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	<title>Comments on: BS2.0 Class Skills</title>
	<atom:link href="http://www.tylerprojects.com/blog/2009/10/bs2-0-class-skills/feed/" rel="self" type="application/rss+xml" />
	<link>http://www.tylerprojects.com/blog/2009/10/bs2-0-class-skills/</link>
	<description>Social network game developer and consultancy based in Singapore and New York.</description>
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		<title>By: GrandGouda</title>
		<link>http://www.tylerprojects.com/blog/2009/10/bs2-0-class-skills/comment-page-2/#comment-3411</link>
		<dc:creator>GrandGouda</dc:creator>
		<pubDate>Thu, 04 Feb 2010 04:01:44 +0000</pubDate>
		<guid isPermaLink="false">http://www.tylerprojects.com/blog/?p=815#comment-3411</guid>
		<description>&lt;a href=&quot;#comment-1527&quot; rel=&quot;nofollow&quot;&gt;@Leonard Lin &lt;/a&gt; 
# Line Battle – Chance to fire all cannons again, opponent fires all cannons as well

Is this for Cannons only, or Cannons and Subcannons?</description>
		<content:encoded><![CDATA[<p><a href="#comment-1527" rel="nofollow">@Leonard Lin </a><br />
# Line Battle – Chance to fire all cannons again, opponent fires all cannons as well</p>
<p>Is this for Cannons only, or Cannons and Subcannons?</p>
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		<title>By: eko</title>
		<link>http://www.tylerprojects.com/blog/2009/10/bs2-0-class-skills/comment-page-2/#comment-3378</link>
		<dc:creator>eko</dc:creator>
		<pubDate>Fri, 08 Jan 2010 03:01:42 +0000</pubDate>
		<guid isPermaLink="false">http://www.tylerprojects.com/blog/?p=815#comment-3378</guid>
		<description>Suggestion for engineer.

+500% weapon range and -75% speed (or just to reach the required speed for WAR)
or
+300% weapon range, -90% speed, + 20% cannon damage.
or
+1000% weapon range, -90% and (range + cannon/subcannon damage) per hit

just my suggestion.</description>
		<content:encoded><![CDATA[<p>Suggestion for engineer.</p>
<p>+500% weapon range and -75% speed (or just to reach the required speed for WAR)<br />
or<br />
+300% weapon range, -90% speed, + 20% cannon damage.<br />
or<br />
+1000% weapon range, -90% and (range + cannon/subcannon damage) per hit</p>
<p>just my suggestion.</p>
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		<title>By: anyone</title>
		<link>http://www.tylerprojects.com/blog/2009/10/bs2-0-class-skills/comment-page-2/#comment-3251</link>
		<dc:creator>anyone</dc:creator>
		<pubDate>Sun, 13 Dec 2009 05:58:10 +0000</pubDate>
		<guid isPermaLink="false">http://www.tylerprojects.com/blog/?p=815#comment-3251</guid>
		<description>@marten 
ambush means u at least get 1 chance of shooing, and thats good enough, u can get missle or nav, its ur build&#039;s problem if u cant get these matters straight.

if maintain distance then it means rammers cant attack u =.=
plz think before u post</description>
		<content:encoded><![CDATA[<p>@marten<br />
ambush means u at least get 1 chance of shooing, and thats good enough, u can get missle or nav, its ur build&#8217;s problem if u cant get these matters straight.</p>
<p>if maintain distance then it means rammers cant attack u =.=<br />
plz think before u post</p>
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		<title>By: kit</title>
		<link>http://www.tylerprojects.com/blog/2009/10/bs2-0-class-skills/comment-page-2/#comment-3113</link>
		<dc:creator>kit</dc:creator>
		<pubDate>Fri, 11 Dec 2009 05:33:59 +0000</pubDate>
		<guid isPermaLink="false">http://www.tylerprojects.com/blog/?p=815#comment-3113</guid>
		<description>&lt;a href=&quot;#comment-2975&quot; rel=&quot;nofollow&quot;&gt;@anyone  &lt;/a&gt; 
yes that is balancing! coz a pirate will most likley sink if attacked by a nav type. but if he is lucky enough and his skill activates and he is using subcannons most likely the nav type will sink in the 1st volley, or in the 2nd provided the pirate last the 2nd volley attack. thats what i ment about being &quot;lucky&quot;. besides BS is already balance coz the skills dont readily activate either when attacking or defending. so basically BS now is a game of strategy and chance or rather a game of strategy, chance, and ocho points. XD

