The perk system in Stellar Tactics is different from most other games in number of ways. I’m going to describe the system in this Developers Log and explain how it works. Though this system is ready for the Early Access, there will likely be a number of passes to tweak the damage, defense and status effect bonuses.
Perks are granted at various level tiers; levels 20, 40, 60, 80 and 100. You get your first perk choice in any skill at level 20 in that skill.
Perks are granted for every skill in the game for a total of 95 assigned perks and a total of 285 perk selections for each team member. That is, for every skill you will have a total of 5 selected perks at level 100 if you choose to select them.
Perks come in three general categories for combat skills; Offensive, Balanced and Defensive. Each perk applies two effects:
- Offensive – Damage, critical or chance to hit bonus and a status effect bonus such as bleed, poison, hobble, cripple etc.
- Balanced – Bonus to both Damage and AC
- Defensive – Bonus to AC and Resistance
Perks Stack – If you decide you want a defensive front line melee character, select all defensive perks for a particular weapon skill and you can gain a major AC bonus and resistance to that skill’s status effect affinity.
Perk choices are never permanent. You can change your perk selections at any time, even during combat. Is a boss spamming a toxic AE effect that is wiping your team? Chose perks (and of course shields) that provide protection from the effects. Notice that a certain enemy has a weakness to certain types of damage? Adjust your perks to take advantage of that weakness, all in real time during combat. Perks are a tool that allow you to further customize your characters.
Perks are a major part of the customization you can apply to your team members. These includes shield upgrades, weapon upgrades, weapon mods, armor selection and of course the application of stats to your team members that support their weapon choices.
A note about status effects. Status effects are applied in a number of ways. For now, the following status affects are applied in combat:
Several weapons have the ability to avoid armor or personal shields to various degrees ( “The slow blade penetrates the shield” – Dune )
At some point Psionics will be introduced into the game. Psionics will be a completely separate skill progression with its own set of perks. Psionics will utilize Psionic Projectors, a form of weapon unlike any other.
That’s it for now. Back to testing the game for the September 22nd Early Access release.
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