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Thread Statistics | Show CCP posts - 10 post(s) |
Murk Schattenspinner
Twinstar Universal Services
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Posted - 2006.11.08 11:25:00 -
[1]
Hello,
I have a question I didnt find answered yet (Sorry if I just missed it):
I know rigs need skills. However do I need the skills to use a rig or to install it or both? So basically can I - when I have the skills - install a rig into a ship and then hand out that ship to someone who does not have that skills for this rig? Can he board the ship and get the rigs bonus?
Thank you.null
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Murk Schattenspinner
Twinstar Universal Services
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Posted - 2006.11.08 11:25:00 -
[2]
Hello,
I have a question I didnt find answered yet (Sorry if I just missed it):
I know rigs need skills. However do I need the skills to use a rig or to install it or both? So basically can I - when I have the skills - install a rig into a ship and then hand out that ship to someone who does not have that skills for this rig? Can he board the ship and get the rigs bonus?
Thank you.null
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Archi Viralfury
Gallente
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Posted - 2006.11.08 11:47:00 -
[3]
I would imagine that the rigs would work exactly like modules do, if yo dont have the skills to use the rig it will be offline when traded.
Given the fact that as far as im aware the skills required to test rigs have been given to all on sisi for testing purposes, it would be impossible to test this out and find the answer as of now.
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Archi Viralfury
Gallente
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Posted - 2006.11.08 11:47:00 -
[4]
I would imagine that the rigs would work exactly like modules do, if yo dont have the skills to use the rig it will be offline when traded.
Given the fact that as far as im aware the skills required to test rigs have been given to all on sisi for testing purposes, it would be impossible to test this out and find the answer as of now.
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Naran Darkmood
Gallente
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Posted - 2006.11.08 11:48:00 -
[5]
Originally by: Archi Viralfury Given the fact that as far as im aware the skills required to test rigs have been given to all on sisi for testing purposes, it would be impossible to test this out and find the answer as of now.
It might work with a newly created character, as I don't think they add all the necassary skills on creation
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Naran Darkmood
Gallente
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Posted - 2006.11.08 11:48:00 -
[6]
Originally by: Archi Viralfury Given the fact that as far as im aware the skills required to test rigs have been given to all on sisi for testing purposes, it would be impossible to test this out and find the answer as of now.
It might work with a newly created character, as I don't think they add all the necassary skills on creation
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Jinx Barker
Gallente Federal Bank Ratel Alliance
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Posted - 2006.11.08 18:50:00 -
[7]
Originally by: Murk Schattenspinner Hello,
I have a question I didnt find answered yet (Sorry if I just missed it):
I know rigs need skills. However do I need the skills to use a rig or to install it or both? So basically can I - when I have the skills - install a rig into a ship and then hand out that ship to someone who does not have that skills for this rig? Can he board the ship and get the rigs bonus?
Thank you.null
This is actually a very good question. After playing with Rigs for a while, it would appear you only need skills to install it. Because, as soon as you install it, it becomes part of the ship, and there is no way to put the rig "offline".
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Murk Schattenspinner
Twinstar Universal Services
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Posted - 2006.11.13 21:53:00 -
[8]
Anyone else?
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FalconHawk
Amarr Falcon Advanced Industries
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Posted - 2006.11.13 22:05:00 -
[9]
as far i could check it (thx for taking sisi down ..) there are no skills for rigs, you can use them at once, but you need the skills to reduce the drawbacks.
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Malena
Perpetual Dawn
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Posted - 2006.11.13 22:07:00 -
[10]
Is there a screenshot somewhere of how much space for rigs each ship has? I have seen the shots of each rig, and how much rig pointage they take up, but not any of what each ship takes up. Even the screenshots of the tier 3 bs and tier 2 bc do not show an attribute for that that I can see.
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Jocca Quinn
Matari BackBone
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Posted - 2006.11.13 23:19:00 -
[11]
Do rigs take up CPU and Grid or as the previous poster suggests there is a "Rig point" allocation ?
JQ
none of us are free as long as one of us is chained none of us are free |
Bellum Eternus
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Posted - 2006.11.14 00:20:00 -
[12]
Edited by: Bellum Eternus on 14/11/2006 00:21:44 Rigs do indeed require skills to use. If you don't have the skills, you can still use the ship, the rig benefits will simply not be there. Similar to having a module offline.
You can not install a rig unless you have the skill to use it. Rigs have 'calibration points' which are essentially grid points for rigs. Some rigs do however increase grid load, like most gun/missile rigs.
