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Integra Arkanheld
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Posted - 2008.04.15 15:53:00 -
[31]
Hello,
If you only want to have more people in 0.0, it is easier to have 2 jumps in 24hours (1 to take the clone without implants, and the other to return to your body), or make a skill to decrease the 24H time or increase the number of changes per day.
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Raven Timoshenko
Flying While Intoxicated The Threshold
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Posted - 2008.04.15 15:59:00 -
[32]
Edited by: Raven Timoshenko on 15/04/2008 15:59:39
Originally by: Integra Arkanheld Hello,
If you only want to have more people in 0.0, it is easier to have 2 jumps in 24hours (1 to take the clone without implants, and the other to return to your body), or make a skill to decrease the 24H time or increase the number of changes per day.
This is not just about getting people into 0.0 this is also getting people to Pvp more and take more risks, increase the money sink as a consequence and allow for more pilot flexibility, getting a JC at the correct area at the correct time with the correct implants in order to join in a large or even small scale Pvp operation is not easily achieved right now.
Suggest you reread the complete thread if you have not already done so.
The SIA allows for pilots to be flexible with their implant layouts, increases the money sink for ships, modules and implants and also allow new players to get into pvp without suffering a major loss while allowing older players to better use their implants and resources. Mining, Hacking and Archeology Mini Games
http://oldforums.eveonline.com/? a=topic&threadID=7463 |

Sabe
Gallente Synergy. Imperial Republic Of the North
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Posted - 2008.04.15 17:14:00 -
[33]
Bad idea... this is yet another example of "give a mouse a cookie, next he'll want a glass of milk too"...
Jump Clones were added for a reason. Use them. They have a drawback (24 hour timer) suck it up.
Or how about we all just have a full set of snakes and +5's all in our heads at same time? oh oh lets just have all implants in game in our heads and they dont get destroyed when we get podded, make them permanant and we'll never have to buy another set again... (SARCASM)
Yet another post of "I want it all and I want it now" |

NightKhaos
Gallente Khaos Wielders
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Posted - 2008.04.15 17:38:00 -
[34]
Originally by: Sabe Bad idea... this is yet another example of "give a mouse a cookie, next he'll want a glass of milk too"...
Jump Clones were added for a reason. Use them. They have a drawback (24 hour timer) suck it up.
Or how about we all just have a full set of snakes and +5's all in our heads at same time? oh oh lets just have all implants in game in our heads and they dont get destroyed when we get podded, make them permanant and we'll never have to buy another set again... (SARCASM)
Yet another post of "I want it all and I want it now"
*sigh* And this is another case of "not listening and disbanding the post without any evidence as to why it is a bad idea." Player owned stargates. Dragger Ships Heat Mark II |

Raven Timoshenko
Flying While Intoxicated The Threshold
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Posted - 2008.04.15 17:50:00 -
[35]
Originally by: Sabe Bad idea... this is yet another example of "give a mouse a cookie, next he'll want a glass of milk too"...
Jump Clones were added for a reason. Use them. They have a drawback (24 hour timer) suck it up.
Or how about we all just have a full set of snakes and +5's all in our heads at same time? oh oh lets just have all implants in game in our heads and they dont get destroyed when we get podded, make them permanant and we'll never have to buy another set again... (SARCASM)
Yet another post of "I want it all and I want it now"
Your Signatre says TROLL. How appropriate. Mining, Hacking and Archeology Mini Games
http://oldforums.eveonline.com/? a=topic&threadID=7463 |

Raven Timoshenko
Flying While Intoxicated The Threshold
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Posted - 2008.04.16 11:52:00 -
[36]
/bump Mining, Hacking and Archeology Mini Games
http://oldforums.eveonline.com/? a=topic&threadID=7463 |

Raven Timoshenko
Flying While Intoxicated The Threshold
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Posted - 2008.04.17 17:58:00 -
[37]
/bump Mining, Hacking and Archeology Mini Games
http://oldforums.eveonline.com/? a=topic&threadID=7463 |

