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Thread Statistics | Show CCP posts - 19 post(s) |
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CCP SoniClover
C C P C C P Alliance
665
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Posted - 2014.06.11 15:46:00 -
[91] - Quote
Regarding rig fitting, the skill requirement has never made a whole lot of sense there as it can so easily be bypassed by simply having another character fitting the ship for you. So we want these new changes to apply to rigs as well. The long term plan for having the skills be more meaningful is to increase the drawback, but increase the effectiveness of the skills in reducing the drawback, similar to some of you have been suggesting. This change would also involve giving drawback to rigs that don't currently have any drawback (like the Ancillary Current Routers). The Jury Rigging skill can probably remain as is, as it is requirement for other skills and used in production. This change will not happen in Crius, but sometimes in the following releases. |
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Erasmus Phoenix
Balls to the Walls No Response
102
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Posted - 2014.06.11 15:50:00 -
[92] - Quote
Mai Ling Ravencroft wrote:Sweet Jesus, I wanna just stab ppl who whine because they spent a lil bit of time training a skill to profit off of others and when that goes away they cry. Some ppl just can't accept a nice gift and move on. I am not sitting here screaming for a refund for my scrap metal skill, nor am I gonna cry cause I have a toon that trained almost every rig skill to 4 so I could rig my own boats, or my friends.
All of this whining is absolutely childish, and unless there are game balance issues, there should be none of it going on. As for noobs in T2, there was a comment about needing the skill at lev 1 to fit a rig. Also for those of you upset about said noob using T2, just think about the juice KMs that ship will bring cause he fit T2 rigs to fit his crap ship and ended up having a costly ship that still can't match a proper T2 fit.
As for uping the drawbacks, that is just dumb, that penalizes everyone in the game who never skilled rigs cause their m8 added them all for the corp for the last 4 yrs, but now cause anyone can fit them, everyone gets screwed. This makes no sense, and falls back on ppl just complaining for the shear need to be heard.
Sorry if this seems rude or such, but tired of all the ppl who can't leave good alone and have to make it mediocre cause they can't enjoy it.
I have never profited from fitting a rig for another player, ever. I don't know where on earth you got the idea that the people who say this isn't a good idea are looking out for their own pockets.
I'm frankly not even going to bother addressing the rest of your post, because threats written in a childish and practically unreadable way aren't the kind of discussion that should be taking place. |
Erasmus Phoenix
Balls to the Walls No Response
102
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Posted - 2014.06.11 15:58:00 -
[93] - Quote
CCP SoniClover wrote:Regarding rig fitting, the skill requirement has never made a whole lot of sense there as it can so easily be bypassed by simply having another character fitting the ship for you. So we want these new changes to apply to rigs as well. The long term plan for having the skills be more meaningful is to increase the drawback, but increase the effectiveness of the skills in reducing the drawback, similar to some of you have been suggesting. This change would also involve giving drawback to rigs that don't currently have any drawback (like the Ancillary Current Routers). The Jury Rigging skill can probably remain as is, as it is requirement for other skills and used in production. This change will not happen in Crius, but sometimes in the following releases.
That's disappointing to hear, because the interaction between players of being able to fit rigs and swap ships about was a very unique thing and I think it did add to the game in some minor way. There's no point in removing that - bypassing the skill requirement through having friends and teamwork isn't the same thing as not having it at all, and I'm frankly shocked that CCP is looking at it that way. I thought this game was all about player-player interaction.
The change in the drawbacks is something, though it's not an idea that sits well with me. Jury Rigging is going to need to be changed, for sure, since it doesn't actually have any kind of drawback reduction, so if you're adding drawbacks to the engineering rigs then you'll need to change the skill to match, and you don't seem to have acknowledged that fact.
It's going to create a lot of balancing questions, like what do you add as drawbacks, as well as breaking a number of fits in order to make a change that doesn't really need to be made. Where will the break even point be that will result in the same drawback as there is currently? Level IV? Level III?
