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Fix Missile Launcher Skill Training

First post
Author
Aliventi
Rattini Tribe
Minmatar Fleet Alliance
#1 - 2013-06-27 07:24:11 UTC  |  Edited by: Aliventi
Problem: Missile Launcher skills are oddly designed compared to Gunnery Turret Skills. This poor design actually makes gunnery turret SP far more valuable and effective than missile launcher SP.

Explanation: When training projectile turrets you start off with small projectile turrets. This skill allows you to use small autocannons and small artillery. In order to train medium projectile turrets you need to train small projectile turrets to 3. in order to train large projectile turrets you need to train medium projectile turrets to 3. This is a stepped progression based system.

In order to specialize in a T2 gun you need all the equivalent sized and smaller base skill trained to V and you need the smaller spec trained to IV. For example to train medium Autocannons you need small and medium projectile turret V and small autocannon spec IV in order to train medium autocannon spec.

This isn't true when dealing with missiles. There is no small missile launcher skill. Instead there is rockets and light missiles. In order to get that same effectiveness as one would get with the small projectile turret skill (being able to use both small autocannons and small artillery) I would need to train TWO skills. This takes far longer.

Because missile launcher SP takes longer to train to an equivalent effectiveness, gunnery turret SP is actually far more valuable and effective than missile launcher SP. There isn't any good reason/benefit to Eve that I can see for this inequality to exist. If you find one please post below.

Proposed Solution #1: Make specialization beneficial (dream system)
SR = short ranged = Rockets, HAMs, torps and autocannons
LR = long ranged = light missiles, heavy missiles, and artillery

Several people down below pointed out that it would be nice to have a system where specializing is actually beneficial. This is a three part solution: First split the gunnery skill in to two skills. For example take Large Projectile Turret and split it in to Large Autocannon and Large Artillery skills. The second part of the solution is to change most of the smaller sized prereqs from the larger sized turrets to make them similar to how missiles currently work (with a small tweak). The third part of the solution is to set the SP it takes to train missile skills to the same it takes to train gunnery skills.

How the solution would play out:
Small SR 5 -> small SR spec
Small SR 3 -> medium SR 5 -> medium SR spec
Small SR 3 -> medium SR 3 -> large SR 5 -> large SR spec

Do it again for long range. Now the training times would be about half of what they are currently, but if you wish to specialize in the future it will be quicker. Think ~9-10 days to pick up Large SR or large LR instead of ~18-20 for both.

Proposed solution #2: slightly less effective, but rectifies the skill point difference.
1. Unify Rockets and Light Missiles in to Small Missile Launcher skill. Take Heavy Missiles and HAM and unify them in to Medium Missile Launcher skill. Take Cruise Missiles and Torpedos and unify them in to Large Missile Launcher skill. Combine Citadel Torpedos and Citadel Cruise Missiles in to Capital Missile Launcher skill. Set training time, prereqs, and SP to equal same sized turret skill.

2. Modify the specializations in order to require the previous sized spec to IV. The progression would be (short ranged): Rockets -> HAMs -> Torps. Long Rage would be Light Missiles -> Heavy Missiles -> Cruise Missiles. Again set training time, prereqs, and SP equal to same sized turret spec skill.

3. Do the database market wizardry to replace old skill books and seed the new ones. Then refund excess SP.

Questions/comments post below. Also feel free to +1 this and hope that CCP Ytterbium, CCP Fozzie and CCP Rise see this and can fix it.
Aliventi
Rattini Tribe
Minmatar Fleet Alliance
#2 - 2013-06-27 07:25:25 UTC  |  Edited by: Aliventi
Some by the numbers:
For equivalent effectiveness of small turrets you need to train:
Rockets (256k SP) + Light Missiles(512k SP) = 768k SP - small projectile turret (256k SP) = 512k UNNEEDED SP

For equivalent effectiveness of medium turrets you need to train:
Heavy Missiles (768k SP) + Heavy Assault Missiles (768k SP) = 1536k SP - Medium projectile turret (768k SP) = 768k UNNEEDED SP

For equivalent effectiveness of large turrets you need to train:
Cruise Missiles (1280k SP) + Torpedos (1024k) = 2304k SP - large projectile turret (1280k SP) = 1024k UNNEEDED SP

Totals: Missile Launcher Skill to V is 4608k SP and Gunnery Turret skill to V is 2304 SP. Each Gunnery Turret SP is worth 2 Missile Launcher SP.

