These forums have been archived and are now read-only.

The new forums are live and can be found at https://forums.eveonline.com/

Skill Discussions

 
  • Topic is locked indefinitely.
123Next page
 

Skills the game desperatly needs

Author
Airto TLA
Acorn's Wonder Bars
#1 - 2012-07-20 20:53:42 UTC
Harbor Pilot

after many years in piloting a starship your pilot has finally learned to fly in close to large oobjects rather than repeatedly running into them. Your pilot will will automatically set a small orbit around colloidable objects at a % of speed if your choosen path is blocked by that coloidable,

Each rank equals 10% of max speed.


Drone Debugging:

Each rank of this skill allows a new command to be set on your drones.

Examples:

Do not attack the %$%#$ triggers.

Return home if under fire

No really I mean concentrate fire.

Attack under certain conditions (up to the immagination here)



Any other ones? I may be joking but I know alot of people who would train these skills at least to 4.

Tau Cabalander
Retirement Retreat
Working Stiffs
#2 - 2012-07-21 00:15:13 UTC  |  Edited by: Tau Cabalander
Ordnance Handling - Each level of this skill reduces the reload time for turrets and launchers by 10%. Does not apply to laser or mining crystals.
Prerequisites: Advanced Weapon Upgrades 5, Surgical Strike 5, Warhead Upgrades 5, Gunnery 5, Missile Launcher Operation 5.

Warp Navigation - Each level of this skill increases the pilot's ability to navigate warp tunnels more efficiently, increasing the warp velocity.
Prerequisites: Navigation 5, Astrometrics 5

Fine Print (rank 2) - adds 8 contracts per level
Skill in filling the borders and margins of contracts with endless terms and conditions on a scale that even nanotech engineers find impressive.
Prerequisite: Contracting 5

Contract Law (rank 4) - adds 16 contracts per level
Skill in applying local laws and legal precedents that favour your contract dealings.
Prerequisite: Fine Print 5

Legalese (rank 6) - adds 32 contracts per level
Skill in burying contracts in meaningless legal jargon so effectively that nobody dares to contest their validity.
Prerequisite: Contract Law 5

Infomorph Adaptation
Advanced training that enables a pilot to endure the physical and mental stresses experienced as a result of clone jumping, thereby alloying the pilot to change clones more frequently.
Prerequisite: Informorph Psychology 5
RavenPaine
RaVeN Alliance
#3 - 2012-07-21 01:28:21 UTC
Starbase Efficiency skills.
Faster lock.
More range.
Better DPS.
Operate more mods.
etc.

Remote Clone Placement
Able to place one clone in any station in eve. (restrictions?) 1 clone per 30 days per skill level.
This would create a whole new war mechanic. Clone wars would be real in EVE.
Getting ships there would still be a logistic issue.
For the average Joe though, it woud just save pointless fly-time.

Squad Management
Allows an additional (x) members per level.
Watch List Management
Allows an additional (x) members to the watch list.

Lady Katherine Devonshire
Royal Ammatar Engineering Corps
#4 - 2012-07-21 07:14:41 UTC
Teleconferencing - Social (x3), Prereq. Social 3, Connections 2, Diplomacy 1

Allows you to both accept and turn in (non-delivery required) missions from agents without having to actually dock at their stupid station every dang time..

First level allows teleconferencing within the same system. Second level increases the range by one jump. At level five, any agent in the same region can be interacted with.



Mission Profiling - Social (x4), Prereq. Social 3, Connections 3, and either Distribution Connections 1 or Security Connections 1 (or both, as appropriate, see below).

Allows you to be more selective in the missions that your agents give you.

At level 1 you will no longer receive security missions that are actually a level higher than what your agent level is (You know what I mean; Go to a L3 agent, get a 400LP mission, a 400LP mission, and then out of nowhere they throw a 1000LP mission at you along with enemies to match), nor will you receive cargo missions that exceed the cargo capacity of your current ship. The decline mission penalty drops to 2 hours.

