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Why the Carrier Skills should not be changed

Author
Zan Shiro
Doomheim
#21 - 2013-04-22 12:52:24 UTC
Roime wrote:
Saves me a month of training for useless skills (battleship V is actually a rather awesome skill and I've had it for 1.5 years already).



you see thats what is odd and why I think ccp really had to think about this move.


When looking to give wh's a go potentially I looked around. I found more than jsut a few wh corps who could care less about BS skill. Many said the bare BS level to fly em as they only used them to bum rush and force entrance collaspes. And I am sure ccp has more concrete numbers to show even a large wh corp membership is not pushing massive bs fleets as a norm.

If happy to be in wh for life cool. A player who might go back to known space might dig the jump ability later. Vice having a BS 5 that could rot unless they go blops or marauder.


But I do feel for the wh peeps tbh. BUt not seeing much ccp could do here. Lemons into lemonade at least a post patch carrier trained pilot if the wh loses its thrill is set for low sec/0.0 I guess. Way I look at things. I trained lots of junk player corp force fed that in another home was wasted SP. But eventually they become useful again most times.

And at least carriers were looked at. There is that small hope while there ccp said man....niddy...why you so bad. We have to fix you up at some point lol.
Maximus Andendare
Stimulus
Rote Kapelle
#22 - 2013-04-22 22:26:27 UTC
Michael MitchellM wrote:
CCP is currently planning on making the skill requirements for many ships much different then they are now.
I have one concern with this:
For Carriers, they are making it so you no longer need the racial BS to 5, but 3 instead.
I have no real issue with this.
What I have an issue with is the new requirement of Jump Drive Operation 5 and JD Calibration 3.
I do see the logic behind making this skill a requirement:
It helps you get around better in low and null sec, you can jump farther and what not.
What it does not help is adding ~20 days on to a train time that would only affect normal space operation.
This is no way that I can think of will help or affect Wormhole dwellers.
Again, I do not mind the train time, it is the effectiveness that is the issue.

This would make cross training Carriers much faster, but you can also accomplish this in a way by making the new requirements something like shield Emission Systems 5/Remote Armor Repair Systems 5 or just do what was is proposed with the Dreadnaught, make the requirements for the Triage Module the requirements (Tactical Logistics Reconfiguration 1 [logistics 5]).

This would be far more useful in and out of Wormholes then having the ability to jump farther and consume less fuel with the jump drive.

Please consider this,
Thanks for your time,
- Michael Mitchell
I have to agree that forcing jump skills over triage ones seems like a misstep, and a complete waste of sp for wormhole players.

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Michael MitchellM
Science and Trade Institute
Caldari State
#23 - 2013-04-25 01:00:32 UTC
Maximus Andendare wrote:

I have to agree that forcing jump skills over triage ones seems like a misstep, and a complete waste of sp for wormhole players.


I still think that JDO should be there, just not to the extreme of Level V.
Jumping is a part of the ships function, but it should not be forced down our throats.
Danika Princip
GoonWaffe
Goonswarm Federation
#24 - 2013-04-25 04:59:06 UTC
Maximus Andendare wrote:
Michael MitchellM wrote:
CCP is currently planning on making the skill requirements for many ships much different then they are now.
I have one concern with this:
For Carriers, they are making it so you no longer need the racial BS to 5, but 3 instead.
I have no real issue with this.
What I have an issue with is the new requirement of Jump Drive Operation 5 and JD Calibration 3.
I do see the logic behind making this skill a requirement:
It helps you get around better in low and null sec, you can jump farther and what not.
What it does not help is adding ~20 days on to a train time that would only affect normal space operation.
This is no way that I can think of will help or affect Wormhole dwellers.
Again, I do not mind the train time, it is the effectiveness that is the issue.

This would make cross training Carriers much faster, but you can also accomplish this in a way by making the new requirements something like shield Emission Systems 5/Remote Armor Repair Systems 5 or just do what was is proposed with the Dreadnaught, make the requirements for the Triage Module the requirements (Tactical Logistics Reconfiguration 1 [logistics 5]).

This would be far more useful in and out of Wormholes then having the ability to jump farther and consume less fuel with the jump drive.

Please consider this,
Thanks for your time,
- Michael Mitchell
I have to agree that forcing jump skills over triage ones seems like a misstep, and a complete waste of sp for wormhole players.


Yet forcing triage over jump skills would be a complete waste for a good chunk of K-space players. Swapping out one 20 day timesink for another really doesn't make that much difference in the grand scheme of things, unless you're planning to crosstrain.
Michael MitchellM
Science and Trade Institute
Caldari State
#25 - 2013-04-25 05:03:41 UTC
Danika Principe wrote:

Yet forcing triage over jump skills would be a complete waste for a good chunk of K-space players. Swapping out one 20 day timesink for another really doesn't make that much difference in the grand scheme of things, unless you're planning to crosstrain.


It was only a suggestion for a possible replacement, nothing final.
Mocam
Aliastra
Gallente Federation
#26 - 2013-04-25 09:02:15 UTC
I can see the issue but honestly, it won't impact existing pilots, only new ones coming up. You can still fly what you do, how you do it after these changes.

Requiring jump skills won't hurt them if/when they do move on. NOT having those skills may cause a good deal of issues outside of WH space.

As such, I think this requirement works. It shouldn't impact a great deal of people in a negative way and the change, overall, should be of more value for the time invested vs battleships 5 to get in a carrier. Jump drive skills go across caps.
dm2
Doomheim
#27 - 2013-04-26 11:40:48 UTC
just train the jumpskils .
if you cant jump , you dont belong in a carrier .

and for wspace , i seen a lot peeps asking for someone with jumpskils .
thy want a archon , and cant jump the archon to the wormhole .

its time for you to buy your archon in k space , and bring it in .
and not need another pilot to fly your ship , becouse you cant .
and not need help of other players .

De'Veldrin
Republic University
Minmatar Republic
#28 - 2013-04-26 14:00:53 UTC
seth Hendar wrote:

moving several cap can be a nightmare when some pilot just have the minimal jump range (look, we need to make 3 jumps instead of one....)


This is the reason we established a minimum jump skill level in our alliance for capital pilots. Most of the other nullsec alliances I know of already have a similar rules, and guess what? They're not stopping at JDO V.

De'Veldrin's Corollary (to Malcanis' Law): Any idea that seeks to limit the ability of a large nullsec bloc to do something in the name of allowing more small groups into sov null will inevitably make it that much harder for small groups to enter sov null.

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