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Team: Aidelon
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Post Change Sub Skills (CA etc) Missions to normal skill training
If possible, please change them from missions to the regular way skills train.

Ive been resetting some alts and stuff, and having to open a mission and accept and reopen and complete it 24 times is a bit of a bother.
And thats just on Yurble.

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Tue Apr 03, 2012 7:18 am
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Post Re: Change Sub Skills (CA etc) Missions to normal skill training
The problem i believe, normal skill training can't be level locked..

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Tue Apr 03, 2012 8:32 am
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Post Re: Change Sub Skills (CA etc) Missions to normal skill training
kilua wrote:
The problem i believe, normal skill training can't be level locked..
I thought they were doing/had done something about this for C2.

If not, make the skill take commods, and have the commods come from a single mission. Just have to make them neurobound and ship-locked, decay on warp.

"Do mission x1, train skills" is much better than "Do mission x20"

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Tue Apr 03, 2012 9:23 am
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Post Re: Change Sub Skills (CA etc) Missions to normal skill training
Visorak wrote:
kilua wrote:
The problem i believe, normal skill training can't be level locked..
I thought they were doing/had done something about this for C2.

If not, make the skill take commods, and have the commods come from a single mission. Just have to make them neurobound and ship-locked, decay on warp.

"Do mission x1, train skills" is much better than "Do mission x20"



This is actually a valid & clever suggestion, however I think that adding skills + commod requirements is no small coding feat (could be wrong).

Forwarded ~ however, if it's difficult, I suspect that the once-per-blue-moon mission structure will stay.


Tue Apr 03, 2012 12:14 pm
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Post Re: Change Sub Skills (CA etc) Missions to normal skill training
Have the mission check the level of the player upon completion, set the amount of commods given based upon that, and subtract the amount of commods given by the current level in the trade skill.

Assuming missions can detect that of course.

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Tue Apr 03, 2012 12:37 pm
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Post Re: Change Sub Skills (CA etc) Missions to normal skill training
Griffin wrote:
Have the mission check the level of the player upon completion, set the amount of commods given based upon that, and subtract the amount of commods given by the current level in the trade skill.

Assuming missions can detect that of course.


Could we maybe have the missions locked to a level range?

As in, the mission for 20 commods appears at level X and vanishes at level X+100, at which point the mission for 21 commods becomes available.

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Tue Apr 03, 2012 12:54 pm
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Post Re: Change Sub Skills (CA etc) Missions to normal skill training
That would defeat the point of the missions being changed.

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Tue Apr 03, 2012 1:00 pm
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Post Re: Change Sub Skills (CA etc) Missions to normal skill training
The Salty One wrote:
Griffin wrote:
Have the mission check the level of the player upon completion, set the amount of commods given based upon that, and subtract the amount of commods given by the current level in the trade skill.

Assuming missions can detect that of course.


Could we maybe have the missions locked to a level range?

As in, the mission for 20 commods appears at level X and vanishes at level X+100, at which point the mission for 21 commods becomes available.


How would this work for people who are training the skill incrementally (not from scratch)?

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Tue Apr 03, 2012 1:04 pm
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Post Re: Change Sub Skills (CA etc) Missions to normal skill training
I have an idea on how this could work... Need to hash everything out so I don't break stuff though. :)

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Wed Apr 04, 2012 8:14 am
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Post Re: Change Sub Skills (CA etc) Missions to normal skill training
Some more thinking and I don't think this'll be possible without some extra code.

It would be very easy to add missions that would allow you to go from scratch, the problem arises when you try going from scratch and then go level by level. Since you could get all the items for the NT, then do the level by level missions and then use NT afterwards.

Likewise, if I made missions which were only for use from scratch, someone could do this mission to get the tokens, do the normal missions and then use the tokens. We can't disable missions based on if the player has a specific item and we can't use most conditionals as the mission has to be repeatable (if not you'd never get to reclass).

It would still be possible to do, but we're talking so many many missions to make, there are already 120 (4 skills * 30 levels), any solution around the current code to allow normal skill training would be at least 300 (not counting the current 120). I'm not making that many missions for something that could be more easily achieved through code for much less time. I might be able to push for a new tag to allow skill rewards to push your level to the max level for the mission instead of just increasing it by one.

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Wed Apr 04, 2012 1:40 pm
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Post Re: Change Sub Skills (CA etc) Missions to normal skill training
Alright what about, Making only one mission that could give you all the lvls you can get in a sub skill.. Like, Let's say i'm lvl 2500, and i can get to lvl 25 in my sub skills "Example"... So when i do some skill reset, i just go to the base in free market and choose my skill, and the mission says it will level me up to the limit i could train which is 25, so just by completing that mission i train myself 25 times in this particular sub skill..

i don't know if its even possible but i'm just writing down my thought

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trevor54 wrote:
im only a noob
Calypso wrote:
adum is the best.

Samantha is second.

Calypso is third.

no wai!


Wed Apr 04, 2012 1:57 pm
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Post Re: Change Sub Skills (CA etc) Missions to normal skill training
kilua wrote:
Alright what about, Making only one mission that could give you all the lvls you can get in a sub skill.. Like, Let's say i'm lvl 2500, and i can get to lvl 25 in my sub skills "Example"... So when i do some skill reset, i just go to the base in free market and choose my skill, and the mission says it will level me up to the limit i could train which is 25, so just by completing that mission i train myself 25 times in this particular sub skill..

i don't know if its even possible but i'm just writing down my thought

Quote:
I might be able to push for a new tag to allow skill rewards to push your level to the max level for the mission instead of just increasing it by one.

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Wed Apr 04, 2012 2:10 pm
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Post Re: Change Sub Skills (CA etc) Missions to normal skill training
Blue Dwarf wrote:
kilua wrote:
Alright what about, Making only one mission that could give you all the lvls you can get in a sub skill.. Like, Let's say i'm lvl 2500, and i can get to lvl 25 in my sub skills "Example"... So when i do some skill reset, i just go to the base in free market and choose my skill, and the mission says it will level me up to the limit i could train which is 25, so just by completing that mission i train myself 25 times in this particular sub skill..

i don't know if its even possible but i'm just writing down my thought

Quote:
I might be able to push for a new tag to allow skill rewards to push your level to the max level for the mission instead of just increasing it by one.


Oups... :lol:

_________________
trevor54 wrote:
im only a noob
Calypso wrote:
adum is the best.

Samantha is second.

Calypso is third.

no wai!


Wed Apr 04, 2012 2:25 pm
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Post Re: Change Sub Skills (CA etc) Missions to normal skill training
Alrighty then Blue Dwarf, thanks for the input. Just keep bugging the coders for us! :P

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Wed Apr 04, 2012 9:34 pm
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Post Re: Change Sub Skills (CA etc) Missions to normal skill training
anilv wrote:
How would this work for people who are training the skill incrementally (not from scratch)?


Presumably give trade skill specific resets every single time or make the missions similar to those for class skills (chose your skill via a mission before you can train it further, then take another mission/dock at a specific base requiring one in that skill etc).

Put this in a galaxy next to FM and we're toasty (although we've already had a dev response now).

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Thu Apr 05, 2012 3:48 pm
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