Skill System

by Sael

A deep skill system with 7 skill trees, XP from all activities, alternate recipes, auto-deploying combat robots, Compatible with Space Age.

Content
5 hours ago
2.1
87
Combat Manufacturing Cheats

i New Active skill: Starter personal drones

8 days ago

Idea: Perk, that spawns early game personal construction drones.
Can be enabled/disabled, does not require equipment.
Does not take place in inventory.
Maybe dedicating new tree for it.
Upgrades should increase amount of drones, their speed and capacity.
Increasing cost of upgrades, so it is easy and usefull at the start but expensive to scale (exponetially or close), so it does not make usual drones obsolete for a long time.
Can totaly remove needs for regular personal drones, but require tons of points and mostly endgame goal.

Possible properties: (just everything I thought, may contain a lot of bad, incompatible and controversial ideas. Just choose what you like, if any):
- Timed perk. Activates for seveal seconds, than cooldowns. Both parameter improvable via perks (up to 0 sec cooldown, making it constant in lategame)
- use construction aura instead of drones - slowly automatically builds/destroys plans around player in some visible radius. I think this is interesting and kinda unique way, and better, than using plain drones.
- one time activation with cooldown: constructs all plans instantly in a radius by button press, than immidiately goes into cooldown (like any item activation basically). Also interesting alternative for the above suggestion, but may feel cheaty and less practical at the same time.
- Spawns/despawns helper drones (check "Companion Drones" mod for reference idea). Those can be upgraded via perks in different trees (combat, construction, mining etc) instead of personal equipment, so it's a part of bigger idea, but is also something that was made before in similar ways.

6 days ago

I like this one, feels like I would need to do quite a few passes with a test mod before introducing it (build time/credits etc). It would also help with the skill dumps at high levels, research productivity is a bit boring.

This may take a bit of time for me to get around to, but when I have refined some of the lower hanging fruit it is on the list as I think it could be really interesting.

6 days ago

research productivity is a bit boring.

I absolutely agree.

6 days ago

research productivity is a bit boring.

I absolutely agree.

Boring, but took ages to get fixed!

But yeah, look out for this in 2.0 of the mod, but still got stuff I want to refine before then, I may have to release it in standalones before integrating it. I think it will be mostly player/distance/aura lead, but will be complex due to item checks etc, and there's scope to adjust for having the raw items and self build. It's ambitious for sure, but I have seen mods that work on that premise, so it's just slightly different hooks.

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