
Klymer
Hedion University Amarr Empire
35
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Posted - 2012.09.01 00:48:00 -
[1] - Quote
Leave learning implants alone, they provide choice and choice is good.
Add hardwires for slots 1-5, again choice is good.
Removing the JC timer completely is a bad idea. Lowering it would probably be ok if it wasn't set too low, perhaps no less than 12 hours. A skill that reduces it would probably be the best idea if it's going to be fooled with, say 10 percent per level maybe and make it a rank 2 skill at a minimum.
Removable implants is kind of a strange idea since they are wired into the brain. Nothing is impossible though so maybe with discoveries surrounding the sleeper implants used in Dust a way is figured out to make them removable. Honestly, I don't really like the idea of them being removable though.
Changing between a jump and med clone in stations is a more interesting idea. NPC stations in high and low could offer the service either for an extra cost or based on standings or some combination, anything so long as it isn't a free service. For sov holders an upgrade could be made available and be subject to a system index requirement of some sort. Perhaps military and industry at 1 or one of them at 2 since that would indicate pilots out in the system doing stuff. SI wouldn't really be a good choice as it's basically a hurry up and wait timer. Besides, any group strong enough, or devious enough for that matter, to take and hold a station should be able to get the other indexes up quickly if they want to install upgrades.
Being able to switch between a medical clone and a jump clone in the same station could also lead to more fighting. Say alliance A has a station with the upgrades in and everyone there has a med clone and a jump clone installed. Alliance C comes along and takes sov. Before A is driven off, everyone leaves a combat ship in the station and switches to their med clone. They then change their med clone locations so all that is left in the station is their jc and a ship. Alliance C disables the medical clones for alliance A but there is nothing they can do about the jump clones. Some time later when A has regrouped, they jc back to the station and undock and take one last shot at whatever they can. Granted this type of scenario can be done now but it requires a bit of juggling with your clones and frankly, it's a pita to pull it off with large numbers. Switching between a med and jump clone in the same station would make it easier to accomplish. Going forward, sov holders would have to be more wary of who owned the area before them as you never know when a force might decide to jump in and start wreaking havoc. |