
GreenSeed
292
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Posted - 2013.05.15 14:03:00 -
[1] - Quote
as far as feedback, i would say that medical clones need to go away, completely. currently they represent 3 clicks + isk. that's as much gameplay contribution they add. should you forget to set up a medical clone you could lose weeks of training. should you not have the isk to pay, you are stranded (if in hostile space or under wardec) and can't participate in the game anymore until you procure the isk.
not a compelling gameplay mechanic, at all.
as far as ISK sink, its in the wrong place, and there's hardly any way to defend it.
Jump clones as a form of travel are way too powerful, and as form of storing and switching "suits" of implants way too restrictive. i would go as far as saying that the whole clone system needs a rework, not an update, but a scrap and redo.
as an idea i would say:
making implants fit in the pod, instead of in the clone. this way you change the current jumpclone system, from swapping bodies, you swap pods. which you can carry with you, or have them issued by your corp/alliance. with this you also solve the "i cant pvp because i have a full set of +5s" problem, while also allowing said +5 pod to be a destroyable asset.
you could even add as gameplay this: should the ship be destroyed before the pod ejects, 50% of the implants die. should the pod eject and get killed, 100% of the implants gone as usual. this would make commitment to a fight an interesting strategic choice.
this would obviously require a profound rebalance of implant costs, but could very well result in an even better and more efficient isk sink than the current medical clone system due to the constant replacing of cheap implants. it would also help feed the "culture of losing assets" that some people seem to lack.
turning the medical clone system on a more dynamic respawning system. you can set a station as home to respawn in should you get podded, just like you do now with medical clones, but at no expense. but you can also have a temporary one, like a carrier, rorqual, titan, etc. this would make reshipping easier, thus increasing the value of logistics in any form of warfare, smallgang, fleet, large scale sov warfare, etc.
and finally, either removing jumpclones as a form of travel completely, of restricting them by adding an ISK cost. or better yet, allowing cheap travel on a very long cooldown, with the option of paying to lower said timer after the jump happens.
i can guarantee you, a system like this would quickly become the n1 isk sink in the game and people would not find it unfair as they do with the current clone system. |