Raven Timoshenko
Flying While Intoxicated The Threshold
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Posted - 2008.05.02 03:34:00 -
[38]
/bump |

Cairn Metalhand
Arachnea Phoenix Battalion Phalanx Alliance
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Posted - 2008.05.02 11:44:00 -
[39]
I like this idea, currently i never use anything more expensive then +3 implants since i pvp alot, and i havent bothered with jumpclones since they require sick corp standings and dont really add anything imo. /signed |

Captator
Universal Securities
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Posted - 2008.05.02 11:48:00 -
[40]
I like this idea because I could buy a +5 set (way out of my price range if I risk losing them everytime I undock)  |
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Gavin Darklighter
THE FINAL STAND
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Posted - 2008.05.02 17:12:00 -
[41]
I like the idea.
Another way this would increase implant demand is all the bugs I'm sure there would be that cause peoples implants to disappear. |

Sniggerdly Hater
The Abyssmal Spire
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Posted - 2008.05.02 20:40:00 -
[42]
Horrible idea. Horrible horrible idea. You buy one of those widgets, plug +5s, and always undock without them thanks to the widget. How do you ever lose them?
If said implant widget was constantly carried in a body as opposed to be able to plug it out (so you'd have in your clone all together a set of snakes, a set of slaves and a set of +5s) and the widget allowed you to switch between implant sets but when you got podded you lost all of them, then fine.
OPs idea, otherwise is horrible and I bet carebears love it.
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Raven Timoshenko
Flying While Intoxicated The Threshold
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Posted - 2008.05.03 01:05:00 -
[43]
Originally by: S******dly Hater Horrible idea. Horrible horrible idea. You buy one of those widgets, plug +5s, and always undock without them thanks to the widget. How do you ever lose them?
If said implant widget was constantly carried in a body as opposed to be able to plug it out (so you'd have in your clone all together a set of snakes, a set of slaves and a set of +5s) and the widget allowed you to switch between implant sets but when you got podded you lost all of them, then fine.
OPs idea, otherwise is horrible and I bet carebears love it.
The idea is that you leave behind your learning implants and plug in your combat implants, thereby making use of them in a combat situation , i.e more reason to PvP. It seems that many people would prefer to have |

Sniggerdly Hater
The Abyssmal Spire
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Posted - 2008.05.03 08:02:00 -
[44]
Originally by: Raven Timoshenko
Originally by: S******dly Hater Horrible idea. Horrible horrible idea. You buy one of those widgets, plug +5s, and always undock without them thanks to the widget. How do you ever lose them?
If said implant widget was constantly carried in a body as opposed to be able to plug it out (so you'd have in your clone all together a set of snakes, a set of slaves and a set of +5s) and the widget allowed you to switch between implant sets but when you got podded you lost all of them, then fine.
OPs idea, otherwise is horrible and I bet carebears love it.
The idea is that you leave behind your learning implants and plug in your combat implants, thereby making use of them in a combat situation , i.e more reason to PvP. It seems that many people would prefer to have
It'll never get implemented. Never ever. It's like asking for insurance for T2 ships and arguing more people would pvp if they would be fully insurable.
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Doc Extropy
Gallente The Scope
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Posted - 2008.05.03 15:54:00 -
[45]
I agree with the op, therefore:
/signed
Explanation:
At the moment, the 24h - JC / non-removable implants - system is placing a high premium on highsec - carebearing, especially for characters who are in game every day.
While occasional / weekend players (like me) could jc into lowsec / 0.0 when they feel like playing for 1 or 2 days in their implantless jc's and jc back into safe empire haven for the weekdays, the people who decide for staying in low sec / 0.0 don't have that option.
In fact, the 24 hour timer nerfed pvp. :D
The SIA is a good idea. I'd have a set of low end combat implants for fighting teh ebil 0.0 pirates and a high end +5 one when I sit in the station for the night (or so).
CCP wants people to do more pvp, right? I want that, too...
But you can't punish people who do PVP by withdrawing the most valuable asset in the game which is SP from them.
A question of logic, if you ask me.
Give us SIAs, CCP, and I guess you will see more PVP than ever before.
And yes, having to fetch cheap replacement +2s all the time is no solution, either. Remember, this is a game, not a 2nd job. |

