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Stefan Henneken
6
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Posted - 2012.09.11 09:36:00 -
[1] - Quote
IMHO I prefer more traditional Skill Tree than just list of skills. I don't have anything against about skill lists if one skill doesn't open different possibilities. When opening one skill opens new ways in "Skill Tree" it would be easier to follow it if it's made like a "tree". It's not possible to check all skills/items what those needs to get open but it takes awfull ammount of time and it can be faster with different "system".
If we could buy/upgrade skills while fitting dropsuits/vehicles it would make things easier/faster also. Some times I have noticed that I have got new equipments, dropsuits etc. what I didn't know to have and I was already waisted my SP to other things what I wouldn't have if we could spend SP while fitting things. Why? Becousethen I would mostly spend my SP in fitting "space". Some things needs "many" different skills with different skill levels so it would be just easier to do this in fitting space.
Sorry if this is already mentioned. I didn't find it with search option. And sorry about my english, it's not my mother tongue. |
ERIC ALIGHIERI
HYPERION RESEARCH LTD.
47
|
Posted - 2012.09.11 13:31:00 -
[2] - Quote
Stefan Henneken wrote:IMHO I prefer more traditional Skill Tree than just list of skills. I don't have anything against about skill lists if one skill doesn't open different possibilities. When opening one skill opens new ways in "Skill Tree" it would be easier to follow it if it's made like a "tree". It's not possible to check all skills/items what those needs to get open but it takes awfull ammount of time and it can be faster with different "system".
If we could buy/upgrade skills while fitting dropsuits/vehicles it would make things easier/faster also. Some times I have noticed that I have got new equipments, dropsuits etc. what I didn't know to have and I was already waisted my SP to other things what I wouldn't have if we could spend SP while fitting things. Why? Becousethen I would mostly spend my SP in fitting "space". Some things needs "many" different skills with different skill levels so it would be just easier to do this in fitting space.
Sorry if this is already mentioned. I didn't find it with search option. And sorry about my english, it's not my mother tongue.
This is not a good idea at all. Have you played EVE Online at all? Skill Tress are well very outdated. Stick with what CCP has created and you will be better off. |
Octavian Vetiver
Dog Nation United Relativity Alliance
152
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Posted - 2012.09.11 13:38:00 -
[3] - Quote
ERIC ALIGHIERI wrote:Stefan Henneken wrote:IMHO I prefer more traditional Skill Tree than just list of skills. I don't have anything against about skill lists if one skill doesn't open different possibilities. When opening one skill opens new ways in "Skill Tree" it would be easier to follow it if it's made like a "tree". It's not possible to check all skills/items what those needs to get open but it takes awfull ammount of time and it can be faster with different "system".
If we could buy/upgrade skills while fitting dropsuits/vehicles it would make things easier/faster also. Some times I have noticed that I have got new equipments, dropsuits etc. what I didn't know to have and I was already waisted my SP to other things what I wouldn't have if we could spend SP while fitting things. Why? Becousethen I would mostly spend my SP in fitting "space". Some things needs "many" different skills with different skill levels so it would be just easier to do this in fitting space.
Sorry if this is already mentioned. I didn't find it with search option. And sorry about my english, it's not my mother tongue. This is not a good idea at all. Have you played EVE Online at all? Skill Tress are well very outdated. Stick with what CCP has created and you will be better off.
They could go with a certificate layout like on eve. Set each cert up by what skills would fall under it. Then when you go the cert window you can get the skills window opened or the marketplace if it's a skill not yet bought and injected. |
Dunpeal Hunt
Circle of Huskarl Minmatar Republic
4
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Posted - 2012.09.11 14:25:00 -
[4] - Quote
ERIC ALIGHIERI wrote:Have you played EVE Online at all? No I don't have played EVE Online.
I have played two MMORPGS and those were D&D Online and LOTRO.
