Author Topic: Skills needed for M10 expansion  (Read 36723 times)

Offline Warcold

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Skills needed for M10 expansion
« on: January 27, 2009, 01:20:26 PM »
Let's get some preasure off the Tech 3 thread, and keep things findable at same time.

The changes coming with the M10 expansion will have implications for skills that are handy to have, come all the changes.
There are prolly ppl around here who know better (and that's a good thing ;)), but let me give my amateur view of things.

Going to w-space will be like going to 0.0, plus from what I have read, NPC's can be very tough. Ppl will need good tanks, miners too. (as stated by Rub)
We will need ppl who can find the wormholes and scout the w-space behind it.
We will need ppl with big GUNZ. From what i've read in in-game channel HICs and HACs are recommended.
We will need logistics to keep us going there, and maybe even set up a POS -> orca-pilots? rub also recommended that some more ppl skilled in anchoring.
And we need good miners ofc.

Ofc, we need ppl who fill the roles too.
Combat pilots: We already got some, beo has some well skilled char(s), prolly Rub too. I know Akamine is training for HAC and me myself (Saf) too.
Scouts: Although some of the newer pilots might be tempted to train their chars for scouting (I am for one), my opinion is that we better have all pilots good at their own thing, rather than a lot of pilots mediocre at a lot of things. As I see it, in short term, we rather have newer ppl fulfill their short/medium term goals, (HAC + 2ndary skills for Saf for example) and depend on the ppl who are already skilled in scouting for the finding of wormholes and such (Constantine for certain and one of beo's chars? mebbe Rub has one too?). Once ppl are established in the role of their first choosing, they can also skill in scouting too.
I'd like to hear other's opinions about this though.
Miners with tanks: We got quite some nice miners in our group I think. Aicha will prolly be ruled out, as she will be transferred to Saf's account (so no more skilling and no running both chars simultaneously)
Orca-pilots: Rub/Beo. However, I've named those two names quite often now, I dont see em running 3 accounts effectively at same time...
Anchorers: Pretty easy skill to pick up at the side, 20-ish hours to lvl 3
POS-Gunners? Need anchoring lvl 5, which is about 25 days for me, but we might need some once we have (semi-)permanent POS that we might have to defend...
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Offline Rubino

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Re: Skills needed for M10 expansion
« Reply #1 on: January 27, 2009, 01:28:42 PM »
It depends on how we approach the space.
There are 2 approaches - day-trippers or infrastructure.

BattleCruisers should be fine in 0.0 - with a decent tank you should be able to handle the NPC's - but it depends on these NPC's.  They'll have an AI and be different from the current 0.0 rats.
Anchoring is helpful and it means you'll be able to work with the POS.  We may ship POS weapons but not anchor/online them initially to save fuel and ease the logistics a little.

POS-Gunners will be useful - but more-so later than early on - so there's no rush for it.

If we go the day-tripper route - there will be a higher risk of being stranded and if you run out of probes/ammo then you'll be stuck until somebody can get to you - or you POD yourself to get back (leaving your ship behind).
If we go the infrastructure route - then we'll have more of an overhead for running fuel, maintaining the POS - but you'll be able to store your ship safely, refit and rearm.  Additionally you'll be able to POD yourself and not have to worry about your ship/loot being in the open.



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Offline peo

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Re: Skills needed for M10 expansion
« Reply #2 on: January 27, 2009, 01:44:54 PM »
The day-trip thing is probably a dead end imo.
However the logistics way poses its own problems, as I see it the main one is probably getting the things back to empire/0.0 to make the profit.

For example, if it is mining we make the money from then we need to haul the minerals back to empire to sell. How much minerals will we be able to mine in the time we have between two wormholes to empire (or wherever we can accept ending up), how much can we transport given that time and the wormholes?

I think building a pseudo empire sounds fun :) but how to do it without wastng money and turning it into a money loosing venture :)

Offline Dlarah

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Re: Skills needed for M10 expansion
« Reply #3 on: January 27, 2009, 03:14:26 PM »
I have not looked into what skills are needed to find these wormholes, but Elminda got some pretty good skills for finding the current exploration sites. Covert ops at 5 while Astrometic pinpointing, Astrometic triangulation, Astrometics and Signal Acquisition is at 4.
For now training her towards Orca wich is 28 days of training to include mining links wich could become longer depending on what i need to train to find those holes. :)

With Dlarah i can bring Amarr HAC, BC or BS with t2 pulse lasers for dps. Or i can use Noj in Caldari verions of those with slightly worse dps skills but he can jump into a Hulk to mine if the option to swap ships are there.

Offline Rubino

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Re: Skills needed for M10 expansion
« Reply #4 on: January 29, 2009, 10:42:36 AM »
The heavier probe launchers coming in the M10 patch will have skill requirements similar to the "Sisters of eve" Probe launcher - and will be able to scan, from what info we have so far, all things.
Standard WH scanning, while affected by skills, will be possible with a much lighter type of launcher.