I will also say that making the skills not required now and saying you'll fix it later really smacks of a few other iffy decisions in the past, like the period between the skill changes for T1 industrials and when the industrials were actually rebalanced, when every hauler that wasn't the Iteron V was made worthless for a period of time. Changes like this should be thought through and brought in together, not done in bits and pieces. |
Erasmus Phoenix
Balls to the Walls No Response
102
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Posted - 2014.06.11 15:59:00 -
[94] - Quote
(Double post, ignore me) |
Hans Tesla
RigWerks Incorporated
52
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Posted - 2014.06.11 16:17:00 -
[95] - Quote
CCP SoniClover wrote:Regarding rig fitting, the skill requirement has never made a whole lot of sense there as it can so easily be bypassed by simply having another character fitting the ship for you. So we want these new changes to apply to rigs as well. The long term plan for having the skills be more meaningful is to increase the drawback, but increase the effectiveness of the skills in reducing the drawback, similar to some of you have been suggesting. This change would also involve giving drawback to rigs that don't currently have any drawback (like the Ancillary Current Routers). The Jury Rigging skill can probably remain as is, as it is requirement for other skills and used in production. This change will not happen in Crius, but sometimes in the following releases.
Not a particular fan of the change and doesn't feel like a "Little Thing" if it is going to possibly end up breaking fits. With that said, it isn't a game-breaker, but I have an alternate suggestion.
If it were possible, I think a far more interesting approach would be for rigging to become a specialty service, something akin to reprocessing (probably not a perfect corollary since reprocessing skills are inexplicably required to use mining crystals, but I think it makes sense to a degree). Generally, indy corps are going to have one or two folks with really good reprocessing skills and standings to maximize their reprocessing capability. I think it would be interesting if they had a Corp Rigger who "tuned" the corp fleet and was far more capable at it than line members.
As it currently stands, the skills required to produce, fit, and fly a rigged ship effectively are interchangeable: Jury Rigging and the X Rigging skills. Because they are all intertwined, there isn't really a space for a specialist to operate. I think if you wanted to make more meaningful interchange between players, you could tie the drawback penalty to the rigger rather than the pilot. I don't really understand the mechanics of the underlying code, so I have no clue if a ship can gain a flag of some sort based on being fit with a rig by a certain skill-leveled individual. But if it could, pilots wouldn't need to train the skills to benefit from rigs and it would incentivize riggers to train their skills to max capability so they can offer their "lowest drawback" services to pilots.
Just my thoughts and only applicable if we're talking about making more than a "Little Thing" change to Rigging. Head Rigger In Charge |
Erasmus Phoenix
Balls to the Walls No Response
104
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Posted - 2014.06.11 16:22:00 -
[96] - Quote
Actually, that is a really good point. It goes beyond a "Little thing" when you're talking about rebalancing modules and skills. |
Hakaari Inkuran
State War Academy Caldari State
14
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Posted - 2014.06.11 16:36:00 -
[97] - Quote
You didn't really ask for unrelated suggestions in the OP but given its a "little things" thread I'd still like to make one.
Can we please have the option of viewing and displaying tracking speed of modules in angular velocity rather than radial velocity? Angular speed is already there in the overview why is it not on my guns? Deg/sec is a nicer unit than Rad/sec in certain cases. This being one of those cases. |
Arronicus
X-Prot Greater Western Co-Prosperity Sphere
1053
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Posted - 2014.06.11 16:50:00 -
[98] - Quote
Mai Ling Ravencroft wrote:Sweet Jesus, I wanna just stab ppl who whine because they spent a lil bit of time training a skill to profit off of others and when that goes away they cry. Some ppl just can't accept a nice gift and move on. I am not sitting here screaming for a refund for my scrap metal skill, nor am I gonna cry cause I have a toon that trained almost every rig skill to 4 so I could rig my own boats, or my friends.
All of this whining is absolutely childish, and unless there are game balance issues, there should be none of it going on. As for noobs in T2, there was a comment about needing the skill at lev 1 to fit a rig. Also for those of you upset about said noob using T2, just think about the juice KMs that ship will bring cause he fit T2 rigs to fit his crap ship and ended up having a costly ship that still can't match a proper T2 fit.
As for uping the drawbacks, that is just dumb, that penalizes everyone in the game who never skilled rigs cause their m8 added them all for the corp for the last 4 yrs, but now cause anyone can fit them, everyone gets screwed. This makes no sense, and falls back on ppl just complaining for the shear need to be heard.
Sorry if this seems rude or such, but tired of all the ppl who can't leave good alone and have to make it mediocre cause they can't enjoy it.
Perhaps you should see a counselor about therapy sometime, because it seems rather clear that you are suppressing some emotional issues that cause you to become irrationally upset when you see people pointing out a flaw/oversight in game mechanics changes. But allow me to break it down regardless
- There is no reason to ask for a refund for the scrap metal reprocessing skill, because the skill still affects refines
- Training skills to profit others is a large fundamental part of the Eve Economic Simulator
- Invalidating completely the point in training a number of skills is not a 'gift', simply a misinformed decision
- Someone mentions that there be a drawback to all rigs unless you train up a skill, and out come your own tears. Hypocritical, much?