I have played few "computer" (non-mmo) RPGs and several "Pen&Paper" RPGs aswell such Rune Quest, Advanced Dungeons & Dragons, Dungeons & Dragons, Harn, Top Secret, Paranoi, Cyper Punk, etc.
And I have played many online FPS and non-online FPS games.
I can only look this game with that gaming history what I have.
I think that developers would like to hear all opnion of this game even if they haven't any experience of EVE Online.
I would like to invest more time to actual playing in battlefield than learning how every single skill effects to every single thing as other skills or some equipments and how I should buy those skilles so I can get dropsuit and gun etc. so I was just trying to give suggestion how it gould be faster and with less "pain". It wasn't request you know.
For those who has all the time of the world maybe has to time of that study aswell.
But this all is just (in) my humble opinions (IMHO).
That what Octavian Vetiver said could be a deffenetly a thing what we should try.
EDIT: WOPS! I saw that I writed this with different name than my OP. Yes I'm also that Stefan Henneken and I'm aswell BigBrother FInland =P |
Lixet
The Craniac Naloran Project
50
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Posted - 2012.09.11 15:02:00 -
[5] - Quote
Issue with a skill tree is the amount of time, and the linear aspect of the issue. With a skill tree, you need to start skilling up far into it to finally decide that it isn't worth it. But by that time, you could potentially waste a bunch of SP and then continue again putting sp to something that you may or may not want.
With Eve and Dust's skill method, it allows the player full freedom in what skills he or she wants to skill into. There is a sense of freedom with the list of skills that a skill tree will simply not be able to replicate. |
Stefan Henneken
6
|
Posted - 2012.09.11 15:10:00 -
[6] - Quote
Lixet wrote:Issue with a skill tree is the amount of time, and the linear aspect of the issue. With a skill tree, you need to start skilling up far into it to finally decide that it isn't worth it. But by that time, you could potentially waste a bunch of SP and then continue again putting sp to something that you may or may not want.
With Eve and Dust's skill method, it allows the player full freedom in what skills he or she wants to skill into. There is a sense of freedom with the list of skills that a skill tree will simply not be able to replicate. Good point there. |
Sdoots
Algintal Core Gallente Federation
7
|
Posted - 2012.09.11 15:14:00 -
[7] - Quote
Skill trees are great for certain things. MAG definitely benefited from implementing one with that big patch, for example.
That being said, I think the bigger issue with Dust is that the information for skills is incredibly dense. Yes, the player has full freedom, but the player has to run the gauntlet of what is essentially a poorly written grocery list.
If the skills were categorized horizontally, with categories navigated via the shoulder buttons, and skills in each category presented vertically, that would solve a large part of the issue right there. Getting to what you want wouldn't be "Let's hold down for a while", it'd be "Move to the weapon category, scroll down, boom. Done. Time to shoot people."
I'm not saying make it Excel, by the way. Don't present every skill at once. When a category is highlighted, expand its skills into view. Make it fancy. Ladies like it fancy.
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Stefan Henneken
6
|
Posted - 2012.09.11 16:54:00 -
[8] - Quote
Sdoots wrote:Skill trees are great for certain things. MAG definitely benefited from implementing one with that big patch, for example.
That being said, I think the bigger issue with Dust is that the information for skills is incredibly dense. Yes, the player has full freedom, but the player has to run the gauntlet of what is essentially a poorly written grocery list.
If the skills were categorized horizontally, with categories navigated via the shoulder buttons, and skills in each category presented vertically, that would solve a large part of the issue right there. Getting to what you want wouldn't be "Let's hold down for a while", it'd be "Move to the weapon category, scroll down, boom. Done. Time to shoot people."
I'm not saying make it Excel, by the way. Don't present every skill at once. When a category is highlighted, expand its skills into view. Make it fancy. Ladies like it fancy.
Good points here aswell. |
Raynor Ragna
266
|
Posted - 2012.09.11 17:23:00 -
[9] - Quote
Negative vote. |
Mobius Wyvern
BetaMax.
