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I was actually thinking about this today, and found this thread while searching to see if it had previously been discussed.
I get the impression from some of Laious' comments in other threads that he generally dislikes the idea of unlimited skill resets, because it essentially makes it so you can have a single "jack of all trades" save (versus requiring a form of "progression" through multiple saves due to unlocks). I can respect that, but the game in its current state is at odds with that since it also promotes farming for gear/artifacts in the endgame, which is a time investment you don't want to walk away from by abandoning old saves in favor of new ones.
So people end up with multiple saves, and eventually figure out that they can min/max each save to a different purpose (mining, trading, combat, etc.) and then just rotate between saves when they want to play different aspects of the game. That just feels like an artificial speed bump to playing the game the way you want. So I'd like to throw an idea out there, in case any parts of it can positively influence the game design.
The obvious problem with skill trees is that most people want to pick a "best" build, and doing that means focusing on some parts of the game at the expense of others. Skill resets are one solution, but an upcoming feature is for equipment to stay with ships (i.e. they each keep their own loadout) instead of the equipment moving when you switch ships, and that got me to thinking. That's a nice feature, because I can keep one ship outfitted for mining, one for trading, a few for different combat styles -- and then switch between them when I want to do something different. But what if that general idea could be applied to the skill tree as well, so we don't also have to switch saves?
At first I was thinking that the skill tree (or parts of it) could instead be tied to the ship, maybe more like an "upgrade tree". So you could "upgrade" a specific ship to do more damage in combat, or have better scanner range, or higher reactor output. But those upgrades are forever tied to that ship (and a "reset" means selling that ship and buying a new unmodified one). So when you switch ships, not only are you switching to a loadout optimized for the thing you want to do, you're also in effect switching to a skill tree that's more optimized for what you want to do.
But this could also tie in pretty neatly with the crew system. Instead of (or in addition to) "ship upgrades", maybe ships could have a limited number of slots for "specialist" crew members, depending on the ship size/role. These crew members would be kind of like hero units that have their own limited skill trees (which require their own grind to level up and can't be reset). So, for example, instead of certain combat skills being on the player, they're on a "gunnery specialist" crew member. Or certain engineering skills could be on a "chief engineer" crew member. Maybe certain perks could even be tied to unlockable crew members instead of the player. (Although I think it was mentioned that something like this is already planned?)
Anyway, something like this would let us switch more freely between different game features without having to rely on multiple saves. It could also partly address another thread of feedback regarding orange items. I see people saying how they found e.g. a "useless" orange mining laser (because they have a combat-focused save). With a more fluid system like the above, this could become less of a problem because any orange gear you find is (hopefully) more likely to be useful to one of your specialized ship/crew builds.
NO RPG / NO PERKS (coincidentally this would remove also any need for skill resets)
just like in the good ol days were only credits and your personal player skill were the important "stats"