- I agree with you, 'good should be left alone', and not changed so that t2 rigs can be implemented without any skills, or a simple level 1.
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Arronicus
X-Prot Greater Western Co-Prosperity Sphere
1053
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Posted - 2014.06.11 16:56:00 -
[99] - Quote
Erasmus Phoenix wrote:CCP SoniClover wrote:Regarding rig fitting, the skill requirement has never made a whole lot of sense there as it can so easily be bypassed by simply having another character fitting the ship for you. So we want these new changes to apply to rigs as well. The long term plan for having the skills be more meaningful is to increase the drawback, but increase the effectiveness of the skills in reducing the drawback, similar to some of you have been suggesting. This change would also involve giving drawback to rigs that don't currently have any drawback (like the Ancillary Current Routers). The Jury Rigging skill can probably remain as is, as it is requirement for other skills and used in production. This change will not happen in Crius, but sometimes in the following releases. That's disappointing to hear, because the interaction between players of being able to fit rigs and swap ships about was a very unique thing and I think it did add to the game in some minor way. There's no point in removing that - bypassing the skill requirement through having friends and teamwork isn't the same thing as not having it at all, and I'm frankly shocked that CCP is looking at it that way. I thought this game was all about player-player interaction. The change in the drawbacks is something, though it's not an idea that sits well with me. Jury Rigging is going to need to be changed, for sure, since it doesn't actually have any kind of drawback reduction, so if you're adding drawbacks to the engineering rigs then you'll need to change the skill to match, and you don't seem to have acknowledged that fact. It's going to create a lot of balancing questions, like what do you add as drawbacks, as well as breaking a number of fits in order to make a change that doesn't really need to be made. Where will the break even point be that will result in the same drawback as there is currently? Level IV? Level III? I will also say that making the skills not required now and saying you'll fix it later really smacks of a few other iffy decisions in the past, like the period between the skill changes for T1 industrials and when the industrials were actually rebalanced, when every hauler that wasn't the Iteron V was made worthless for a period of time. Changes like this should be thought through and brought in together, not done in bits and pieces.
This summarizes my thoughts very well on Soniclover's post. It brings a strong feeling of 'we're okay with breaking this, even though we acknowledge that it is a bad decision, because we will fix it down the road'. Or, you could just leave it as is, in a way that actually works well. |
Terranid Meester
Tactical Assault and Recon Unit
222
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Posted - 2014.06.11 17:32:00 -
[100] - Quote
One thing regarding fitting ships, if I want to move say a gun turret to another high slot from another high slot and there are no gun slots left, it won't let me move it. Could we have that particular restriction removed? |
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Castelo Selva
Selva Brasil Moon Warriors
51
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Posted - 2014.06.11 18:17:00 -
[101] - Quote
CCP SoniClover wrote:Regarding rig fitting, the skill requirement has never made a whole lot of sense there as it can so easily be bypassed by simply having another character fitting the ship for you. So we want these new changes to apply to rigs as well. The long term plan for having the skills be more meaningful is to increase the drawback, but increase the effectiveness of the skills in reducing the drawback, similar to some of you have been suggesting. This change would also involve giving drawback to rigs that don't currently have any drawback (like the Ancillary Current Routers). The Jury Rigging skill can probably remain as is, as it is requirement for other skills and used in production. This change will not happen in Crius, but sometimes in the following releases.
My 2 cents are a simple sugestion: do not change the way / drawback of the skills, simple forbidden the ship to undock if the character do not have the skills to use the rig.
You already programed the client / server to run a check if the person can or cannot use all modules, to inform the players that some modules will be offlined and cannot be onlined. It will not overload the server status. if thay did not have skills to fly the rig, so no undock.
That way (I think) it is more easy to implement for the Crius release without big changes. It will not impact industry and mass fit of ships.
