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Spartan III
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Posted - 2006.04.20 13:56:00 -
[1]
People have always wished they could pull out implants without destroying them. I have also been thinking about how cool it would be if after podding someone you would be able to recover implants from the corpse. Thus I am presenting two new science skills.
Advanced Cybernetics (rank 5): 5% chance of recovery when unplugging an implant per level. Requirements: Science Level 5, Cybernetics level 5
Forensics (rank 6): 5% chance of recovering implants from a frozen corpse per level. Requirements: Science Level 5, Cybernetics level 5, Advanced Cybernetics level 4.
Recovering implants in both cases would require a station with medical services. Corpses would have to have a new attribute showing whether the implants had been taken from them or not.
Because of the high skill requirements not a lot of pirates would train the forensic skill so their wouldn't be more podding and less ransoming. Forensics would be mainly for 0.0 PvPers.
What do ya think CCP? --- Wolven Elite Guard - Currently recruiting |
Blind Man
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Posted - 2006.04.20 15:26:00 -
[2]
/signed
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Slink Grinsdikild
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Posted - 2006.04.20 15:42:00 -
[3]
This would have been a valid idea 5 months ago. Regarding the first skill you proposed, Clone Jumping is already a perfect system to use if you want to safe guard your implants. Its not easy to get, but then being able to switch between PvP and +5 implanted Learning clones shouldn't be.
As for the second skill;
"Because of the high skill requirements not a lot of pirates would train the forensic skill so their wouldn't be more podding and less ransoming. Forensics would be mainly for 0.0 PvPers."
Those requirements look low to me. Much like Leadership skills, this will quickly become a skill that atleast a few people in every piracy corp will have, and many would train this to V immediatly with their covert ops alt.
In effect it would lead to more podding, 25% of getting implants from a corpse is a lot more lucrative than the percentage of successful pod ransoms. For one, you don't even have to lock a pod to kill it.. ransoming means you need to catch and scramble it first.
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mazzilliu
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Posted - 2006.04.20 19:32:00 -
[4]
the unplugging implants skill relies too much on chance, and eve isnt the sor of game where a lot relies on dice rolls. Maybe make recovery of unplugging 100% when maxed
the recovery of implants from corpses sounds like a good idea on paper but in reality itll make people pod you if your ship is destroyed 100% of the time, rather then leaving podding to the role of pure greifers ----------------------- ghuis8nf83fn45viunv8jgijfc4eshuvvgs |
Spartan III
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Posted - 2006.04.20 22:04:00 -
[5]
Originally by: Slink Grinsdikild As for the second skill;
"Because of the high skill requirements not a lot of pirates would train the forensic skill so their wouldn't be more podding and less ransoming. Forensics would be mainly for 0.0 PvPers."
Those requirements look low to me. Much like Leadership skills, this will quickly become a skill that atleast a few people in every piracy corp will have, and many would train this to V immediatly with their covert ops alt.
In effect it would lead to more podding, 25% of getting implants from a corpse is a lot more lucrative than the percentage of successful pod ransoms. For one, you don't even have to lock a pod to kill it.. ransoming means you need to catch and scramble it first.
Hmm, well then they can make it so that forensics can only be done on a corpse while at a capturable 0.0 station.
CCP could put in some RP law saying that because it promoted piracy it was banned in empire, and 0.0 NPC stations do not have advanced enough medical labs for the prodecures(or something).
Originally by: mazzilliu the unplugging implants skill relies too much on chance, and eve isnt the sor of game where a lot relies on dice rolls. Maybe make recovery of unplugging 100% when maxed
the recovery of implants from corpses sounds like a good idea on paper but in reality itll make people pod you if your ship is destroyed 100% of the time, rather then leaving podding to the role of pure greifers
I was thinking that 100% would be better, but than I thought that it might destroy the implants market as there would be so many more implants.
As much as I like these skills it might be best to introduce just one of them, and although forensics sounds so much more fun, most of eve would probably rather advanced cybernetics.
Why don't you guys pick which one you think would be better(not neccesarily the one you like better, just the one that would be better for eve). --- Wolven Elite Guard - Currently recruiting |
TheBelgarion
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Posted - 2006.04.22 08:17:00 -
[6]
Hmm, well then they can make it so that forensics can only be done on a corpse while at a capturable 0.0 station.
NO!
how about only on your OWN corpse
so that would mean u can even buy the corpse backfrom a pirate for a fee [ the should not see that implants u have] and u can get ur implants back... --------------------------------------------------------- a Challenge System for Eve |
B0rn2KiLL
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Posted - 2006.04.23 03:05:00 -
[7]
/sign --- When It Absolutely Positively Has To Be Desotroyed. |
Fester Addams
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Posted - 2006.04.23 19:42:00 -
[8]
#1, A skill to unplug implants in your own head.
No, implants are fine, implanting them should be final, being able to remove them is not needed nor desierable.
#2, A skill that allowes you to strip implants from corpses.
No, when you are dead your implants get destroyed with the body, allowing for a chance to salvage implants from corpses will only create a great influx of high sec ganking via the suicide squad tactic only the people would now also podkill.
Personally I rank thise Ideas above being able to hack other players wallets but far below what should ever see the light of day.
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Copine Callmeknau
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Posted - 2006.04.24 02:37:00 -
[9]
Make implant recovery available at all medical facilities, but have it cost 20mil or so, there might be more pod-killing, but a lot of cash will be spent trying to recover implants from corpses with no implants. Also 3 out of 4 times 20 mil will be spent with no reward.
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With five million sheep in this army I seem to be the only one fit to command
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Kalidri Ngyuen
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Posted - 2006.04.24 07:25:00 -
[10]
I am personally a great beliver in Implants, and the amount of money I have spent on them and then lose them 2 months down the line is stupid. I believe something along the lines of the skills should be implamented. /signed (sort of)
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Mihail d'Amour
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Posted - 2006.04.24 14:40:00 -
[11]
/disagree
The problem here is that implants are just poured into the economy with a limited flow back out. With jump-clones, this situation is getting worse, producing less demand for implants while the growing playerbase is generating an ever-increasing supply. Jump-clones provide the ability to save implants without making it painfully expensive or destroying the market, as the ability to remove them would.
Strongly disagree with being able to salvage them. As it is, piracy is the largest reward potential for the least amount of risk in the game. There is no logic in making this even more profitable unless we crank up the risk considerably, and the current game mechanics don't support that.
---------------------------------------------- In nomine Domine, quod erat malum |
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