Total up to this point is 2,304,000 unneeded SP just to be as effective as a someone who trained a large turret skill to V.
At 2250 SP/hr (remapped Perception/Willpower with no implants) that is 42.66 days worth of additional unneeded training.
At 2700 SP/hr (Remapped Perception/Willpower with +5 implants) that is 35.55 days worth of additional unneeded training.
Deacon Abox
Black Eagle5
#3 - 2013-06-27 07:34:35 UTC
pity reply

CCP, there are off buttons for ship explosions, missile effects, turret effects, etc. "Immersion" does not seem to be harmed by those. So, [u]please[/u] give us a persisting off button for the jump gate and autoscan visuals.

Tchulen
Trumpets and Bookmarks
#4 - 2013-06-27 07:49:01 UTC
Missile launchers are a completely different weapon system to gunnery systems as are drones. I don't see any reason why there should be any unity between Drones, Missiles and Gunnery skill progression.

If you don't like missile skills, don't learn them and use guns instead.

If you want to use missiles, learn the skills.

I'm not trying to be an arse, I just don't see why there needs to be any change here.
Aliventi
Rattini Tribe
Minmatar Fleet Alliance
#5 - 2013-06-27 08:18:27 UTC
Tchulen wrote:
Missile launchers are a completely different weapon system to gunnery systems as are drones. I don't see any reason why there should be any unity between Drones, Missiles and Gunnery skill progression.

If you don't like missile skills, don't learn them and use guns instead.

If you want to use missiles, learn the skills.

I'm not trying to be an arse, I just don't see why there needs to be any change here.

I updated my second post with some numbers to make it more clear as to just how much extra training is needed to be just as effective as someone who trained a gunnery turret to V.

I am not trying to say they need to progress absolutely the same. I agree that there should be some differences. Good luck getting drones to follow something like this. For someone to be as effective with missiles as a turret they need to train twice as long I think there is something wrong.
Hannott Thanos
Squadron 15
#6 - 2013-06-27 08:26:14 UTC  |  Edited by: Hannott Thanos
Yeah, I'd like to go ahead and train large projectiles without spending the better part of a month on small turrets. Thanks

Edit: Also, how do you plan on reimbursing people who put all theire SP in torps and cruises without just giving them all the other skills that are prereqs?

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

     _myShip.FireAllGuns(CurrentSelectedTarget);

}

Aliventi
Rattini Tribe
Minmatar Fleet Alliance
#7 - 2013-06-27 08:40:08 UTC
Hannott Thanos wrote:
Yeah, I'd like to go ahead and train large projectiles without spending the better part of a month on small turrets. Thanks

Edit: Also, how do you plan on reimbursing people who put all theire SP in torps and cruises without just giving them all the other skills that are prereqs?

Would you like to train both Large Autocannons Turrets and Large Artillery Turrets to V (would be 2304k SP) instead of just training Large Projectile Turrets to V (with small and medium to V also is 2304k SP)? That is the boat Missile users are in. Same effort to be less effective.

You could take away all 6 of the Missile launcher skills and specializations, replace them with the new skill books and specializations, and then refund the total SP. If you want to get back to using T2 Cruise missiles you have to train the skills over again using the refunded SP.

Or you could do what CCP did with the Ship skill rebalanced and pull a "if you could use it before you can use it after" then just refund the excess SP.

Some ideas. There are other ways. I would leave the best way up to CCP to figure out.
Kirimeena D'Zbrkesbris
Republic Military Tax Avoiders
#8 - 2013-06-27 09:22:36 UTC  |  Edited by: Kirimeena D'Zbrkesbris
Aliventi wrote:
Hannott Thanos wrote:
Yeah, I'd like to go ahead and train large projectiles without spending the better part of a month on small turrets. Thanks

Edit: Also, how do you plan on reimbursing people who put all theire SP in torps and cruises without just giving them all the other skills that are prereqs?

Would you like to train both Large Autocannons Turrets and Large Artillery Turrets to V (would be 2304k SP) instead of just training Large Projectile Turrets to V (with small and medium to V also is 2304k SP)? That is the boat Missile users are in. Same effort to be less effective.

I dont mind training autocannons and artillery separately as long as they dont require small and middle turrets at 5 and their specializations at 4. That would allow for quicker specialization but longer cross-training.
Players shouldn't be forced to specialize in something they dont need in order to specialize in something they want.
Example is missiles: light missiles 3 > heavy missiles 3 > cruise missiles 5 > cruise spec
for projectiles it is: small projectiles 3 > medium proj. 3 > large proj. 5 > small proj. 5 + small arti spec 4 > medium proj. 5 + medium arti spec 4 > large arti spec.

