Regarding the selection of capital ship abilities.
There is very little freedom of choice. In Rebellion you could upgrade abilities up to level 4 and the "Level 6 Ability" up to level 2. Now you are forced to do the same thing for every capital ship...all three standard abilities at level 3 and the final ability only has level 1.
I realize there may be a balancing argument to listen to, but I really feel like you should have more discretion in capital ship abilities. Even going beyond Rebellion's maximum of level 4 should be possible, you are focusing that ship's specialty on whatever ability you choose. Perhaps having your level 10 capital ship just have one ability upgraded 10 levels could even be doable (not the level 6 ability obviously, I am fine with that having just one or two levels). Again there would have to be some balancing, like if you go beyond a certain level the antimatter costs and cooldown times start increasing dramatically or something.
In summary, even Rebellion's simple addition of leveling an ability one more time, to 4, was liberating. Have two Akkans? One has colonize and the other doesn't and is free to blast away with its ion cannon (granted not an ability anymore). Now they both have to have colonize...
Also bring back the player portraits from Sins 1. I miss the almost "painted" quality of them, the depth of character and variety. They looked like an official portrait of your glorious leader. Where is my weird Advent turban-wearing entity and Vasari with big hat!
Anyway, I am enjoying the game so far. Perhaps I will voice more nitpicks in the future. I just had to get that abilities thing out in the air. Apologies if someone already brought this up.
Shh don't leak sins 2 expansion content
Nah, in sins1 it always annoyed me that I can't take all abilities on my capitalships and i´m forced to choose. In my opinion, it's better now. You can choose your skills in a different order if you want or if the situation calls for it.
@Ixion86 you can still totally choose all abilities. I favor choice.
Wait, they reverted that change from rebellion? Cool, as I personally did not like that change. *To clarify, in Vanilla and the first 2 expansions, abilities used the 3/3/3/1 system. The 4/4/4/2 system was added in rebellion.*
Though it sounds like the issue where certain ship abilities are much less desired then others, especially if you start building duplicates of caps you already have and don't need any more *cough*colonize*cough* has reared its head again because of that.
In terms of further specializing your Cap ships though. I'm gonna spitball an idea here based off your post, what I read on the wiki, and from the videos I've watched so far.
So for normal Cap ships after reaching level 6, besides unlocking the 4th skill, they could also build 1 special ship item that would add a special effect/modifier to one of their base skills. Kind of like the ship items Vasari titans can build to boost their abilities. but only 1 per ship.
So you could still 'further specialize' your cap ship abilities. but only 1 ability per ship, and only after reaching level 6. Which is a much less janky way of making duplicate cap ships differ from each other instead of rebellion's *IMO* janky 4/4/4/2 system for leveling abilities.
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