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Mike Voidstar
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Posted - 2009.10.07 14:07:00 -
[1]
I have seen it proposed alot, and rightly shot down. I even joined in on some of the shooting.
What I would propose is Implants with Skillsets. The certificate system is a great guideline for what would be included in a given implant, and you would have to give up other implants to be able to fit them.
I would arrange it by ship---and make it a whole series to get all the skills the suggested certificates for the ship indicate.
The upside is that people with too much money would spend it on these sets to get into things they want to fly.... and when they get caught, you pod them, and the skills are gone. It's like never updating your clone, and since you are not fitting stat boosting implants, your normal train time is longer to boot. It would be awesome is there were some visual indication that someone is flying by implant---like the ship glows orange or something.
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Robert Caldera
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Posted - 2009.10.07 14:09:00 -
[2]
interesting idea.
*buys the titan imp and DDs everyone into oblivion*
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mchief117
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Posted - 2009.10.07 15:15:00 -
[3]
interesting idea
/me buys the +win button implant and blows up roberts titan with a frig
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Washell Olivaw
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Posted - 2009.10.07 15:17:00 -
[4]
Originally by: Mike Voidstar It's like never updating your clone,
Just to clarify to you/general public: Not having an updated clone does not mean you will lose all your SP. You will lose 5% of the uncovered SP, taken from the skill with the most SP, capped at 50% of that skill. For most people this is BS V which makes the maximum loss for them 1,024,000 SP, or 10 to 20 days of training, depending on attributes.
Originally by: Signature Everybody has a photographic memory, some people just don't have film.
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AsheraII
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Posted - 2009.10.07 15:20:00 -
[5]
And here I was thinking this would be one of those topics about buying skillpoints, but I must say, this idea would be pretty funny. It's almost as good as the one for reading a skillbook to get one skillpoint in that skill if you already learned it. (so one would have to buy 256,000 books for a skill to gain 256,000 SP for that skill ).
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Krist Valentine
Amarr Ministry of War
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Posted - 2009.10.07 16:44:00 -
[6]
really dont like this idea itd just mean rich people could continue to get richer and widen the gap between them any any other player. a billionaire miner corp could stick these implants in 5 of its pilots and be instantly 10x better than a pvp corp with less money. no thanks.
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Avan Sercedos
The Tuskers
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Posted - 2009.10.07 17:13:00 -
[7]
Originally by: Krist Valentine a billionaire miner corp could stick these implants in 5 of its pilots and be instantly 10x better than a pvp corp with less money. no thanks.
Player skill and character skill are two completely different things
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Krist Valentine
Amarr Ministry of War
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Posted - 2009.10.07 17:34:00 -
[8]
Originally by: Avan Sercedos
Originally by: Krist Valentine a billionaire miner corp could stick these implants in 5 of its pilots and be instantly 10x better than a pvp corp with less money. no thanks.
Player skill and character skill are two completely different things
doesnt mean it wouldnt help an average character a lot if they suddenly got 10mil sp in frig abilities
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Mike Voidstar
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Posted - 2009.10.08 12:15:00 -
[9]
Assuming of course that the Alt had enough Cybernetics to slot the implants.
And also assuming no one then blows the alt's pod, removing those implants from the game.
It would have the effect of a day's shopping getting you skills to do whatever you want to do....but probably not perfectly. As I said, I'd do it by ship and the certificates on that ship's recommended list. This does not mean you would wind up with the perfect set of skills, merely adequete ones.
It does give flexability with minimal training to new characters with sugar daddies and/or rich sponsors. However,it also puts assets at risk on new characters with little chance of recovery should someone decide to remove that new character from the region with extreme prejeduce.
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Drichter
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Posted - 2009.10.09 12:28:00 -
[10]
Actually, this idea isn't too bad ... but it has to be quiet restrictive.
Like: Minmatar Cruiser Hardwiring: Implantat Slot x Improves your skill at handling Minmatar Cruisers. Adds one level to Minmatar Cruiser to a maximum of level 5.
Minmatar Elite-Cruiser Hardwiring: Implantat Slot x Improves your skill at handling advanced Minmatar Cruisers. Adds one level to your Heavy Assault Ship skill to a maximum of level 5. Only affects Heavy Assault Ships built buy whatever npc-corp developed the Vagabond ...
Price of the first Hardwiring could be a few million and may or may not make it possible to train Heavy Assault Ships. Second Hardwiring should at least cost 50mil ...
It would add something to the game ... but wouldn't be a loss either ...
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BiggestT
Caldari Amarrian Retribution
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Posted - 2009.10.09 13:01:00 -
[11]
Edited by: BiggestT on 09/10/2009 13:03:27 This could work if, and only if:
a) It had the pre req of cybernetics V (no insta-marauders for ppl who aren't committed!)
b) NO secondary effects what so-ever, you are giving up an edge from other implants by using these
c) (most important) The skill ONLY allowed flying the hull with one extra level, NOT giving any level 5 etc (pre req's are ignored).
So...c) may make it sound useless yes? Well not quite, give the ability to fit more implants for one ship type in the other implant slots.
This gives greater penalty for getting the benefits without the skill.
E.G. implant:
Artificial Veterancy Hardwiring
Description:
This implant allows the flying of a pre-selected hull without the skill for said hull being learned. The selected hull implant effect may be combined with other hull implants to artificially increase the players experience to the equivilant of one level in that ship skill.
Note: Two implants with different hull specifications cannot be used at the same time. EVE Trivia EVE History
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Mike Voidstar
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Posted - 2009.10.09 13:16:00 -
[12]
How about one that did give the minimum pre-req's, but locked the pilot out of flying any other ship.
Not that big of a deal, if all you are looking at is a hauler alt, but if you want to do anything else you have to remove the implant or get a jumpclone.
As to skill ranks, I'd go with
1: Shuttles and Frigates 2: Cruisers 3: Battlecruisers and Basic Certification sets 4: Battleships and Standard Certification Sets 5: Advanced Certification sets
The advanced sets I would see taking up all the implant slots, and in addition they override any skill the character has. So if you happen to have Weapon Upgrades 5, and you slot a Certification set for gunnery that has it at 2, or not at all, you don't get any benefit from the skill, just whats on the implant set.
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Fullmetal Jackass
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Posted - 2009.10.09 14:41:00 -
[13]
Here I was all set to pouce on and destroy the orginal post. And then I thought about it a bit. While the orginal suggestion is clearly overpowered, the idea has some merit. I probably wouldn't use it, but I'm sure others would.
What if you could buy hardwires (implant slots 6-10) that gave you lvl 4 in whatever skill the implant boosted? One skill with a flat boost to 4. Have cheaper ones that go to 2 or 3 maybe. Never 5. They'd have to be expensive enought to discourage use. What skills availible to boost would take careful thought. Still it's an idea for people with more money then sence.
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Grarr Bexx
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Posted - 2009.10.09 14:46:00 -
[14]
Idea is impossible, ISK farmers will abuse it, as will probably every mission runner.
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Mike Voidstar
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Posted - 2009.10.09 17:54:00 -
[15]
ISK farmers will abuse it until someone decides to suicide the macrominer.
Active mission runners won't abuse it, they will use it as intended, a way to buy skills without destroying the value of the current training system.
To make effective use, you would have to train up cybernetics. Then you would have to put up with whatever skill setup was allowed---I don't envision these as a skill per implant, but skill sets that override your actual skills, so that they cannot be cherry picked.
Your training is effectivly slowed, and the money spent on the skill is wasted the second someone pods the character.
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