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Thread Statistics | Show CCP posts - 10 post(s) |
Murk Schattenspinner
Twinstar Universal Services
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Posted - 2006.11.08 11:25:00 -
[1]
Hello,
I have a question I didnt find answered yet (Sorry if I just missed it):
I know rigs need skills. However do I need the skills to use a rig or to install it or both? So basically can I - when I have the skills - install a rig into a ship and then hand out that ship to someone who does not have that skills for this rig? Can he board the ship and get the rigs bonus?
Thank you.null
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Murk Schattenspinner
Twinstar Universal Services
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Posted - 2006.11.08 11:25:00 -
[2]
Hello,
I have a question I didnt find answered yet (Sorry if I just missed it):
I know rigs need skills. However do I need the skills to use a rig or to install it or both? So basically can I - when I have the skills - install a rig into a ship and then hand out that ship to someone who does not have that skills for this rig? Can he board the ship and get the rigs bonus?
Thank you.null
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Archi Viralfury
Gallente
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Posted - 2006.11.08 11:47:00 -
[3]
I would imagine that the rigs would work exactly like modules do, if yo dont have the skills to use the rig it will be offline when traded.
Given the fact that as far as im aware the skills required to test rigs have been given to all on sisi for testing purposes, it would be impossible to test this out and find the answer as of now.
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Archi Viralfury
Gallente
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Posted - 2006.11.08 11:47:00 -
[4]
I would imagine that the rigs would work exactly like modules do, if yo dont have the skills to use the rig it will be offline when traded.
Given the fact that as far as im aware the skills required to test rigs have been given to all on sisi for testing purposes, it would be impossible to test this out and find the answer as of now.
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Naran Darkmood
Gallente
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Posted - 2006.11.08 11:48:00 -
[5]
Originally by: Archi Viralfury Given the fact that as far as im aware the skills required to test rigs have been given to all on sisi for testing purposes, it would be impossible to test this out and find the answer as of now.
It might work with a newly created character, as I don't think they add all the necassary skills on creation
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Naran Darkmood
Gallente
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Posted - 2006.11.08 11:48:00 -
[6]
Originally by: Archi Viralfury Given the fact that as far as im aware the skills required to test rigs have been given to all on sisi for testing purposes, it would be impossible to test this out and find the answer as of now.
It might work with a newly created character, as I don't think they add all the necassary skills on creation
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Jinx Barker
Gallente Federal Bank Ratel Alliance
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Posted - 2006.11.08 18:50:00 -
[7]
Originally by: Murk Schattenspinner Hello,
I have a question I didnt find answered yet (Sorry if I just missed it):
I know rigs need skills. However do I need the skills to use a rig or to install it or both? So basically can I - when I have the skills - install a rig into a ship and then hand out that ship to someone who does not have that skills for this rig? Can he board the ship and get the rigs bonus?
Thank you.null
This is actually a very good question. After playing with Rigs for a while, it would appear you only need skills to install it. Because, as soon as you install it, it becomes part of the ship, and there is no way to put the rig "offline".
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Murk Schattenspinner
Twinstar Universal Services
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Posted - 2006.11.13 21:53:00 -
[8]
Anyone else?
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FalconHawk
Amarr Falcon Advanced Industries
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Posted - 2006.11.13 22:05:00 -
[9]
as far i could check it (thx for taking sisi down ..) there are no skills for rigs, you can use them at once, but you need the skills to reduce the drawbacks.
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Malena
Perpetual Dawn
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Posted - 2006.11.13 22:07:00 -
[10]
Is there a screenshot somewhere of how much space for rigs each ship has? I have seen the shots of each rig, and how much rig pointage they take up, but not any of what each ship takes up. Even the screenshots of the tier 3 bs and tier 2 bc do not show an attribute for that that I can see.
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Jocca Quinn
Matari BackBone
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Posted - 2006.11.13 23:19:00 -
[11]
Do rigs take up CPU and Grid or as the previous poster suggests there is a "Rig point" allocation ?
JQ
none of us are free as long as one of us is chained none of us are free |
Bellum Eternus
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Posted - 2006.11.14 00:20:00 -
[12]
Edited by: Bellum Eternus on 14/11/2006 00:21:44 Rigs do indeed require skills to use. If you don't have the skills, you can still use the ship, the rig benefits will simply not be there. Similar to having a module offline.
You can not install a rig unless you have the skill to use it. Rigs have 'calibration points' which are essentially grid points for rigs. Some rigs do however increase grid load, like most gun/missile rigs.
----------------------------------------------- "I said ENGLISH MOTHER******, DO YOU SPEAK IT?!?!?!" - Samuel L Jackson, Pulp Fiction |
Hubbins
Species 5618 Ascendant Frontier
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Posted - 2006.11.14 02:20:00 -
[13]
To install rigs you need a skill called "jury rigging" to at least 3 and for each type of rig you install you need its skill at at least 1 (ex. shield rigs need "shield rigging")
To build it I believe it is the same thing plus industry 1.
