you can stack so much hard cap so fast while you dissipate the difference. Their DPS vs armor is second only to HIL's and Plasma Cannons and tied with Hellbore Cannons*, and its DPS vs hull is second only to Plasma Cannons. Edit: And its more flux efficient than Plasma Cannons.

The additional 80 speed you get is just gravy. OK actually its pretty essential to easily slaughtering everything that gets in your way because it ensures that nothing can easily kite you and lets you move between targets super fast.

SO Medusa will easily and speedily solo most sub cruiser fleets until the enemy has very significant fighter coverage. The SO aurora will solo almost all pirate fleets and can get pretty close to soloing some of the mid-late game IBB fleets. Its not just about what you can solo but about how much chaff you can clear out and how fast. It is much faster, safer, and cheaper(in terms of ease of acquiring equipment) to rely on a player piloted SO Medusa than it is to try with an Afflictor.

*You need to get to armor values higher than what you will reasonably see in game in order for Hellbore to clearly win out. While HB is better against low armor targets they're pretty close in the heavy to medium relevant range where you particularly care about armor piercing. The variance tends to occur due to the long fire time on HB which means that, if you're close to a 1 or 2 hit armor kill it will be "clearly better" but if you're in the middle then HB's will be. Antimatter Cannons also can have the same advantage (basically the zero time advantage on first shot makes it penetrate some armor values faster)  but HB's still dominate them in killing targets.


Oh it's not like I have any problems with HB - 2xHB + 2x Railgun is standard, with only rest of build having some variance. It's just that using HB as primary shield breaker is so inefficient. Much better to slowly build-up with Railguns and then finish with HBs.

Thing with Medusa is that it can often create venting pauses right in melee, or vent close enough to enemy to make it one sided (if they also try to vent I could finish first, skim in, and blast them. Which is what AI expects, so it doesn't vent at all). With venting being so easily available, there is not that much to gain from SO.
Against larger ships that don't allow you to vent one-sidedly, standard Medusa tactic is to go in, break their shield before my drops, chip a bit of enemy hull (overdoing it would lead to incoming damage, since I don't have stable flux superiority) and retreat to vent. Repeat till target dead or CR runs out. This clearly benefits from having a lot of CR.
If enemy is strong enough to prevent even that... well, I'm ok with Medusa being unable to solo Capitals aside from Onslaught. And not sure if SO would really help against them (enough to compensate CR loss).
(All of above is based on skill-less assessment.)

Overall, while SO would increase short term power - I don't think difference is enough to compensate CR lost (non-SO Medusa can kill more within it's CR time). And easy venting is kind of unique feature of Medusa - disabling that just feels wrong.

Also 80 speed is a bit of overstatement too. It's 30 static + 50 from always active zero boost.
- Since you can intentionally maintain zero boost whenever it's really important (even under light incoming fire) I wouldn't overvalue the 'always active' part.
- SO is so ridiculously OP-expensive, that combining it with UI is really problematic. SO-only vs UI-only is just 30 vs 20 static speed difference on Medusa.
Title: Re: Discussion of skills
Post by: Goumindong on July 17, 2018, 11:42:36 PM
By the time you have slowly built up damage with rail guns I have killed half the enemy fleet. It may be slightly better* vs larger ships with the rails but that doesn’t matter when you are so fast at killing everything else

*in terms of CR per kill... but I doubt it.
Title: Re: Discussion of skills
Post by: Megas on July 18, 2018, 07:07:52 AM
If Combat-only Medusa and Aurora could solo the simulator, or at least multiple unskilled capitals, it might be worth taking.

I dislike SO on high-tech ships because it cuts their already short range even shorter, and makes attacking bigger ships nearly suicidal (despite the increased speed), not to mention no peak performance to last in battle against the cowardly AI that loves to stall.  Also, SO eats a lot of OP.

I tried mostly Combat (quad lance) Paragon, and it cannot solo the simulator, although it kills more than every other ship before running out of CR.  Only carrier-spec'ed Astral comes close.  Other ships get overwhelmed by the enemy then killed.  On the other hand, 0.7 era Onslaught with max skills was so powerful it wrecked things faster than everything else, and it could do it without taking hull damage.

Because Combat does not significantly powerup the character (like pre-0.8 Combat did), better to play support and boost the whole fleet, and have your unskilled ship create openings while your ten bruisers kill stuff.  This is not fun, but it is probably the best for killing things.  Playing the weak support class stinks.  Why can't my officers be delegated to wimpy support?  Fleet commander (in a game) is supposed to be the big rock star, not the manager that nobody sees.

