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[Idea] Medical Clones 2.0

Author
Swiftstrike1
Swiftstrike Incorporated
#1 - 2013-10-05 13:20:30 UTC  |  Edited by: Swiftstrike1
Response to Feedback

How medical clones currently work

  • There are many 'grades' of medical clone
  • Each grade is capable of retaining a certain number of skill points upon your death
  • Retaining more skill points costs more money



Why the current system is bad

  • Skill points are acquired passively therefore...
  • Over time, the price of a players medical clone increases.
  • This is an undue penalty to long term players AKA loyal customers!
  • There is no "choices & consequences" mechanic here, everyone simply buys the cheapest clone that will save all their SP
  • Eve is supposed to be all about choices & consequences!



Proposed change<-- This section is "implementation 1". Click here for a mockup image of "implementation 2".

  • Every medical clone can retain an unlimited number of SP.
  • Instead of paying for a higher SP limit, you pay for implant slots.
  • There are 18 clone grades in the new system.
  • Clone grade Alpha (1) has zero slots for implants.
  • Clone grades Beta - Kappa (2-11) each unlock a T1 implant slot up to a maximum of 10.
  • Clone grades Lambda - Rho (12-18) each replace a T1 implant slot with a T2/faction implant slot.
  • This makes the most expensive clone able to fit a full pirate implant set, plus a mindlink. Twisted
  • Note that I have avoided mentioning specific prices because I wouldn't know how to balance this properly Sad
  • You can only ever upgrade your med clone. You cannot downgrade and get a refund. <--- Edited
  • Your jump clones may all have different clone grades!
  • Upon changeover from current system, all existing clones are changed to clone grade Rho



Benefits of proposed change

  • No more penalising of loyal customers who have a lot of SP because they have played the game for a long time.
  • Removal of a SP loss mechanic. Nobody likes losing SP.
  • Introduction of meaningful choices and consequences to med clone selection.
  • Players pay according to the performance they want from their clone, not how long they have played the game for!
  • Jump clones having different clone grades means you can PvP with a cheap clone rather than a clone with cheap implants
  • Put an end to situations where the most expensive thing you lose is not your ship, modules or implants, but the clone itself!


Drawbacks

  • Badly affects younger characters who use T2 implants and have relatively few SP


Potential Exploits

  • None!
  • This change has zero capacity to affect other player characters.

Casual Incursion runner & Faction Warfare grunt, ex-Wormholer, ex-Nullbear.

Dyfchris
Doomheim
#2 - 2013-10-05 14:54:05 UTC
No.
Why because... No need to change that.
chaosgrimm
Synth Tech
#3 - 2013-10-05 15:43:37 UTC
Agreed with op that this should be readdressed. IMO I don't see a clone cost + SP lost penalty as something that makes the game better. It's just a general penalty for not using an alt.

Disagree with the OP's implementation. There should be a reasonable penalty for using expensive implants + getting podded in the same sense that using expensive modules / hulls will penalize you if you lose your ship.
Yolo
Unknown Nation
#4 - 2013-10-05 16:50:02 UTC
There is a matter of balance to handle here.

Clones cost Isk and work as a form of Isk sink.

So to have some balance, remove default (40%) insurance on ships but at the same time make clones free. nor more SP loss, and no need to upgrade a clone.

Players can then choose what to risk in forms of ships (insured or not), implants, modules. and not worry about clones.

- since 2003, bitches

Utremi Fasolasi
La Dolce Vita
#5 - 2013-10-05 17:18:15 UTC
In combination with CCP Seagulls last prezo this has me thinking:

- What if a default clone were always available for free like a rookie ship is. Full SP.

- What if the Cybernetics skill not only determined how many implants and what quality you can use but the quality of clone as well you could advance to and jump into.

- What if there were more advanced clones with more capabilities, player made from Genolution BP's, from harvested biomass and other materials.

- What if at medical stations you had a tab like ships and items but one for Clone Bay and could store advanced clones there, and change clones like you change ships. Perhaps the number of advanced clones is limited by your Biology skill or something.

Just brainstorming here.

Ivan Malik
Viziam
Amarr Empire
#6 - 2013-10-21 21:30:32 UTC
What if we integrated the building of clones with Dust? I'm not thinking of replacing the current system, but offer an alternative. If resources are gathered some how via dust interaction, shipped into eve, then processed into clones then people could buy and sell base clones. Being that the capsuleer's production process would be in its infancy the clones would then have to be processed further into the different clone grades for use in eve or as is for use in Dust. The additional processing would be used as an isk sink, at a reduced rate compared to what it is now though, and the current system of just buying the clones outright from npc's is still viable and needed to insure that there is never a shortage of clones. This system wouldn't replace anything, but allow for a less isk intensive way to get clones and has a viable connection with dust. This would strengthen the connection of the two games because if Dust mercs have eve connections they are responsible for their equipment only, reducing their isk risk in a battle and thus are more likely to act like mercenaries. The devs have stated that the moving of dust clones via eve pilots is on their To-Do, so why not extend that further and include the industry side of eve with dust in a very hands off way for now. This gives eve characters a caveat for doing so even if they have no dust connection and would build up the supply of clones to levels that could eventually meet the requirements for dust. Have the materials and clones be openly traded on the eve market, but the materials only harvestable in Dust. This essentially rewards folks for investing in the eve universe beyond eve or beyond dust and would bring the two games closer quickly in a way that won't cause a complete economic meltdown.

