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Thread Statistics | Show CCP posts - 3 post(s) |

S'Daria
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Posted - 2004.10.05 09:47:00 -
[1]
Edited by: S'Daria on 05/10/2004 09:53:11 I was thinking that there would be a bunch of skills that people would be willing to learn. Here are a couple that have been suggested that I would like to learn:
- Cargo Management: Increases cargo pickup range by 20%/level
- Speed Ammo Loading: Decrease the time it takes to reload ammo.
- Agent Connections: Decrease the time/isk for agent services by 10%/level
- Arkonor Mining: +2% mining yield from Arkonor
- Bistot Mining: +2% mining yield from Bistot
- Comet Mining: +2% mining yield from Comets
- Crokite Mining: +2% mining yield from Crokite
- Dark Comet Mining: +2% mining yield from Dark Comets
- Dark Ochre Mining: +2% mining yield from Dark Ochre
- Fire Comet Mining: +2% mining yield from Fire Comets
- Gneiss Mining: +2% mining yield from Gneiss
- Gold Comet Mining: +2% mining yield from Gold Comets
- Hedbergite Mining: +2% mining yield from Hedbergite
- Hemorphite Mining: +2% mining yield from Hemorphite
- Jaspet Mining: +2% mining yield from Jaspet
- Kernite Mining: +2% mining yield from Kernite
- Mercoxit Mining: +2% mining yield from Mercoxit
- Omber Mining: +2% mining yield from Omber
- Plagioclase Mining: +2% mining yield from Plagioclase
- Plagioclase Mining: +2% mining yield from Plagioclase
- Pyroxeres Mining: +2% mining yield from Pyroxeres
- Scordite Mining: +2% mining yield from Scordite
- Spodulman Mining: +2% mining yield from Spodulman
- Toxic Comet Mining: +2% mining yield from Toxic Comets
- Veldspar Mining: +2% mining yield from Veldspar
- Trade good Accounting: Reduces tax by 10% per level for trade goods.
- Tool Accounting: Reduces tax by 10% per level for tools.
- Ship equipment Accounting: Reduces tax by 10% per level for Ship equipment.
- Minerals Accounting: Reduces tax by 10% per level for Minerals.
- Ship Accounting: Reduces tax by 10% per level for Ships.
- Deployable Structures Accounting: Reduces tax by 10% per level for Deployable Structures.
- Construction Component Accounting: Reduces tax by 10% per level for Construction Components.
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S'Daria
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Posted - 2004.10.05 09:47:00 -
[2]
Edited by: S'Daria on 05/10/2004 09:53:11 I was thinking that there would be a bunch of skills that people would be willing to learn. Here are a couple that have been suggested that I would like to learn:
- Cargo Management: Increases cargo pickup range by 20%/level
- Speed Ammo Loading: Decrease the time it takes to reload ammo.
- Agent Connections: Decrease the time/isk for agent services by 10%/level
- Arkonor Mining: +2% mining yield from Arkonor
- Bistot Mining: +2% mining yield from Bistot
- Comet Mining: +2% mining yield from Comets
- Crokite Mining: +2% mining yield from Crokite
- Dark Comet Mining: +2% mining yield from Dark Comets
- Dark Ochre Mining: +2% mining yield from Dark Ochre
- Fire Comet Mining: +2% mining yield from Fire Comets
- Gneiss Mining: +2% mining yield from Gneiss
- Gold Comet Mining: +2% mining yield from Gold Comets
- Hedbergite Mining: +2% mining yield from Hedbergite
- Hemorphite Mining: +2% mining yield from Hemorphite
- Jaspet Mining: +2% mining yield from Jaspet
- Kernite Mining: +2% mining yield from Kernite
- Mercoxit Mining: +2% mining yield from Mercoxit
- Omber Mining: +2% mining yield from Omber
- Plagioclase Mining: +2% mining yield from Plagioclase
- Plagioclase Mining: +2% mining yield from Plagioclase
- Pyroxeres Mining: +2% mining yield from Pyroxeres
- Scordite Mining: +2% mining yield from Scordite
- Spodulman Mining: +2% mining yield from Spodulman
- Toxic Comet Mining: +2% mining yield from Toxic Comets
- Veldspar Mining: +2% mining yield from Veldspar
- Trade good Accounting: Reduces tax by 10% per level for trade goods.
