Stefan Stahl
Seituoda Taskforce Command
935
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Posted - 2015.01.30 20:37:00 -
[1] - Quote
Hello.
Skill spikes are an old concept, but I'd like to bring it up again because it's still valid.
A skill spike is an AUR-bought item that can be plugged into your merc's brain much like a passive skill-booster. For the duration of it's effect it will grant you the skills and skill levels contained within the spike. Better and more expensive skill spikes contain more skills, at a higher level, and last longer. They also require less skills to be learned already before activation.
This has a similar effect to consumable AUR items (AUR BPCs). Those grant you access to items you normally can't use yet but perish once the clone is terminated. Skill spikes on the other hand grant you access to the items in question on a per-hour base, with the disadvantage that you need to pay ISK for whatever you consume.
Skill spikes are relevant today because they can be a bonus to our new player experience. A new Caldari character could, for example, be given a basic Caldari Assault skill spike as a reward for doing the tutorials. Upon activation this player would then, for the duration of 24 hours, receive the following skills: - Caldari Assault 1 - Railrifle Operation 1 - Swarm Launcher Operation 1 - Sniper Rifle Operation 1 - Bolt Pistol Operation 1 - MagSec Operation 1 - Shield Extension 1 - Shield Recharging 1 - Shield Regulation 1 (Any other racially flavored support skills)
That way this player can use all the connected items and make much more interesting fittings than before. He gets to take an early look at gameplay he would normally have to grind towards for weeks using MLT gear. If basic skill spikes are handed out at a decent frequency in daily missions this could be helpful to new players and get people addicted on those sweet sweet AUR sales.
Note that, if a player already has Shield Extension 2, he will not receive an upgrade to Shield Extension 3 from the basic spike discussed above. The skill spike only contains the skill up to Shield Extension 1. You need to buy a better skill spike if you want better levels.
Also, better skill spikes can require you to have some base knowledge before you can activate them. A Caldari Assault specialist skill spike could contain Caldari Assault lvl 5, but require Caldari Assault lvl 3 to activate. Much like a AUR BPC does currently.
Also, note that, if you really want to spend a lot of money on temporary progress, you can chain skill spikes and AUR-gear. So you get the basic Caldari Assault skill spike to get Swarm Launcher Operation 1, then add an AV specialist skill spike (that may require SL lvl 1) to receive Swarm Launcher Operation lvl 3, and then buy AUR Wiyrkomi Swarm Launchers to get a look at what this playstyle has to offer in the endgame.
This is, of course, mainly another monetization scheme. This may rub some veteran players the wrong way, but it's a way of monetization that can be tailored towards new players specifically. This is a way for people to experience late-game content early without resenting each death from a glitchy shotgun scout. It won't give anyone an advantage over a veteran player, at least as long as there aren't any "Current FOTM suit lvl 5, current FOTM weapon proficiency 5"-spikes. Skill spikes should probably peak at weapon operation 5.
Any suggestions on what you would consider a fair deal for a skill spike? How long should they last, how powerful should they be, what should they cost?
Also, a blue tag would definitely stop me from bumping this until the end of time. Thank you for your cooperation. |
DarthJT5
Random Gunz RISE of LEGION
214
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Posted - 2015.01.31 00:26:00 -
[2] - Quote
Neat idea, but idk how it would be implemented from a technical standpoint.
If it were to be implemented, I would say that they last 1-3 days for a basic, a week for the best ones.
Dedicated Shield Tanking vet since Open Beta.
Up and coming Python pilot.
The awnser is always XT missiles....
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