
Interghast
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Posted - 2007.08.27 16:57:00 -
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The convoluted reasoning behind allowing any implants while banning rigs is hilarious
Lets look at some of the + and - points
Rigs - Allow uber tanks and potentially create boring matches + cheap to buy / make - Lost with the ship - need to train a rank 2 skill and then rank 3 skills depending on rig type
Implants - Allow uber tanks and potentially create boring matches - expensive to buy - lost when podded (irrelevent in this tournie, I know :P) - Is a rank 3 skill so to use the HG sets takes weeks of training
Jumpclones + Allow you to have multiple clones with different implants + cheap to get (100k isk or so from a friendly station) + Easy to train due to being a rank 1 skill (under 15 mins for level 1) - Need NPC standing if you can't use one of the public outpost services
So
Quote: Here is the main reason for allowing implants:
Majoroty of pilots have implants, while only a portion of those that do have jumpclones. If we were to prohibit implants we would be forcing players to either get a jumpclone or in cases where that is not possible, destroy their implants. We do not want to force players to take actions which will disrupt their normal gameplay or limit their ability to participate in the tourney.
I hope you understand this from our perspective.
I would agree the majority of pilots have implants (up to +3 is bound to be common), however I would strongly disagree that the majority of pilots without jumpclones have expensive pirate implant sets.
I would also disagree that "forcing" a pilot to get a jumpclone is any worse than "forcing" a pilot to remove the rigs from their ship.
Quote: Okay, this seems to have generated some controversy, considering it was the topic of a conversation in Jita Local, of all places, earlier today. There are two statements involved:
1) All pilots have the FUNDAMENTAL ability to change ships at will, and lose nothing by doing so
True, but there is no guarantee that there is more than one ship to change into
Quote: 2) All pilots have the innate ability to change implant sets around (or to forgo implants entirely) by destroying their old implants.
Not all pilots start with cybernetics and so therefore it is not an innate ability
Quote: 2a) Jumpclones (largely) negate this, but pilots do not INHERENTLY possess the capability to create jumpclones. 2aa) Even if they did, or if you argue it's sufficiently cheap to get jumpclones that it shouldn't matter, pilots cannot necessarily have an implant-free jumpclone availale for the tournament without destroying existing implants.
Jumpclones require a rank 1 skill with no pre-reqs to be trained 1 level and then for the pilot to either have standing or go to a public outpost for something which can never be lost!
Cybernetics is a rank 3 skill with a requirement to also have science 3 first and then to spend isk on something that can be taken away.
Quote: CCP is working off of the goal that pilots should not lose anything other than what they choose to undock* in. As soon as you force someone to destroy implants in order to participate in the tournament, you've failed this requirement. And, before someone says it couldn't happen, I know of one tournament participant whose jump clones consist of two +5 sets (one in his active clone), a Slave set, a Snake set, a Crystal set, and a +4 "suicide ops" set (with 5% hardwirings). Yes, I hate him too.
Good for him. If he can't afford to undock in those sets then why does he have them in all his clones?
Why should the rules be set such that the other people participating have to spend silly money on implants or training to use them that "will disrupt their normal gameplay or limit their ability to participate in the tourney" when simply removing the implants from the allowed list would stop that. For the smaller alliances just the ship costs are bad enough
I'm sure most of the views are interested in seeing everybody fighting on a mostly level playing field
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