Post by kaziglu on Jan 2, 2012 17:40:02 GMT -8
Hey-o, Kaziglu from SA here, just wanted to drop a quick suggestion. The way I see it, pilots will either have 2 or 3 fields of expertise that interest them, based on which type of pod they are piloting. Most often a single weapon type pod like a melee-focused or artillery/missile-focused pod will have a pilot that only cares for +Melee/+Evasion or even pure +Evasion if all you are carrying is artillery and no hack decks. While skill points do come in rather slowly, and pilot rotation means you'll need to wait a bit in between skill gains, I feel that in a relatively short time skill point gains will be less valuable to pilots who run single-weapon pods.
For a more concrete example, if I was piloting a Purifying Rain, I'd most likely invest heavily in +Sensors and leave a few extra points for +Evasion. Something like a 75/25 split. If I was expecting to be able to stay away from major fire-fights and plink away from a distance, I might even risk something like a 90/10 split. Within just a few deployments, I might see my +Sensors maxed at 99 without major effort, and after that any points gained would likely go to +Evasion. Wouldn't a pure Artillery pod be an even more extreme example, given that it's pilot would likely only care for +Evasion from the get-go? In time, skill point gains for such pilots begin to feel like they aren't contributing as much (though admittedly, reaching the point where you can max two fields would take some time), I think.
Now, what I am suggesting is the addition of a few select perks of sorts, purchasable via skill points. Stuff like limited use % boosts to this and that. For example; "Speed Freak (Cost-"X"Skill Points): "Y"-number of times per deployment, can add +"Z"movement to piloted pod. Some pilots have learned how to squeeze a quick burst of speed from their machines.".
This is just something I though up on the fly, if you feel that skill point gains should only refer to the fields of expertise you've already devised and that everything is fine, feel free to ignore this idea. Just throwing it out there.
OH, and thanks for running the SA LP, great work!
For a more concrete example, if I was piloting a Purifying Rain, I'd most likely invest heavily in +Sensors and leave a few extra points for +Evasion. Something like a 75/25 split. If I was expecting to be able to stay away from major fire-fights and plink away from a distance, I might even risk something like a 90/10 split. Within just a few deployments, I might see my +Sensors maxed at 99 without major effort, and after that any points gained would likely go to +Evasion. Wouldn't a pure Artillery pod be an even more extreme example, given that it's pilot would likely only care for +Evasion from the get-go? In time, skill point gains for such pilots begin to feel like they aren't contributing as much (though admittedly, reaching the point where you can max two fields would take some time), I think.
Now, what I am suggesting is the addition of a few select perks of sorts, purchasable via skill points. Stuff like limited use % boosts to this and that. For example; "Speed Freak (Cost-"X"Skill Points): "Y"-number of times per deployment, can add +"Z"movement to piloted pod. Some pilots have learned how to squeeze a quick burst of speed from their machines.".
This is just something I though up on the fly, if you feel that skill point gains should only refer to the fields of expertise you've already devised and that everything is fine, feel free to ignore this idea. Just throwing it out there.
OH, and thanks for running the SA LP, great work!