I like to take things from a NPE perspective. If it works for NPE and vets then it is a sound idea.

Caldari 5
D.I.L.L.I.G.A.F. S.A.S
Affirmative.
#7 - 2013-10-22 03:22:53 UTC
This actually sounds like a decent idea.

At least the idea goes a little outside the box to maintain a Clone System and removes the SP/Clone Level thing that we currently have.

would it be specific slots that are unlocked or would it be more of Pool Idea? Eg would Lambda open up 9 T1 Slots and 1 T2 Slot
Or only open the first slot for a T2? Thus if you wish to use any mindlinks you would need to use a Rho level clone?(as there are currently no T1 Mindlinks)
Gigan Amilupar
Viziam
Amarr Empire
#8 - 2013-10-22 06:13:00 UTC  |  Edited by: Gigan Amilupar
As much as I want to like this idea, I can't support it on the ground that it punishes people for acquiring higher level implants, that is, if I get some nice new implant I may not be able to use it on my current clone, I might need a higher level one with the slot. This essentially means that I lose out on all my existing implants if I want to upgrade and plug in a new, fancier implant and therefor runs counter to implant progression. I do kind of like where you are going with this, saying that more expensive clones should provide better benefits instead of holding more SP (and therefor punishing older players) but I don't think it should be tied to implant slots.

If I was to rework this idea I would be more in favor of advanced/faction clones that provide progressively better passive benefits, or that provide an additional boost to particular implant sets. A clone that gets an extra bonus to the snake set for instance would be fine. But having to re-buy all your skill implants so that you can get into a clone that can fit a snake implant is too harsh to be considered a good mechanic; unless the ability to transfer implants is implemented (which, depending on how a new clone system is set up might be ok, but it's not something I think CCP wants to do in the current system due to implants being one of the larger ISK-sinks). The only possible exception to this might be T2 implants, I would kind of make sense to require a larger initial investment to get into the higher tech.

We know that CCP is implementing the ability to build implants with Rubicon and that they have also kicked around the idea of the ability to refine biomass into new implants based on skill(s) (still a topic of conversation) and some kind of faction/T2 clones concept may lend itself well to that system should they ever decide to go that route. But I'll stop here, lest I seem like I'm hijacking your thread.
Caldari 5
D.I.L.L.I.G.A.F. S.A.S
Affirmative.
#9 - 2013-10-22 06:34:14 UTC
Gigan Amilupar wrote:
As much as I want to like this idea, I can't support it on the ground that it punishes people for acquiring higher level implants, that is, if I get some nice new implant I may not be able to use it on my current clone, I might need a higher level one with the slot. This essentially means that I lose out on all my existing implants if I want to upgrade and plug in a new, fancier implant and therefor runs counter to implant progression. I do kind of like where you are going with this, saying that more expensive clones should provide better benefits instead of holding more SP (and therefor punishing older players) but I don't think it should be tied to implant slots.

I believe that the Clones would work in a similar fashion to current, you don't have to re-install implants into the better clone, but you do have to upgrade to add additional implant slots or implants that are T2.

EG if you have 5 implants currently(Attribute implants most likely) and you wish to add a skill implant, then you will need to upgrade your clone to one that has 6 implant slots available, all the original implants stay and you can then plug in your new shiny skill implant.


Or at least that is the way that I read it
Gigan Amilupar
Viziam
Amarr Empire
#10 - 2013-10-22 06:38:11 UTC
Caldari 5 wrote:
Gigan Amilupar wrote:
As much as I want to like this idea, I can't support it on the ground that it punishes people for acquiring higher level implants, that is, if I get some nice new implant I may not be able to use it on my current clone, I might need a higher level one with the slot. This essentially means that I lose out on all my existing implants if I want to upgrade and plug in a new, fancier implant and therefor runs counter to implant progression. I do kind of like where you are going with this, saying that more expensive clones should provide better benefits instead of holding more SP (and therefor punishing older players) but I don't think it should be tied to implant slots.

I believe that the Clones would work in a similar fashion to current, you don't have to re-install implants into the better clone, but you do have to upgrade to add additional implant slots or implants that are T2.

EG if you have 5 implants currently(Attribute implants most likely) and you wish to add a skill implant, then you will need to upgrade your clone to one that has 6 implant slots available, all the original implants stay and you can then plug in your new shiny skill implant.