At level 2 you can put a cap on how many jumps you're willing to make from the agent's home base, and the "decline mission" penalty drops to 1 hours. Mission bonus time extended 25%.

At level 3 you can choose if you want to fight Navy Faction foes or Pirate foes (if security), or if you're willing to deliver to null-sec or not. The decline penalty drops to 30 minutes. Mission bonus time extended 50%.

At level 4 you can choose between actual Navy Factions or Pirate groups in particular to fight, or if you're willing to deliver to low-sec or not. The decline penalty drops to 15 minutes. Mission bonus time extended 100%

At level 5, you can choose the actual mission that you want to fly from the (formerly) random list. The decline penalty is eliminated entirely (not that you'd ever have a reason to decline a mission again at this point). Mission bonus only ends at server downtime.





Drone Shield Operation - Drones (x3), Prereq. Drones 5, Shield Operation 3

Each level increases the recharge rates of drone's shields by 10% when deployed and 20% when in the drone bay.





Warp Disruption Systems - Electronics (x5), Prereq. Electronic Warfare 3, Propulsion Jamming 4

Each level gives a cumulative 10% chance that any active warp scramble system being used will give an extra point of scramble strength in a given pulse. Also extends jam pulse duration by 5% per level.

Warp Stabilization - Engineering (x5), Prereq. Energy Management 3, Warp Drive Operation 4

Each level gives cumulative 10% chance that any warp stabilizer will give an extra point of stabilization during any pulse that a jamming attempt is made on the ship. Gives a 5% chance per level of generating a single point of stabilization even without a warp stabilizer equipped (max 25% per pulse).

Note: This would make things interesting.




Drone Tactics - Drones (x4), Prereq. Drones 5, Leadership 3

Note: These would all be option buttons.

At level 1 shield & armor repair drones get "fleet assist" mode to automatically seek out & repair the most damaged ship (or even fellow drones) in your fleet.

At level 2 drones can be ordered to temporarily follow commands of a fleet mate ("obey target").

At level 3 docked drones repair 50% of the rate of your ship's armor and/or hull repair unit(s), when activated.

At level 4 drones can be given "protect me" command, automatically targeting (or switch targets to) whichever ship did the most DPS to you in the last 30 seconds.

At level 5 drone command "exploit weakness" will make drones automatically target (or switch targets to) whichever enemy is most vulnerable to their attacks (i.e. Amarr drones will target foes shield but move to new target once shields are down, while Minmatar drones will seek out exposed hulls, etc)
Paikis
Vapour Holdings
#5 - 2012-07-21 07:52:47 UTC
Lady Katherine Devonshire wrote:
Teleconferencing - Social (x3), Prereq. Social 3, Connections 2, Diplomacy 1

This would be very useful. I would like to add though, that mission rewards should still appear at the agent's station, and NOT where ever you happen to be. How is it that they can send your reward to you instantly, yet cannot let you accept a new contract?



Mission Profiling - Social (x4), Prereq. Social 3, Connections 3, and either Distribution Connections 1 or Security Connections 1 (or both, as appropriate, see below).

Allows you to be more selective in the missions that your agents give you.

No. Just no. Missions are already ISK faucets, we don't need to make them laser guided ISK hoses.





Drone Shield Operation - Drones (x3), Prereq. Drones 5, Shield Operation 3

Each level increases the recharge rates of drone's shields by 10% when deployed and 20% when in the drone bay.

Yes. I'd like to see drones self-repair while in your drone bay. I always forget to repair mine and then they sit their taunting me with their red armor bars.





Warp Disruption Systems - Electronics (x5), Prereq. Electronic Warfare 3, Propulsion Jamming 4

Each level gives a cumulative 10% chance that any active warp scramble system being used will give an extra point of scramble strength in a given pulse. Also extends jam pulse duration by 5% per level.

Warp Stabilization - Engineering (x5), Prereq. Energy Management 3, Warp Drive Operation 4

Each level gives cumulative 10% chance that any warp stabilizer will give an extra point of stabilization during any pulse that a jamming attempt is made on the ship. Gives a 5% chance per level of generating a single point of stabilization even without a warp stabilizer equipped (max 25% per pulse).

