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Make Training Implants a Captain's Quarters Function

Author
Bluddwolf
Heimatar Military Industries
#1 - 2012-05-26 13:09:09 UTC  |  Edited by: Bluddwolf
CCP could change training "implants" into a Captain's Quarters function, so that you're only getting training boost when you are "docked" and your training "implants" will never be at risk or tied to one particular clone.

All other implants would remain the same, being specific to the clone they are in and remaining at risk of loss.

What this change would do is limit the need to jump clone as often. It won't change the cost or the risk of loss of those +5 implants, because I don't know anyone who actually puts them at risk.

It will slow down the training time for those who are very active in space, but they would make up some of it by docking every night and logging into their training program while off line.

It even makes sense as a mechanic of the technology of New Eden. It makes more sense that a capsuleer is focusing the managaemnt of his / her augments directly related to space operations while in space. When in their quarters, the opposite is true,

Please discuss by pointing out additional Pros and Cons to this idea.

EVE Online Fan ... Looking for "End Game" since 2006 ... Happily, I still havn't found it

betoli
The Scope
Gallente Federation
#2 - 2012-05-26 13:27:14 UTC  |  Edited by: betoli
Bluddwolf wrote:

Please discuss by pointing out additional Pros and Cons to this idea.


No need to replace the implants, just add choice. Something like;

Add a new game item: a captains quarters upgrade that you can install in a specific station

Attributes used for training are the maximum of your clone implants and the station installed facility (if you are docked in that station).

Once installed in a station, the upgrade cannot be moved.

The station facility degrades over time, and starts to provide less boost after 3 months, completely breaks after 9 months.

Station facilities are auto-removed if your standing to the owner/ or faction drops below a threshold

You can install the upgrade in different stations - possibly with a total installation cap dictated by a new skill.

POS module variant?

Total boost maximum is not increased, new sink for ISK, new skills needed, increases sense of home base, whilst maintaining mobility and enhancing PVP options.
Heimdallofasgard
Ministry of Furious Retribution
Insidious.
#3 - 2012-05-26 13:57:03 UTC
I like the idea of emphasising the home base... at the moment my home station is just a place where I keep all my gift ships, corpses and a lvl 4 fitted t3 for if I loose everything.

Would need a pos or wormhole variant at the risk of pissing off a lot of wormholers.
Danika Princip
GoonWaffe
Goonswarm Federation
#4 - 2012-05-26 14:18:02 UTC
You...want to discourage undocking? And activity punish people for playing the game? And remove a large isk sink (LP store implant buying), not to mention a major risk? (Losing your implants)


What is wrong with you?
Bluddwolf
Heimatar Military Industries
#5 - 2012-05-26 15:50:46 UTC  |  Edited by: Bluddwolf
Danika Princip wrote:
You...want to discourage undocking? And activity punish people for playing the game? And remove a large isk sink (LP store implant buying), not to mention a major risk? (Losing your implants)


What is wrong with you?



You apparently misunderstood my post.

1. Undocking would still take place. Players will just lose the training boost from impants while they are in space. However, they will probably make this up because they can get those boosts back in any station they park in for their offline time.

2. They will also have to use their jump clones less often. There won't be the need for a training clone. This prevents them from not going without the training boost for a full 24 hour period.

3. There is no loss of the ISK sink or LP sink you suggest. As I said, I don't know anyone who leaves dock with a set of +5s. They don't have a risk now, they won't with my idea.

4. The only implants that will still carry a risk of lose are the combat ones, which makes sense.

5. Undocking is then, encouraged because players are not tied for 24 hours to the wrong clone or afraid to undock because they have their head full of +5s.

betoli wrote:
Add a new game item: a captains quarters upgrade that you can install in a specific station

Attributes used for training are the maximum of your clone implants and the station installed facility (if you are docked in that station).

Once installed in a station, the upgrade cannot be moved.

The station facility degrades over time, and starts to provide less boost after 3 months, completely breaks after 9 months.

Station facilities are auto-removed if your standing to the owner/ or faction drops below a threshold

You can install the upgrade in different stations - possibly with a total installation cap dictated by a new skill.

POS module variant?


The probelm with having the training tied to a specific or a limited number of stations is that this would in fact punish the most active players. The only way it would balance out is that they need to have the ability to boost trianing in any station they park for the off-line or inactve time period. Portablity is key!

@Heimdallofasgard: You are currect, there would have to be a POS varient to make this fair for the 0.0 / WH residents.

