Once you’ve reached the fifth tier, you can wrap around and pick up the other skills in the aptitude, if you really want to dedicate the majority of your points this way. At each tier, you can pick one – and only one – of the two skills this costs a skill point and unlocks the next tier. Now, however, these are just a way to organize skills, and you don’t put points into them directly.Įach aptitude has 10 skills, arranged in 5 tiers of 2 skills each. There are 4 “aptitudes” – Combat, Leadership, Technology, and Industry same as before. I think reducing the number of options at any given point will also make for more impactful and considered choices for players of any skill level.įinally, updating a system is a great time to simplify it, so that’s a goal as well. This isn’t just a new-player-oriented feature, however.
#Starsector ship tiers how to
Currently, you can pick any skill you want – imagine, as a new player, being presented with some 30-odd choices of what skill to get, while you’re still figuring out how to play the game. The second goal is to make the system more approachable. Previously, I’d thought of it in terms of offering the player choices – and we still want that – but it makes sense to look at why we’re offering these choices so that they can be crafted with that goal in mind. So, what are the goals of the skill overhaul? First and foremost, the skill system should increase the replay value of the game – that is, depending on what skills are picked, the player should be able to explore new ways to play the game. (Please note – some of the graphics and text in the screenshots to follow are placeholders.) Now, finally, the game is in a place where I can do that – I’ve got a good overview of what I actually want from the skill system, the number of unknowns is low, and most of the unknowns are probably known. With how many parts of the game the skill systems has tendrils into, it wasn’t something I wanted to do more than once.
#Starsector ship tiers update
If it was really terrible it would be F tier.I’ve wanted to update the skill system for a while, but that’s part of the challenge with early-access style development – if you update something too early, you might have to update it again, when yet more things change and make that part not-quite-fit once more. This in combination whit the extra danger Gryphon needs to expose itself to fight brings the conclusion that there is no reason to use the Gryphon other than for Roleplay and no carriers runs. 300 dissipation, same everything else*) and no campain hullmod to help, even something as simple as a hullmod that make it cost half the supplies used on the campain map would make it go higher. 5.000 base capacitors, 200 dissipation Vs. 3 fuel/lightyear), it does not have a better shield (5.000 base capacitors Vs. The Gryphon is D tier because it does not offer anything substatially better or different than the Heron, which is it's main competitor for it's role, it's not cheaper(20 DP Vs. 200 dissipation, same everything else*), which is more important for suport ships than for main line ships, and having the surveing equipament hullmod. 4.000 base capacitors, 300 dissipation Vs. 4 fuel/lightyear), having a better shield(7.000 base capacitors Vs. The venture is B- because it offers benefits in relation to the Mora carriers, which compete for the same niche, those benefits are being cheaper (15 DP Vs. Quote from: Ishman on January 02, 2021, 04:46:34 PM Gryphon in D tier, whew. I'll leave Thaago to extol the virtues of the various frigates, as I don't use them much. It's just not a very fun ship to fly yourself because it's a slow foam block, but it is UNDENIABLY one of the strongest ships (admittedly the AI can't use it correctly without abusing weapon group quirks). That is, without resorting to spark drovers/converted hangar cheese. The only vanilla ship which can tank a gryphon's focus is the paragon, it lets you actually hunt down safely as you can delete the frigates and destroyers making your AI panic with a button click. Retreating and reengaging recharges the system, meaning you can use it twice per combat encounter. You realize you can use some weapon group trickery to make them actually good? Sabots linked together with a weapon to force them to fire, whereupon some ship eats 7,000 kinetic burst and 14,000 emp (this can be done 6 times before only having pods left and popping autoforge, for 12/24 rounds of get fluxed), and following up with a hurricane or locust.