Soldak Home   Drox Operative   Din's Curse   Depths of Peril   Zombasite  

Go Back   Soldak Entertainment Forums > Drox Operative 2 > Drox Operative 2
Register FAQ Members List Calendar Search Today's Posts Mark Forums Read

Reply
 
Thread Tools Display Modes
  #1  
Old 08-21-2020, 06:05 PM
Shadow's Avatar
Shadow Shadow is offline
Super Moderator
 
Join Date: Jun 2007
Location: Dallas, TX
Posts: 9,366
Default Drox Operative 2 patch 0.813

Patch 0.813 of Drox Operative 2 is now available. Changes can be read here.

This patch adds in a new skill system, changes how command works, and fixes a few other more minor issues.
__________________
Steven Peeler
Designer/programmer
Depths of Peril, Kivi's Underworld, Din's Curse, Drox Operative, Zombasite, Din's Legacy, & Drox Operative 2
Patreon
Reply With Quote
  #2  
Old 08-21-2020, 07:22 PM
Bluddy Bluddy is offline
Legend
 
Join Date: Jan 2011
Posts: 2,049
Default

Nice job! The design looks great in general.

My concern about the general tree vs the race-specific one still holds: the general tree seem better on average than the race-specific trees. I still think you need to move almost everything out of the general tree to the race-specific trees, expanding them in the process, or runs are going to feel the same no matter which race you choose because of the superiority of the general trees. There's no need to provide generic options to players -- that's what the items are for. The skill trees are there to make different ships feel unique.

Additionally, I'd love to see some change in the pattern for slot expansion between races. Race A maybe is weaker on structure, and so would have a pattern of light-light-light-medium-heavy, whereas race B would have heavy-medium-light-light, etc.
__________________
Mods: DC Balance UI | DoP UI | Drox Guild Time Silence | DL Texture | Join our Discord!
Reply With Quote
  #3  
Old 08-22-2020, 01:30 AM
Destro*'s Avatar
Destro* Destro* is offline
Elite
 
Join Date: Jul 2013
Posts: 310
Default

While I would agree don't make the general tree overpowered as a rule of thumb, I really do like the idea of having several general trees that all ships can use.

My only worry is, can enough diverse trees be made by doing this?

In previous, more-magical titles you could add a lot of different attack options to fill out the class-specific abiltiies. In Drox, you don't really have that convenience. And, it looks like there are plans to add a LOT of options to each tree.

Either way, can't wait to see how things unfold.
Reply With Quote
Reply


Thread Tools
Display Modes

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

vB code is On
Smilies are On
[IMG] code is On
HTML code is Off
Forum Jump


All times are GMT -4. The time now is 12:06 PM.


Powered by vBulletin® Version 3.6.7
Copyright ©2000 - 2020, Jelsoft Enterprises Ltd.
Copyright 2007 - 2019 Soldak Entertainment, Inc.