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Player Features and Ideas Discussion

 
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Reduce the ridiculous SP requirements for Command Ships.

Author
Nevyn Auscent
Broke Sauce
#101 - 2014-07-20 23:59:27 UTC
Attack BC's (There are no T3's any more) are not the only BC's that see use any more. You are confusing Null Blob warfare and anom farming with the entire game. Please don't.

Also you are confused on HAC requirements, go and read them.

And the Split of BC to racial skills was nothing to do with access to Command Ships.
That was a change to Command Ship skill requirements, which gave no-one any extra skill points at all. Stop getting things wrong, seriously.
Rivr Luzade
Coreli Corporation
Pandemic Legion
#102 - 2014-07-21 06:27:05 UTC
Xequecal wrote:
...Battlecruiser V, which makes the skill another long annoying timesink for them.


Which skills that specialize in the Leadership role and would still keep the skill time at 100+ days would be not an "annoying timesink[sic]"?

You know that you are playing EVE Online, right? A game meant to be a long term game that is not meant to give you the majority of the available toys after a couple of months or even a year, right? If you and other new players don't get that, you and they are playing the wrong game.

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.

Xequecal
Ministry of War
Amarr Empire
#103 - 2014-07-21 09:37:28 UTC
Rivr Luzade wrote:
Xequecal wrote:
...Battlecruiser V, which makes the skill another long annoying timesink for them.


Which skills that specialize in the Leadership role and would still keep the skill time at 100+ days would be not an "annoying timesink[sic]"?

You know that you are playing EVE Online, right? A game meant to be a long term game that is not meant to give you the majority of the available toys after a couple of months or even a year, right? If you and other new players don't get that, you and they are playing the wrong game.


Honestly, anything would be fine with me as long it's not a double timesink like BC V and the CHA skills are now. There doesn't seem to be much logic behind the other T2 prereqs so lets say that instead of the CHA skills, you need Cap Management V, Thermodynamics V, and Nanite Operation V.
Nevyn Auscent
Broke Sauce
#104 - 2014-07-21 09:56:17 UTC
Xequecal wrote:
Rivr Luzade wrote:
Xequecal wrote:
...Battlecruiser V, which makes the skill another long annoying timesink for them.


Which skills that specialize in the Leadership role and would still keep the skill time at 100+ days would be not an "annoying timesink[sic]"?

You know that you are playing EVE Online, right? A game meant to be a long term game that is not meant to give you the majority of the available toys after a couple of months or even a year, right? If you and other new players don't get that, you and they are playing the wrong game.


Honestly, anything would be fine with me as long it's not a double timesink like BC V and the CHA skills are now. There doesn't seem to be much logic behind the other T2 prereqs so lets say that instead of the CHA skills, you need Cap Management V, Thermodynamics V, and Nanite Operation V.

Basically he wants skills that he already has trained rather than having to train a new area that might help someone else other than him :)
Gully Alex Foyle
The Scope
Gallente Federation
#105 - 2014-07-21 10:15:45 UTC
Nevyn Auscent wrote:
[Basically he wants skills that he already has trained rather than having to train a new area that might help someone else other than him :)
If you want to really help your space friends to enjoy the game, you log on, organize things, chat with people, help out newbros, learn to fc and take fleets out, become a good scout (aka 'juicy target finder'), fly logi or ewar, haul stuff for the corp, fit ships for the corp, refuel towers, etc. etc.

The notion that waiting an year or two for skills to train helps people is ludicrous.

Make space glamorous! Is EVE dying or not? Ask the EVE-O Death-o-meter!

Nevyn Auscent
Broke Sauce
#106 - 2014-07-21 10:23:51 UTC
Gully Alex Foyle wrote:
If you want to really help your space friends to enjoy the game, you log on, organize things, chat with people, help out newbros, learn to fc and take fleets out, become a good scout (aka 'juicy target finder'), fly logi or ewar, haul stuff for the corp, fit ships for the corp, refuel towers, etc. etc.

The notion that waiting an year or two for skills to train helps people is ludicrous.

The notion that 100 days (From absolute zero) is a year or two is also
Kagura Nikon
Native Freshfood
Minmatar Republic
#107 - 2014-07-21 10:25:14 UTC
I would prefer if they BOOSTED the ships to be worth that SP level.

