
Mioelnir
Cataclysm Enterprises Nulli Secunda
89
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Posted - 2013.02.09 20:53:00 -
[1] - Quote
Let me tell you a story about a boy that wanted to become a titan pilot:
Initial Skillplan (broad outline)
- Naglfar (to get some use out of the character while it trains)
- Ragnarok
Initially planned amount of SP that have nothing to do with what he wanted to do with those 2 ships:
- 0 SP
Initial plan, adjusted for reality:
- 90,510 SP: Electronic Warfare IV; requirement for Electronic Warfare Drone Interfacing (+Drone Control Range)
- 1,415 SP: Mining II; although the skillbook is sold on the market, every character has it and you can not petition to have it removed, I tried
- 768,000 SP: Astrometrics 5; requirement for Jump Portal Generation
Total: 859,925; not too bad really. Hardly any deadweight
Additional deadweight skillpoints from the last sets of ship changes:
- 2,878,120 SP: everything he has in Drones, since none of the two ships the character has specialized for can use them anymore
New total: 3,738,045
Additional deadweight skillpoints from the announced ship changes:
- Minmatar Battleship IV+V: 1,984,000 SP
- Minmatar Cruiser IV: 186,275 SP
- Minmatar Frigate IV: 74,510 SP
New total: 5,982,830
Skillpoints the character has to spend if he wants to be "officially" able to fly the two ships again (cosmetic "skills-check all green" and to avoid "how can you sit in that ship, your skillsheet says you do not have all required skills" discussions):
- Minmatar Destroyer I-III: 16,000
- Minmatar Battlecruiser I-III: 48,000
New total: 6,046,830
At currently around 68.8m SP, that's 8.78% of the skillpoint total (will be a bit less at the time the change actually hits). That makes me sad.
That said, I like the changes in general, they need to happen, I just wish the migration path was less bumpy. But I can understand that it is just not feasible to have a lenghty discussion with every player why a specific skill was trained for every character and if it is no longer necessary and/or should be reimbursed.
One change that stood out for me though was the addition of the Industrial Core I module as requirement for the Rorqual. Please have your statistics department check how many characters can currently fly Rorqual, but do not have that skill. It is quite frequently used simply as a big hauler of things that has fittings.
Adding the Core module adds a lot of production skills as requirements. And while adding this "Industrial Siege" module may seem analogue to adding the actual siege module as a requirement for dreadnoughts, this is a false friend. After all, the triage skill was not added as a requirement for carriers.
This is, by the way, still the only module that has a tech 2 ship skill as requirement (Logistics 5). |