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[Odyssey 1.1] Skill group name changes

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C C P Alliance
#1 - 2013-07-03 11:58:50 UTC  |  Edited by: CCP Ytterbium
Update here - updated this post in consequence.

Hello people,

As hinted there, we are in considering ways to revamp certificates and make player progression easier to grasp in general.

Something that came up early during our design process is that character skills have been added into various, more or less relevant groups as we introduced them over the years. As a result, some groups, Science in particular, have become dump places for all sorts of skills.

The goal is to make skills and their associated groups easier to find, classify and understand as a whole. This is done through the following 3 points:

  • Renaming some individual skills
  • Creating, or renaming existing skill groups and moving skills around
  • Matching all changes of skill groups in the Market groups as well


This is done in an effort to reduce confusion between the skill names themselves and the groups they belong to. Usually, a group name is to be as generic as possible since it usually contains more than just a single theme. On the contrary, Skill names need to be as specific as possible to let players know what effects they have without having to read their description.

  • Electronics: has been renamed to “CPU management” not to conflict with group names and be more explicit at what the skill actually does.

  • Engineering: has been renamed “Power Grid management” not to conflict with group names and be more explicit at what the skill actually does.

  • Targeting: for the same reasons as above, this skill has been renamed "Target Management".

  • Multitasking: has been renamed "Advanced Target Management" for the same reasons as above.

  • Nanite Control: has been renamed "Neurotoxin Control" to make it clearer it's a booster related skill and not something tied with overheading (nanite repair paste comes to mind).

  • Armor Honeycombing: has been renamed "Armor Layering".

  • Energy Management, Energy Emission Systems and Energy Systems Operation: have been renamed "Capacitor Management", "Capacitor Emission Systems" and "Capacitor Systems Operation".


    Armor: is a new skill group, that has all armor skills - the “mechanics” skill group has been removed.

  • Contains the Armor Layering, Armor Resistance Phasing, Capital Remote Armor Repair Systems, Capital Remote Hull Repair Systems, Capital Repair Systems, EM Armor Compensation, Explosive Armor Compensation, Hull Upgrades, Kinetic Armor Compensation, Mechanics, Remote Armor Repair Systems, Remote Hull Repair Systems, Repair Systems and Thermic Armor Compensation skills.

  • Electronic System: is the old “electronics” group. Now only contains offense EW related skills.

  • Contains the Cloaking, Electronic Warfare, Frequency Modulation, Long Distance Jamming, Projected Electronic Counter Measures, Propulsion Jamming, Sensor Linking, Signal Dispersion, Signal Suppression, Signature Focusing, Tactical Logistics Reconfiguration, Target Breaker Amplification, Target Painting, Turret Destabilization and Weapon Disruption skills.

  • Engineering: now has all skills related with energy management and fittings in general.

  • Contains the Advanced Weapon Upgrades, CPU Management, Capital Capacitor Emission Systems, Electronics Upgrades, Capacitor Emission Systems, Energy Grid Upgrades, Capacitor Management, Energy Pulse Weapons, Capacitor Systems Operation, Nanite Interfacing, Nanite Operation, Power Grid Management, Thermodynamics and Weapon Upgrades skills.

  • Missiles: it’s the old “missile launcher operation” group with no other change whatsoever.

    Neural Enhancement: has all boosters, clone and implants related skills.

  • Contains the Biology, Cloning Facility Operation, Cybernetics, Informorph Psychology, Neurotoxin Control and Neurotoxin Recovery skills.

  • Production: has all industry and manufacturing skills, including those that previously were in the “Mechanics” skill group.

  • Contains the Advanced Mass Production, Battleship Construction, Capital Ship Construction, Cruiser Construction, Drug Manufacturing, Frigate Construction, Industrial Construction, Industry, Mass Production, Outpost Construction, Production Efficiency, Supply Chain Management skills.

  • Resource Processing: has all mining, harvesting skills and reprocessing skills.

  • Contains the Arkonor Processing, Astrogeology, Bistot Processing, Crokite Processing, Dark Ochre Processing, Deep Core Mining, Gas Cloud Harvesting, Gneiss Processing, Hedbergite Processing, Hemorphite Processing, Ice Harvesting, Ice Processing, Industrial Reconfiguration, Jaspet Processing, Kernite Processing, Mercoxit Processing, Mining, Mining Upgrades, Omber Processing, Plagioclase Processing, Pyroxeres Processing, Refinery Efficiency, Refining, Salvaging, Scordite Processing, Scrapmetal Processing, Spodumain Processing and Veldspar Processing skills.

  • Rigging: has all the skills related to rigs that previously were in the “Mechanics” skill group.

  • Contains the Armor Rigging, Astronautics Rigging, Drone Rigging, Electronic Superiority Rigging, Energy Weapon Rigging, Gallente Defensive Systems, Hybrid Weapon Rigging, Jury Rigging, Launcher Rigging, Projectile Weapon Rigging and Shield Rigging skills.

  • Scanning: contains all skills tied with that theme (including probe scanning, hacking mini-game and survey skills).

  • Contains the Archaeology, Astrometric Acquisition, Astrometric Pinpointing, Astrometric Rangefinding, Astrometrics, Hacking and Survey skills.

