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Post Beginning of the Game
I think class skills should be condensed into 5 lvls or so. Not sure if 20% per lvl is enough to really show a new player what a class is made of but you could adjust the numbers so the first couple lvls give 30%-40%. So they would unlock their 1st class skill at lvl 100 (no xp needed for any class skill just level based), then level 2 at level 500, level 3 at 1000, level 4 at 1500, level 5 at 2000. Then those small bonuses every 500 levels. So would need 3000 to have it maxed out currently. Great leveling incentive as well.

However just changing the numbers around isnt going to really grab a new players attention like we would like it to. We want them to invest into this new character they are making and want to progress it to end game thus staying for longer. Ideally it would be awesome if players would choose right off the bat which class they wanted to play as, but im thinking that it might be easier to introduce them to class skills after they are done with the nexus tutorial stage. Now i also believe that the nexus needs to be adjusted to just be a simplified tutorial, no confusing missions. Just go there kill this and heres a shit ton of xp for doing it all but anyways.

Make it that nexus tutorial should leave you at lvl 100, just from mission xp. Once your done with all the missions your sent to lyceum where you get a new ship with gear for your class as well a class specific mission that serve as a tutorial for the class. These mission could reward the players with class specific super items, gear and augs that they could put on their new fancy ship. Every 500 lvls you get a mission prompt sending you to lyceum to do another set of easy missions for a new skills, ship, gear, augs etc.

This will also give SS a somewhat of a linear path which some players like, but it wont take away from that sandbox feel of the game either. This should really be the ONLY priority before steam release if you guys want steam to be a success.

This is a summary of a long time suggestion of mine that i feel very strongly about. Jeff commented on it a while back wanted to get the discussion started with the player base. What do you guys think? Anything you would change? What about adv sub skills? Discuss!

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Fri Apr 08, 2016 9:27 am
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Post Re: Beginning of the Game
A way for players at a low level to get a significant portion of each classes fantasy makes sense.

Like, the first level could actually give you the full benefits of the class, and all the other levels could be used to pick and choose skills to fill out your character and actually make it different from others characters. Maybe each class would have less levels? I dunno. But the way Adv. Class Subskills work should be how the class skills work themselves. 1 Point, major bonuses.

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Fri Apr 08, 2016 10:27 am
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Post Re: Beginning of the Game
How would you implement the Adv Class Subskills then? Since right now it check if your focus is on 21 & 22 to get an Advanced Class Subskill.

Your suggestion seems really nice, but the difference between T20 & T21 is too great to get it Linear there, before it is pretty straight forward. Buffing the early game items would also really help people to enjoy killing people and what not.


Fri Apr 08, 2016 11:05 am
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Post Re: Beginning of the Game
Yes please. Class skills need to either be weighted toward the first few levels giving massive benefits with declining returns from then on out, reworked in the way you suggested, or have their skill point cost dramatically reduced. As is, a new player can pour 40 levels of points into their class skills and barely notice any difference. That's a horrible feeling.

Actually, while I'm on the subject of skill points, can we get a cut in the costs across the board for core skills? A single level of piloting 12 or something costing 40 skill points is insane.


Fri Apr 08, 2016 12:38 pm
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Post Re: Beginning of the Game
Septagon wrote:
Yes please. Class skills need to either be weighted toward the first few levels giving massive benefits with declining returns from then on out, reworked in the way you suggested, or have their skill point cost dramatically reduced. As is, a new player can pour 40 levels of points into their class skills and barely notice any difference. That's a horrible feeling.

Actually, while I'm on the subject of skill points, can we get a cut in the costs across the board for core skills? A single level of piloting 12 or something costing 40 skill points is insane.


I'm in favor of level locking them tbh...

KonanCruss wrote:
How would you implement the Adv Class Subskills then? Since right now it check if your focus is on 21 & 22 to get an Advanced Class Subskill.

Your suggestion seems really nice, but the difference between T20 & T21 is too great to get it Linear there, before it is pretty straight forward. Buffing the early game items would also really help people to enjoy killing people and what not.


You do know that in order to get your Focus Skills to Level 21 and 22, you need to have level 21 and 22 in specific core skills right? Check to see what class the person is, check for those core skills that are needed, and voila. You could even rig up a UI to let people see what the Adv Class Sub skills are from the get go.

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Fri Apr 08, 2016 1:42 pm
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Post Re: Beginning of the Game
KonanCruss wrote:
How would you implement the Adv Class Subskills then? Since right now it check if your focus is on 21 & 22 to get an Advanced Class Subskill.


1. Upon choosing a class, you get non-scaling series of boosts that tailor to a wide range of playstyles while still remaining true to the class.

2. Class Subskills are rebuilt into subclasses, that help define the character beyond the original class. Also a series of non-scaling bonuses.

3. Much more ship, aug, and gear options to truly customize your character, instead of only two or three *viable* designs.

4. Redefine Adv. Class Subskills as "Perk Trees" that provide benefits to players under various scenarios. Players would gain X number of perk skills based on their character level, using a system like how Trade Skills operate on, but continuing past level 3000.

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Fri Apr 08, 2016 1:49 pm
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Post Re: Beginning of the Game
Bump for the new dev.

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Thu Jun 23, 2016 3:56 pm
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