Skill Tree
Adding a Skill tree for each respective Category is great, But it will become to complex if you group them just according to three categories, unless you make three primary braches (or more) for example
Weapon (Parent Tree) branches to
(example)
> Plasma
> Branches to Plasma Overload [Go’s To] New weapons (Assault); Branch focus’s in increasing damage
> Branches to Plasma Efficiency [Go’s To] New weapons (Rapid Fire); Branch focus’s in increasing speed
> Branches to Plasma Support [Go’s To] New Passive Mods; Gives support mods
Weapons tree will have 3 chains, each for its respective damage type, and each of those with 3 respective sub-tree’s to increase Rof, Damage, or Falloff accuracy.
Defensive Tree (parent Tree) Branches into two
Shields
> Regeneration
> Raw increase
> Resistance
Armor
> Regeneration
> Raw increase
> Resistance
Electronics
>Electronic warfare
>Electronic Counter Measures (used to reduce hostile effects via active or passive mods or passive talents)
Menuvering
> Thrusters (to increase speed via passive, or mods this tree is primarily to support a new mod type"afterburner") see below for details
> Engine support (gives access to passive mods)
Support
> Specialization (increases amount healed from mods, and grants access to healing mods)
> Optimization (reduces cooldown, and energy costs)
> Effectiveness (Increases range)
Here is a visual.
Thrusters and afterburners
the current “afterburner” should be reworked to be known as “thrusters”.
Add a new Active mod that increases movement speed by x factor , consuming x energy. Base these on the ships movement speed base so that the speed-friendly faces gain the most advantages from using these mod but its attractive to others.
Ship Specialization (New)
Each ship will be upgradable using experience points, this change is due to the nerf in the amount of hogs in the skill tree. those points can use now used to upgrade a ship, which will boost its flat stats say 2-3% per a level up to level 10.
This change is an alternative to adding larger ship classes like Battleship etc. Though i feel that atleast 2 more classes should be added (destroyer and cruiser at the very minimum)
Racial Changes
Racial Skills will also be based in the skill tree, but will be unique to each faction. Equiping a cloak on a none empire type should shoudent be allowed. this will help to bolster full-raced base clans.
Set up each tree (so that you have)
* the ability to go out side of your racial item
* Each race has a unique technology that its play style is based on (each race, not each faction) For example
Regenerative Shields - Jerico
Cloaking - Federation
Warp Speeds - Empire (warp speeds, will be a race wide effect of zooming around, much like the fighters do when they can jump 100km in a few seconds (currently an interceptor ability)
Give each faction an variation of the technology; and make those virations depend on end-chain tree specializations. for example
Combat Cloaking - Damage bonus after decloaking
Improved Cloaking - Lasts 3 minutes or tell deactivated.
Combat Regenerative shielding - Adds 25% Reduction to all damage times
Improved Regenerative sheilds - increased regeneration
Improved Warp speeds - Entering and Exiting makes you disable enemies in 3km for 5 seconds.
Slipstreme - can be used more often, and go’s father.
Note all jump abilitys should deactivate when hitting the button again, as it is not this is not the case, you just simply move that fast in that time, but micro-jumps should be possible, to allow this race to be aggressive with hit run tactics
Tactics that will develope from these technologies
Jerico - Tank and spank
Federation - Ambush
Empire - Hit and run
Federation > Empire > Jerico > Federation