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Posted

Skills that can vary and reflect a captain's style and effect; such as choosing between more accuracy, faster reload, better sailing, more precise navigation, etc.

Posted

The combat is meant to reflect a skill based simulation more than an RPG with a full skill tree, and though I feel like your post is trying to strike a compromise, it adds a mechanical element that will end up feeling artificial, since skill trees almost always suffer from the same problem; There is always one mathematically optimal build, and people will feel obligated to use it.

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