
Atkyaz Dreadstalker
Killer Sea Monkeys
4
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Posted - 2014.08.09 03:06:00 -
[1] - Quote
So, We are looking at adding advanced industry skills. Something that will add game play to veteran players, without gimping new players. Some thing cool, that adds utility, but not advantage.
I am thinking just based on the name, advanced industry, it should be stuff that adds advanced abilities due to exceptional understanding of how industry works.
1- this one is a little far fetched, but might be cool. How about a skill like re-engineering, you can re-engineer modules to raise their meta level. This would allow highly experienced industrial players to produce modules that are otherwise only available as loot drops. Rather than just the basic meta 0 or T2 stuff. Maybe even so far as to re-engineer T2 meta 5 level modules into faction modules, or Faction modules into ded modules.
It would of course all need to be chance based, just like invention. The chances of getting a ded module could be low, say 10% chance of success, keep in mind you would be starting with an expensive faction module, While producing the common meta 4 from basic T1 would be a 95% chance with the skills maxed.
2- What about a skill that increases specialized cargo holds, like ore holds or fleet hangers, not normal cargo as that would require freighters to be rebalanced again. I am thinking understanding of advanced industry and how ships are built allows you to make better use of specialized cargo space adding say a 4% per level bonus to specialized cargo bays (20% at level 5). At level 5 it would be equal to an expanded cargo hold module, except that those holds are not affected by the modules, so not stacking issues. it would add a way to enhance those special cargoholds.
3- It would be really cool to have a set of skills that when trained by a CEO can affect attributes of POSes owned by the corp they are CEO of. Having a complete understanding of advanced industry (skill to 5) allows you to get the most out of starbase towers owned by your corp. perhaps several skills affecting anything from power grid and CPU, to shield and armor resists, or even fuel consumption.
My point is, having advanced industry trained to 5 as a prerequisite does not necessarily mean the skills have to be directly industrial related, they could be skills that allow you to apply industrial knowledge and understanding to other tasks.
That knowledge could even go into combat skills. for example, being an expert in advanced industry allows you to push the systems of your ship a little further than a pilot without detailed knowledge of how those systems are constructed.
4- Say for example, have a high tech weapons upgrade fitting skill that has both advanced industry and Advanced weapon upgrades as prerequisites. it reduces fitting costs of weapons just a little bit further. I am thinking about how Scotty on star trek was able to enhance the performance of the enterprise through detailed knowledge of how the systems were put together and how they worked. i.e. advanced industrial knowledge. Put that knowledge to use outside of just the construction of the equipment. |