I have trained my main char on almost everything these years, and sometime
I do not know what to focus on my training… thinking that if there were some more skills
to train for this or that would be cool… I have a few ideas for some new skills…
Drone skills: sharphooter > more DPS
speedster > more speed
adv tracking > more tracking
advanced AI (I have no idea what would this be about but sounds cool)
but usually drone Ai should target small fast target that are near and prioritize ships that are scrambilng you, or have neut or ECM, not small drones going after a BS 50km away… if there was a way to make them a little bit more intelligent…
Targeting skills: ECM resistance
Ewar: Capacitor warfare resistance
Navigation : MWD Sig masking
Missiles: Advanced rigor and flake
Ammo: Advanced tracking
SKINR and economy : TAX reduction. SKINR sales taxes are way too high and I don’t know what else I can train… I trained basically everything I could and sales taxes are still egregious.
------------------------- the cost for these skills should be very high, like starting from 30 days, to justify its super advanced specialization…
I mean, yeah, why not, sure devs got to get some means to keep us hooked and
use all those bazillion injectors and accellerators, other than new toons…
It gets boring after a while when your SP are maxed out everywhere…
but for pure combat, flying skills, we reached a point where we got nothing to train…
all possible specialization at lev 5…
There should be a way to engineer or convert your skill research time in something
useful… I don’t know… a skill to convert your time into Plex or Isk for example…
You dont want or have nothing to train… why dont let us convert tech time into gold like
some other simulation games, where you convert your cities production straight into
culture or gold or science??? Like boosting certain clone aspects instead of tech…
faster navigation… or better tracking…
Maybe CCP could add ONE planet with a couple of cities, and make an adventure game like
Metro Exodus on it, multiplayer, but no arms of any kind, just a basic adventure game, with SIMS,
that players can get a house, and actually use those X plants and jackets, some virtual world
that everybody can log in, make some techno party, and have a good time… sell a couple
of shops, where all corps and alliances could get one… a planet where no arms are allowed…
with stuff that Alpha can do, and Omega have access to more stuff to be done… idk…
EVE is far from being WON…
It is an incredible idea but I think that the devs at CCP do not know how to do it and if they did, it would probably take 10 years to achieve and by then EVE would be dead anyway.
It can never be won because no one or no corporation or alliance can conquer New Eden.
EVE was supposed to be a Sandbox game without beginning or endgame but they turned it into a mindless pew-pew ship destruction simulator because it bring in the money… Once again, capitalism has ruined something nice, as usual.
This one would drastically buff Rapid Launchers, to a degree that their performance would completely overpower regular launchers. Their 35s reload time is an intentional downside of their design.
It would also buff all launchers in the overall weaponry meta quite a bit because missile launchers usually have the free choice of damage type and the forced 10 sec delay for that change is intentional. And launchers are already very strong. In fights with launchers it is often important with which type of ammo you begin the fight. You lower this importance by making the ammo-switching faster, because your initial ammo type does matter less.
It would also devaluate the unique rapid-reload feature of the Jackdaw.
Last but not least, it would simply spiral up the DPS race even more, shortening fights, giving less room for tactical maneuvering.
This would put Lasers on a further disadvantage, since they won’t profit a bit from that skill, but all other turret weapons would. Making their usage even harder in comparison, after their incredible PG-fitting requirements, usually worse tracking, locked damage type and huge capacitor demands.
After all, adding new skills for the sake of just having something new and fancy isn’t how good game design works. You have to check first if it would make the game better. I don’t see any of those suggestions (incl. the ones in the OP) achieving that. The dangers of creating new imbalances in a currently quite well-balanced weaponry meta by far outweight the benefits of these changes in my opinion.
Then why don’t discuss them among some friends but make a “Suggestion” out of it? Really, 90% of the topics here make me wish CCP would limit this area of the forum with very hard restrictions on who can post here and how ideas have to be presented… If one really cares for the health of the game and has actually deep knowledge about how mechanics work and interact, he can only become desperate over the huge amount of nonsense written here and actually hope that CCP doesn’t read any of it. Which completely contradicts the original purpose of this forum. It has become a bit like social media, where you need to “filter out” or endure 99% of the worst human brainfarts to be able to benefit from the remaining 1% helpful content.
