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If you could write a new skill book for Eve what would it be?

Author
Fractal Muse
Sebiestor Tribe
Minmatar Republic
#61 - 2013-04-15 16:23:17 UTC
Advanced Salvaging:

Proficiency at salvaging modules from other ships. Required skill for the use of ship salvagers. 2% increase in chance of salvage retrieval per level.

Extended desc:

Allows a ship with advanced salvagers to target ships and attempt to obtain salvage from them directly. Salvage possibilities include fittings, items in cargo hold, or bits of the opposing ship's hull (damaging the ship in the process).
Xonus Calimar
CaeIum Incognitum
#62 - 2013-04-15 16:28:45 UTC
Avalon Champion wrote:
Id set up the skill Rig Removal,


  • fitting screen has a new feature with a base 10% chance.
  • 10%/Level chance of safely removing a fitted rig


Pre-requisits would be Jury Rigging 5, with training time with a x5 multiplier.

Fully skilled you would have a 60% chance of removing a rig without damaging it, failure and the rig is damaged beyond use as per the current mechinism.


Personally, I would rather have it work like reprocessing. Removing a rig gives you salvage as if you reprocessed it from your hangar. The Rig Removal skill would be used in place of the reprocessing skills if a rig is removed from your ship.


Avalon Champion
Gallente Defence Evaluation Research Agency
#63 - 2013-04-15 17:58:06 UTC
Xonus Calimar wrote:
Avalon Champion wrote:
Id set up the skill Rig Removal,


  • fitting screen has a new feature with a base 10% chance.
  • 10%/Level chance of safely removing a fitted rig


Pre-requisits would be Jury Rigging 5, with training time with a x5 multiplier.

Fully skilled you would have a 60% chance of removing a rig without damaging it, failure and the rig is damaged beyond use as per the current mechinism.


Personally, I would rather have it work like reprocessing. Removing a rig gives you salvage as if you reprocessed it from your hangar. The Rig Removal skill would be used in place of the reprocessing skills if a rig is removed from your ship.




Actually, thats a very good idea, I did think of a rig reprocessing skill but that wouldnt work if you couldnt remove them in the first place. Your idea though is a best of both worlds.
Rain6639
Simulacra and Simulation
Goonswarm Federation
#64 - 2013-04-15 17:59:27 UTC  |  Edited by: Rain6639
Learning

it is new in the sense that the skill is not in anyone's head and you have to re-train it once its made

wait, how did I end up in GD I meant to click OOPE.

disregard this post
Christopher AET
Lethal Injection Inc.
Pandemic Legion
#65 - 2013-04-15 22:46:15 UTC
RubyPorto wrote:
Door Opening: At V, allows you to turn the knob on the Cabin door.

Button Pressing: At V, allows you to unlock the Cabin Door. Requires Door Opening V.

Prybar: At V, allows you to force the door open in spite of the barricade on the other side. Requires Button Pressing V and Jove Frigate I.


And behind the door is another door.

I drain ducks of their moisture for sustenance.

Corey Fumimasa
Science and Trade Institute
Caldari State
#66 - 2013-04-16 00:16:30 UTC
RubyPorto wrote:


Hey, you're the one calling for White Knights to arrive before CONCORD (something required for them to actually be doing something productive). I'm just pointing out the logical ramifications of that.

Except for the whole "player operated" part. There is nothing stopping you from running a HS intel channel (I know for a fact some miners do exactly that). Those are actually no different from nullsec player operated intel channels. A big part of being in an intel channel is learning h


They wouldn't have to use warp dynamics. There could be a Concord titan or a station somewhere that the would be hero's had to muster at. If someone is agresed then a bridge opens and they can cyno in, just like a hot drop.

Concord response times are a pretty standard thing, no reason to change them.
zaminia
Sketchy People Doing Scary Things
#67 - 2013-04-16 00:49:17 UTC
This one is easy -

Warp to 0 on auto pilot. :)
RubyPorto
RubysRhymes
#68 - 2013-04-16 01:17:43 UTC
Corey Fumimasa wrote:
They wouldn't have to use warp dynamics. There could be a Concord titan or a station somewhere that the would be hero's had to muster at. If someone is agresed then a bridge opens and they can cyno in, just like a hot drop.

Concord response times are a pretty standard thing, no reason to change them.


So, if the white knights are just going to show up at the same time as CONCORD (and their insta-all-flavor-super-EWAR-powah-mehameha), what use are they?

Second, you were saying something about wanting protection to be more player provided. If the players are meant to shoulder more of the security burden, shouldn't NPCs shoulder less?

Third, there's a term for mechanic suggestions that need this many workarounds to fix problems the proposer did not consider.

Finally, White Knights can already engage gankers long before CONCORD arrives. They just have to plan ahead. Why should CCP have to spoonfeed the "good guys" everything to get them to fight the "bad guys"?

