
Hans Tesla
RigWerks Incorporated
51
|
Posted - 2014.06.10 18:29:00 -
[1] - Quote
I think rigs should stay separate and be unable to be fitted w/o appropriate skills. They're supposed to be different than modules, but have lost a lot of flavor over the years and now feel like modules with annoying penalties (removing destroys + penalties). It also seems like the simplest fix rather than creating all new rules for rigs.
Alternately... maybe the penalty that is applied should be based on the skill of the rig fitter rather than the skills of the ship pilot. It kind of makes more sense that way in any event. I could see this causing a lot of tears though for people who aren't interested in training those skills. But it would be kind of nice and add an extra level to the economy. Hell, you could even incorporate the manufacturing teams into that deal and riggers could bid on tuner teams to help them, reducing the penalty even further. Head Rigger In Charge |

Hans Tesla
RigWerks Incorporated
52
|
Posted - 2014.06.11 16:17:00 -
[2] - Quote
CCP SoniClover wrote:Regarding rig fitting, the skill requirement has never made a whole lot of sense there as it can so easily be bypassed by simply having another character fitting the ship for you. So we want these new changes to apply to rigs as well. The long term plan for having the skills be more meaningful is to increase the drawback, but increase the effectiveness of the skills in reducing the drawback, similar to some of you have been suggesting. This change would also involve giving drawback to rigs that don't currently have any drawback (like the Ancillary Current Routers). The Jury Rigging skill can probably remain as is, as it is requirement for other skills and used in production. This change will not happen in Crius, but sometimes in the following releases.
Not a particular fan of the change and doesn't feel like a "Little Thing" if it is going to possibly end up breaking fits. With that said, it isn't a game-breaker, but I have an alternate suggestion.
If it were possible, I think a far more interesting approach would be for rigging to become a specialty service, something akin to reprocessing (probably not a perfect corollary since reprocessing skills are inexplicably required to use mining crystals, but I think it makes sense to a degree). Generally, indy corps are going to have one or two folks with really good reprocessing skills and standings to maximize their reprocessing capability. I think it would be interesting if they had a Corp Rigger who "tuned" the corp fleet and was far more capable at it than line members.
As it currently stands, the skills required to produce, fit, and fly a rigged ship effectively are interchangeable: Jury Rigging and the X Rigging skills. Because they are all intertwined, there isn't really a space for a specialist to operate. I think if you wanted to make more meaningful interchange between players, you could tie the drawback penalty to the rigger rather than the pilot. I don't really understand the mechanics of the underlying code, so I have no clue if a ship can gain a flag of some sort based on being fit with a rig by a certain skill-leveled individual. But if it could, pilots wouldn't need to train the skills to benefit from rigs and it would incentivize riggers to train their skills to max capability so they can offer their "lowest drawback" services to pilots.
Just my thoughts and only applicable if we're talking about making more than a "Little Thing" change to Rigging. Head Rigger In Charge |