I will give the system a chance as others have, maybe my initial reaction was too strong
Thank you
but like others here I too feel i have PTSD from this school of game development theory.
But even if this methodology has the perception that it is too simple, that is still an issue to think about
See, that's the thing! I'd really go so far as to say that this is just how game design works, period. The approach can produce good or bad results, depending on many factors. You can end up with something that's overly simplistic. In the case of the old skill system, the aim was the same - but it ended up in a place that was, imo, over-complicated for what it delivered as far as choices.
The base approach is really just "let's get the most value out of the complexity we put in". I'm having a hard time imagining a scenario where that's not sensible. Another way to put it - which makes more sense in the context of cleaning up or revising existing mechanics - is "simplifying things". Which doesn't focus on the value that brings, so I can see how it feels like "taking away", but that's still not what it is.
I do agree with you about depth vs complexity. I just came from dominions 5 so in terms of complexity this game seems very simplified already in comparison, so I don't see that as a huge problem with this game currently. But even if this methodology has the perception that it is too simple, that is still an issue to think about, and I do believe it may be somewhat justified in this case, as if this change goes through you will only ever have two new options to pick from when you level as opposed to canvasing the board for synergies.
(I love Dominions! Played a bunch of MP games, starting with Dom3 all the way through 5. It's good stuff.)
I have recently found a character build I had dismissed before (light combat -> recovery industry -> more combat and leadership) is incredibly powerful for how I like to play these days. Some of the 'must have' picks really weren't 'must have' at all, or at least can be saved until quite late in the game.
So I think the old skill system definitely has less builds than the number of combinations - some skills are a lot better than others. But it has many more builds than most people give credit for, because a lot of 'conventional wisdom' when it comes to skills only applies to specific play styles. For other play styles, the skills shift in strength and a whole new set of builds becomes viable.
That said, I'm really looking forward to the new skill system. I've always enjoyed progression ladder type systems, and the ability to spend story points and really specialize looks quite fun!
This is where the 'meaningful choices' Arguement Falls down.
I'm not sure what you mean. Heck, even the quoted post is, I think, saying the opposite
My problem was always that you had to choose between and balance skills that did such drastically different things. Some skills gave benefits like +1 burn and transverse jump that mostly just reduced the tedium of travel, and those have to be balanced against combat skills that make combat more enjoyable, and colony skills that make boatloads of money, so I'm choosing between having fun in one part of the game and being more powerful in another. I just don't think that's a good choice from a game design perspective.
Yeah, it's tough to evaluate because so often you've got "apples and oranges" type comparisons. With the new system - and this isn't really part of the system, but how the skill effects are designed, and how the skills are paired - I've tried to make the comparisons easier to make.
Skills at each tier will roughly affect similar things (so, you're not choosing "affects ship" vs "affects fleet", etc), but also - generally - do so in ways that are different enough so that you can pick which one you want based on what you want to do.
I.E. you wouldn't, say, be forced to pick between hull damage reduction and armor damage reduction - that's a muddy choice, and there's often a straight-up "better" answer. You might, instead (combat tier 3, iirc) pick between Impact Mitigation (reduces damage in several ways) vs Ranged Specialization (increases the damage you deal at long range).
(You still have to pick which of the aptitudes to put the next point into, of course, and that *can* be apples-and-oranges, but that can also be a more thematic choice, or it's a choice you've already made at some prior point, so it shouldn't factor in as much.)