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Player Features and Ideas Discussion

 
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Show skills effecting mods

Author
Etara Silverblade
Morex Group Inc.
Haven.
#1 - 2015-07-31 13:07:06 UTC
I would really love to see a list of skills in a module that effect that module. This can be in the fitting screen since ship choice and skills will effect a module. Something similar to the way Industry skills show up when creating a job.
ShahFluffers
Ice Fire Warriors
#2 - 2015-07-31 15:04:47 UTC
Small 125mm Railgun I

Supporting skills:
- (the entite gunnary tab)
- capacitor skills (there are two of these)
- any ship skills that affect the weapon

Nice in concept... but not really practical. There are A LOT of skills out there, but they have been cordoned off into nice little tabs in the character sheet that you can be reasonably sure affect a certain module in question.
Etara Silverblade
Morex Group Inc.
Haven.
#3 - 2015-07-31 15:25:17 UTC
ShahFluffers wrote:
Small 125mm Railgun I

Supporting skills:
- (the entite gunnary tab)
- capacitor skills (there are two of these)
- any ship skills that affect the weapon

Nice in concept... but not really practical. There are A LOT of skills out there, but they have been cordoned off into nice little tabs in the character sheet that you can be reasonably sure affect a certain module in question.


There are many skills on the gunnary tab that effect stats on the Railgun but not all of them. Each skill also effects different stats so there surely is a way to display that effectively. Each stat can have a pop up when you hover over it that shows the skills that effect that stat. It works well in the indy screen so it should work well on the fitting screen too.

Yes there are many skills and it's not an easy task but it would still be worthwhile. Especially for newer players so they can see what skills they need to train to get better with a gun or prop mod. It would also help vets to see where they can improve when we hunt for skills to train.

Rivr Luzade
Coreli Corporation
Pandemic Legion
#4 - 2015-07-31 15:31:55 UTC
Basically Mastery for modules?

Besides that, when I look for skills to train, I open my skill queue or Skill section in the Char sheet.

UI Improvement Collective

My ridicule, heavy criticism and general pale outlook about your or CCP's ideas is nothing but an encouragement to prove me wrong. Give it a try.

Lu Ziffer
Balanced Unity
Goonswarm Federation
#5 - 2015-07-31 15:34:38 UTC
Good idea. Is it practical ? I do not know. Let the UI people work on it maybe there is a way.
Serendipity Lost
Repo Industries
#6 - 2015-07-31 15:38:44 UTC
What you are actually seeking is called 'friends'

They can be found in various chat channels, corporations and forum threads.

If you gather 2 or more friends and then apply some 'due dilligence' all skill inter-relations will become clear.

Due dilligence is manufactured from experience, research, collaboration and patience. These components are then bonded into due dilligence using the catalysts time and effort.

Effort and patience are both rare commodities in eve. For some players they are unattainable.

Various groups in eve are trying to remove the need for effort and patience and replace them with automation and new features.
Aerasia
Republic University
Minmatar Republic
#7 - 2015-07-31 15:39:56 UTC
ShahFluffers wrote:
Nice in concept... but not really practical.
Somebody should go tell the EFT guy that the "affecting skill" menus available for all the modules isn't practical.
Tappits
Sniggerdly
Pandemic Legion
#8 - 2015-07-31 15:41:52 UTC
Serendipity Lost wrote:
What you are actually seeking is called 'friends'

They can be found in various chat channels, corporations and forum threads.

If you gather 2 or more friends and then apply some 'due dilligence' all skill inter-relations will become clear.

Due dilligence is manufactured from experience, research, collaboration and patience. These components are then bonded into due dilligence using the catalysts time and effort.

Effort and patience are both rare commodities in eve. For some players they are unattainable.

Various groups in eve are trying to remove the need for effort and patience and replace them with automation and new features.



This..... so much this....
Do Little
Bluenose Trading
#9 - 2015-07-31 17:32:30 UTC
3rd party fitting tool EFT can already do this. Simply fit the module, right click and change affecting skill - you can see what skills affect the module and the impact training another level will have. I believe PYFA also includes this feature but haven't personally used that tool.
Maldiro Selkurk
Radiation Sickness
#10 - 2015-07-31 17:38:42 UTC
I think it is something that could be done.

+1

Yawn,  I'm right as usual. The predictability kinda gets boring really.