Space Clouds

Calypso Update 1.27.14

This week’s update will focus primarily on the newly announced advanced class skills. It will give a few more details about the skills and detail how we are handling training them. Keep reading to find out more!

Lyceum

First, I’d like to give a few more updates about the new advanced subskill system, as it’s been my primary project for the last few weeks. In all, we are adding 42 new skills to the game. There are six general skills, four focus locked skills (one per focus) and 32 class locked skills (four per class). All of these skills will reset with a Skill Reset.

If you remember last week’s post; in it I detailed transference resistance and evasion augmenter stats. From what I have seen in the forums, there has been a fair bit of speculation on how they are going to be used. Since we have finally announced the new advanced subskills, I think it’s safe to give a few more details on these new stats. Both of those will see use in the new subskills. Specially, the following three;

  • Lucky Devil (Speed Demon) – +10% evasion, +5% critical hit chance
  • Advanced Flight Controller (Fleet Commander) – +75% evasion for fighters, +2 fighter slots.
  • Civil Engineer (Engineer) - +20% transference resistance, -15% tractor beam energy cost.

The design for advanced subskills calls for leveling up your focus to unlock the ability to train a new skill. For example, training focus 21 unlocks the ability to train one new skill, training focus 22 unlocks the ability to train another, etc. Using the current skill training and mission systems we have in place there was no easy way to accomplish this. We considered a token system, where your focus training mission would grant you a token to train the skill, but unfortunately there is no way to remove tokens on a skill reset (which would allow players to get extra tokens). So, we hit on the idea of ‘Advanced Skill Points’.

adv_skill_point

Advanced Skill Points can be received as mission rewards, and are used as mission goals and mission requirements. Each time you complete a focus training mission for a tech 21+ focus skill you will get one of these points to spend on an advanced subskill. You can then go to your focus base to find a set of new missions unlocked that offer advanced subskills. These skill training missions only appear if you have a token to spend.

For players who already have their focus skill trained to level 21, they will be able to find a set of missions to grandfather them into the new system so they don’t have to skill reset to get their first advanced skill point. Players will also be able to train tech 22 focus and class skills. Much like with tech 21, each focus will require the player to have already obtained two different tech 22 skills.

So that’s it for this week’s update. We’ll be starting a series of blog posts detailing the new skills this week, so be prepared for that. And as always, if you have an questions, comments or suggestions on the material covered here, feel free to post in the forums!

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