CCP Ytterbium wrote:Alrigh folks, good news.
We'll change the way training works so that you can still train the skills you have after change, even if you don't meet the prerequisite anymore.
Ex:
You have Amarr Freighter 1 after the change but not Advanced Spaceship Command 5.
You can still fly the Providence and you will now still be able to train Amarr Freighter past 1 as long as you have the skill injected.Hope that's clear - trying my very best

If you are still open to critics and reviews, there are still a couple of things than needed to be clarified:1 - With these changes all T2 ships will need the main requirement skill to be trained at level V, but for JF an exception will be opened? why? CCP doesn't want to give out 7M skill points to people? that door is already open for destroyers and battlecruisers!
Keep things consistent, do it right !My sugestion:
- Keep all T2 requirements at level V, even if that means giving more free skill points.
2 - While checking out the pre-requisites changes of some of the ships one thing stands out, there was a huge attempt to keep training time the same as before creating hysterical requirements for some ships that is putting everybody bumping heads against a wall, some of the edge cases I found:
2a - carriers / supercarriers - removing the racial battleship V and we have less 40 days to train. But then you had Jump Fuel Conservation IV and Jump Drive Calibration III. I can accept this if it was done also for the dread and titan, but no! Why Capital Ships 4 for regular carriers? Adding the Tactical Weapon Reconfiguration skill at 1 as prerequisite to the Dread but not Tactical Logistics Reconfiguration I to carriers? Adding the Jump Portal Generation skill at 1 as requirement to Titans but not Doomsday Operation I, the most important weapon a titan can use? where is the consistency?
Keep things consistent, do it right !My sugestion:
- First keep Capital Ships III for regular carriers and only increase it to IV for Supercarriers.
- Second add the same requirements to all the capital ships or none at all, IGÇÖm talking about had Jump Fuel Conservation IV and Jump Drive Calibration III
- Third keep things consistent between all capitals, if you add some specific requirements to some capitals, finish the job you started: Add Projected electronic counter measures I and Fighter Bombers I to Supercarriers ; Add Doomsday Operation I to Titans; Add Tactical Logistics Reconfiguration I and Fighters I to Carriers !
Keep things consistent, do it right !2b - Siege Warfare V to fly Damnation; Armored Warfare V to fly the Vulture; Skirmish Warfare V to fly an Eos or Information Warfare V to fly a Claymore, really? Why train something that is not directly related with ship, the links and bonus the ship will give? That doesnGÇÖt make any sense, looking to your proposal only 2 of these skills make sense for each type of command ship:
http://content.eveonline.com/www/newssystem/media/63522/1/Commandshipchanges2.jpgKeep things consistent, do it right !My sugestion:
- If you really have the want to keep training times the same, instead of 4 requirements, keep only the requirements for the 2 skills that makes sense for each command ship (according with your proposal) and increase the training factor of the warfare skills from 2 to 3, instead of 9 days * 4 things will be 17 days * 2 and the times will be closer to what you want, just give the extra skill points to the persons that trained the skill and close this page in a clean way.
Keep things consistent, do it right !3b - Cloaking 4 added as skill requirement of the Recon Ships skill !! Really, one of the recons donGÇÖt have the bonus to fit cloaking device T2, you know this right? Are you planning in giving both ships this bonus and forget to tell us?