1) Regarding the skill ui, from the blog image I see that the Combat tree is fully decked out, can we add another skill via mods? Will there be a arrows to navigate right and left? Or will we need to change an existing skill in that tree? I know character points are limited and the options are more then overwhelming but considering that the cap be increased via mods will we be able to add new skills to a tree without removing exiting ones?
Good question - adding more skills would break the UI (well, not break break, but it would look weird), but you can actually add more aptitudes, and it should let you scroll down.
2) Weapon groups, can we get more of them ? Some capital ships have a wide selection of weapons and for me at least 5 slots its usually not enough. What I like to do is keep slot 5 empty so I can switch to it from an auto firing slot and keep the slots weapon range overlay.
That way I can focus on maneuvers with the weapon ranges displayed and let the ai handle the firing, however this brings me down to 4 weapon slots and as on most ships 1 is always reserved for manual fire missiles and 1 for hardpoint weapons. The remaining 2 slots are not always enough to separate point defenses and other main weapons. Tho its probably not the best solution its the only workaround I know for having the weapon range displayed of a specific auto fire slot.
Honestly, probably not, though I get what you're saying. I might get around to adding one more but it's kind of a pain, so it being non-essential, priority is always going to be very low.
PS: Love the game, its been on a steady but worthwhile update track, thank you and good job
Thank you!
Hey since you guys talked about the AI retreat i would like to ask could the Lasher behave like a normal ship in stead of only following orders when explicitly told so. For instance the control and defend orders.
That's a bug, fixed for next release. Although, wait - iirc, the issue affect only ships with movement systems (i.e. Wolf, Cerberus, etc). Hmm - not sure what you mean, then.
Could we have a hullmod that removes the shield or the active system and add a few OP.(i could think of one or another ship to put these ones)
Hullmods that modify OP get weird because there's all sorts of edge cases about what to do when you remove them. Could be interesting, though, but I don't want to just add hullmods for the heck of it - that's a good way to end up with way too many hullmods.
As for the respec, there was another game I played a long time ago, City of Heroes, where it was common practice to respec your entire character once you hit the level cap. By that time, you knew what you wanted but because of early decisions (which were perfectly justifiable at the time), you couldn't quite reach your full potential. So you respec'd the character to get the abilities and "slots" all lined up so that you could maximize your build: which may be completely different from the same guy next to you though he is playing the same character. In SS, a max-level respec may be appropriate, perhaps if earned. It's not so much that you get a re-do but rather a way to refine what you were already doing if you made a "mistake" early on. It's also hard to gauge what you want in the early game because you have no idea what ships you'll end up with in the end and often your fleet make-up can determine your play style.
Right, yeah. I feel like that're more relevant for an MMO, but not exactly opposed to respecs in Starsector, it just has to work right as far as the details, and I don't want to come up with some kind of system only to have to redo it. Let's see what the endgame is like first!
I guess what I am trying to say is depending how the game plays, you may want to use skills you may not want for your final build, but you may need them now to live, and wish you can get rid of them when they outlive their usefulness.
Yeah, I get that. Being careful to design skills so that their bonuses - especially the level 3 ones - remain useful throughout and aren't just a "phase of the game" thing. Also, it helps that you can get any skill to level 3 very quickly, so you don't have to make do with skills you don't want but can get, which oftentimes is what leeads to those kinds of choices. Still, not an argument against respecs in general.
I suppose you've considered making them player deployable to a range of locations depending on ships, skills, etc? How about just eliminating them entirely? I don't know that they add all that much to the combat, now that you have these fleet skills and regenerating command points.
About half the point of objectives is to help spread larger battles out a bit. It gets too crowded otherwise.
P.S. I know I haven't been here since the beginning but this feels like the most extensive patch to date. It's almost a new game at this point. This excites me to no end.