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« on: April 11, 2021, 07:27:56 AM »
I've played so much I got in the habit of picking the Industry tree pre .95a. I'm now truly looking at the tree and can't justify the points spend in an environment were 15 is everything.
Field repairs and Damage control are the only parts of the tree I feel are justified now and damage control doesn't even fit the tree.
This isn't a industry/logistics tree anymore. "Skills that improve salvaging, colonization, and the overall resilience of your fleet in and out of combat." It's the "Random good ideas with no synergy that didn't have space in other trees tree"
T1
Bulk transport - Merchant skill I guess and since black market trades are the only viable ones because of giant tariffs you don't need the space. It's a QoL upgrade only. Also strange limitations attached to how much increase because we need to apply new nerf game mechanics to an already weak skill.
Salvaging - Complete garbage and a total waste of a point. I have no clue why the rare find rate was removed as it justified the investment which is larger now with less points...
Both wastes of points.
T2
Damage control - see bellow
Reliable engineering - see bellow
These personal ship only skills do not fit this tree or it's playstyle. They have no secondary elements that support the playstyle.
Intermission
2 points into the tree and nothing meaningful is gained towards the goal of the tree.
T3
Containment Procedures - Okay industry skill
Makeshift Equipment - Okay industry skill
These wouldn't be overpowered if they were folding into a single skill. Considering we are 3 points into the tree and this is the first meaningful Industry related improvement they should be folded 1 skill.
T4, special notes...
Field Repairs - Great industry skill, high general functionality. A bit slow on repairs but still a great pick.
Derelict Contingent - This is exactly what people, me specifically, don't want from the Industry tree. What happened to reduced operational costs for d mods? What happened to reduced penalties for taking d mods? This mutant skill doesn't belong in this tree at all.
Special notes: Can't go 10 points into this tree without getting both of these one actively negating the other. We get 15 points total and we are forced to waste 1 on the other half of this tier.
T5
Industrial Planning - Totally useless if you plan on using AIs, way too weak even if you do go no AI
Colony Management - Totally useless if you plan on using AIs, way too weak even if you do go no AI
This entire tier is worth 1 point if they were folded into each other. The Idea that I'd have to waste 10 points in this basically do nothing tree to get the other one is absurd.
Conclusion -
This tree doesn't do it's intended job at all. Both T3 and T5 have no right being separate skills and T4 is completely broken if you go 10 points into this tree. T1 are super weak, T2 doesn't fit the tree at all.
I feel like this tree was an after though. 10 points in this tree has barely any impact on your playstyle because nothing in this tree fits together for an arching build.