They should ALL gain about 50 more cpu so they can all use links and a PROPER fitting. So if someoen wants to being a link ship not offgrid, that person would not be laughing stock.

"If brute force does not solve your problem....  then you are  surely not using enough!"

Goldiiee
Bureau of Astronomical Anomalies
#108 - 2014-07-21 10:27:56 UTC  |  Edited by: Goldiiee
Been said before but perhaps it was missed;

Eve is about choices and making those choices have real permanent consequences. The choice of training for x instead of y, is the simplest example of what this game is about, making choices and living with it; you can choose to train for a CBC and get killed by the guy that choose to train a HAC or more likely vice versa, but that's the whole point.

If you can train any individual ship in say 30 days then there's no real consequence or reward, you can change your mind like a teen girl getting dressed, but setting a 6 month training queue that has nothing to do with what you 'think' you need and believing it will be beneficial to you in the end, that's EVE.

Things that keep me up at night;  Why do we use a voice communication device to send telegraphs? Moore's Law should state, Once you have paid off the last PC upgrade you will need another.

Xequecal
Ministry of War
Amarr Empire
#109 - 2014-07-21 10:43:12 UTC  |  Edited by: Xequecal
Nevyn Auscent wrote:
Basically he wants skills that he already has trained rather than having to train a new area that might help someone else other than him :)


I actually only have one of those skills trained to V, but whatever. I just don't think it's correct for this one class of ship to have a huge number of timesink SP that the vast majority of players that train them will never see any use from. Capital ships are the only other ship type where this is the case. It's just especially bad when you consider that Battlecruisers V is about as useful as Torpedoes V these days.
Rivr Luzade
Coreli Corporation
Pandemic Legion
#110 - 2014-07-21 10:43:58 UTC  |  Edited by: Rivr Luzade
Gully Alex Foyle wrote:
Nevyn Auscent wrote:
[Basically he wants skills that he already has trained rather than having to train a new area that might help someone else other than him :)
If you want to really help your space friends to enjoy the game, you log on, organize things, chat with people, help out newbros, learn to fc and take fleets out, become a good scout (aka 'juicy target finder'), fly logi or ewar, haul stuff for the corp, fit ships for the corp, refuel towers, etc. etc.

The notion that waiting an year or two for skills to train helps people is ludicrous.


I want to add to this the ability to offer your fleet a proper booster ship to give your fleet an edge over the opponent, to keep forming up a fleet a little bit shorter because the tiresome look for a booster is shortened, to boost your PVE buddies so that they can run their plexes, missions, incursions and anoms faster, to provide your logistics pilots a steadfast anchor which, in case you have intelligently fitted smartbombs, can get rid of Ewar drones and who can concentrate on keeping in range of the fleet, while logi can concentrate on repping.

Just some things where a properly trained CS augments or even enables your points in the first place. Blink

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.

Tauranon
Weeesearch
CAStabouts
#111 - 2014-07-21 10:52:55 UTC
afkalt wrote:
Rivr Luzade wrote:
You clearly know more than us. Please enlighten us.

More fancy screenshots here.

And right, training Leadership skills for a Command ship, which uses Links and Boosts, is certainly deadweight.



And if you actually read the skills and not just the number, you'd appreciate his point. It's deadweight skills almost certainly on a wild off-map. Before it was like ... Mechanics, HACs etc

You don't NEED links on a CS - they are highly capable straight up fighters. And if you want to nitpick, the likes of an Eos REQUIRING the shield boosts is just dumb. Or the nighthawk needing to boost all those well known caldari armor tanks.


Its only the warfare skills, its not the specialist skills, and it helps leave a space for single-link BCs on a tight training budget.

Gully Alex Foyle
The Scope
Gallente Federation
#112 - 2014-07-21 11:04:35 UTC
Rivr Luzade wrote:
Gully Alex Foyle wrote:
Nevyn Auscent wrote:
[Basically he wants skills that he already has trained rather than having to train a new area that might help someone else other than him :)
If you want to really help your space friends to enjoy the game, you log on, organize things, chat with people, help out newbros, learn to fc and take fleets out, become a good scout (aka 'juicy target finder'), fly logi or ewar, haul stuff for the corp, fit ships for the corp, refuel towers, etc. etc.

The notion that waiting an year or two for skills to train helps people is ludicrous.