One of the biggest changes coming with M10 will be those to the local channel.   Local will now be in delayed mode - which means other players can be in system and you won't know about it until you bump into them.   We need to consider this and develop ideas/techniques that don't leave people vulnerable.



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Offline Mangala

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Re: Skills needed for M10 expansion
« Reply #5 on: January 29, 2009, 10:48:54 AM »


One of the biggest changes coming with M10 will be those to the local channel.   Local will now be in delayed mode - which means other players can be in system and you won't know about it until you bump into them.   We need to consider this and develop ideas/techniques that don't leave people vulnerable.

Source.  CCP confirmation if at all possible.
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Offline Rubino

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Re: Skills needed for M10 expansion
« Reply #6 on: January 29, 2009, 10:53:36 AM »
lol - git.
It'll take me a while to find all the references (I'll add to the following list as I find them):

http://myeve.eve-online.com/ingameboard.asp?a=topic&threadID=982776&page=7#183



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Offline Mangala

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Re: Skills needed for M10 expansion
« Reply #7 on: January 29, 2009, 10:56:23 AM »
I only asked, as such a change would be the biggest source of whinage in eve - bigger than the carrier nerf (that soon got stopped) and the recent speed changes.  Luckily from that first quote, it seems its Whispers personal wish, but not policy (yet) :)
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Offline Jarkko

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Re: Skills needed for M10 expansion
« Reply #8 on: January 29, 2009, 10:59:51 AM »
I'll roll an alt for Swuliina who is able to use Herons (or other similar T1 scouting frigates) with relative ease. Does anybody have an example for a new toon who would be decent at Astrometrical thingies right out of the box (or with relative short training time so as to not eat Swuliinas training time :) )?

I think it wouldn't hurt us if we had several characters being able to fly T1 scouting frigates reasonably efficiently, as they won't cost lots to replace if/when they get shot to pieces, and a coordinated swarm of such vessels surely would be pretty fast to scout a system decently, or?

Offline Rubino

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Re: Skills needed for M10 expansion
« Reply #9 on: January 29, 2009, 11:03:31 AM »
With what they have said about the new launchers - all chars will be able to use the lightest WH launcher & probes.
Skills will only improve accuracy and speed.   The much heavier probes are more aimed at Multi Use & Ship scanning (pvp).  The heavy probes will have high skills & fitting requirements (ie only to cov-ops frigs).



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Offline Rubino

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Re: Skills needed for M10 expansion
« Reply #10 on: January 29, 2009, 11:09:52 AM »
While I potter about looking for some reference for Beo - I did stumble across this: http://myeve.eve-online.com/ingameboard.asp?a=topic&threadID=984302&page=1#23



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Offline Mangala

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Re: Skills needed for M10 expansion
« Reply #11 on: January 29, 2009, 11:14:02 AM »
Caldari Achura.  Mess about with the options on character selection for those, one of the possinilities ends up with Frigate V, which can open up the Buzzard pretty darn fast :)
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Offline Rubino

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Re: Skills needed for M10 expansion
« Reply #12 on: January 29, 2009, 11:45:43 AM »
Handy info on W-Space, WH's etc (staring: http://www.eve-news.net/2009/01/446/1):

Quote
Originally by: Mr John22ta
How common will worm holes be? Are we going to have 5000 people hunting for the same wormhole, and only one r two finding it/getting through? I sense chaos ahead!

Answer by: CCP Whisper
We will make sure that wormholes are widely distributed. Much like the current exploration sites, they will despawn and respawn somewhere else if no-one finds them. So you should always be able to find a wormhole within a couple of jumps of your current location.

Quote
Answer by: CCP Greyscale
The “big launcher” (which requires the traditional 220tf CPU) is the all-singing all-dancing model, capable of probing ships and exploration sites, and launching moon probes. If you can fit one of these there’s no reason to fit a second launcher.




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Offline Rubino

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Re: Skills needed for M10 expansion
« Reply #13 on: January 29, 2009, 11:46:47 AM »
And this deserved it's own message:

Upcoming patch for SISI: http://www.eve-search.com/thread/984299/page/1#4



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Offline Rubino

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Re: Skills needed for M10 expansion
« Reply #14 on: January 30, 2009, 12:56:04 AM »
From (http://www.eve-search.com/thread/985287/page/5#123):

Quote
Concerning the solo concerns for W-space: we took into consideration all player styles during the Sleeper design process.
That means soloing is possible for the easiest situations you will face, but as mentionned CCP Gangleri, it will be challenging to do so.
For fighting against Sleepers ourselves, we can tell you not to expect the current "shoot and loot" approach toward existing NPCs.

On more difficult situations, a proper small/medium gang made of versatile ship classes and roles will be recommended.
Again, depending player skill and experience, this can vary greatly as it may be possible to do so in less numbers, like the level5 mentionned example, but that falls into a question of how much efficient would it be to do that.

In all cases, remember that W-space remains an unknown, hazardous area and as such teaming up with other players even on situations meant to be solotable will increase your chances significantly.



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