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Valiant Brightstar
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Posted - 2007.02.26 22:33:00 -
[1]
Edited by: Valiant Brightstar on 26/02/2007 22:31:40 Producing a Raven is just as easy as producing a veld mining crystal.
In a game that seems to have no particular qualms with creating skills solely to increase subscription time it's a wonder to me that there isn't a skill tree dedicated to making production a true profession.
Have the devs ever discussed deepening the production skill tree? What are the downsides to making production a more specialized profession like say being a covert ops pilot? Shouldn't it take more dedication and time to learn how to create a battleship versus a shuttle?
How about we get some Adam Smith going and get some division of labor? Wealth of Nations anyone?
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Nicocat
Caldari New Age Solutions New Age Solutions Amalgamated
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Posted - 2007.02.26 22:44:00 -
[2]
No. I like being able to build a Typhoon and the ammo that goes in it with a pittance of industrial skills. It's a good way to spend ratting loot without having to look up an industrial-specced character every time you die.
Originally by: Splagada SEED ME DADDY
Down with alts! One character per account per IP! |
Joachim Winter
Gallente Smoking Hillbillys The Volition Cult
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Posted - 2007.02.26 22:49:00 -
[3]
Yes it should be much harder I've always thought so, would promote more temwork etc which is what this game is meant to be all about.
Of course you will get all the mumpties who love to play this game as though it were single player moaning about how they want to be able to do everything by themselves without having to divert time from their precious fighty skills or god forbid make some friends.................
-------------- "If fishes were wishes we'd all cast nets" --------------
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Malthros Zenobia
Caldari Independent Navy Reserve
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Posted - 2007.02.26 22:49:00 -
[4]
I've noted the utter lack of a 'producer' profession a few times.
The sad thing is most players want to be able to produce pretty much every t1 mod without training skills, personally, I see no excuse as to why someone with 250 sps in industry should be able to build anything bigger than a shuttle.
No reason for there not to be a need for dedication for production.
Originally by: kieron The Carrier was never intended to be a solo OMGWTF mission-farming PWNmobile.
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Paper Doll
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Posted - 2007.02.26 22:54:00 -
[5]
while it would be nice to see some 'advanced' skills in the area (advanced production efficiency, etc), i don't think that nerfing the exisiting system is the way to go. for building t2 items and rigs, you do need specific skills - and i imagine that t3 will be the same.
right now anyone with a lot of skill points in industry (and trade for example) has a huge profit advantage over those that do not.
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Haffrage
Less than Ideal
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Posted - 2007.02.26 22:59:00 -
[6]
There are specific facilities in manufacturing warehouses. This is why there are drone, ammo, module, and small/medium/large/capital ship manufacturing arrays in poses. It's also why there's different kinds of R.A.M.'s. You're not building these things with your own two hands, you're paying (or forcing via threats of death if you have sovereignty of the station) the itty bitty npc peoples to do it for you, and they use the necessary equipment themselves.
But how skills modify that I'll never know. -----
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Durham Elysion
Solar Wind
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Posted - 2007.02.26 22:59:00 -
[7]
With 300k SP in industry I strongly concur!
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Fenderson
OLE Mining Corp Miners With Attitude
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Posted - 2007.02.26 23:39:00 -
[8]
there already is a more advanced skill tree for manufacturing. its called t2.
t2 construction requires race specific skills, ship class specific skills, and ship class specific components.
also anything related to invention can be termed as "producer skills"
got new corp, need new sig. mail me ingame. |
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