1216
|
Posted - 2012.09.11 19:57:00 -
[10] - Quote
Octavian Vetiver wrote:ERIC ALIGHIERI wrote:Stefan Henneken wrote:IMHO I prefer more traditional Skill Tree than just list of skills. I don't have anything against about skill lists if one skill doesn't open different possibilities. When opening one skill opens new ways in "Skill Tree" it would be easier to follow it if it's made like a "tree". It's not possible to check all skills/items what those needs to get open but it takes awfull ammount of time and it can be faster with different "system".
If we could buy/upgrade skills while fitting dropsuits/vehicles it would make things easier/faster also. Some times I have noticed that I have got new equipments, dropsuits etc. what I didn't know to have and I was already waisted my SP to other things what I wouldn't have if we could spend SP while fitting things. Why? Becousethen I would mostly spend my SP in fitting "space". Some things needs "many" different skills with different skill levels so it would be just easier to do this in fitting space.
Sorry if this is already mentioned. I didn't find it with search option. And sorry about my english, it's not my mother tongue. This is not a good idea at all. Have you played EVE Online at all? Skill Tress are well very outdated. Stick with what CCP has created and you will be better off. They could go with a certificate layout like on eve. Set each cert up by what skills would fall under it. Then when you go the cert window you can get the skills window opened or the marketplace if it's a skill not yet bought and injected. Best idea I've heard in relation to this so far. Add in a function to buy skillbooks from the certificate interface and plug them in immediately, and you'd remove a huge amount of the learning curve for new players. |
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shalashasska
Circle of Huskarl Minmatar Republic
0
|
Posted - 2012.09.11 22:07:00 -
[11] - Quote
Dunpeal Hunt wrote:ERIC ALIGHIERI wrote:Have you played EVE Online at all? No I don't have played EVE Online.
You're missing out. |
Conraire
Zumari Force Projection Caldari State
52
|
Posted - 2012.09.11 22:17:00 -
[12] - Quote
shalashasska wrote:Dunpeal Hunt wrote:ERIC ALIGHIERI wrote:Have you played EVE Online at all? No I don't have played EVE Online. You're missing out.
Too true, EVE may have one hell of a learning curve to it, but it's fun once you get into PvP, higher end PVE and alliances.
Actually EVE does use a skill tree setup. In order to train medium turrets, you have to have trained small turrets to 4, frigate 4 to be able to train cruiser etc. In fact thats been one of my biggest gripes. No natural skill flow for suits, and vehicles. It's just train certain skill without learning through the others and jump in. |
Grenwal Hiesenberg
Shadow Company HQ
226
|
Posted - 2012.09.11 22:19:00 -
[13] - Quote
Sdoots wrote:Skill trees are great for certain things. MAG definitely benefited from implementing one with that big patch, for example.
That being said, I think the bigger issue with Dust is that the information for skills is incredibly dense. Yes, the player has full freedom, but the player has to run the gauntlet of what is essentially a poorly written grocery list.
If the skills were categorized horizontally, with categories navigated via the shoulder buttons, and skills in each category presented vertically, that would solve a large part of the issue right there. Getting to what you want wouldn't be "Let's hold down for a while", it'd be "Move to the weapon category, scroll down, boom. Done. Time to shoot people."
I'm not saying make it Excel, by the way. Don't present every skill at once. When a category is highlighted, expand its skills into view. Make it fancy. Ladies like it fancy.
+1 I've never played Mag ( beyond the beta), so I can't vouch for that particular system. I do like the idea of being able to use the shoulder buttons to scroll between the main skills and then seeing what other skill are related or upgradable through that branch. Not a tree, but more like a tall, spread out bush with many limbs at the base instead of a single trunk. |
ERIC ALIGHIERI
HYPERION RESEARCH LTD.
