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Charlotte O'Dell
Ostrakon Agency Gallente Federation
2365
|
Posted - 2014.04.10 17:38:00 -
[1] - Quote
Just an estimate for how much SP I'll have 12 months from now.
I have accrued ~34,000,000 SP in 15 months which means 2,266,667 SP/Months so this time next year 61,200,000 SP.
The skill tree needs to be expanded horizontally. How bout dem drones?
Charlotte O'Dell is the highest level unicorn!
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BL4CKST4R
WarRavens League of Infamy
2470
|
Posted - 2014.04.10 17:39:00 -
[2] - Quote
Charlotte O'Dell wrote:Just an estimate for how much SP I'll have 12 months from now.
I have accrued ~34,000,000 SP in 15 months which means 2,266,667 SP/Months so this time next year 61,200,000 SP.
The skill tree needs to be expanded.
Those constant boosters brah, your still not even halfway there if I recall there is around 160+ SP to be acquired
For the Federation!
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The Infected One
Fatal Absolution Dirt Nap Squad.
1293
|
Posted - 2014.04.10 17:40:00 -
[3] - Quote
Agreed, assuming it stays at current gain rate, I'll be at ~90 mill SP by this time next year.
I am here to ask you one question, and one question only: EXPLOSIONS?
--. . - + ..-. ..- -.-. -.- . -..
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Rusty Shallows
1478
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Posted - 2014.04.10 17:44:00 -
[4] - Quote
Sounds like a good excuse for crummy social/clone-jumping skills. Outside pubs actually require a skill to change which PC World your clone is stationed on. Maybe have a dancing skill tree for really bad Warbarge or battlefield taunting.
Forums > Game: So here is a cookie and a Like. Please keep posting.
Bwahahahahahahahahahaha! >>> GòÜ(GÇóGîéGÇó)Gò¥ >>>
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Atiim
Living Like Larry Schwag
6545
|
Posted - 2014.04.10 17:45:00 -
[5] - Quote
How about we put some variety into vehicle skillbooks?
#LivingLikeLarry
[s]Text[/s] <-------- That's how you make a strike-through
-HAND
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Charlotte O'Dell
Ostrakon Agency Gallente Federation
2366
|
Posted - 2014.04.10 17:49:00 -
[6] - Quote
Atiim wrote:How about we put some variety into vehicle skillbooks?
More hulls. Racial skill tree for each. Specialized variants of each. I've always been in favor of expanding the vehicle tree so that SP investment puts a player at a huge advantage over those who did not.
Charlotte O'Dell is the highest level unicorn!
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Atiim
Living Like Larry Schwag
6546
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Posted - 2014.04.10 17:53:00 -
[7] - Quote
Charlotte O'Dell wrote:Atiim wrote:How about we put some variety into vehicle skillbooks? More hulls. Racial skill tree for each. Specialized variants of each. I've always been in favor of expanding the vehicle tree so that SP investment puts a player at a huge advantage over those who did not. Seems alright as long as investing SP doesn't become an "OMGWTFLOL iWIN" button and you still have to rely on actual skill.
Though we should first bring attention to the fact that most of the skills in the vehicle tree doesn't yeild a bonus of any kind, and are just SP sinks on top of even greater SP sinks.
#LivingLikeLarry
[s]Text[/s] <-------- That's how you make a strike-through
-HAND
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Charlotte O'Dell
Ostrakon Agency Gallente Federation
2366
|
Posted - 2014.04.10 17:55:00 -
[8] - Quote
Atiim wrote:Charlotte O'Dell wrote:Atiim wrote:How about we put some variety into vehicle skillbooks? More hulls. Racial skill tree for each. Specialized variants of each. I've always been in favor of expanding the vehicle tree so that SP investment puts a player at a huge advantage over those who did not. Seems alright as long as investing SP doesn't become an "OMGWTFLOL iWIN" button and you still have to rely on actual skill. Though we should first bring attention to the fact that most of the skills in the vehicle tree doesn't yeild a bonus of any kind, and are just SP sinks on top of even greater SP sinks.
Exactly. I want mlt tanks to be garbage, std tanks to suck, adv to be what we have no, and proto to be slightly better than current. Core skills need to be relevant like in Chrome. If that means Nerfing everything so max investment gets us to what we're used to then so be it.
Charlotte O'Dell is the highest level unicorn!
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Maken Tosch
DUST University Ivy League
7873
|
Posted - 2014.04.10 18:06:00 -
[9] - Quote
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.
