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Starsector 0.97a is out! (02/02/24); New blog post: Simulator Enhancements (03/13/24)

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Topics - FinalTwist

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General Discussion / Disagree with the new proposed skill system
« on: February 07, 2020, 07:07:23 AM »
I just read the blog post from the developer about the proposed changes to the skill system and although I do agree that a change might be beneficial, I'm very sad to see this truly open ended game will be going the way of scripted character-archetypes for the sake of preventing "new player overload".

The game is enticing because it allows us to do whatever we want.  Currently I can focus my early skill points on a skill i want to focus on, max it out without having to do or focus on skills i don't want to use.  The system is great. 

Most games steer new players into a set archetype (you're a warrior or a mage) without the ability for the user to customize their characters.  I loved truly open ended games like ultima online where I could have a warrior/mage/blacksmith or whatever combination i wanted. 

actually that skill system made the most sense because you gained skill in something whenever you used it.  If you used swords your swordsmanship skill encreased, if you snooped, you gained snooping.  I wish it were possible for skills in starsector to be the same.  To me it doesn't make any sense for a captain to earn a skill that helps mitigate shield damage because he earned XP by trading. 

Bottom line:  please don't force me to spend points in skills i really have no interest in, just so i can get a skill i want at the end of a skill tree.  Thanks

**edit... AMAZING game you have here.

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