----------------------------------------------- "I said ENGLISH MOTHER******, DO YOU SPEAK IT?!?!?!" - Samuel L Jackson, Pulp Fiction |
Hubbins
Species 5618 Ascendant Frontier
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Posted - 2006.11.14 02:20:00 -
[13]
To install rigs you need a skill called "jury rigging" to at least 3 and for each type of rig you install you need its skill at at least 1 (ex. shield rigs need "shield rigging")
To build it I believe it is the same thing plus industry 1.
But the big question is can you transfer a ship with rigs to someone who doesn't have the skills to use that rig?
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Bellum Eternus
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Posted - 2006.11.14 03:51:00 -
[14]
Originally by: Hubbins To install rigs you need a skill called "jury rigging" to at least 3 and for each type of rig you install you need its skill at at least 1 (ex. shield rigs need "shield rigging")
To build it I believe it is the same thing plus industry 1.
But the big question is can you transfer a ship with rigs to someone who doesn't have the skills to use that rig?
yes, it just doesn't get the rig bonuses.
----------------------------------------------- "I said ENGLISH MOTHER******, DO YOU SPEAK IT?!?!?!" - Samuel L Jackson, Pulp Fiction |
Malena
Perpetual Dawn
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Posted - 2006.11.14 16:23:00 -
[15]
But how many points/slots does each ship have? Anyone seen any screenshots around? And it is like implants for ships (each ship having a certain number of slots) then how come there are point values assigned to the rigs themselves?
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Khralen
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Posted - 2006.11.14 21:49:00 -
[16]
Calibration points haven't been introduced yet. right now, you can fit anything to anything. And, yes, all rigs require skills, but everyone was given the skills on sisi.
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Jiekon
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Posted - 2006.11.14 21:52:00 -
[17]
this is a very good question, i`ll try to find out the answer tomorrow when i get into the office. ___________________________ ~Jiekon
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Hex'Caliber
Gallente
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Posted - 2006.11.15 09:38:00 -
[18]
The number of rigs is limited to ship type, check out the screen shots of the fitting screens, the new boxes at the bottom of the screen are the slots for rigs. As already stated, in live each ship will have a set number of calibration points from which to draw upon when fitting rigs like the cpu/pg reqs for other fittings.
Without the appropriate fitting skill even if it were possible to transfer a ship with rigs the penalties would most likely be so severe that other modules could go offline. Many rigs penalties reduce pg, CPU, speed; increase sig radius etc, the only way to reduce the severity is to train the appropriate fitting skill. From what I remember the bulk of penalties are too severe to consider fitting without a few levels in the correct fitting skill. Sure there are a few combinations where the penalty will not really affect ship x, but the useful rigs tend to hit ship stats where it hurts and really need close to maxed fitting skills to be really viable.
SISI testing ôDonÆt forget to start the log server before the client; the logs are needed for bug reports when something goes wrong.ö Regards HexCaliber
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ArchenTheGreat
Caldari Yesodic Nomads Corp Triumvirate.
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Posted - 2006.11.15 11:42:00 -
[19]
I know you can't remove rigs from ship but I would love to experiment with setups using regular modules AND rigs. Maybe make it so one can remove rigs just after installing them. Make them unremovable after undocking/trading ship/closeing fitting screen.
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Hubbins
Species 5618 Ascendant Frontier
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Posted - 2006.11.15 16:50:00 -
[20]
If they showed a preview of the bonus and penalties they would give like mods do now I would be happy.
ex. you hold your mouse over a shield extender and it shows your total shields with the extender. I want that for rigs as well. Then we wouldn't waste them or have to remove them.
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Malena
Perpetual Dawn
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Posted - 2006.11.15 17:29:00 -
[21]
Originally by: Jiekon this is a very good question, i`ll try to find out the answer tomorrow when i get into the office.
Any result?
Originally by: Hex'Caliber The number of rigs is limited to ship type, check out the screen shots of the fitting screens, the new boxes at the bottom of the screen are the slots for rigs. As already stated, in live each ship will have a set number of calibration points from which to draw upon when fitting rigs like the cpu/pg reqs for other fittings.
