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Player Features and Ideas Discussion

 
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Reduce the ridiculous SP requirements for Command Ships.

Author
Ellendras Silver
CrashCat Corporation
#21 - 2014-07-12 14:03:02 UTC  |  Edited by: Ellendras Silver
Nevyn Auscent wrote:
Ellendras Silver wrote:


i am talking about DIRECTOR learn to read

to specify as reading isnt your strong suit:
for orca and rorqual you only need mining foreman 5 and mining director 1 for a command ship you need 2 leadership skills @5 and the link skill also @5 that is over 3 times the time sink

Except you don't need the link skills at 5, you don't even need the link skills at 1 for a Command Ship.
You need Warfare specialist at IV, that's the ONLY link skill on the Command Ship requirements.

Mining Director = Link skill. which is NOT on Command Ships at V, or any level for the 4 primary link skills.
Mining Foreman = LEADERSHIP skill, which IS on the Command Ships.

You telling me to learn to read when you fail so badly, hilarious.


damn.... i was wrong

[u]Carpe noctem[/u]

Gully Alex Foyle
The Scope
Gallente Federation
#22 - 2014-07-12 14:05:50 UTC
Rivr Luzade wrote:
Gully Alex Foyle wrote:
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?


What is more rewarding? Being able to fly every common ship in EVE within 1 year or having something to train for and long for for a very long time with a satisfying "Skill Training Completed" after many months of eager waiting? I personally find the latter a whole lot more appealing.

And what is so terrible about flying in Frigs and Desis? FW people do it as the bread and butter every day and don't seem to be too sad about it. In fact, they don't even seem to want to fly something else. Ganking is also only done in destroyers and cheap cruisers/battlecruisers.

A shorter training time for the ship itself also makes especially the newer players use it before they are even remotely capable of properly using it. The ships themselves are not the important part of the training, the myriad of the support skills is what distinguishes the ships capabilities and makes them great. In regard to this I wonder if the OP is just after more Officer spawns in High sec.
Personal taste I guess, but to me simply waiting for a couple of weeks to pass isn't particularly rewarding. I prefer achievements requiring dedication and practice, such as becoming a quick and effective logi pilot or succesfully handling a 1v3 against similar size ships.

I love frigs and dessies and will probably continue to use them for years to come. They're just not the proper tool for certain jobs.

My point is, I can and will wait patiently for my new toys to train. But who's benefiting from the wait?

Me: I'll fly what I can and maybe go to the beach some more if I don't feel like undocking an af for the 10,000th time.

My mates: will have one less pilot in their hac gang.

My enemies: will have one less dude to shoot at.

Industrialists/traders: will have one less derpy pilot buying ishtars or guardians after he whelps them.


Just sayin that month-long timesinks (especially for relatively common gear) on average decrease, rather than increase, most people's enjoyment of this cool game.

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

Nevyn Auscent
Broke Sauce
#23 - 2014-07-12 14:06:46 UTC
Ellendras Silver wrote:

damn.... i was wrong

Yep, which is why the pre-req's for CS are just fine. They don't need link skills to V, only leadership skills which is a mere 8 ranks of skills between them all if I have it right.
They work with no links fitted and in any ship so they are a useful skill to have regardless. And it means anyone flying a command ship you can (well, mostly) trust to be good in a squad commander position in any other ship also.
Rivr Luzade
Coreli Corporation
Pandemic Legion
#24 - 2014-07-12 14:25:38 UTC  |  Edited by: Rivr Luzade
Gully Alex Foyle wrote:

Personal taste I guess, but to me simply waiting for a couple of weeks to pass isn't particularly rewarding. I prefer achievements requiring dedication and practice, such as becoming a quick and effective logi pilot or succesfully handling a 1v3 against similar size ships.

I love frigs and dessies and will probably continue to use them for years to come. They're just not the proper tool for certain jobs.

My point is, I can and will wait patiently for my new toys to train. But who's benefiting from the wait?

Me: I'll fly what I can and maybe go to the beach some more if I don't feel like undocking an af for the 10,000th time.