&lt;a href=&quot;#comment-3031&quot; rel=&quot;nofollow&quot;&gt;@marten  &lt;/a&gt; 
i agree that the pirate skills are kinda lame. though i dont agree about ambush and maintaining distance. i suggest make it at least 100yrds so a pirate gets a chance to shoot either subcannons or cannons and also gives chance to slow down your enemy a bit (though its not that big.XD). your suggestion for broadside barrage is good but i suggesst do it for cannons and only while defending since pirates are already good attackers and need a little advantage on defense.

a would also suggest for them to increase the damage and wieght of subcannons. nobody wants to use them coz they are low in range not to mention, after the lvl 60 bracket, cannons are much more powerfull than subcannons making them obsolete. it would give at least subcannons some advantage for defending purposes for low nav builds (engineers/pirates to be specific).</description>
		<content:encoded><![CDATA[<p><a href="#comment-2975" rel="nofollow">@anyone  </a><br />
yes that is balancing! coz a pirate will most likley sink if attacked by a nav type. but if he is lucky enough and his skill activates and he is using subcannons most likely the nav type will sink in the 1st volley, or in the 2nd provided the pirate last the 2nd volley attack. thats what i ment about being &#8220;lucky&#8221;. besides BS is already balance coz the skills dont readily activate either when attacking or defending. so basically BS now is a game of strategy and chance or rather a game of strategy, chance, and ocho points. XD</p>
<p><a href="#comment-3031" rel="nofollow">@marten  </a><br />
i agree that the pirate skills are kinda lame. though i dont agree about ambush and maintaining distance. i suggest make it at least 100yrds so a pirate gets a chance to shoot either subcannons or cannons and also gives chance to slow down your enemy a bit (though its not that big.XD). your suggestion for broadside barrage is good but i suggesst do it for cannons and only while defending since pirates are already good attackers and need a little advantage on defense.</p>
<p>a would also suggest for them to increase the damage and wieght of subcannons. nobody wants to use them coz they are low in range not to mention, after the lvl 60 bracket, cannons are much more powerfull than subcannons making them obsolete. it would give at least subcannons some advantage for defending purposes for low nav builds (engineers/pirates to be specific).</p>
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		<title>By: what realy is the real thing??????????</title>
		<link>http://www.tylerprojects.com/blog/2009/10/bs2-0-class-skills/comment-page-2/#comment-3055</link>
		<dc:creator>what realy is the real thing??????????</dc:creator>
		<pubDate>Wed, 09 Dec 2009 13:22:30 +0000</pubDate>
		<guid isPermaLink="false">http://www.tylerprojects.com/blog/?p=815#comment-3055</guid>
		<description>the best thing to do is to remove all the skills

so all will be EVEN AM I RYT?</description>
		<content:encoded><![CDATA[<p>the best thing to do is to remove all the skills</p>
<p>so all will be EVEN AM I RYT?</p>
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		<title>By: what realy is the real thing??????????</title>
		<link>http://www.tylerprojects.com/blog/2009/10/bs2-0-class-skills/comment-page-2/#comment-3054</link>
		<dc:creator>what realy is the real thing??????????</dc:creator>
		<pubDate>Wed, 09 Dec 2009 13:17:06 +0000</pubDate>
		<guid isPermaLink="false">http://www.tylerprojects.com/blog/?p=815#comment-3054</guid>
		<description>skills are not all good...............
they always change
so shat we shud do????????</description>
		<content:encoded><![CDATA[<p>skills are not all good&#8230;&#8230;&#8230;&#8230;&#8230;<br />
they always change<br />
so shat we shud do????????</p>
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		<title>By: marten</title>
		<link>http://www.tylerprojects.com/blog/2009/10/bs2-0-class-skills/comment-page-2/#comment-3031</link>
		<dc:creator>marten</dc:creator>
		<pubDate>Wed, 09 Dec 2009 06:45:12 +0000</pubDate>
		<guid isPermaLink="false">http://www.tylerprojects.com/blog/?p=815#comment-3031</guid>
		<description>I agree with alex that the pirate have a suck skills X(
* Ambush : start combat @ 600y, when activated the distance with the offencer n defender become close but then again defender with a high nav will just fly away as usual so I only have a chance to shoot one time n this skill is not useful for defender that have the same or slower speed then the offencer.
* Broadside barrage : subcannon damage +20%, pirates allready have a low nav, unless u highly invest @ nav but then your craft n gun will make no different then other class, so what the use of having subcannon +20% damage??? the only thing that i could think of that its only useful when attacking a slower defender or defending againts higher nav attacker.

