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Dinkledash

Alpha Tester
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Posts posted by Dinkledash

  1. You can probably build a space station right next to it for defense/social aspects. And keep in mind that stargates are going to be introduced later into the game (like 3-6 months, maybe longer) so the existing orgs will have lot's of resources to spare to build them. They will be expensive but well within the budgets of decent sized groups. This initial confinement of everyone to the same system for the first months of the game will help to boost the economy and let people get on their feet before the mad dash to new worlds.

    I think that the arkship is going to be the focal point for a massive city due to the impenetrable shields, so while there will no doubt be a mad dash for the rim after FTL is discovered, there will always be a player presence on the arkworld.  It's going to be the focal point of banking, commerce and recruiting. 

  2. these weapons would be amazing 

    How exactly does one destroy a planet?  You could wipe out life on a planet and turn it into ruins with enough nuclear weapons or by dropping rocks on it, but short of hitting it with another planet there's no way to actually obliterate a planet.

  3. First, your "video training" and the game's "cerebral data transfer" are not the same, for the same reason that if I was to send you a virus in .txt format, you wouldn't be exposed to it , the .txt in our case, is the video training on youtube, the cerebral data transfer is the implant and download from the Arkship in the game's lore. So yeah, it is possible to copy data from one computer to another and yes, the brain is a computer, it has all the same components. And on top of that, the implant in the players' brains opens the possibility of hacker warlocks in the game, guys who can stun you by infecting your implant with a virus.

     

    Second, you didn't even bother to check how deep the EVE system of skill training is.  It's a boost to your effectiveness on something, along as giving you more things to do on a certain field, with Attributes playing a big role in how fast you train a skill and how effective you can be with a skill. It's a game mechanism that is doing away with grinding for skills. It's not medieval fantasy to have to strike with your sword a bajillion times to get good with it, it's sci-fi and futurespace on top of that, therefore, Cerebral Implants, that download skilsl into your brain with the speed bonus dictated by your character's attributes (perception, memory, intelligence, etcetera).

     

    Third, age is a counter-arguemen people use when they want to belittle someone, or to ridicule someone. You are acting like Leafy on youtube. "hey, look at that guy, he's 34 and does youtube videos", only you say "watch your mouth, I'm twice your age". Sorry, I am smart (as people tell me), I ain't frigging clairvoyant, but regardless, your age has nothing to do with the fact you didn't took time to see if that skill system is wrong. I guess I - who did take some time to actually look that up and seen its merit - am wiser to do so (or, not lazy!? ). I judge by your arguements, you should judge me by mine. And your arguements are not researched at all.

     

    Fourth, you get skillpoints to invest when you are online. If you were to log-off for a week, you would have less SPs to invest in the next range of skills. You got a limited amount of skills you can train at one time. The higher the grade, the more time it takes, again, depending on attributes, you may not even be allowed into training for a certain skill and you may even need implants to further increase your skills. Implants cost, a lot.

     

    Fifth, skills give you access on deploying better grades of the basic elements (machinery of various sorts) and / or be better at the minerals you produce. Also, the only blacksmiths that take time to smell the molten steel and lick it to see if its on the right color of blue when they forge it, are guys who make medieval weaponry. In the industrial world, people use actual machines to melt the steel on the right quality they want. Welcome to the 21st century, we got machinery to do things for us.

     

    Sixth, you miss the point of this training system, it's "minutes to learn, lifetime to master". Just because your character can shoot better, or mine better, or build in larger volumes, does not mean you, as the guy controlling the character, can or may have the mental faculties to exploit the game's mechanics to their maximum.

     

     

    I guess you would prefer wasting 700 hours grinding pigs, fairies, trolls and w/e flying unicorn monster some Korean MMO offers you to advance on a level, than actually playing the game by doing your thing and your skill training as you play and when you are offline as well. Good for you, but mining minerals and building stuff, will be already grindy enough, the Devs went the right way with this skill system.