Good f**king grief. Did you even read my post and note the disclaimer? I didn’t realize we’d arrived at the point where one needs to have every comment or suggestion vetted through committee. Sh*t like this has absolutely ruined these forums.
Or maybe some people just need to relax and chill. It’s just a game…
I did, sorry if my opinion doesn’t suit you. Trying to change the game by adding/buffing/nerfing mechanics which would affect thousands of players is something that should be well thought and some effort should be put into developing a solid idea. I know thats quite a challenge for the audience these days, so they cover up ever bullcrap in “haha was just a j0kE just kidding lulz, it’s OnLy a GaMe roflrofl chill boomer xD xD xD” disclaimers.
If an idea is bad, I will say it’s bad - and I will even explain why. If you can’t stand that, maybe start working on yourself. That doesn’t mean you have to ask for permission to post anything here, just live with the idea that you might get negative feedback.
First off, it doesn’t bother me in the least if you don’t like my idea. I even agree with most of what you said. It’s a fairly remote prospect of CCP adopting anything on these forums - let alone a bunch of new skills (hence the “just for fun” aspect).
The amount of time I spend on an idea is generally proportional to how likely it is to ever be implemented.
Maybe consider the idea that it might be the other way round: The more time you spend to develop and explain an idea that would be pretty good for the game, covering possible consequences and balance issues - the more likely it is that you get support from a lot of players and if a dev is ever reading it, the chances are higher that he passes on the idea…
Your way sounds like a simple waste of time to me, spamming ideas you don’t believe in yourself and justifying their crappy design by your conviction that they won’t be considered anyway… then just let it be and do something constructive instead?
Advanced Missile Operation
Advanced operation of missile launcher systems. 5% bonus to missile launcher capacity and 1% bonus to missile launcher rate of fire per skill level.
• This increases the missile capacity for any launcher (including rapid fire launchers and breacher pods) by up to 25% (maximum).
• This also increases the missile launcher rate of fire for any launcher (including rapid fire launchers) by up to an additional 5% (maximum).
• Requires Missile Launcher Operation V and Guided Missile Precision V
• Training time multiplier: 12x
Advanced Gunnery Operation
Advanced turret operation. 5% bonus to turret capacity, 5% reduction to crystal volatility damage and 1% rate of fire per skill level.
• This increases the turret capacity for all weapons (including Triglavian and Edencom) by up to 25% (maximum).
• This decreases crystal volatility damage by up to 25% (maximum) for all crystal types.
• This also increases the turret rate of fire for all weapons (including Triglavian and Edencom) by up to an additional 5% (maximum).
• Requires Gunnery V and Surgical Strike V.
• Training time multiplier: 12x
Advanced Weapons Operation
Reduces the Global Resistance Reduction for Polarized weapons by 10% per level.
• All polarized weapons (missile or turret) can minimize the resistance reduction by up to 50% (maximum).
• Requires Missile Launcher Operation V, Gunnery V, Warhead Upgrades V and Trajectory Analysis V.
• Training time multiplier: 10x
. . . . .
• Advanced Weapon Operation is listed under Gunnery (even though it also applies to missiles).
• I still feel that CCP probably wouldn’t implement any of these, but I’ve tried to put as much thought into them as possible.
Thanks. I’m not 100% if skills can have multiple attributes, so two of the skills might need to be broken up into 2-3 different “advanced” skills (this being the case, the training time for each would probably need to be revised down a bit - maybe to 8x).
I read some comments and yes, I recognize 90% in not 100% of my proposal had not considered
the wider consequences of even a 0.1% decrease-increase, where the market is the same
for everyone, those who have trillions, and those that has nothing but both contribute to the
game somehow one is one, and there are no more equal than another.
I respect your point of view, I just haven’t understood what is it exactly?
The scope of the thread was just to stimulate, and perhaps churn the Aether
a bit so some electrons might collide somewhere. o7