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The 2 teirs of generic perks you must sink 4 points into BEFORE getting into the specilization trees takes away choice when they should give options
I personaly would like to see it made so the 3 trees are the main build and the generics fill out and add onto the player's chosen main tree, because as it stands compleating zone 1 and having a fully upgraded ship and no one YET has begun to get their perk tree STARTED feels all KINDS of wrong, Ive not been on a single crew that wasn't zone 2+ with even half of a tree started (and if they are they loaded UP on condemnation medals in custom ships)
EDIT: the current perk/talents make it so EVERY level 1 you go for ANY and all EXP bonus instead of trying to branch out, and the "does not stack with other players" makes for annoying "stepping on eachother's feet" moments
So overall, I'd rate it a "poor man's resident evil on PS1" out of ten
You have less to do and have less of an impact on the sub
You don't do anything with your talents. You just stand there and everyone's becomes little better at what they already do.
It doesn't feel like a captain anymore. It feels like a silent bard, the most boring type of bard.
and don't forget, the skill cap is 100 instead of the 200 of the previous system when you specialised in it
This sounds like the worst of it to me, taking away the ability to start building your character out right away and being forced to to build a certain way until you hit X level
That does sound like the captains role though. Personally I only used captian to steer and buff characters any how then just switch roles. Course that doesn't take into account the play ability in multiplayer which I haven't really don't much of.
I'll have to give it a look, that was normally the first assistant type I would build in SP
https://steamcommunity.com/sharedfiles/filedetails/?id=2901859934&searchtext=
Being drunk could increase submarine speed.
A pet recipe (parrot, monkey. mini-mudraptor etc.) that provides buffs while it's alive instead of a cigar recipe that's essentially the same thing as both the captain's pipe and harmonica.
A bonus to repairs on rooms you mark.
A bonus to actions on people you give orders to.
Anything to help the turrets.
There's a lot of room for creativity for the talents but it's like they gave up when they reached the captain.
Because the Captains role is to steer the ship, inspire confidence through leadership so the crew can work to the best of their abilities. And nobody has acted like it has to be boring.
You just included two that are in the same vein with marking rooms and giving orders, which the giving orders for boons existed before the update.
Other than "I want this" Being drunk to increase speed for the submarine doesn't make any sense to me. Some kinda self buff to the captain himself maybe, like damage resistance or something while having it have some effect on your vision.
A pet recipe sounds cool but seems out of place for the role also, though I could see it on the medic.
The wanting a unique experience is certainly the way to go, they did it with the crafting recipes a class would gain. Each character should have some kind of impact that is role related, and I agree with the stats suggestion. I think that would help greatly in making the character feel like its yours while building and not so generic.
While a captain helms the ship he can forward sonar data to the gunners so they can get a visual indicator of where ennemies are, and have it only work once ennemies are within sonar range
Make it so the captain helming the ship makes the engines use less power
Make it so if the captain helms the ship he can make the sub more resistant to ramming/crashing or even inflict damage on enemies impacting the ship if they're in the way of its momentum
Make it so the Captain helming the ship results in added acceleration
(not top speed, how fast you get to top speed)
Make it so the Captain can buy sub upgrades at a lower price based on his Helm skill
Make it so the captain can use a "overclock" that forces every system on the sub to get a performance boost based on his Helm stat but while its active all systems on board take damage while they are used
make it about the captain ACTUALLY pulling some crazy taxi bullsh*t when driving a sub
I don't agree with rolling it back, just use the posted mod. The classes in my opinion, while fun, weren't too great to begin with. I I just ended up building nearly every class the same, the only exception for me were the assistants. I would agree with reworking the rework a bit, apply perks that actually make sense for the role without overlapping those abilities with other roles.
Yes!! These are the kinda things I would appreciate, skill that really fit the role.