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Old 2012-01-05, 10:40 AM   [Ignore Me] #16
CutterJohn
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Re: commander headstart ?


I highly doubt necessary command tools like setting missions, broadcasts, waypoints, etc, will be locked behind skills.
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Old 2012-01-05, 11:09 AM   [Ignore Me] #17
Hamma
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Re: commander headstart ?


I'm sure that skills will increase the amount of missions you can set objectives you can set etc as well as the range of said missions and objectives (squad level, outfit level, empire level) But I highly doubt that it will make the commander role useless.
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Old 2012-01-06, 07:01 PM   [Ignore Me] #18
Talek Krell
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Re: commander headstart ?


I think an argument could be made to not wipe the skills at all at launch/open beta/whatever. It would avoid what seems like an awkward wind up phase where no one would be able to use tanks, aircraft, squad spawning, whatever it is that they've got up the skill tree by essentially shipping the game with a playerbase included. Or maybe start new characters out with a pool of skill points that they can distribute to get started...
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Old 2012-01-06, 07:21 PM   [Ignore Me] #19
Zulthus
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Re: commander headstart ?


I imagine it will be like PS1. They gave you a few cert points at BR1 to play around with to find out what you wanted to do.
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Old 2012-01-06, 07:42 PM   [Ignore Me] #20
SKYeXile
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Re: commander headstart ?


Originally Posted by Talek Krell View Post
I think an argument could be made to not wipe the skills at all at launch/open beta/whatever. It would avoid what seems like an awkward wind up phase where no one would be able to use tanks, aircraft, squad spawning, whatever it is that they've got up the skill tree by essentially shipping the game with a playerbase included. Or maybe start new characters out with a pool of skill points that they can distribute to get started...
well thats how perpetuum do it, they give you 20k points to start with and you assign them where you like. and then you accumulate points every minute i think and spend them instantly on what you want.

but im still not exactly sure how the whole BR and then offline points mix together.
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Old 2012-01-07, 04:47 AM   [Ignore Me] #21
DviddLeff
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Re: commander headstart ?


It shouldn't be a vote otherwise it will just be leaders of big outfits that get the reward.

If it did happen it should be based around the number of successful missions the commander created or similar.
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Old 2012-01-07, 11:50 AM   [Ignore Me] #22
Trolltaxi
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Re: commander headstart ?


While I accept the point of the OP that the playerbase would benefit from Day1 commanders, I'm against the method.

Let's just hope you'll get some points to spend on skills and you can start your first session with at least CR1-like abilities if you want.

Or it may be a huuuge starting event (lasting for weeks or months) for every empire to train their empire. Maybe the old brass was gathered to a meeting and they were all nuked to hell. Or they were poisioned in the officers' mess... anything, but only grunts are left and they all accuse the other empires and now they are to rebuild their command structures.
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Old 2012-01-07, 12:07 PM   [Ignore Me] #23
ringring
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Re: commander headstart ?


I think it wilol all work out. Command structures will arise whether or not a 'skills' exist on day 1.

How about, press P, look who is leading the existing squads. You will recognise some names and some outfit names from PS1, send a few tells and take from there.
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