     

     

    Peace :V

     

     

    First, your "video training" and the game's "cerebral data transfer" are not the same, for the same reason that if I was to send you a virus in .txt format, you wouldn't be exposed to it , the .txt in our case, is the video training on youtube, the cerebral data transfer is the implant and download from the Arkship in the game's lore. So yeah, it is possible to copy data from one computer to another and yes, the brain is a computer, it has all the same components. And on top of that, the implant in the players' brains opens the possibility of hacker warlocks in the game, guys who can stun you by infecting your implant with a virus.

     

    Second, you didn't even bother to check how deep the EVE system of skill training is.  It's a boost to your effectiveness on something, along as giving you more things to do on a certain field, with Attributes playing a big role in how fast you train a skill and how effective you can be with a skill. It's a game mechanism that is doing away with grinding for skills. It's not medieval fantasy to have to strike with your sword a bajillion times to get good with it, it's sci-fi and futurespace on top of that, therefore, Cerebral Implants, that download skilsl into your brain with the speed bonus dictated by your character's attributes (perception, memory, intelligence, etcetera).

     

    Third, age is a counter-arguemen people use when they want to belittle someone, or to ridicule someone. You are acting like Leafy on youtube. "hey, look at that guy, he's 34 and does youtube videos", only you say "watch your mouth, I'm twice your age". Sorry, I am smart (as people tell me), I ain't frigging clairvoyant, but regardless, your age has nothing to do with the fact you didn't took time to see if that skill system is wrong. I guess I - who did take some time to actually look that up and seen its merit - am wiser to do so (or, not lazy!? ). I judge by your arguements, you should judge me by mine. And your arguements are not researched at all.

     

    Fourth, you get skillpoints to invest when you are online. If you were to log-off for a week, you would have less SPs to invest in the next range of skills. You got a limited amount of skills you can train at one time. The higher the grade, the more time it takes, again, depending on attributes, you may not even be allowed into training for a certain skill and you may even need implants to further increase your skills. Implants cost, a lot.

     

    Fifth, skills give you access on deploying better grades of the basic elements (machinery of various sorts) and / or be better at the minerals you produce. Also, the only blacksmiths that take time to smell the molten steel and lick it to see if its on the right color of blue when they forge it, are guys who make medieval weaponry. In the industrial world, people use actual machines to melt the steel on the right quality they want. Welcome to the 21st century, we got machinery to do things for us.

     

    Sixth, you miss the point of this training system, it's "minutes to learn, lifetime to master". Just because your character can shoot better, or mine better, or build in larger volumes, does not mean you, as the guy controlling the character, can or may have the mental faculties to exploit the game's mechanics to their maximum.

     

     

    I guess you would prefer wasting 700 hours grinding pigs, fairies, trolls and w/e flying unicorn monster some Korean MMO offers you to advance on a level, than actually playing the game by doing your thing and your skill training as you play and when you are offline as well. Good for you, but mining minerals and building stuff, will be already grindy enough, the Devs went the right way with this skill system.

     

     

    Peace :V

     

    How do you think I know your age?  I'm not clairvoyant either.  I checked your profile.  I object to being disrespected and you turn that into me trying to belittle you by referring to your age?  That is just so internet.

     

    DU is a game where content will be player-driven, EVE is not, and the alpha team is going to have a fair amount to say in the business rule development as DU progresses.  We're 2 years out of general release at this point.  Nothing is set in stone except for voxel technology and the backstory.  There are actually some benighted people who don't like the EVE skill system.  If we get to create our own equipment don't we have to be able to create the skills to use that equipment?  If people want to have in-game education, to be able to build schools, to have a training skill, that does not make them wrong.  Or braindead.

     

    So you think that the transfer of the experiences directly to the brain is the same as actually doing something?  Fine.  I don't like that, but you're not wrong to like that.  I'm not suggesting grinding unicorns, I'm suggesting spending 10 minutes a day using a skill in order to increase your learning rate. 

