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Zoltan Cole
All-Out White Stag Exit Bag
6
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Posted - 2016.09.03 22:45:08 -
[1] - Quote
Just 1/4 the training requirements between factions.
E.g., maxing cap or navigation skills just to fly a single ship is a ludicrous idea. There's nothing interesting about the journey of maxing support skills, and cap is extremely limited on many fits without V skills, especially cruisers. Speed can be the factor between getting in and out of a fight or just not being able to catch the opponent.
There's not much to discuss. This is exclusively helpful for the game, without detriment to it.
Enjoy. |

Zoltan Cole
All-Out White Stag Exit Bag
6
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Posted - 2016.09.03 23:16:34 -
[2] - Quote
Elenahina wrote:[Memeing]
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Zoltan Cole
All-Out White Stag Exit Bag
6
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Posted - 2016.09.05 03:32:23 -
[3] - Quote
Zhilia Mann wrote:No. Faction-specific supports are an awful idea. Right now, maxing supports means you never have to touch that boring stuff again. You've arrived. That mountain is behind you. You're now free to cross-train.
Under this proposal, you have to do it all over again when you hop races.
The issue isn't time per se. The issue is a psychological barrier. Cutting it up into smaller chunks and requiring it in different intervals actually raises that barrier and discourages cross-training. They're boring because they're ludicrous. Making them per-faction (small, simple) ensures that fresh subs find joy.
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Zoltan Cole
All-Out White Stag Exit Bag
6
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Posted - 2016.09.05 04:57:49 -
[4] - Quote
Rawketsled wrote:Zoltan Cole wrote:Zhilia Mann wrote:No. Faction-specific supports are an awful idea. Right now, maxing supports means you never have to touch that boring stuff again. You've arrived. That mountain is behind you. You're now free to cross-train.
Under this proposal, you have to do it all over again when you hop races.
The issue isn't time per se. The issue is a psychological barrier. Cutting it up into smaller chunks and requiring it in different intervals actually raises that barrier and discourages cross-training. They're boring because they're ludicrous. Making them per-faction (small, simple) ensures that fresh subs find joy. Explain to me like I'm five, how does having racial support skills ensure that fresh subs find joy?
Zoltan Cole wrote:They're boring because they're ludicrous.
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Zoltan Cole
All-Out White Stag Exit Bag
6
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Posted - 2016.09.05 13:47:22 -
[5] - Quote
Lugh Crow-Slave wrote:what i'm saying is you need PG V to get grav physic you need grav physic IV to fly a hic and then grav physic is also need for invention and R&D. if you split PG how do you make something like this chain work w/o having a bunch of redundant skills Grav physics isn't a support skill, m8. |

Zoltan Cole
All-Out White Stag Exit Bag
6
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Posted - 2016.09.05 15:18:01 -
[6] - Quote
Zan Shiro wrote:Zoltan Cole wrote:They're boring because they're ludicrous. Making them per-faction (small, simple) ensures that fresh subs find joy.
How? Bitters like me have these, and 5'd. Fly what you did before patch the ccp way....so bitters have all these 5'd day 1. Insert the we can't catch up quickly uproars here....1 step forward, 2 steps back here really. Fresh meat comes in goes I want this new race now. WTH...I have to redo this all over again. This kind of eve's allure over other games. Rerolls at level 1, nothing carries over. I found it tiresome in time. WHy I liked eve. WU/AWU 5 suck balls I won't lie. But when its done, its done. Unless you roll cap alts...and that's a player decision to relive the pain lol. Crosstrains are the weakness here. Fast to 1 race....annoying as hell to tack on new ones. More annoying than just being done. Also pirate rebalance time....again. What support skills do they use for max ship stats? Especially on the less cut and dry ships like nightmare and mach. Unlike gurista who heavily fall under caldari (fluff reasons, fatal and the rabbit stuff) other pirate races are all over. Nightmare is caldari and amarr. Whose cap skills take precedence? Amarr makes sense to me (controlling race of the primary weapon), someone will argue caldari. And we'd both be right lol. So that they experience ships with full stats before they unsub. The industry is ripe for skillful gameplay, based on knowledge, which an SP wall is nothing of. |

Zoltan Cole
All-Out White Stag Exit Bag
6
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Posted - 2016.09.05 15:42:46 -
[7] - Quote
Lugh Crow-Slave wrote:Zoltan Cole wrote:Lugh Crow-Slave wrote:what i'm saying is you need PG V to get grav physic you need grav physic IV to fly a hic and then grav physic is also need for invention and R&D. if you split PG how do you make something like this chain work w/o having a bunch of redundant skills Grav physics isn't a support skill, m8. sigh.... train reading comprehension to at least level one please. PG is the support skill in question I'm asking how grav physics would work as it needs that skill. understanding that try re-reading that dialog chain. If PG was 4 skills but the same train, "redundancy" isn't really an argument vs. how fun it would be flying ships to their balanced tunings. |

Zoltan Cole
All-Out White Stag Exit Bag
6
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Posted - 2016.09.05 17:04:37 -
[8] - Quote
Lugh Crow-Slave wrote:Zoltan Cole wrote:Lugh Crow-Slave wrote:Zoltan Cole wrote:Lugh Crow-Slave wrote:what i'm saying is you need PG V to get grav physic you need grav physic IV to fly a hic and then grav physic is also need for invention and R&D. if you split PG how do you make something like this chain work w/o having a bunch of redundant skills Grav physics isn't a support skill, m8. sigh.... train reading comprehension to at least level one please. PG is the support skill in question I'm asking how grav physics would work as it needs that skill. understanding that try re-reading that dialog chain. If PG was 4 skills but the same train, "redundancy" isn't really an argument vs. how fun it would be flying ships to their balanced tunings. .... what???? how would you handle a situation like grav physics? The same as any other that affects ship progression. |

Zoltan Cole
All-Out White Stag Exit Bag
6
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Posted - 2016.09.06 12:55:36 -
[9] - Quote
Zan Shiro wrote:EANM also came to mind. Support skills hull upgrade and mechanics to use and unlock t2 in time. How are these working with racial hull upgrade and mechanics.
All in one universal mod like this is not getting full unlocks from 1 racial train time reduced by 75%. Wants to be race based...lets take this all the way. Exp-minmatar, kin-caldari, em-amarr, therm-gallente. this would be the new way to complete EANM. EANM II requires Hull Upgrades V. Ever ship benefits from armor, so every faction has to have a version of the skill.
Zan Shiro wrote:8 skills to do what 2 does now (hull upgrade and mechanics). Not really progress...the same time needed in the end to be complete. An 11D skill becomes 2.75D. Feel free to tell me how nice that is for fresh characters. |

Zoltan Cole
All-Out White Stag Exit Bag
6
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Posted - 2016.09.09 15:49:48 -
[10] - Quote
Lugh Crow-Slave wrote:Zoltan Cole wrote:Lugh Crow-Slave wrote:
.... what????
how would you handle a situation like grav physics?
The same as any other that affects ship progression. so split it into four skills? is that what you are saying? why are you being so vague? if that is what you mean then how do we handle all of the mods that have the skill as a prerequisite or all the BPs that use that skill in invention Issue? We're talking about skill requirements.
Edit: Also
Quote:It's not a support skill. |
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