My mates: will have one less pilot in their hac gang.

My enemies: will have one less dude to shoot at.

Industrialists/traders: will have one less derpy pilot buying ishtars or guardians after he whelps them.


Just sayin that month-long timesinks (especially for relatively common gear) on average decrease, rather than increase, most people's enjoyment of this cool game.


You cannot achieve what you apparently want to achieve with a poorly trained ship. While you maybe know about all the support skills. However, other pilots don't (which usually ends up in terrible ALODs). Your "one less mate" in your Hac gang is going to fly a poorly trained ship (why is there a combat CS in a HAC gang to begin with?), which only holds the HAC back; your enemies certainly find another ship to shoot in your fleet, one that can actually hurt them; Industrialists and Traders won't mind, because a dead terrible CS pilot is a one-time customer and after his loss doesn't touch the ship again.

Therefor, having the skills shortened or deviated from the role of the ship for a very High End (content) ship only causes terrible piloting.

--

Ellendras Silver 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.


you act like links is the only use for command ships? i agree with the OP i can fly every combat ship except dictors and heavy dictors and ofc command ships it is ******** that i should train almost all leadership skills to 5 just to sit in it, there is realy no defence for this.

and speaking of this why isnt mining director 5 needed to inject orca or rorqual skills????? because lvl 1 is enough for those ships! i would love to fly command ships without links so tell me why i need to train a **** ton of skills that i dont want/need ???


Roll If you had read my other post, you'd see a "role", not a "use". But I let it slip. IF you don'T want to train viable skills for a ship role, just because it requires you to put on another implant or because "*colorful vocabuar* this!", then this is your choice. Their use, however, is not in the slightest diminished by having trained link and booster skills.

You have to train them because they fit the role and intended use best, you have to train them because you need them for advanced equipment for this ship (that you don't want to use does not mean that you should not have the skills for it.), and you have to train them because there are no better skills to create a proper time sink.

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
#25 - 2014-07-12 14:38:20 UTC
@Rivr Luzade

I wasn't referring to CS specifically, I was making a wider comment on lvl 5 prereqs for T2 ships and weaponry.

HACs are just an example since they're T2 and fairly common in the current lowsec meta.

So, speaking of HACs, how would flying them with racial Cruiser 4 (instead of 5, if it were possible) be 'terrible piloting'? Wouldn't it be roughly equivalent to flying them with HAC 4 instead of 5, which I'm sure many people already do with acceptable effectiveness?

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

Rivr Luzade
Coreli Corporation
Pandemic Legion
#26 - 2014-07-12 14:48:23 UTC  |  Edited by: Rivr Luzade
Gully Alex Foyle wrote:
@Rivr Luzade

I wasn't referring to CS specifically, I was making a wider comment on lvl 5 prereqs for T2 ships and weaponry.

HACs are just an example since they're T2 and fairly common in the current lowsec meta.

So, speaking of HACs, how would flying them with racial Cruiser 4 (instead of 5, if it were possible) be 'terrible piloting'? Wouldn't it be roughly equivalent to flying them with HAC 4 instead of 5, which I'm sure many people already do with acceptable effectiveness?


Ok, point taken about the more general thinking.

You'd lose out on a quite some damage, yield, tracking, range or damage application and tank for the HAC and basically any ship. As said before, if you can sit in a ship quicker, the contemporary players tend to ignore the EVE fact that you need more skills to fly something properly than just the ship, i.e., they'd neglect tanking, damage and other support skills. That then leads to terrible piloting. In my opinion, "acceptable" is not enough if you pilot a 150M+, or even 200M+, ship and if their (new players) "dream ship" doesn't perform in the way they think it should (because of lack of skills and knowledge about the ship and fighting in EVE in general), it just leads to more frustration.

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
#27 - 2014-07-12 15:00:26 UTC  |  Edited by: Xequecal
Arbitrarily classifying "skills needed to use links" as not-link skills and "skills that provide bonuses to links" as link skills is the height of semantics.

