Re: Remove the Navigation skill
the solution is simple. there's no combat effectivnes lost with higher NAV. there needs to be a blancing act somwhere ...
basicaly Nav should work to speed up the bot for TRAVEL. Once you deploy ANY modules that need a target, Nav has to have a negative effect. Since we do not have a tracking equivalent mechanic in this game, the speed slider in the UI means NOTHING. Thus NAV 10 is a requirement for all speed related mechanics.
Take the LWF:
Introduce a max loadout for each bot. If you mount modules that are heavier than your max loadout, you lose speed much faster and your slope capability is reduced. An LWF reduces the max loadout so in turn limits your fitting options.
Anybody noticed that BOTs in cargo do not contribute to the speed limiting mass ? It's crazy. I can fit an arkhe into my waspish and there is no speed loss.
Finaly NAV should increase tracking/guidance failuers when over a threshold. This will work together with hit size and create a balancing mechanic that limits effective PvP/PvE speed when you want to retain weapon accuracy at a reasonable level.
Industrialists won't care, they just need to run as fast as possible, thus nav 10 is still good for them. PvE/PvPers have to check their effective speed limits and train Nav to an effective level for their mech size.