     

    How does one automatically learn when offline?  Are you teleported back to the arkship so you can plug in?  What if you're on some far off planet?  How do you access the arkship library?  I can see how you might learn a skill that's been downloaded to your brain and needs to be processed, but how do you access other skills that you want to learn?  Are skills just being broadcasted through the universe?

     

    If you have to buy expensive implants, that's fine, but does that have to be the only way to learn a skill?  Can't you also learn by doing?  Or by being taught?

     

    This is a roleplaying game.  If you want to minimax every game mechanic, you are free to do so, but the point of any game is to have fun.  If you think that achieving maximum exploitation of a game is the way you express your intellect, go for it.  If that's how you have fun, good for you.  I think that having good relationships with other players, creating a beautiful environment and writing cool code to make SLI products the best on the market is where I'm going to find my fun.  So good luck, we'll see how the rules actually get written over the next two years and hopefully be part of the greatest game in history.  

  4. Yes star gates will be player controlled and you will be able to set up tolls and restrain its access.

     

    However I'm more concerned about the price of such a star gate and it's durability:

    - If both are too much then the one controlling the stargates will have too many advantages and it would become wars of attrition

    - If star gates are expensive but easy to destoy it will not become profitable to build one at all

    - If star gates are cheap and durable, it is not profitable in the long run because there will be too many alternatives and there soon will be gates to jump from one planet to another

    - If both are not much then it could be interresting since it would pretty much be constant war over the access control and power will often shift thus maintaining an equilibrium.

    I'm curious how we can have an interstellar space exploration game with the only form of FTL being stargates unless they're pre-existing gates like in the stargate series.  I think in order to allow for exploration, we need to have ships that are capable of FTL on their own.  However, the FTL drives are bulky, expensive and prone to breakdown, and they consume a lot of fuel, making stargates a much more cost effective option for freight and passenger traffic and of course sublight warships could be much more heavily armed and armored.

     

    I enjoyed Traveller's FTL system.  Each jump could travel between 1 and 6 parsecs depending on tech level of the drive and fuel expenditure.  10% of the ship mass would have to be fuel for every parsec jumped, and at lower tech levels the jump drive itself could take up half the ship, so a 100 ton ship with jump capability would have to have a 50 ton drive and 20 tons of fuel for a 1 parsec round trip, leaving only 30 tons for sublight drive and fuel, crew, cargo, sensors, armor and weapons.  A sublight ship that relies on stargates would have three times the warfighting, passenger, cargo or drive capacity.

     

    Ships can scoop water to filter for deuterium if they have scoops installed, but using unrefined fuel gives you a chance of a mis-jump.  Your ship could wind up jumping to the wrong star, or even stranded in interstellar space, leaving you the option of hoping for a rescue or opening the airlock and waking up at a resurrection node.  Scout ships are small enough to jump safely with unrefined fuel.

     

    In Traveller, a jump took a week, but in DU obviously that won't do.  Perhaps it could take 10 minutes, while a stargate transit is instantaneous.

     

    A Stargate Constructor ship would be able to go FTL and build a stargate at its destination, but it would't have room for anything else, so it would be big, expensive and vulnerable.  I think Stargates would work better if they only connected to a paired gate on the other side.  You build the gate in one system, your constructor makes the jump to the destination, you build the gate at the destination, then you jump back to your origin to get more resources for the next gate.  That's how you build a chain out.  It takes time, it's very expensive, and the size of the gate limits the size of the ships that can make transit.  The gate cannot be shut down but it can be shielded or have physical doors added to allow access control.  If a gate is destroyed the corresponding gate becomes inactive until a new gate is built with the same quantum signature, so you can't switch gates.

     

    Control of the gates is based on defenses on either side so an opposing force would have to take the stargate on one side, then come through one ship at a time, possibly running into a minefield, a focus of many ships' weapons, defensive forts... like the Honor Harrington books.  Attacking through a warp point was a very expensive proposition in that series.  

