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Halo381

Alpha Team Vanguard
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    Halo381 reacted to Aurenian in What are skills? and how do they work?   
    Basically the crux of my problem with having a more traditional skill path in a game like this is that its a relic of older games that don't simulate things to the degree that Dual Universe will.
     
    It seems like they want to lock technologies behind the skill trees so that everyone can't do everything at once. But I think the nature of the infrastructure needed for advanced technology and space flight will be enough of a barrier in of itself.
     
    In Space Engineers for example you technically have the ability to build a jump capable spaceship as soon as you spawn. Except that you're on a planet, with very little refined minerals to hand. And you need a significant mining operation. And a lot of rare elements that take ages to refine. And the rarest elements for the best engines can only be found in space. So you have a long path ahead of you before you can even dream or making that first jump.
     
    And that's without contending with potentially thousands of other players and their organisations.
     
    As for skill specialisations. I don't think that handing out skill based stat bonuses is the way to go. You don't become the best fleet admiral in the verse because you have a leadership bonus +5. You get there through experience leading fleets of other players into battle. You don't need an arbitrary number to tell you because you are doing it yourself.
     
    Likewise tech specialists, artists, and engineers will arise naturally if the crafting system is deep enough to allow for it.
     
    For combat specialisation I think in a sci fi game your special abilities are better defined by your equipment. How well you fight (and the gods of ping) will be the real measure of how good you are in a fight.
     
    Honestly this is what I think you need on your character sheet for a game like this:
     
    Page 1
    Bio (name, appearance, backstory etc
     
    Page 2
    Assets (money, controlled organisation ships/stations etc)
     
    Page 3
    Status (organisations, granted tiles etc)
     
    Page 4
    Contracts (buy/sell orders, jobs, alliances etc)

    When we hand build everything, negotiate with other real people, and fight with our own reflexes, that's all we need.

    I'm interested to see what the devs say on the matter when they blog about progression in more depth.
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