Dedicated Scout // Ninja Knifer
Everything I know about the Caldari I learned at Nouvelle Rouvenor
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Atiim
Living Like Larry Schwag
6547
|
Posted - 2014.04.10 18:07:00 -
[10] - Quote
Charlotte O'Dell wrote: Exactly. I want mlt tanks to be garbage, std tanks to suck, adv to be what we have no, and proto to be slightly better than current. Core skills need to be relevant like in Chrome. If that means Nerfing everything so max investment gets us to what we're used to then so be it.
Works for me.
I always thought tanking should be bland and boring by itself, but have Core Skills & Niche Modules (i.e, Mobile CRUs) that make your builds unique and interesting.
#LivingLikeLarry
[s]Text[/s] <-------- That's how you make a strike-through
-HAND
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Arkena Wyrnspire
Fatal Absolution
12227
|
Posted - 2014.04.10 18:16:00 -
[11] - Quote
I can see Atiim in this thread chatting casually with tankers about how they should get more skills.
I know now that I am dreaming and nothing is real *runs under a bus*
You have long since made your choice. What you make now is a mistake.
EUrobro
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noob cavman
Escrow Removal and Acquisition Dirt Nap Squad.
1207
|
Posted - 2014.04.10 18:19:00 -
[12] - Quote
Now if spkr came and agreed, I know I am in the wrong universe.
I want to be a caveman!
Ccp: DENIED YOU DRUNK
Gö+GöüGö+ n+¦pâ+(`-ö´)n+ën+¦ Gö+GöüGö+
Jollys quirky inconsistent sidekick.
dem spandex yo
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Chunky Munkey
Amarr Templars Amarr Empire
3840
|
Posted - 2014.04.10 18:21:00 -
[13] - Quote
Charlotte O'Dell wrote:Just an estimate for how much SP I'll have 12 months from now.
I have accrued ~34,000,000 SP in 15 months which means 2,266,667 SP/Months so this time next year 61,200,000 SP.
The skill tree needs to be expanded horizontally. How bout dem drones?
A whole new skill tree. Something really broad. A selection of cores like "Caldadi Proficiency" 2% reduction to isk cost of all Caldari items per level.
I also think we should have equipment proficiencies. Something to actually give logis a place to put their SP.
Edit: ooh ooh and pirate stuff!!! Yes, I want a Blood Raider Commando!
No.
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Ghost Kaisar
Fatal Absolution Dirt Nap Squad.
4126
|
Posted - 2014.04.10 18:24:00 -
[14] - Quote
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
I got my cloak and daggers, I'm a very happy Ghost
I hack at Mach V
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Maken Tosch
DUST University Ivy League
7875
|
Posted - 2014.04.10 18:30:00 -
[15] - Quote
Ghost Kaisar wrote: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
That's a great idea. Another thing to consider is that in Eve Online, the effectiveness of your fleet boosts is only as strong as your leadership skills and ship that you are in. This way, you can't just enable fleet boost in a command ship and then swap to an assault ship immediately after and expect those boosts to persist. The boost will diminish to only your skills as soon as you swap ships. The same should apply to suits.
Dedicated Scout // Ninja Knifer
Everything I know about the Caldari I learned at Nouvelle Rouvenor
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RayRay James
Molon Labe. General Tso's Alliance
54
|
Posted - 2014.04.10 18:33:00 -
[16] - Quote
Ghost Kaisar wrote: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
So, you want the command ships from EVE, but with command modules that require a cool down? Not sure I like the cool down portion of that. Make them take Equipment slots and keep them tied to a suit similar to a logi, no side arm, possibly a damage reduction to weapons used. One of the things that balances out EVE command ships is that you have to give up weapons to use them. You can't really do that in dust, so there has to be some way to reduce the individual player's abilities while (s)he increases the rest of the squads capabilities
off topic edit: I resubbed my EVE account a month ago and when I realized they switched the Eos to the Myrmadon hull I nearly cried I couldn't have been happier. |
Atiim
Living Like Larry Schwag
6549
|
Posted - 2014.04.10 18:34:00 -
[17] - Quote
Arkena Wyrnspire wrote:I can see Atiim in this thread chatting casually with tankers about how they should get more skills.
I know now that I am dreaming and nothing is real *runs under a bus* Well fighting serves to do nothing but segregate the AV and Pilot communities even further, and constant bickering does nothing but distract CCP from suggestions that are actually constructive.