Raven Timoshenko
Flying While Intoxicated The Threshold
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Posted - 2008.05.04 02:13:00 -
[46]
Thanks for your support 
Just wonder if CCP has ever read this. |

LordLuciusMorpheus
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Posted - 2008.05.04 07:05:00 -
[47]
Edited by: LordLuciusMorpheus on 04/05/2008 07:13:43 Edited by: LordLuciusMorpheus on 04/05/2008 07:11:03 Edited by: LordLuciusMorpheus on 04/05/2008 07:09:29 CareBear this CareBear that. Alot of us that are posting here, probably wouldn't be CareBears if the SIA system was in
place like Raven is suggesting. By the way, I'm not a CareBear either! I believe this system would get more players to
PvP, not only that, but increase market prices for both implants and Ships due to the loss of implants and ships because
more would venture into PvP. 1 question is; are you saying you could swap these SIA's out of station or they would have to
be in station? I would suggest in station only and agree to a timer cooldown and a price to change every time, that way
CCP would benefit either way and it would still take some reasonable amount of time before switching. Because the only
agruement I could see is that if it wasn't that way, players would switch all the time and freely at will to lose a lesser
priced set than a higher priced set. Also, I do like the fact that you mentioned the SIA itself would have to be purchased
as well as the grade of the SIA depending on skills. Yet I think additional skills would need to be trained to use them,
not just the ones for regular JC's. It would make it just as equal for a new player to train as a player who say already
has the skills for JC's, just farther along. Now I would suggest skills to be required Cybernetics V and Infomorph to at
least IV and an additional skill Synaptic Inerface Array (SIA) to use the SIA's, with each lvl letting
you use the higher grade SIA. Then I could see this working and CCP actually thinking about adding this to the game,
besides they have already considered the expansion of implants anyway, so this would actually raise an eyebrow to them. Oh
and if you're wondering Sabe and S******dly Hater, I have been playing since Beta, and I don't think this is a "give it to
me now, I'm a CareBear or Newb and don't have a fighting chance" player. Besides, why are you complaining in the first
place, wouldn't this benefit PvPers anyway? Huh, I mean think about it! Now we can have multiple implants in multiple
SIA's that we can change anytime we wish for anything we want. Sounds like a good idea Raven. Thanks for actually trying
to make this game more interesting for us all instead of complaining about "BULL#%@* like some others. |

Raven Timoshenko
Flying While Intoxicated The Threshold
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Posted - 2008.05.04 08:08:00 -
[48]
Firstly thanks for your support Lucius.
To answer your questions:
1) Yes they will have to be docked at a station in order to swap SIAs, however there will also be a 30 Minute cool down between unplugging one SIA and before plugging in another.
2) I am not sure if a price cost should be necessary, since remember that the SIA(s) have to present at the station, or the pilot must risk carrying multiple sets with him in his ship when moving around ( A very big risk if he gets shot down). If there is a price cost, it should be say a Million ISK at best. No more, otherwise it somewhat defeats the purpose.
3) My thinking was Cybernetics which currently decides the level of the implants should decide the level of the SIA themselves, however a separate SIA level skill that determines the grade of the SIA itself may be a further limitation against possible abuse. New pilots can begin with a Grade ZERO SIA (Limited slots and +1 Implants at best) they will then have to pay for better SIAs, at an exponential rate. |

LordLuciusMorpheus
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Posted - 2008.05.04 20:01:00 -
[49]
Thank you Raven for clearing that up. I suggest it costing something only to benefit CCP, which in turn would give them more of a reason to bringing this into game. Also, like I have said before, They are already looking into expanding the Implant part of Eve, so this may be a possibility to them. I believe alot of players would love this and possibly CCP as well. I would suggest starting a pole and having names taken down so that you can have a significant case to throw there way. If you need any help, let me know. |

