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Weapon Skill Tree Suggestion

SystemSystem Member, NoReporting Posts: 178,019 Arc User
In order to appease the player base that invested skill points and marks in the T5 weapons and to balance those efforts with the new content, I suggest the following changes to the skill tree and cannonization (not restriction) of weapon types:

1. Make all weapon TYPE specializations an individual T3 ability. Phaser, Disruptor, Plasma, polaron, etc are all available at T3 and cannonized to their respective alliance. FEDS/phasers, KDF/disruptors. Romulans/plasma. Then join each energy weapon type to their canon kenetic weapon counterpart. Plasma w/plasma, Phaser/photon, Disruptor/quantum...etc. Keep the current buffs, debuffs, and over all stat enhancements to the weapons. The flavor of the weapon wiill compliment my suggestions for T4 & T5.

2. Create the T4 ability "Dual Loadout Specilization" that allows the Captain to load a second type of weapon to his ship configuration and receive benefit as if specialized to the LVL of his primary.

3. Make the T5 ability "Tri Loadout Specialization" that allows the Captain to load a second AND third weapon type to his ship configuration and receive benefit as if specialized in the ability at the LVL of his primary.

To make this work structurally, restrict BASE WEAPON USAGE to the respective cannonized ship. Fed escort could only equip phasers/photons until the commander begins specialization at T3. Once the commander begins spending points in weapon skills, he could for example choose disruptor/quantum as his base weapon of choice. At T3 His Escort would then be able to equip phasers, disruptors, quantums, & photons. His disruptor/quantum skill level would be primary and act as his base damage focus. He would not gain any weapon specialization benefits to phasers/photons if his ship was loaded only with the default phasers/photon. However, if he loaded quantums or disruptors, he and the ship would then benefit from both damage types.

In keeping with the afore mentioned example; If the T3 commander decided that he wanted add plasma to his arsenal with phaser as his alliance base and disruptor as his primary focus, he would need to skill up the T3 plasma ability specifically. Or he could also wait and choose to add the T4 ability "dual loadout specialization" to add plasma or phaser to his disruptor focus, but not both at the same time.

In another example; If the FED Escort commander decided to stay canon and specialize in the T3 phaser/photons, ANY second weapon choice would benefit from the T4 skill. If the RA5 wanted to do PvP battle with Phasers/TET, he would switch his loadout and go. If he wanted to go phasers/plasma for PvE, he would switch again. Giving the player more flexibility and making the value of some weapon types more attractive in combination scenarios while adding to the value of the T4 skill.

This model allows the player to define the ship, not the loot (weapon type) defining the character which IMO is a big turnoff in most MMO's.
Post edited by Unknown User on

Comments

  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited April 2010
    I agree that they should all be made T3 skills but I don't agree with the rest.

    T4 and T5 should be increases to certain stats like accuracy/proc for cannons and crit/proc for beams.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited April 2010
    I'm not of this school of thought. I think they should increase the percentage for t4 and t5 from 2.5%, e.g, phasers 2.5% to shut down subsystem, plasma 3.5% to apply DoT, and pol 4.5% to drain power. That would be a better incentive to spent skills in t4 and t5 weapons.
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