These forums have been archived and are now read-only.

The new forums are live and can be found at https://forums.eveonline.com/

Player Features and Ideas Discussion

 
  • Topic is locked indefinitely.
 

Eliminate clone grade skillpoints for a better thing.

Author
Sphit Ker
Ministry of War
Amarr Empire
#1 - 2013-02-02 08:52:08 UTC  |  Edited by: Sphit Ker
Instead of how many skillpoints the clone can retain upon death, make the clone grade define how many implants slots the clone have.


Edit: renamed from "Replace clone grade upgrade skillpoints stuff to implant slot amount."

It knows what you think.

Destination SkillQueue
Doomheim
#2 - 2013-02-02 09:17:51 UTC
What good will this bring to the game? The implants are already tiered by cost, so why tier the clone implant slots by cost too? There is already a natural increase in cost for the use of more and better implants and a skill that limits the access to the good implants, so why make another mechanic, that basicly just repeats what is already there. If it's just for the sake of an ISK sink, there are better and more convenient ways to implement ISK sinks.

There is also the danger, that if the multi slot clones are expensive, you've just put a significant barrier for new players to use even the cheapest implant sets or hardwirings. It might also change in general what implants are worth using, since the cheap 1% implants aren't worth putting on a clone that is many times more expensive. It would be like fitting an expensive faction ship with vanilla T1 gear. It's just a waste to use the cheapest stuff on an expensive clone. If the cost is insignificant, why not have a single clone with full implant slots?
Sphit Ker
Ministry of War
Amarr Empire
#3 - 2013-02-02 09:51:41 UTC
Destination SkillQueue wrote:
What good will this bring to the game? The implants are already tiered by cost, so why tier the clone implant slots by cost too? There is already a natural increase in cost for the use of more and better implants and a skill that limits the access to the good implants, so why make another mechanic, that basicly just repeats what is already there. If it's just for the sake of an ISK sink, there are better and more convenient ways to implement ISK sinks.

There is also the danger, that if the multi slot clones are expensive, you've just put a significant barrier for new players to use even the cheapest implant sets or hardwirings. It might also change in general what implants are worth using, since the cheap 1% implants aren't worth putting on a clone that is many times more expensive. It would be like fitting an expensive faction ship with vanilla T1 gear. It's just a waste to use the cheapest stuff on an expensive clone. If the cost is insignificant, why not have a single clone with full implant slots?


yea well. I'm not gonna lie. I lost amarr battleship 5 to a messed up pod jump. That's the real motivation behind this request. This rubs me very wrong. I consider it game time theft. Since the game can't even be arsed to provide a popup offering to upgrade the clone, and the fact that upgrading it offers exactly nothing gameplay wise besides dodging an opportunity for things to turn very wrong against you, I feel the clone grade to skillpoints retention stuff have to go away ASAP. Replace with a feature that has a point to it: implant slots.

Activation of a medical clone can still cost ISK the same way clone grades do. You just don't get to ~forget~ about it and find yourself set back entire weeks into the past. Basic (alpha?) clones can have a few slots to start with but if they want to start using hardwires besides CA-1/2 stuff, they'll have to upgrade to accept more implants in.

It knows what you think.

Danika Princip
GoonWaffe
Goonswarm Federation
#4 - 2013-02-02 17:34:30 UTC
Sphit Ker wrote:
Destination SkillQueue wrote:
What good will this bring to the game? The implants are already tiered by cost, so why tier the clone implant slots by cost too? There is already a natural increase in cost for the use of more and better implants and a skill that limits the access to the good implants, so why make another mechanic, that basicly just repeats what is already there. If it's just for the sake of an ISK sink, there are better and more convenient ways to implement ISK sinks.

There is also the danger, that if the multi slot clones are expensive, you've just put a significant barrier for new players to use even the cheapest implant sets or hardwirings. It might also change in general what implants are worth using, since the cheap 1% implants aren't worth putting on a clone that is many times more expensive. It would be like fitting an expensive faction ship with vanilla T1 gear. It's just a waste to use the cheapest stuff on an expensive clone. If the cost is insignificant, why not have a single clone with full implant slots?


yea well. I'm not gonna lie. I lost amarr battleship 5 to a messed up pod jump. That's the real motivation behind this request. This rubs me very wrong. I consider it game time theft. Since the game can't even be arsed to provide a popup offering to upgrade the clone, and the fact that upgrading it offers exactly nothing gameplay wise besides dodging an opportunity for things to turn very wrong against you, I feel the clone grade to skillpoints retention stuff have to go away ASAP. Replace with a feature that has a point to it: implant slots.

Activation of a medical clone can still cost ISK the same way clone grades do. You just don't get to ~forget~ about it and find yourself set back entire weeks into the past. Basic (alpha?) clones can have a few slots to start with but if they want to start using hardwires besides CA-1/2 stuff, they'll have to upgrade to accept more implants in.




In other words:

'I did a dumb thing, and because of that all new players should suffer while vets are really not affected at all', right?
Sphit Ker
Ministry of War
Amarr Empire
#5 - 2013-02-02 18:43:11 UTC
Danika Princip wrote:

In other words:

'I did a dumb thing, and because of that all new players should suffer while vets are really not affected at all', right?



Suffer? What the hell are you talking about? Give your bloody brain a chance.

It knows what you think.

Danika Princip
GoonWaffe
Goonswarm Federation
#6 - 2013-02-02 18:50:50 UTC
Sphit Ker wrote:
Danika Princip wrote:

In other words:

'I did a dumb thing, and because of that all new players should suffer while vets are really not affected at all', right?



Suffer? What the hell are you talking about? Give your bloody brain a chance.



New players can no longer use the same implants they are currently able to, unless they spend a fortune on a better clone.

Therefore, new players suffer.
Sphit Ker
Ministry of War
Amarr Empire
#7 - 2013-02-02 19:39:06 UTC
Nah you miss-understood a little bit. I'm not defining the specifics of the new systems. I am only drawing the big outlines. How many slots per grade and much it all cost is entirely up to CCP.

New players are generally not flying around with 10 implants in their heads anyway. Those who do surely can afford the little upgrade.

I don't want to hear about people loosing weeks of training over such an silly and trivial oversight ever again. The weirdos who like that kind of ~consequences~ are free to trash half their hangars once in while.

It knows what you think.