Maken Tosch wrote:That's only for skills we have now. CCP already has more planned for the future. I can give some examples off the top of my head as to what else will come out.
1. Drones = Bonuses to various aspects of the drones such as speed, damage output and optimal range.
2. Leadership = Bonuses to the effectiveness of your squad and/or team such as hacking speed, scan profile, hacking speed, movement speed, etc. Might need bigger teams and open-world environments for this.
3. Production = Bonuses to various aspects of manufacturing such as production time, material efficiency, etc. This is probably irrelevant considering that it will be Eve Online players handling this for now.
4. Resource Processing = Bonuses to various aspects of resource gathering and processing as mining laser efficiency, mining range, reduction in cycle time, etc.
5. Rigging = Could impact various aspects of your suit or weapon.
6. Science = Bonuses to invention and blueprint copy research as well as booster production.
7. Trade = Bonuses to various aspects of the managing the market such as being able to handle more orders (buying/selling) at once, the range of your orders, how far you can remotely manage them, reduction in taxes and broker fees, etc.
That's just the categories I listed. The "Trade" category for example would have skill books like Accounting, Broker Relations, Contracting, DayTrading, Margin Trading, Marketing, Procurement, Retail, Tycoon, Wholesale, etc.
All of this will ensure a constant need to gain more SP and thus more boosters sold.
Now there is a skill I could get behind.
Lets say that there are two skills. Leadership, and Unity
Unity is a skill that affects all squad members. In short, if you have a squad with several members with a high Unity skill, you get some good passive bonuses for the squad. Nothing horrendously OP, but things like better Hack Speed, Movement, etc etc etc.
Leadership is a skill that has two branches. An Operations skill, and then a "Module" skill (will make more sense later)
The Op skill gives a multiplier bonus to the Unity skill. In short, if you have a squad with good unity, and a good leader, your passives from Unity gets multiplied by the leader.
The "Modules" skill are basically squad based buffs that have cooldown. All Buffs affect squad mates within a set distance from the leader, so you have to be running together for it to be effective.
Accessible from the squad menu, you can do buffs that provide a large boost to movement speed and hack speed for 15 seconds, with a large cooldown (Like 2 minutes). Or Buffs that give all squad members resistance boosts for a few seconds. By using these skills correctly, and coordinating with your squad, this should give you some decent buffs to either help take an objective or defend one when things hit the fan.
It could add another layer to the battlefield, and help encourage squad play.
Also, when we get a commander mode (or something similar), we could have a skill for that too. It would provide a boost to all Leadership skills to the squad leads, which would then increase the effectiveness of the ENTIRE TEAM. It would also provide skills for its own ordinance, such as the Warbarge strikes. Squads earn the strikes, which are passed to the commander. He would lay down the OB's for the squads, and could even use the Standard OB, or the EMP if need be. Throw in some skills that let you lay down a large scan on the field (a 28dB scan for the whole battlefield for like 10 seconds) or even ones that let you briefly put up a shield to protect the MCC from Null cannons, and things could get interesting pretty damn quick.
I love theory crafting