Note: This would make things interesting.

Could be interesting, would certainly cause TEARS. +1




Drone Tactics - Drones (x4), Prereq. Drones 5, Leadership 3

Drones need a complete overhaul. They are severely dated.


Responses in Italics.
RavenPaine
RaVeN Alliance
#6 - 2012-07-21 18:26:37 UTC
Remote Repair Agent

This skill will allow you to contact a remote repair agent who will fly his Badger (race specific) out to you and repair your ship. His Badger is slow, but holds every tool imaginable to do any and all repairs. Might allow you to online a mod. Not a fitting service.

Standings would affect the skill. 0.0 might need some provisions. Pre-req might be Repair Agent V, see below.

Level 1. Same system repairs

Level 2. 3 jumps

Level 3. 6 jumps

Level 4. 12 jumps

Level 5. Region wide


Repair Agent

Reduces the cost of repairs by 10% per level, up to 50%.
Matrim Barr
Caldari Provisions
Caldari State
#7 - 2012-07-21 21:36:15 UTC
GUI Interfacing:

Each level of this skill will make the user interface progressively easier for the player to understand. By level 5, Corporation Role and POS management will have been reduced down to merely 'Confusing as feck'
Miss Hurricane
Sebiestor Tribe
Minmatar Republic
#8 - 2012-07-23 16:04:45 UTC
Lady Katherine Devonshire wrote:
Teleconferencing - Social (x3), Prereq. Social 3, Connections 2, Diplomacy 1

Allows you to both accept and turn in (non-delivery required) missions from agents without having to actually dock at their stupid station every dang time..

First level allows teleconferencing within the same system. Second level increases the range by one jump. At level five, any agent in the same region can be interacted with.



Mission Profiling - Social (x4), Prereq. Social 3, Connections 3, and either Distribution Connections 1 or Security Connections 1 (or both, as appropriate, see below).

Allows you to be more selective in the missions that your agents give you.

At level 1 you will no longer receive security missions that are actually a level higher than what your agent level is (You know what I mean; Go to a L3 agent, get a 400LP mission, a 400LP mission, and then out of nowhere they throw a 1000LP mission at you along with enemies to match), nor will you receive cargo missions that exceed the cargo capacity of your current ship. The decline mission penalty drops to 2 hours.

At level 2 you can put a cap on how many jumps you're willing to make from the agent's home base, and the "decline mission" penalty drops to 1 hours. Mission bonus time extended 25%.

At level 3 you can choose if you want to fight Navy Faction foes or Pirate foes (if security), or if you're willing to deliver to null-sec or not. The decline penalty drops to 30 minutes. Mission bonus time extended 50%.

At level 4 you can choose between actual Navy Factions or Pirate groups in particular to fight, or if you're willing to deliver to low-sec or not. The decline penalty drops to 15 minutes. Mission bonus time extended 100%

At level 5, you can choose the actual mission that you want to fly from the (formerly) random list. The decline penalty is eliminated entirely (not that you'd ever have a reason to decline a mission again at this point). Mission bonus only ends at server downtime.


I approve of these... I am forever frustrated having to run back and forth having to dock and undock to hand in or request a mission.... This would make missioning (for me atleast) 10x more enjoyable!
Daniel Plain
Doomheim
#9 - 2012-07-23 17:36:44 UTC
i like the jump clone reduction one. also:
Enemy Assessment:
allows you to deduce vital stats about locked targets without the use of scanner modules.
rank 1: current hull resistances
rank 2: current armor resistances
rank 3: current shield resistances
rank 4: current capacitor state
rank 5: cargohold contents

I should buy an Ishtar.

Fozzy Dorsai
Friendly but Irritating
#10 - 2012-07-26 11:28:41 UTC
Regional Trading Skills
These are inter regional versions of the normal training skills. Requires Tycoon 5
Gethin Arq
#11 - 2012-07-26 12:17:05 UTC
Tear Retention

Helps a player HTFU.