EVE Online Fan ... Looking for "End Game" since 2006 ... Happily, I still havn't found it

Danika Princip
GoonWaffe
Goonswarm Federation
#6 - 2012-05-26 16:19:55 UTC
Bluddwolf wrote:
Danika Princip wrote:
You...want to discourage undocking? And activity punish people for playing the game? And remove a large isk sink (LP store implant buying), not to mention a major risk? (Losing your implants)


What is wrong with you?



You apparently misunderstood my post.

1. Undocking would still take place. Players will just lose the training boost from impants while they are in space. However, they will probably make this up because they can get those boosts back in any station they park in for their offline time.

2. They will also have to use their jump clones less often. There won't be the need for a training clone. This prevents them from not going without the training boost for a full 24 hour period.

3. There is no loss of the ISK sink or LP sink you suggest. As I said, I don't know anyone who leaves dock with a set of +5s. They don't have a risk now, they won't with my idea.

4. The only implants that will still carry a risk of lose are the combat ones, which makes sense.

5. Undocking is then, encouraged because players are not tied for 24 hours to the wrong clone or afraid to undock because they have their head full of +5s.

betoli wrote:
Add a new game item: a captains quarters upgrade that you can install in a specific station

Attributes used for training are the maximum of your clone implants and the station installed facility (if you are docked in that station).

Once installed in a station, the upgrade cannot be moved.

The station facility degrades over time, and starts to provide less boost after 3 months, completely breaks after 9 months.

Station facilities are auto-removed if your standing to the owner/ or faction drops below a threshold

You can install the upgrade in different stations - possibly with a total installation cap dictated by a new skill.

POS module variant?


The probelm with having the training tied to a specific or a limited number of stations is that this would in fact punish the most active players. The only way it would balance out is that they need to have the ability to boost trianing in any station they park for the off-line or inactve time period. Portablity is key!

@Heimdallofasgard: You are currect, there would have to be a POS varient to make this fair for the 0.0 / WH residents.



Okay, let's begin.

1. Undocking is actively punished. If I go on a four hour long op, that's four hours with no training boosts. That adds up, especially on long skills. Under the cirrent system. I plug in my +3s and don't worry about it. Yeah, they're not +5s, but I don't get punished for undocking.

2. I will use my jump clones exactly the same amount. One in highsec, a couple of others for various specialised hardwirings, one or two over in a staging constellation. Where, exactly, is my need to use less jump clones?

3. Yes there is. +5s are not the only implants people use. The destruction og +1, 2, 3 and 4 implants happens too, and the purchase of them in the LP store is the ISK sink I was talking about.You would be removing that.

4. Why does that make sense? Why should people get the bonuses with zero risk, other than because you just don't want to lose your training time?

5. No, it's not. It's discouraged because you lose training time every time you try to play. PVP, ratting, even missioning, if you undock you suffer.
betoli
The Scope
Gallente Federation
#7 - 2012-05-26 16:34:40 UTC  |  Edited by: betoli
Bluddwolf wrote:

The probelm with having the training tied to a specific or a limited number of stations is that this would in fact punish the most active players. The only way it would balance out is that they need to have the ability to boost trianing in any station they park for the off-line or inactve time period. Portablity is key!

@Heimdallofasgard: You are currect, there would have to be a POS varient to make this fair for the 0.0 / WH residents.


I guess I disagree with this bit. This shouldn't be a buff, if the upgrade applied to any station, then it would simply remove the isk sink of implants, there would not be a downside to using the new approach. I could buy into the idea that the upgrade could be moved - but it should require a decent sized hauler - not something that you can stick in your back pocket and take with you. We want space to be big, there should be a penalty for force projection over distance. And people still have the option of implants should they want to randomly roam and not have to return to a limited set of stations.

People who want the benefit of being able to dock up and get fast training anywhere would simply have to invest more in upgrades to get that benefit - in the same way that they currently have to have multiple high spec clones dotted around. If these upgrade costed similar to an implant, then its not too much to ask to get people to upgrade as many stations as they need for the convenience of zero risk death.

In regards discouragement from undocking - thats nonsense. if your grumbling about 4 hours having no boost whilst flying, then simply keep your clone +3s - this is an improvement over the current system where clone jumping would leave you in a +3 clone for 24 hours - rather than the time you actually spend in space.
Tippia
Sunshine and Lollipops
#8 - 2012-05-26 16:42:59 UTC  |  Edited by: Tippia
Yeah, no.

No matter how you try to spin it, this actively discourages undocking.

