Kaios wrote:Battles will hardly ever be based on skill and strategy, but rather an arms race to get the most players with the highest attack skills possible. The agility feature that was implemented awhile ago does help somewhat with this but it has very little effect when eventually you could be facing several players with 600 or more in melee or unarmed.
Kaios wrote:A large part of combat is already about strategy. Adding in this "soft-cap" just makes it more so about strategy and less about pumping one stat as much as you can so you don't need to worry about strategy, or skill, or whatever.
I think you were right the first time. Strategy sometimes matters, and it's important to understand battle strategy, but in practice it's almost always about the stats. Changing which stats are important, or how one raises the stats, doesn't change the fact that it's about the stats.
Kaios wrote:Major factions will be powerful regardless. Personally I think this would help to even the odds though.
I agree that major factions will still be powerful in any system, as well they ought, but I think this change does indeed concentrate power. In the current system, a lone player or small group can grind hard and become, individually at least, quite powerful. If it's all about equipment, then it's about which factions control the best nodes. If established factions already control q200 nodes, upstarts will never be able to beat them in a straight fight due to game mechanics ensuring the established factions perpetually have the best stats.