hi all, so a while ago CCP mentioned about getting rid of passive skill progress within the game.
first of all i’d like to say that this is a VERY bad idea as it is one of the games key selling points. I actually think having passive skill progression is essential especially given it’ll take something like 5 - 15 years to master all the skills in the game.
(which is why I’ve previously proposed an idea before about an alpha plus program where people pay for omega status only within a specific skill branch relevent to their desired game play)
when looking at my skill que and saw it’s about 5 years long and i’m still going to have to train other skills, i looked at it and though “holy crap, i might not even be alive in 5 years time” it did make me wonder about the idea of suggesting learning drugs and other such things to help people skill faster but i got thinking about the other aspects of the game, like bounty hunting where you can’t hunt targets who are offline for example and batted around some ideas which MIGHT be worth some kind of consideration
skills at the moment:
weather you’re logged in or logged out and depending on clone status depends on not only if your character is skilling up but also how fast.
well this could be a big factor into resolving a major issue with bounty hunting.
the issue being that when a character logs out they cease to exisit in the universe.
this is the part where it goes off on a tangent.
what i came up with:
so this is broken down into several parts.
- Learning Drugs: you take learning drugs, they effect your clone like the nanohuristic clone mappers (when you die the drugs effect the new clone you jump into, etc) you can then boost the speed of your skill progression and the drug duration would be based off of your biology skill. just as example perhaps when logged in you learn 2x faster. but when logged out perhaps only 1.2x faster.
these drugs could have some kind of fatuige or natural system resistence. like if your doseage is longer than 3 hours then you’re learning rate drops. but i’ll leave the balance of that to greater minds than my own.
- skill structures
take the old school POS and give it a lick of paint and an upgrade, the idea is to create special corporation or alliance level “skill towers”.
they run off normal fuel blocks
they have a special drug bay
the structure manager fuels the structure with blocks and drugs
people docked in these structures then accrue skillpoints slowly over time for their characters, while doing this though their character is still active within the universe itself.
(EDIT: I forgot to meantion that in my mind, the people docked at these “skill towers” won’t get the fancy docking screen like what we’ve currently got, they’d simply disappear from grid and the camera would focus on the tower, like you were using the “look outside” or “look at” features already in the game)
this would take the player concept of skill farming and make it a tangible aspect and part of the universe and in game lore, like, you could literally fly to a skill farm, join it or blow it up.
but back to the point, it might be possible to effect this into the current structures in game via some kind of module or perhaps an expansion to the clone bay service module
(skill bay service module maybe?)
given the cost of structures i also feel like this would massively help bolster their function.
CCP will make you work hard for an instant reward, mining for example, you go out grind and insta-reprocess this is how it works when you’re logged in.
in this sense structures are a paid convenience for players because 99% of the time they’re only there for people to use the facilties, i would honestly love to see some stats to cross reference the cost effectiveness of running a structure vs the amount of time its actually being used. if you put enough fuel in it for 30 days, its not going to be used every single second of every day.
but due to the games unique design in terms of its skill points system we as players don’t just interact with the universe when we’re logged in, there is a logged out element to it too. so by bundling those aspects together you could make for some very interesting results.
it might also offer certain aspects say for example I suddenly needed to take a break from the game in for some reason, could be anything, game burnout, family stuff, health, etc. providing i was docked and these drugs were in supply my time away from the game could still then create content for players who may be seeking a bounty on me, or helping generate skill points for the corp or alliance or just simply for myself for my return.
this is only a rough idea of course and would need MAJOR refinement but i do feel that there is something too this worth considering and batting around.