     

    Before someone tells me that's not how it works, remember that it doesn't work any way at the moment; maybe it doesn't work this way in EVE, but this isn't EVE and we're not locked into anything except the voxel technology and the story at this point.

     

    Why did we have to use an ark ship to travel thousands of light years if we have stargate technology?  Perhaps that's a tech that's going to have to get discovered for civilization to be able to expand beyond the initial system.  We could discover shipboard FTL technology before we get to stargates so we can explore the universe before we set up commercial trade routes.

     

    Anyway, that's just my two cents.  I think it could make the game progression interesting, giving pirates a way to operate outside of the bounds of registered stargate routes, but making ships that don't use stargates less commercially efficient and combat capable.

  5. One thing all these organizations are going to have to agree on is a method for identifying members of organizations, such as personal or vehicular transponders.  We'll also need to create a forum for negotiating multilateral agreements to govern commerce and warfare, and to create a framework for dealing effectively with pirates.  Basically, an non-aligned militarized space patrol who will stay out of registered conflicts between organizations and will focus on violent crimes in unclaimed territories and deep space, funded by a fixed percentage of organizational income.

  6. How to break solar farms in safezones:

    Place blocks to block sunlight and let them slowly drain then attack

    Except those blocks are also destructible.  But I wouldn't rely on solar or wind for military installations; I'd want to use underground fusion reactors.  They'd produce more watts per unit volume but would be considerably more expensive to build.  They'd also require deuterium fuel, which should be fairly common as it is also the basic fuel used for space travel.  You'd want to colocate your military bases with your deuterium supply.

  7. Are you brain dead? The skill training is real time. You trian skills when offline. Also, in EVE (the game this system is inspired from) uses an attributes system that enchances the rate at which you upgrade skills.

     

    Charisma can amplify the rate at which you learn Trading skills for example by up to 300% rate.

     

    And those "2 months to Master", is not precise, since the more difficult the skill the higher the multiplier on training in that skill is, for less bonuses on that training. You don't have to train to Master level on a skill, that's minutiae in the long run.

     

    The Arkship's database is the one teaching you anything in the game. This is not medieval fantasy to be apprenticed by the wizard in the tower. We got lasers and spaceships son :P

     

    I don't think we're getting off on the right foot here.  I'm twice your age, so please don't call me son.  And asking if someone is braindead for making a suggestion in a thread about making suggestions is kind of rude.  I'm not being a jerk for you.

     

    Perhaps the training system is inspired by EVE, but that could just be the starting point.  The business rules for skills training haven't even been written, so I'm pretty sure the alpha team will be in a position to make suggestions.  I've seen several organizations with mission statements that include education.  Unless that education is entirely devoted to player skills (how to build stuff, for example) then I am fairly certain that people will indeed want to apprentice to the master roboticist so they can learn how to build and repair higher tech mechs faster.  Personal interactions in order to get training create roleplaying opportunities.

     

    I don't like the idea of training that is so passive that you don't even have to be online to train.  Uploading a skill directly to your brain is like reading and watching videos about blacksmithing and then claiming to be a master when you've never lifted a hammer.  You don't know the feel the hammer in your hand, the sound of properly tempered metal, the smell of forge, the heat on your face... there's a lot more to a skill than book knowledge.  But that's just me.  Maybe you want training to be fully automated, just plug your brain in to the ark and magic happens Demolition Man style.  That would certainly be easier to code, but it would shut the door on folks who want there to be a value in experience and effort.

     

    So... when you're training, do you set up a queue for training?  Get all the level 1 and level 2 skills you want queued up, log off for a week and come back and you're as skilled as people who played 80 hours.  I just don't care for that.

  8. For the love of god, please tell me that we wont have to wear those droopy wraps around our right forearms, and left boot as seen in the character creation video from kickstarter update # 18. That just looks stupid on a space uniform ... it's something some fashion nut has put on it ...please let us remove it.  These are "Space Uniforms" , not some new fall fashion review.