If anything its turret skill progression that is broken and not missile one.

Opinions are like assholes. Everybody got one and everyone thinks everyone else's stinks.

Gypsio III
State War Academy
Caldari State
#9 - 2013-06-27 09:46:34 UTC
Yes the missile skill tree is longer. And this is balanced by being able to enter it at different points. A classic case of different but balanced.
Malcanis
Vanishing Point.
The Initiative.
#10 - 2013-06-27 09:47:15 UTC
Missile skills are structured similarly to drone skills; it's Turret Skills that are the odd one out.

"Just remember later that I warned against any change to jump ranges or fatigue. You earned whats coming."

Grath Telkin, 11.10.2016

Aliventi
Rattini Tribe
Minmatar Fleet Alliance
#11 - 2013-06-27 17:17:06 UTC
Gypsio III wrote:
Yes the missile skill tree is longer. And this is balanced by being able to enter it at different points. A classic case of different but balanced.

But it isn't balanced in its current state. How is taking twice as long to be just as effective balanced? Choose between getting every skill needed in half the time or being selective and having to train twice as long. Who in their right mind would take that deal? You would be almost criminally incompetent to take the missiles side of that deal. Why not fix it and take half the time to train EVERY skill?

Kirimeena D'Zbrkesbris, You argue for quicker specialization but it isn't quicker in its current state. Specializing in Cruise and Torps takes just as long as it would to train all the skills for a turret. I agree that your system would be best under the condition that it takes the same amount of training. 9-10 days for a large Autocannon or Large Artillery instead of 18-20 for both would be fantastic. Especially if you never use one or the other and can choose not to train it. Make missiles take the same amount of time to train and we have a deal. I will add this idea to the OP.

Malcanis, being different doesn't mean it is wrong.

What is wrong with this picture is how imbalanced the effort is for the reward. Why does it take twice as long to be just as effective? Specialization is a pretty dead argument because there is no benefit to specialization in its current state. Take a look at the OP in a few minutes to see my shot at a system where specialization is actually beneficial.
Shahai Shintaro
State War Academy
Caldari State
#12 - 2013-06-27 17:28:08 UTC
I think you would have to rework some ships if you were to change missiles. Let's say I specialize in gallente ships. I have only one hull that uses missiles and it uses torps. With your suggestion, instead of just training torps, I need to train every other missile as well. As a player of primarily Caldari ships, I see no issue with how the two different skill trees work
Destination SkillQueue
Doomheim
#13 - 2013-06-27 17:36:08 UTC
I'd have to side with people who are saying, that the only thing needing change is to make gun specialization work like missile specialization. It just makes more sense. I'm not a fan of the changes proposed in the OP though. Missiles are nothing like guns, so it's not exactly unreasonable to have them and their support skills follow a different skilling path in some respects. It could be changed, but I don't feel it needs to.
Aliventi
Rattini Tribe
Minmatar Fleet Alliance
#14 - 2013-06-27 17:38:32 UTC
Shahai Shintaro wrote:
I think you would have to rework some ships if you were to change missiles. Let's say I specialize in gallente ships. I have only one hull that uses missiles and it uses torps. With your suggestion, instead of just training torps, I need to train every other missile as well. As a player of primarily Caldari ships, I see no issue with how the two different skill trees work

The idea isn't so much that the skill trees are wrong, its that the training time to be as effective should take the same amount of time. There is no good reason as to why it takes a little over 42 days of extra training to be just as effective. However, to redo the SP requirements for missiles wouldn't be balanced for turrets because missiles would then get the benefit of specializing that turrets wouldn't. So one system or the other would need to change to make the systems balanced.
Aliventi
Rattini Tribe
Minmatar Fleet Alliance
#15 - 2013-06-27 17:46:14 UTC  |  Edited by: Aliventi
Destination SkillQueue wrote:
I'd have to side with people who are saying, that the only thing needing change is to make gun specialization work like missile specialization. It just makes more sense. I'm not a fan of the changes proposed in the OP though. Missiles are nothing like guns, so it's not exactly unreasonable to have them and their support skills follow a different skilling path in some respects. It could be changed, but I don't feel it needs to.

How are missiles and turrets not the same? They both have an object that propels the the munition at the target. Both of them have optimal and tracking (flight time/velocity and explosion velocity and explosion radius). Even their support skills can be mapped almost 1 -1 to each other (No missile version of controlled bursts due to missiles not needing cap). Both have short and long rage variants. Once you take away the words missile and turret they are almost EXACTLY the same.