Let's count what you're asking for:
1. Free Titan bridge to targets that you will suffer no consequences for killing whatsoever. (And probably the ability to have the computer activate it for you because of 1.0 space response times.)
2. A guarantee that said targets cannot escape.
3. Unbeatable EWAR support.
4. Insta-death for the target some 10s after you've landed.
5. All in HS where you can just wander away safely when you're done.
6. All without affecting CONCORD's normal operation, so there's not even an aspect of "we need to stay in range of the player CONCORD death squad to stay safe(er)." CCP said something about their feelings toward entirely opt-in mechanics when they released Incursion.

I'm beginning to think the old aphorism, "Evil wins because Good is Stupid" needs to be modified for EVE. "Evil wins because Good is Lazy."

"It's easy to speak for the silent majority. They rarely object to what you put into their mouths." -Abrazzar "the risk of having your day ruined by other people is the cornerstone with which EVE was built" -CCP Solomon

Frostys Virpio
KarmaFleet
Goonswarm Federation
#69 - 2013-04-16 02:56:21 UTC
Christopher AET wrote:
RubyPorto wrote:
Door Opening: At V, allows you to turn the knob on the Cabin door.

Button Pressing: At V, allows you to unlock the Cabin Door. Requires Door Opening V.

Prybar: At V, allows you to force the door open in spite of the barricade on the other side. Requires Button Pressing V and Jove Frigate I.


And behind the door is another door.


Time to pull out the T2 prybar.
Garresh
Native Freshfood
Minmatar Republic
#70 - 2013-04-16 03:11:28 UTC  |  Edited by: Garresh
Signature limiting: Extends cloaking duration whenever cloak would break due to movement or collision. Adds .5 seconds to duration per level.

Also:

Signature Masking: adds 1 second duration of Burst Cloak modules per level.

Burst Cloak I: breaks all hostile target locks, prevents you from locking, and cloaks you for 10 seconds. Warp is disabled for *30* seconds.

This Space Intentionally Left Blank

Herzog Wolfhammer
Sigma Special Tactics Group
#71 - 2013-04-16 03:15:23 UTC
Skills I would want... should probably not be for like a new feature, just for a feature that already exists, but for doing it better...



D-Scanning skill: extra AU for D-Scan depending on skill, like 2 AU more per level or something like that.

Reloading Skill: less time to reload turrets and/or bays per skill level.

A "Tactical Armor Manipulation" like what we have for shields.

Bring back DEEEEP Space!

Fredfredbug4
The Scope
Gallente Federation
#72 - 2013-04-16 03:21:55 UTC
Spin Cycle

Increases the entertainment from ship spinning by 5% per skill level

Watch_ Fred Fred Frederation_ and stop [u]cryptozoologist[/u]! Fight against the brutal genocide of fictional creatures across New Eden! Is that a metaphor? Probably not, but the fru-fru- people will sure love it!

Shao Huang
University of Caille
Gallente Federation
#73 - 2013-04-16 03:21:56 UTC
INRE: white knights

First this sounds like Vigilantes and not white knights. Second, as has been argued its is by no means a level playing field you are suggesting.

Instead:
You get a Vigilante mission from a security agent. When a gank occurs you get zapped to the scene of the crime in normal CONCORD response time. If you refuse you lose LP points or some such.

If there is Vigilante response then CONCORD does not show. You are there with the gank crew, maybe by yourself, maybe you can bring a gang.

If you kill them, that's that. If they kill you they get to flee the system.

Of course it would never work in great part because the ability to exploit it using alts, but that would be a level playing field.

Miners would hate you since there would be a good chance the Gank crew would kill you and get away. Without all the advantages you are wanting it is unlikely that many people would do it, even if the exploit potential could be mitigated.

Would you? I am inclined to think not, but that is a broad generalization based on absolutely nothing.

Private sig. Do not read.

Stegas Tyrano
The Scope
Gallente Federation
#74 - 2013-04-16 03:24:26 UTC
Procrastination Defence - Reduces duration of procrastination by 20% per level trained. Sad

Herping your derp since 19Potato - [url=https://forums.eveonline.com/default.aspx?g=posts&m=2403364][Proposal] - Ingame Visual Adverts[/url]

Corey Fumimasa
Science and Trade Institute
Caldari State
#75 - 2013-04-16 04:18:38 UTC  |  Edited by: Corey Fumimasa
RubyPorto wrote:


So, if the white knights are just going to show up at the same time as CONCORD (and their insta-all-flavor-super-EWAR-powah-mehameha), what use are they?

No, they show up before Concord via the cyno. This forces the gankers to account for an unknown quantity which is something that I think is lacking in the current dynamic.

RubyPorto wrote:

Second, you were saying something about wanting protection to be more player provided. If the players are meant to shoulder more of the security burden, shouldn't NPCs shoulder less?


No

RubyPorto wrote:

Third, there's a term for mechanic suggestions that need this many workarounds to fix problems the proposer did not consider.


There's no "workarounds" here. This is a new dynamic that mimics existing player created dynamics for new and casual players. It creates variables and opportunity for interaction that did not exist before.


RubyPorto wrote:

Finally, White Knights can already engage gankers long before CONCORD arrives. They just have to plan ahead. Why should CCP have to spoonfeed the "good guys" everything to get them to fight the "bad guys"?


This contradicts your first statement. Beyond that its not "spoon feeding", it is NPC interaction that prepares players for the more serious matter of player V player interaction.