I want to add to this the ability to offer your fleet a proper booster ship to give your fleet an edge over the opponent, to keep forming up a fleet a little bit shorter because the tiresome look for a booster is shortened, to boost your PVE buddies so that they can run their plexes and anoms faster, to provide your logistics pilots a steadfast anchor which, in case you have intelligently fitted smartbombs, can get rid of Ewar drones and who can concentrate on keeping in range of the fleet, while logi can concentrate on repping.

Just some things where a properly trained CS augments or even enables your points in the first place. Blink
Sure, I completely agree. Was thinking of firing up a booster alt myself just for that reason (I'd be too lazy to just use it on my own for 'not so solo' pvp).

But since boosters actually are a fleet fun-enabler, all the more reason for ccp to reduce training times! Lol They would make more money, too.

Look, my impression is that ccp gradually introduced t2 ships as a 'stretch training goal' for the vets that had t1 maxed out already.

Problem is, when EVE is at its best (for example, active pvp corps that have a lot of fun going out and killing/dieing together every night), you'll have both vets and newbros playing together, which is great. Often times, the newbros will have more enthusiasm and possibly more time to play than the stereotypical 'bitter vets'. But their effective contribution to corp fun is limited by several lvl 5 timesinks.

And please don't say they can fly scouts or tackle - we all know that once an fc already has a couple in fleet he'd really prefer an additional guardian pilot to the 5th ares. What? Or that that same fc would be thrilled to have a squishy t1 cruiser tagging along with the hac gang just to get killed first while trying to shoot out of his optimal range.

Truth is, while it's debatable whether or not skill trainings measured in months add :meaning: :choices: or :epic pace: to the game, it's rather hard to maintain that they're increasing people's (social) enjoyment.

Make space glamorous! Is EVE dying or not? Ask the EVE-O Death-o-meter!

Rivr Luzade
Coreli Corporation
Pandemic Legion
#113 - 2014-07-21 11:54:10 UTC  |  Edited by: Rivr Luzade
The vets have been through this as well and also have been in the situation current "new bros" (how I detest this word) are in. And they survived this time and had something else to fly during that time, or even cut back their overeager sky-high expectations because they realized (or were made to realize) that they cannot fly such high end ships after a year in the game, let alone any shorter amount of time. If you want to do that, you are an annoying hindrance to the corp, especially in fleets.

It is pointless to give a player a CS after 6 months of playing, because this player cannot fly it as they lack even the most basic skills to maintain it. After 6 months, they (most of them at least) don't even know how to fly a frigate or cruiser. They don't even have the money to buy such a ship and a proper fitting, not to mention the skills for proper fittings.

So, from this notion, I suggest that not the CS skills are the problem, but the exuberant focus on social activities and not on what's meaningful and useful for the game and the community. On the one hand, every corp looks for more and more players, but since most good players are already in corps, they go for new players and expect from them to be able to do the same thing as older players do. That works if there are not too many of them in the corp and they can fill the role of scout or tackle, while the biggest part of the fleet is still in useful ships; however, as soon as there are too many new players in a corp, this concept breaks apart and the game experience rots away. On the other hand, new players nowadays want to have everything immediately, which might work in other games, but not in EVE. While PLEXing your way through the game works, it only causes good laughs on the killboards and pertinent news sites. Both sides make their game worse by expecting too much and wanting too much in too short of a time, without properly thinking about it.
Henceforth, I don't see how shorter CS training and exorbitantly more social entanglement make this game a better game. In my opinion, this is not about " add[ing] :meaning: :choices: or :epic pace: ", it is about the meaningful advancement in the game as a player, where it is necessary to have long training times to lay a proper foundation for further better toys in terms of skill points, but more importantly in terms of knowing what you are doing and how to keep doing what you are doing. Rushing things through just for the sake of handing out candy earlier does not make the game better, it only leads to a worse gameplay experience for all parties involved.

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.

Gully Alex Foyle
The Scope
Gallente Federation
#114 - 2014-07-21 12:19:33 UTC
I see your point and largely agree.

But I'd also like to point out that player skill varies widely depending on how smart and dedicated you are and how much spare time you have.