But the big question is can you transfer a ship with rigs to someone who doesn't have the skills to use that rig?
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Bellum Eternus
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Posted - 2006.11.14 03:51:00 -
[14]
Originally by: Hubbins To install rigs you need a skill called "jury rigging" to at least 3 and for each type of rig you install you need its skill at at least 1 (ex. shield rigs need "shield rigging")
To build it I believe it is the same thing plus industry 1.
But the big question is can you transfer a ship with rigs to someone who doesn't have the skills to use that rig?
yes, it just doesn't get the rig bonuses.
----------------------------------------------- "I said ENGLISH MOTHER******, DO YOU SPEAK IT?!?!?!" - Samuel L Jackson, Pulp Fiction |
Malena
Perpetual Dawn
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Posted - 2006.11.14 16:23:00 -
[15]
But how many points/slots does each ship have? Anyone seen any screenshots around? And it is like implants for ships (each ship having a certain number of slots) then how come there are point values assigned to the rigs themselves?
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Khralen
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Posted - 2006.11.14 21:49:00 -
[16]
Calibration points haven't been introduced yet. right now, you can fit anything to anything. And, yes, all rigs require skills, but everyone was given the skills on sisi.
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Jiekon
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Posted - 2006.11.14 21:52:00 -
[17]
this is a very good question, i`ll try to find out the answer tomorrow when i get into the office. ___________________________ ~Jiekon
Known Issues Bug Reporting
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Hex'Caliber
Gallente
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Posted - 2006.11.15 09:38:00 -
[18]
The number of rigs is limited to ship type, check out the screen shots of the fitting screens, the new boxes at the bottom of the screen are the slots for rigs. As already stated, in live each ship will have a set number of calibration points from which to draw upon when fitting rigs like the cpu/pg reqs for other fittings.
Without the appropriate fitting skill even if it were possible to transfer a ship with rigs the penalties would most likely be so severe that other modules could go offline. Many rigs penalties reduce pg, CPU, speed; increase sig radius etc, the only way to reduce the severity is to train the appropriate fitting skill. From what I remember the bulk of penalties are too severe to consider fitting without a few levels in the correct fitting skill. Sure there are a few combinations where the penalty will not really affect ship x, but the useful rigs tend to hit ship stats where it hurts and really need close to maxed fitting skills to be really viable.
SISI testing ôDonÆt forget to start the log server before the client; the logs are needed for bug reports when something goes wrong.ö Regards HexCaliber
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ArchenTheGreat
Caldari Yesodic Nomads Corp Triumvirate.
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Posted - 2006.11.15 11:42:00 -
[19]
I know you can't remove rigs from ship but I would love to experiment with setups using regular modules AND rigs. Maybe make it so one can remove rigs just after installing them. Make them unremovable after undocking/trading ship/closeing fitting screen.
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Hubbins
Species 5618 Ascendant Frontier
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Posted - 2006.11.15 16:50:00 -
[20]
If they showed a preview of the bonus and penalties they would give like mods do now I would be happy.
ex. you hold your mouse over a shield extender and it shows your total shields with the extender. I want that for rigs as well. Then we wouldn't waste them or have to remove them.
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Malena
Perpetual Dawn
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Posted - 2006.11.15 17:29:00 -
[21]
Originally by: Jiekon this is a very good question, i`ll try to find out the answer tomorrow when i get into the office.
Any result?
Originally by: Hex'Caliber The number of rigs is limited to ship type, check out the screen shots of the fitting screens, the new boxes at the bottom of the screen are the slots for rigs. As already stated, in live each ship will have a set number of calibration points from which to draw upon when fitting rigs like the cpu/pg reqs for other fittings.
So maybe I am blind, but I am looking at Darklord's screenshots, and don't see anything on the ships themselves about rigs, no matter which screen I look at. If you have someplace with more recent screenshots, by all means..post a link. I am still a bit confused though...you state that at the bottom of the screen the slots for rigs are shown, but the next sentence you state that they have a set number of calibration points. I can see the possibility of both so that a ship couldn't have a huge number of low calibration point rigs, but it would still require a total value for calibration points available, or it would require that the rigs take up slots, not calibration. In other words, if it is going to be both, then both rigs and ships need to have the slots and calibration points in their description/fittings. If it is one, then it needs to be consistent. I am not saying it hasn't been updated since the screenshots were taken/posted, because I don't know...I am saying that I would like more info, and this appears to be something that needs looking at.
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Nachtjaeger
Minmatar Silent Services Research
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Posted - 2006.11.15 18:12:00 -
[22]
All ships have rig slots, 3 for a tech 1 ship, 2 for a tech 2 ship. Each rig "costs" a set number of calibration points, unfortunately the fitting screen doesn't show how many calibration points a ship has.
So basically you are limited by two factors, number of slots and the calibration points of each rig.
