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Old 08-24-2012, 05:08 PM
goodgimp goodgimp is offline
Join Date: Jun 2010
Posts: 85
Default Structure Stat

I know that the Structure stat is a requirement for better armor and thus already does this indirectly, but it's also one of my least favorite stats to invest in. I'd like to see it boost the base Armor as well as Structure available on a ship, even if it's a smaller boost.

I'd also like to see a stat that boosts shield regeneration rates. While Engineering already fits this thematically, I also feel that from a gameplay perspective it's already a very valuable stat, so perhaps it would be better for another stat (like structure) to apply this bonus.

Does anyone have any thoughts, or are you all pretty happy with the "stat balance" in the game?
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Old 08-24-2012, 06:54 PM
Chumpy Chumpy is offline
Join Date: Jan 2011
Posts: 271

Stat balance is pretty bad.
  1. You shouldn't be "investing" in stats at all; spend maybe 5-15 points on the holy trinity (Tactical/Helm/Engineering), grind for Very Rare Tactical/Helm/Engineering crew, and put the rest into Command. One drive and one thruster will cover your speed needs for the rest of the game.
  2. It is impossible to play with a low Engineering stat, because power load and energy requirements are constantly increasing.
  3. Tactical gives a benefit not subject to diminishing returns (increased damage and weapon options) and can completely replace Computers with debuffs.
  4. Helm is necessary for thrusters and drives, although you only need enough to get to 200 speed. After that, you're fine. Helm might be better once the Cloaking Device is fixed.
  5. Computers don't do anything not covered by Tactical/Helm. Critrate could be useful once Deadly Aim gets fixed.
  6. Structural is the worst stat in the game, and should only increase as the fourth stat on your crew components. Extra HP is worthless, because once your components break, you're already dead. Also, you're already getting extra survivability from shields/Engineering, and even if you do want armor, nanite repair consumables scale with level.


Engineering, Tactical




Last edited by Chumpy : 08-24-2012 at 07:12 PM.
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Old 08-24-2012, 07:48 PM
goodgimp goodgimp is offline
Join Date: Jun 2010
Posts: 85

Okay, for Structure and Computers, how about this. For the Computers below, I realize shields is sort of the domain of Engineering, but A) I think shields are kinda weak compared to armor right now and B) I'd like to see some stats have some synergies with each other.

  • Provites +resist to shields only. The computer systems can modulate the shields to counter specific weapons, so the better the computer, the faster it can modulate, hence the resistance.
  • Boosts shield regen when Energy is full by rerouting excess power to the shield. Won't help in combat, but can help get your shields back up in downtime.
  • Provides bonuses to stealth detection.

  • Increases HP of Armor modules
  • Provides a boost to Nanite Repair module effectiveness
  • Provides damage resistances to Structure and mitigates damage to ship components from Structure damage compared to low-Structure ships/crew.
  • Bonus cargo slot (not a whole cargo bay, just 1 extra slot to your main bay) for every X points of Structure?

Last edited by goodgimp : 08-24-2012 at 07:52 PM.
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