- Tool Accounting: Reduces tax by 10% per level for tools.
- Ship equipment Accounting: Reduces tax by 10% per level for Ship equipment.
- Minerals Accounting: Reduces tax by 10% per level for Minerals.
- Ship Accounting: Reduces tax by 10% per level for Ships.
- Deployable Structures Accounting: Reduces tax by 10% per level for Deployable Structures.
- Construction Component Accounting: Reduces tax by 10% per level for Construction Components.
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S'Daria
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Posted - 2004.10.05 09:48:00 -
[3]
Edited by: S'Daria on 05/10/2004 09:53:22 All the Mining skills would have Astrogeology and Mining V requirements.
All the Marketing skills would require Accounting to V.
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S'Daria
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Posted - 2004.10.05 09:48:00 -
[4]
Edited by: S'Daria on 05/10/2004 09:53:22 All the Mining skills would have Astrogeology and Mining V requirements.
All the Marketing skills would require Accounting to V.
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S'Daria
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Posted - 2004.10.05 09:59:00 -
[5]
Edited by: S'Daria on 05/10/2004 10:04:48
34. Mega-Wholesale: +30 orders/level
35. Ultra-Wholesale: +40 orders/level
Mega-Wholesale would have Wholesale to V as a prerequisite. Ultra-Wholesale would have Mega-Wholesale to level V as a prerequisite.
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S'Daria
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Posted - 2004.10.05 09:59:00 -
[6]
Edited by: S'Daria on 05/10/2004 10:04:48
34. Mega-Wholesale: +30 orders/level
35. Ultra-Wholesale: +40 orders/level
Mega-Wholesale would have Wholesale to V as a prerequisite. Ultra-Wholesale would have Mega-Wholesale to level V as a prerequisite.
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S'Daria
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Posted - 2004.10.05 10:23:00 -
[7]
Make advanced versions of all the base skills:
36. Advanced Electronics: +2% CPU
37. Advanced Engineering: +2% Powergrid
38. Advanced Gunnery: -1% Tracking speed
40. Advanced Industry: +2% manufacturing speed
41. Advanced Leadership: +1% Gang target Speed
42. Advanced Learning: +1% Learning speed
43. Advanced Mechanics: +2% Hull HP bonus
44. Advanced Missile Launcher Operation: +2% missile launcher speed
45. Advanced Navigation: +2% to ship max speed
46. Advanced Science: +2% to blueprint copying speed
47. Advanced Socializing: +2 to NPC standing increase
48. Advanced Spaceship Command: +1% agility
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S'Daria
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Posted - 2004.10.05 10:23:00 -
[8]
Make advanced versions of all the base skills:
36. Advanced Electronics: +2% CPU
37. Advanced Engineering: +2% Powergrid
38. Advanced Gunnery: -1% Tracking speed
40. Advanced Industry: +2% manufacturing speed
41. Advanced Leadership: +1% Gang target Speed
42. Advanced Learning: +1% Learning speed
43. Advanced Mechanics: +2% Hull HP bonus
44. Advanced Missile Launcher Operation: +2% missile launcher speed
45. Advanced Navigation: +2% to ship max speed
46. Advanced Science: +2% to blueprint copying speed
47. Advanced Socializing: +2 to NPC standing increase
48. Advanced Spaceship Command: +1% agility
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S'Daria
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Posted - 2004.10.09 00:06:00 -
[9]
Originally by: Grey Area You're not supposed to train them ALL. That's what I like about the new gunnery skills - it's no longer an option to be equally proficient in hybrids, lasers AND projectiles (unless of course you want to be equally crap at all of them).
They are forcing you to CHOOSE, which I like. As long as the balancing is right (which becomes more difficult with more skills) then you should have a good chance of meeting someone with a setup TOTALLY different to yours, because they based it on THEIR skills.
