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Player Features and Ideas Discussion

 
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Cybernetic Clone Lock Implant

Author
Captain Africa
GRIM MARCH
#1 - 2011-10-12 12:56:52 UTC
Today I want to introduce the Cybernetic Clone Lock Implant.

Why this Implant:

One of the biggest drawbacks of null sec reside is the huge risk of roaming around in +5 implants or taking part in any 0.0 fleet ops with an expensive jump clone.

In my opinion the most important element revolving around Eve online is training, and for me it dictates when and what I do where. Whether you are an old pilot or new , the amount of sp per hour remains critical in your progress and dictates what you do in Eve. Why should pilots in Null carry such a huge risk compared to pilots in High sec? I believe this is probably one of the biggest factors why people rather hang out in High sec. I mean if you’re serious about maximum training you certainly don’t want to train a month or two longer per annum than your counterpart sitting cosy in High sec.

• I propose CCP look at an additional implant slot 11 for this proposed implant.
• You would need Cybernetics trained to level V
• With this mod installed, jump clone availability after a jump is instantly – no 24 hour waiting for availability.

Advantages:

• You don’t lose a day’s training every time you clone jump......And don’t feel like you’re screwing yourself with additional training time every time you’re ready to engage in the best Eve has to offer.

CCP since you are in the spirit of fixing things – do this and you will have a massive migration from High to Low and Null sec.
Robert Caldera
Caldera Trading and Investment
#2 - 2011-10-12 12:58:53 UTC  |  Edited by: Robert Caldera
you do neither need +5 for 0.0 nor maximum skill speed but only few proper ships to fly while you train for anothers.

your implants are destroyed together with your body, so locks dont make sense.
Since your clone is fresh, it does not have any implants in it, so you have to buy new ones every time you are podded.
Feligast
Brutor Tribe
Minmatar Republic
#3 - 2011-10-12 13:00:22 UTC
Disadvantages: Instant, limitless ranged power projection across the universe. Want to attack an enemy? Jump clone. Uh oh, second enemy wants to take advantage and hit your home system? No problem, jump clone back. Need to get to Jita? Jump clone, buy items, put on courier contract, jump back.

Entirely too overpowered. I could maybe get behind skilling to reduce the timer to 12 hours, but that would be the absolute minimum.
Captain Africa
GRIM MARCH
#4 - 2011-10-12 13:14:33 UTC  |  Edited by: Captain Africa
Feligast wrote:
Disadvantages: Instant, limitless ranged power projection across the universe. Want to attack an enemy? Jump clone. Uh oh, second enemy wants to take advantage and hit your home system? No problem, jump clone back. Need to get to Jita? Jump clone, buy items, put on courier contract, jump back.

Entirely too overpowered. I could maybe get behind skilling to reduce the timer to 12 hours, but that would be the absolute minimum.


WeIl there goes my implant ! - I get what your saying and agree. The argument remains - it is about training time (null vs high sec) not clone jumping. CCP need to split implants from hardwiring and your clone or find some other way around it.

Maybe your implants should be fixed to a station to some sort of device and transfer the attributes to you remotely.....as an option.
Aqriue
Center for Advanced Studies
Gallente Federation
#5 - 2011-10-12 14:09:01 UTC
Captain Africa wrote:
Maybe your implants should be fixed to a station to some sort of device and transfer the attributes to you remotely.....as an option.

*cough* POS Fuel to raise attributes in a station *cough* Isk sink! of consumed items vs implants you can keep indefinately *cough* cheap in the short run costs same in the long run *cough* High market manipulation to raise prices *cough* uninterrupted training *cough* Less feel of risk over loss of training time when SP accumulation is measured in years when no one will ever hit the SP cap *cough*

Sorry, was drinking a Quafe and it went down the wrong pipe
Akara Ito
Phalanx Solutions
#6 - 2011-10-12 14:58:31 UTC
The only good idea that I ever saw to change JCs is to balance the timer until you can jump again with the distance of your last jump.

If you wanna jc to the other end of the galaxy you better have a week until you need to get back, while changing clone within a station could have a greatly reduced timer of say 3 to 12 hours.

Also add a small fee to clonejumps based based on range or something.
Captain Africa
GRIM MARCH
#7 - 2011-10-12 18:29:28 UTC
Akara Ito wrote:
The only good idea that I ever saw to change JCs is to balance the timer until you can jump again with the distance of your last jump.

If you wanna jc to the other end of the galaxy you better have a week until you need to get back, while changing clone within a station could have a greatly reduced timer of say 3 to 12 hours.

Also add a small fee to clonejumps based based on range or something.


That works for me !
Captain Africa
GRIM MARCH
#8 - 2011-10-12 19:08:41 UTC  |  Edited by: Captain Africa
Aqriue wrote:
Captain Africa wrote:
Maybe your implants should be fixed to a station to some sort of device and transfer the attributes to you remotely.....as an option.

*cough* POS Fuel to raise attributes in a station *cough* Isk sink! of consumed items vs implants you can keep indefinately *cough* cheap in the short run costs same in the long run *cough* High market manipulation to raise prices *cough* uninterrupted training *cough* Less feel of risk over loss of training time when SP accumulation is measured in years when no one will ever hit the SP cap *cough*

Sorry, was drinking a Quafe and it went down the wrong pipe


Blows ....when ur thinking of maxed out core skills and supporting skills ur talking round about 2-3 years training .....and close to 40 - 60 mil sp ......blows ..that’s the infinite threshold I’m referring to . You could probably fly every ship in a specific race well in about 3 years .. (That’s with max attributes and implants).

After 3 years you can start competing with pilots playing the game for longer than 4 years with loads of sp…I mean you can only fly one ship at a time

Now over a 3 year period I roughly could easily gain about 10 -15 % sp over a pilot that roams around with + 3 implants. I haven’t done the calculation but lets say its 5% then it is still a substantial amount of sp.

Sorry I was smoking your Quafe .....but then again you probably have no idea what sp per hour is and what difference +5 implants can make over that period of time ....