Good Morning All. Here is the 1st draft of my HWS Skill Tree Suggestion.
The purpose of these ideas are to turn the HWS skill tree from a simple linear path to an actual tree complete with choices and options that allow you to specialise your character to your liking.
Due to the sheer volume of what I’m proposing, they will be hidden behind Spoiler tags. Please Click on the writing with the ‘CLICK HERE’ text next to the little sideways wedge.
HWS Skill Tree Structure
I want you all to imagine an actual Tree Diagram, like so:
Obviously in our case this will be a HWS skill tree and not a family tree. But it’s how I want you to visualise and contextualise my suggestion please.
Skill Tree Structure continued…
My proposal is for the Skill tree breaks it down into several branches of specialisation. For example, There are Origin Skills, Character Skills and HWS Feature Skills. To unlock the more powerful skills in each corresponding tree you have to work your way ‘up’ them.
Anything in Italics is just a little description that I’ve added for flavour, and has no real meaning other than adding to the whole HWS Universe in terms of lore/roleplay.
Without further Ado, let’s get started!
ORIGIN SKILLS CLICK HERE TO OPEN.
The aim of the following origin skills tree suggestion is to make the origin more modifiable to your playstyle using the skill tree.
I’m currently undecided if you’ll need to accumulate each prior skill or if individuals should be able to choose which one to pick in a non-linear fashion I leave that for open discussion.
Most importantly, I’ve tried to keep the origins true to Rexxus’ original idea and not provide them with anything that will change their playstyle, I’ve only provided them with things that will compliment it.
The idea is that for the Origin skills, each skill is equivalent to 1 skill point, and only 1 skill point can be earned per day of activity (gained through the HWS daily loot system).
Alliance Origin Skills Click Here
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Scientific Insights
Increases Reputation Point Gain from Warping. (3RP to 6RP) And this applies for one additional warp per day. (So a potential total of 12RP per day from two warps.)
Space, the final frontier. It is our duty to boldly go where no federation has gone before and striving towards ever higher levels of technology facilitates this goal.
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Polaris Networking
Doubles Reputation Point gain for visiting ECC from 2 to 4 a day.
Through pursuing a continued trading relationship with the enigmatic Polaris faction we can maximise our visits to the capital system.
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Section 32 Federation Black Operations
Lose no RP when turning guilty, but it costs 25% more to turn unguilty.
Through the utilisation of plausible deniability we can ensure that our federation retains the necessary strength to see off any and all threats.
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Galactic Trading Guilds
Doubles the RP gain from trades made by non federation members.
The continued defence of trading parties has enabled the federation to build a mutual relationship of trust that has led to a boom in trade.
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Optimized Autominer Cores
Reduces the required number of Autominer cores in the inventory for the RP gain from 77 to 20.
The greatest minds in the federation have managed to further unlock the full potential of autominer cores, thus enabling a safer storage and transport of these volatile devices.
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The Thin Blue Line.
Gain 10 extra daily RP for a faction of 10 members or less.
We are the thin blue line that keeps this universe safe. Our spreading of this message has led to a renewed respect for those members in service to the federation.
Freelancer Skills Click Here
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Contractual Obligations
Doubles the RP gain from 3 to 6 for living in PVE and PVP.
As freelancers our word is our bond, this can be made more reliable through the use of binding contracts.
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Trader Intimidation
Be able to purchase 4 instead of 3 NPC packages a day.
The federation may protect the trading ships, but we run a myriad of protection rackets on the capital planet, through this we can force the traders into selling more than they would otherwise be willing to do so.
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Centralised Bounties
Gain 30 reputation points per guilty player kill. (Still should only apply once per day to avoid being super OP).
*Unionising our bounty hunting activities effectively allows us to increase our payment expectations through interstellar collective bargaining. *
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Live Tracking.
A lower cooldown in location information when tracking bounties. Moreover, the said location is more accurate. But this comes at a 20% ‘Tax’ on the bounty in exchange for this greater information.
The outsourcing of the more mundane tracking activities enables a more accurate series of reports regarding the location of guilty individuals, at the cost of some of the bounty itself.
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Freelancer Operative Cells.
Gain 10 extra daily Reputation Points for having a faction of 5 members or less.
Through keeping our organisation split into a series of smaller cells we can stay one step ahead of both the federation and the pirates.
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The Shield Against Tyranny
Gain 5 additional RP (10 to 15 daily) in exchange for carrying an additional 300 pentaxid on your person alongside your epic weapon.
The additional provision of warp fuel to our affiliates enables them to avoid federation patrols.
Pirate Origin Click Here
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Interstellar Anarchy
Doubles RP gain per kill from 5 to 10 (This can only tick say twice or three times per day to avoid abuse). -
Pirate Code
Increases each federation kill from 5 Reputation Points to 10 Reputation Points. -
"A Pirate’s Life For Me!"
Lose no RP for being guilty. Instead gain 2 additional Reputation Points per day that you are guilty. -
Fools Gold.
Reduces the requirement of having 999gold ingots for epic weapon down to 300 gold. -
Pirate Outposts
Increase Reputation Point gain from 10 to 15 per day of living in PVP. -
Honour Among Thieves.
Gain 10 additional RP for 10 or less faction members.
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The next part of the tree is the HWS Character Skill Tree. Click below to see more.
