Well I'm sure others are more impressive, but I looked at my BO skill points today (I'm level 45) and noticed I have 49,000+ skill points to spend on my BOs.
Can you imagine how many skill points a player like me, or someone who plays much more would have right now? Everything would be maxed and PvP would be completely dominated by players who are quite literally twice as strong as players who are only 4 levels lower.
As some anecdotal evidence, I'm flying my negh'var right now without any of the skills for it (thx cryptic for no respecs) and with no skills for weapon performance, non-maxed out hull regen, or antiproton weapons (collecting epics now) and still obtain top damage and healing almost every pvp battle. And that completely ignores the ability to go back and max out the lower tiers.
Well I'm sure others are more impressive, but I looked at my BO skill points today (I'm level 45) and noticed I have 49,000+ skill points to spend on my BOs.
Can you imagine how many skill points a player like me, or someone who plays much more would have right now? Everything would be maxed and PvP would be completely dominated by players who are quite literally twice as strong as players who are only 4 levels lower.
As some anecdotal evidence, I'm flying my negh'var right now without any of the skills for it (thx cryptic for no respecs) and with no skills for weapon performance, non-maxed out hull regen, or antiproton weapons (collecting epics now) and still obtain top damage and healing almost every pvp battle. And that completely ignores the ability to go back and max out the lower tiers.
That is not right.
Lets say you are an escort with anti protons. So now all your maxed ships skill other then escorts give you nothing. All you other weapon skills give you nothing. You have only 3 science BO abilities in your escort - so only max 6-9 science skills will take effect. In space all your maxed ground skills will give you nothing. So probably you would be stronger by 10 pct max (just guessing).
That is not right.
Lets say you are an escort with anti protons. So now all your maxed ships skill other then escorts give you nothing. All you other weapon skills give you nothing. You have only 3 science BO abilities in your escort - so only max 6-9 science skills will take effect. In space all your maxed ground skills will give you nothing. So probably you would be stronger by 10 pct max (just guessing).
Mostly what He said.
Skill points do not change hardpoints, and specific skills do not overlap.
You who bought all the skills would not have a significant advantage over someone who merely bought the skills to use their ship and weapons and Boff powers. For example Cruiser training in any flavor does not improve escort flying, and Plasma training does not improve Disruptor Weapons, and heavy cruiser training does not even help star cruiser training. The only difference between no skill and skill cap players is the available number of admiral skills that can be maxed, but really most admirals wouldn't be "complete" until they had mastered all of the admiral skills for their particular build.
The difference would be when new items drop whether or not you could actually use them effectively or not, without having to go through the process of changing out all of your gear to match, and ten doing a respec.
Even a 10% advantage is a huge difference. Consider the difference in all greens to all purple gear. It's probably about 10% as well, but as from other MMOs you probably wouldn't even have a chance vs that player.
So yes, I agree you probably aren't 100% stronger than someone who is efficient in their skills and spends them exactly where they need them, but even then you could have at least 2 more tier 5 powers maxed out such as weapon performance/ repair/ weapon damage/ torp damage/ ship flying. It makes a big difference though.
And that is why every MMOG has a skill cap. It would be impossible to release addons without it.
No it wouldnt be. If they would add new skills with expansion, they can program new promotions this way - you will need to GAIN and SPEND x number of skill point to level. Instead of Spend only promotion like it is now. Thus making it same for everyone. Even if you were stacking unassigned skill points you would still have to GAIN x new skill points.
No it wouldnt be. If they would add new skills with expansion, they can program new promotions this way - you will need to GAIN and SPEND x number of skill point to level. Instead of Spend only promotion like it is now. Thus making it same for everyone. Even if you were stacking unassigned skill points you would still have to GAIN x new skill points.
Oh so just reprogram the entire way leveling works to create a workaround to allow for uncapped skills? Cool story bro.
No I think they'll just stick with the simple, "you can only spec into this many things" option. When we get to be level 50 it'll be fine because you can spec into a reasonable number of useful tier 5 abilities.
Oh so just reprogram the entire way leveling works to create a workaround to allow for uncapped skills? Cool story bro.
No I think they'll just stick with the simple, "you can only spec into this many things" option. When we get to be level 50 it'll be fine because you can spec into a reasonable number of useful tier 5 abilities.
Ummm they did the reprogramming before the end of beta and it was to put in the skill cap. Even a few days after launch they were still advertising it as an uncapped skill system. Cool story bro
Seems like a majority of the skill point buffs like weapons type damage and others should be based off the ship design, weapons, consoles, and perhaps the crew (to a lesser extent) maintaining and using those devices.
The captain of the ship should have little impact to the damage dealt when changing from one weapon type to another in the same ship, BO, and crew. If we can easily change our ship class/type, weapons, consoles, and BOs at ease why would weapon type skills be locked in?
There should be a feature to be able to go to SOL SB and retrain the ship's weapon bonuses those current character skill points are at and then spend them again. This would be a respec based around the same thing as a BO skill change (train and spend points to get back to 9 in new). I hope this is what they plan on doing, but I'm worried it will be a micro fee based solution to respect all skills which would be lame.
Oh so just reprogram the entire way leveling works to create a workaround to allow for uncapped skills? Cool story bro.
