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Rank: Officer Main: Enji Level: 1638 Joined: Sat Apr 30, 2005 3:50 pm Posts: 22 |
2kewl4u wrote: Caelestis wrote: Colonial Administrator, Extraction Expert, the merchant slave aspect of Merchant Fleet Master, and Station Mastery will still exist. They will just no longer be part of the Combat skill tree. Instead they will form the Trade skill tree, and their spots on the normal skill tree will be replaced with combat or support classes. Caelestis Will the combat tree and traders tree skills be obtainable together? Like EE and MF or something? Hmmmm I dont think this should be allowed. Or maybe, people could chose a primay tree and a secondary tree: if fighter is the primary, they can train the skills to 20 (as today), and on the secondary they can train only to 5 or something... |
Tue Oct 31, 2006 5:32 pm |
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Member
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Rank: Officer Main: Enji Level: 1638 Joined: Sat Apr 30, 2005 3:50 pm Posts: 22 |
dinrast wrote: For everyone looking for a aug reset you might want to look at the thread about aug resizeing Atlum has no intention of a Aug reset . Well I think we should all be used to not being able to adapt our current equipment to changes after all those years |
Tue Oct 31, 2006 5:36 pm |
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Main: Convivial
Level: 1145 Joined: Sun May 15, 2005 9:18 pm Posts: 0 |
Enji wrote: 2kewl4u wrote: Caelestis wrote: Colonial Administrator, Extraction Expert, the merchant slave aspect of Merchant Fleet Master, and Station Mastery will still exist. They will just no longer be part of the Combat skill tree. Instead they will form the Trade skill tree, and their spots on the normal skill tree will be replaced with combat or support classes. Caelestis Will the combat tree and traders tree skills be obtainable together? Like EE and MF or something? Hmmmm I dont think this should be allowed. Or maybe, people could chose a primay tree and a secondary tree: if fighter is the primary, they can train the skills to 20 (as today), and on the secondary they can train only to 5 or something... I think being able to take both is kinda the point. In a game where the primary way to get experience and thus skill points is by killing stuff and where there should be a decent ammount of pvp, emp runs, all characters should be good at combat in one way or another. Right now that isn't true though. |
Tue Oct 31, 2006 6:34 pm |
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Rank: Officer Main: Purgatory Level: 1075 Joined: Tue Jun 07, 2005 7:49 am Posts: 0 Location: Netherlands - Friesland |
Hmm, ok but then... how do you do that? Because for example it'd be a tad broken to have MF + Merchant & EE with 5 excomms (EE giving 20% dmg to mining, merch giving hull for huge weaps)
Or any skill + CA.. CA 20 giving 5% to everything _________________ - Purgatory |
Tue Oct 31, 2006 9:34 pm |
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Moderator
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Rank: Director Main: Calypso Level: 1800 Joined: Sat Apr 17, 2004 7:00 pm Posts: 757 Location: Scranton, PA, USA, Earth, Sol, Orion Spur, Milky Way, Local Group, Universe, Multiverse |
I would think they would take the combat bonuses off those skills. Otherwise, yeah, it would be massively broken!
Assuming they make sure to get the balance right, I think it's a good idea. The biggest problem with SS classes right now is if you make money, you can't fight, and if you fight, you're probably not making money! This would solve that I think. Calypso _________________ "My name isn't Slick. It's Zoidberg! John f***ing Zoidberg!" Some people want to love their god. Others want to "love" their god. Mmmmm.... adum..... << OMG It's my head in a jar!!! |
Tue Oct 31, 2006 9:58 pm |
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Rank: Main: Gurjit Level: 666 Joined: Mon Jul 11, 2005 1:05 pm Posts: 0 Location: Chatham, England |
Not quite true Caly, you can do both, but yes I see your point, its not easy. Of course fighting ai is different, but second you fight another player keeping bases and slaves alive is a lot harder, so a balance between the two would be good.