Castelo |
Wilhelm Ormand
Brave Newbies Inc. Brave Collective
5
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Posted - 2014.06.11 18:40:00 -
[102] - Quote
CCP SoniClover wrote:[...] This change would also involve giving drawback to rigs that don't currently have any drawback (like the Ancillary Current Routers). [...] Well this escalated quickly. What are the kind of drawbacks you're thinking of? |
Hakaari Inkuran
State War Academy Caldari State
17
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Posted - 2014.06.11 18:43:00 -
[103] - Quote
Oh for the love of god, no. Let's just get rid of jury rigging and refund the SP instead of adding drawbacks onto modules that didn't have drawbacks and don't need them. |
Dave Stark
6306
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Posted - 2014.06.11 18:47:00 -
[104] - Quote
giving rigs bigger penalties is just stupid, there's nothing wrong with the current rig penalty/penalty reduction from skills at the moment.
just like freighters, you're "fixing" things that simply aren't broken.
why? why is the new ethos from CCP to just mess with everything even if it's working perfectly fine? are you that desperate to find things to do instead of actually tackling old legacy code?
seriously, stop breaking things as an excuse not to deal with actual issues that need addressing regardless of how distasteful it might be. |
Wilhelm Ormand
Brave Newbies Inc. Brave Collective
5
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Posted - 2014.06.11 18:47:00 -
[105] - Quote
Hakaari Inkuran wrote:Oh for the love of god, no. Let's just get rid of jury rigging and refund the SP instead of adding drawbacks onto modules that didn't have drawbacks and don't need them. I agree. This has the potention to nerf a lot of valid fits, and will probably discourage creative fitting in general. |
Hakaari Inkuran
State War Academy Caldari State
18
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Posted - 2014.06.11 18:51:00 -
[106] - Quote
Wilhelm Ormand wrote:Hakaari Inkuran wrote:Oh for the love of god, no. Let's just get rid of jury rigging and refund the SP instead of adding drawbacks onto modules that didn't have drawbacks and don't need them. I agree. This has the potention to nerf a lot of valid fits, and will probably discourage creative fitting in general.
Naturally. And given how short the train to JR IV is I don't think its a significant issue whether or not the skill is strictly NECESSARY or not. Its there for convenience at least.
The actual significant issue is how new drawbacks to rigs that don't need them, will affect the game. |
OptimuzPR
Oblivious Elements Collide Carthage Empires
1
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Posted - 2014.06.11 21:07:00 -
[107] - Quote
CCP SoniClover wrote:Regarding rig fitting, the skill requirement has never made a whole lot of sense there as it can so easily be bypassed by simply having another character fitting the ship for you. So we want these new changes to apply to rigs as well. The long term plan for having the skills be more meaningful is to increase the drawback, but increase the effectiveness of the skills in reducing the drawback, similar to some of you have been suggesting. This change would also involve giving drawback to rigs that don't currently have any drawback (like the Ancillary Current Routers). The Jury Rigging skill can probably remain as is, as it is requirement for other skills and used in production. This change will not happen in Crius, but sometimes in the following releases.
You are basically giving people who didn't have the necessary skills to fit T2 rigs before a free pass. You are assuming that people always have access to someone who can fit any T2 rig. Some of us skilled those skills to lvl 4 so we could use T2 rigs at will and with less drawbacks. |
Nicen Jehr
Brave Newbies Inc. Brave Collective
396
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Posted - 2014.06.11 21:16:00 -
[108] - Quote
CCP Punkturis wrote:Agrakari Saraki wrote:1) Does the fleet warp speed take into account the non-warped members? Put simply, if I am in a fleet of two members with a no-warp flagged cruiser and an interceptor, does the fleet warp at the speed of the interceptor? (Hint: please yes please!!!) 1) the people who are in the warp affect the warp, so no (interesting question though) Say I am in a 8au/s Crow. my fleetmate is in a 2.5au/s Drake. Neither of us have no-warp flag checked. Can you clarify what speed I warp in these situations, both currently and after this change?
A) Fleet boss fleet warps us from standstill. I enter warp first, then the drake enters warp later. We are both warping but are not in the same warp tunnel. B) Fleet boss warps us from standstill. Drake cancels warp. C) Fleet boss warps us from align, we are in the same warp tunnel.
I know for sure that case C will make me match the drake for 2.5au/s. What about the others? Little Things to improve GëíGïüGëí-á| My Little Things posts |
Station Sitter
Heavy Star Industries
2
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Posted - 2014.06.11 21:48:00 -
[109] - Quote
Steve Ronuken wrote:Jassmin Joy wrote:Elly Artrald wrote:CCP Punkturis wrote:Hi, Fit modules without the required skillGood for those massfitting ships for other people. You can now fit modules without having the required skills but you cannot online them. When you undock in a ship with modules you don't have skills for, you will get a warning (suppressible) saying that you can't online some of your modules because of lacking skills. Is this also true for rigs? Of course it isnt, Rigs work diffrently from modules, You dont need skills to use rigs you cant fit so doing this for rigs would just make the fittings skills redundant. Well, they could be considered (by that metric) redundant anyway? because people provide services to fit rigs right now. There's a penalty that applies to rig use, which is reduced by the skill.