47
|
Posted - 2012.09.12 02:34:00 -
[14] - Quote
What they have right now works and I hope they keep it the way it is. Let this be your answer. |
vint trebble
Zumari Force Projection Caldari State
46
|
Posted - 2012.09.12 06:09:00 -
[15] - Quote
Use your imagination a bit sir. What do skill trees do? Well they hold bolsters that require prerequisites based on a 'skill' before it, or a level. Aside from basic skills, you need to level certain skills in order to use another. Rather then be a skill tree, it's more like a skill web. My point being that rather then just branching out from a certain point, they make connections based on the way you want to go. Skill trees sometimes hold abilities that you wouldn't use however you attain the skill in the tree to either gain the next tier up, or have it branch into something you do need. CCP's skill system allows you to decide what you want to be, and has no skills that would be useless as prerequisites. This is an outstanding system. If you need skill trees, then close your eyes and picture what you are attaining as far as skills go as branches. Wallah! You have a skill tree.
Now what I would like to see is an option of choices within each skill.
Example: Weaponry increases damage from firearms with each attained skill. I would like to see a choice for either damage or recoil reduction. Or an oomph after you attain level 5.
I would also like to see a passive skills gained on a lot of other skills. Turrets gaining a lock-on at a certain level. Fittings getting a specific passive buff. I'm sure there are things to fill these in skills later on, and I'm excited to see how they will work later on. I'm actually very excited to see whats going to come from this game in the next CBT patch, let alone release. |
Encharrion
L.O.T.I.S. Legacy Rising
104
|
Posted - 2012.09.12 18:51:00 -
[16] - Quote
Sdoots wrote:Skill trees are great for certain things. MAG definitely benefited from implementing one with that big patch, for example.
That being said, I think the bigger issue with Dust is that the information for skills is incredibly dense. Yes, the player has full freedom, but the player has to run the gauntlet of what is essentially a poorly written grocery list.
If the skills were categorized horizontally, with categories navigated via the shoulder buttons, and skills in each category presented vertically, that would solve a large part of the issue right there. Getting to what you want wouldn't be "Let's hold down for a while", it'd be "Move to the weapon category, scroll down, boom. Done. Time to shoot people."
I'm not saying make it Excel, by the way. Don't present every skill at once. When a category is highlighted, expand its skills into view. Make it fancy. Ladies like it fancy.
I like this, it would make the skill tree dramatically less overwhelming for new players. |
Conraire
Zumari Force Projection Caldari State
52
|
Posted - 2012.09.14 06:35:00 -
[17] - Quote
My other POV on skills in dust. They need to rework the operation skills, for weapons, and probably for each suit class. Right now they don't do anything other than unlock access to XYZ as you level them up. Where as in EVE, even the basic skills give a bonus. I think Sniper operation in Dust should give sway bonus, instead of having to wait for the proficiency. This is also realistic as one of he first things you have to do when learning to shoot a rifle in reality is learn to control your breathing, and steady your arms, basic part of using a rifle. This would go for spread bonus with Shotgun, recoil bonus for smg, and AR. Maybe a locking time bonus for Swarms, etc. And then the proficiency bonus could be dmg or some other aspect of the gun. |
Imp Smash
On The Brink
51
|
Posted - 2012.09.14 06:54:00 -
[18] - Quote
I would think inter connectivity would be an issue. Requirements in dust are simply not linear enough to be able to represent with skill trees. Some items require a whole host of skills from what would be different trees or categories. The lines drawn in a graphical representation would be a nightmare.
Auto highlighting could work. From the skill menu be able to select your items, then the relevant required skills would be highlighted a color in the full list view. Quickly and easily determine what you need and buy it. It also wouldn't require changing of the skill list and keeping the benefits that it has. |
J'Jor Da'Wg
KILL-EM-QUICK RISE of LEGION
648
|
Posted - 2012.09.14 11:35:00 -
[19] - Quote
The certification idea was good. If I could quick buy all the skill books needed for a certain item, and then auto train them to the required level, it would be much easier. Of course, the auto skill would not work if you didn't have enough SP. |
7 SHADOW
Royal Uhlans Amarr Empire
15
|
Posted - 2012.12.02 09:25:00 -
[20] - Quote
Bringing back the need for skill certificate system to help guide solid soldier foundation |
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Ghost-33
ShootBreakStab
108
|
Posted - 2012.12.02 10:10:00 -
[21] - Quote
Raynor Ragna wrote:Negative vote.
