Author |
Thread Statistics | Show CCP posts - 39 post(s) |

Freighdee Katt
Center for Advanced Studies Gallente Federation
137
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Posted - 2013.02.08 15:14:00 -
[1] - Quote
MisterNick wrote:Looks like you've got your work cut out when it comes to rebalancing the T1 industrials. Example: If you can hop into an Iteron V at skill level 1, people are unlikely to ever bother with the other Iteron versions. The indy ships will no doubt get mining-barge-ified when they're rebalanced, such that all of them are available at level I, and each has a distinct role (huge tank, huge cargo, quick align, etc.). People won't train up the skill to get into a "better" ship anymore, just to get more benefit out of all of them (while being able to select whichever best fits the needs of a particular hauling job at will).
Can't say I see anything wrong with the changes really.
I did not see any mention of remaps in the dev blog. I suggest that the scope of these changes would make it fair to tack on two bonus remaps for every character in game that does not already have at least two in the bank on the day of the Great Skill Change (especially considering you did not give us the option to pick one up this past Christmas).
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Freighdee Katt
Center for Advanced Studies Gallente Federation
137
|
Posted - 2013.02.08 15:28:00 -
[2] - Quote
CCP Fozzie wrote:Clone costs in their current form are not something we as a design department are happy with. Beyond that we can't make commitments on the issue at this time. Clone insurance maybe? Keep the reasonably high cost, but make it run for a fixed term like 90 or 180 days, and you're covered no matter how many times you get podded during that period. This way you still have an ISK sink for the 200m SP club, but nobody is discouraged from flying around in teeny weeny easy to pop ships.
Just make sure you don't ignore those warning mails you get when it's about to run out --- there would probably need to be a warning in big red letters that pops up and warns you if YOU'RE ABOUT TO UNDOCK WITHOUT CLONE INSURANCE ARE YOU SURE YOU WANT TO DO THIS???! |

Freighdee Katt
Center for Advanced Studies Gallente Federation
139
|
Posted - 2013.02.08 18:12:00 -
[3] - Quote
Karl Hobb wrote:Based on current requirements, if I train up Command Ships right now my skills will allow me to fly two races' worth of Field Command Ships (2 of the 8 available). After the expansion I'll be able to fly all Command Ships from all races (8 of 8) because the requirements change dramatically. Is that correct? You would have to post what skills you have now in order to find out if this is correct or not, but . . . maybe. If you have the Command Ships skill injected, and you have Battlecruiser V, AND you have all Cruiser skills to III, then after the change you would have all racial BC skills at V, and you would still have the Command Ships skill injected (so you can continue to train it to whatever level you want, regardless of whether you meet the new pre-reqs required to inject it or not). In that case you could sit in any of the Command Ship hulls regardless of race, because you would have the required skills of Racial BC V + Command Ships I for each of them. |

Freighdee Katt
Center for Advanced Studies Gallente Federation
139
|
Posted - 2013.02.08 22:48:00 -
[4] - Quote
Karl Hobb wrote:After the expansion, the requirements on Commands Ships drop to {racial} Battlecruiser V and Command Ships I. This means that I can sit in every Command Ship, since Minmatar Cruiser IV, Caldari Cruiser IV, and a lack of Logistics skills are no longer holding me back. Furthermore, since I would have injected and trained Command Ships before the change, I would not have to train the various {type} Warfare skills.
Sounds like quite a deal to me. Assuming you've got all Cruisers to III, which is trivial to get if you haven't . . . yeah, you will clean up. It's arguably more of a bonus that cloning the racial skills, since you get to not train stuff that's required today, and not train stuff that will be required tomorrow, and yet you can still fly all those ships that you couldn't even sit in before. |

Freighdee Katt
Center for Advanced Studies Gallente Federation
139
|
Posted - 2013.02.08 22:51:00 -
[5] - Quote
Jonas Sukarala wrote:Well a shield fleet doesn't need the armoured warfare skill or necessarily the bonus from the skirmish and information warfare. Shield fleets "don't need" Hull Upgrades, Signature Analysis, or Evasive Maneuvering either. |

Freighdee Katt
Center for Advanced Studies Gallente Federation
141
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Posted - 2013.02.12 10:58:00 -
[6] - Quote
Elvis Preslie wrote:I had this question before when losing skill points in a specific skill that is requirement for other skills; i got podded last week and got my answer to that question by losing 250k SP in cruise missiles. Until I trained cruise missiles to lvl 5 again, i wasnt able to use the cruise missile specialization already injected. If by "use it" you mean "load tech II missiles into my Cruise Missile Launcher II," then there is nothing surprising about that. Check the skill requirements for Scourge Cruise Missile II: the item requires Cruise Missile Launcher V. The launcher itself only requires Cruise Missile Spec I and Missile Launcher Operation I, so you could fit the launchers without having CM V. But you can't load the (tech II) ammo until you have it.
What they said will happen, and what is actual behavior in the game, is that if you have the top level required skills trained, then you can sit in the hull or use the item regardless of if you have the prerequisites trained or not. They also said that if a skill is injected, you can train it, regardless of whether you could inject it again or not, based on the prereqs. |

Freighdee Katt
Center for Advanced Studies Gallente Federation
145
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Posted - 2013.02.13 15:26:00 -
[7] - Quote
Of all the threadnaughts that have ever been. This is one. |
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