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Vara Vampira
STEEL CITY. Skeleton Crew.
16
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Posted - 2015.03.06 20:51:17 -
[1] - Quote
So just a thought... Implants related to jump fatigue? Maybe sometime down the road...
Implant set with omega for either A) increase jump range at a small increase cost to rejump timer or B) a singular skill implant that reduces fatigue at a set amount
Would love to see something pop up. Maybe even a fixed module such as a rig.
Just a thought in my boredom.
Support Erotica 1, remove Ripard Teg from CSM.
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DaReaper
Net 7
1839
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Posted - 2015.03.06 20:53:22 -
[2] - Quote
Vara Vampira wrote:So just a thought... Implants related to jump fatigue? Maybe sometime down the road...
Implant set with omega for either A) increase jump range at a small increase cost to rejump timer or B) a singular skill implant that reduces fatigue at a set amount
Would love to see something pop up. Maybe even a fixed module such as a rig.
Just a thought in my boredom.
none atm, and F&I forum is ->
OMG Comet Mining idea!!! Comet Mining!
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Unsuccessful At Everything
The Troll Bridge
20243
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Posted - 2015.03.06 21:01:54 -
[3] - Quote
DaReaper wrote:none atm, and F&I forum is ->
Actually, its <---- that way.
Unless you are in Austrailia.. in which case you were right.
Since the cessation of their usefulness is imminent, may I appropriate your belongings?
Vote Sabriz Adoudel for CSM 10!
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ARMED1
Ready Player 1
52
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Posted - 2015.03.06 21:33:56 -
[4] - Quote
Ummmm - kinda would defeat the purpose of the travel changes in the first place. Those changes seem to be working fine given the pain null bears and blobbers are feeling and the amount of capitals killed while derping midpoints etc. So... No. |

ISD Ezwal
ISD Community Communications Liaisons
3990
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Posted - 2015.03.06 21:40:37 -
[5] - Quote
This thread has been moved to Features & Ideas Discussion.
ISD Ezwal
Vice Admiral
Community Communication Liaisons (CCLs)
Interstellar Services Department
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Anhenka
Infinite Point Nulli Secunda
1183
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Posted - 2015.03.06 22:05:13 -
[6] - Quote
Now that you have been noped in GD or wherever you posted it the first time, allow me to be the first to nope you here.
Nope.
No reduction to jump fatigue other than hull bonuses. No player skills, no implants, no consumables, no modules.
-1. |

Iain Cariaba
1102
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Posted - 2015.03.06 22:11:05 -
[7] - Quote
Vara Vampira wrote:So just a thought... Implants related to jump fatigue? Maybe sometime down the road...
Implant set with omega for either A) increase jump range at a small increase cost to rejump timer or B) a singular skill implant that reduces fatigue at a set amount
Would love to see something pop up. Maybe even a fixed module such as a rig.
Just a thought in my boredom. This implant, regardless of which version is used, would quickly become mandatory for nearly all operations needing to use jump drives or bridges, and goes directly counter to the goals of the nerf to jumping.
Also, pretty sure and almost exact replica of this idea has already been posted.
EvE is hard. It's harder if you're stupid.
I couldn't have said it better.
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Ines Tegator
Serious Business Inc. Ltd. LLC. etc.
582
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Posted - 2015.03.06 22:24:49 -
[8] - Quote
Defeats the purpose of the fatigue mechanic. Nope.
Overhaul Dscan!
Make your own rules - Noobs to Null / Casual Vets Corp
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Antillie Sa'Kan
KarmaFleet Goonswarm Federation
941
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Posted - 2015.03.06 22:52:41 -
[9] - Quote
/thread |

