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Pottsey
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Posted - 2005.12.08 12:32:00 -
[1]
ôIn TQ you need going by the modules description and skills needed Squadron Command V and Wing Commander I to use a Command processor.ö You donÆt need Wing Command, where did you get that from? But I agree The new ships should need Squadron Command V
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Pottsey
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Posted - 2005.12.08 12:40:00 -
[2]
ôIf you want to use command processor you need Squadron V and Wing commder Iö No you donÆt. For starters the Wing Comm skill book is not out. Secondly command processor donÆt need it. Go check the modules.
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Pottsey
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Posted - 2005.12.08 13:34:00 -
[3]
ôthere doesn't have to be a skill link between the ship and the potential mods u can fit on it.ö ôa geddon gives u a bonus to large energy turrets but u dont need to have large energy turrets trained to be able to fly the ship.ö The difference here is the ship has the modules built in, not as an extra fitted module. Would you be happy for a geddon with a built in energy turret to be useable by someone without the needed energy turret skill? ThatÆs whatÆs happening with TC BC's they have modules built into them which everyone else has to train up to use.
ThatÆs why I agree with Esotera if a ship has built in modules the same skills to use the modules should be in the list to fly the ship.
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Pottsey
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Posted - 2005.12.08 14:20:00 -
[4]
ôon a domi allows u to use a 6th drone without having the required pre req. isn't that the same as here ie the ships own bonus allows it to do things that other ships need an extra skill for as it is specialised in that role?ö Not quite the same as the Domi you do need the pre required skills before you can use the bonusÆs and you cannot use that 6th drone without having the drone skills.
The way to treat the Domi bonusÆs is it adds +1 to your drone skill level and adds +1 to the level cap so in effect you have a level 6 skill or at max level it becomes a level 10 skill. The Domi is not letting you fit new stuff only increasing the skill cap.
The TC2 BC is letting you use a module that the T1 pilots have to train up 1.2 million skill points for.
The Fleet Command ship should need those 1.2mill skill points trained before you can fly it. ItÆs not right that the T2 leadership based ships needs less leadership skills to fly then the T1.
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Pottsey
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Posted - 2005.12.08 17:09:00 -
[5]
ôThe motherships all get +1mod/level - should they require squadron command 5? (serious question - I like people to be consistant in their positions)ö In the case of the Mothership I would have it as an optional skill. So those with squadron command 5 get the +1 mod per level bonus. Those without squadron command 5 can still fly the ship only they donÆt get the bonusÆs. Its a shame ships dont have an optional style bonus that's only active when you have a skill.
Back on the difference between T1 and T2. What should the skill difference be between using T1 and T2. Should T2 take 2 million more skill points, 4mill, 8mill? Something else?
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Pottsey
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Posted - 2005.12.09 08:22:00 -
[6]
Edited by: Pottsey on 09/12/2005 08:24:32 I agree that the skillpoints are on the high side but what about keeping Squad Command level 5 for the Fleet command and getting rid of the logistics skills? ItÆs not like the ship uses any of the logistics skills or modules.
Actually I do like the logistics skills being part of the ship for a roleplay point of few but it seems like the best skill to cut out.
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