Starsector has always been a bit of 'get the bestest dude and wreck face', but as the skill trees are starting to get filled out and with level limitations in-place, we're starting to hit the real point where people have to consider builds and really crunch the skill tree and figure out a level progression. Now, i don't want to delve in the actual individual skills, since these will probably be in-shift for a long time, especially with new skills relating to future outpost management/construction take out slots on the ballot, but I want to talk about the overall arhitecture of the tree and methodology.
Before we go in, this post is part of a series. I also delve into UI/UX on 8.0 here:
http://fractalsoftworks.com/forum/index.php?topic=12078.msg205547#msg205547 and on the campaign progression here:
http://fractalsoftworks.com/forum/index.php?topic=12256.msg208065#msg208065The current system, as felt on my own skin and read about in the forums/discord, has some problems:
- Putting points in aptitudes feels 'wasted', compared to the old system were we got 'something' for them, and almost feel like a 'barrier to entry' a new tree
- There is a huge barrier to entry leading to decision paralysis for newer players when judging all the skills at a time for an upgrade
- Starsector at its core is and is meant to be a combat game in which you fly a single ship within a larger fleet combat situation, as such players feel like they have to juggle all the skills against the combat benefits of the Combat tree (or Carrier skills), since it's never much fun to get your ass whooped.
- Some skills are considered necessary and nobrainer choices / "of course i'll get Navigation"
But it's not all doom and gloom. Let's see what works well:
- Skills are chunky and provide a healthy benefit "+50% damage to weapons and engines".
- Ranks build on that and give identity and sense of strenght/power, within an easily graspable time-frame
- Absolutely no grind, the observe-plan-achieve loop is short and sweet
So, what's to do here?
Let's tackle the simplest issue, choice paralysis and aptitude points.
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Aptitude points as a mechanic is a delaying tactic to not allow the player to get too strong, too fast. However, it fails quite quickly at that after the initial three points are spent, unlocking the entire tree. It functions more as a blockage to be removed, than a door that you open to other posibilities, and it still keeps those rank 3 perks in easy access (damage control). Blockagers, if used, should unlock entire new options or playstyles, not just allow you to focus down harder. Even using the old system where we get rewarded with something for choosing them, it still felt like unplugging a hole, it was just sweeter a bit.
Second part is choice paralysis, giving players entirely too much to think and gulp down in one go, especially with a no-respec system. This leads to a few things. They can choose not to use any points, making their lives harder and experience worse, until they know they want to go down a particular path, forcing them to prespec a lot of their build. Or they can become disenchanted with the premise that their choices might be wrong and require a second or third playthrough until 'they get it'; what skills are 'traps' (Command and Control) and which are "needed".
To replace aptitudes, the rest of the skill three , there are two clear methodologies to limit initial choice and provide a limitation of power.
- Unlock specialisation by focus, also known as a buy-in system. One of the examples of this is Borderlands:

Starting out, you have access to all rank 1 perks in all trees. You can unlock placing points in the rank 2 perks only after placing a certain number of skills in that branch. Rank 3 perks unlock after even more points are placed within the branch. This will eliminate aptitude 'wasted' usage, allow players to spread out in any branches they want without rushing to that OP rank 3 perk, and offer incentives to specialize without punishing exploration of the trees. Also, given that there is no 'buy in' and players don't have to consider rank 2 or 3 skills right off the bat to be able to engage, this will lower the barrier to entry.
- Level based perk unlocks
Can't remember a strict exact example right now, but i made this handy graph.

While arbitrarily enforced, this guarantees a certain lack of minmaxing and allows the game to not get too easy too soon, keeping higher ranks out of reach. It also strives to enlarge the build-up phase by providing instant-reward with a delayed fuse for build consequence. Usually a mix of these two mentioned systems can be seen often used together,
like in Fallout 4.For Starsector though, i think the simple focus specialisation system is enough, levels being somewhat meaningless in terms of focused power, and bringing with it versatility more than anything
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The final two issues were 'no brainer' skills and the combat vs universe skills.
One of the core issues i see is that the separation of skills is done on a flawed 'type'/flavor basis. Combat can roughly be separated in armor/shield/guns/maneuvrability, all solo skills with some logistics. Leadership has a mix of carrier solo combat skills and some fleet performance bonuses. Tech is a jumble of solo combat skills, overmap skills and logistics. Industry covers two completely non-combat, secondary profession almost skills mixed with some fleet management.
While i can understand the current setup, it roughly sums itself up in some clear builds: 'solo-focused gladiator' (cbt/tech), 'carrier & command'(ldr/tech), 'explorer/surveryor' (ind/tech) and 'scrapheap challenge admiral' (ldr/ind), each with maybe some dips in the other trees for specific skills. It's not bad in itself, and guiding players down 'classes' is not a bad mechanic, but that's not what's happening here.
The larger issue is that that separation doesn't account for the actual layers in which the player will think of the choices... allowing the player to feel that he's gimped, or worse, gimping himself.
Some skills will always end up being more useful than others, and it's often a waste of time to try to super-fine-tune that the first picks won't break the game. Given how SS has a 'free' system and a wide approach to what you can pick to start out, it'd be almost impossible to balance this. Pick out the outliers and rework them, sure (Navigation), but the general balance of them should come out of players picking 'build-like' abilities in a group, instead of cherrypicking. (I'll get back to this in a bit.)
However, the balance between areas of the game itself, as they are grouped up, is a large problem. Given that we will probably get a lot more skills to come that will deal with outposts, maybe faction warfare, maybe a reworking of reputation and generally more skills that deal with pre/post combat fleet logistics and overmap economy and progression, leaving them in the current 'tree'/separation i think is a mistake.
I propose a new grouping which takes into account layers of interaction.

Skills are grouped in relation to the core aspect of the game: Ship combat in the context of fleet operations that work in a simulated world. And it's this layering that we use here.
Combat is as we know it. All skills that directly affect moment-to-moment action within the arena go here. Carrier skills and 'piloted ship' tech skills included. They're part of the things you put points in to be better in the actual fighty-shooty bits.
Admiralty (tactics) deals with 'soft' combat helpers, both in combat, like ECM and Coordinated maneuvers, as well as the 5 minutes before and after combat, Field repairs/Safety Controls and some aspects of Damage Control. It also deals with fleet bonuses in the actual arena.
Logistics (strategy) deals with long-term matters, the greater aspects of building a fleet, the economics of it, maintaining it and all the bits that tie the experience together. We have officers here, navigation, fleet logistics, Recovery Operations/economic skills.
Now, this might not look like it helps, since this just accentuates the problem right? Not when you get a point to put in EACH skill line individually.
This would require lowering the max level and various math but as it will stand, allowing a single point in each branch will allow the skills of different usages to not be in direct competition amongst skills of a different layer.
Builds will create, in the combat tree, as they are now, based on what you will fly and how you fly it, allowing you to be efficient in combat and enjoy flying your ship. The admiralty or industry trees don't give as much 'build' potential, but they are what they should be, things that support combat. However they allow interesting things to be done if you decide not to pick up those 'must have' skill in each branch, allowing niche utility.
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I might have made it worse than it is, but as the game gets more complex and more overmap skills get added, catalysts and levers to pull to put combat into context, i think a system similar to what i highlighted will do more good for Starsector than the current breakdown and progression.
PS: Given 'rare' hull mods, as well as an aspect of collectionism regarding them, i think it's wise to remove them from skills. Either players think those are all that exist, or they specifically go for a skill just for the hull mod... either way, while it made sense in 0.7.2, i think it's safe to remove and keep the tree cut and dry focused on the skills.