Rebalancing Eve, One Blueprint at a Time

CCP Ytterbium posted a dev blog a month ago promising a more streamlined, consistent approach to the spaceship command skills required to pilot all ships use by capsuleers.

Personally, I think he might have forgotten something.

Hypothetically, given a few common ships, let’s look at the skills required to fly them (I will omit destroyer and battlecruiser-class ships, since they are Subject To Change)


  • Minmatar Frigate 3
    • Spaceship Command 1


  • Minmatar Cruiser 3
    • Spaceship Command 3
    • Minmatar Frigate 4
      • Spaceship Command 1


  • Minmatar Battleship 3
    • Spaceship Command 4
    • Minmatar Cruiser 4
      • Spaceship Command 3
      • Minmatar Frigate 4
        • Spaceship Command 1

Now, let us look at the skills required to build those ships:


  • Industry I


  • Industry I


  • Industry I
Something is wrong with this picture, both from a game design point of view, and because, well, it’s kinda unfair.
All tech 1 ships require the barest minimum of skills to construct. Yes, Production Efficiency is important, but frankly it pales in comparison to the support skills required to fly any ship in combat.

At present, only tech 2 ships use the Frigate/Cruiser/Battleship construction skills, and even there, contradictions emerge.

Piloting a Muninn

  • Minmatar Cruiser 5
    • Spaceship Command 3
    • Minmatar Frigate 4
      • Spaceship Command 1
  • Heavy Assault Ships 1
    • Assault Ships 4
      • Spaceship Command 3
      • Engineering 5
      • Mechanics 5
    • Weapon Upgrades 5
      • Gunnery 2
    • Spaceship Command 5
Five maxed skills required to pilot.

Building a Muninn

  • Industry 5
  • Cruiser Construction 4
    • Frigate Construction 4
  • Mechanical Engineering 1
    • Science 5
    • Mechanics 5
  • Minmatar Starship Engineering 1
    • Science 5
    • Mechanics 5
Three unique maxed skills required to build, all of which are 1x skills.

Battleship Construction requires Cruiser Construction IV, which requires Frigate Construction IV, the same as the piloting skills, but Capital Ship Construction does not require any of the ship construction skills as prerequisites.

I believe that the skill tree in manufacturing and science already lacks depth, and using a similar structure to the spaceship command skills, while a big nerf to prospective manufacturers, is necessary to keep game consistency.

My suggestion is this:

  • All <ship class> Construction skills provide a 2% faster manufacturing time per skill level (this is not a required change, but it helps to ease the butthurt the other changes will engender)
  • In return, all tech 1 ships require a matching level in ship construction as it takes to pilot it.
    For instance, a Rupture requires Minmatar Cruiser III to fly, so it should require Cruiser Construction III to make.
  • Destroyer Construction and Battlecruiser Construction skills are added and slot into the skill tree where you’d expect.
  • Capital Ship Construction now has an added prerequisite of Battleship Construction IV
  • All Tech 2 and Tech 3 ships require the relevant construction skill at V to manufacture.

Yes, this is a straight nerf to manufacturing characters. Yes, I also think it’s deserved.

I think it adds depth to the skill tree since you can no longer create an industry alt with two million skill points and have it able to make practically anything. In addition, ramping up the skill requirements adds design space for skills that currently would be too easy to meet any possible set of prerequisites for.

6 Responses to “Rebalancing Eve, One Blueprint at a Time”

  1. April 22, 2012 at 8:25 am

    That makes a lot of sense, though I’m not quite so sure about the T2 side. A separate skill tree.. i.e advanced frigate construction?

    • 2 Serpentine Logic
      April 22, 2012 at 8:32 am

      Generally, tech 2 ships already require similar advanced science skills to build as to invent, which adds a sufficiently high threshold, especially with my changes to add the spaceship construction skill at V as a prerequisite.

  2. 3 Widdershins
    April 22, 2012 at 12:09 pm

    Currently, there is absolutely no profit margin for building regular T1 ships; the more skills you need to train to build something, the better profit you’re likely to make on it. You’re suggesting that they make it harder to build some of the early ships; I don’t think this is a bad idea, but you do need to keep in mind that it will have to scale smoothly into the current model for the more difficult ships already out there.

  3. April 22, 2012 at 1:45 pm

    I dont see why manufacturing a ship should have such a high barrier to entry. If anything, manufacturing _should_ have a lower barrier to entry, so that more people can do manufacturing as their income stream.

    Sure, you, as a manufacturer, will face more competition, but that is good for the overall health of the economy. Ships becoming cheaper means more people will be willing to lose them in fights. Expensive ships makes the pilot conservative, leads to blobbing (since that wins fights), and less “good fights”.

    • 5 Serpentine Logic
      April 22, 2012 at 1:55 pm

      I don’t know how much economic theory you know, but lowering the barrier to entry may result in lower prices but will also make it a much smaller income stream.

  4. April 22, 2012 at 9:35 pm

    Good points. I’m just starting to collect BPs and I was surprised how low the skill requirements were. While margins may be small on T1s, the market will find an equilibrium, it always does. Low margins, fewer people will build. Prices will rise because of shorter supply. More players will build because profits are better, supply increases, price drops and a new baseline is established. If players want to blow up ships, they need to get it through their skulls that there are a lot of players gathering up the bits and making them. Amore in-depth skill tree is not a bad thing.

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