
CCP Ytterbium
C C P C C P Alliance
1532

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Posted - 2013.01.17 09:58:00 -
[1] - Quote
Hello boyz,
We currently working hard to get that skill plan cleared up and final so we can tell you in advance what's going to happen.
This change is mainly done for:
- Consistency: we would like all ship training to be consistent and logical with each other, which isn't the case at the moment. We have racial tech1 spaceship command skills (Amarr Cruiser, Amarr Frigate, Amarr Battleship), plus some generic skills (Destroyers, Battlecruisers) which mess things up. Thus training for Amarr Command Ships require a weird mix of Amarr Cruiser plus Battlecruisers 5 instead of simply going for Amarr Battlecruiser 5.
- Easier to specialize: the point of splitting the Destroyer and Battlecruiser skills in four is to make it faster for new players to specialize in tech2 ships. New players are often recommended to specialize to compete with veterans and we would like to promote this. The side-effect is that it will take more time to generalize in more than one race, but we consider it to be acceptable and something more suited for longer-term players with more skill points to work with.
- Cut nested requirements: there are some tech2 ship skills that require others to be achieved. This is the case for Heavy Assault Ships for instance, which require Assault Ships to be flown. Ideally, we would prefer if pilots that specialize in a certain ship class don't have to train another class they don't care about. Example: if I am a pilot interested in supporting my fleet with Warfare Links, why do I either have to train for Logistics or Heavy Assault Ships to either unlock Field or Fleet Command Ships? The difficulty however is to replace those skills with others that make sense for the tweaked ships themselves (we don't want them to be too easy to train however).
- Clear ship and module specialization confusion: in some cases, you are not only required to train a set of skills for the tech2 ship you wish to unlock, but also have to train another set of highly specialized skills for the module that goes into the ship itself. There is nothing anywhere telling you about that and that is a double training time sink (ex: Interdictors and the interdiction sphere launcher). Which is why we would like to couple this point with the one above and rework some of the tech2 ship specialization skills to make more sense in general.
No matter what, please remember that you will still be able to fly unlocked ships even after the change. More info to be delivered as soon as possible through a Dev Blog.
Hope that helps a bit. |