Old Secondary Skills

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Secondary skills focus your style of game play according to your preference. There are many secondary skills to choose from, available in two tiers: basic and advanced. Because of the prerequisites and incompatibilities between the secondary skills, you can obtain a maximum of 2 basic and 1 advanced secondary skill.

SkillWeb.jpg

Basic

Advanced

New Skill Setup in the Future

NewSkillWeb.jpg

Here's a heads up on the new class system that we have been designing. Hopefully we can put this in sometime next uni.

Station Master, MFM, CA, and EE get yanked out of the normal skill web and become separate, mutually exclusive skills, so each character can have one of these regardless of what normal classes he chooses.

The main skill web becomes all combat and support-related classes. Looking at http://www.starsonata.com/skills.html, in place of Station Mastery goes Juice Junky. In place of MFM goes Commander. In place of EE goes Gunner. In place of CA goes Engineer.

Juice Junky: He's addicted to the juice. +5%/lvl max energy. +2%/lvl electric regen.

Commander: (maybe) 50% increase to RC points. Can use powerful Field Generators that give fixed bonuses to all friendly ships. (Things like +1000 max shields, +5 dam/shot, that sort of thing.) Ability to use ship-based fighter bays that launch fighters. Not sure yet if these fighters will use RC points or if there will just be a limit to the number of fighters based on the tech of the fighter bay. He's kind of like a Slave Master, but has swarms of slaves that he buffs with auras rather than a few powerful ones.

Gunner: gets MF1, so can always shoot two weapons at once. +5%/lvl weapon slots. So for a ship with 4 weapon slots, he will get an extra slot for every 5 lvls of Gunner up to a total of 8 weapon slots at lvl 20. Each weapon will automatically give the target .5% vulnerability to that damage type per level of Gunner, or 1%/lvl if the Gunner is firing two weapons -- up to a maximum of 20% vulnerability for something like 5 seconds. Transference not included.

Engineer: +0.5%/lvl to every augmenter-like stat. +0.5% to NT, AT, and Slave Tweak. Gets all the current CA electric auras. Gets shield transference guns that do high amounts of transference for high electric cost and also bestow transference vulnerability to the target -- making healing that target more powerful. Has the ability to use equipment that makes powerful NT's that die on jump, though the effects don't die on jump. He can make pills and toss them overboard to his friends to beef up before a battle.

Other classes are basically the same with maybe minor tweaks here and there.

The major difference that these changes make is that every char will be both a fighting char and a money-making char, instead of having to choose one or the other. In theory, you will want one guy to be EE to mine resources, one guy to be CA for a place to sell the resources, one guy to be MFM to haul the resources, and one guy to be Station Master to protect everything. Maybe more trade skills to come, like Prospector or Smuggler.

-JeffL

Quoted from a post made by JeffL here