Shey Nabali
Collapsed Out Overload Everything
14
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Posted - 2015.03.06 23:56:04 -
[10] - Quote
Iain Cariaba wrote:Vara Vampira wrote:So just a thought... Implants related to jump fatigue? Maybe sometime down the road...
Implant set with omega for either A) increase jump range at a small increase cost to rejump timer or B) a singular skill implant that reduces fatigue at a set amount
Would love to see something pop up. Maybe even a fixed module such as a rig.
Just a thought in my boredom. This implant, regardless of which version is used, would quickly become mandatory for nearly all operations needing to use jump drives or bridges, and goes directly counter to the goals of the nerf to jumping. Also, pretty sure and almost exact replica of this idea has already been posted.
Not nessecarily. As it stands right now, Slave implants are used by.... pretty much everyone. And are considered basically mandatory for carrier/dread/super pilots.
Adding fatigue implants would offer an interesting strategic choice. Do you want 33-52% more tank across the board for your entire fleet, or do you want more strategic mobility? Keep in mind, the ENTIRE fleet would need to buy them, or else they are useless, since you have to slow down to match the slowest fleet member. Also, if we assume they are roughly as common as ascendencies, it's reasonable to assume that they would only be a viable option for *small* super cap fleets for the forseable future. It's unlikely anyone would be able to purchase 300+ implant sets to outfit their entire archon fleet any time in the next several years.
As long as the fatigue reduction is kept at a reasonable amount (10/15/20 or 10/20/30 probably), I don't think it would be awful. |

Vara Vampira
STEEL CITY. Skeleton Crew.
16
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Posted - 2015.03.07 04:16:14 -
[11] - Quote
Shey Nabali wrote:Iain Cariaba wrote:Vara Vampira wrote:So just a thought... Implants related to jump fatigue? Maybe sometime down the road...
Implant set with omega for either A) increase jump range at a small increase cost to rejump timer or B) a singular skill implant that reduces fatigue at a set amount
Would love to see something pop up. Maybe even a fixed module such as a rig.
Just a thought in my boredom. This implant, regardless of which version is used, would quickly become mandatory for nearly all operations needing to use jump drives or bridges, and goes directly counter to the goals of the nerf to jumping. Also, pretty sure and almost exact replica of this idea has already been posted. Not nessecarily. As it stands right now, Slave implants are used by.... pretty much everyone. And are considered basically mandatory for carrier/dread/super pilots. Adding fatigue implants would offer an interesting strategic choice. Do you want 33-52% more tank across the board for your entire fleet, or do you want more strategic mobility? Keep in mind, the ENTIRE fleet would need to buy them, or else they are useless, since you have to slow down to match the slowest fleet member. Also, if we assume they are roughly as common as ascendencies, it's reasonable to assume that they would only be a viable option for *small* super cap fleets for the forseable future. It's unlikely anyone would be able to purchase 300+ implant sets to outfit their entire archon fleet any time in the next several years. As long as the fatigue reduction is kept at a reasonable amount (10/15/20 or 10/20/30 probably), I don't think it would be awful.
That's how I was thinking of it. Just didn't explain much due to posting at work. It would be geared more towards small groups of capitals. It doesn't have to be a large amount of jump range or time reduction. Maybe at most half a light year per implant or so.
Dropping slaves for range or keeping slaves for tank. It depends on the slowest less skilled member who decides the fleet capabilities. A rare implant set. Still keeps the idea of the Nerf(as much as it makes me rage its a good idea) but can provide that extra little bit of oomph to a jump or a slight edge on timers when attempting to get somewhere.
It isn't necessarily something to break the Nerf but a strategic option. As I said either a little more range at cost of little more timer could also be a give and take. You would still suffer the penalties of a jump and accumulate fatigue. But a rare implant set with slight but appealing bonuses for slight penalties isn't a game breaker but a little mix up of the game. First one on grid in caps but screw our tank vs last on field but we got the best tank. Would still be interesting to see.
Support Erotica 1, remove Ripard Teg from CSM.
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Caleb Seremshur
The Atomic Fallout Kids
505
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Posted - 2015.03.07 04:45:02 -
[12] - Quote
Vara Vampira wrote:So just a thought... Implants related to jump fatigue? Maybe sometime down the road...
Implant set with omega for either A) increase jump range at a small increase cost to rejump timer or B) a singular skill implant that reduces fatigue at a set amount
Would love to see something pop up. Maybe even a fixed module such as a rig.
Just a thought in my boredom.
Let's think about this for a second - what slot 1-6 implant set most directly benefits shield capitals?
There would be a strong case under your proposal to fit every shield cap pilot with these things. It would come to echo wormhole space a little too much I think.
Faction warfare pilot and solo/small gang PVP advocate
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