No I think they'll just stick with the simple, "you can only spec into this many things" option. When we get to be level 50 it'll be fine because you can spec into a reasonable number of useful tier 5 abilities.
Who ever came up with the "cool story bro" line needs to be placed in a correctional facility and undergo some form of therapy, potentially electric shock therapy.
As for skills, like said, you can only equip X bridge officers with X skills and X consoles with X weapons in X slots with One shield and One engine. Being able to use phasers as opposed to disruptors is a matter of being proficient rather than having extra abilities.
If for example I spent the points to maximize phasers, and suddenly an awesome disruptor weapon drops, there is no reason in game for me to use said disruptor because having different types of weapons penalizes you (as opposed to an all in strategy) and that's not even taking into account the differences in skill points required to be proficient with each weapon type, or the difference in ground skills.
You talk about equipment giving you an advantage and you are right, however you fail to make the logical leap from that point to acknowledge that you only have so many hard points on your ship, and therefore can only equip X number of X items, and therefore rather than having skills be the limiting factor equipment and boffs are (which is how it was originally designed I might add). As is the core skill system was TRIBBLE to fit into a skill cap mold but the proper underlying functions were not revamped to fit the same mold.
The vast majority of people who are against a skill cap, are against a skill cap implemented on a cap-less system. If they had designed the game to be capped they would have had the skill points and costs set up in a way that makes sense for that instead of the pish posh that we have now.
Comments
That is not right.
Lets say you are an escort with anti protons. So now all your maxed ships skill other then escorts give you nothing. All you other weapon skills give you nothing. You have only 3 science BO abilities in your escort - so only max 6-9 science skills will take effect. In space all your maxed ground skills will give you nothing. So probably you would be stronger by 10 pct max (just guessing).
Mostly what He said.
Skill points do not change hardpoints, and specific skills do not overlap.
You who bought all the skills would not have a significant advantage over someone who merely bought the skills to use their ship and weapons and Boff powers. For example Cruiser training in any flavor does not improve escort flying, and Plasma training does not improve Disruptor Weapons, and heavy cruiser training does not even help star cruiser training. The only difference between no skill and skill cap players is the available number of admiral skills that can be maxed, but really most admirals wouldn't be "complete" until they had mastered all of the admiral skills for their particular build.
The difference would be when new items drop whether or not you could actually use them effectively or not, without having to go through the process of changing out all of your gear to match, and ten doing a respec.
So yes, I agree you probably aren't 100% stronger than someone who is efficient in their skills and spends them exactly where they need them, but even then you could have at least 2 more tier 5 powers maxed out such as weapon performance/ repair/ weapon damage/ torp damage/ ship flying. It makes a big difference though.
No it wouldnt be. If they would add new skills with expansion, they can program new promotions this way - you will need to GAIN and SPEND x number of skill point to level. Instead of Spend only promotion like it is now. Thus making it same for everyone. Even if you were stacking unassigned skill points you would still have to GAIN x new skill points.
Oh so just reprogram the entire way leveling works to create a workaround to allow for uncapped skills? Cool story bro.
No I think they'll just stick with the simple, "you can only spec into this many things" option. When we get to be level 50 it'll be fine because you can spec into a reasonable number of useful tier 5 abilities.
Ummm they did the reprogramming before the end of beta and it was to put in the skill cap. Even a few days after launch they were still advertising it as an uncapped skill system. Cool story bro
The captain of the ship should have little impact to the damage dealt when changing from one weapon type to another in the same ship, BO, and crew. If we can easily change our ship class/type, weapons, consoles, and BOs at ease why would weapon type skills be locked in?
There should be a feature to be able to go to SOL SB and retrain the ship's weapon bonuses those current character skill points are at and then spend them again. This would be a respec based around the same thing as a BO skill change (train and spend points to get back to 9 in new). I hope this is what they plan on doing, but I'm worried it will be a micro fee based solution to respect all skills which would be lame.
Who ever came up with the "cool story bro" line needs to be placed in a correctional facility and undergo some form of therapy, potentially electric shock therapy.
As for skills, like said, you can only equip X bridge officers with X skills and X consoles with X weapons in X slots with One shield and One engine. Being able to use phasers as opposed to disruptors is a matter of being proficient rather than having extra abilities.
If for example I spent the points to maximize phasers, and suddenly an awesome disruptor weapon drops, there is no reason in game for me to use said disruptor because having different types of weapons penalizes you (as opposed to an all in strategy) and that's not even taking into account the differences in skill points required to be proficient with each weapon type, or the difference in ground skills.
You talk about equipment giving you an advantage and you are right, however you fail to make the logical leap from that point to acknowledge that you only have so many hard points on your ship, and therefore can only equip X number of X items, and therefore rather than having skills be the limiting factor equipment and boffs are (which is how it was originally designed I might add). As is the core skill system was TRIBBLE to fit into a skill cap mold but the proper underlying functions were not revamped to fit the same mold.
The vast majority of people who are against a skill cap, are against a skill cap implemented on a cap-less system. If they had designed the game to be capped they would have had the skill points and costs set up in a way that makes sense for that instead of the pish posh that we have now.