You're that baby that doesn't like 50% more cash huh? |
Corvus Ravensong
Skyel Industries Subspace Exploration Agency
179
|
Posted - 2012.12.02 10:47:00 -
[22] - Quote
I'd like to see something similar to Eve's certificate system, although with a small change - allow the player to buy and level the skills from directly within the certificate interface. That way when a player sees 'required certificate: Basic HAV pilot" he can jump int o the certificate and train those skills, and likewise when the player sees "reccomended certificate: Large Turret Gunner Elite" he can open that certificate and buy and level the skills he's after from there.
So basicly, skills kept as they are, but an additional way to acess them than the current wall of skills to wade through to find anything.
I'm an Eve player, and I'll admit that Eve's and Dust's skill layout is daunting - but it's really just a matter of the interface, the implimentation is great, but the interface for finding the skill you need makes it seem a LOT more complicated than it really is, mostly due to information overload. |
Garrett Blacknova
Codex Troopers
1849
|
Posted - 2012.12.02 12:52:00 -
[23] - Quote
A certificate system like EVE has would work, because they're an optional "extra" you can work with to make your skill planning less of a chore and less of a complicated mess.
A skill "tree" doesn't really work though, because some skills start with several types which feed into a single channel at higher levels, while others branch off into various options, depending on where in the skill list you're looking. You can't really map that in a "tree" in any coherent format. You'd need a series of flow charts to make sense of it, and that would be MORE difficult to follow than the straight text-based layout the game uses now. |
byte modal
Algintal Core Gallente Federation
34
|
Posted - 2012.12.02 16:27:00 -
[24] - Quote
on the mobile, sorry for the typing.
try looking at it from another angle instead of preconceived notions based on other games. instead of starting at the first skill and trying to "branch" forward, predicting where you MIGHT want to go, pick some desired weapon, suit, or module and check its skill prerequisites and work backwards from there.
for example: i like shooting things. im killing enough with militia weaponry, but i die too fast. maybe i should upgrade my suit? checking dropsuit options i decide to go with assault type- II. checking the prerequisites, i see what skills I must train to get it. there is my "tree." it serves as a quick map to get from where i am to EXACTLY where i need to be. dropsuit command level I: check. caldari assault dropsuit level II. oh. i need to purchase and train this one. check!
later, i decide i need to boost shields. checking my module options from the market, i see that i have extenders, rechargers, and regulators. once i measure what might benefit me the most with the least amount of skills, i go with that. perhaps a complex shield extender and complex recharger because i can see that they both require infantry shield upgrades level IV. this will kill two birds with one stone---training the same skill for TWO modules. when i try to buy this skill, i notice i do not have the required skills to move forward, so first i must train infantry shield operations to level III.
now i have my modules. but they may not fit due to CPU output on my suit. well, what skills can be learned to offset that? are there any MODULES available to compensate? and so on.
this research and experimentation is part of the game. it allows us to set goals OURSELVES, and to work to obtain those goals over time. a proper "tree" could never cover all the possible combinations of suits, mods, and skill requirements simply because we are allowed to choose our own path here. even just the concept of a tree is a restrictive, predetermined path. i believe that by having that model in THIS game it will only add more confusion to new players trying to come to terms with the actual mechanics of skill progression within Dust/EvE. that preconceived notion will only be reinforced once players see a "tree" and most likely default into autopilot logic only to get frustrated when that logic does not match game mechanics.
good suggestion though as i do understand the pain; however, try to adjust you perspective slightly as ive described and i really do believe things will fall into place for you. it will still require SOME practice, but soon it will be inuitive.
best of luck,
-me |
Crm234
Wraith Shadow Guards
166
|
Posted - 2012.12.02 18:17:00 -
[25] - Quote
It is kinda funny how everyone has to open their minds to change but Eve players even when multiple people from multiple games give feedback about something.
