I’m probably the 50th person, at least, to suggest it. Just have a “Max Skills” optional checkbox in the top of the simulate window.
Alternatively, to give some synergy with the Certificates system and justify it’s existence, let the player optionally simulate a certifications level [1-5] for the simulated ship.
4 Likes
It irritates me when I make a ship fit and realize my implants are making it possible. Uhg.
2 Likes
Modeling skills AND implants would be the icing on the cake, 100% agree it would be positively received.
Im just asking for the BASICS here of a single checkbox for max skills…
Yes, I like the idea…
It should include a few different checkboxes as well…
Preferably a checkbox for Alpha / Omega skill level, checkbox for implants and a checkbox for boosters… When selected, those are also displayed in the fit link on separate tabs..
That way a player could quickly see just exactly what it takes to make a fit work…
DMC
o7
1 Like
All these features are available in third party tools like Pyfa.
While it could be nice to have such features in the in-game simulator too, I am a fan of keeping the in-game simulator simple and straightforward.
I don’t think this would be a feature that makes the in-game sim too complicated. Pyfa already handles this well, I feel, with the dropdown menu for your character and all skills at V (and 0, which has its uses also). Just make the drop-down default to your character rather than All V like pyfa. Also have a menu that swaps implant sim between your current set, and the implants in the ship’s cargo (which also covers the no implants use case, just leave the cargo bay empty).
3 Likes
And implant affects and environment affects to
1 Like