Not to mention, if there's a lack of pilots, then AVers will have nothing to spend their SP on, and if there is a lack of AVers then pilots will get bored quickly. Setting one side at a disadvantage only serves to make things bland and boring for another.
I'm done with the fighting. There's no need for it anymore, as there are very few balance issues that still need to be addressed (ie, 30% Damage Modifiers in a build with only 40% Vehicle Hardeners, and the Incubus still having it's 55% efficiency against Swarm Launchers).
But once that and TvT balance is fixed, I have something fun in store for everyone <3
#LivingLikeLarry
[s]Text[/s] <-------- That's how you make a strike-through
-HAND
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Buddha Brown
Factory Fresh
516
|
Posted - 2014.04.10 18:42:00 -
[18] - Quote
I'm sorry for your loss |
Jack Kittinger
Molon Labe. General Tso's Alliance
210
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Posted - 2014.04.10 18:44:00 -
[19] - Quote
Charlotte O'Dell wrote:More hulls. Racial skill tree for each. Specialized variants of each. I've always been in favor of expanding the vehicle tree so that SP investment puts a player at a huge advantage over those who did not.
I'm guessing that is a way to address the OP mlt tanks...
I'm not sure I'll be here by that time, what with MGSV Phantom Pain and maybe No man's sky I'll be more compelled to come read some QQ and reserve all dust playing time to events like the upcoming sp event.
Do you think they'll refund SP after expanding this skill tree???
Proud winner of the 'Templar BPO Raffle' by Castor Crave!!
Lucky Number 29
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Atiim
Living Like Larry Schwag
6549
|
Posted - 2014.04.10 18:47:00 -
[20] - Quote
Buddha Brown wrote:I'm sorry for your loss What loss?
#LivingLikeLarry
[s]Text[/s] <-------- That's how you make a strike-through
-HAND
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Buddha Brown
Factory Fresh
516
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Posted - 2014.04.10 18:48:00 -
[21] - Quote
OP's |
Atiim
Living Like Larry Schwag
6552
|
Posted - 2014.04.10 18:49:00 -
[22] - Quote
Jack Kittinger wrote:Charlotte O'Dell wrote:More hulls. Racial skill tree for each. Specialized variants of each. I've always been in favor of expanding the vehicle tree so that SP investment puts a player at a huge advantage over those who did not. I'm guessing that is a way to address the OP mlt tanks... I'm not sure I'll be here by that time, what with MGSV Phantom Pain and maybe No man's sky I'll be more compelled to come read some QQ and reserve all dust playing time to events like the upcoming sp event. Do you think they'll refund SP after expanding this skill tree??? If they give the SP tree a rework, they wouldn't have a choice.
I'd bet real money that somewhere down the line there's going to be some huge re-work that's going to cause CCP to give another SP Refund.
#LivingLikeLarry
[s]Text[/s] <-------- That's how you make a strike-through
-HAND
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Joseph Ridgeson
WarRavens League of Infamy
1112
|
Posted - 2014.04.10 18:56:00 -
[23] - Quote
Unlikely that you will have that amount. You probably got 3 million from a single event, which is two months of play. But I digress:
Yes, new skills need to be added. My father is at about 32 million SP and has just about everything he wants. I actually think he is sitting on about 2 million SP because there is nothing else he wants to get. If you never use a vehicle, HALF the skills in this game will not be used by you. There most certainly needs to be more skills that are A) Easy to get into from the start and B) Are rewarding to put SP into.
"People that quote themselves in signatures confuse me." -Joseph Ridgeson
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Atiim
Living Like Larry Schwag
6552
|
Posted - 2014.04.10 19:00:00 -
[24] - Quote
Joseph Ridgeson wrote:Unlikely that you will have that amount. You probably got 3 million from a single event, which is two months of play. But I digress:
Yes, new skills need to be added. My father is at about 32 million SP and has just about everything he wants. I actually think he is sitting on about 2 million SP because there is nothing else he wants to get. If you never use a vehicle, HALF the skills in this game will not be used by you. There most certainly needs to be more skills that are A) Easy to get into from the start and B) Are rewarding to put SP into. I wouldn't doubt it. This character has been alive for less than 12 months, and he's already at 25m SP. Considering how Char started playing in Chromosome, it's reasonable to assume that he has about 30-40m SP.
Add at least 25m to the pot and your already looking at well over 60m SP.
