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Redundancy
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Posted - 2003.09.17 23:28:00 -
[1]
The following Implants have been made available on Chaos for testing in FCC and FCC2:
Quote: 'Ocular Filter - Basic' 'Memory Augmentation - Basic' 'Neural Boost - Basic' 'Cybernetic Subprocessor - Basic' 'Social Adaptation Chip - Basic' 'Weapon Smartlink - Basic' 'Engineering Database - Basic' 'Recon Implant - Basic'
as well as the 'cybernetics' skill
Please provide your feedback on these items in this thread.
Redundancy |

Lurk
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Posted - 2003.09.18 01:26:00 -
[2]
Well even a basic unit gives 3 points bonus without any drawback ? It should be more like one unit.
I would say that there shouldn't be implants without drawbacks so if you want +3 perception you have to cope with -3 int for instance.
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Kalki Nibiru
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Posted - 2003.09.18 02:15:00 -
[3]
Edited by: Kalki Nibiru on 18/09/2003 02:16:01 *edit double post
Taken from the May 29th 2003 Devchat at EveGate . <Muaddid> Q: When will sentry gun and station and similar construction pods be introduced on the market? <Hellmar> we have various player owned entities already implemented. Sentry guns, power/shield generators, field repair mini-stations, mobile refineries. We are still working out the last tidbits of how they can be over taken, what is the penalty of having a sentry gun kill a n00b etc. and we have been a bit busy with plugging the holes that people have found.I would say that you'd start to see these items on the market in about 2-3 weeks, very expensive to begin with |

Kalki Nibiru
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Posted - 2003.09.18 02:15:00 -
[4]
Nah, these are 'implants' they are designed to give prescribed increases.
The 'boosters' which are drugs will have negative side effects.
Taken from the May 29th 2003 Devchat at EveGate . <Muaddid> Q: When will sentry gun and station and similar construction pods be introduced on the market? <Hellmar> we have various player owned entities already implemented. Sentry guns, power/shield generators, field repair mini-stations, mobile refineries. We are still working out the last tidbits of how they can be over taken, what is the penalty of having a sentry gun kill a n00b etc. and we have been a bit busy with plugging the holes that people have found.I would say that you'd start to see these items on the market in about 2-3 weeks, very expensive to begin with |

Mustafa Ken'Yova
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Posted - 2003.09.18 02:36:00 -
[5]
Edited by: Mustafa Ken'Yova on 18/09/2003 02:38:35 Edited by: Mustafa Ken'Yova on 18/09/2003 02:37:46 I found that when an implant is removed during skill training that uses the skill it increases, the time to train stays the same (as if the attribute was still at its value with the implant), unless you abort training or train another skill. Also, I am not sure about the poweroutput bonus for the engineering implant, but I took it as it gave the powergrid 5% more (I could be wrong) and it was not giving that bonus. The capacitor recharge bonus did work though. I'll do more testing when I have time.
~Neural Boost and Ocular Filter implants gave me +4 instead of +3 to willpower and perception(I have 12 base and it was 16 with the implant on)
...... |

Ana Khouri
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Posted - 2003.09.18 08:23:00 -
[6]
Likely those +4 increase is due to those strange learning skill meachanics.
(basic learning skill is increasing all atrributes slightly. But since the char screen is only showing full numbers the increase only gets visible when it jumps one number)
free speech not allowed here |

Askari
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Posted - 2003.09.18 09:23:00 -
[7]
So, what limits are there to these?
How many can you fit at once? Can you swap them whenever you want?
I think it may be a bit overstrong if you can hot swap whenever you feel like. Maybe have a time or ISK cost associated with it, like you have to be at a medical station or something?
Not had chance to get onto chaos yet, so apologies for asking what may be silly questions. ---------------- ~= Askari =~
Urza's Factory http://www.mikeward.uk.com/urzas
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Drutort
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Posted - 2003.09.18 10:11:00 -
[8]
Quote: So, what limits are there to these?
How many can you fit at once? Can you swap them whenever you want?
I think it may be a bit overstrong if you can hot swap whenever you feel like. Maybe have a time or ISK cost associated with it, like you have to be at a medical station or something?
Not had chance to get onto chaos yet, so apologies for asking what may be silly questions.
im more then sure you would need to pay quite a few ISK... and a time wait... as your body needs to heal after the switching/removing/placing of implants... it would have to get used to or adopt to them... so ya you can make some time wait...
support Idea: QuickInfo an alternative to ShowInfo
my MoBlog |

Hot Mustard
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Posted - 2003.09.18 11:32:00 -
[9]
I think the basic implants may be all available but I think the larger more effective ones you should only be allowed to have one out of the entire batch. This may hopefully bring more uniqueness to all the folks in EVE right now instead of the mad rush to own everything at once.
So, if you have occular implants you won't be able to implant Charisma also.
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Cpt Steele
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Posted - 2003.09.18 11:51:00 -
[10]
All implants should lower charisma.