HWS Character Skills CLICK HERE
The aim of the HWS character skills is to simply expand upon the existing skill tree and to make the progression slightly more logical.
For THIS skill tree in particular I believe that it would be logical to have a linear structure that encourages (but doesn’t force) the player to go down one or two of the trees. But I’d still have it so that they have the choice to go down multiple paths, it just means that it will take them longer to maximise the bonuses.
So these trees focus on Health, Stamina, Food and Damage resistances.
(The Names need work and there’s no short little fun descriptions here. Perhaps some of you guys can come up with some names for it ).
Health Skill Tree
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Enhanced Conditioning I
Increase base health by 10. -
Enhanced Conditioning II
Increase base health by 20. -
Enhanced Conditioning III
Increase base health by 30. -
Enhanced Conditioning IV
Increase base health by 40. -
Enhanced Conditioning V
Increase base health by 50.
This continues… All the way up to
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Enhanced Conditioning X
Increase base health by 100.
In total, this is an additional 520 health.
Stamina/Food Skill Tree
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Marathon Training I.
+20 base Stamina. -
Marathon Training II.
+40 base Stamina -
Marathon Training III.
+60 base Stamina. -
Marathon Training IV.
+80 base stamina -
Marathon Training V.
+100 base Stamina. -
Marathon Training VI
+120 base Stamina. -
Marathon Training VII.
+140 base Stamina. -
Marathon Training VIII.
+160 base Stamina. -
Marathon Training IX.
+180 base Stamina. -
Marathon Training X.
+200 base Stamina.
In total this is 1100 additional stamina. You can now run marathons!
The food tree would be structurally identical to the stamina tree and therefore I’m not going to produce a seperate food tree so I can save some time. Just look above and imagine ‘Stamina’ replaced with ‘Food’ and you’ll understand what I mean!
Temperature Tolerance
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Smart Suits.
+5 -5 Additional Temperature tolerance. -
Smart Suits.
+10 -10 Additional Temperature tolerance -
Smart Suits.
+15 -15 Additional Temperature tolerance -
Smart Suits.
+20 - 20 Additional Temperature Tolerance. -
Smart Suits.
+25 - 25 Additional Temperature Tolerance.
I can’t decide if the above values for Temperature tolerance should stack or not… my justification for these skills is that it enables players to further customize their armour slots.
Overall I feel this is one of the least developed of my suggestions and therefore I’m most open to ideas in regards to this skill tree.
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Now for the HWS Features, the purpose of this skill tree is to enable players to have an easier time towards unlocking the higher level HWS features.
HWS Ambition Skill Tree CLICK HERE.
These HWS feature ambitions would require MULTIPLE skill points per level AND would be mutually exclusive. Meaning that you couldn’t pick ‘HWS OCD Ambition’ and ‘HWS EB Ambition’ in a single season. These ‘Ambition’ skill trees would reset at the end of each season.
For the Sake of time I’ve laid it out as a single tree with EB/OAM/OCD/EGS Recycle but in reality these would be four different (and mutually exclusive branches of the HWS skill tree).
(2 Skill points)
OCD/EB/OAM/EGS RECYCLE Aspiration Level 1:
5% Reduction on the RP and credit cost on the selected feature.
(5 Skill points)
OCD/EB/OAM/EGS RECYCLE Aspiration Level 2:
10% Reduction on the RP and credit cost on the selected feature.
(10 Skill points)
OCD/EB/OAM/EGS RECYCLE Aspiration Level 3:
15% Reduction on the RP and credit cost on the selected feature.
(20 Skill points)
OCD/EB/OAM/EGS RECYCLE Aspiration Level 4:
20% Reduction on the RP and Credit cost cost on the selected feature.
(35 Skill points)
OCD/EB/OAM/EGS RECYCLE Aspiration Level 5:
25% Reduction on the RP and Credit cost on the selected feature.
**As you can see, these skills would take a LONG time to level up, the number of skill points required is open to discussion. The general idea is that you specialise in this for an entire season in order to give you the really powerful bonus at the end to unlock the higher level HWS features without breaking the bank. **
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Finally, the Misc Tree, this is also one of the least developed and I would appreciate any and all ideas for what could come under this and the other HWS skill trees.
HWS Misc Skills CLICK HERE
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Orbital Autominer Endurance Cores
OAM Cores last 50% longer but they mine 30% slower.
OR
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Overclocking
25% Bonus to common ore mine speed and a 40% bonus to rare mine speed but the cores last for only 2/3rds of the time (A 33%/1 day reduction in core life, so you would have to fill up your autominer more often).
OR
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Kugeblitz containment
Double as much storage capacity in the Orbital Autominer but a 25% reduction in mine speed. -
[OCD] Designated Containers
Rare specialization, less room for commons and more room for rares/epics. (Not sure on the exact figures. Perhaps a 20% reduction in common capacity in exchange for a +10% to rare and a +5% to epic storage. -
[EB] Tax Haven
Carry over +20% more money to the next season in exchange for a season-long debuff to interest (A 20% reduction in interest).
Ok that’s all for now I think!
Let me know on your opinions regarding this and please tell me if you find any major formatting or spelling errors.
Feel free to drop additional ideas regarding the HWS Skill Tree below!
Please be constructive…this post has taken me several hours to construct…
Best regards,
Wise.