So maybe I am blind, but I am looking at Darklord's screenshots, and don't see anything on the ships themselves about rigs, no matter which screen I look at. If you have someplace with more recent screenshots, by all means..post a link. I am still a bit confused though...you state that at the bottom of the screen the slots for rigs are shown, but the next sentence you state that they have a set number of calibration points. I can see the possibility of both so that a ship couldn't have a huge number of low calibration point rigs, but it would still require a total value for calibration points available, or it would require that the rigs take up slots, not calibration. In other words, if it is going to be both, then both rigs and ships need to have the slots and calibration points in their description/fittings. If it is one, then it needs to be consistent. I am not saying it hasn't been updated since the screenshots were taken/posted, because I don't know...I am saying that I would like more info, and this appears to be something that needs looking at.
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Nachtjaeger
Minmatar Silent Services Research
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Posted - 2006.11.15 18:12:00 -
[22]
All ships have rig slots, 3 for a tech 1 ship, 2 for a tech 2 ship. Each rig "costs" a set number of calibration points, unfortunately the fitting screen doesn't show how many calibration points a ship has.
So basically you are limited by two factors, number of slots and the calibration points of each rig.
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Jiekon
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Posted - 2006.11.15 20:48:00 -
[23]
Originally by: Malena
Originally by: Jiekon this is a very good question, i`ll try to find out the answer tomorrow when i get into the office.
Any result?
Originally by: Hex'Caliber The number of rigs is limited to ship type, check out the screen shots of the fitting screens, the new boxes at the bottom of the screen are the slots for rigs. As already stated, in live each ship will have a set number of calibration points from which to draw upon when fitting rigs like the cpu/pg reqs for other fittings.
So maybe I am blind, but I am looking at Darklord's screenshots, and don't see anything on the ships themselves about rigs, no matter which screen I look at. If you have someplace with more recent screenshots, by all means..post a link. I am still a bit confused though...you state that at the bottom of the screen the slots for rigs are shown, but the next sentence you state that they have a set number of calibration points. I can see the possibility of both so that a ship couldn't have a huge number of low calibration point rigs, but it would still require a total value for calibration points available, or it would require that the rigs take up slots, not calibration. In other words, if it is going to be both, then both rigs and ships need to have the slots and calibration points in their description/fittings. If it is one, then it needs to be consistent. I am not saying it hasn't been updated since the screenshots were taken/posted, because I don't know...I am saying that I would like more info, and this appears to be something that needs looking at.
I have to double check with the person in charge or rigs, at the moment, it appears you only get the bonus from rigs if you have the skill to use them. Unfortunately the guy in charge was pretty busy today, so i`m hoping to stab him in the eye tomorrow about this. ___________________________ ~Jiekon
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Mesasone
Gallente Vogon Deconstruction Fleet Ratel Alliance
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Posted - 2006.11.15 21:09:00 -
[24]
Originally by: Bellum Eternus Edited by: Bellum Eternus on 14/11/2006 00:21:44 Rigs do indeed require skills to use. If you don't have the skills, you can still use the ship, the rig benefits will simply not be there. Similar to having a module offline.
You can not install a rig unless you have the skill to use it. Rigs have 'calibration points' which are essentially grid points for rigs. Some rigs do however increase grid load, like most gun/missile rigs.
I am curious on how you know this? On Sisi, everybody was automactically given all the skills for the rigs, so there is no way to test the effect of the rigs with characters that can't use them... because on SiSi, everybody can use all of them...
It's great not being Amarr, ain't it? |
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Jiekon
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Posted - 2006.11.16 13:22:00 -
[25]
Ok, i asked around and did some testing and i can confirm....
<drum roll>
You can fit a rig to a ship, then give that ship to someone who does not have the skills to use rigs.
This will result in....
<drum roll>
The rig effect DOES work for the person who cannot fit them, they are given passively so as long as they are fitted they will effect the ship. ___________________________ ~Jiekon
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Patch86
Di-Tron Heavy Industries Freelancer Alliance
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Posted - 2006.11.16 13:32:00 -
[26]
Wow. I guess that brrings a whole new flavour to Rigs then.
Far from being something that all users are interested in- it'll be something at the manuufacturing end. Will really allow manufacturers to build "custom" ships for once.
Funky. -----------------------------------------------
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Paigan
Amarr Katsu Corporation
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Posted - 2006.11.16 13:37:00 -
[27]
Edited by: Paigan on 16/11/2006 13:41:21 uhm never mind. got it after the 5th time reading it my bad ^^ -- This game is still in beta stage |
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Jiekon
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Posted - 2006.11.16 13:43:00 -
[28]
Originally by: Patch86 Wow. I guess that brrings a whole new flavour to Rigs then.
