Fixing the Magic 14: a Time Efficient Alternative to Removal

Apu is literally that and its fun

I don’t have to. I still remember my first months of EVE, even after 10 years in the game. I remember that time fondly.

The first week I started I joined a friends corp and got wardecced. They threw me in a T1 incursus and had me run tackle. I had not idea what I was doing. Lights and explosions everywhere. I managed to not die but it was a super thrill.

From there I puttered around New Eden. Trying some mining. Trying some missions.

I still remember this kill. My first foray into Lowsec. Mining away in my little frigate (this was pre venture). I remember this hurricane warping on grid, kinda far away. Then it warped right at me. I tried to say hi and ended up back in a station.

I guess the key was, I never worried about being “behind” my friends in training. I just enjoyed the moment. EVE, like life tends to reward those who understand the concept of delayed gratification. Something that seems to be increasingly rare unfortuantely.

5 Likes

Another important point about your experience is that skill points were not going to matter in that fight because of the ship disparity. Most fights in EVE are not 1v1 same ship class and so 5% here and 5% there really doesn’t matter very often.

The barrier to entry creates a strong socioeconomic force for new players to work with other players. You can play EVE solo, but how long would you play if you could hack cans or mine Veldspar perfectly right away? There’s no feeling of accomplishment, no upgrades to look forward to, no sense of mastery. There are plenty of things, especially in modern EVE, that can get you those trainings very quickly.

I’ve been playing the game for a very long time and I still learn something new about the game or the interface almost every day. 25 years of skills might seem like too much, but in those decades you are experiencing the game. You are making your story. You have an explicit goal. Without these systems these games would become boring very quickly.

The Problem is this. Magic 14 has its strengths and weaknesses. What I find fascinating is the Rule of 3 isn’t being mentioned at all for the Alphas. 3Frigate-3Destroyer-3Cruiser-3BattleCruiser-Battleship. For full unlock of the combat lines of their starting nation. If they play it right. Rule of 3 unlocks most of the Pirate faction ships avail at Alpha. So I usually say Frigate 3 - Destroyer 3 - Cruiser 3 will get you most of the ships unlocked.

Rule of 3 also applies to weapons and certain skill sets as well.

The problem is there is no incentive to cross train or train up once you do the Magic 14 and abide by the Rule of 3. And CCP hasn’t really thought out the concept of gradient unlocking. Its usually 3- to unlock a skill then 1 to 5 for maximum benefit.

If CCP can understand the concept of Gradient unlocking it means more ship and modules can be added to the game to benefit over all longevity and content.

Good example look at the Pirate ships. They require two nations to unlock them.

So why not take that same concept into the main lines?

So If I train Frigate 2 I get access to something different. So there is a reward incentive to train. Or even cross training gives you functions.

The concept came up after looking at Eve Echoes and their Tier variants of various ships. However, I wanted to make it more interesting.

Lets use the Hound.
Min Frigate V → Cov Ops I. Okay the skill as is [Cov Ops] only effects bonuses for that ship. So if I just want to unlock things…why train it out?
Min Frigate V-> Assault Frigates I. Okay the skill as is [Cov Ops] only bonuses for that ship. So if I just want to unlock things…why train it out?

I know I am simplifying it. Because there is more skills to that. But bear with me.

So what if I did this?
Min Frigate V-Cov Ops I-basic variant of ship unlocked. [Hound]
-Assault Frigate I- basic variant of ship unlocked [for that line Wolf]
Then I decide hmm. I want to upgrade to Assault Frigate II.
Buffs the Wolf…but now it unlocks a Variant of the Hound [Wolf Hound] Basically an Assault Frigate tweaked version of the Hound. Which has certain bonuses to a particular style of combat that is different from the usual Hound.
Well lets say I research Cov Ops II buffs Hound but unlocks a variant of the Wolf [Dire Wolf] Basically Cov Op tweaked version of the Wolf. With its own certain bonuses to a particular style of combat.

This concept of training, means that one can expand EVE massively in many unique ways and pave for more content to be added.

You can even tweak it where certain upgrades like lets say Cruise Missile III or IV unlocks for the Hound a variant like the “Fox Hound” a Hound bonuses for usage of Cruise Missile Launchers.

If you upgraded lets say Scanning IV you could unlock a variant of the Hound called the “Blood Hound” which is a Recon Bonused version of the Hound which is going to be less than a Cov Op in bonuses but still viable, but also loses some of its stealth bomber weapon advantages.

If your Navigation Skill goes over IV you can get a variant of the Hound called the “Grey Hound” which is speed and tackle bonused

Also the weapons need a bit of rework and so does the armaments and ammo. So there is some unique and special surprises that can help players deal with most situations.

All of that should be in its own thread for discussion - it really doesn’t relate to the base premise of this thread, which is how the Magic 14 are utilized for new players.

It does because the rewards for unlocking the Magic 14 should be higher. Meaning more things are unlocked as a Generalist than a Specialist.

Each item in Magic 14 needs to have something attached to it as a reward or special variant that allows its use.

No, you are talking about overhauling everything, not just the magic 14. That’s an entirely separate conversation. That it impacts the magic 14 doesn’t make it about the magic 14.

This topic was automatically closed 90 days after the last reply. New replies are no longer allowed.