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training:game_mechanics:skills [2017/02/16 22:25]
conscript [Training Times]
training:game_mechanics:skills [2019/02/25 20:28] (current)
Fof ↷ Links adapted because of a move operation
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-======Skills=======+=====Skills===== 
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 =====Overview===== =====Overview=====
  
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 Despite what you may have heard, this does not lend an unfair advantage to older players; there are only so many skills that will affect any particular ship. A player who has played for 2 years might be able to fly the fearsome, projectile-turret-oriented [[eve:​ships:​battleships:​maelstrom|Maelstrom]] battleship near-perfectly,​ but they might be outclassed while flying the missile-oriented [[eve:​ships:​cruisers:​caracal|Caracal]] Cruiser by a 3-month-old newbie who has trained the relevant skills higher. Despite what you may have heard, this does not lend an unfair advantage to older players; there are only so many skills that will affect any particular ship. A player who has played for 2 years might be able to fly the fearsome, projectile-turret-oriented [[eve:​ships:​battleships:​maelstrom|Maelstrom]] battleship near-perfectly,​ but they might be outclassed while flying the missile-oriented [[eve:​ships:​cruisers:​caracal|Caracal]] Cruiser by a 3-month-old newbie who has trained the relevant skills higher.
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-====How do skills work==== 
-EVE has this super cool training queue system that allows you to queue up multiple skills to train consecutively. As of Phoebe there is no limit to how many skills can be placed in the skill queue, but one limitation you will run into is that in order to place a skill in the queue, you must have its prerequisite skills trained already. You cannot work around this by putting your prerequisites before it, you have to have the relevant skills completed before you can place the skill in the queue. For example, if I want to train Covert Ops I, I require Electronics Upgrade V as a prerequisite. EVE will not allow me to add Covert Ops I to the queue until I've completely trained Electronics Upgrade V. 
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-Every skill has 5 levels, each taking longer to train than the last. For example, level 1 of a skill might take 250 Skillpoints (SP) and about 15 minutes to train (training at 1000 SP/Hour), but level 2 would require 1500 SP and about an hour and a half, and so on. (Generally) having a skill at Level 1 means you've trained it to beginner levels, while Level 5 means you have it completely trained. For most skills, level 3 or 4 is a good compromise between effectiveness and time spent training. Training level 5 in a skill can take days, weeks, or in some cases months to train, I recommend newer players stick to training to level 3 or 4 until they decide where to specialize (except in some cases). 
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-Skill points are preserved if you suddenly decide to start training a different skill, the progress you made will be there when you come back to it. 
  
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 =====Training Times===== =====Training Times=====
 So, how is the time it takes you to train a particular skill calculated? The number of skill points necessary to train a skill is determined by the skill'​s rank, also known as its training time multiplier, while the rate at which you get new skill points is determined by your attributes.\\ ​ So, how is the time it takes you to train a particular skill calculated? The number of skill points necessary to train a skill is determined by the skill'​s rank, also known as its training time multiplier, while the rate at which you get new skill points is determined by your attributes.\\ ​
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 |Navigation|Contains the skills required to improve the [[training:​game_mechanics:​navigation|movement of your ship]]| |Navigation|Contains the skills required to improve the [[training:​game_mechanics:​navigation|movement of your ship]]|
 |Engineering|Contains mostly skills that revolve around [[training:​game_mechanics:​powergrid]] and [[training:​game_mechanics:​cpu]] management| |Engineering|Contains mostly skills that revolve around [[training:​game_mechanics:​powergrid]] and [[training:​game_mechanics:​cpu]] management|
-|Subsystems|Contains skills required in order to fly [[eve:​ships:​cruisers:start#​tech_3|Tech 3 Strategic Cruisers]]|+|Subsystems|Contains skills required in order to fly [[eve:​ships:​cruisers#​tech_3|Tech 3 Strategic Cruisers]]|
 |Armor|This subcategory contains skills that are important to [[training:​game_mechanics:​defense|armor tanking]] and defensive armor bonuses| |Armor|This subcategory contains skills that are important to [[training:​game_mechanics:​defense|armor tanking]] and defensive armor bonuses|
 |Shields|Contains skills that are important to [[training:​game_mechanics:​defense|shield tanking]] and defensive shield bonuses| |Shields|Contains skills that are important to [[training:​game_mechanics:​defense|shield tanking]] and defensive shield bonuses|
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 |Rigging|Contains skills that reduce the penalties or drawbacks that come with attaching [[eve:​ship_modifications:​rigs]] to your ship| |Rigging|Contains skills that reduce the penalties or drawbacks that come with attaching [[eve:​ship_modifications:​rigs]] to your ship|
 |Social|Contains skills that determine how fast or how slow you can change [[training:​game_mechanics:​faction_standings|Faction Standing]] with other factions throughout Eve| |Social|Contains skills that determine how fast or how slow you can change [[training:​game_mechanics:​faction_standings|Faction Standing]] with other factions throughout Eve|
-|Fleet Support|Contains skills that allow you to use Command Ships to [[training:​fleet_booster:​start|boost the abilities]] of friendly ships|+|Fleet Support|Contains skills that allow you to use Command Ships to [[training:​pvp_ship_roles:​fleet_booster:​start|boost the abilities]] of friendly ships|
 |Corporation Management|Contains skills that allow you run Corporations,​ Alliances, and manage their size (Like TEST)| |Corporation Management|Contains skills that allow you run Corporations,​ Alliances, and manage their size (Like TEST)|
 |Trade|Contains skills that manipulate the [[training:​game_mechanics:​market|Market]]| |Trade|Contains skills that manipulate the [[training:​game_mechanics:​market|Market]]|
-|Neural Enhancement|Contains skills for [[eve:​implants_and_boosters:​implants|implants]],​[[training:​game_mechanics:​jump_clones|Jump Clones]], and [[eve:​implants_and_boosters:​medical_boosters|Medical Boosters]]|+|Neural Enhancement|Contains skills for [[eve:​implants_and_boosters:​implants|Implants]], [[training:​game_mechanics:​jump_clones|Jump Clones]], and [[eve:​implants_and_boosters:​medical_boosters|Medical Boosters]]|
 |Production|Contains skills that allow you [[eve:​industry:​manufacturing:​start|create all the items of Eve]]| |Production|Contains skills that allow you [[eve:​industry:​manufacturing:​start|create all the items of Eve]]|
 |Science|Contains skills that allow you do [[eve:​industry:​research:​start]] and [[eve:​industry:​invention:​start]]| |Science|Contains skills that allow you do [[eve:​industry:​research:​start]] and [[eve:​industry:​invention:​start]]|
training/game_mechanics/skills.1487283917.txt.gz · Last modified: 2017/02/16 22:25 by conscript