Far from being something that all users are interested in- it'll be something at the manuufacturing end. Will really allow manufacturers to build "custom" ships for once.
Funky.
Yup ^_^ kinda like a new mini profession, Rig Fitter :-D ___________________________ ~Jiekon
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Shinshi Casoyako
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Posted - 2006.11.16 15:06:00 -
[29]
Ok the answer is very nice but.....
3 major problems arise from this.
1) You need to activly hand over a ship to another player. Ships need to be repackaged to put on escrow or on the market so rigged ships cant be put on the market. This means that only real active persons can be riggers.
2) How can you promote your rigs as product? If you dont need the skills to fly them than you cant sell rigs on the market on its own. Since we allready established the fact that you cant put a rigged ship on the market how will you be able to promote your products? Please dont say we need to put more cans into space to promote rigging.
3) How will a person know that the correct rigs are indeed on the ship? I dont know for sure but I dont think that it will show on showinfo on a essembled ship. Cause than it would be shown in space aswell when flying it. This is uber scamable.
How will we able to tackle these problems? . Seriously Have I Not Said How I Can Assist Some One You Are Killing Online? |
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Jiekon
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Posted - 2006.11.16 16:12:00 -
[30]
Edited by: Jiekon on 16/11/2006 16:13:13 It's not intended to be a whole new profession in Eve, how the players use this feature is up to themselves. ___________________________ ~Jiekon
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Shinshi Casoyako
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Posted - 2006.11.16 16:16:00 -
[31]
Not an answer I was hoping for but a political one nevertheless. I hope that the people of eve are protected by possible scams with riggers.
CHeerz . Seriously Have I Not Said How I Can Assist Some One You Are Killing Online? |
Ysolde Xen
Minmatar Liberal Trading Co Electus Matari
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Posted - 2006.11.16 16:57:00 -
[32]
Whoa am I reading this right:
Person A has the skills and fits a rig into a ship which s/he then gives to person B. Person B does not have the skills to use the rig and gets into the ship. Person B gets the rig bonuses anyway.
If this is true, then we have just opened up powertwinking in EVE whereby a higher SP player can pack out a ship with uber rigs and give it to a much less skilled character who shouldn't ordinarily be able to fly it. I thought the whole skill/time thing was supposed to stop powertwinking!?
Meh.
-----
It's not a crap ship, you're just flying it all wrong. |
MyOwnSling
Gallente RONA Corporation
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Posted - 2006.11.16 17:06:00 -
[33]
Originally by: Ysolde Xen Whoa am I reading this right:
Person A has the skills and fits a rig into a ship which s/he then gives to person B. Person B does not have the skills to use the rig and gets into the ship. Person B gets the rig bonuses anyway.
If this is true, then we have just opened up powertwinking in EVE whereby a higher SP player can pack out a ship with uber rigs and give it to a much less skilled character who shouldn't ordinarily be able to fly it. I thought the whole skill/time thing was supposed to stop powertwinking!?
Meh.
Without the skill, though, you don't have any reduction to the drawbacks of a rig, so there is still a downside to not having the skill. ------------- Stop whining. |
Sha'Uri Dark
Freelancing Corp Confederation of Independent Corporations
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Posted - 2006.11.16 17:18:00 -
[34]
Originally by: Shinshi Casoyako Ok the answer is very nice but.....
3 major problems arise from this.
1) You need to activly hand over a ship to another player. Ships need to be repackaged to put on escrow or on the market so rigged ships cant be put on the market. This means that only real active persons can be riggers.
2) How can you promote your rigs as product? If you dont need the skills to fly them than you cant sell rigs on the market on its own. Since we allready established the fact that you cant put a rigged ship on the market how will you be able to promote your products? Please dont say we need to put more cans into space to promote rigging.
3) How will a person know that the correct rigs are indeed on the ship? I dont know for sure but I dont think that it will show on showinfo on a essembled ship. Cause than it would be shown in space aswell when flying it. This is uber scamable.
How will we able to tackle these problems?
With the new Contracts System you will be able to sell fully fitted ships and such without having to do a direct trade with the other person.
------------------------------------------------- As a Freelancer the thoughts and opinions contained within this post are my own. Don't like them feel free not to complain to me about them. |
Helen Baque
Gallente Baque Industries
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Posted - 2006.11.16 17:39:00 -
[35]
Originally by: Shinshi Casoyako I hope that the people of eve are protected by possible scams with riggers.
Most humans are equipped with an anti-scam device early in the gestation process. It's mounted above the cervical vertebrae, within the topmost portion of the skeletal structure.