  • Science: now only contains "true" science / research / datacore skills.

  • Contains the Advanced Laboratory Operation, Amarr Encryption Methods, Amarrian Starship Engineering, Astronautic Engineering, Caldari Encryption Methods, Caldai Starship Engineering, Defensive Subsystem Technology, Electromagnetic Physics, Elecronic Engineering, Electronic Subsystem Technology, Engineering Subsystem Technology, Gallente Encryption Methods, Gallentean Starship Engineering, Graviton Physics, High Energy Physics, Hydromagnetic Physics, Laboratory Operation, Laser Physics, Mechanical Engineering, Metallurgy, Minmatar Encryption Methods, Minmatar Starship Engineering, Molecular Engineering, Nanite Engineering, Nuclear Physics, Offensive Subsystem Technology, Plasma Physics, Propulsion Subsystem Technology, Quantum Physics, Research, Research Project Management, Reverse Engineering, Rocket Science, Science, Scientific Networking, Sleeper Technology, Takmahl Technology, Talocan Technology, Yan Jung Technology skills.

  • Shields: all the skills related to shields that previously were in the Engineering group have been moved there.

  • Contains the Capital Shield Emission Systems, Capital Shield Operation, EM Shield Compensation, Explosive Shield Compensation, Kinetic Shield Compensation, Shield Compensation, Shield Emission Systems, Shield Management, Shield Operation, Shield Upgrades, Tactical Shield Manipulation, Thermic Shield Compensation skills.

  • Spaceship Command: is the old Spaceship Command group, no change here for now.

    Targeting: has all the targeting related skills. All the “Sensor Compensation” skills have been moved from the old “Electronics” group into it as well.

  • Contains the Advanced Target Management, Grametric Sensor Compensation, Ladar Sensor Compensation, Long Range Targeting, Magnetometric Sensor Compensation, Target Management, Radar Sensor Compensation, Signature Analysis skills.

  • All the other skills groups (Corporation Management, Drones, Gunnery, Leadership, Navigation, Planetary Management, Social, Subsystems, Trade) stay the same, except for skills that were moved out of them into one of the new groups mentioned above.


  • Skills: changed made to match the new skill groups above.

  • Implants > Skill Harviring: sorted harwiring implants to match the groups above.

  • Ship Modifications > Rigs: sorted rigs to match the groups above.

#2 - 2013-07-03 12:16:29 UTC
Sweet :)

while (CurrentSelectedTarget.Status == ShipStatus.Alive) {



#3 - 2013-07-03 12:28:23 UTC
There's nothing wrong with the names of the Engineering and Electronics skills. They make for good base names, especially when you consider them as pre-reqs for other skills.

"CPU Management" as a pre-req for things like Long Range Targeting sounds too specific and perhaps a little odd.

Did someone need busywork or something?

I don't judge people by their race, religion, color, size, age, gender, or ethnicity. I judge them by their grammar, spelling, syntax, punctuation, clarity of expression, and logical consistency.

#4 - 2013-07-03 12:31:50 UTC
Cool but "Spaceship Piloting" ? Spaceship Command sounds better
#5 - 2013-07-03 12:37:35 UTC
marVLs wrote:
Cool but "Spaceship Piloting" ? Spaceship Command sounds better

I'm with this guy.

"Spaceship Piloting" is a little too limp-wristed.

Gate campers are just Carebears with anger issues.

#6 - 2013-07-03 12:38:29 UTC
i dont know about weapon upgrades and AWU in engineering...
while the latter might be placed rightly there, the former governs wether you can use dmg-mods or not, which is to me tightly connected to guns and the gunnery path.

.. however missiles..... meh dunno just seems weird.

if it helps getting your tiericide and rebalance along, why not.
Shadow Cartel
#7 - 2013-07-03 12:43:55 UTC
I think renaming electronics and engineering is a bit overkill but these changes are quite positive in general.

Maybe make it easier for new people to grasp what each skill does with having an information window pop up when you hover over the skill?

All in all great change.

BYDI recruitment closed-ish

Caldari State
#8 - 2013-07-03 12:44:34 UTC
Energy Emission Systems, Energy Grid Upgrades, Energy Management, Energy Systems Operation, Power Grid Management...

If I was a new player I'd be confused. Following proposed logic why not to rename Energy Management and Energy Systems Operations to Capacitor Management and Capacitor Systems Operations?

And +1 to keep Spaceship Command and Missile Launcher Operation - they sound much better.
Amarr Empire
#9 - 2013-07-03 12:47:43 UTC
This is good however what does this mean for the primary and secondary attributes of the skills?
Previously it was possible to guess (mostly correctly) what remap you need for a bunch of skills by the virtue of what group it was under. as most skills under the same group had the same primary and secondary training attributes. Now that skills are getting mixed up in different categories it makes figuring out which remap you need more difficult (Yes I know there is evemon, but presumably the point of this is to improve in-game tools/interfaces/etc.)
#10 - 2013-07-03 12:48:25 UTC
Whatever it takes to fill up the patch notes i guess. Can't help but think all the 3rd party guys are wishing you would just stop it already though.