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Jiekon
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Posted - 2006.11.15 20:48:00 -
[23]
Originally by: Malena
Originally by: Jiekon this is a very good question, i`ll try to find out the answer tomorrow when i get into the office.
Any result?
Originally by: Hex'Caliber The number of rigs is limited to ship type, check out the screen shots of the fitting screens, the new boxes at the bottom of the screen are the slots for rigs. As already stated, in live each ship will have a set number of calibration points from which to draw upon when fitting rigs like the cpu/pg reqs for other fittings.
So maybe I am blind, but I am looking at Darklord's screenshots, and don't see anything on the ships themselves about rigs, no matter which screen I look at. If you have someplace with more recent screenshots, by all means..post a link. I am still a bit confused though...you state that at the bottom of the screen the slots for rigs are shown, but the next sentence you state that they have a set number of calibration points. I can see the possibility of both so that a ship couldn't have a huge number of low calibration point rigs, but it would still require a total value for calibration points available, or it would require that the rigs take up slots, not calibration. In other words, if it is going to be both, then both rigs and ships need to have the slots and calibration points in their description/fittings. If it is one, then it needs to be consistent. I am not saying it hasn't been updated since the screenshots were taken/posted, because I don't know...I am saying that I would like more info, and this appears to be something that needs looking at.
I have to double check with the person in charge or rigs, at the moment, it appears you only get the bonus from rigs if you have the skill to use them. Unfortunately the guy in charge was pretty busy today, so i`m hoping to stab him in the eye tomorrow about this. ___________________________ ~Jiekon
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Mesasone
Gallente Vogon Deconstruction Fleet Ratel Alliance
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Posted - 2006.11.15 21:09:00 -
[24]
Originally by: Bellum Eternus Edited by: Bellum Eternus on 14/11/2006 00:21:44 Rigs do indeed require skills to use. If you don't have the skills, you can still use the ship, the rig benefits will simply not be there. Similar to having a module offline.
You can not install a rig unless you have the skill to use it. Rigs have 'calibration points' which are essentially grid points for rigs. Some rigs do however increase grid load, like most gun/missile rigs.
I am curious on how you know this? On Sisi, everybody was automactically given all the skills for the rigs, so there is no way to test the effect of the rigs with characters that can't use them... because on SiSi, everybody can use all of them...
It's great not being Amarr, ain't it? |
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Jiekon
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Posted - 2006.11.16 13:22:00 -
[25]
Ok, i asked around and did some testing and i can confirm....
<drum roll>
You can fit a rig to a ship, then give that ship to someone who does not have the skills to use rigs.
This will result in....
<drum roll>
The rig effect DOES work for the person who cannot fit them, they are given passively so as long as they are fitted they will effect the ship. ___________________________ ~Jiekon
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Patch86
Di-Tron Heavy Industries Freelancer Alliance
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Posted - 2006.11.16 13:32:00 -
[26]
Wow. I guess that brrings a whole new flavour to Rigs then.
Far from being something that all users are interested in- it'll be something at the manuufacturing end. Will really allow manufacturers to build "custom" ships for once.
Funky. -----------------------------------------------
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Paigan
Amarr Katsu Corporation
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Posted - 2006.11.16 13:37:00 -
[27]
Edited by: Paigan on 16/11/2006 13:41:21 uhm never mind. got it after the 5th time reading it my bad ^^ -- This game is still in beta stage |
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Jiekon
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Posted - 2006.11.16 13:43:00 -
[28]
Originally by: Patch86 Wow. I guess that brrings a whole new flavour to Rigs then.
Far from being something that all users are interested in- it'll be something at the manuufacturing end. Will really allow manufacturers to build "custom" ships for once.
Funky.
Yup ^_^ kinda like a new mini profession, Rig Fitter :-D ___________________________ ~Jiekon
Known Issues Bug Reporting
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Shinshi Casoyako
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Posted - 2006.11.16 15:06:00 -
[29]
Ok the answer is very nice but.....
3 major problems arise from this.
1) You need to activly hand over a ship to another player. Ships need to be repackaged to put on escrow or on the market so rigged ships cant be put on the market. This means that only real active persons can be riggers.
2) How can you promote your rigs as product? If you dont need the skills to fly them than you cant sell rigs on the market on its own. Since we allready established the fact that you cant put a rigged ship on the market how will you be able to promote your products? Please dont say we need to put more cans into space to promote rigging.
3) How will a person know that the correct rigs are indeed on the ship? I dont know for sure but I dont think that it will show on showinfo on a essembled ship. Cause than it would be shown in space aswell when flying it. This is uber scamable.
How will we able to tackle these problems? . Seriously Have I Not Said How I Can Assist Some One You Are Killing Online? |
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Jiekon
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Posted - 2006.11.16 16:12:00 -
[30]
Edited by: Jiekon on 16/11/2006 16:13:13 It's not intended to be a whole new profession in Eve, how the players use this feature is up to themselves. ___________________________ ~Jiekon
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