Topic: Re-allocatable EP

This may have been posted already, but I have searched and cannot find it.

I think that instead of re-rolling accounts, an option should be available to re-allocate EP.

For instance, have an REP counter next to the EP counter at the top of the screen.
For every EP earned, a REP point is earned. Once you have earned and equal amount of REP as the current level of any extension, you can use that REP to subtract one level from the extension and return the EP from that level to you for use somewhere else, but only after clicking ok on a list of functionalities you will lose by doing so.

Re-rolling only allows for new mistakes to be made that are irreversible. Re-allocatable EP will allow players to tune the game the way they originally intended to.

Re: Re-allocatable EP

Even if there was a long waiting period it would be worth it..

Re: Re-allocatable EP

Just no!

By the time you've waited you can just skill up the other skills you wanted anyway.  No skill is wasted roll

Re: Re-allocatable EP

Jelan wrote:

Just no!

By the time you've waited you can just skill up the other skills you wanted anyway.  No skill is wasted :rolleyes:

A half miner, half fighter account that wishes to be fighter only has wasted EP no matter HOW you roll your eyes at it. Everything is too dynamic in this game to have a static EP system.

Re: Re-allocatable EP

There actually was another subtopic to another thread. Different proposal's were put forth, but they were all just overly-complex ways to try and 'juke' the "persistant world" and "choices have consequences" rules of the game.

The reset was the compromise that was made, because the arguement of a new player making a mistake on spark and EP was very strong.

However, the idea to slowly move EP from one skill to another was dismissed, because it removes the new player's ability to compete with the older players by allowing optimization. A small example is the player that puts some points into reactor enchancement to fit a new module. Later they get access to the T4 module, so they could move those EP over to critical hit because they no longer need the reactor. Or the player that puts EP to raise the number of missions to earn NIC, than moves them to financing once they have earned a nest egg.

TL;DR - It breaks the persistent nature of the sandbox and gives players with more EP an unfair advantage.

Re: Re-allocatable EP

Der Feind wrote:
Jelan wrote:

Just no!

By the time you've waited you can just skill up the other skills you wanted anyway.  No skill is wasted roll

A half miner, half fighter account that wishes to be fighter only has wasted EP no matter HOW you roll your eyes at it. Everything is too dynamic in this game to have a static EP system.

Your example has more issues than just EP, because industry,military, and logistics sparks effects the 'amount' of EP needed for certain skills.

This is what the reset is for, and you get 45 days to figure out that you would rather be this or that.

Even if you chose Military from the start, the system requires you to spend EP that are 'wasted' anyway as you advance. A specific example is the skill for light weapons, which you need to make your assault viable in combat, do nothing for you when you move up to a mech.

If EP was fluid, what you would see is players maxing out skills for the role/bot they are in, and moving all those to the new bots/roles if it changed. That makes it impossible for new players, that don't have the EP pool, to be competitive because older players will always optimize thier points.

Re: Re-allocatable EP

Furthermore, military characters benefit from heavy industry and R&D, because almost all the tanking skills have these as their primary or secondary.

Likewise, all-industry characters benefit from tactics and mechatronics because the robot control skills among others require these.

I am of the opinion that there is no incorrect starting build.  This is compounded by the unknown nature of future extensions added to the game.  I'll agree politics and economics seem to have limited usefulness currently, but the other two are needed for any and all career paths that involve undocking in a robot.

Re: Re-allocatable EP

There is the long-term and short-term aspect to EP.

'No wasted EP' is the long-term view of the game, which to newer players can ring hollow if your staring at a problem without the immediate EP to resolve it.

What is more immediate, is if you have chosen the wrong starting setup, your going to be spending alot more EP to raise skills than you should be, and even long-term your going to fall behind.

That said, there is nothing wrong dividing your focus a little. For example, I spent a few days of EP to drive a sequar on my Military player. A few days is ok, but it would be a terrible waste to try to get this combat player into a Riveler to mine, since there is a 9 day penalty for non industry sparks. (39 days vs 30 days).

Split sparks is not terrible if you are trying to make a go of it solo, but most corporations want dedicated roles. For instance it is a waste of material to have anyone with less than Refining 10 do refining large scale in a corp, but if your refining for you own use, level 5 or 6 is probably good enough for the low volumes your likely to do (you just won't be able to actually refine mats and sell them for profit).

If you plan on any kind of PVP though, you should be full military, or your just gimping yourself for no reason.

Re: Re-allocatable EP

search term would be "respec" wink

*Disclaimer: This post can contain strong sarcasm or cynical remarks. keep that in mind!
Whining - It's amazing how fast your trivial concerns will disappear