
ER0X
Amarr Viziam
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Posted - 2008.10.26 03:01:00 -
[1]
Hi Zulupark.
Not so long ago I had a TS conversation with an extremely competent, corp mate, Sabre pilot about how heÆd begin his approach while using the ship to lock down a target and was quite surprised by the reply. I feel itÆs always interesting to hear how others achieve results. I completely agree with your remarks on getting into a ship and actually flying it as opposed to just using EFT or other out of game tools because IMO ships handling can produce subtle differences depending upon the selection of modules and/or ammo used.
Having said that my question is do you or the development team envisage the inclusion of in game tools that can be used by æallÆ similar to EFT, Quick fit or Eve-Mon? I know you have answered a similar question prior to this however I feel IÆm asking a completely different question if you bare with me.
Do you think the inclusion of such tools would not only be of benefit to older players wishing to tinker with ship fits but could also be incorporated into the, soon to go live, certificate system for new players and become part of a graduation process if you like. Not necessarily included in a tutorial, rather included in a starting or secondary mission scenario. Its use for new players, to help overcome how daunting Eve can be in the first few days of play. Of course any such graduation process may well be viewed as spoon feeding new players however I donÆt see it that way especially if this statement by CCP Greyscale is applied;
Quote: On top of this, each ship can now have a list of "recommended certificates" associated with it. These are very strictly recommendations, and meeting or failing to meet the recommended levels has absolutely no impact on flying the ship in and of itself - you can safely ignore the entire thing and it won't make the slightest bit of difference.
Might it be possible to also combine the functionality of the cert system with, say, aspects of Eve-Mon an example could be to build possible skill plans with completion data? Not to be confused with a skill queue, however if a skill queue were implemented at a later date it could interact seamlessly with a feature such as this.
Would it make sense to integrate these ideas into the ambulation project as it reaches its conclusion, contributing to the new player experience adding emersion and realism to faction warfare, industrialisation or the mission storyline aspect?
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