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TerrorDactyl
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Posted - 2003.09.19 14:03:00 -
[31]
As far as booster pills go, I think the penalty should be a percentage chance of death (just like narcotics in the real world). To use them, there should be a Pharmacy Skill introduced that reduces your percentage chance of death per level. If you die using them then you have to use your clone. Maybe the percentage chance of death roll could occur each time you pop a pill. Level 1 Pharmacy, say 20% death risk to Level 5, say 5% death risk.
Just a thought 
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TerrorDactyl
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Posted - 2003.09.19 14:11:00 -
[32]
Edited by: TerrorDactyl on 19/09/2003 14:12:24
Quote: As far as booster pills go, I think the penalty should be a percentage chance of death (just like narcotics in the real world). To use them, there should be a Pharmacy Skill introduced that reduces your percentage chance of death per level. If you die using them then you have to use your clone. Maybe the percentage chance of death roll could occur each time you pop a pill. Level 1 Pharmacy, say 20% death risk to Level 5, say 5% death risk.
Just a thought 
A side effect of this is that it allows noobs a chance to catch up with experienced players. A death for a noob with a cheap clone is no where near as significant as an elite player having to use a pricey clone with expensive implants. So noobs are more likely to drug abuse to boost their avatar attribs and train quicker to catch the experienced players
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Daesdemona
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Posted - 2003.09.19 15:13:00 -
[33]
it always starts with the children... you will have pirates goign into empire space to deal at the Universities of Caille :)
----------------------------------------------- Bart: "Do you even have a job any more?" Homer: "I think its obvious that I Don't" ----------------------------------------------- |

Goldar Hektu
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Posted - 2003.09.19 19:11:00 -
[34]
Please do not make implants distribution/installation an npc only thing. I like the idea of having shady (semi-shady?) characters selling implants and boosters. It should be hard to find a supllier (give the agent mission players something here), and at least boosters should be considered contraband. I like the idea of player chop-docs that could install the implants. I also like the idea of inherent risks involved. Want to buy an intelligence implant? You better hope you find a good doctor (biology skill?). A bad doctor might get the implant in, but it doesn't work, or you've lost a level of instant recall, or a point of memory stat.
Boosters, now that's some good plot material there. Instead of insta-death as a possible side affect, I'd rather see players "wig out." You're flying around, about to hit a jump gate, happy as a cat on catnip. Suddenly, you are locked on by 5 npc rats and webified, and the gate won't let you through. As you start to return fire on the pirates, suddenly you are getting blasted by weapons way more powerful than what those rats carry. Why? You hallucinated the whole thing, locked onto Concord ships, and started a fight that you couldn't possibly handle.
Or maybe the screen starts turning to funny colors, you can't tell what kind of ships are locking are around, ship info tells you everyone is in a BS (paranoia!). You try to warp away, but you end up warping to a random location in the system.
And don't forget addiction. After using a booster a certain number of times, based on the booster and maybe a hidden character stat, you get addicted. When addicted and hot high, your stats drop way down, or you have effective skill levels much lower than your actual skill levels.
If you want to get clean, it's like training a skill for a week. You can't train a real skill during that time, as you have to concentrate on cleaning up. Any skill you were training at the time is lost, as if the training were aborted, instead of switched to a different skill. Want an easier road out? Go to a chop-doc, and he might help you out of it quicker. Then again, he might just load you up with the drug that he or his buddies sell.
Of course, the benefits of boosters would have to at least approach the risks, or no one will do them at all. Your 150mm Railgun II perfectly strikes Serpentis Drug Baron, wrecking for 192.8 damage. |

Mrissa Easeah
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Posted - 2003.09.19 22:23:00 -
[35]
*ews*
Would you -really- want to wear an implant after it had been inside certain notorious people's bodies?
Disgusting.
I can just see it now - "I got Stavros's Empathy Implant"
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ga'ia
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Posted - 2003.09.20 01:29:00 -
[36]
basic should give only 1 or maybe 2 to attributes, +3 is really to much...esp when compared to the reqs. Also, where are all the implants which are suppost to work as a advanced 'plugin' to your pods controll system to directly effect eg d-mod, speed and so on? __________________________________________________________ |

Barry Mcintosh
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Posted - 2003.09.20 11:47:00 -
[37]
i was really hoping implants would be harder to use i think its way to easy for player to use these. it cant take more than 1 day to train the nessisary skills to use them. maybe you should consider making it harder by requiring to learn a lvl 5 skill. Nice idea but i would hope these will be given by agents not npc pirates as way to many good items only come from them.
Quote: TOUCH NOT THE CAT BOUT A GLOVE
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Sparc Ambertin
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Posted - 2003.09.20 11:59:00 -
[38]
Edited by: Sparc Ambertin on 20/09/2003 12:00:27
Quote: As far as booster pills go, I think the penalty should be a percentage chance of death (just like narcotics in the real world). To use them, there should be a Pharmacy Skill introduced that reduces your percentage chance of death per level. If you die using them then you have to use your clone. Maybe the percentage chance of death roll could occur each time you pop a pill. Level 1 Pharmacy, say 20% death risk to Level 5, say 5% death risk.
Errgs, even H is not that dangerous .
-- "Don't laugh at the frigate, for he will laugh at you when his friends show up."
- Mercenary Frigates. |