The leadership skills only benefit your gang if you're the only one in the gang to have them, otherwise they do nothing.

But seriously, be honest here. If you only looked at characters created after the patch that changed the command ship skill requirements, and compared the number of pilots that can fly a command ship to the number of pilots that can fly, say, marauders or hictors, (which have similar prereqs in terms of # of raw SP) you don't think that the number of CS pilots wouldn't be a third of the other two categories or less?

People fly 100+ fleets of Tengus. People fly 100+ fleets of Ishtars. You're never going to see a 100+ Vulture fleet, even though it's similar in power level and application to the former two ships.
Daichi Yamato
Jabbersnarks and Wonderglass
#28 - 2014-07-12 15:14:03 UTC
could support taking armour skills off minni/caldari,
shield off amarr/gallente,
e-war off minni/gallente,
skirmish off caldari/amarr

but just like needing propulsion jamming and some science skills for hictors, it makes sense to require leadership skills for command ships.

EVE FAQ "7.2 CAN I AVOID PVP COMPLETELY? No; there are no systems or locations in New Eden where PvP may be completely avoided"

Daichi Yamato's version of structure based decs

Kaerakh
Obscure Joke Implied
#29 - 2014-07-12 15:18:09 UTC
Daichi Yamato wrote:
could support taking armour skills off minni/caldari,
shield off amarr/gallente,
e-war off minni/gallente,
skirmish off caldari/amarr

but just like needing propulsion jamming and some science skills for hictors, it makes sense to require leadership skills for command ships.

Agreed, those training times exist for a reason.

Kaerakh fondly remembers training Grav physics V and how he never gets to use it anymore. Much sad faced.
Rivr Luzade
Coreli Corporation
Pandemic Legion
#30 - 2014-07-12 15:32:42 UTC
Xequecal wrote:
The leadership skills only benefit your gang if you're the only one in the gang to have them, otherwise they do nothing.

But seriously, be honest here. If you only looked at characters created after the patch that changed the command ship skill requirements, and compared the number of pilots that can fly a command ship to the number of pilots that can fly, say, marauders or hictors, (which have similar prereqs in terms of # of raw SP) you don't think that the number of CS pilots wouldn't be a third of the other two categories or less?

People fly 100+ fleets of Tengus. People fly 100+ fleets of Ishtars. You're never going to see a 100+ Vulture fleet, even though it's similar in power level and application to the former two ships.


They do if your squad commander dies in your small CS fleet, and you in your wonderfully skilled CS can take over that role and provide at least some boosts. It also matters on the way when your squad is, for whatever reason, separated from the wing/fleet commandered part of the fleet (bubbles, bracketing, etc.) and you can give some boosts. A roster of several properly leadership skill trained pilots also eases up the constant struggle to get wing/fleet boosters and gives the alliance more choice.

Players fly 100+ player Tengu fleets because of the unique abilities of the T3 (can be made unscannable, is faster and more agile than a BC, etc.); they fly 100+ people Ishtar fleets because of the drones; they fly 100+ BS fleets because of the Alpha; they fly 100+ people carrier fleets because of their abilities. People, however, also fly sizable CS fleets with great success, but these people are highly skilled and know what they are doing - and they (supposedly) don't need "unskilled" pilots. In the end, if you want to fly this high end ship, you have to train for it and have to train skills that actually suit it's role. I could agree with replacing some leadership skills, which don't make a lot of sense from a racial point of view (shield for Amarr/Gallente or Armor from Caldari); however, you would have to find a similarly long replacement skill, because you cannot take away armor/shield from Minmatar, that makes sense. Logistics V is not suitable, nor is HAC V or Armor Resistance Phasing V.

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.

Caleb Seremshur
Bloodhorn
Patchwork Freelancers
#31 - 2014-07-12 16:36:40 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.


The skills are designed as a time sink. You're correct.

The difference between t1bs with t1 weapons in 5 weeks or whatever and a HAC is a massive spike in applied damage. Battleships are a bit weird.