Raven Timoshenko
Flying While Intoxicated The Threshold
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Posted - 2008.05.05 02:25:00 -
[50]
Thanks Lucius, if you look at the post just under the Original Post, you will see I have included a list of people who agree with the idea. Mining, Hacking and Archeology Mini Games
http://oldforums.eveonline.com/? a=topic&threadID=7463 |
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Wayward Hero
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Posted - 2008.05.05 05:51:00 -
[51]
I support this idea as an innovate approach to a somewhat serious concern for some players.
Some players say that this idea supports carebears. Wrong, it supports PvPers. Carebears don't need to protect implants, they just avoid pod-loss situations. PvPers either don't use valuable implants, judiciously use jump clones for implant storage, or else constantly risk their own implants.
This concept basically is a straight forward, and eloquent, substitution to the use of jump clones as implant storage devices. What do you do now if you want to store implants? Plug them in and then jump into a fresh clone. What would you do with the OP's proposed idea? Plug in your implants and then remove the SIA.
Same thing as a jump clone but with additional flexibility. Players without access to jump clones can engage in pvp combat without fear of losing their implants, a luxury already enjoyed by players with jump clones.
- This is of benefit to current pvp players as they can afford to possess both expensive learning sets and pvp sets of implants, with specific sets depending on the tactical situation (POS blobbing, high speed roaming gang, or solo).
- This is of benefit to more reluctant or younger pvp players as they only need to worry about ship loss as a financial setback when engaging in pvp. You would be surprised how many people don't go into low-sec because they fear the loss of their implants and either can't use or don't want the hassle of jump clones.
All in all, I agree that this is a good idea and deserves notice by the devs. Good one Raven.
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Raven Timoshenko
Flying While Intoxicated The Threshold
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Posted - 2008.05.05 06:08:00 -
[52]
Thanks for your eloquent support Wayward, lets hope the Devs are paying attention.  Mining, Hacking and Archeology Mini Games
http://oldforums.eveonline.com/? a=topic&threadID=7463 |

Raven Timoshenko
Flying While Intoxicated The Threshold
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Posted - 2008.05.06 01:41:00 -
[53]
/bump Mining, Hacking and Archeology Mini Games
http://oldforums.eveonline.com/? a=topic&threadID=7463 |

Silvana Kor'ah
Minmatar
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Posted - 2008.05.06 09:51:00 -
[54]
i couldn't agree more with the OP. This one is signed!
Though i would make some adjustments:
- no free SIA for starters - SIA change cooldown 1 to 2 hours - JC cooldown can then remain at 24h, as it will only serve to travel
or, as an option for those who think there will be less imps destroyed, 2 different SIA. One only for implant slots 6 - 10 with a higher cooldown, and another for slots 1 - 10 with a lower cooldown. But personaly i think that will be unnecessary. Imho SIA will increase the demand of hardwiring, as everyone will create sets for different purposes. Also more hardwirings will blow, as players don't have the 24h restriction for clone jump and therefore could more easily fight for the battle at hand, which they may had not while have their +5 attribute enhancers fitted or the wrong combat imps. There will be no change to the destruction of the expensive imps, as they actually only blow when players get cauth in a surprise when not prepared. This will remain the same. |