Also, you all are getting stuck on how skill trees work. I agree that turrets should act the same as missiles and updated the OP with a system to do that. However, I have yet to hear a good reason as to why it takes twice as long to train missiles as it does to train turrets. The way it works right now is you are actually penalized for specializing. That is the issue I am trying to fix. however to fix the issue and not create a new imbalance one or the other systems needs to change.
Kirimeena D'Zbrkesbris
Republic Military Tax Avoiders
#16 - 2013-06-27 17:53:16 UTC
Aliventi wrote:
Kirimeena D'Zbrkesbris, You argue for quicker specialization but it isn't quicker in its current state. Specializing in Cruise and Torps takes just as long as it would to train all the skills for a turret.

Thats where you are wrong: training both cruise and torps is not specialization, its cross-training. Specialization is when you choose 1 weapon size/type (ex. Cruise missiles) and train it as fast as possible. It takes much less time to specialize in any single type of missile, but you'll spend much more time to cross train to any other type compared to turret weapons.
They are different and each has its own pros and cons.
Personally i prefer missile type of training, thats why i said that i dont mind if turret skills were split to short and long range types.

Opinions are like assholes. Everybody got one and everyone thinks everyone else's stinks.

Aliventi
Rattini Tribe
Minmatar Fleet Alliance
#17 - 2013-06-27 18:05:31 UTC
Kirimeena D'Zbrkesbris wrote:
Aliventi wrote:
Kirimeena D'Zbrkesbris, You argue for quicker specialization but it isn't quicker in its current state. Specializing in Cruise and Torps takes just as long as it would to train all the skills for a turret.

Thats where you are wrong: training both cruise and torps is not specialization, its cross-training. Specialization is when you choose 1 weapon size/type (ex. Cruise missiles) and train it as fast as possible. It takes much less time to specialize in any single type of missile, but you'll spend much more time to cross train to any other type compared to turret weapons.
They are different and each has its own pros and cons.
Personally i prefer missile type of training, thats why i said that i dont mind if turret skills were split to short and long range types.

But it doesn't take less time to train Cruise Missiles V. it take just as long as it would to train Large Projectile turrets to V. So you get 2 weapon systems (large autos and large arty) whereas missile users only get Cruise Missiles for the same amount of training time. If it took less time to train I would be here arguing for gunnery to follow missiles skill tree because it would then be imbalanced towards favoring missiles.

The current system is you are penalized for specializing while benefit from generalization. I want to change both of those so you benefit from specialization and it takes just as long as it does currently to generalize. Under the first system proposed in the OP you only stand to gain because gunnery gain the ability to specialize and missiles will no longer be penalized for specializing. It is pure win-win.
Kirimeena D'Zbrkesbris
Republic Military Tax Avoiders
#18 - 2013-06-27 18:19:08 UTC  |  Edited by: Kirimeena D'Zbrkesbris
Aliventi wrote:
But it doesn't take less time to train Cruise Missiles V. it take just as long as it would to train Large Projectile turrets to V. So you get 2 weapon systems (large autos and large arty) whereas missile users only get Cruise Missiles for the same amount of training time.

Thats where you are wrong again, specialization is an ability to use T2 weapons. Training Large projectiles to 5 wont enable you to use T2 arty or autos while you only need a couple of minutes to learn Cruise missile specialization after completing Cruise missiles 5. Please refer to post #8 to see the difference.

Opinions are like assholes. Everybody got one and everyone thinks everyone else's stinks.

ExAstra
Echoes of Silence
#19 - 2013-06-27 18:19:38 UTC
It takes 73 days to get T2 torpedoes to level 5 (no supports).

It takes 126.5 days to get T2 large Blasters to level 5 (no supports).

Personally I've never seen a problem, they're just different.

Save the drones!

Aliventi
Rattini Tribe
Minmatar Fleet Alliance
#20 - 2013-06-27 18:22:14 UTC
Kirimeena D'Zbrkesbris wrote:
Aliventi wrote:
But it doesn't take less time to train Cruise Missiles V. it take just as long as it would to train Large Projectile turrets to V. So you get 2 weapon systems (large autos and large arty) whereas missile users only get Cruise Missiles for the same amount of training time.

Thats where you are wrong again, specialization is an ability to use T2 variants of weapons, training Large projectiles to 5 wont enable you to use T2 arty or autos while you only need a couple of minutes to learn Cruise missile specialization after completing Cruise missiles 5. Please refer to post #8.

Alright. That is true, but only because of differing prereqs.
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