After working with the new Skill Tree I decided it wasn't as bad as I thought it would be. I was very worried it would upset the diversity of player choice or character realization but the spread turned out to be enough that players could diversify their toons. But there are still some problems I see with the Skill chocies we have.
The 1st is some of the Skills have very little to no return to warrant putting any points into them. They were SP traps and window dressing. Roach was kind enough to find out which were which and post it under one of the threads. I don't understand the reasoning behind making a skill that isn't useful. Were they running behind and just slapped something on the tree? Whatever the reason those skills need to be adjusted to provide a benefit or be done away with.
The 2nd is some of these skills are tied to a piece of equipment that you don't have to manipulate for it to work. For instance the skills drive coil, EPS, warp core efficiency,warp core potential, & shield efficiency are all either tied to or are a piece of equipment that requires no outside manipulation to do what it does. Afterall I don't have to manipulate my distributor or my alternator in order for them to work. I know this is just a game and it sounds like I'm nit-picking here but the majority of the players are adults and this is Star Trek not Mario Bros. So can we have some realistic skills on the skill tree?
Also some of the skills are something that should be under a bridge officer's skill rather than the Capt. since they are the ones manning that station and console. For insttance the Capt doesn't fire any of the weapons his bridge officer does that. It's the Captain's knowledge of when and where to fire that should be represented on the skill tree. It's the bridge officer skill that is required to target, accurracy, damage, etc. so those skills the Capt is actually using needs to be assigned to the bridge officers and the skills they have now need to be designated specialty skills.
Example: My ensign tact Boff has 4 points in starship weapons training and the specialy skill torp high yield.
Here is my rough draft of what skills should be represented under the skill tree. They are knowledge skills, because that is what the Capt will be using, and some are specific to career path.
Tactical Captain
Tier 1
Starship Tactical Command Bonus to crew survivability.
Starship Combat Strategy Bonus to weapons damage & accuracy
Tier 2
Starship Damage Control Bonus to hull & shield repair rates
Starship Operations Bonus to holds, slow, unique energies, confuse, etc. and bonus to resist the same.
Tier 3
Starship Maneuvers Bonus to turn & speed
Starship Weapons Efficiency Bonus to weapons damage & accuracy + crit chance.
Tier 4
Starship Evasive Maneuvers Bonus to turn, speed, & defense
Starship Advanced Warfare Bonus to weapons damage & accuracy plus chance to take one of targets subsystems offline.
Engineering Captain
Tier 1
Starship Engineering Command Bonus to crew repair rate
Starship Combat Strategy Bonus to weapons damage and accuracy
Tier 2
Starship Damage Control Bonus to hull & shield repair rates
Starship Operations Bonus to holds, slow, unique energies, confuse, etc. and bonus to resist the same.
Tier 3
Starship Maneuvers Bonus to turn & speed
Starship Engineering Efficiency Bonus to all repair rates + auxiliary, shield, and engine power stats.
Tier 4
Starship Evasive Maneuvers Bonus to turn, speed, & defense
Starship Advanced Engineering Bonus to all repair rates + shield, and engine power stats + bonus to EPS transfer rates.
Science Captain
Tier 1
Starship Operations Command Bonus to crew regeneration.
Starship Combat Strategy Bonus to weapons damage and accuracy
Tier 2
Starship Damage Control Bonus to hull & shield repair rates
Starship Operations Bonus to holds, slow, unique energies, confuse, power drains, etc. and bonus to resist the same.
Tier 3
Starship Maneuvers Bonus to turn & speed
Starship Operations Efficiency Bonus to holds, slow, unique energies, confuse, power drains, etc. and bonus to resist the same + bonus to Aux power stat.
Tier 4
Starship Evasive Maneuvers Bonus to turn, speed, & defense
Starship Advanced Operations Bonus to holds, slow, unique energies, confuse, power drains, etc. and bonus to resist the same + bonus to Aux power stat + stealth/stealth detection.
You will notice I only have 4 tiers, I thought making it the same as what the Boff's had would make the learning curve eaasier for new players. Just cut back the overall number of skill points and the amount you can earn. Why do we need so many skills anyway? You will also notice I didn't include ground skills, I was hoping a player with combat experience would tackle that, an army or marine guy. I'm ex-Navy and since Star Trek is based on that I had some idea on what skills maybe used. I encourage folks to pick their brains and come up with something better or add something I left out. Like I said this just a rough draft and the more ideas we get the more we'll have to work with and the better it will be.
Would you like to see a more realistic skill tree? Yes/No? Feedback is welcome.
One of the great things about MMO's is being able to immerse yourself into that world. But if some of the things in that world are unrealistic or don't make sense then it makes it hard to do this. A more realistic skill tree would better serve STO's purposes than one that is not.
Don't get me wrong here I'm not knocking the Dev's. They have come up with some great stuff. The Grethor mission on the Klingon side is testament to their brilliance. Also the Planet Destroyer mission on the Fed side when K'Valk grabs a shuttle and flies it into the mouth of the Destroyer while singing his death song is ,well it's just awesome!
I don't blame the Dev's for any lack of content or creativity, it's pretty hard to do either when you have 3 titles to maintain with limited personnel. I blame the suits who are in control. I bet the Dev's would like to spend more time on certain things but you have some suit calling them off it or rushing them through it so creativity takes a back seat because the suit's only concern is making money.
Anyway here's to hoping the suits stay in their office and leave the creativity to the creators.
P.S. The Dev's do need to pay attention to the forums, there are a lot of good ideas out there.
Comments
Don't get me wrong here I'm not knocking the Dev's. They have come up with some great stuff. The Grethor mission on the Klingon side is testament to their brilliance. Also the Planet Destroyer mission on the Fed side when K'Valk grabs a shuttle and flies it into the mouth of the Destroyer while singing his death song is ,well it's just awesome!
I don't blame the Dev's for any lack of content or creativity, it's pretty hard to do either when you have 3 titles to maintain with limited personnel. I blame the suits who are in control. I bet the Dev's would like to spend more time on certain things but you have some suit calling them off it or rushing them through it so creativity takes a back seat because the suit's only concern is making money.
Anyway here's to hoping the suits stay in their office and leave the creativity to the creators.
P.S. The Dev's do need to pay attention to the forums, there are a lot of good ideas out there.