True, the Devs should take a look at either removing the requirement to fit rigs, since a large majority of people use others to fit the rigs for them, OR change rigs so that you have to have the prerequisite to get the benefit of having them installed.
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Station Sitter
Heavy Star Industries
2
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Posted - 2014.06.11 21:55:00 -
[110] - Quote
CCP SoniClover wrote:Regarding rig fitting, the skill requirement has never made a whole lot of sense there as it can so easily be bypassed by simply having another character fitting the ship for you. So we want these new changes to apply to rigs as well. The long term plan for having the skills be more meaningful is to increase the drawback, but increase the effectiveness of the skills in reducing the drawback, similar to some of you have been suggesting. This change would also involve giving drawback to rigs that don't currently have any drawback (like the Ancillary Current Routers). The Jury Rigging skill can probably remain as is, as it is requirement for other skills and used in production. This change will not happen in Crius, but sometimes in the following releases.
I highly recommend NOT doing it this way. It will needlessly apply a harsh penalty to people in ships that already have them fitted. Suggestion is to not take the rigs into account unless you have the proper skills to use them....basically, in game terms, you don't have the skills needed to interface with the rigs, so, the interface won't work for you at all.
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CCP Punkturis
C C P C C P Alliance
5324
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Posted - 2014.06.11 21:59:00 -
[111] - Quote
Nicen Jehr wrote:CCP Punkturis wrote:Agrakari Saraki wrote:1) Does the fleet warp speed take into account the non-warped members? Put simply, if I am in a fleet of two members with a no-warp flagged cruiser and an interceptor, does the fleet warp at the speed of the interceptor? (Hint: please yes please!!!) 1) the people who are in the warp affect the warp, so no (interesting question though) Say I am in a 8au/s Crow. my fleetmate is in a 2.5au/s Drake. Neither of us have no-warp flag checked. Can you clarify what speed I warp in these situations, both currently and after this change? A) Fleet boss fleet warps us from standstill. I enter warp first, then the drake enters warp later. We are both warping but are not in the same warp tunnel. B) Fleet boss warps us from standstill. Drake cancels warp. C) Fleet boss warps us from align, we are in the same warp tunnel. I know for sure that case C will make me match the drake for 2.5au/s. What about the others?
there's no change in warp speed, it's just the ships in warp that affect the speed as before
(you should go and play around with this on Sisi yourself though ) Gÿà EVE User Interface Programmer Gÿà GÖÑ Team Super Friends GÖÑ @CCP_Punkturis |
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Sirinda
Ekchuah's Shrine Comporium
369
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Posted - 2014.06.11 23:03:00 -
[112] - Quote
Both great changes. Me gusto! |
Max Kolonko
High Voltage Industries Ash Alliance
422
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Posted - 2014.06.11 23:25:00 -
[113] - Quote
CCP Punkturis wrote:Nicen Jehr wrote:CCP Punkturis wrote:Agrakari Saraki wrote:1) Does the fleet warp speed take into account the non-warped members? Put simply, if I am in a fleet of two members with a no-warp flagged cruiser and an interceptor, does the fleet warp at the speed of the interceptor? (Hint: please yes please!!!) 1) the people who are in the warp affect the warp, so no (interesting question though) Say I am in a 8au/s Crow. my fleetmate is in a 2.5au/s Drake. Neither of us have no-warp flag checked. Can you clarify what speed I warp in these situations, both currently and after this change? A) Fleet boss fleet warps us from standstill. I enter warp first, then the drake enters warp later. We are both warping but are not in the same warp tunnel. B) Fleet boss warps us from standstill. Drake cancels warp. C) Fleet boss warps us from align, we are in the same warp tunnel. I know for sure that case C will make me match the drake for 2.5au/s. What about the others? there's no change in warp speed, it's just the ships in warp that affect the speed as before (you should go and play around with this on Sisi yourself though )
But here is a tricky part in this CCP Punkturis
Right now in above example we have 3 ships - a drake, a cenptor and some unspecified Fleet Boos, lets say in a carrier that is even slower.