_________________ The Skull Lives On! |
Tue Oct 31, 2006 10:21 pm |
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Member
Team:
Rank: Officer Main: Enji Level: 1638 Joined: Sat Apr 30, 2005 3:50 pm Posts: 22 |
I have a very bad feeling about that .... The first problem I see is every character being CA or EE, and we would need a univeres twice as big.
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Wed Nov 01, 2006 1:28 am |
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Main: BlackDragon
Level: 1875 Joined: Sat Jul 17, 2004 10:30 pm Posts: 587 Location: USA |
Enji wrote: I have a very bad feeling about that .... The first problem I see is every character being CA or EE, and we would need a univeres twice as big. How would this be a problem? Each person can only use one of their characters, and most people have multiple characters to subidize for their fighting main. With this, it will just allow for better defended galaxies. |
Wed Nov 01, 2006 2:01 am |
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Main: Lt.Nelson+
Level: 5 Joined: Wed May 04, 2005 12:18 am Posts: 3 Location: Iowa |
Atlum wrote: The current plan is to allow 1 tradeskill per character no matter what combat skill you currently have. This is still a while away though so don't hold your breadth just yet. So if CA and StaMaster are both trade skills, you can't get both? Or EE and StaMaster? How will that going to work? |
Wed Nov 01, 2006 4:55 am |
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Main: SugaCandy
Level: 636 Joined: Mon Feb 07, 2005 7:06 pm Posts: 0 |
hmm, so if the entire skill tree is gonna be changed, can we all get resets?
_________________ "Real stupidity beats artificial intelligence every time" -Terry Pratchet |
Wed Nov 01, 2006 7:10 am |
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Team:
Rank: Director Main: Desert Rat Level: 652 Joined: Sat May 07, 2005 4:47 am Posts: 0 Location: In Cage |
Presumably
CA+SM EE+SM+Merch SM+DM+SM Others Would be in the trade tree Monkey Sniper RadX (after a severe beefing*hint hint*) MF Others Would be in the combat tree And you could pick 1 from each this is kind of what I suggested about 6months ago and yes would be a very good improvement and stop a lot of muling and low level alts to certain extent. In theory you could probably get rid of Station Mastery make bases as strong as a full mastery base now then maybe the Tweaking skills will be used to buff the bases. Add in some slow building IK Bp's for terraforming (or maybe a Teraforming Trade skill) and you'll have a somewhat decent comprehensive skill tree. Then once bases are strong again the game will open up and things will be a lot less stagnant. Also concourse needs opening up its pretty dead atm. _________________ ~Ferret ------------------------------------------------------- Want to make your dreams come true? join Infinate Dreams! Register at our Recruitment page on http://www.atfreeforum.com/infinatedreams |
Wed Nov 01, 2006 4:30 pm |
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Main: Convivial
Level: 1145 Joined: Sun May 15, 2005 9:18 pm Posts: 0 |
The merchant skill will never be a trade skill. Despite its name it is a combat skill through and through. Sniper, MF, Speed Demon, Rad Exp, or DM mixed with Merchant would be horrendously broken.... and certain skills like Shield Monkey kinda need it.
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Wed Nov 01, 2006 6:19 pm |
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Team:
Rank: Officer Main: Purgatory Level: 1075 Joined: Tue Jun 07, 2005 7:49 am Posts: 0 Location: Netherlands - Friesland |
MarloweFaustus wrote: The merchant skill will never be a trade skill. Despite its name it is a combat skill through and through. Sniper, MF, Speed Demon, Rad Exp, or DM mixed with Merchant would be horrendously broken.... and certain skills like Shield Monkey kinda need it. Very true... Shm without merch poltices and hull for stuff like Gig misD, os GnT, gig sponge charger etc would be too lame, specially after already being nerfed... _________________ - Purgatory |
Wed Nov 01, 2006 7:34 pm |
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