     

    Thanks

     

     

    Oh, and no, I'm not gonna threaten to pull my kickstarter pledge if I don't get my way   LOL

    It is a French game, and what do we know about fashion compared to them?

  9. Thats why I said 'an intelligent' solution. ;)

    Since everything in the game is an object, everything should emit a sound when it executes a given method and if you're in range of that particular sound you'd hear it.  For Example, when your character takes a step, it could include a call like

     

    PlaySound("step.mp3", 3, 0)

     

    Where step is the file being played, 3 is the volume and 0 is the direction (0 meaning omnidirectional, 1 meaning forward, 3 meaning right etc.)

     

    It may also be that a step in a corridor sounds different than a step on grass, snow or dry leaves, so it may check where you are stepping before it plays the sound:

     

    switch(self.location.terrain) {
    case 'corridor' :
    PlaySound("StepCorridor.mp3", 3, 0);
    break;
    case 'grass' :
    PlaySound("StepGrass.mp3", 2, 0);
    break;
    case 'water' :
    PlaySound("StepWater.mp3", 4, 0);
    break;
    ...
    default :
    PlaySound("StepDefault.mp3", 3, 0);
    }
     
    This file will play on your computer but it will also play on the machine of everyone in range to hear it.  For most sounds the range would be limited, say a dozen meters.  For very loud sounds like:
     
    PlaySound("SpaceshipCrash.mp3", 12, 0);
     
    People could hear that sound for kilometers.  It would be interesting to allow that to propagate at the speed of sound so when the ship gets blown up 4 km above your head, you see it about 12 seconds before you hear it.  Imagine you're in your lab working on a robotic limb and suddenly you hear a muffled explosion in the distance.  You look up from your desk and out your window in the distance is a smoking hole where a building used to be, emergency crews already swinging into action.
  10. I suspect your skill level, the tech level of your weapon, the tech level of any defenses the target is employing, defensive skills of the target, environmental considerations, whether you are moving and whether your target is moving and of course range will all factor into whether you hit or not.  You also may have a chance of a critical hit, meaning either more damage or damage to a specific module (or in the case of a player, their gear or a body part.)  At high levels of skill you may have the option of aiming for specific systems on your target; for example at Gunnery 3 you may be able to aim at a type of system such as engines, fuel tanks, personnel compartments, while at Gunnery 5 you may be able to target a specific turret, engine, or aim for the bridge to increase you chances of getting that particular critical.

  11. As far as visual stealth goes, camouflage paint will be the most basic type.  Spaceships in deep space could be painted black, for example, and tanks meant for desert fighting could be tan and brown.  We'd eventually be able to make active camouflage that checks the terrain you're on and changes color to match, and the quality of the camo will depend on the quality of the scripts (and possibly the quality of the computer the script is running on, how many scripts are running, etc.)  There's also just hiding underwater or underground.  Giving how easy it is to dig in this game, I expect subterranian warfare would be an especially effective tactic. 

     

    For electronic stealth, it's dependent on the method being used to sense targets.  

     

    Active sensors like radar and sonar send out a pulse and can tell you the size, range and direction of a target based on how that pulse gets reflected back.  Materials, coatings and even the angles at which the waves impact the target determine the detection range and accuracy of these sensors.  Countermeasures such as chaff (aluminum foil strips) can confuse or dampen these signals.  If you are using radar or sonar, you yourself are easily detected.

     

    Passive sensors include infrared sensors, radio direction finders and hydrophones.  You look for electromagnetic spectrum and audio emissions of targets.  That's why your fleet maintains radio silence.  These sensors make no emissions so are excellent for remote, hidden observation posts and/or for use on stealthy vehicles.  They can be mitigated by low heat and quiet drive systems (which would generally be lower performance) and shielding of electronic components (which adds weight) as well as noise and light discipline (don't use flashlights at night, don't use your voice chat when you're waiting in ambush.)