Sadly, most humans have never noticed this device, let alone maintained and used it. This has resulted in endemic breakouts of politics and religion.
-- I already have a girlfriend. Her name is EVE. ;-) |
Malena
Perpetual Dawn
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Posted - 2006.11.16 17:59:00 -
[36]
Jiekon, Is there any result on where we can find out how many points each ship has? I see the reply on the first page that says tech 1 ships have 3 slots, etc...but I have not been able to locate a place that shows how many points each class of ship gets, or each ship or however it will break down. Is it simply going to be that a tech 1 ship (regardless of tier) is going to get 3 rig slots, or are you going to have balance the "better" rigs against the rigging point attribute of the ship?
I.E. If I have a tempest, it is tier 2, but tech 1...will I be able to give it the same armor boosting rigs that I could give to the typhoon? Or will it have a lower point value because it is tier 2? I like the idea both ways, I am not trying to persuade, just trying to find out more.
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Jiekon
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Posted - 2006.11.16 18:21:00 -
[37]
Originally by: Malena Jiekon, Is there any result on where we can find out how many points each ship has? I see the reply on the first page that says tech 1 ships have 3 slots, etc...but I have not been able to locate a place that shows how many points each class of ship gets, or each ship or however it will break down. Is it simply going to be that a tech 1 ship (regardless of tier) is going to get 3 rig slots, or are you going to have balance the "better" rigs against the rigging point attribute of the ship?
I.E. If I have a tempest, it is tier 2, but tech 1...will I be able to give it the same armor boosting rigs that I could give to the typhoon? Or will it have a lower point value because it is tier 2? I like the idea both ways, I am not trying to persuade, just trying to find out more.
As far as i know, the calibration point system is being balanced so i have no further information about these at the moment. Sorry ___________________________ ~Jiekon
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Raketefrau
Caldari Di-Tron Heavy Industries
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Posted - 2006.11.17 16:15:00 -
[38]
This is wonderful if you ask me. I got into the game in the first place to be a builder, and this gives me a whole level of customization that changes everything, mostly for the better.
Like the people (Jess Ica, for example) who have built up reputations for their research businesses, hopefully we will develop some famous builders.
"Head on down to Nonni to Bob's Custom Capitals."
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deusine
Amarr Reykjavik University Corpus Maximus
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Posted - 2006.11.17 16:40:00 -
[39]
Originally by: Malena Jiekon, Is there any result on where we can find out how many points each ship has? ...
Like this.
Not very sexy, but the only way atm.
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Thor Xian
Vertigo One E.A.R.T.H. Federation
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Posted - 2006.11.17 17:29:00 -
[40]
Don't suppose anyone has a screen of the actual rig?
~Thor Xian, Material Defender
"Victory is the weakness of the enemy."
"It is better to die by my Autocannon, than to live for your Veldspar." |
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Malena
Perpetual Dawn
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Posted - 2006.11.17 18:04:00 -
[41]
Thanks Deusine Anyone else find it odd that a tech 2 ship has a much higher calibration allowance, despite only having 2 slots? Seems like it just increases the gap between tech 1 and tech 2, when I thought the point of rigs was to allow folks to close that gap? I like it better this way, tech 2 needs to be hard to get.
Thor...Linkage goes to screenshot thread.
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Bopque
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Posted - 2006.11.17 19:50:00 -
[42]
I was wondering as i see there are 8 rig slots will there be skills to open up the extra rig slots cause currently tech 1 ships can fit 3 rigs and tech 2 can fit only 2, It should only stand to reason that if there are 8 slots than u should be able to use them at some point. And also will there be skills to increase calibration points to fit said extra rigs and with no stacking penaltys with rigs and with corresponing modules fitted.well maybe a slight stacking penaly.And if u didnt intend to open anymore up than u shouldnt have given the extra slots.
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Bopque
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Posted - 2006.11.18 02:19:00 -
[43]
I see i havent had an answer yet plz somebody a dev preferrably respond.
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Jiekon
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Posted - 2006.11.18 11:15:00 -
[44]
Originally by: Bopque I see i havent had an answer yet plz somebody a dev preferrably respond.
It is unknown at this time whether you`ll be able to "add" rig slots (unlikely) or raise calibration points (maybe) ___________________________ ~Jiekon
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infraX
Caldari Finite Horizon The Red Skull
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Posted - 2006.11.18 15:16:00 -
[45]
Edited by: infraX on 18/11/2006 15:19:07 Edited by: infraX on 18/11/2006 15:17:55
Originally by: Jiekon Ok, i asked around and did some testing and i can confirm....
