Post by daveal on Jun 18, 2018 21:41:06 GMT -5
At the risk of over-analysis, I have tried to quantify the feedback that many of the ship talents seem same or almost same. Using the awesome filterable talent table from here:
docs.google.com/spreadsheets/d/101bneiqNOoV7DoaCN5BzHeILhXfmdIwBh1YKhVLEmQk/edit#gid=0
I have sorted and slightly reorganized to find talents which are "purely dominated' by other talents. That is, a higher level/different class talent has only benefits over another one and no drawbacks. This means that except for cooldown, there is no reason to ever use the first one. In other games, they often use a roman numeral syntax to group these, like "System Flush I", "System Flush II", etc. Here is one good example:
Failsafe Protocols Crew Dog 1 Purges Ship of any Crippling Ship Effects
System Flush Mechanic 5 Purges Ship of any Crippling Ship Effects
Rushed Patches Mechanic 8 Purges Ship of any Crippling Ship Effects, Repairs 10% Dmg to Ship Components
Unrivaled Patch Engineer 1 Purges Ship of any Crippling Ship Effects, Repairs 20% Dmg to Ship Components
There's no reason to have two different skill names for the first two at all. If all of these were named System Flush I,II,III then you could have one button, which showed the highest level not on cooldown. This would both reduce clutter and aid comprehension. The other examples of "pure dominated" that I found were:
Precision Action Commander 8 Purges your Ship of both Crew and Ship Crippling Effects
Solace in Battle Doctor 11 Purges your Ship of both Crew and Ship Crippling Effects, Restores Doctor Skill worth of Morale to 20 Crew
Guided Fire Pilot 1 +15% Acc +10% Crit 3 Turns
Incite Victory Military Ofc 11 +25% Acc +25% Dmg +25% Crit +20% Boarding Restores Command Morale to 10 Crew 3 turns
Targeting Lock Gunner 1 -10% Arm -20 Esc 3 Turns
Tireless Pursuit Bounty Hunter 5 -10% Arm -40 Esc 3 Turns
There are other clusters where yes, the effects are fractionally different, but maybe not enough to bother. One solution could be to make them purely dominated with levels. Another solution could be to make them "more different".
Engine Precision Mechanic 1 +2 RP +10 Component Dmg/Turn 2 Turns
Overclocked Reactor Engineer 5 +2 RP +10 Range +10 Crew Dmg/Turn 2 Turns
Furious Prodding Pirate 1 Purges Crew, Restores Intimidate Skill worth of Morale to 10 Crew
Steady Hands Commander 1 Purges Crew, +20% Defense for next 3 Turns, Restores Command Skill worth of Morale to 10 Crew
Veteran Clarity Crew Dog 11 Purges Crew, +10% Critical, 10% Protection against Morale Dmg for next 2 Turns
Rallying Cry Quartermaster 5 Purges Crew, 20% Protection against Crew and Morale Dmg/Turn for next 2 Turns, Restores Intimidate Skill worth of Morale to 20 Crew
Firing Orders Gunner 11 +35% Acc +35% Dmg 3 Turns
Coordinated Fire Commander 11 +35% Dmg +25% Crit 3 Turns
Signature Homing Gunner 1 -25% Def -10% Arm 3 Turns
Raking Fire Gunner 1 -25% Shield -10% Arm 3 Turns
Scattershot Gunner 8 -10% Arm -10 Esc -25 Range 3 Turns
Devastating Approach Pilot 8 -15 Range -25% Dmg 4 Turns
Disabling Shot Pirate 11 -25% Def -25 Range 4 Turns
Brace for Impact Engineer 1 +20% Shield +20% Arm -10% Crew Dmg 3 Turns
Evasive Maneuvers Pilot 1 +5% Shield +10% Arm +25% Def 3 Turns
Boosted Shields E-Tech 11 +10% Shield +50 Rad/void Resist 3 Turns