#LivingLikeLarry
[s]Text[/s] <-------- That's how you make a strike-through
-HAND
|
The Headless Horseman
Paladin Survey Force Amarr Empire
179
|
Posted - 2014.04.10 19:06:00 -
[25] - Quote
Charlotte O'Dell wrote:Just an estimate for how much SP I'll have 12 months from now.
I have accrued ~34,000,000 SP in 15 months which means 2,266,667 SP/Months so this time next year 61,200,000 SP.
The skill tree needs to be expanded horizontally. How bout dem drones? Wow, you know your gonna be here in a year? I would be more worried about what will be messed up in next patch.
Signed, Sealed, Delivered
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TYCHUS MAXWELL
The Fun Police
154
|
Posted - 2014.04.10 19:17:00 -
[26] - Quote
Maken Tosch wrote:Ghost Kaisar wrote: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 That's a great idea. Another thing to consider is that in Eve Online, the effectiveness of your fleet boosts is only as strong as your leadership skills and ship that you are in. This way, you can't just enable fleet boost in a command ship and then swap to an assault ship immediately after and expect those boosts to persist. The boost will diminish to only your skills as soon as you swap ships. The same should apply to suits.
I think as far as adding more skill content right now I think they need to fill the MAV LAA and HAA slots and reach racial parity before worrying about social skills. That said I think they need to get PVE out first and foremost to give new players something to do so we can break ~2500 players again. Then some beta version of the Market.
So in my opinion on priority.
1. Fix current glitches dealing with skills not applying (Should be hotfixed) 2. NPE and PVE 3. Player Market 4. Full Vehicle Parity 5. Bugs with Vehicles 6. Bugs with Vehicles 7. Bugs with Vehicles
What I think it will look like from CCP:
1. Tweak Weapons and Suits swinging the FOTM 2. Tweak Weapons and Suits swinging the FOTM 3. Tweak Weapons and Suits swinging the FOTM 4. Go on Holiday 5. Go on Holiday 6. Tweak Weapons and Suits swinging the FOTM 7. Add the Amarr Tank with more Shields, Armor, and PGU/CPU then the other Tanks. 8. Nerf the other tanks. 9. Nerf AV some more.
Here's to another year of productive Dust514 patches....
Edit: Also lol at command ships not keeping boost bonus if they swap to assault... but you mean Logistic suits shouldn't keep their bonus when they switch suits?! That's BS! |
SPACE SYPHILIS
Condotta Rouvenor Gallente Federation
75
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Posted - 2014.04.10 19:47:00 -
[27] - Quote
I am at 44 million and I hope to be there as well. We shall see |
Maken Tosch
DUST University Ivy League
7884
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Posted - 2014.04.10 19:56:00 -
[28] - Quote
TYCHUS MAXWELL wrote:Edit: Also lol at command ships not keeping boost bonus if they swap to assault... but you mean Logistic suits shouldn't keep their bonus when they switch suits?! That's BS!
If you swap from one Logi suit to another Logi suit that has the same bonuses, then they should stay. But if you swap a logi suit for an assault suit, those bonuses shouldn't persist.
Dedicated Scout // Ninja Knifer
Everything I know about the Caldari I learned at Nouvelle Rouvenor
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Charlotte O'Dell
Ostrakon Agency Gallente Federation
2374
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Posted - 2014.04.10 19:57:00 -
[29] - Quote
The Headless Horseman wrote:Charlotte O'Dell wrote:Just an estimate for how much SP I'll have 12 months from now.
I have accrued ~34,000,000 SP in 15 months which means 2,266,667 SP/Months so this time next year 61,200,000 SP.
The skill tree needs to be expanded horizontally. How bout dem drones? Wow, you know your gonna be here in a year? I would be more worried about what will be messed up in next patch.
I'll be here. 15 months and still enjoying the game.
Charlotte O'Dell is the highest level unicorn!
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Arkena Wyrnspire
Fatal Absolution
12250
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Posted - 2014.04.10 20:05:00 -
[30] - Quote
Charlotte O'Dell wrote:The Headless Horseman wrote:Charlotte O'Dell wrote:Just an estimate for how much SP I'll have 12 months from now.
I have accrued ~34,000,000 SP in 15 months which means 2,266,667 SP/Months so this time next year 61,200,000 SP.
The skill tree needs to be expanded horizontally. How bout dem drones? Wow, you know your gonna be here in a year? I would be more worried about what will be messed up in next patch. I'll be here. 15 months and still enjoying the game.
I will be there too, barring any unfortunate mishaps.
You have long since made your choice. What you make now is a mistake.
EUrobro
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