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The Major
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Posted - 2003.09.18 11:57:00 -
[11]
Implants are destroyed when removed or you die so unles syou have a huge pile of them hotswitching isn't really viable. Espechilly since it seems CCP wants to keep these things rare (as they should be).
The Recon, Engineering database and smartlink implants all have negative effects to attributes for a significant benefit in combat.
If you want to get the edge in combat you've got to sacrifice skill training time.
But if you just went and played on Chaos you'd be able to see for yourself.
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Lurk
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Posted - 2003.09.18 13:12:00 -
[12]
Ok, here are my thoughts on implants:
To prevent "hotswitching" the implant you currently need (which would give you insane traning time benefits) there should be restrictions like:
- There should be a delay whenever you plug or unplug an implant - in this delay you cannot plug or unplug any other implants - i'd suggest a timespan of 4-8 days.
- Implants are destroyed when unplugged or you die (is currently implemented).
- You have to be at specific stations to plug/unplug implants (currently you can do it at every station AFAIK).
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Kashej
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Posted - 2003.09.18 13:51:00 -
[13]
It`s acctually good as it is right now:
1. You cant your more then one implant what gives same boost.
2. Skills to be learned before you can use better implants seems ok.
3. You`ll just slowly upgrade your implant to better one. IF you will be able to get your hand on one. ----------- Basic(rare) - Elite(very rare)
Good Luck
O(o_o)O - y kotorogo net dryzei.
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Askari
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Posted - 2003.09.18 14:12:00 -
[14]
Thanks for the info peeps!
Quote:
All implants should lower charisma.
What, even the ones that raise charisma?  ---------------- ~= Askari =~
Urza's Factory http://www.mikeward.uk.com/urzas
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Caelum Atra
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Posted - 2003.09.18 17:17:00 -
[15]
Edited by: Caelum Atra on 18/09/2003 17:21:34 What about maybe making a prereq' for the implant to have that skill @ 5. EX: Willpower Implant Req Skills: Iron Will lvl 5 Cybernetics lvl whatever Science lvl 5 (maybe) Learning lvl 5 (maybe)
And you have to cease training to install one then wait a few days (or hours) before you can begin training again.
This way, not everyone and their dog will be able to equip them as soon as their ingame. IMO Cybernetics should req lvl 5 science at least if it doesnt already along with Bilogy 5 or so. I dont know what it req's cause I havent bought the skill yet. But I will buy it just like everyone else, and I will get implants easily just like everyone else.
Sorry for that, Im not complaining, just noting its too easy to get...well....everything, but back to the topic...Sorry
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Lurk
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Posted - 2003.09.18 18:15:00 -
[16]
The current system will just make everyone has the same implants, no variety. I suggest making a normal implant with a tiny bonus (+1/+2) and one that gives (+3/+4) at the expense of other attributes.
So people that specialize in combat can get an awesome perception rating but take ages to learn basic science skills ...
That way you'd at least see some variety.
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Mynobe Soletae
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Posted - 2003.09.18 18:21:00 -
[17]
Lurk, drugs are like that, +4 willpower, -1 the other attributes, for the basic, up to +10 -0 for the elite. They will probably be implemented soon I guess now that they added implants. |

Muaddid
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Posted - 2003.09.18 21:16:00 -
[18]
I understand that you're upset about the situation with the agent missions, but there are plenty of threads where you can voice that. Please let's keep this one to feedback on bugs and features and not get sidetracked by that.
On vacations (need a new sig too) |

Halo Jones
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Posted - 2003.09.18 23:11:00 -
[19]
I think the current implant system is good
allowing a single insertion for each of the main five attribute systems
allowing a range of variety to be gained, from basic +3 (rare) to elite +7 (very rare)
being destroyed on removal
allowing upgrade to a higher implant
i think the combat hotwiring implants are also a great idea, slow u down but give u insta-skills for battle, like hardwiring someone for a short period of conflict, to eventually plan to remove the said weapons component, once the battle is won, again with the systems being destroyed
in additon drugs are a good idea (dont do it kids) giving surges in certain areas (i suggest 2 of 5) and decreasing the others (3 of 5) so u can have quite a variety given the mix of 2, which in turn are wonderful for use in specific skillsets, but useless for others, and should vary in availability and abiliities, say +1p +1w -1i -1c -1m for you 'legal' quafe caffineeeeeee to the higly illegal black market only +5/-5 type drugs, which last for a period of time... say one day per dose
Oberon Incorporated. |

