This second part of their preview focuses on the skill system, character progression, ship customization and bridge officers, grouping/social systems, PvP and items. Read all about here.
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marscentral
Sir James of Cadiz
Crazy01
Coco
8 posters
Second part of mmorpg preview
- Post n°3
Re: Second part of mmorpg preview
nice read...several answeres in there people on the STO forums were asking about...
great infos....thx for the find.
great infos....thx for the find.
- Post n°4
Re: Second part of mmorpg preview
I'm hoping they open up Bridge Officer customisation more. I have fairly specific ideas I want to use.
- Post n°5
Re: Second part of mmorpg preview
Coco wrote:This second part of their preview focuses on the skill system, character progression, ship customization and bridge officers, grouping/social systems, PvP and items. Read all about here.
Very nice indeed, loved reading it
- Post n°6
Re: Second part of mmorpg preview
Nice read, I hope choosing your skill points won't be too difficult. Wanting to be an engineer myself, maxing out one pool of skills hopefully doesn't result into making the wrong decisions when it comes to being usefull in PvE.
- Post n°8
Re: Second part of mmorpg preview
this is where i can see issues with several peoples.Lithian wrote:Nice read, I hope choosing your skill points won't be too difficult. Wanting to be an engineer myself, maxing out one pool of skills hopefully doesn't result into making the wrong decisions when it comes to being usefull in PvE.
as it was said, the ground skills will be limited and only additional stuffs can be used based on the "packs" one takes with them.
so if your pack allowed a sensor weep, as an example, of 100 yards, but your abilities were up to 250...then your not utilizing the skills you invested in.
i can see a very delicate balance of skill to item ratio going on until people get the hang of it.
at least this is how i understood the article...
- Post n°9
Re: Second part of mmorpg preview
Sir James of Cadiz wrote:this is where i can see issues with several peoples.
as it was said, the ground skills will be limited and only additional stuffs can be used based on the "packs" one takes with them.
so if your pack allowed a sensor weep, as an example, of 100 yards, but your abilities were up to 250...then your not utilizing the skills you invested in.
i can see a very delicate balance of skill to item ratio going on until people get the hang of it.
at least this is how i understood the article...
Yes, kind of. As an example, you can invest in tactical skills that would enable multi-photon spread at a certain level... but if you don't have photon torpedoes on your ship, you won't be able to use the ability. The same is true for ground combat skills.
But I have to agree with the writer of the article, atm the skill tree is a bit confusing at first (even with the explanation pop-ups).
- Post n°10
Re: Second part of mmorpg preview
Most detail I've read yet about skills etc. I'm sure I'm going to get very confused
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