It just gives off the feeling that Eve players are just as closed minded as the people they complain about. Especially when they are trying to convince everyone that a skill set that was made for a different game ,on a different system , in a different genre is perfect for a game that isn't even released yet.
I agree with the Op that some type of skill tree would be nice than not understanding why i cant buy a weapon because 6 random skills were at different points.
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Senor Rabbit
Seituoda Taskforce Command Caldari State
5
|
Posted - 2012.12.02 18:45:00 -
[26] - Quote
The thing about DUST compared to EVE is that DUST has the potential to have (and will have to cater to in some ways to) an audience that includes players whom one wouldn't consider your typical EVE player. In other words, COD and BF guys who want little more than the simplicity of a run-and-gun.
That said, I think the current skill system is the way to go.
What informed players should do is be able to look at skills and build a character out of the benefits the skill training supplies based off of the research they've done. What uninformed players should be able to do is look at something they want, like a gun, and say "Hey, I want that", and be given an automated method to train up the necessary prereqs.
In other words, there should be mechanics in place that facilitate both playstyles, and make skill choices obvious for those who know what style they want to play as but not which skills are needed. |
byte modal
Algintal Core Gallente Federation
34
|
Posted - 2012.12.02 19:09:00 -
[27] - Quote
I'm not sure it's really about "opening one's mind" as it is just to recognize it's a different game? This format is established in EvE, and it works. The skills and paths available in Dust are considerably watered down in comparison. While I do understand the desire to paint something unfamiliar into a pattern that is more familiar, I fear that that only leads to mediocrity and lack of potential options of style, and will ultimately restrict the evolution of game play in general. This style may not be the best. We will see what comes. Personally, I'm not too happy with the over-simplification compared to EvE, but I get why they are doing it. My opnion? Trees are restrictive and, if implemented, could potentially lead to more simplification. Maybe not, but I've played plenty of games with trees and variations of. EvE, and now to a lesser extent Dust, offer another option. I find that interesting. Too, I honestly cannot see a tree type option that could cover all possible paths without being even more confusing than what we have now. The certificate path is possible and exists, but that really only provides general qualifications for topics not really specific skill paths for a desired dropsuit or weapon.
My post was only to possitively suggest another approach to the issue---to help. Perhaps it will offer new insight. Perhaps not. It's just advice. Ironically enough, how are EvE players trying to convince everyone that a skill set made for a different game, on a different system, in a different genre is perfect, different from everyone trying to convince EvE players that a skill set (i.e., a skill tree) made for a different game, on a different system, in a different genre is better? Just sayin ;)
all the best, and I do hope you find reoslution in this however the games evolves.
meow. |
Colonel Crow
Zumari Force Projection Caldari State
2
|
Posted - 2012.12.02 19:14:00 -
[28] - Quote
Ghost-33 wrote:Raynor Ragna wrote:Negative vote. You're that baby that doesn't like 50% more cash huh?
Nice, I like it! |
Crm234
Wraith Shadow Guards
166
|
Posted - 2012.12.02 19:30:00 -
[29] - Quote
"This format is established in EvE, and it works." is not applying that Eve skill system is perfect?
I am not trying to say we need a strict class base limiting skill tree but something a little simpler then the scrolling effect that happens for something.
quick example that might not be 100 percent . If i want to be a expert medic and use the most advance nanite injector I shouldn't be scrolling through engineering for one skill, mechanics for another skill, electronics for one skill, and logi suit for one skill. Where one skill needs to be 5 another 3, another one 4, and another 2.
I would like to see Dust not focus on we have the biggest skill set for a selling point but instead make the battlefield very immerse and make me want to take that next district or planet as the main focus. |
byte modal
Algintal Core Gallente Federation
34
|
Posted - 2012.12.03 03:46:00 -
[30] - Quote
Crm234 wrote:"This format is established in EvE, and it works." is not applying that Eve skill system is perfect?