<drum roll>
You can fit a rig to a ship, then give that ship to someone who does not have the skills to use rigs.
This will result in....
<drum roll>
The rig effect DOES work for the person who cannot fit them, they are given passively so as long as they are fitted they will effect the ship.
Jiekon,
Just to confirm. What you are saying is that the end user (pilot of the ship) does not need the necessary skills to fit the rigs, because the rigs can be installed by a skilled industrial character and then the pilot can just be traded the ship and fly it with the newly installed rigs and have the benefits?
Meaning that the emphasis for rigging is on industrial characters and that combat pilots do not need to be skilled in rigging, just as they do not need to be skilled in ship building in order to fly the ship.
That's what it sounded like to me but I'm sure that's not what you meant because that just doesn't sound right to me.
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Jiekon
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Posted - 2006.11.18 16:35:00 -
[46]
yes, that is correct. You do NOT need the skills to benefit from the rig bonus. only to fit them ___________________________ ~Jiekon
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Bopque
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Posted - 2006.11.19 09:40:00 -
[47]
Originally by: Jiekon
Originally by: Bopque I see i havent had an answer yet plz somebody a dev preferrably respond.
It is unknown at this time whether you`ll be able to "add" rig slots (unlikely) or raise calibration points (maybe)
Well cmon why the hell did u guys put the extra slots then.Rigging was an awesome idea and as always u guys botch it.Like boosters why would anybody use them theres so many drawbacks in using them. Boosters were a good idea but useless in actual gameplay plz DEVS rethink these rigging and booster areas of the game.
The way i see it is this, u show me a diamond of an idea but when i get what should be a diamond what i really got was a cubic zirconia.
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Biohit
Amarr Imperial Shipment
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Posted - 2006.11.19 10:16:00 -
[48]
Originally by: Jiekon yes, that is correct. You do NOT need the skills to benefit from the rig bonus. only to fit them
How bonuses apply to rigs then? If someone with 1lvl skill install rig and then I buy that ship and have 5lvl in same skill, what drawback I will see? 9% or 5%?
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Kazuo Ishiguro
Caldari School of Applied Knowledge
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Posted - 2006.11.19 11:12:00 -
[49]
I apologise if anyone else has already asked about any of this, but here goes:
If I repackage a ship that has rigs fitted, what happens to the rigs? Can rigs be damaged, like modules can, once fitted to the ship? If so, can they be repaired in the same way? ---------- An idea for helping people to appreciate ECCM |
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Jiekon
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Posted - 2006.11.19 11:25:00 -
[50]
Originally by: Bopque
Well cmon why the hell did u guys put the extra slots then.Rigging was an awesome idea and as always u guys botch it.Like boosters why would anybody use them theres so many drawbacks in using them. Boosters were a good idea but useless in actual gameplay plz DEVS rethink these rigging and booster areas of the game.
The way i see it is this, u show me a diamond of an idea but when i get what should be a diamond what i really got was a cubic zirconia.
Boosters and Rigs are fine the way they are. You want that benefit? you have to take the drawbacks. The reason ships can have up to 8 rig slots is for future proofing, just the same way all ships *may* have up to 8 hi, mid, lo slots, it's to cater for variations in future ships
Quote: How bonuses apply to rigs then? If someone with 1lvl skill install rig and then I buy that ship and have 5lvl in same skill, what drawback I will see? 9% or 5%?
When you fly the ship, your skills affect the drawbacks. No skills? you take 10% drawback, level 1 skill? you take 9% all the way down to 5.
Quote: If I repackage a ship that has rigs fitted, what happens to the rigs?
They are permamently destroyed. ___________________________ ~Jiekon
Known Issues Bug Reporting
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Digioso
Caldari BGG Freelancer Alliance
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Posted - 2006.11.19 11:39:00 -
[51]
Will we get rigs to boost smartbombs too, to overcome the nerf that hitpoint boost brings on them?
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Malena
Perpetual Dawn
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Posted - 2006.11.19 15:18:00 -
[52]
Thanks for all the info Jiekon. It helps a lot.
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Jiekon
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Posted - 2006.11.19 15:20:00 -
[53]
Originally by: Malena Thanks for all the info Jiekon. It helps a lot.
you're welcome :) ___________________________ ~Jiekon
Known Issues Bug Reporting
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