Hello, I would like to bring up what I can only describe as a lack of consistency with the concept of “Tech 2 Ship Production” and how it was applied to Tech 2 Triglavian hulls (Nergal, Ikitursa, Zarmazd).
For the uninitiated, Tech 2 production has 2 steps.
- Invent the Tech 2 Blueprint Copy (BPC) using a Tech 1 Blueprint Copy (e.g. Damavik BPC → Nergal BPC)
- Build the Tech 2 Ship using the Tech 2 BPC
Now, until the existence of Triglavian ships, Tech 2 Ship invention and manufacturing were kept remarkably consistent.
Example T2 Ship Invention:
- Requires 1x [Racial] Encryption Skill
- Requires 1x [Racial] Starship Engineering Skill
- Requires 1x “Ship Flavor Category” Engineering/Science/Physics skill
Example T2 Ship Manufacturing:
- Requires the 2 skills used for invention that are not the “Encryption” skill
Example Ship Flavor Skills (not fully encompassing):
- Mechanical Engineering
** Assault Frigates, Heavy Assault Cruisers, Command Ships - Nanite Engineering
** Logistics Frigates, Logistics Cruisers - Electronic Engineering
** Covert Ops, Electronic Attack Frigates, Recon Ships
Now below are the skill requirements for the T2 Triglavian ships (I didn’t include the Hydra/Tiamat):
- Nergal - T2 Assault Frigate (Current)
** Invention Skills: Triglavian Encryption Methods, Gallente Starship Engineering, Mechanical Engineering
** Manufacturing Skills: Triglavian Quantum Engineering - Ikitursa - T2 Heavy Assault Cruiser (Current)
** Invention Skills: Triglavian Encryption Methods, Caldari Starship Engineering, Mechanical Engineering
** Manufacturing Skills: Triglavian Quantum Engineering - Zarmazd - T2 Logistics Cruiser (Current)
** Invention Skills: Triglavian Encryption Methods, Amarr Starship Engineering, Mechanical Engineering
** Manufacturing Skills: Triglavian Quantum Engineering
Common Deviations:
- They have only a single skill for manufacturing
- They all use “Mechanical Engineering” for their “flavor” skill
- They use a variety of Racial Starship Engineering skills. Maybe you can chalk this up to “lore” thing, but it just breeds inconsistency and confusion.
** This makes the Datacore consumption awkward because the Nergal for example requires Trig Datacores + Gallente Datacores (doesn’t require Mechanical Datacores)
My suggestion is to make the skill trees more consistent with other Tech 2 ship production:
- Nergal - T2 Assault Frigate (Suggested)
** Invention Skills: Triglavian Encryption Methods, Triglavian Quantum Engineering, Mechanical Engineering
** Manufacturing Skills: Triglavian Quantum Engineering, Mechanical Engineering - Ikitursa - T2 Heavy Assault Cruiser (Suggested)
** Invention Skills: Triglavian Encryption Methods, Triglavian Quantum Engineering, Mechanical Engineering
** Manufacturing Skills: Triglavian Quantum Engineering, Mechanical Engineering - Zarmazd - T2 Logistics Cruiser (Suggested)
** Invention Skills: Triglavian Encryption Methods, Triglavian Quantum Engineering, Nanite Engineering
** Manufacturing Skills: Triglavian Quantum Engineering, Nanite Engineering
Changes Summary:
- Use the Triglavian Quantum Engineering as the [Racial] Engineering Skill instead of the Empire Faction skills
- Change the Zarmazd to use Nanite Engineering so it matches up with other Logistics ships
- Add the 2nd skill to the Manufacturing skill requirements
Other Notes:
- All ship invention will continue to consume Triglavian Datacores
- Datacore sink for the Empire cores is replaced with the “flavor” cores
- Given the invention/production formulas are based off the number of skills, this will technically increase invention chances (may not be desired and can be kept constant with today by decreasing the base chance)
- Production will be a little faster as well by including 2 skills since all production skills give 1% time/level. Again, can be retained to current levels by modifying the base blueprint time, but I doubt this is game breaking.