Devs, make the following changes so that tactical ships do not receive 100% benefits (damage,healing, tanking, defense,etc) with minimal skill point investment while the other classes have to spend heavily into specific boxes for what in the end are mostly harmless abilities. Bring balance back to the classes.
Skill Point changes:
1- Energy Weapon and Torpedo specialization skill boxes will -ONLY- increase the critical severity of these weapons.
2- Starship Sensors skill box will now provide +Crit hit chance. After all, you can't shoot with precision at things your sensors can't detect.
3- Change Attack Pattern all-in-one capability:
a- Remove Starship Weapons Training. Assign its bonuses to the Energy and Projectile training boxes @ Lt Cmdr rank.
b- Attack Pattern Omega no longer has immunity to holds nor +def bonuses nor turn rate bonus nor damage resist bonus. Attack Omega is now purely a speed boost plus damage boost and immunity to teleport.
c- In place of Starship Weapons Training, put new skill box: Defensive Patterns.
d- Add new BOFF abilities that start from Ensign rank and become tier 3 at lt cmdr rank:
Defensive Pattern Gamma (+turn rate +defense bonus +immunity to boarding parties)
Defensive Pattern Epsilon (+ resists + immunity to holds)
Defensive Pattern Zeta (% chance weapon hits on target causes them to lose accuracy, % chance that hits scored on your ship reflect back to attacker at 20% damage shield bypassing)
Player cannot stack attack and defensive patterns. Defensive Patterns have the same 'shorter' timer as Attack Beta/Delta (30s).
4- Swap location of all Tactical boxes in the Commander slot and the Captain slots. Ergo, Targeting systems and Starship Maneuvers will now be Captain rank.
5- Swap location of Starship Hull Plating and Structural Integrity boxes. Of Hull Repair and Electro-Plasma systems; Of Impulse Thrusters and Subsystem Repair.
6- Merge Driver Coils and Starship Batteries into one box: Starship Operations. Add new skill box in Lt rank row: Starship Crew. This box gives +crew resists, +Crew regain and +hull repair rate BONUS while in combat.
7- Merge Countermeasure systems and Power Insulators into one box called 'Starship Countermeasures'. Add new skill box: Applied Scientific Theory. This new box adds +Crit chance to all science abilities. This enables damaging and healing abilities to crit for additional damage/heal/debuff. This Box is found in the Lt Cmdr rank slot.
8- Swap Shield Emitters with Inertial Dampeners.
9- Change Subsystem Attacks (tactical boff ability & native to sci ships) so that its chance to disable is linked to Sensors skill. @9
points = 80% chance. The tier of the disable determines base time of disable duration (modified by subspace decompiler).
10- Science abilities will now have the bulk of their effect determined directly by captain skill stat (and +stat equipment) rather than Aux Power setting. Aux Power will only determine the duration of the ability.
Gravity Well: Graviton stat determines how many ships get pulled in. 1 ship per 64 points in the stats. Particle Stat determines how much damage those ships take inside the well. AUX power determines how long the anomaly lasts.
11- CRITICAL: Any damage boosting ability (Omega, Alpha, etc) should specify what damage types is affects. All science-based damage should be switched to EXOTIC damage. That way Alpha/Omega can boost Energy and Kinetic only.
Image Link to the proposed new skill tree look:
What these changes do:
1- Escorts and tactical ships lose their immunity to get hurt when under attack omega but still retain the ability to call up on defensive patterns for the same (and more) defensive perks that can literally be called upon shortly after Omega is used.
Why this? It is to control the absurd perfect-defense plus damage boost ability that is allowing escorts or any ship using it to sit in place (0 speed) and add up very high damage upon a target in AOE with little to no risk.
2- Swapping the location of skill boxes and with the merging & adding of new ones, we have a new skill point paradigm where no one captain of any type can gain maximum benefit of the other 2 classes with minimum points spent. This new 'skill point tree' makes it so that the most critical skill boxes now require a commitment in skill points to acquire.
Tactical skill boxes now cost more skill points to achieve effective weapon performance (base damage modifiers and accuracy/defensive stat determiner are +1 rank now) and critical hit and severity are no longer bundled up in one box... the player has to put points into the weapon type (energy or projectile) for crit severity and into sensors for crit chance.
Engineering skill boxes no longer provide their critical healing and hull HP boosting abilities at minimum skill point investment.
Science skill boxes now have increased skill point cost for critical abilities and passives.
This all avoids the cookie-cutter template that allows almost any ship to have max healing, max firepower and max hull/shield stats without having to sacrifice anything for it. It makes cruiser captains spec'ing deeply into engineering to be the best tanks; those spec'ing deeply into science to have strong science performance and those focusing on damage in tactical boxes to have the strongest punch but not have the best shields/armor/healing capability in balance.
It restores the trinity of balance that we had pre-f2p.