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Player Features and Ideas Discussion

 
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NES Vanity Skills

Author
Velarra
#1 - 2016-04-07 14:01:15 UTC  |  Edited by: Velarra
CCP,

Purely as an exercise in aesthetics, and the will to actually use some of my original 5500 aurum. I'd like to suggest the availability of [Pirate] Ship Class skills.

For example:

Sansha Frigate
Sansha Cruiser
Sansha Battleship
Sansha [capital ship type here]

Said skills would have the exact same time to train up as if they were the normal dual faction skill sets, in the above example, Caldari / Amarr. Whether or not they'd be useful for the actual originating races of the normal pairings, i'd leave to you, ccp.

In any case this suggestion has nothing to do with practicality, aside from a desire to personally buy Angel flavors of these skills. As such i can see how this fits into being something that could have a place in the NES.

Edit:

This suggestion in no way is an intention to replace the current path to pirate ships. Merely offer an optional, additional skill path to them.
Iain Cariaba
#2 - 2016-04-07 14:54:04 UTC
CCP has the philosophy when it comes to changing skills on established items that if you could use it before the change, then you can use it after the change, and at the same level. Remember when they split Battlecruiser and Destroyer skills into the current racial skills?

All your suggestion would do is add additional time until players not currently able to fly these ships are able to do so. If you extend your idea to the conclusion you hinted at in the end of your post, you would simply be punishing newer players by restricting them from faction ships for 2x the time it takes to train into navy ships. Meanwhile, you would be providing people like me, who have all subcap groups for all four races trained to 5, a massive boost in total SP.
Velarra
#3 - 2016-04-07 14:59:13 UTC  |  Edited by: Velarra
Iain Cariaba wrote:

All your suggestion would do is add additional time until players not currently able to fly these ships are able to do so. If you extend your idea to the conclusion you hinted at in the end of your post, you would simply be punishing newer players by restricting them from faction ships for 2x the time it takes to train into navy ships. Meanwhile, you would be providing people like me, who have all subcap groups for all four races trained to 5, a massive boost in total SP.


I'm not suggesting replacing the current path to pirate ships. Merely provide another set of optional skills that do the exact same thing.

It'd be completely redundant and a question of personal preference. (And the reason to have them in the NES)

Eg. - Keep Cal/Amarr as 1 path to Sansha ships & add the option of training Sansha [ship type] instead for the typical frigate/cruiser/BS/Cap? Offerings.
Frostys Virpio
State War Academy
Caldari State
#4 - 2016-04-07 15:25:46 UTC
Velarra wrote:
Iain Cariaba wrote:

All your suggestion would do is add additional time until players not currently able to fly these ships are able to do so. If you extend your idea to the conclusion you hinted at in the end of your post, you would simply be punishing newer players by restricting them from faction ships for 2x the time it takes to train into navy ships. Meanwhile, you would be providing people like me, who have all subcap groups for all four races trained to 5, a massive boost in total SP.


I'm not suggesting replacing the current path to pirate ships. Merely provide another set of optional skills that do the exact same thing.

It'd be completely redundant and a question of personal preference. (And the reason to have them in the NES)

Eg. - Keep Cal/Amarr as 1 path to Sansha ships & add the option of training Sansha [ship type] instead for the typical frigate/cruiser/BS/Cap? Offerings.


This would get confusing for barely any real value added. Picture yourself as a newbie who see 2 different skill requirement for the exact same ship. Then add the fun minmatar/gallente combo who has more than one resulting pirate faction and it gets even more of a PITA to understand for someone who never dealt with that.
Velarra
#5 - 2016-04-07 15:35:52 UTC
Frostys Virpio wrote:
This would get confusing for barely any real value added. Picture yourself as a newbie who see 2 different skill requirement for the exact same ship. Then add the fun minmatar/gallente combo who has more than one resulting pirate faction and it gets even more of a PITA to understand for someone who never dealt with that.


Which is why you keep them wholly optional and in the NES. Leave standard ship desc's and pre req's in the ship desc/requirements section.
Zimmer Jones
Aliastra
Gallente Federation
#6 - 2016-04-07 16:47:36 UTC
The best reason to call this a bad idea is not because it's vanity for selling a character with arrr pirate skills, but because these skills lump 2 levels of skill into one. Part of the charm of a pirate ship is the dual skill levels. "I have racial battleship x at level 5, but only racial battleship y at 2, hmm better get on that."

On the other hand there is utility. Every pirate ship has those racial requirement as an entry for more bonuses, but those skills can be applied to other ships, however these vanity skills won't.

Use the force without consent and the court wont acquit you even if you are a card carryin', robe wearin' Jedi.

Velarra
#7 - 2016-04-07 17:09:44 UTC
Zimmer Jones wrote:
Every pirate ship has those racial requirement as an entry for more bonuses, but those skills can be applied to other ships, however these vanity skills won't.


At no point am i advocating for or presuming this lack of functionality. If CCP wants to remove that functionality on the optional skills, that's their call.

In brief: 1 optional skill (per ship class), with the training time equivalent to the other 2 skills.
If it provides access to the other non-pirate ships? Great. If not (in ccp's eyes)? Fine. It's not like i'm suggesting the removal of current pre-req's. Leave them alone and keep the basic entry to pirate ships the same.