Jarjar
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Posted - 2003.09.20 13:36:00 -
[39]
Now would be the perfect time to nerf implants... Not!
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Tich QuickSilver
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Posted - 2003.09.22 12:09:00 -
[40]
When will I be able to make them?
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Ana Khouri
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Posted - 2003.09.23 10:44:00 -
[41]
Not sure if intended or not, but it seems that perception and willpower implants (or agents which give them) are highly common, while intel implants are uncommon and memory quite rare.
free speech not allowed here |

TerrorDactyl
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Posted - 2003.09.23 15:29:00 -
[42]
Quote: Not sure if intended or not, but it seems that perception and willpower implants (or agents which give them) are highly common, while intel implants are uncommon and memory quite rare.
Actually no, I saw a memory implant the other day for 10000 isk, or did I, maybe I didn't - you know I just can't seem to remember 
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Cao Cao
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Posted - 2003.09.23 20:44:00 -
[43]
Implants should have negative side effects such as a decrease to one attribute while increasing another.
Limit to two maybe three implants.
Should be much more rare.
Should be given by agents only as a result of "special" (but perhaps rare and repeatable by same agent) missions.
Mission difficulty for implant reward should be MUCH more difficult, to the point where assistance from other players is needed to complete.
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Ana Khouri
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Posted - 2003.09.23 21:57:00 -
[44]
Quote:
Quote: Not sure if intended or not, but it seems that perception and willpower implants (or agents which give them) are highly common, while intel implants are uncommon and memory quite rare.
Actually no, I saw a memory implant the other day for 10000 isk, or did I, maybe I didn't - you know I just can't seem to remember 
So what? I said that they are rare, not not present.
More like 10 mil or 100 mil isk. Or we have a very upset seller here.
free speech not allowed here |

Ana Khouri
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Posted - 2003.09.23 22:02:00 -
[45]
Quote:
Implants should have negative side effects such as a decrease to one attribute while increasing another.
Boosters have that, I don't think we need that for implants as well. Boosters rise the attributes more than implansts to balance their negative effect.
Limit to two maybe three implants.
Agreed. certein implants shouldn't be possible to mount together. Like memory and intel implant taking the same place (or perception and intel perhaps?).
Should be much more rare.
Agreed. Problem with both these things is that CCP just threw the implants in the game. Quite a lot people have them already - which makes changing thier fitting quite difficult and changing their rarity now wouldn't have much of a effect.
Should be given by agents only as a result of "special" (but perhaps rare and repeatable by same agent) missions.
Agreed
Mission difficulty for implant reward should be MUCH more difficult, to the point where assistance from other players is needed to complete.
Could cause some "who get's the implant" problems.
free speech not allowed here
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McWatt
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Posted - 2003.09.24 16:22:00 -
[46]
they messed it all up.
i totally agree with cao cao s post.
only good thing is, that poding could finally be worth doing.
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Muaddid
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Posted - 2003.09.24 21:31:00 -
[47]
Feedback : Either memory implants needs to require something else than superconductors, like electronic parts, or superconductors needs to have ALOT more supply...
for willpower, charisma and perception implants, the goods needed are widely avaible everywhere, the interligence implants needs miniature electronics, which isnt as much avaible, but avaible in huge quantity in many regions, so isnt a problem like the memory implant
On vacations (need a new sig too) |

Carp Riddell
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Posted - 2003.09.24 21:42:00 -
[48]
Good method of introduction, sensible bonuses, easy to loose - I think they;ve been handled nicely.
One question...
Presumably the mineral content as shown now isn't what they'll have when the BP appears, otherwise they're seriously, seriously cheap to produce.
- Carp Riddell - CEO, Innsmouth Shipping - Proud Member of Curse Alliance
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j0sephine
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Posted - 2003.09.24 22:03:00 -
[49]
"One question...
Presumably the mineral content as shown now isn't what they'll have when the BP appears, otherwise they're seriously, seriously cheap to produce."
... Well, when i set one of those for recycle, it'd list _no_ minerals in return whatsoever... o.O
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Jojin
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Posted - 2003.09.25 21:30:00 -
[50]
The description of an implant and the way the game use the implant do not seem to go together.
For example: I desire to become a better pilot. I choose to install a mechanical device to increase my perception skills thus allowing me to exceed my normal abilities. With the implant installed I am now a better pilot than I was before. If something were to happen to me or I should remove the implant I should have my piloting skills decrease. This doesnĘt happen. Instead my abilities in regards to piloting skills or other skills which depend upon perception, stay exactly the same. It doesnĘt make sense that I could be the same skilled pilot without the implant as I was right before I jerked it out. Where is my dependency on the object?
From a game mechanic perspective, the implant increases my perception ability. This allows me to train piloting skills faster. Now lets suppose I train a few piloting skills at an accelerated rate and have reached new levels in these skills with the implant. If I remove the implant, the skills stay the same. So removing the implant does not have a negative impact, it will only affect my future training.
So I guess my point is implants should impact the skill point totals for the skills which require the attribute both retroactively and proactively. Thus when they are removed, the associated skills suffer. Having them accelerate training times mean permanent character advancement even if the implant is removed.
Heh kind of like saying I have been looking through these binoculars for four hours and now even without them I can see twice as far as I could before.

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Namarus
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Posted - 2003.09.26 00:06:00 -
[51]
Please do not allow implants to be retrievable from corpses.
This way when someone is bountied and they have implants on them, they can't have a friend claim the bounty and ten give them the implant back. This way it HURTS! Nothing to see here .... move along. |
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