This is a proposal based on the thought that the limited SP cap will not be removed in the foreseeable future, and a possible solution. <End Hovertext>
Skills. We all know they're broken. We all know they suck. Having a skill system that's based around unlimited acquisition of SP is wonderful. Having a system based around a limited acquisition of SP is also wonderful.
What is not currently working is the system based around unlimited acquisition of SP with a capped SP limit.
There are really only two acceptable courses of action to rectify this issue:
1.) Remove skill cap.
2.) Rework the skill trees to allow for a capped system, but still being fair to players.
I put it to proposal that if the SP limit is not going to be lifted, that the skill system in general be entirely redesigned to allow for fair distribution of SP across all ranks to allow for the same ideals of a highly flexible, but still not a 'I'm awesome at everything' skill system.
My suggestion is as follows:
Skills remain sorted by category, however, are no longer freely trainable at specific tiers out of order. Higher tier skills will require higher levels in requisite base skills, of which to level up will cost increasingly higher amounts of SP to counterbalance the equal-point distribution of higher tier skills. However some skills would require more then just the base skill.
In a nutshell:
Advanced Escort and Fleet Escort will cost the same SP to level as Escort Captain did HOWEVER, the T5 ships will have a prerequisite of T4 level 5 and Starship Command Level 9.
Starship Command's SP cost will increase via a sloped scale to counter the costs of T5.
For example:
Level 1: 100 SP
Level 2: 200 SP
Level 3: 500 SP
Level 4: 800 SP
Level 5: 1000 SP
Level 6: 1500 SP
Level 7: 2000 SP
Level 8: 3000 SP
Level 9: 5000 SP
This will also mean that the bonus granted by Starship Command and tier ship skills will likely need to be adjusted, or possibly inverted. This may also help to alleviate some issues regarding T5 ship skills granting such low bonuses to armour.
This general theme would continue throughout the skill tree.
Starship Antiproton Weapons could be an additional example: It will require Starship Energy Weapon Training 9, which could be along the same lines as Tactical Team Leader, but with greatly reduced high-level costs. But it will ALSO require training in Tactical Team Leader 9, which should optimally be adjusted to reflect 'better training to tactical officers in weapon targeting, accuracy, and experience with more unusual or unwieldy starship weapon types.'
I have made a skill table giving an example of possible changes across the board, however, due to the lack of forethought with Operation skills, I was unable to make a completely functional skill tree for that subset. Any suggestions would be welcomed. Link is below:
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Proposed Revision to Skill Trees ◄
Again, this is simply a proposal in stance that the Devs do not remove the maximum skill cap.
Comments
Who even knew what to plan for>? i thought lvls were 50 until my xp stopped at 45
Also, more interresting skills and skills that actually give abilities to yourself and not to your BOs.