
Destination SkillQueue
Are We There Yet
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Posted - 2011.01.02 19:08:00 -
[1]
I like the idea, don't like the implementation and I don't like the name of the skill.
Creating a way to cutting down clone jump timer is fine, but I've heard better ways of doing it. This is why I would like you to tell openly what is the problem you are trying to solve with the change. There are multiple ways to do it and multiple reasons for doing it. The reason dictates what is the best solution, so please state clearly what do you want to achieve with the change or to put it in another way, why isn't the current system good enough?
I don't like the idea of just adding another skill layer on top of the current system. That would be an acceptable idea, if the skill only allowed you to create more jump clones. That is what infomorph Psychology does, so the advanced skill should also affect the number of jump clones you are allowed to have. Since the proposed affect has nothing to do with the number of clones, it would be better to give an entirely different name for the skill.
I would also like to question the positioning of said skill based on the, currently non-existant, reasoning behind this change. The position is good for a skill that would just add more jump clones. Reducing the time between jumps is such a fundamental skill with jump clones, that the proposed positioning seems bad. I would actully prefer to base the length of the timer on the distance jumped, but if there will be a skill based solution to the timer, it would be better to make it a root skill in the now new infomorph skill tree.
Some people need more jump clones and an advanced infomorph psychology -skill should be introduced to increase the number of available jump clones. I couldn't care less about more jump clones though, but I would love to be able to change jump clones more often. It would allow me to change to a combat clone, to have some spontanious fun and fly back to the clone station and change back to a heavily implanted clone, that is not worth risking for spontanious fun or that is not giving bonuses useful in combat, after I'm done or dead. This kind of skill answers to an entirely different kind of need and a way of using jump clones, so the requirements should reflect that. Science 3/4, Infomorph psychology 3/4 would be better in line with the skills fundamental nature and with how all new skill trees seem to be structured.
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