
Tiberius Nazamir
The International Brotherhood of Asian Descent
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Posted - 2008.03.10 20:08:00 -
[1]
I'm in favor of the Local Channel being removed, has anyone considered adding a new skill set for Communications? Perhaps one skill that increases the range in jumps that your character can communicate with other ships. This would also effectively nerf the Corp and Alliance channels, as you might be able to receive a communication from someone with "Galactic Communications V", but not be able to send a reply with your "Galactic Communications II". This would also open up a doorway for training Comm skills that would let you, combining with Hacking skills, slice your way into another Corporation's Chat Channel. This skill could also combat Alliances occupying huge areas of space, forcing them to pull back, so that their ships can stay in comm range of each other. You could begin with the ability to communicate with anyone within your solar system or an adjacent system, then each level would add 5 jumps to the radius. Some ships (Logistics, Fleet Command and Covert Ops types, probably) might have a bonus on this range and a new Leadership skill might boost a Fleet's range, allowing for a large, multi-wing attack to communicate with each other. Signal Booster modules could also enhance the range, or signal beacons dropped by means of a Scan Probe Launcher. There are a lot of directions that Communications could take the game.
Some others have mentioned revising the Skill Training system by adding a Queue, dividing your SP with a Dual Skill system, or removing Learning Skills entirely. What do you plan to do with these ideas? What do you think about the idea of adding a new Learning Skill that would give your character the ability to Actively and Passively Train skills by using them. For example, I might be training to fly a Battleship, but I spend all my time in a Mining Barge getting the ISK to buy it. My "Passive Skill Points" are sent to Battleships, while my character studies how Battleships function. My "Active Skill Points" are going to Mining Barges, Mining and Refining skills relevant to the Ore I'm working, Drone Control, and Trade. Each ship or module would have a Skill Point Cap, where use of the item would stop adding to your points after you'd acquired a certain skill level, which promotes using T2 versions of items for this purpose.
Another way to pull of a similar idea would be to incorporate Experience Points in some way with Missions. After completing a Mission, you would be given a number of Skill Points to assign into skills relevant to the Mission you completed. So, a courier Mission might offer you some Navigation or Industrial Ship type Skill Points, while Combat Missions would offer you a wide variety of options.
Another Game Design idea might be to better employ the environment of space for combat purposes. Adding in modifiers to sensors and weapon effectiveness to account for things like fighting in an Asteroid Field full of a multitude of minerals that could scramble your sensors. Similarly, fighting in a nebula would have its own set of unique difficulties. This could offer you a new avenue with Sensor Related skills. Allow characters to train Transponder Skills to better identify targets, or mask their own Transponder to make it more difficult for people to see the bounty on their head.
~~~~~~~~~~~~~~~~ Tiberius Nazamir THe International Brotherhood of Asian Descent |