
Octoven
Phoenix Productions Headshot Gaming
167
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Posted - 2013.07.08 04:24:00 -
[1] - Quote
There are some issues here that clearly haven't been thought through. I mean to be honest it doesnt make sense to say CPU Management is a pre-res for Targeting (Multiple Targeting). Another issue:
Quote:Armor: is a new skill group, that has all armor skills - the GÇ£mechanicsGÇ¥ skill group has been removed.
Contains the Armor Honeycombing, Armor Resistance Phasing, Capital Remote Armor Repair Systems, Capital Remote Hull Repair Systems, Capital Repair Systems, EM Armor Compensation, Explosive Armor Compensation, Hull Upgrades, Kinetic Armor Compensation, Mechanics, Remote Armor Repair Systems, Remote Hull Repair Systems, Repair Systems and Thermic Armor Compensation skills.
As you can see, having "Mechanics" can mean armor or hull. When you think of the word mechanic, you think of metallic items on a ship that can be fixed or changed. Hull and armor fall under that. Your new proposal puts hull under an Armor category which doesnt make sense.
Quote:Electronic System: is the old GÇ£electronicsGÇ¥ group. Now only contains offense EW related skills.
This change isn't really a change, its redundant. We spaceship pilots KNOW that anything fitted to our ship is a "system" it doesnt need to be re-iterated.
Quote:Engineering: now has all skills related with energy management and fittings in general.
Contains the Advanced Weapon Upgrades, CPU Management, Capital Energy Emission Systems, Electronics Upgrades, Energy Emission Systems, Energy Grid Upgrades, Energy Management, Energy Pulse Weapons, Energy Systems Operation, Nanite Interfacing, Nanite Operation, Power Grid Management, Thermodynamics and Weapon Upgrades skills.
Not sure where to even begin here. A)CPU Management doesnt belong, it is CPU not power and thus is not an engineering skill. CPU Management would be better suited in the Electronics System category. B) It makes no sense referring Nanite control to Neurotoxin Control and leaving Nanite Interfacing and Nanite Operation by its name. If you want to change one, be consistent and change all related. So you would have Neurotoxin Interfacing and Neurotoxin Operation. Be sure to also change the name of the item that these use like Nanite Paste to Neruotoxin Paste. If you do not do these things, you only create confusion where there was clarity before. Personally Id say leave the name for all nanite skills the way they are and save yourself some work.
The Planet Management skill group needs to stay exactly where it is. It makes no sense spreading 5 skills that are only useful for PI over multiple categories not related to each other.
Spaceship Command needs to stay Spaceship Command, not Spaceship Piloting. This is an adult game, not for 6 year olds. Adults understand the concept of what commanding a spaceship means, we don't need to play it down to grammar school grammar.
I like most of the categorizing but as for the 5 major skill renaming, they should stay the same. Leave electronics where it is instead of CPU Management. By doing so, the Electronics skill can be the anchor for the Electronics category. Having Engineering remain the same is the anchor for the Engineering category. It makes zero sense to change the two at all. Let eve players read the descriptions for these skills to better understand what they are. THAT is why the descriptions are there in the first place. The names are to invite a bit of reality to it. Targeting is also fine the way it is; however, you could rename Multitasking to Multiple Targeting or even stick with Advanced Targeting. As I stated with Nanite Control, that too should stay as is. |