If their wanna make things right, I think the pirate skill should be like this :
* Ambush : the offencer is 500y ahead of the defender or maintain 500y distance between d defender n d offencer.
* Broadside barrage : cannon damage +20% n if possible the subcannon too :D</description>
		<content:encoded><![CDATA[<p>I agree with alex that the pirate have a suck skills X(<br />
* Ambush : start combat @ 600y, when activated the distance with the offencer n defender become close but then again defender with a high nav will just fly away as usual so I only have a chance to shoot one time n this skill is not useful for defender that have the same or slower speed then the offencer.<br />
* Broadside barrage : subcannon damage +20%, pirates allready have a low nav, unless u highly invest @ nav but then your craft n gun will make no different then other class, so what the use of having subcannon +20% damage??? the only thing that i could think of that its only useful when attacking a slower defender or defending againts higher nav attacker.</p>
<p>If their wanna make things right, I think the pirate skill should be like this :<br />
* Ambush : the offencer is 500y ahead of the defender or maintain 500y distance between d defender n d offencer.<br />
* Broadside barrage : cannon damage +20% n if possible the subcannon too <img src='http://www.tylerprojects.com/blog/wp-includes/images/smilies/icon_biggrin.gif' alt=':D' class='wp-smiley' /> </p>
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		<title>By: anyone</title>
		<link>http://www.tylerprojects.com/blog/2009/10/bs2-0-class-skills/comment-page-2/#comment-2975</link>
		<dc:creator>anyone</dc:creator>
		<pubDate>Tue, 08 Dec 2009 06:45:00 +0000</pubDate>
		<guid isPermaLink="false">http://www.tylerprojects.com/blog/?p=815#comment-2975</guid>
		<description>classes are skill and stat dependant, and mostly skill dependant for strategic games.
because stat is allocatable and skill is not.
as u said, it is now using &quot;luck&quot; to determine whether u win or lose, is that what u call balancing?

BS is not turely stat dependant, a bigger part is depended on weapons and ship.
ie, pirate cant go 100% gun, scout cant go 100% nav, mechanic cant go 100% craft
stats are adjusted according to what weapon,ship u choose(this is the play style or charateristic).</description>
		<content:encoded><![CDATA[<p>classes are skill and stat dependant, and mostly skill dependant for strategic games.<br />
because stat is allocatable and skill is not.<br />
as u said, it is now using &#8220;luck&#8221; to determine whether u win or lose, is that what u call balancing?</p>
<p>BS is not turely stat dependant, a bigger part is depended on weapons and ship.<br />
ie, pirate cant go 100% gun, scout cant go 100% nav, mechanic cant go 100% craft<br />
stats are adjusted according to what weapon,ship u choose(this is the play style or charateristic).</p>
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		<title>By: anyone</title>
		<link>http://www.tylerprojects.com/blog/2009/10/bs2-0-class-skills/comment-page-2/#comment-2971</link>
		<dc:creator>anyone</dc:creator>
		<pubDate>Tue, 08 Dec 2009 04:18:23 +0000</pubDate>
		<guid isPermaLink="false">http://www.tylerprojects.com/blog/?p=815#comment-2971</guid>
		<description>4% to add 100% damage
20% to add 20% damage
50% to add 8% damage
100% to add 4% damage
is different, if a skill is critical enough (eg. caught by rammer at 1st volley or not, sink a ship in 2nd or not),  activation % will introduce a big randomness 

therefore activation % should be high and constant for every skill. and skill effect shall be predictable (close to a passive skill)

to avoid above situation, it is better to have &quot;80% to add 4-6% damage&quot;
then skill effect is negligible because each weapon already has this attribute</description>
		<content:encoded><![CDATA[<p>4% to add 100% damage<br />
20% to add 20% damage<br />
50% to add 8% damage<br />
100% to add 4% damage<br />
is different, if a skill is critical enough (eg. caught by rammer at 1st volley or not, sink a ship in 2nd or not),  activation % will introduce a big randomness </p>
<p>therefore activation % should be high and constant for every skill. and skill effect shall be predictable (close to a passive skill)</p>
<p>to avoid above situation, it is better to have &#8220;80% to add 4-6% damage&#8221;<br />
then skill effect is negligible because each weapon already has this attribute</p>
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		<title>By: anyone</title>
		<link>http://www.tylerprojects.com/blog/2009/10/bs2-0-class-skills/comment-page-2/#comment-2970</link>
		<dc:creator>anyone</dc:creator>
		<pubDate>Tue, 08 Dec 2009 03:00:34 +0000</pubDate>
		<guid isPermaLink="false">http://www.tylerprojects.com/blog/?p=815#comment-2970</guid>
		<description>then i dont understand why skills are implentmented, why not just tweak ships and weapons like the old days</description>
		<content:encoded><![CDATA[<p>then i dont understand why skills are implentmented, why not just tweak ships and weapons like the old days</p>
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