Part of the problem of overpowered Combat (and others with pilot-only skills) is when officers use them, only they mattered.  Today, officers are not so powerful that faceless ships cannot stop them.  The price of that is the commander (you) has little incentive to waste a ton of points pilot-only skills to match one of his officers.
Title: Re: Discussion of skills
Post by: Goumindong on July 18, 2018, 01:59:52 PM
You know what is a perfect solution to cowardly AI? A 220 speed dual Heavy Blaster destroyer with phase skipping.

Let them “run away”.
Title: Re: Discussion of skills
Post by: Megas on July 18, 2018, 03:45:52 PM
You know what is a perfect solution to cowardly AI? A 220 speed dual Heavy Blaster destroyer with phase skipping.

Let them “run away”.
I wish it was that simple.  If you mean Medusa, it does not work well against multiple targets that deathball or bigger ships that kite-and-snipe, unless you have a swarm of them to outnumber them.  (But if you have that much of an advantage, they usually run instead, in which case, auto-resolve with junk ships for free kills.)

Even better solution:  fighter swarm.

If not, outlasting them with more peak performance is an option.  Boring but effective.  They cannot run for long if enemy reaches 0 CR first.

It is not always duels with one cowardly enemy.  It also includes fleets where everyone scatters away then tries to surround you or your fleet.  (And your fleet tries to do the same, which sometimes causes both fleets locked in a stalemate and running out of clock.)  Even if your Medusa or Aurora can catch up to one ship, can it deal with multiple attackers?
Title: Re: Discussion of skills
Post by: Goumindong on July 18, 2018, 11:22:25 PM
I mean. I don’t know what to say. I can slaughter fleets with it.
Title: Re: Discussion of skills
Post by: Algro on July 19, 2018, 01:14:03 AM
Are we going to discuss about skills anymore? The SO talk should start a new topic
Title: Re: Discussion of skills
Post by: Sarissofoi on July 19, 2018, 05:14:01 AM
Let me ask the community some questions:
   -Could there be a simpler way to change skills than perks and drawbacks to achieve (higher replayability with skills, more differentiated end game content and playstyle focused content)?
   -Are there any major play styles I didn't account for?
   -Compared to the current tech tree, does (perks, drawbacks) solve your problem, if not, why?


Instead of having hard limits on fleet/global skills transfer their ability to fleet(ships/mods/officers) with perks magnifying ability.
Let me explain
Spoiler
(and I want to apologize for my not good enough English, my wording and my grammar seems to be seen as offensive sometimes).
[close]
Currently we have Surveying skill that allow player to survey planets and acquire planetary data. Its hard-capped and only available from skill. Having Surveying Equipment mod on your ships only reduce cost in supplies and heavy machinery requirements of surveying specific planet.
Instead of hard-cap from skill make it soft cap coming from specialized ships, mods and officers manning ships with them with support skill that affect it.
example:
>player go on exploration with Venture(hard mod SE) and two Cerberus class ships with modded SE. It give player fleet 30% hazard rating(20 from Venture and 5 from each Cerberus)
>but there is more player have 2 officers with supporting skills one with 1st tier(that add flat 5 bonus to Surveying capability) and 2nd with2nd tier(that double bonus that come from ship that this captain command) which increase Surveying capability o +5 from 1st and +10 from second(+5flat and double moded Cerberus rating)
>but there is more player have 3rd tier of Surveying which increase bonus from Venture from 20 to 40 plus 5 and
>double whole fleet Survey rating
So from 30% rating it rise to 140%.
This system of relying on skill power on fleet and officer composition achieve few things.
First its unlock ability to all types of build but make it a choice of cost and time.
Want to explore early? Grab 3rd perk of Surveying and some exploring ships/officers an go. Want to explore late and save skill points? You can but it will be more costly and you need more exploration oriented ships and officers.
The same method could be used for other fleet skills.
>salvaging
>field repairs
>recovery operations
>sensors
>navigation(reduced penalty from having nebula-breaking ships/mods/officers)

It would probably need some serious rework of skill system including new mods and definitely new officer system(with officers having limited slots for combat and support skills(both capped on tier 2 with tier 3 skills only allowed to player and having fleet wide effect). It could lead to more numerous officers(so every ship have one) with different number of combat/support slots and leadership cost. For example low slotted officers could be common and freely available when more slotted could be faction and exploration quests rewards.
Officers would be used as another layer of ship and fleet customization rather than simply combat and stat enhancement.
Support skills could be simple like reducing supply or fuel consumption to increasing potential of fleet wide skills.
This could also reduce current gap between ship commanded bv max skilled officers and unleaded ships.
reducing number of combat skills would also make choice of them more important(as now you can get plenty of them for single officer).