In my opinion battleships probably should be made harder to get in to in the first place. They're a huge objective for a new player but making them have more nested skill requirements ie WU5/AWU1 and/or things like tanking skills at 4 first for the specific race to at least drive home how these ships sit in the grand scheme of things.

If CCP says that many people just buy a missioning raven and spend their time upgrading it then maybe instead of hamstringing it they can accentuate the journey up to them.

And perhaps at the same time reduce the competition from smaller hulls. Make a battleship special to a 10-man fleet instead of a slow and stupid cruiser.
Iain Cariaba
#32 - 2014-07-12 16:43:40 UTC  |  Edited by: Iain Cariaba
87 days to put one of my alts into a command ship, and al with onlu spaceship command 3 met on prereqs. This is not, in any way, a massive time sink. For a game where people routinely create training plans that measure into years, this is pretty quick.

Here's a compilation of the effects of a command ship:
10% targeting speed boost
10% targeting range boost
10% shield HP
10% armor HP
10% agility

The above is just from having you assigned booster, and applies to everyone under you. This is also befors you put any links on the ship. Combine all this with a bit of firepower and good tanking and I see no problems at all with this ship taking less that 3 months to sit in, especially when the above boosts don't require you to leave the POS to turn them on.

Command ships are fine as they are. They fit their role perfectly.
Fer'isam K'ahn
SAS Veterinarians
#33 - 2014-07-12 18:17:59 UTC  |  Edited by: Fer'isam K'ahn
Hmm, coming from work to find this Roll just thought we put the last commandshipskillleadershipboostskillreductionunnecessarynerfbalancebuff thread to rest. Guess I was wrong.

I don't consider any leadership skills dead weight. Firstly they make perfect sense, lore and trait wise and not to forget ship wise. And you do know how skill boosts are handed down through the ranks right ? I trained command ships for boost and combat application and am glad to have all those skills down no matter which role I play, either small gang or fleet.

This 'buhuhu' I want everything with no effort is really pissing me off. All skill nerf threads should be insta-locked for maybe the next 6 months and no char under 6 months will be allowed to open one - ever, how about that ? Should actually be a forum rule. Bear
Gully Alex Foyle
The Scope
Gallente Federation
#34 - 2014-07-13 00:40:54 UTC
Fer'isam K'ahn wrote:
This 'buhuhu' I want everything with no effort is really pissing me off.
Effort has nothing to do with skill training. Waiting for a 3-week skill to train requires exactly zero effort. Did you know you can even not logon? It's just a timesink.

Let's be honest here: long 'prerequisite' skill trains (anything over a week or so) are a pain in the arse for any player, new or old.

Anyone thinking 'yeah less than 3 months makes so much sense for this really cool ship' or 'I really need a nice 4-month train to fully appreciate the awesomeness of that other ship' is just brainwashing himself into acceptance.


There might be an actual solid argument for month+ prerequisite skill trains, other than ccp's desire to keep players subbed, but I honestly have yet to read one.

CCP seems to realize this as well, since they routinely simplify/reduce lvl 5 prereqs. Recent examples are Thermodynamics and Carriers.

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

Syrias Bizniz
some random local shitlords
#35 - 2014-07-13 01:33:27 UTC
While the skill-requirements to sit in a CS are kinda okay, i feel the skill requirements to be USEFUL in one are immense.

You people are all talkin bout how it's a leadership bonused vessel, and so it shouldn't be seen as a big HAC or whatever, ...

just keep in mind that to have it as a useful Leadership vessel you will have to put one hell of a bag of skillpoints into it.
And these skillpoints are indeed dead weight whenever you are not flying a Command ship / Tech 3 for boosting.

To have it as a Heavy HAC (lol), you will have to put in a few SP.
Like, using a Carrier for moving stuff around.
To use it as it is intended, you will probably have to put similar time into further training than you would do on a Carrier or Dreadnought.

And if you're now looking into being a very useful leadership pilot, you need all CS available, which is 4 racial BCs to V.
All in all, for a good Command-Ship pilot, you're looking at probably, rough estimated 20m SP ON TOP of all your standard skills.

