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Freelancer mods battle ship encounters
Freelancer mods battle ship encounters












The idea is to have a looser structure that can be adapted to the specific needs of the skills in that aptitude, rather than having to adapt the skills to a more rigid structure. How many points, exactly, also depends on the specifics – for example, if a tier has 3 skills in it, the next tier might require 1 or 2 points. To unlock the next tier, you need to spend enough points on skills in lower tiers. Skills are still arranged in tiers, but tiers are no longer limited to two skills – instead, it’s however many skills makes sense for that specific situation.

freelancer mods battle ship encounters freelancer mods battle ship encounters

So, the goal of these adjustments is to keep the progression and high-impact choices, and add more freedom where “pick one of two” doesn’t have a compelling reason behind it.įirst let’s talk about how the new system is set up then we’ll get into the details about all the changes, the new (and exciting!) skills, and so on. You can’t have that in a system where you can cherry-pick any skill you want at any time. The other high-level feature of the system that I really like is the ability to have some top-tier skills that you need to invest into an aptitude to get, and that can be powerful and game-changing. In other cases, the skills don’t lend themselves as well to it, and it ends up feeling unnecessarily restrictive. In some cases, it works well and you have an interesting choice to make. One feature is in both categories – “pick one of two skills at every tier”. The skill system – the one in the currently released version, 0.95a – has some things about it that I like, and some things that I don’t think worked out particularly well.














Freelancer mods battle ship encounters