At level 5 Goonswarm seem almost likable.
Cee Blunt
State Protectorate
Caldari State
#12 - 2012-07-26 13:02:28 UTC
+1 for Tear Retention

+1 for reduced clone jumping time

What about a skill that expands the range of the directional scanner?

A skill that delays your appearance in local by up to a minute (at level 5) could be entertaining for local spikes.

Or moreover, a skill allowing you to see number of people in local 1 jump out, 2 jumps out, 3 etc.

Mashie Saldana
V0LTA
WE FORM V0LTA
#13 - 2012-07-26 23:40:07 UTC
We need learning skills so we can get SP faster.
Lone Renegade
Caldari Provisions
Caldari State
#14 - 2012-07-27 01:07:48 UTC
Roomy Pants lvl1 -

At first level your pants provide 5% more space for crotch.
Each new level increase the space by a further 5%
stoicfaux
#15 - 2012-07-27 03:31:23 UTC
Parent Teacher Conferencing. Each level extends the length of your skill queue by one day.

Using a Personal Planner 101. For each level in this advanced skill you can have one skill in the training queue regardless of whether it fits within the queue's time. For example, at level V, you can have five skills in the training queue, even if each individual skill requires a month to complete.

English as a First Language. Each skill level provides a 20% chance that the in-game chat and forum grammar checker will automatically correct incorrect usage of "your" and "you're".


Pon Farr Memorial: once every 7 years, all the carebears in high-sec must PvP or they will be temp-banned.

LtColonel Carter
Deep Core Mining Inc.
Caldari State
#16 - 2012-07-28 01:10:41 UTC
stoicfaux wrote:

English as a First Language. Each skill level provides a 20% chance that the in-game chat and forum grammar checker will automatically correct incorrect usage of "your" and "you're".



MARRY ME ALREADY!!! Big smile
Dave stark
#17 - 2012-07-28 06:18:35 UTC
LtColonel Carter wrote:
stoicfaux wrote:

English as a First Language. Each skill level provides a 20% chance that the in-game chat and forum grammar checker will automatically correct incorrect usage of "your" and "you're".



MARRY ME ALREADY!!! Big smile


only if it also corrects "there" "they're" and "their"...
J'as Salarkin
Red Sky Morning
The Amarr Militia.
#18 - 2012-07-29 15:20:40 UTC
Bonus Customization (x5) no requirements

The bonuses of each T1 ships (below capitals) can be customized. You can pick one of the two ship bonuses and replace it with one you choose. For each level of the skill you get 1/10th of the "normal" bonus. Take the new punisher for example, to increase its dps you can drop its armor res bonus and get a maximum or 12.5% rof bonus at lvl5. Role bonuses can not be changed.

Advanced Bonus Customization (x8) requires Bonus Customization
Skill for T2 ships

I would personally like this a lot! You could specialize your ship to a certain extent, but doing so would decrease the overall ability of the ship as the bonus you would get is only half of the normal ones.
Johan Civire
Caldari Provisions
Caldari State
#19 - 2012-07-31 01:20:51 UTC
New skills

Trolling (x10)
lvl1 - Increase trolling systems by x% of the markting price
lvl2 - Increase trolling systems by x% and decrease GM warnings by x%
lvl3 - Increase trolling systems by x% and increase scams succesfull at x%
lvl4 - Succesfull contract scams by 50% GM will ignore you for 75%
lvl5 - You got trolled

Need more ask /jk offcourse
Ron Maudieu
#20 - 2012-07-31 05:49:43 UTC  |  Edited by: Ron Maudieu
I recently had someone try to tell me thermodynamics was a "useless" skill.

So the skill I would add would be, "Fool-proof"
Makes you look like 10% less of a fool in front of your corporation per level.

(Requires you to be the CEO of your corporation to use this skill.)

Lol


Edit: forgot the "per level" bit.
123Next page