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Hull Specalisation

Author
monkfish1234
State War Academy
Caldari State
#1 - 2013-07-23 09:09:51 UTC
Hi,

This is an idea that i thought up a few days ago and i decided i'd drop it in here so you can all flame me and tell me how out of touch with EVE I am.

anyway here goes:

The basic premiss of this is to add further specalistion into ships via skills that effect individual hull types. (put this here so you don;t even need to bother reading the rest if you don't want, just say i'm terrible and move on).

In my mind this effect an added ship bonus that would give a relatively small boost to a ships power, not something as impactful as % dmg, something more along the lines of % total cap, base speed, sig, agaility etc etc.
The idea behind this is that some people heavily specalise in certain ships, and for each current ship there is a skill cap, usually this cap is not massively greater than what would be considered a needed skill level to make good use of the ship. The only real exception to this would be weapon specalisation.

Similarly to weapon specs, the skills would be fairly high ranked so that it would only really appeal to the pilots that primarily fly that Hull whilst at the same time giving them enough of a boost that 1 vs 1 with someone without the skill they should have a slight advantage.

To point out I am aware of the following potential issues:
- it would be a significant amount of work considering the number of hulls currently in game
- ensuring balance was maintained could be an issue
- balancing effectiveness of the bonus agasinst it being worthwhile may prove difficult.

Personally I think this would be a cool addition to the game, where the people that choose to focus on a role within game can allow their ship to perfom better than the average pilot as a mark of their dedication to it. Also it would add so many skills and as such so much total train time it would get people away from the current issues of characters that are maxed in all sub cap skills for example.

Anywho, feel free to pick holes.

Monk.

Yaturi
The Scope
Gallente Federation
#2 - 2013-07-23 09:29:38 UTC
So in summary more sub cap specialization skills. Sorta like weapon specialization but for other ship attributes.

Im gonna say nah, maybe for navigation skills since they are a little skimpy, but nah man.

Theres already a plethora of fine tuned tweaking skills. Off the top of my head I cant think of anything aside from a sig reducing skill that would really have merit.

monkfish1234
State War Academy
Caldari State
#3 - 2013-07-23 09:37:32 UTC
Sort of but not for a specific attribute, that would be based on the hull so that it would maintain relevance.

so for example, a sig reduction bonus would be useful for the condor hull. (would effect condor, raptor, crow)
but for something like an abaddon this would be meaningless, so something like total cap would be more useful.

From my point of view i'm 3 years behind the earliest players and have alot of missed sp, I choose not to fly caps on this character and as a result the amount of skills that can effect the ships i fly is dwindling. For those with more SP than me, they are inevitably going to come towards a point where there are no more sub cap skills to train.

It gives those with very high SP a new timesink on skills. and for those who want to excell in a role it would raise the SP cap on the current hulls which i don't think would be a bad thing at all.
Beckett Firesnake
Viziam
Amarr Empire
#4 - 2013-07-23 09:41:47 UTC  |  Edited by: Beckett Firesnake
It is like Tech 2 ships....

Or do you mean:
"Omen specialization" : Increase speed, of the Omen by 2% per level.
"Stabber specialization": Increase the agility of the Stabber by 2% per level.
"Ishtar specialization": Reduce the malus of rigs on the Ishtar by 2% per level. or "Increase the Drones Hitpoints by 3% per level"

It could be dangerous...
Yaturi
The Scope
Gallente Federation
#5 - 2013-07-23 09:42:42 UTC  |  Edited by: Yaturi
^posted a minute before me

OHHH, I get it, I get now

So youre saying something like

Thorax Specialization lv1
Scimitar Specialization lvl2
etc...

That's ACTUALLY not too bad an idea.

**I do have my concerns also
monkfish1234
State War Academy
Caldari State
#6 - 2013-07-23 09:45:27 UTC  |  Edited by: monkfish1234
Beckett Firesnake wrote:
It is like Tech 2 ships....

Or do you mean:
"Omen specialization" : Increase speed, of the Omen and the Zealot by 2% per level.
"Stabber specialization": Increase the agility of the Stabber and the Vagabond by 2% per level.

It could be dangerous...


yeah we're understanding now :)

I agree balance would be a tricky thing for so many new skills + bonus'. as such i think you'd have to look at 1% or 2% bonus'.

edit: even flat amount might be possible, rather than % based as these are more susceptable to balance issues.