Variation! Hallelujah!
Grey Area is correct. The idea is to allow us to specialize just like the fighter professions is allowed to do.
For example:
If I'm a miner who specializes in 0.0 mining operations I might want to specialize in mining Bistot, Arkanor and Crokite ore.
That's just one example of many. I think these 'tier 2' skills should be released to allow us to specialize in our selected fields.
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S'Daria
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Posted - 2004.10.09 00:06:00 -
[10]
Originally by: Grey Area You're not supposed to train them ALL. That's what I like about the new gunnery skills - it's no longer an option to be equally proficient in hybrids, lasers AND projectiles (unless of course you want to be equally crap at all of them).
They are forcing you to CHOOSE, which I like. As long as the balancing is right (which becomes more difficult with more skills) then you should have a good chance of meeting someone with a setup TOTALLY different to yours, because they based it on THEIR skills.
Variation! Hallelujah!
Grey Area is correct. The idea is to allow us to specialize just like the fighter professions is allowed to do.
For example:
If I'm a miner who specializes in 0.0 mining operations I might want to specialize in mining Bistot, Arkanor and Crokite ore.
That's just one example of many. I think these 'tier 2' skills should be released to allow us to specialize in our selected fields.
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S'Daria
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Posted - 2004.10.11 02:07:00 -
[11]
I think they just released these new skills according to this thread:
Drone Navigation Increases drone max velocity by 5% per skill level.
Weapontype Drone Specialization Specialization in the operation of drones with blaster weaponry . 5% bonus to drone thermal damage per level. Weapon type would be Blaster, Railgun, Projectile, Laser, Etc.
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S'Daria
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Posted - 2004.10.11 02:07:00 -
[12]
I think they just released these new skills according to this thread:
Drone Navigation Increases drone max velocity by 5% per skill level.
Weapontype Drone Specialization Specialization in the operation of drones with blaster weaponry . 5% bonus to drone thermal damage per level. Weapon type would be Blaster, Railgun, Projectile, Laser, Etc.
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S'Daria
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Posted - 2004.11.05 09:10:00 -
[13]
76. Hacking: This skill allows you to gain access(wanted or unwanted) to a computer and view, copy, or create data(leaving a trace) without the intention of destroying data or maliciously harming the computer.
77. Intelligence: This skill allows you to gather information concerning an enemy or possible enemy or an area.
78. Forgery: This skill allows you to falsely and fraudulently make or alter a document.
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S'Daria
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Posted - 2004.11.05 09:10:00 -
[14]
76. Hacking: This skill allows you to gain access(wanted or unwanted) to a computer and view, copy, or create data(leaving a trace) without the intention of destroying data or maliciously harming the computer.
77. Intelligence: This skill allows you to gather information concerning an enemy or possible enemy or an area.
78. Forgery: This skill allows you to falsely and fraudulently make or alter a document.
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S'Daria
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Posted - 2004.11.08 01:22:00 -
[15]
Ooo...good idea. How about this:
79. Missile Bay Ammo Management: Increases maximum capacity of missile bays by 5% per level.
80. Capacitor Booster Management: Increase maximum capacity of capacitor boosters by 5% per level.
81. Projectile Ammo Management: Increases maximum capacity of projectile turrets by 5% per level.
82. Hybrid Ammo Management: Increases maximum capacity of hybrid turrets by 5% per level.
How about those?
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S'Daria
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Posted - 2004.11.08 01:22:00 -
[16]
Ooo...good idea. How about this:
79. Missile Bay Ammo Management: Increases maximum capacity of missile bays by 5% per level.
80. Capacitor Booster Management: Increase maximum capacity of capacitor boosters by 5% per level.
81. Projectile Ammo Management: Increases maximum capacity of projectile turrets by 5% per level.
82. Hybrid Ammo Management: Increases maximum capacity of hybrid turrets by 5% per level.
How about those?
