Glad you finaly get into tweak skills.
Some coments to your reaasoning blog :
Systems Expertise - How about 10% less damage taken? No. Dont mix damage control, dmg mitigation and Systems. Systems E. skill should be about efficiency usage base ship systems. Therfore I would rather add bonuses for flux/shield/repairs/Maneuvrability >>for example > The Ship system activation generates less flux)
Combat Endurance - 50% to 100% makes it interesting. However I see a problem. Player with this skill might want prolong battles to let ship regenerate fully.
It creates poison gameplay. It would be wise add a rule : " at the end of battle the ship automatically deplete the skill to fix self" so player doesn't need to stare at empty screen waiting to fix the ship.
Damage Control - +15% damage to enemy hull No. Dont mix damage reduction skills with offensive skills.
Keep damage control as skill which reducces big hits. Original idea was good just make it tick faster. Proposal:
Once every second, single-hit hull damage above 500 points has the portion above 500 reduced by 50%
Also add a graphic feeddback, (some shimmering or whatnot) so player knew that something is happening.
Field Modulation - and tacking on a 5% extra damage to shields No. Dont mix damage reduction skills with offensive skills. More over, a skill which ads 3 numbers is hard to understand. Keep it simple, add one or max two bonuses per skill. Adding a basket of tiny bonuses is road to hell, very few players are able to read the small letters.
Impact Mitigation - “10% increased hit strength” I didnt understand what does "hit strenght" do. Also I didnt understand whole article Impact Mitigation idea. Do not know what are you talking about. Sorry.
Skills which wasnt touched :
Energy Weapon Mastery - should have
switched base and elite effect. General flat bonus usable for any ship is base, then Special Elite is for ships who want to use close range fight. Make sure player wide useable bonus as base, then elite as narrow case usage. Current setting is unfortunate.
Polarized armour - should help Shield shunt a bit more >> *Ships without a shield or a phase cloak are treated as always having
80% hard flux
ECM rating - old skill was perhaps not ideal, but one number as result was understandable. Pushing one against other easy. Also easy visible on screen. Proposed new skill is far beyond my brain. It looks to me you live in a world where crunching numbers is fun exercise. Let me inform you that 99,9% of possible customers do not share your lifestyle. I would like to ask you go back to previous mechanic. Thank you a lot.
New adedd -
The EW skill lets your ships capture combat objectives much more quickly, and from a longer rangegood idea. although important information about ranges and speed is omited. WHY??? So an average player (which dontread your blog can not know what does it means). Very
unfriendly design. It would be better re-phrase the rule into something like :
" your ships capture combat objectives 6 time quickly, and has 3 times more capturing range (1500units) "Make yourself an early chrimass present, an A3 poster to place above you working desk :
The KISS (Keep It Simple, Stupid)