My idea is this is not supposed to be just another must have skill. they would be like x10 - x16 to really emphasise that they were for specalisation and something that only someone serious about that ship hull would spend the time on.

counter edit: to add to your edit including the ishtar spec, this would have to come under the vexor spec skill as that is the hull.
Yaturi
The Scope
Gallente Federation
#7 - 2013-07-23 10:00:57 UTC  |  Edited by: Yaturi
For sits and gigs

lets say there were a Cynabal spec skill that increased damage

You would have to do a damage increase % instead of rate of fire % because things could get out of hand

Same thing with Macherial


EDIT** Would this also mean vindy pilots would have it better since they can use the Mega spec skill as a base hull. Or are we throwing out all the faction ships from the equation?
monkfish1234
State War Academy
Caldari State
#8 - 2013-07-23 10:15:17 UTC
I'd suggest stearing well clear of stats such as dmg, tracking, range etc. becasue they apply to much direct power to the ship.

that said the angel ships would be tricky becasue they are both strong and well rounded currently. so to find a stat to plug a gap, aor give extra utility might be more testing.

pirate factions also add the complication of angel and sansha using unique hulls so serp, guiristas, blood would potentially have an unfair advantage, which is an annoyance :p
Yaturi
The Scope
Gallente Federation
#9 - 2013-07-23 10:37:55 UTC  |  Edited by: Yaturi
It would seem a fair middle ground would be to focus on speed or sig bonuses for combat ships and cap/rig requirement bonuses for attack ships

One scenario is the Scorpion
You cant really boost its damage or tank abilities because that would make the Rattlesnake a monster.
A sig reduction would be ok though since it is a shield boosting platform

As for other ships that use armor a speed bonus would be an good option.

Its definitely a give or take idea that would need a lot of testing to be feasible. I like it though

+1
Salpad
Carebears with Attitude
#10 - 2013-07-23 11:01:09 UTC
monkfish1234 wrote:
Hi,

This is an idea that i thought up a few days ago and i decided i'd drop it in here so you can all flame me and tell me how out of touch with EVE I am.

anyway here goes:

The basic premiss of this is to add further specalistion into ships via skills that effect individual hull types. (put this here so you don;t even need to bother reading the rest if you don't want, just say i'm terrible and move on).


I think CCP has long-term plans for adding ship classification skills, one that are orthogonal to the racial skills, so that for instance you can train Attack Cruiser and Combat Cruiser and Attack Frigate. Or whatever formal ship classification system it is that CCP has already started using. Ship "lines" I think they may call them.

Okay, I found a link.

The Merlin is classified as a Combat Frigate, as opposed to an Attack Frigate. This means that, if I am right in my assumption about CCP's long-term plans, that the Merlin will eventually have to skill-bonuses from two different skills. One bonus from the skill Caldari Frigate gives a level-based bonus to some things, and another bonus from a new skill, the non-race specific Combat Ships, gives a level-based bonus to some other things.

Note that Combat Ships is independent of hull size. It boosts all ships classified as Combat category Ships, whether Frigate, Cruiser, Battleship, or anything in between, but of course not capitals.
monkfish1234
State War Academy
Caldari State
#11 - 2013-07-23 11:19:29 UTC
Salpad wrote:
monkfish1234 wrote:
Hi,

This is an idea that i thought up a few days ago and i decided i'd drop it in here so you can all flame me and tell me how out of touch with EVE I am.

anyway here goes:

The basic premiss of this is to add further specalistion into ships via skills that effect individual hull types. (put this here so you don;t even need to bother reading the rest if you don't want, just say i'm terrible and move on).


I think CCP has long-term plans for adding ship classification skills, one that are orthogonal to the racial skills, so that for instance you can train Attack Cruiser and Combat Cruiser and Attack Frigate. Or whatever formal ship classification system it is that CCP has already started using. Ship "lines" I think they may call them.

Okay, I found a link.

The Merlin is classified as a Combat Frigate, as opposed to an Attack Frigate. This means that, if I am right in my assumption about CCP's long-term plans, that the Merlin will eventually have to skill-bonuses from two different skills. One bonus from the skill Caldari Frigate gives a level-based bonus to some things, and another bonus from a new skill, the non-race specific Combat Ships, gives a level-based bonus to some other things.

Note that Combat Ships is independent of hull size. It boosts all ships classified as Combat category Ships, whether Frigate, Cruiser, Battleship, or anything in between, but of course not capitals.


I truely hope not.