Your implants are meant to be at risk and if you can't stand that, there are ways to avoid it that you can choose to employ. An all-encompassing punishment to all who choose to be active in space, where the only option is “don't be active in space” is just mind-bogglingly bad. Ugh

So: it doesn't solve any kind of problem; it imposes nonsensical punishment on people who fly a lot; it tries to obsolete existing mechanics. It's a horrible idea in every way imaginable.
betoli
The Scope
Gallente Federation
#9 - 2012-05-26 16:46:29 UTC  |  Edited by: betoli
Tippia wrote:
Yeah, no.

No matter how you try to spin it, this actively discourages undocking.


Go on then give us some figures....

How is 'only getting +3 while in space' more discouraging than 'only getting +3 for 24 hours so that I can spend a small amount of that time in space'?

The point that CJ ing massively discourages PVP is frequently made on the boards.
Mag's
Azn Empire
#10 - 2012-05-26 16:57:26 UTC
No thank you. Nothing in regards to training, should be tied to CQ.

Destination SkillQueue:- It's like assuming the Lions will ignore you in the Savannah, if you're small, fat and look helpless.

Tippia
Sunshine and Lollipops
#11 - 2012-05-26 16:59:45 UTC
betoli wrote:
How is 'only getting +3 while in space' more discouraging than 'only getting +3 for 24 hours so that I can spend a small amount of that time in space'?
Because you'd have +5s for those 24h if you so chose without any kind of penalty. Because you choose to spend all of those 24h in space anyway. Because it would be “only ±0” while in space per the OP's suggestion. Because you're making universal assumptions about the choices people make as far as spending their time and ISK.

It's an idiotic idea because it removes choice and forces people to do things to get the benefits they've paid for.
Trollin
Perkone
Caldari State
#12 - 2012-05-26 17:34:19 UTC  |  Edited by: Trollin
cq is bonk i disabled that as soon as i realized i could.

i dont need to lag out every time i dock to load a superfluous 3d environment

and i know a **** ton of people who undock in +5 all the time, look at any killboard and you will see them too.

We are our own worst enemy.

Jack Carrigan
Order of the Shadow
#13 - 2012-05-26 17:44:52 UTC
Stupid idea is stupid.

I am the One who exists in Shadow. I am the Devil your parents warned you about.

||CEO: Order of the Shadow||Executor: The Revenant Order||Creator: Bowhead||

betoli
The Scope
Gallente Federation
#14 - 2012-05-26 18:30:09 UTC
Tippia wrote:
betoli wrote:
How is 'only getting +3 while in space' more discouraging than 'only getting +3 for 24 hours so that I can spend a small amount of that time in space'?
Because you'd have +5s for those 24h if you so chose without any kind of penalty. Because you choose to spend all of those 24h in space anyway. Because it would be “only ±0” while in space per the OP's suggestion. Because you're making universal assumptions about the choices people make as far as spending their time and ISK.


per the OP's specific words yes. If you were allowed to have implants as well, no.

Quote:

It's an idiotic idea because it removes choice and forces people to do things to get the benefits they've paid for.


If it was an alternative coexisting mechanism, then it would present more choice, supporting a wider range of play style, whilst still exactly preserving the existing risk/reward options and getting more people into PVP.

You know very few ideas are perfect at the first proposal, and need a bit of iteration - that doesn't mean they suck completely.

betoli
The Scope
Gallente Federation
#15 - 2012-05-26 18:31:47 UTC
Trollin wrote:
cq is bonk i disabled that as soon as i realized i could.

i dont need to lag out every time i dock to load a superfluous 3d environment



You wouldn't need CQ enabled for this. Its got nothing to do with a graphic environment

Tippia
Sunshine and Lollipops
#16 - 2012-05-26 18:56:07 UTC
betoli wrote:
per the OP's specific words yes. If you were allowed to have implants as well, no.
You already are, so we can safely ignore the latter. In other words, yes, it's still disincentivising undocking and that's just an awful idea to begin with.

Quote:
If it was an alternative coexisting mechanism, then it would present more choice, supporting a wider range of play style, whilst still exactly preserving the existing risk/reward options and getting more people into PVP.
If it was an alternative coexisting mechanism, then it would be even worse. You do not offer two completely different mechanics to cover one thing; you have one mechanic and let everyone play by the same rule, so no, it would not preserve the existing risk/reward options. Allowing some people to keep their implants safe for no good reason is… well… unreasonable.