Raven Timoshenko
Flying While Intoxicated The Threshold
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Posted - 2008.05.06 10:37:00 -
[55]
Originally by: Silvana Kor'ah i couldn't agree more with the OP. This one is signed!
Though i would make some adjustments:
- no free SIA for starters - SIA change cooldown 1 to 2 hours - JC cooldown can then remain at 24h, as it will only serve to travel
or, as an option for those who think there will be less imps destroyed, 2 different SIA. One only for implant slots 6 - 10 with a higher cooldown, and another for slots 1 - 10 with a lower cooldown. But personaly i think that will be unnecessary. Imho SIA will increase the demand of hardwiring, as everyone will create sets for different purposes. Also more hardwirings will blow, as players don't have the 24h restriction for clone jump and therefore could more easily fight for the battle at hand, which they may had not while have their +5 attribute enhancers fitted or the wrong combat imps. There will be no change to the destruction of the expensive imps, as they actually only blow when players get cauth in a surprise when not prepared. This will remain the same.
Thanks for your support. 
1) Firstly the reason that newbie pilost should atleast have a "kiddie" SIA is they have something to plug in the initial basic implants into, the stuff they get from story missions initially. It will be pretty basic, +1 Implants only, and only 3 slots. 2)Cooldown of 1 hr is fine, AFTER the pilot has unplugged his SIA, but before he can unplug his next one. 3) JCs can remain at 24hrs then sure, since people can now have multiple sets of SIAs per JC as well 4)Yes I think demand for all kinds of implants and the additional exponential costs of SIAs shall really be a boost to the market as well as increasing PvP
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Gypsio III
Bambooule
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Posted - 2008.05.06 10:54:00 -
[56]
Quote: Horrible idea. Horrible horrible idea. You buy one of those widgets, plug +5s, and always undock without them thanks to the widget. How do you ever lose them?
If said implant widget was constantly carried in a body as opposed to be able to plug it out (so you'd have in your clone all together a set of snakes, a set of slaves and a set of +5s) and the widget allowed you to switch between implant sets but when you got podded you lost all of them, then fine.
OPs idea, otherwise is horrible and I bet carebears love it.
That.
Come on, it's a stupid idea. It defeats the entire point of implants - that they're an optional extra with significant risk involved. Whoever thought this up must be a colossal carebear. |

Fangedterror
Caldari Maximum Yarrage
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Posted - 2008.05.06 10:56:00 -
[57]
I think it would be a great idea. CCP really needs more money flowing back to them... I would just like to know how much this item would cost.
Fanged
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Seishi Maru
Infinity Enterprises Odyssey.
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Posted - 2008.05.06 12:04:00 -
[58]
If you don go PVP because of your implants (and here I am talking normal implants not +5 complete sets neither crystal sets etc...) then you don cut to pvp. PV is about risking.. don't want to risk, don PVP, simple.
Smart people have PVP clones with 2 * +3 implants (that cover the skill you are training at moment). Then when you know you won't go pvp for some time, JC to a +5 set and sleep.
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Silvana Kor'ah
Minmatar
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Posted - 2008.05.06 15:29:00 -
[59]
Originally by: Seishi Maru If you don go PVP because of your implants (and here I am talking normal implants not +5 complete sets neither crystal sets etc...) then you don cut to pvp. PV is about risking.. don't want to risk, don PVP, simple.
Smart people have PVP clones with 2 * +3 implants (that cover the skill you are training at moment). Then when you know you won't go pvp for some time, JC to a +5 set and sleep.
will those kind of dump postings ever end? 
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eranonal
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Posted - 2008.05.06 16:59:00 -
[60]
Originally by: Gypsio III
Come on, it's a stupid idea. It defeats the entire point of implants - that they're an optional extra with significant risk involved. Whoever thought this up must be a colossal carebear.
No way.
For hardwirings this makes perfect sense. Different hardwiring sets boost ships with different roles and bonuses. It's a solid idea to be able to choose your hardwiring as often as you switch ships. And the OP is right, this doesn't decrease ISK risk or loss and does encourage more PvP. I hate flying my nano-fits without speed hardwirings and my battleship sets without dmg hardwirings.
The problem comes down to the attribute implants. Where as hardwirings provide no benefit while being docked and thus have to be risked to be used, attribute enhancers do provide bonuses while docked. So people would just buy a +5 set and never undock in them. That's a problem.
Personally, I have pirate implants which I pvp in, and I'd really like to be able to switch to my +5 set every so often to pick up the train time, but since I'm on daily and my pirate implants make such a huge difference I just have to suck it up and lose the train time. I would really like a balanced solution that'd let me gain the train time without losing the combat utility.
It'd be nice to see that changed. Maybe there could be some form of non-dockable stucture located in low sec where implants could be changed with implants in the cargohold or something similar
Obviously this site could be camped and would be contested for it's utility. Might give us another combat venue besides stations, gates, the occasional belt and the rare mission or safespot. |
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