![]() |
![]() |
![]() |
![]() |
![]() |
#1
|
||||
|
||||
![]() 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, & Din's Champion Wishlist Din's Champion |
#2
|
|||
|
|||
![]() 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. |
#3
|
||||
|
||||
![]() 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. |
![]() |
Thread Tools | |
Display Modes | |
|
|