I can understand the OP.
It is one hell-a-lot of SP.

But then again, you can give a fleet of 250 people a free EANM, heated Propmod and heated Tackle.
PotatoOverdose
Handsome Millionaire Playboys
Sedition.
#36 - 2014-07-13 01:57:25 UTC  |  Edited by: PotatoOverdose
Xequecal wrote:

In addition, older characters have a disgusting advantage when it comes to getting into these ships. It takes over five times as many SP as it used to just to undock these ships. You used to be able to just train Battlecruisers V and Warfare Link Specialist IV, and then you could inject Command Ships and fly every command ship. Now to fly them all you have to train four seperate BC skills to V, as well as training all the link skills to V.

You exaggerate and muddy the water here quite a bit.
Starting from 0 SP:
It takes 71 days to sit in an Onyx (T2 caldari cruiser)
It takes 104 days to sit in a vulture (T2 caldari battlecruiser)
It takes 115 days to sit in a Golem (T2 caldari battleship)

it currently takes 104 days to sit in a vulture. That is not 5 times longer than it took before the BC changes. It did not take 21 days (starting from 0 sp) to sit in a Vulture before the BC changes. You're conflating being able to sit in one CS with being able to sit in all of them.

Given the absurd level of tank and non-negligible firepower and damage projection these ships posses, they are very well positioned in terms of overall training time. Furthermore, multiple entities already fly vulture and sleipnir fleets. The requirements are clearly not a significant barrier to entry.

Currently, the T2 racial BCs sit between T2 racial cruisers and T2 racial BS in training time. This is appropriate.
Hakaari Inkuran
State War Academy
Caldari State
#37 - 2014-07-13 15:53:22 UTC  |  Edited by: Hakaari Inkuran
Rivr Luzade wrote:
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.


I absolutely do not appreciate his point. Command Ships have the role of a bonus ship for the fleet; henceforth having bonus and link skills is essential for this ship.

That you and others don't want to use it for that and just as a big HAC does not bode as a valid point to remove skills vital to its intended role.

--

Arla Sarain wrote:
Perhaps if command ships become more common, the availability of links will go up, not just through alts but also active command ships, and people will stop complaining about links.


That's what you have T1 BC for.

You should only have to train to V that race's associated armor or shield warfare skill OR perhaps the main warfare skill PLUS either skirmish or information warfare V, selected specially for each individual hull, matching the already existing bonuses to warfare links. Training all race link skills to V if you're only interested in your selected race is not only wasted but it runs counter to specialization. Plus its just asinine.
Hakaari Inkuran
State War Academy
Caldari State
#38 - 2014-07-13 16:25:13 UTC
Heck, if you're a CS boosting your fleet and you don't have T2 warfare links I'm not sure you should be the booster anyway. And the skill requirements for a CS are not the requirements for the T2 links. Therefore the selection of required skills for the CS hulls looks incorrect. Having one blanket set for all the ships does not make sense. Each ship should have a specific selection of boosting skills required to sit in it.

But hey I'm one of the pilots who injected CS before warfare link requirements were added. Specifically because of this issue.
Owen Levanth
Sagittarius Unlimited Exploration
#39 - 2014-07-13 17:10:51 UTC
Personally, I wouldn't mind the high training time of the command ships if there were any other options if you want to fly T2-battlecruisers.

There are even three T1-models still unused, which could easily be reused for a new T2-line of combat battlecruisers.

Let the command ships have their long command-skill training time and give those of us who just want to shoot **** some T2-Oracle to fly. That would be neat. Cool
Rowells
Pator Tech School
Minmatar Republic
#40 - 2014-07-13 17:46:13 UTC
people tried the same argument when they re did carrier skills.

"I dont want to train JDO to V and JDC to IV, I'm never gonna use them!"

If you want a ship that has a role as a booster it is completely reasonable to expect to train those skills. I could easily argue to get rid of Jump Portal generation from training a titan because i dont necessarily have to use it.