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S'Daria
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Posted - 2004.11.08 01:28:00 -
[17]
From this thread:
Here are some leadership based skills (Willpower and Charima skills, yeah):
82. Mining Operation Command: +2% yield to mining turrets to all in gang members per level.
83. Convoy Operation Command: +5% cargo capacity to all gang members per level.
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S'Daria
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Posted - 2004.11.08 01:28:00 -
[18]
From this thread:
Here are some leadership based skills (Willpower and Charima skills, yeah):
82. Mining Operation Command: +2% yield to mining turrets to all in gang members per level.
83. Convoy Operation Command: +5% cargo capacity to all gang members per level.
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S'Daria
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Posted - 2004.11.08 13:55:00 -
[19]
Originally by: Andy DT Edited by: Andy DT on 08/11/2004 09:03:58 Or what about
80. High slot rigging (5x) The abbility to change mods/guns in high slots in space
81. Medium slot rigging (5x) The abbility to change mods in medium slots in space
82. Low slot rigging (5x) The abbility to change mods in low slots in space
The new placed mods/guns would be 60 secs off-line, and would also require 95% cap to put them online.
Every rigging skill would reduce the off-line time with 10% per level.
83. Capacitor modbooster (or any other name). Reduce 5%of the capacitor needs to put a module online and reduces 10% of capacitor consumption when doing so.
I'm not sure it'll be a good idea to be able to change your modules while in space. Seems a little unbalacing.
Although being able to change your crystals on lasers would be a good idea I think. If they were to work just like "reloading ammo" then I don't think they would be unbalacing. So how about this:
84. Laser Crystal Management: Reduces the time necessary to change laser crystals in space by 5% per level.
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S'Daria
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Posted - 2004.11.08 13:55:00 -
[20]
Originally by: Andy DT Edited by: Andy DT on 08/11/2004 09:03:58 Or what about
80. High slot rigging (5x) The abbility to change mods/guns in high slots in space
81. Medium slot rigging (5x) The abbility to change mods in medium slots in space
82. Low slot rigging (5x) The abbility to change mods in low slots in space
The new placed mods/guns would be 60 secs off-line, and would also require 95% cap to put them online.
Every rigging skill would reduce the off-line time with 10% per level.
83. Capacitor modbooster (or any other name). Reduce 5%of the capacitor needs to put a module online and reduces 10% of capacitor consumption when doing so.
I'm not sure it'll be a good idea to be able to change your modules while in space. Seems a little unbalacing.
Although being able to change your crystals on lasers would be a good idea I think. If they were to work just like "reloading ammo" then I don't think they would be unbalacing. So how about this:
84. Laser Crystal Management: Reduces the time necessary to change laser crystals in space by 5% per level.
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S'Daria
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Posted - 2004.11.08 13:57:00 -
[21]
Originally by: Aitrus
Originally by: S'Daria
83. Convoy Operation Command: +5% cargo capacity to all gang members per level.
Wouldn't work unless they change gang skills so they apply globally. Imagine being in a convoy, and you get separated from the group. suddenly the bonus doesn't apply to you, and your cargo is overfilled (giving you some nasty ingame error if I recall correctly) and you're stuck.
I would think if that happened you just autodrop the cargo that you can't fit into your hold, just like if you had cargo in your hangar as you changed modules.
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S'Daria
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Posted - 2004.11.08 13:57:00 -
[22]
Originally by: Aitrus
Originally by: S'Daria
83. Convoy Operation Command: +5% cargo capacity to all gang members per level.
Wouldn't work unless they change gang skills so they apply globally. Imagine being in a convoy, and you get separated from the group. suddenly the bonus doesn't apply to you, and your cargo is overfilled (giving you some nasty ingame error if I recall correctly) and you're stuck.
I would think if that happened you just autodrop the cargo that you can't fit into your hold, just like if you had cargo in your hangar as you changed modules.
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S'Daria
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Posted - 2004.11.09 03:11:00 -
[23]
Originally by: Juan Andalusian Gank Battleships - 5% more damage vs Battleships
Gank Pod - 5% more damage vs Pods
Gank Cruiser - 5% more damage vs Cruisers
Gank Frigate - 5% more damage vs Frigate
Game "Mechanics" Specialisation - 5% increase chance that target will get session change bug during jump/docking attempt.
