Navigation Category: Auto-Pilot
- Feature: Auto-Pilot Landing Precision
- Effect: Reduces landing distance by 3000m per level.
- Max Level (5): Lands at 0m (pinpoint accuracy).
Navigation Category: Auto-Pilot
How bout a skill that increases d-scan range by 5% per level. Now that I think of it this could be an interesting niche for a ship class.
I for one am against making d-scan range a variable but CCP just opened that box with Legion
I am against making auto-pilot as viable as manual piloting.
AFK flying is intentionally inferior to manual piloting and I do not see why that should change.
Auto pilot would be great if you landed at 0 when using it
Yes, and I think auto-pilot should not be great.
Itâs sup-optimal on purpose. While you can send your ship on an automated route, go AFK and come back in half an hour, I think itâs good for the game that players who play the game that time have an advantage.
If auto pilot is not good for the players its not good for the game
Autopilot is fine as it is. You just need to know when and where to use it.
Autopilot may be surpassed by manual piloting, but itâs very useful in some situations.
The only situations auto-pilot would become better if warping to 0 is those situations. Its like training any other skill that makes something better
Auto-pilot does not have to become better to be useful.
What other skills remove significant and intentional aspects of gameplay, like an explict preference for manual piloting to be faster in covering distance?
Manual piloting is great outside of high sec or if you are carrying cargo worth a lot of ISK
Auto pilot is great when.. well.. ehm.. look over there! Babaroga
Constructive criticism (not necessarily an endorsement): -1000m reduction per skill level, ie: maximum -5000m reduction, or 5km from destinations instead of 10km.
. . . . .
On a general note, I wouldnât mind seeing some new base skills as a whole (not just new ships and weapons).
People are often complaining about the existence of the âmagic 14â.
While I think itâs good that there are some optional easily trained generalistic skills for new players to get used to skill training in EVE, I do not think the game needs to add more of such base skills.
âMore base skillsâ has only one main effect: it puts new players at a bigger disadvantage.
I do not think thatâs a good idea.
I wasnât thinking about expanding the âmagic 14â - more like optional skills for certain types of distinct play styles. An example being the aforementioned auto-targeting warp to distance reduction - as it only really applies to players that take advantage of auto-piloting on a regular basis.
None of these would be intended as âgame changersâ.
Such as? Some specific examples would aid discussion.
The Engineering and Navigation skills already represent a significant chunk of training time for a new player.
Most doctrine fits are based around having All V for fitting skills as it is, adding in yet more skills that need to be trained only makes the basic skill grind that much longer.
I remember as a keen newbro leaving a mag-stab offline on my Goon Rail Harpy because I didnât have all the skills to V (that was truly a spectacular fleet doctrine and an excellent fit).
Iâd be wary of any new skills that would be basically mandatory to train.
Auto-pilot skill wouldnât be mandatory but since it seems to be a concern then i suggest to improve auto-pilot to land at 0 by default
exactly this @Mephiztopheleze and @Gerard_Amatin
Those âbasic skillsâ (aka Magic 14) that only lead to months of training time for newbros to open up the full fitting- / usage potential should go the way the learning skills did years ago: they should be removed completely. Same with the character attributes.
On autopilot, I somehow think a âskillâ isnât even logical, because AP is used whenever the pilot is NOT paying attention to the process. It would make more sense to design this as a rig or module for the ship, like an Autopiloting Computer.