What do you think about it?
Title: Re: Discussion of skills
Post by: Thaago on July 19, 2018, 07:43:04 AM
I am very much of the opinion that there should be separate levels for the trees: ie 'combat' is one experience track, 'leadership' another, etc etc. Then there is no direct competition of skill points between trees: a point in combat can never be a point in leadership.

This makes balancing only have to happen within an individual tree, which is a lot easier than among all the skills.
Title: Re: Discussion of skills
Post by: Megas on July 19, 2018, 07:47:22 AM
@ Sarissofoi: Do not forget administrators, whose job it is to govern your extra colonies.  (They do not level up, and may or may not be skilled.)

* * *

Hazard rating will affect colony upkeep.  Thus, assuming we want to look for great low-hazard class V planets, we do not want hazard rating too high.  If unskilled cannot survey anything with positive hazard rating, then I suspect that Surveying 1 will be required to get the best Terran planets and few others.  (Uncivilized will add to hazard rating in 0.9, so good Terran planets may have some hazard.)  That is an automatic two points in Industry (one in dead aptitude, one in Surveying 1), just so you can find enough places worth colonizing.

Unless player wants to be Ash Ketchum and complete his planetdex, I suspect Surveying 1 or 2 may be enough to survey the planets you need (much like Electronic Warfare 1 is enough to avoid ECM range penalty), and having ships with Surveying mods that can bypass the skills could be bad.  Then again, I probably would rather have ships that can add to surveying rating because if Surveying becomes the next Electronic Warfare or Loadout Design, that is worse.  There should not be any skills that are universally optimal or required for every character; that is like paying (skill) taxes.  In other words, I prefer to have ships add surveying than every character required to pay the Industry tax (of Surveying 1 or 2) just so player can build some colonies.

If universal must-have skills cannot be avoided, they should become aptitude skills like in pre-0.8.  For example, Combat aptitude gave CR bonus, and Technology gave +OP%.  If Surveying becomes required, then Industry aptitude can give Surveying rating.

As for salvaging, it is only worth it at 3, level required for research stations, since research stations are the only objects that cough up plenty of rare and valuable items when plundered (provided you have enough rigs to reach 100% to double the drop, not including the +10% from Salvaging 3).  Because Salvaging is a crutch skill (but a fun one), I do not take it because I do not want to gimp my combat power.

I would love to dump all of my skill points in combat-related skills because the game is ultimately about direct combat, not strategic maneuvering, and there are more combat-related skills than skill points.  Diverting points that can power-up may ship to other non-combat things (especially to dead aptitudes) hurts.  At the very least, my fleet commander should be able to match a max level officer even if I spent points in skills they cannot take.  Currently, it is hard to save enough skill points to match officers without gimping the fleet.
Title: Re: Discussion of skills
Post by: Goumindong on July 19, 2018, 10:16:18 AM
I am very much of the opinion that there should be separate levels for the trees: ie 'combat' is one experience track, 'leadership' another, etc etc. Then there is no direct competition of skill points between trees: a point in combat can never be a point in leadership.

This makes balancing only have to happen within an individual tree, which is a lot easier than among all the skills.

A agree. But here is no need to have separate experience tracks. Just give us skills for each track every level(or few levels)

If you either use cheat engine to give yourself some extra skills or un-cap levels you can do it yourself by simply picking yourself in order while only leveling up the base skills every x levels.  It really enhanced the game for me (though is a bit of a hastle to make work)
Title: Re: Discussion of skills
Post by: intrinsic_parity on July 19, 2018, 04:14:14 PM
Giving one skill point in each tree per level could work. I also like the idea of offloading some of the benefits associated with skills to ships in the fleet. That makes fleet composition feel more interesting as well.
Title: Re: Discussion of skills
Post by: Zavek on August 14, 2018, 06:16:44 AM
How about rebuilding skills and officers together?