Fast Getaway Navigator 1 +5% Arm +20 Esc 2 Turns
Sharp Steering Pilot 1 +10 Esc +15 Range 3 Turns
Bolt Spy 5 +30 Esc 3 Turns
docs.google.com/spreadsheets/d/101bneiqNOoV7DoaCN5BzHeILhXfmdIwBh1YKhVLEmQk/edit#gid=0
I have sorted and slightly reorganized to find talents which are "purely dominated' by other talents. That is, a higher level/different class talent has only benefits over another one and no drawbacks. This means that except for cooldown, there is no reason to ever use the first one. In other games, they often use a roman numeral syntax to group these, like "System Flush I", "System Flush II", etc. Here is one good example:
Failsafe Protocols Crew Dog 1 Purges Ship of any Crippling Ship Effects
System Flush Mechanic 5 Purges Ship of any Crippling Ship Effects
Rushed Patches Mechanic 8 Purges Ship of any Crippling Ship Effects, Repairs 10% Dmg to Ship Components
Unrivaled Patch Engineer 1 Purges Ship of any Crippling Ship Effects, Repairs 20% Dmg to Ship Components
There's no reason to have two different skill names for the first two at all. If all of these were named System Flush I,II,III then you could have one button, which showed the highest level not on cooldown. This would both reduce clutter and aid comprehension. The other examples of "pure dominated" that I found were:
Precision Action Commander 8 Purges your Ship of both Crew and Ship Crippling Effects
Solace in Battle Doctor 11 Purges your Ship of both Crew and Ship Crippling Effects, Restores Doctor Skill worth of Morale to 20 Crew
Guided Fire Pilot 1 +15% Acc +10% Crit 3 Turns
Incite Victory Military Ofc 11 +25% Acc +25% Dmg +25% Crit +20% Boarding Restores Command Morale to 10 Crew 3 turns
Targeting Lock Gunner 1 -10% Arm -20 Esc 3 Turns
Tireless Pursuit Bounty Hunter 5 -10% Arm -40 Esc 3 Turns
There are other clusters where yes, the effects are fractionally different, but maybe not enough to bother. One solution could be to make them purely dominated with levels. Another solution could be to make them "more different".
Engine Precision Mechanic 1 +2 RP +10 Component Dmg/Turn 2 Turns
Overclocked Reactor Engineer 5 +2 RP +10 Range +10 Crew Dmg/Turn 2 Turns
Furious Prodding Pirate 1 Purges Crew, Restores Intimidate Skill worth of Morale to 10 Crew
Steady Hands Commander 1 Purges Crew, +20% Defense for next 3 Turns, Restores Command Skill worth of Morale to 10 Crew
Veteran Clarity Crew Dog 11 Purges Crew, +10% Critical, 10% Protection against Morale Dmg for next 2 Turns
Rallying Cry Quartermaster 5 Purges Crew, 20% Protection against Crew and Morale Dmg/Turn for next 2 Turns, Restores Intimidate Skill worth of Morale to 20 Crew
Firing Orders Gunner 11 +35% Acc +35% Dmg 3 Turns
Coordinated Fire Commander 11 +35% Dmg +25% Crit 3 Turns
Signature Homing Gunner 1 -25% Def -10% Arm 3 Turns
Raking Fire Gunner 1 -25% Shield -10% Arm 3 Turns
Scattershot Gunner 8 -10% Arm -10 Esc -25 Range 3 Turns
Devastating Approach Pilot 8 -15 Range -25% Dmg 4 Turns
Disabling Shot Pirate 11 -25% Def -25 Range 4 Turns
Brace for Impact Engineer 1 +20% Shield +20% Arm -10% Crew Dmg 3 Turns
Evasive Maneuvers Pilot 1 +5% Shield +10% Arm +25% Def 3 Turns
Boosted Shields E-Tech 11 +10% Shield +50 Rad/void Resist 3 Turns
Fast Getaway Navigator 1 +5% Arm +20 Esc 2 Turns
Sharp Steering Pilot 1 +10 Esc +15 Range 3 Turns
Bolt Spy 5 +30 Esc 3 Turns