If a FC in a carrier initiate fleet warp with the flag for no fleet warp being turned on (so he does not go into warp) will the two remaining ships go into warp at the speed of drake or carrier? Read and support: Don't mess with OUR WH's What is Your stance on WH stuff? |
James Amril-Kesh
4S Corporation Goonswarm Federation
10436
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Posted - 2014.06.12 07:59:00 -
[114] - Quote
Erasmus Phoenix wrote:That's disappointing to hear, because the interaction between players of being able to fit rigs and swap ships about was a very unique thing and I think it did add to the game in some minor way. In some incredibly trivial way. What we gain from this change is a lot greater than what we lose from it. Net positive, move forward with it. No, this isn't it at all. Make it more... psssshhhh. |
James Amril-Kesh
4S Corporation Goonswarm Federation
10436
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Posted - 2014.06.12 08:02:00 -
[115] - Quote
Except for the idea to give rigs bigger penalties and changing the skills. Keep the skill bonuses and rig penalties the same as they are now. You didn't refund SP for Combat Drone Operation. You don't need to do it here. No, this isn't it at all. Make it more... psssshhhh. |
Arthur Aihaken
Erebus Solia
3707
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Posted - 2014.06.12 12:39:00 -
[116] - Quote
Rigs are permanent - modules are not. Modules can be onlined and offlined - rigs cannot. I echo the sentiments of others that rigs should really be left alone as is. I am currently away, traveling through time and will be returning last week. |
Apaolo Miros
Nex Exercitus Northern Coalition.
14
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Posted - 2014.06.12 16:31:00 -
[117] - Quote
CCP Punkturis wrote:Hi, so far we have two new very nice little things for you Flag exempt from fleet warp Fit modules without the required skill<3 Both area really welcomed changes. Thanks very much for all the work. |
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CCP Punkturis
C C P C C P Alliance
5332
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Posted - 2014.06.12 16:33:00 -
[118] - Quote
Apaolo Miros wrote:CCP Punkturis wrote:Hi, so far we have two new very nice little things for you Flag exempt from fleet warp Fit modules without the required skill<3 Both area really welcomed changes. Thanks very much for all the work.
thank you! Gÿà EVE User Interface Programmer Gÿà GÖÑ Team Super Friends GÖÑ @CCP_Punkturis |
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Erasmus Phoenix
Balls to the Walls No Response
111
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Posted - 2014.06.12 17:00:00 -
[119] - Quote
James Amril-Kesh wrote:Except for the idea to give rigs bigger penalties and changing the skills. Keep the skill bonuses and rig penalties the same as they are now. You didn't refund SP for Combat Drone Operation. You don't need to do it here.
The drone change didn't leave combat characters with SP invested into what is essentially now going to be a production skill, since Jury Rigging IV will no longer have any effect other than letting you manufacture stuff.
I'm not necessarily pushing for any change or refund for the other skills, because they will still have a benefit, but that one in particular seems ridiculous.
I don't see why the whole thing can't just be left as it is, because rigs already work differently from modules, there's no need to turn them into something that anyone can use without either training or player interaction. |
Xuixien
The Dark Space Initiative Scary Wormhole People
1266
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Posted - 2014.06.12 19:04:00 -
[120] - Quote
CCP Pukturis,
This is an amazing change that is long overdue (concerning fittings). Along that same vein, I have the two following suggestions:
Skillqueue - Please allow us to inject any skill even if we haven't injected or trained the prerequisites, and allow us to queue that skill as long as
- The skill prerequisites are trained.
- The skill prerequisites precede it in the queue.
This would be a majorly huge quality of life improvement, especially for newer players queuing up large numbers of skills.
Planetary Interaction -
- Please allow us to build planetary installations but not make use of them (online them) until we've upgraded our Command Centers to the appropriate level.
- Also allow us to online and offline planetary installations up to a certain limit (dependent upon our level of "Command Center Upgrades"). This would be a major quality of life improvement for those who do PI, especially on a mass scale, or in HiSec where profit margins are already pushed to the very limit and players cannot afford to destroy and rebuild constantly.
- On that note, please make "Command Center" and "Spaceport" graphic and the "hit box" physically bigger than extractors and processors and allow a "snap to grid" option for extractors and processors so that we can create beautiful, symmetrical, and efficient setups.
That is all. Thank you for all your hard work. This is-á a signature. |
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