Arthur Trueshot wrote:Your main problem to me is actually you want to give the certifs only to the ships.
If you want to fly a frigate you need either afterburner or microwarpdrive and in some rare cases both but for most of the frigs you can't say if you need one or the other it depends what you want to do with it. This means the the "afterburner" part of the navigation certif should not be linked to a ship but to the afterburner module itself or to a fit which uses it.
In my opinion it would be really nice to have the different requirements liked to different objects like on a gun here is what you need to be good with this gun. Saying you need those gunnery (for example) skills on that ship doesn't really make sens and produces nonsense like having all weapon certifs on the gnosis.
On the ship please concentrate on the essential part of the ship like as example :
- bs have higher fitting requirements than frigs.
- Bs need to be able to target further away than frigs
- Bs need better cap skils
If after that you can "compile" the different certif from the different modules/rigs/ship of an fit and generate here is what you should have to fly this fit mediocre, normal or "to his best". Then, I think, you would have something useful people would use.
While I understand the benefits of that type of system the biggest loss would be direction. Lets be honest, most players that use this will be newbies who have no idea about variations in fittings. They look at a ship bonus and assume thats what should be fitted. Now we know that you dont have to fit projectiles to say a rifter for it to be effective. However, we also have experience and skills to compensate for the bonus loss.
A new player who is training into, again a rifter, needs to have a solid idea of what the ship does first before they play around with what they can do with it. By slapping projectile certificates on the ship it shows them that they would need to train projectiles first to use the ship effectively. If they are low in gunnery skills then they need the bonus to get that extra firepower until they've trained up their support skills a bit more. Once they have, then choosing lasers on a rifter then isn't as bad. However, by that point in time they should have a feel for what makes the ship work well and thus will not use the mastery as a guide.
I think if we attach to modules we take away that sense of what to train for the ship to make it effective for low skilled players just getting into it.