Quote:
You know very few ideas are perfect at the first proposal, and need a bit of iteration - that doesn't mean they suck completely.
Quite often they do, actually, as in this case. Your implants are meant to be in danger. If you want to keep them safe, there are already options for that, but an automatic make-them-impossible-to-lose mechanic is so deeply flawed and contrary to every last design principle of the game that it automatically and completely sucks.
Bluddwolf
Heimatar Military Industries
#17 - 2012-05-26 19:13:41 UTC
Tippia wrote:
it's still disincentivising undocking and that's just an awful idea to begin with.


Stilll don't see why. If I did not have to use a jump clone to get the training boost to begin with, I would be more inclined to spend that 24 hour period in space. In particular, more likely than not in low sec space and in PVP fighting.

But If I'm stuck in my training clone for 24 hours, I'm less likely to undock, unless of course I'm in high sec and not war dec'd.

Besides, I'd assume that you actually spend more time in dock (when you're not playing) than you do in space when you are. The training boost you would lose is very nominal. If the training boost were tied to any station you happen to be in, that would even off set the lose because you would not be trapped in a non training boost Jump Clone.

The problem is, the 24 hour Jump Clone clock. If we were able to manually enter a Jump Clone, whenever we wished to, even at a cost, that would remove the need for what i suggest.

EVE Online Fan ... Looking for "End Game" since 2006 ... Happily, I still havn't found it

Bluddwolf
Heimatar Military Industries
#18 - 2012-05-26 19:22:29 UTC
Quote:
Quite often they do, actually, as in this case. Your implants are meant to be in danger. If you want to keep them safe, there are already options for that, but an automatic make-them-impossible-to-lose mechanic is so deeply flawed and contrary to every last design principle of the game that it automatically and completely sucks.



Jeeze....Think you can calm down a bit? This is a suggestion forum, and I specifically asked for additional Pros and Cons. Yes, even Cons are welcome. But, to say that an idea is "automatically and completely sucks" is not constructive. What are you 12 years old?

As another poster had stated, this was just the first idea. I am open to that idea evolving and altering to fit a happy compromised suggestion for CCP to consider.

EVE Online Fan ... Looking for "End Game" since 2006 ... Happily, I still havn't found it

Tippia
Sunshine and Lollipops
#19 - 2012-05-26 19:26:08 UTC
Bluddwolf wrote:
[Stilll don't see why.
Because you do not gain the benefits of your implants while you're undocked.

Quote:
Besides, I'd assume that you actually spend more time in dock (when you're not playing) than you do in space when you are.
So why do you want to punish people for undocking, giving them even more incentive to stay docked?

Quote:
The training boost you would lose is very nominal.
Good. Then there's no reason to implement your idea since you could just jump to a clone with lower implants — the loss in boost would be equally nominal.

Quote:
The problem is, the 24 hour Jump Clone clock.
Then fix the problem. Don't disincentivise undocking. Don't break the implant market. Don't break the core design idea that everything should be at risk.
betoli
The Scope
Gallente Federation
#20 - 2012-05-26 21:00:03 UTC  |  Edited by: betoli
Tippia wrote:
Bluddwolf wrote:
[Stilll don't see why.
Because you do not gain the benefits of your implants while you're undocked.

Quote:
Besides, I'd assume that you actually spend more time in dock (when you're not playing) than you do in space when you are.
So why do you want to punish people for undocking, giving them even more incentive to stay docked?

Quote:
The training boost you would lose is very nominal.
Good. Then there's no reason to implement your idea since you could just jump to a clone with lower implants — the loss in boost would be equally nominal.

Quote:
The problem is, the 24 hour Jump Clone clock.
Then fix the problem. Don't disincentivise undocking. Don't break the implant market. Don't break the core design idea that everything should be at risk.


Do you really think people would not undock because of this? Really? Why are thy playing if they just want to sit in a station?

Fixing the JC timer - as frequently proposed - has a side effect of allowing easier force projection at range. This is far more game breaking that the OP's alternate idea. Reducing a same-station timer to zero has the same effect of zero risk that your criticising this idea for.

I don't think the implant market would break, if you had to have multiple 'station implants' for each location, with an expiry timer, chances are overall demand would grow (an isk sink - a good thing). People would still want implants and they would also want 'station implants' for several locations. People would spend more on combat implants than learning ones maybe, but the overall market would expand....

I do agree that everything should be at risk in some form, however players living in a training clone that they never take into hostile space is hardly what I'd call 'at risk' either.
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