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Player Features and Ideas Discussion

 
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Moar simple changes....

Author
Klandi
Consortium of stella Technologies
#1 - 2012-03-24 12:13:12 UTC  |  Edited by: Klandi
How about the ability to plug in the skill when the prerequisite skill is over 97% completed, so it can activate and train seamlessly?
Example: medium projectile lvl5 to specialization lvl1. Currently you have to wait for the base skill to finish completely to inject and activate the spec.skill. The spec.skill could be injected when under 23hrs remain on the base skill and applied

I am aware of my own ignorance and have checked my emotional quotient - thanks for asking

DarkAegix
Center for Advanced Studies
Gallente Federation
#2 - 2012-03-24 12:37:30 UTC
Yes.

However,what would happen if they cancel this 97% completed skill? Will the other skill uninject (Allowing hilariously unprofitable jump-clone low-volume skill-selling)?
Or will the skill remain on your character sheet? Something which may require ridiculous coding from CCP to not be trainable, despite it being there.

Maybe the skill queue should 'lock' whenever a player decides to enact this idea Smile
Klandi
Consortium of stella Technologies
#3 - 2012-03-25 23:18:12 UTC
Last time I looked, you can't cancel a skill once it has been injected (never tried it)- you can postpone completing the base skill, but you usually train the base to train up the spec skill

I am aware of my own ignorance and have checked my emotional quotient - thanks for asking