If they go down the path you suggest, it leads to broad ranging skills, which despite being called specalisation essentially become just another must have skill becasue they effect so many ships.

What I'd like to see and my idea promotes, is players maxing what they love to fly, rather than currently the focus just towards maxing everything.

I have no issue with the 'lines' we're using now, i think it gives them a more defined platform for balancing. I just don't think it's the right place to add specalisation really.


Silivar Karkun
Doomheim
#12 - 2013-07-23 18:52:17 UTC
came expecting a hull tanking thread, left disappointed :(
Shereza
Center for Advanced Studies
Gallente Federation
#13 - 2013-07-23 23:21:27 UTC
Honestly, I like this idea, but I'd rather see it as something akin to the EVE equivalent of post-cap leveling in other MMOs like Rift with Planar Advancement and Everquest with Alternative Advancement. Within that context these would need to be high-ranking skills with bonuses around 1% per level. I would also rather see this as truly hull specific and not hull class specific so that "Condor Specialization" is just for condors and not crows and raptors as well.

Small bonuses, long training times, hull exclusivity, and high costs would, for all intents and purposes, make them skills that are interesting only to people who truly have nothing better to train and are dedicated to flying only a few ships. From my perspective, at least right now, that would be a solid way of making sure that these don't become "must have" skills for EVE at large.
Grandma Squirel
#14 - 2013-07-24 04:27:17 UTC
I think it is good that eventually you hit the effective skill point cap on a ship, there is no more advantage to be gained by having trained longer, and it finally boils down to player skill. (If anything, that point takes too long to reach, but will certainly not get shorter) The fact that older players have a major SP advantage over newer players is a fact of life we all accept, but we don't need to go out of our way to magnify that advantage even further.
Aliventi
Rattini Tribe
Minmatar Fleet Alliance
#15 - 2013-07-24 06:06:40 UTC
No. If you want to be more effective use booster drugs and links. Eve is skill > SP. You are trying to make SP make up for a lack of skill.
Yaturi
The Scope
Gallente Federation
#16 - 2013-07-24 09:25:35 UTC  |  Edited by: Yaturi
Aliventi wrote:
Eve is skill > SP.



Well that's just what you say. I think most of EVE subscribers would say otherwise.

I personally envision that the OP's hull specialization idea can come immediately after training for a certain ship.
You could give it a secondary requirement like hull upgrades 5, though, just to bring it in line with t2 equipment hurdles.

With an idea like this you cant really call it a vet vs noob conflict either, since noobs can capitalize on it just as quickly.
I would fly the hell out of a lvl 4 spec Tristan any day, even with my pool of sp. I love me some t1 frig roams

In other words, to a noob, hull specialization is just as accessible as it is to a vet. A vet just has better trained skills overall, which is totally compliant with how this game is set up.

The whole 'experience is better than skill point' argument isn't really a legitimate reason to dismiss this idea imo.
Garviel Tarrant
Beyond Divinity Inc
Shadow Cartel
#17 - 2013-07-24 09:27:59 UTC
You want to get all the core support skills up to 4/5 and after that specialization is basically just getting ship type 4/5 and getting t2 weapons.

BYDI recruitment closed-ish

monkfish1234
State War Academy
Caldari State
#18 - 2013-07-24 16:16:47 UTC
Garviel Tarrant wrote:
You want to get all the core support skills up to 4/5 and after that specialization is basically just getting ship type 4/5 and getting t2 weapons.



This, right now skills caps per hull and specialisation is almost non exist ant. because you can specialise in something in a pretty short timeframe so it's not really a speciality, just more skills.

also to the comments above the advantaged gained from the specialisation would be deliberately small so that a more skilled pilot would not suddenly be overwhelmed as is the case when you look at something like cruiser 4 vs 5. the power gap is quite large. This all means to operate effectively you MUST be at 5.

The idea is for this to be an optional extra that just gives you that 1% extra that might make the difference in an even fight.

and yeah it would probably make sense for the reqs for the spec skill would be pretty much having the hull + effecting skills maxed.
Maldiro Selkurk
Radiation Sickness
#19 - 2013-07-24 16:37:40 UTC
You're just taking the whole concept of skilling into a ship and making it take longer, so no.

-1

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

Doddy
Excidium.
#20 - 2013-07-24 16:42:27 UTC
To be honest ccp has this already built this in to the skilling system from the start to some extent, your cruiser 5 effecting your falcon and rook as well as your blackbird. Don't really see any need to extend it, especially considering the mass rebalancing it would require.
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