The Major
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Posted - 2003.09.19 00:51:00 -
[20]
Boosters (if you check the TTi nexus database which has had accurate values for implants for months before they got made available so odds are they'll at least start off at the values listed) Only last for 4 hours per dose. So if you want to get that level 5 skill finished quicker your going to have to chug down a pill every four hours to do it.
I think that's quite cool as it symbolises an addiction :)
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PerrinBash
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Posted - 2003.09.19 01:14:00 -
[21]
Quote: Boosters (if you check the TTi nexus database which has had accurate values for implants for months before they got made available so odds are they'll at least start off at the values listed) Only last for 4 hours per dose. So if you want to get that level 5 skill finished quicker your going to have to chug down a pill every four hours to do it.
I think that's quite cool as it symbolises an addiction :)
But you also have to remember that currently Biology give +100% booster duration per level so with level 5 Biology you would only need a booster once per 24 hours
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Phaethon
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Posted - 2003.09.19 02:14:00 -
[22]
Just to clarify. I don't do agent missions!! running around fetching 2 units of this and ferrying tourists in a battleship seems just too stupid for me.
Most ppl here sound like they didn't do missions either, and now want to hit implant users smack in the forehead with the 'ol NerfBat.
In my opinion, it would be nice if implants could be fitted by one person to another person. Makes it a little more realistic than starting to drill open your own skull in front of the bathroom mirror. It would also give those science and manufacturing guys something to do, training and using their skills as wetware mechanics.
Drugs: Should be nice, sweet and easy to use. BUT hard to stop using and with long term effects. Could be slowly loosing skillspoints in the fields that either have the boosted attribute as primary attribute, or those that do not use the attribute at all. It would mean that for instance a person who wants to train some skill extremely fast, does this at a cost and or at a risk. Risk of either loosing skillpoints or trained levels in their learning/attribute skills. Or temporary loss of skills levels, with increased risk of permanent loss if use is continued. Especially with the high power or low cost drugs It should be slow at first, but should accelerate over time. Treatment should be be available also. We could end up having quite a nice jet set crow at the local Betty Ford Clinic.
Just a few quick thoughts. Will most likely need a lot of tinkering to work resonably fair.
WTB. Infifitrator I drones |

j0sephine
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Posted - 2003.09.19 03:53:00 -
[23]
... More or less copied from the general forum post...
While it makes certain sense, game-wise, to have the implants as one-time devices... I think it'd be interesting if they could be extracted from the 'frozen corpse' of the podded player who was equipped with them... either in usable state or for possible repair and then reuse. Could add some extra edge and reason for the PvP fights. :s
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Lola
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Posted - 2003.09.19 08:44:00 -
[24]
Quote: ... More or less copied from the general forum post...
While it makes certain sense, game-wise, to have the implants as one-time devices... I think it'd be interesting if they could be extracted from the 'frozen corpse' of the podded player who was equipped with them... either in usable state or for possible repair and then reuse. Could add some extra edge and reason for the PvP fights. :s
I like this idea very much. ----------------------------------------- Sig rented by Drethen Nerevitas. |

Other Minion
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Posted - 2003.09.19 10:21:00 -
[25]
I like that idea to. Maybe add a skill for doing that.
Man I might turn pirate for **** like that.
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Kashej
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Posted - 2003.09.19 10:30:00 -
[26]
Well it was the meaning you could extract something from cropses...dunno when it`ll be introduced.
Cropse storage increasing ;]
Good Luck
O(o_o)O - y kotorogo net dryzei.
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Halo Jones
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Posted - 2003.09.19 11:22:00 -
[27]
Just thinking on this myself, and I think its a great idea, not easily codable, but say
Player is poded, has implant(s) installed, players body is rcovered by his won corp, the implant should be retrievable as the expence of the biomass, as in dissolve away the corpse and get a fully working implant. Skill or medical facility or both required. Whereas if a living player wishes to remove or extract an implant, to leave the brain functioning, you destroy the implant removing it.
A similar mehtod could be done for corpses recovered by other than players own corp - but in this case, you go to a shady seeder cutting shop (black market, whatever) and have the same procedure performed, showing easy to desicrate a corpse if its 'left to' the corps medical research, but not if its just JohnDoe off the street.
Either way i think dissolving the biomass away to gain the implant is that way to go.
Oberon Incorporated. |

Naran Darkmood
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Posted - 2003.09.19 12:42:00 -
[28]
Quote: Player is poded, has implant(s) installed, players body is rcovered by his won corp, the implant should be retrievable as the expence of the biomass, as in dissolve away the corpse and get a fully working implant. Skill or medical facility or both required. Whereas if a living player wishes to remove or extract an implant, to leave the brain functioning, you destroy the implant removing it.
That's what I thought exactly! -----------------------------------------------
The following bonuses may be awarded to you: 27 units of Basic Expanded Cargohold at if you complete the mission |

Dragunov
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Posted - 2003.09.19 12:56:00 -
[29]
why would players need skills to use implants?? they go to a medical station and it gets fitted..by someone :) this is where the game could add an extra service, players with the correct skills (example science lvl 5, biology lvl 4) could fit implants to other players for a fee, it makes sense :). Also the "doctors" wont be able to charge huge amounts as a corp member could simply wait for their skills to go up and then fit an implant to another corp member for free. any comments on this idea? just seems like it would add an extra job that players could do instead of mining/hunting/trading :)
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Redundancy
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Posted - 2003.09.19 13:28:00 -
[30]
I would personally prefer the implants to be fitted at a medical facility, and removed there too.
What would then be exceedingly nice is if there were illegal implants which you could only get fitted at less reputable medical stations, could only be sold on the black market, and would count as contraband (when that's done) if you were caught using them (or shipping them) inside empire space.
Redundancy |
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