  12. Do we have an org chart with department heads and such?  And while we all have jobs we want to do, I have a feeling we'll all be mostly engaged in prospecting, mining and construction in the beginning inside the safe zone.  After we get our basic facilities built and design some ships, we'll need to have security forces for when we move outside the shield to get to the good resources.  Is our intent to have organic security or will we typically engage our more militaristic affiliates' personnel in those areas?

     

    And as far as the roleplaying aspect goes, since we're building our orgs up pre-alpha and all, does that mean that we already recruited and decided on our focus before we went into deep freeze?  Otherwise we're just waking up and someone says "Silverlight Industries!"  And 100 people say "Hell yeah!"

  13. I think the standings issue also brings up the issue of being in multiple organizations. How do people know which organization people are in? In most games (EVE included) there is a sort of ticker name that is displayed along with the character's name, but that can't work if people are in many different organizations. Say someone is a member of a neutral trade group and also of a more combat oriented group, and that someone else (who is an enemy of the combat group but an ally of the trade group) runs into this person. How do they know which group this person is acting as? Are they the neutral trader, or the hostile combatant? And will that be the same the next time the person is encountered? 

     

    I suppose this might encourage a policy involving "follow the worst standings" but surely that would cause problems of its own (such as limiting the ability of neutral groups to function, or disincentivising membership in multiple groups ).

    About the only thing we can do is create transponders so we can recognize our own organization's ships.  I think IFF (Identify Friend or Foe) may be one of the most important things on the interstellar agenda to keep trigger happy Imperials from vaporizing incoming unarmed traders.  And of course, stolen or hacked transponders would be used by smugglers, spies, possibly even entire fleets flying a false flag.  Like they could be in real life. So yeah, we're going to want to have in-game databases with registered ships, verified transponder codes for those ships that may be changed periodically (if a ship gets stolen and you change codes weekly and the pirates don't know it, they'll have the old code) personnel and passenger manifests... there'll be people who's job is security making sure you are who you say you are.  And if you can fool them, you get to make the Kessel Run in three parsecs in order to get the spice smuggled past the Navigators Guild blockade or whatever.

  14. 1) no, alpha testers at least start out with some higher tier skills to test later game mechanics with out the months of training

    2)DAC's wont be in the alpha and beta edit: i dont have proof of this, but since alpha and beta are free they are useless

    3)the servers will be wiped after each test phase and before the game goes live

    4)see #2

    5) kinda like dinkledash said, alpha is early 2017(best guess is feb), beta is early 18(again best guess is feb) and currently the goal is Dec 2018 for full game, but will probably be pushed to early 2019 because its a game and unforeseen things happen

    It's confirmed that the only thing DACs can be used for is subscriptions?  I remember someone saying they'd be lootable, which suggests that there could be an in-game purpose for them, but since that could result in "pay-to-win" does that mean people could be raiding weaker players and stealing their subscription credits?  That seems worse than pay-to-win.

  15. no idea.

    it might be more simplified than that.

     

    maybe they will just retain the original LUA syntaxes, and implement their own functions proper to the game mechanics, and in future releases, implement new functions

    They may wrap their database calls in something to create sealed classes so they get to define the db schema and content servers the way they want to, but I can't see an economy working without writing all the proposed transactions to a database.  And they've said they want the players to create the markets.  Maybe they'll make the fundamental technology for accessing market data into an element that market terminals will have to use to connect to the legit databases.

  16. You are right, although I think there are a few key differences between the game and the real world. In the real world, we are constrained to a single planet and as such the maximum distance that resources must be moved is limited. In DU, the potential distance is unbounded, and will continue to expand indefinitely. We don't yet know much about the exact nature of hauling stuff, but it will cost something, even if it's just time. So at some point, the price will become too great to justify living in depleted regions. Also, in the real world, there is a conservation of material while in the game there will be a gradual loss of material which will simply vanish into thin air by being destroyed. These things mean that eventually all resources will have to be imported from farther and farther away, with ever rising prices.

