RPG Skill System

by Sael

SkillSystem adds 9 skill branches and late-game Capstone skills. Earn XP from mining, crafting, fighting, researching, building and destroying asteroids, then spend it on permanent upgrades to your character and factory. Suggestions always welcome!

Content
13 hours ago
2.1
265
Logistics Combat Logistic network Manufacturing Cheats

g Suggestion 2 electric boogaloo

a month ago

Hi there! I love the concept of this mod. Ty for your hard work.
But I got a problem with it. IMO, there are some skills, like "Efficient Logistics" and "Cargo Drones", that are way too overtuned, specially for early and even mid game-early-lategame.
My idea was to, either lock certain skill/skill levels behind X technologies/recipe unlocks, or let the player select a certain perk level to be used instead of just having the option to enable/disable the skill. (IE, let me physically touch one of the levels "unlocked" for x perk to select the "magnitude" of that perk.
Another example of a perk that I find "overtuned" is "Production Mastery". 40% of added productivity would be kinda crazy for just gears and tame stuff, but at level 7 you unlock this bonus for all space age stuff, "blue chips", and even rocket components, which kinda disturbs the early/midgame too (busted, in one word, IMO). Also, this bonus does not apply for the "efficient" recipes unlocked by "Material Efficiency" (I only tried with the efficient iron gear wheel, idk if it's a bug or intended). IMO this perk shouldn't apply all it's effects to all the things that it can affect (IE: the things that "unlock"/get more productivity at tier 7 should get tops 10% productivity because that's crazy for a "free" skill of sorts in any part of the game, while gears can get the full 40%, and things unlocked at lvl 5 could get 20%, idk if I'm being clear enough). Idk if this perk affects things created in Gleba, but it could become a very serious problem with the amount of spoilage that could be created for someone that wasn't paying attention, for example.
IMO, the "Player" perk trees are really interesting (love to see unique stuff like "Lone Wolf"), and kinda trivialize the combat aspect in the player isn't inclined to die a lot in a run in particular, nice job there.
But some perk trees stack on top of each other to give crazy amounts of exponential gains in a way that could break the early game experience for the average player (in a kinda cheaty/godmore way). Things like: 100% more ore that gets turned into even more plates (with a 80% prod bonus too) is reaching endgame levels of production for a 5 hour game just for picking x and y skills. (you can get even more things too if you abuse red + green science in early with "Tech Intuition", trying to stack as much xp as possible).
Sorry if I said a lot of unwelcome stuff, my bad. If you want to implement radical changes, I'd go the "easy" route, with infinite perk levels after a cap but with diminishing returns (IE: level 1 gives 5% or something, but lvl 15 gives 0.5% and so on).
Sorry for all this blob of a text haha.

a month ago

Appreciate the feed back.

Yes, the mod is definitely overturned for being just a supplemental thing to game play.

I think the route I go is something like you suggested but ask the player at the start what experience they want, so this version would still be there and the values then tweaked for balanced play and not god made play.

I think I like a mix/match of gating some skills behind a certain levels, as of now you can get the powerful skills really early on. I think this will take time to understand the level curve and what stage of the game someone is likely to be at.

Productivity: This is going to take some time to fine tune, it was only a few patches that I reworked that particular tree as it was flavourless before. I agree, the bonus being the same across all is too much. I think it will be at each stage it will add x% to each item unlocked at the time. So gears would naturally get more and later on items less due to being unlocked for less time.

Perks synergy: 100% I don't really want to go the way of exclusive skills/skill trees, but work on how they interact.

Cheaty: Yep, thats why for now I will leave the cheat tag on for now. I had started working on being able to change a lot of the levers to reduce bonuses, this opened a can of worms with different bugs so I shelved it.

LoneWolf: I am also a fan of this now it is fixed and more responsive, please note the settings if you have UPS issues. There will be more skills like this added, I just need to think of them, have a suggestion or get an idea from another mod.

I am taking a bit of time to enjoy playing the game for now so only working on minor fixes, a week or so an I will probably have something a bit more substantial out. Large scale changes will come in 2.0, so they'll be a few more smaller increments.

Really appreciate the feedback, there are some bits in there that could probably get done quite quickly.

a month ago

Just an addition, I have been getting feedback that the alternate recipes can be quite good, but they also don't benefit from the productivity.

Whilst not a design choice, take gears for example, it's essentially a 100+ prod bonus. 2 iron = 2 gears instead of 1.

So I did a quick test

Efficient gear : for 100 iron plate = 100
Gears: with prod = 70

Now, efficient gears finished quicker and gave more, that needs a rebalance. The impasse is, I can make it better to use the standard recipe, at the expense of giving additional prod bonus which compounds. Or I can change efficient gear wheel to an early game only use, where it saves your iron when you need it most, and at a point the other prod bonus take over and make the normal recipe better.

I am not sure if that is complexity for the sake of it, but the skill can be kept relevant with the increase to prod of other mods, so it will kind of balance it's self out.

My thoughts are:
Renaming the recipes to something less sensational.
With prod rebalances and other skills bring the standard recipes back into play after a time - worry here about affect builds etc.
Min/max if you want, or not.
This would require the skill point overhaul I have been putting off - 7 skill points is never what I wanted per level, for the time being progress is very fast.

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