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Pokey Dravon
OSG Planetary Operations Covert Intervention
4971
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Posted - 2015.02.17 00:29:00 -
[1] - Quote
I think it's time we talk about how vehicle progression skills should be structured, specifically because it's very important in how vehicle bonuses will be structured. I'll offer up a couple ideas of how the progression could be structured. Note that I'm just listing HAVs here but the intention is for consistent progression for all vehicles.
What this discussion is about: -Discussing how the progression of skills should be structured for vehicle hulls.
What this discussion is NOT about (so don't discuss it here, k?): -Skill Multipliers (x10, x12, ect.) -What the bonuses actually will be
Option A (What I personally prefer)
Vehicle Command
>Amarr HAV Operation >>Amarr DHAV Operation >>Amarr UHAV Operation
>Caldari HAV Operation >>Caldari DHAV Operation >>Caldari UHAV Operation
>Gallente HAV Operation >>Gallente DHAV Operation >>Gallente UHAV Operation
>Minmatar HAV Operation >>Minmatar DHAV Operation >>Minmatar UHAV Operation
Option B (Similar to what we have now)
Vehicle Commando
>Generic HAV Operation (All Races)
>>Generic DHAV Operation (All Races) >>>Amarr DHAV Operation >>>Caldari DHAV Operation >>>Gallente DHAV Operation >>>Minmatar DHAV Operation
>>Generic UHAV Operation (All races) >>>Amarr UHAV Operation >>>Caldari UHAV Operation >>>Gallente UHAV Operation >>>Minmatar UHAV Operation
Option C (meh)
Vehicle Command
>Generic HAV Operation (All Races) >>Amarr DHAV Operation >>Amarr UHAV Operation >>Caldari DHAV Operation >>Caldari UHAV Operation >>Gallente DHAV Operation >>Gallente UHAV Operation >>Minmatar DHAV Operation >>Minmatar UHAV Operation
I personally prefer Option A simply because I would prefer to have the HAV Operation skill for each race have a bonus unique to said race. Additionally this follows a skill structure similar to dropsuits which is less confusing the newer players.
Option B has merit in that specialist vehicles can share a common GÇ£RoleGÇ¥ skill which means training racial variants of that same role is a little easier. However it loses the option of unique bonuses for the basic HAVs so I'm not as big of a fan for this one.
Option C is just bleh, a variant of the others but I don't like it at all.
What do you guys think? Which of these 3 do you like the most, of if you have a better idea feel free to post it below.
"That little s**t Pokey..." --CCP Rattati, Biomassed Episode 032
Dust514 // Podcast
www.biomassed.net
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MINA Longstrike
Kirjuun Heiian
2195
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Posted - 2015.02.17 02:59:00 -
[2] - Quote
I remember the old skill tree (option a) and while it felt awesome and closely mirrored dropsuit skills (aside from passive bonuses) there were always huge meta-issues if you skilled into something 'less viable'.
I really hate the current tree (option b) because its all module unlocks and pg/cpu reductions and it feels boring.
Option c is just no
Hnolai ki tuul, ti sei oni a tiu. Kirjuun Heiian.
I have a few alts.
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DarthJT5
Random Gunz RISE of LEGION
269
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Posted - 2015.02.17 04:02:00 -
[3] - Quote
Option a is the only option in my mind.
Dedicated Shield Tanking vet since Open Beta.
Up and coming Python pilot.
The awnser is always XT missiles....
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MRBH1997
Knights Of Ender RISE of LEGION
150
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Posted - 2015.02.19 08:48:00 -
[4] - Quote
DarthJT5 wrote:Option a is the only option in my mind.
Agreed.
CEO of Knights of Ender
Corporation Recruitment Channel: Ender's Keep
One of the best tankers out there.
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