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Mike Voidstar
Voidstar Free Flight Foundation
163
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Posted - 2013.06.06 19:32:00 -
[1] - Quote
The idea is simple. There is a certain segment of players that wants to be able to immediately jump into ships they are not ready for, and I feel that we should let them do so long as the experience is sufficiently painful that they don't do it again.
Create sets of implants, preferably that fit in the same slots as our stat boosters, that grant minimum levels of skills in order to use certain ships and modules. I would go with no more than rank 2 in any skill that is not needed higher due to prerequisites to actually use the ship and/or module. Alternatively the implants could just unlock the ships and modules while providing no bonus to their operation. Only allow paid accounts to slot the implants.
Make them cost a decent amount so that when they get podded the pilot in question will reconsider his errant ways and just train what he wants. As a baseline I'd say 2x to 3x the value of the hull and modules, making them non-trivial investments while not making them so stupidly expensive that you are dropping multiple plex sales to try a different race's frigates.
This provides an Isk sink in the economy, boosts ship sales, and allows a path to try a new race/profession/whatever without devoting huge amounts of potentially wasted training time. It short circuits the idea of trying to create arcane or dangerously stupid mechanics like Plex for skills, reassignments, etc, while still allowing the few positive aspects of those ideas to exist.
What do you think? |
ExAstra
Echoes of Silence
152
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Posted - 2013.06.06 20:29:00 -
[2] - Quote
I think your idea would yield hilariously awesome results at times, but there is absolutely no way I can support it. Save the drones! |
Gizznitt Malikite
agony unleashed Agony Empire
2191
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Posted - 2013.06.06 20:57:00 -
[3] - Quote
ExAstra wrote:I think your idea would yield hilariously awesome results at times, but there is absolutely no way I can support it.
This idea has the potential for some hilarity, however, I think it really wouldn't be worth the efforts to implement!
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Mike Voidstar
Voidstar Free Flight Foundation
163
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Posted - 2013.06.06 21:53:00 -
[4] - Quote
The only real effort to implement would be deciding what skills or ship/modules to allow.
The potential for abuse gets limited pretty strongly by the fact that you can just shoot the offending abuser out of space, especially if he is automatically worse at his paid for profession than someone who actually skilled into the job.
I would build it along the ship lines the tiericide has defined... so Slot one would be Ammarian Frigate Command Hardwire, Slot two would be Ammarian Offence Doctrine (energy turrets, maybe rockets too), Slot 3 would be Ammarian Combat Doctrine (armor tanking skills), and the last two would build on the above to tailor for jobs---Ammarian disruption, Ammarian Logistic and support, etc...
They could also be set up on the lines of the certificates, and the implants give you the ranks of the skills for the certificate you are emulating. This could be useful for a time to bootstrap things like core competency, though I would make the highest level implant only grant standard level ratings.
So long as more problematic skillsets were not issued, for instance an instant offgrid boost alt, and they stuck to the more basic aspects of bootstrapping basic skills and ability to try other shiplines and basic professions, I think it would be all good. |
Zan Shiro
Alternative Enterprises
170
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Posted - 2013.06.06 21:57:00 -
[5] - Quote
Malcanis' law
you are eyeing noobs being idiots. I am eyeing skilled players with time in game power boosting alts.
They want the marauder isk back bone, don't want the fun of training BS 5 for the 5th time to to get (we'll go with a 0.0 bitter vet, main and cap alt have done this a few times for a few races lol). While they'd be missing the final bonus of level 5 racial BS for the marauder but they should have the actual playing skills to work around the shortcoming or write off the bonus as not needed anyway.
Golem set up right for example the final 10% velocity bonus and 5 % explosion velocity from caldari BS 5 would not be missed belt ratting. Drones are killing the frigates, precision will kill cruisers (or drone them) and it be torp/cruise the BS rats. Even better, if chaining the belt rats you are letting some frigs and cruisers live so you could give a rats ass if you hit them for crap, you aren't even shooting them to allow the respawn of the say triple 1.8's they are with.
Interesting idea none the less, just we don't need the bitters power implanting better alts. They have the isk and skill to use them for too good an effect. I happen to be jaded at 3 years (not old enough to be bitter yet lol), this is what I would use this for anyway. |
Rayzilla Zaraki
Tandokuno
55
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Posted - 2013.06.06 23:31:00 -
[6] - Quote
I know kung fu! If nothing blew up, no one would buy your stuff. |
Shereza
Center for Advanced Studies Gallente Federation
129
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Posted - 2013.06.07 05:37:00 -
[7] - Quote
If it was limited solely to T1 hulls then the marauder scenario would never happen. Likewise if it's only L1 in the appropriate ship-handling skill then it would prevent the people involved from flying navy ships. Hopefully when CCP does its update run on pirate faction ships their flying requires will also go up to level 2 locking them out from being available under this idea as well. |
ShahFluffers
Ice Fire Warriors Late Night Alliance
2562
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Posted - 2013.06.07 05:39:00 -
[8] - Quote
I can see people getting fleets of derptrons (tech 1 fit atrons) and wreaking havoc. Change isn't bad, but it isn't always good. Sometimes, the oldest and most simple of things can be the most elegant and effective. |
Mike Voidstar
Voidstar Free Flight Foundation
163
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Posted - 2013.06.07 12:37:00 -
[9] - Quote
At the frigate level, something like the fleet of derptrons would be something you could do in less than 2 hours of training anyway, if you were so inclined.
I have faith in EVE's population of ambush predators to curb the worse abuses. Even if they did allow a set that would put you in a Marauder, I think someone would notice the 3 month old character flying one, do the math, and that guy would shortly be out somewhere in the neighborhood of 4 billion ISK for hull and implants alone---that's a lot of missions to recover from that.
I'm not assuming stupid newbies in this. I'm counting on the nature of the more ...aggressive... members of the playerbase to take extreme joy in popping these pods.
I don't really see it as an issue that someone could drop a ton of ISK into a 3 day character and try and run L4 missions. Without the support skills to back it up, it would likely be an expensive lesson, and if they get silly with a griefer type it will be a really expensive lesson. I don't really see it as a problem if a corp wants to hand newbies a set of implants and some t2 logi hulls--- that won't last long either, and still be expensive.
I absolutely expect you would get some use of this from more experienced players that can make up for some of the lacking support skills, but the majority would be people who want to quickly try something new, or a stopgap for fleet doctrines while a new member trains into the hulls naturally. Given the lack of skills, these ships would not only not enjoy the majority of their hull bonus, but would also likely be limited to either expensive meta4/faction fits or more likely running on cheaper t1 gear. So long as some of the more problematic skillsets are not supported (no cloaks/cyno/jumpfreighters, etc...) then I feel the benefits of ISK sink and enhanced markets would far outweigh the edge case vets who haven't already just trained their alt to do what they want. |
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