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 Massive cheat

15 days ago

If you remote-view a space platform you can rake in infinite amounts of xp in such a short time if the ship can fly very fast forever between planets killing infinite number of asteroids!

13 days ago
(updated 13 days ago)

I did notice this when I did a test run to the shattered planet - then promptly forgot about it.

I think the fix is to add a cooldown to the asteroid skill gain or make the curve for xp gained from asteroids reduce quite severely, similar to how it worked with gears at one point, no exp after the first 500 crafts, however, I don't want to completely shut off an entire way to gain xp.

Other fun xp cheats where placing blueprints gave you xp for everything "placed" without it being built. I will probably get around to this shortly as it could curb enjoyment if you max out too quick...

Edit: I am testing a fixed time window, so every 5minutes you can gain so much xp from asteroids, 100% for the first 300xp, 25% for the next 200xp, nothing after that (adjustable in the options menu). So essentially 500xp per 5minutes from asteroids and a UPS gain (if it would ever make a difference) from not firing a few events everytime an asteroid died.

13 days ago

Thats the only release for tonight.

Asteroid xp limiting (my test showed it ran out really quickly with the current values, Fulgora > Aquillo, about 40secs until no xp) So may need some tuning.

XP Bar Top left - Fixed position for now. Shows xp and gives another way to access the skillsystem menu.

All options added, change log updated.

Thanks for the feedback, and reminder!

13 days ago

Okay, triple posting on myself.

The current defaults are way too low, but I am seeing an avenue to add an "XP Tree" and removing the scaling options

e.g. 10xp points reduces the window by 10secs, or increase the xp able to be gained by 500, late game scaleable xp gain, but start it lowish, probably the values above. I'll let it scale to say 2mins and 10k xp or something, thoughts?

13 days ago

Perhaps a way that reduces xp gained from any one source over time and have it slowly return... Like how solar would wax/wane during day/night cycles. This would force players to actually be doing things, building gives xp but slows after a bit, then you could mine resources for xp, which would slow down, but give you building xp back, or asteroids to give you xp, then return other sources.

This both punishes players for possible xp exploits, but at the same time rewards them for literally just playing the game properly ...

Have it gradually return over time, AND with actions. This could be over 1 hour realistically as regular play would push that closer to 2-10 minutes if they were to build/mine/spaceship/destroy/etc quickly enough...

This feasible?

13 days ago

Perhaps a way that reduces xp gained from any one source over time and have it slowly return... Like how solar would wax/wane during day/night cycles. This would force players to actually be doing things, building gives xp but slows after a bit, then you could mine resources for xp, which would slow down, but give you building xp back, or asteroids to give you xp, then return other sources.

This both punishes players for possible xp exploits, but at the same time rewards them for literally just playing the game properly ...

Have it gradually return over time, AND with actions. This could be over 1 hour realistically as regular play would push that closer to 2-10 minutes if they were to build/mine/spaceship/destroy/etc quickly enough...

This feasible?

It's interesting, if not perhaps feasible as where the player is loaded is where the XP is gained. If the ship/planet/etc is not loaded - ie the player is not there, there is no xp to be gained.

However, some sort of fatigue meter that increase when gaining xp from one source (reducing XP gain), and reduces when gaining it from another source seems totally possible and is pretty much the same thing. Whilst I don't want to put bandaids on certain issues, this feels complex enough to get other elements in the mod first - fleshing out the trees that got split etc.

This would really play well in to the XP tree I have in mind and could start to have an incremental feel to it - xp starts slow, start unlocking xp fatigue reduction or go for short term gains for the factory. This, in my mind, all leans more towards dynamic/increasing point costs for some/all skills to balance it out, which I am not averse to, but it could be a later down the line job when all the skills I want or are suggested are in and it can be balanced as a whole.

Great idea, tonnes of potential, love the balancing play and rewarding efficient xp gaining styles. It would always be an option, to follow the play it your own way ethos. Dynamic/Increasing - the more skills you have the more it costs: "Hard" Mode, or as it is now, flat skill cost.

Overall: It's on the list, but there is a fair bit of work before it. I set xp limit to 3000 and it still got reduced so quickly, they'll be a tonne of fine tuning that - again the xp skill coming before 2.0 will hopefully over some balance (and the options adjusted)

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