Captain
a ship in space requires an iron grip to guide it to its purpose
Skills:
Same as current officers

((Rare officers, very expensive to hire compared to captains))
Chief Engineer
makes sure that your ship is staying in one piece and able to put broken ships back into one rickety piece
Skills:
Armor
Hull
OP
Salvaging
Repair rates
Speed

Chief Scientist
In charge of all the sensory data and surveying operations while also playing part in salvaging
Skills:
Ewar
Navigation
Surverying
Flux capacity/venting
shields

Quarter master
This officer is in charge of anything and everything that is consumable in the fleet and its aquisition
Skills:
Supply use
Fuel use
trade prices
Smuggling/Blackmarketeering

Govenor (VERY EXPENSIVE)
this officer is tasked to run day to day operations
when assigned to a planet it experiences increased stability and efficiency as well as boosted garrisons.
(no skills needed, your a admiral/captain not a colony dweller)

just some thoughts and defo could use some clarification/expansion
Title: Re: Discussion of skills
Post by: Cosmitz on November 22, 2018, 06:17:32 PM
Reworking skills comes around as a discussion roughly every patch since they were put in. I'm roughly happy with how they're set-up, but i would entirely support moving the industry/colony management skills into a separate branch, with its own SP's. So you'd get say 1 'Civilian' SP every 3 levels to put into those.
Title: Re: Discussion of skills
Post by: Megas on November 22, 2018, 06:27:31 PM
Now, colonies are so fun that I got to have max colonies skills.  Basically, all the points I gained from ten more levels (plus two saved from Combat now that Helmsmanship 3 is trash) goes to colony skills.  In other words, my combat skill set in 0.9 is the same as 0.8, except Combat and Helmsmanship are left at 2.  At least the two in Industry, and Planetary Operations is so tempting with that +2 stability (although the raid stuff will be nice for robbing core worlds of their blueprints).  Can never have enough colonies.  If not for income, then at least enough bases littered throughout the sector to dock and play with stuff.
Title: Re: Discussion of skills
Post by: Baqar79 on November 22, 2018, 09:51:26 PM
I liked the raising of the level cap but In my own opinion I think it needs to go further, for example this is my level 49 character:

Spoiler
(https://i.imgur.com/j7pDxQR.png)
[close]

Because officers have all the combat buffs, I try to avoid placing my character in my best ships to avoid losing out in the combat specific officer skill bonuses.  31 skills (35 if you count the category points) of 3 points for a total of 105 points of which you as a player get a maximum of 52 (If I counted correctly...hopefully).

Early game I focus on Industry and Technology; by mid-game I start looking at Leadership skills...and then by end game I finish most of the skills I consider "essential" with nothing to spare.

I guess I would like to see enough points to fill in all the "essential" picks while being able to pick enough combat skills to be on par (or even slightly better) than your officers.  I think for me an additional 20 skill points or so would feel about right...I wouldn't be able to fill in every combat skill, but I would feel a lot better about putting my character into a better ship that will have more importance in a given battle.

Since the progression slows down, perhaps from level 41 to the cap of 50, 3 points per level could be awarded as an idea (which will give the additional 20 points).
Title: Re: Discussion of skills
Post by: Cosmitz on November 23, 2018, 04:35:50 AM
I guess this kind of goes to show that when the player takes a backseat in the combat, the core feature of the game, for the sake of 'optimised' gameplay, something's wonky.
Title: Re: Discussion of skills
Post by: TaLaR on November 23, 2018, 05:21:21 AM
I'm doing totally fine with combat-focused character. Well, I took 1 level of Industry + Colony management 1 as last 2 picks, but other than that personal and fleet-wide combat skills + Navigation 3 as the only utility. Colonies still produce more money than I know what to do with.
Title: Re: Discussion of skills
Post by: Goumindong on November 23, 2018, 12:40:13 PM
I guess this kind of goes to show that when the player takes a backseat in the combat, the core feature of the game, for the sake of 'optimised' gameplay, something's wonky.

It just depends on what you like to do, though if I were to go heavy on Leadership I would also go heavy into command points.

My current builds are almost all combat focused. I can play individually with only a handful of officers taking up slack.
Title: Re: Discussion of skills
Post by: Cosmitz on November 23, 2018, 06:00:44 PM
Point was, no matter what you do in the game, the game design will draw you back to combat. That's the core of the game and the element that everything else is in support of, and gives context and meaning to. So if you can go down a path that'll make it unfun or even a dead-end-situation, something is wonky.