Hello im KaosC57 I have an idea for Ablity Trees which would allow custimisation. 1. The Tree itself The Tree would be split into 2 (possibly 3) parts Combat and Crafting (possibly a Support tree could be added). Combat is dealing with weapons. and Crafting deals with well crafting. 2. Combat Tree The combat tree would consist of Swordsmanship (for Swords, Vibroblades, and Phazeblades), Marksmanship (sniper rifles) Stealth tech, Axeplay, Hammer Mastery, Pistoleering, Riflemanship, knife mastery (combat knives and vibroknives), and Heavy artillery mastery (mortars, missile launchers, miniguns, flamethrowers the whole 9 yards) 3. Crafting Tree The Crafting tree would be split into Armstech (guns, Vibroblades) smithing (swords, Axes, Hammers, and mineing equipment), Mechtech, Artifice (Phazeblades and crystals), explosives (nades and other explosives), Armortech (all armors), acc crafting (accs), and mod crafing 4. What are the ablities of the combat tree? The combat tree is all passive abities that boost what they say in the mini desc's i gave them. 5. What does the Crafting tree do? it reduces the crafing mat requs by 1 to 2 and boosts the chance of a special one that is mod able. Thanks and feedback would be nice!
Its a good idea, though it seems kinda a bum if you could only make serten items based on your skill tree instead of just learning them
oops i forgot to say that you would have 60 lvls to gain ability points. and you can still craft anything with the way this works read it again and you will understand a little better
The developers do not want to have a skill tree. They are going with a "Tech upgrade system". As you progress in the game, you get tech that makes you better. Kind of like tiers.
Armor and weapon mods should suffice for abilities. The effect of armor mods varies hugely. From armor that glows in the dark, to armor with a built in defib that activates if your energy bar is full when you die, shocking you back to life. http://playstarbound.com/wp-content/uploads/2013/02/starboundchronicleissue1.html