Alex, not sure if you have the time or stuff to do it, but i would love it if you posted videos on your channel, like a developer comments on your game, or some spoilors on the new stuff, like what was done before. Also I want to see how you play the game yourself.
I'll think about it
It does take a little time away from "actual work", though, as I tend to be a bit OCD about things like that.
Do fighters benefit from the +1 missile? Thunders with 2 harpoons?!
Forgot to mention - the effects of that skill only apply to the piloted ship. Some aspects carry over when you transfer command (everything but the +1 ammo, actually).
Sounds interesting! I just hope that you avoid power spirals, code geass style.
Personally, I think the idea of player skills is great, but I hope that they don't turn the player into some sort of roflstomper from hell on a mission to destroy the Borg with a pencil.
Well, there may be a bit of that now - but later on, enemy ships should have officers as well, to even out the playing field (and to make the early game more challenging). If you think a Tri-Tachyon patrol is dangerous now, wait til you see one with elite crew
and skilled captains.
The non-scaling "+1 missile per launcher" seems off to me. Not just because it's a disproportionate bonus for one-shot to three-shot launchers, but because it'll be essentially meaningless to high-ammo-count launchers. I imagine you've considered this, but I'm still curious as to the reasoning behind this decision.
Yeah, it's not exactly neat and tidy, but the idea is that there's something in that perk for both low and high ammo missiles. Standard Harpoon racks (let alone single-shot missile racks) hardly benefit from the increased rate of fire, but the +1 ammo is very cool for them. On the flip side, the rate of fire matters a great deal for Pilums, Annihilators, etc.