I am not trying to say we need a strict class base limiting skill tree but something a little simpler then the scrolling effect that happens for something.
quick example that might not be 100 percent . If i want to be a expert medic and use the most advance nanite injector I shouldn't be scrolling through engineering for one skill, mechanics for another skill, electronics for one skill, and logi suit for one skill. Where one skill needs to be 5 another 3, another one 4, and another 2.
I would like to see Dust not focus on we have the biggest skill set for a selling point but instead make the battlefield very immerse and make me want to take that next district or planet as the main focus.
Nope. I said it works, not that it's perfect. I admit that I PREFER EvE's skillbook method, but that's still not saying it's perfect. Too, I don't assume you mean to restrict roles into specific one-off classes. We're good there ;) I'm only saying that the current structure is different. While it may take someone acustomed to other methods time to see the benefit versus tradeoff, I do believe that once that bridge has been crossed that a whole new world of perception is waiting. I take this opposition mostly because I'm concerned that players... well, people in general (gamers or otherwise) take many things for granted. I'm not asking someone to meditate to find one's enlightenment through "EvE" methods and skill preference, just to consider something that AT FIRST may not be exactly intuitive but could very well offer more options, insight, and possibilities than what one is familiar with.
Trying to guess where I might want to go (skill, gear, role) is too complicated to lay out in a generic tree---at least in this game with so many custom options. I would guess that is why trees do not exist. Who am I though, I never had a hand in this development discussion. I do like the idea someone mentioned just above about using a path reference to take on using whatever SPECIFIC gear I've already selected would be. If I wanted to wear Assault Type-II, then show me all skills needed for it, in order, that I am missing so that I know what steps to take. But, a generic version of that already exists under the item specs. You just have to click over to it.
You want to be an expert medic, but by what route? If you want to specialize in nanite injectors, that's relatively easy. However, you may also need armor mods to surive the trip out to your downed teammate. Or perhaps speed mods. What if you want to carry Drop-Uplinks and a weapon of some sort to maybe try to defend yourself while allowing clones to spawn nearby? If your ideal loadout can't be supported by your default PG and CPU limits, then you will need to train up for output boosts or modules to compensate. What infinite lists of trees, then, would help explain all of that? How would that not be as confusing? Either way, you would have to adjust. If it's honestly just a nanite injector that interests you, then goto the market and click it's specs screen to see the prerequisites. There's your tree. WiyrKomi Nanite Injector - Required Skills: Infantry Eletronics Level III; Nanocircuitrry Level V.
Again, it's about starting from your goal and tracing it back. That's all already provided for you. If you start from Militia gear and want to just fill a "role" then that would be a bit impractical in that there are just so many indirect paths one could take to fill that role depending on your priorities, loadouts, equipment desires, and personality.
Personally, I don't really see the skill complexity being a selling point. It will attract some, yes, but I think the grand design that will call in players is that my battlefield campaign (as an unnamed individual player) will affect my squad's performance, affecting my team, affecting OUR district captures, affecting OUR planetside conquests, affecting my corp's or sponsoring EvE corp/alliance system control (now in the EvE gaming side), affecting region supply lines, affecting territorial disputes in 0.0 space, affecting alliance dominance or recession within the EvE universe. That's big. Well, it's potentially big. Who knows. We're all cogs in the wheel here. That's immersion. Having and knowing my options of loadouts and fittings will only put me one step closer to accomplishing that. There will always be default Empire NPC sponsored battles to cater to everyone else. And no, I don't mean that as a slight ;)
Anyhoo, I think I've hijacked the thread a bit. Sorry to have derailed a bit from the original posting. =) Discussion leads to new ideas. I'm down with that. Thanks for the replies, and I hope I'm making some sense without sounding like a punk. That's NOT my intention!
Gnite up there,
- me. |
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