With the increase in shiptoasting, the Report timer needs to be shortened.

#11 - 2013-07-03 12:49:34 UTC  |  Edited by: Harvey James
besides a couple of typos .. (as usual) i can't seem to find where you have put the cyno field skill

Also when are you changing skills?
i.e. nanite skills affecting AAR nanite paste usage and perhaps adding to rep amount..
missile skills should be reduced to 5% skills like gunnery
guns needing lv5 of previous size makes no sense anymore

On top of that T2 modules should require lv5 skills but they don't atm ...

T3's need to be versatile so no rigs are necessary ... they should not have OP dps and tank

ABC's should be T2, remove drone assist, separate HAM's and Torps range, -3 HS for droneboats

Nerf web strength, Make the blaster Eagle worth using

Amarr Empire
#12 - 2013-07-03 12:51:05 UTC  |  Edited by: Gareth Burns
Two Things:

1. I agree spaceship piloting sounds bad, stick with spaceship command!

(EDIT: Thank you for not changing Spaceship command!)

2. Multiple Targeting does NOT flow. I don't like how it rolls off the tongue. Normally I try to come up with some sort of recommendation instead of just saying no... but all I can come up with is MTT Systems and AMTT Systems ( Multiple target tracking systems & advanced multiple target tracking systems ). But from the sounds of it you're trying to make things easier to understand and i don't think those help.

(EDIT: I like Target Management, much better)

Noblesse Oblige ► Gareth Burns

#13 - 2013-07-03 12:51:12 UTC
you forgot "Electronic Warfare Drone Interfacing". It has nothing to do with ewar or even with the other interfacing skills, it adds drone control range.

how to fix eve: 1) remove ECM 2) rename dampeners to ECM 3) add new anti-drone ewar for caldari 4) give offgrid boosters ongrid combat value

#14 - 2013-07-03 12:51:56 UTC
I really would have kept the old Planetology group intact. Now the planet skills are in 2 or 3 groups, which defeats the whole purpose of the rename pass imho !
#15 - 2013-07-03 12:57:02 UTC  |  Edited by: Harvey James
Bienator II wrote:
you forgot "Electronic Warfare Drone Interfacing". It has nothing to do with ewar or even with the other interfacing skills, it adds drone control range.

an opportunity to change the skill and split it into two here so-
drone control range
-buff to 5000m
Electronic Warfare Drone Interfacing
- allows use of e-war drones and perhaps effectiveness .... which allows you too nerf e-war drones ecm drones come to mind..
perhaps add e-war drone bays to e-war ships

Also add drone tracking
-5% drone tracking
drone falloff skills
- 5% falloff

Also increase drone shooting ranges too make sense atm (entity attack range)
sentries - 250km -150km they rarely go over that range and ships often can't target that far anyway.. thats another issue to fix
heavies - 5km - 10km
medium - 4km - 8km
lights - 3km -6km

T3's need to be versatile so no rigs are necessary ... they should not have OP dps and tank

ABC's should be T2, remove drone assist, separate HAM's and Torps range, -3 HS for droneboats

Nerf web strength, Make the blaster Eagle worth using

Caldari State
#16 - 2013-07-03 13:03:33 UTC
CCP Ytterbium wrote:
Hello people,
Ship Modifications: has all the skills related to rigs that previously were in the “Mechanics” skill group. Also contains all the Tech3 subsystem skills that previously were in the "Subsystems" group.

Subsystems in a subgroup under the Mechanics group or inline with the rigging skills?

Ps. You have a typo in your Har-Har-wiring ;-)

I disagree!

#17 - 2013-07-03 13:16:43 UTC
Please, while you are at it, check Navigation skill description

Skill at regulating the power output of ship thrusters. 5% bonus to sub-warp ship velocity per skill level.

Maybe name it as Engine Handling?
TSOE Consortium
#18 - 2013-07-03 13:22:56 UTC  |  Edited by: Makari Aeron
Ohes noes, CCP has changed the names and grouping of skills that make my internet spaceship pixels have more oomph. I must emo rage about it!!1ONE11!!
(There was a severe lack of emo rage in this thread so I had to add some even if it was fake. My only complaint is that Spaceship Piloting sounds "weaker" than Spaceship Command)

CCP RedDawn: Ugly people are just playing life on HARD mode. Personally, I'm playing on an INFERNO difficulty.

CCP Goliath: I often believe that the best way to get something done is to shout at the person trying to help you.

Joint Venture Conglomerate
#19 - 2013-07-03 13:31:41 UTC  |  Edited by: Jackie Fisher
Another thumbs down on Spaceship command new name.

I think the Subsystems group should stay as they are unique in that you can easily lose a level in them. Keeping them separate from regular skills makes this easier to understand. Also its the only group that most sane pilots can max out :)

How many groups will there be now?

Fear God and Thread Nought

Test Alliance Please Ignore
#20 - 2013-07-03 13:35:58 UTC
Electronic System: is the old “electronics” group. Now only contains offense EW related skills.

I'd name it Electronic Warfare Systems, then. And maybe rename the Electronic Warfare skill while you're at it.
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