Camp Specialisation - 10% increase singature resolution and 5% optimal range while camping.
  heh i was a bit bored.
You are silly. 
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S'Daria
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Posted - 2004.11.09 03:11:00 -
[24]
Originally by: Juan Andalusian Gank Battleships - 5% more damage vs Battleships
Gank Pod - 5% more damage vs Pods
Gank Cruiser - 5% more damage vs Cruisers
Gank Frigate - 5% more damage vs Frigate
Game "Mechanics" Specialisation - 5% increase chance that target will get session change bug during jump/docking attempt.
Camp Specialisation - 10% increase singature resolution and 5% optimal range while camping.
  heh i was a bit bored.
You are silly. 
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S'Daria
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Posted - 2004.11.11 02:55:00 -
[25]
From this thread:
85. Weapon Conservation: Reduces Power guid requirements for Turrets by 5% per level.
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S'Daria
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Posted - 2004.11.11 02:55:00 -
[26]
From this thread:
85. Weapon Conservation: Reduces Power guid requirements for Turrets by 5% per level.
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S'Daria
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Posted - 2004.11.13 18:36:00 -
[27]
Yep it will. But also newer players will be able to specialize.
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S'Daria
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Posted - 2004.11.13 18:36:00 -
[28]
Yep it will. But also newer players will be able to specialize.
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S'Daria
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Posted - 2004.11.13 23:58:00 -
[29]
Try going to a different region. The Lonetrek region has a much of universities and should have the skill Memory you're looking for.
I know the system Mista has it since that's where I get all my skills.
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S'Daria
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Posted - 2004.11.13 23:58:00 -
[30]
Try going to a different region. The Lonetrek region has a much of universities and should have the skill Memory you're looking for.
I know the system Mista has it since that's where I get all my skills.
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S'Daria
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Posted - 2004.11.14 18:15:00 -
[31]
D'oh...been over a year since I bought that skill...lol.
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S'Daria
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Posted - 2004.11.14 18:15:00 -
[32]
D'oh...been over a year since I bought that skill...lol.
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S'Daria
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Posted - 2004.11.14 23:39:00 -
[33]
Originally by: Andrue Mine to cargo container Each level allows one mining laser to place its ore into a cargo container subject to normal range restrictions.
I'm not sure they will allow this for purposes of afk mining issues?
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S'Daria
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Posted - 2004.11.14 23:39:00 -
[34]
Originally by: Andrue Mine to cargo container Each level allows one mining laser to place its ore into a cargo container subject to normal range restrictions.
I'm not sure they will allow this for purposes of afk mining issues?
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S'Daria
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Posted - 2004.11.15 19:37:00 -
[35]
Mining barges only have upto 3 lasers...
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S'Daria
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Posted - 2004.11.15 19:37:00 -
[36]
Mining barges only have upto 3 lasers...
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S'Daria
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Posted - 2004.11.17 17:52:00 -
[37]
Originally by: CmdoColin MWD MASKING: Decreases the signature radius increase of an MWD by 2% per level.
Requirements: Interceptor 5, high speed manoeuvring 5, electronics 5 rank 8
Good idea!!!
There's a new Gallente ship that's coming in Exodus that negates the penalty completely...but having a skill like this would be kewl for other people.
I think it should be 5% per level instead of 2%. That way you could reduce it 25% with skills, but 100% with the specialized ship.
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S'Daria
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Posted - 2004.11.17 17:52:00 -
[38]
Originally by: CmdoColin MWD MASKING: Decreases the signature radius increase of an MWD by 2% per level.
Requirements: Interceptor 5, high speed manoeuvring 5, electronics 5 rank 8
Good idea!!!
There's a new Gallente ship that's coming in Exodus that negates the penalty completely...but having a skill like this would be kewl for other people.
I think it should be 5% per level instead of 2%. That way you could reduce it 25% with skills, but 100% with the specialized ship.
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