RubyPorto wrote:

Let's count what you're asking for:
1. Free Titan bridge to targets that you will suffer no consequences for killing whatsoever. (And probably the ability to have the computer activate it for you because of 1.0 space response times.)
2. A guarantee that said targets cannot escape.
3. Unbeatable EWAR support.
4. Insta-death for the target some 10s after you've landed.
5. All in HS where you can just wander away safely when you're done.
6. All without affecting CONCORD's normal operation, so there's not even an aspect of "we need to stay in range of the player CONCORD death squad to stay safe(er)." CCP said something about their feelings toward entirely opt-in mechanics when they released Incursion.

I'm beginning to think the old aphorism, "Evil wins because Good is Stupid" needs to be modified for EVE. "Evil wins because Good is Lazy."


1. They do not have to be free bridges, the cost of the skill book can be set at whatever CCP deems appropriate.
1a. No, players on the Concord titan have to activate the bridge in the same way that player owned bridges are activated.

2. They get to whore on the KM for a disposable ship! Boy that's gonna really throw the kill boards off! No it wont.

3. The gankers are going to die anyway, the only question this creates is will they manage to kill their target.

4. Yup, they are going to get blown up. The only question is...just reread 3.

5. Yup

6. The only difference is that the gankers have a significant variable added to the equation, whether it be a retriever or an freighter. Would this end freighter ganking? Only if there were enough people willing to stay at the Concord titan and to jump when the gate opened.



CCP has been pretty good at balancing new in game dynamics, I'm sure they could make this fair to, maybe they could use this to balance doing away with local or getting rid of faction police.
Thor Kerrigan
Guardians of Asceticism
#76 - 2013-04-16 04:21:59 UTC
Local Mastery

20% chance of ignoring a response in local chat per level.

At level V local chat becomes what it really is.
DeMichael Crimson
Republic University
Minmatar Republic
#77 - 2013-04-16 04:44:01 UTC
Judicial Reprieve :
For each level trained, this skill will rescind a set percentage of any Bounty amount placed on a character with a +5.00 Security Status.

Level 1 = 20% of Bounty rescinded
Level 2 = 30% of Bounty rescinded
Level 3 = 40% of Bounty rescinded
Level 4 = 50% of Bounty rescinded
Level 5 = 60% of Bounty rescinded

Prerequisite :
Character must have Security Status of +5.00 or higher to enable this skill.


Example : If a 100 mill Bounty is placed on a character who has Level 5 trained, only 40 mill of the 100 mill Bounty amount will actually be placed on the character, provided the character has a +5.00 or higher Security Status. If the character's Security Status is lower than +5.00, then the full amount of Bounty is placed on the character.



DMC
Azrael Dinn
Imperial Mechanics
#78 - 2013-04-16 05:20:44 UTC
RubyPorto wrote:
Azrael Dinn wrote:
RubyPorto wrote:
Azrael Dinn wrote:
Law enforcement - allows player to operate as concord, lvl1 - 3 high sec, 4 low sec, 5 whole eve


Already done. You can freely shoot any target that CONCORD would shoot anywhere in EVE with no repercussions.


Lets just say that I ment that you can shoot pirates, suspects and thiefs as concord and concord would help you Twisted


You already get CONCORD assistance when shooting all of CONCORD's legal targets. CONCORD doesn't shoot Outlaws or Suspects (which you can shoot freely). So you're really asking for a nerf to your abilities by limiting your legal targets to Criminals.


Don't try to change my words. If you want to be and idiot fine by me but stop commenting like an idiot.
OP wanted to know what kinds of skills people would want to have I wanted something like this and if your too thick not to understand what behind it then be an idiot I don't mind, but just don't try to twist my words.

And just for you last try. I'll make out from iron, mayby you understand it this time.

The skill allows you to engage ANY suspected / outlaw / criminal targets in space and concord will come into your aid.

After centuries of debating and justifying... Break Cloaks tm

Katran Luftschreck
Royal Ammatar Engineering Corps
#79 - 2013-04-16 06:19:29 UTC
Advanced Anchoring:
(Requires Anchoring 5)

Allows even more anchoring options...

1 - Normal containers can now be anchored in 0.7 and below (they're still unsecure, however, and can be stolen from).

2 - Unmanned ships can now be anchored in place to prevent theft (though not necessarily destruction, for example lowsec).

3 - Normal jetcans can be anchored as Secure Containers (but still die in 2 hours if not picked up). Cannot be opened without password.

4 - Wrecks that you create are now considered personal/company property and salvaging them by outside parties will be considered theft.

5 - Can now perform all anchoring functions in 1/2 the normal time.

http://youtu.be/t0q2F8NsYQ0

Barrogh Habalu
Imperial Shipment
Amarr Empire
#80 - 2013-04-16 08:11:04 UTC
Herzog Wolfhammer wrote:
A "Tactical Armor Manipulation" like what we have for shields.

Khe-he Lol

Ahem, sorry, it's just my wild imagination showing me pictures of you running across your ship's hull with a crowbar trying to tactically manipulate those 1600 mm plates P