     

    You are right that the central areas will remain important areas for a long time, but what about 5 years after launch? Or 10? Even if those areas are still hubs at that point, prices will be very high. With no resources in close proximity, new players will have no way to earn the money to buy the goods they need unless they join an organization or are dependent of charity. Neither of those options are reliable enough to stake the new player experience on. That's why I think that there should be some form of basic safety net, at least in the long run, that allows for new players to have a chance to get on their feet. Perhaps not the asteroids I had suggested, but something else. Maybe there will be other arks on the periphery that people can spawn at in later years? I'm not sure.

     

    Anyways, like you said, the core will be a perfectly viable place for at least a few years.

    There's going to be a large city built around the arkship just by virtue of it being a completely safe zone.  All the major organizations will keep stockpiles, R&D and civilian manufacturing facilities there, probably in skyscrapers.  Since that is where all new players spawn, that's where you'll have the main recruiting centers.  It may be that the rest of the planet is mined out but maybe by that time there'll be farming.  Maybe the planet will be covered in solar cells or fusion plants to power the city.  Those would have to be defended.  And since it will be the ultimte respawn center, organizations will want to have outposts supporting travel from the arkship city to their own power centers.  Mining will certainly move from the center outward but there will still be economic, energy collecting and military activity in the core worlds. 

  17. While I agree that a grind is no fun, there is something to be said for practical exercises and OJT.  Perhaps you should have the timed skill training as the baseline, but using the skill you are training speeds up training time, to a limit, maybe if you use the skill for 10 minutes you train double speed for the next 12 hours.  Or if you use the skill for 10 minutes in range of someone who has the skill to a higher level than you, and they are actively focusing on you with a training or teaching skill for that time, you train at triple speed for the next 12 hours.  And there should be a cool down period after learning a skill where you have to use it for 10 minutes a day for a certain number of days before you unlock the next level.  And if you don't use your skills, after a while they may start to atrophy and you need to train them back up.

     

    Knowing how to fire a rifle and being good at firing a rifle are two very different things.  That's why good shots go to the range every week.

     

    So say there are 5 skill levels on any skill:

     

    Level 1: Novice - 1 hour training

    Level 2: Basic - 12 hours training

    Level 3: Capable - 2 days training

    Level 4: Expert - 2 weeks training

    Level 5: Master - 2 months training

     

    You can only learn one skill at a time.  Only in-game time counts for training (yes that 2 months looks a lot longer now)

     

    Using your skill for 10 minutes straight allows you to train at double speed for the next 12 hours.  If you're level 1 going to level 2 and use the skill, you get done in 6 hours.

     

    Being trained by someone who has the skill being taught and the "training" skill at higher level than you allows you to train 3 times faster.  You have to use the skill for 10 minutes while they stand next to you and focus the training skill on you for the entire 10 minutes.  If they have the skill to be trained and the training skill 2 levels higher, it's 4 times faster, 3 levels higher it's 5 times faster and 4 levels higher 6 times faster, meaning that a level 5 trainer with level 5 gunnery can train a novice gunner to level 1 in 10 minutes.

     

    A training skill would create a school system and increase player interaction.  

     

    If you don't use a skill for at least 10 minutes over the course of 4 x skill level in-game days, you suffer a 10% reduced bonus until you take a refresher course; it takes 25% as long as it took to learn the skill in the first place.  This doesn't apply to level 1 skills.  So if you don't use a level 4 skill in 16 game days, you have to retrain it.

     

    There are skills that don't exist in the arkship database.  we know the devs have hinted at alien artifacts.  This could include skills needed to use alien technologies like stargates.

     

    Jack-of-all-trades is a special level 4 skill.  You have to have a level 4 skill of some type to unlock JOT.  You train JOT like any other skill but you can't gain any usage or training bonus.  You gain no benefit from it until you get to level 4.  When you have JOT level 4, you immediately gain all skills in the arkship library to level 1.  Some folks think that's not a big deal because it's easy to get level 1 skills, but there could be hundreds of them and you can only learn them one skill at a time.  JOT doesn't degrade nor can it be trained to level 5.

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