If you're smart, dedicated and have lots of spare time (both to play and to 'research'), in 6 months you can easily become a pretty decent scout or frig logi anchor (both are arguably harder than flying dps in a fleet) and/or be able to make a couple billion ISK/month with minimal 'grind'. You could certainly be useful flying, say, HAC or T3 dps and also could afford to lose a few of them per month (out of your own wallet)... but training times (ship + t2 weapons + t2 tank) prevent you from flying them.

On the other hand, if you're a bit goofy and can only play on sunday evenings, you'll be a liability to the fleet even as a 5-year vet.

I guess what I'm saying is, give players some more tools earlier and let the sandbox dictate if they can use them or not. If you're a terrible pilot, you'll just lose more stuff than you can afford and no decent corp will want to fly with you. Darwinism > timesinks imho.

Also, we all know morons provide content, too. Twisted I'm just a FW scrub, but if there weren't guys fooling around in lone battleships and faction cruisers in Black Rise on sunday nights, just praying to be be ganked by small AF gangs, we'd all have much less fun.

Apologies for derailing the thread to a wider 'lvl 5 prereqs for T2 ships/gear are excessive' argument. Lol

Make space glamorous! Is EVE dying or not? Ask the EVE-O Death-o-meter!

Dyscordia
Super Elite Friendship Club
#115 - 2014-07-21 13:21:00 UTC
Gully Alex Foyle wrote:
As a 1-year old player I'm obviously biased but I find the time sinks (compulsory lvl v skills) for anything t2 a bit weird.

Imho it would make more sense to raise the ranks of the bigger ships/weapons, but lower most of the prerequisites for t2 to lvl iv.

As it is, it takes much more time to get into an assault frigate with t2 small weapons than getting into a bs with t1 large weaponry.


I understand ccp needs a system to keep people playing for years, but what's more fun and engaging: having more toys to play with, or playing several weeks of (mostly) skill queue online when you're a bit bored of running around in frigs and dessies so you're waiting those 40-50 days or so for hacs/t2 medium weapon systems to finish training?


TL;DR: lvl v skills should be more about giving you that final extra edge instead of an inevitable weeks-long wait to have access to new parts of the game.


As an older player, we used to have bloodlines, no remaps, and had to train learning skills for seven months+ to help you learn faster - and still had longer training requirements for Command ships and other various ships than it is today. It's already been watered down.

Maybe my sensibilities off a bit because I've waited years to be able to fly everything. But I didn't think Command Ships were unbalanced requirement wise. They are supposed to be an end game ship / long term goal, not the next step up from an frigate/assault frig.
Rivr Luzade
Coreli Corporation
Pandemic Legion
#116 - 2014-07-21 14:06:47 UTC
Gully Alex Foyle wrote:

Also, we all know morons provide content, too. Twisted I'm just a FW scrub, but if there weren't guys fooling around in lone battleships and faction cruisers in Black Rise on sunday nights, just praying to be be ganked by small AF gangs, we'd all have much less fun.


That's the content that I don't like to see happening more often. Every now and then is all nice and dandy, but if such a bling ship dies every day or twice every week, it starts to shine a bad light onto the game (attracting individuals from the far lower end of the intelligence meter as well as overexploitation of daft new players or uninformed returners).
I also don't think that this should be the kind of content we are looking for. It's in my opinion not even fun as a soap opera or sitcom.

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.

Zan Shiro
Doomheim
#117 - 2014-07-21 14:27:54 UTC  |  Edited by: Zan Shiro
Nevyn Auscent wrote:
Catherine Laartii wrote:

TLDR; Have lvl 5 command link requirements only pertain to the links they get bonuses for.

Again, there are no Level 5 link skills required. Only leadership skills. Which are different because they work without a module.
And are only a *2 Multi.




this...

and I have found even the leaderships not full suited to your fit, still helps out the group as a whole. Armour in a shield heavy fleet at siege 5 gets 10% more base shield ehp. That could be a few more shots soaked up in your off tank before the real armour tank is hit. Having been in a few cases where it was slugfest down to hull...that couple of shots on shield helps imo.

Or as shield in armour fleets. I have had lots of caldari boats warp out in armour if not hull. For the ships that gtfo with hull to the point ship is smoking I was real happy i had that little extra armour (otherwise it be one dead ship). And well, jam scorpion needs all the help it can get. This, widow, or falcon...yeah...you like you booster to be 5 all warfares, but armour and shield be top 2 if you could only have half of them.