Or at least that is the way that I read it



On second view, obviously. This is why I shouldn't post when tired.
Swiftstrike1
Swiftstrike Incorporated
#11 - 2013-10-22 13:02:09 UTC
Happy to see a bit of renewed interest here, I must confess that I'd completely forgotten about this post Roll. Let me just address a couple of issues people have raised:

  1. Wouldn't this be an unfair punishment for players using high end implants?
  2. Are slots unlocked in a specific order?
  3. Can I upgrade a clone if I want to install another implant or will I need a new clone?

Firstly, I do not think of this as a punishment for wanting to use high end implants at all. I think of my implants as modules and my clone as a ship. If I want to use the biggest baddest modules (e.g. a battleship sized gun instead of a cruiser sized weapon) then I have to use a ship capable of fitting them!

Next, implant slots would not be unlocked in any specific order. There would be an implant slot 'pool' just like someone suggested. For example if I had 6 slots available and 5 learning implants plugged in, I could then plug in another T1 implant into any of slots 6-10.

Finally, my original idea was that you would need to choose the number of implant slots when you pay for a new clone and then you'd be stuck with that decision until the clone gets destroyed. Having read the responses though, I now think it would be better to allow players to upgrade a clone at stations with medical services at any time. I shall update the OP accordingly.

Casual Incursion runner & Faction Warfare grunt, ex-Wormholer, ex-Nullbear.

Ivan Malik
Viziam
Amarr Empire
#12 - 2013-10-22 19:16:12 UTC
Swiftstrike1 wrote:

Firstly, I do not think of this as a punishment for wanting to use high end implants at all. I think of my implants as modules and my clone as a ship. If I want to use the biggest baddest modules (e.g. a battleship sized gun instead of a cruiser sized weapon) then I have to use a ship capable of fitting them!

Finally, my original idea was that you would need to choose the number of implant slots when you pay for a new clone and then you'd be stuck with that decision until the clone gets destroyed. Having read the responses though, I now think it would be better to allow players to upgrade a clone at stations with medical services at any time. I shall update the OP accordingly.


Something that I think you are forgetting is the "science" and lore behind what implants and clones are. You are suggesting that someone can switch to a completely different body and take augmentation with them that is installed in a completely different one. While what you are suggesting makes sense from a game mechanic standpoint, it is really hard to explain from a lore and "science" standpoint. Both are needed for a feature to be changed. That being said having a body that has a specific number of augmentation slots actually makes more sense to me then having a brain that can only fit some much information.

Is the whole replacing implants going to be a big deal though, if capsuleers can manufacture them? Under your original system demand would be higher because every time you want a new implant then you also have to buy a new clone and a new set of the old implants, or you plan ahead like you would if you were going to do an extensive medical procedure. IMO your old system makes more sense. Not only would it benefit the manufacturing of implants, but also the manufacturing of clones. (That is assuming what I said above is implemented as well.)

This is all fine and dandy, but IMO this would be a nice addition to the game, not a replacement for the current system.

I like to take things from a NPE perspective. If it works for NPE and vets then it is a sound idea.

Swiftstrike1
Swiftstrike Incorporated
#13 - 2013-10-22 19:27:57 UTC
Ivan Malik wrote:
You are suggesting that someone can switch to a completely different body and take augmentation with them that is installed in a completely different one

No I'm not. I have not suggested that anywhere. I'm not sure where you're getting that from What? I understand your concern though, game lore is important to me too. Game lore is why I prefer my original implementation where you could not upgrade a clone after implants had been installed, but that would be very harsh from a game balance perspective.

Casual Incursion runner & Faction Warfare grunt, ex-Wormholer, ex-Nullbear.

Benar Ellecon
Card games on MOTORCYCLES
#14 - 2013-10-22 19:40:15 UTC
You would not necessarily need to create a new cone to add the extra implant, you would just pay a bit more than it would have been to add it to the clone upon creation for a "procedure/surgery" that would be done to you to allow the new implant slot into your current clone. Like an upgrade.

Fly with your hair on FIRE!

Ivan Malik
Viziam
Amarr Empire
#15 - 2013-10-22 20:23:50 UTC
Swiftstrike1 wrote:
Ivan Malik wrote:
You are suggesting that someone can switch to a completely different body and take augmentation with them that is installed in a completely different one

No I'm not. I have not suggested that anywhere. I'm not sure where you're getting that from What? I understand your concern though, game lore is important to me too. Game lore is why I prefer my original implementation where you could not upgrade a clone after implants had been installed, but that would be very harsh from a game balance perspective.


My mistake, I interpreted this bit:
Swiftstrike1 wrote:
Finally, my original idea was that you would need to choose the number of implant slots when you pay for a new clone and then you'd be stuck with that decision until the clone gets destroyed. Having read the responses though, I now think it would be better to allow players to upgrade a clone at stations with medical services at any time. I shall update the OP accordingly.

to mean that when you upgraded to a new clone you physically changed to a new clone that has the increased augmentation slots. Are you more referring to a system like Benar Ellecon described? I'm trying to wrap my head around this from a non game mechanic perspective.

I like to take things from a NPE perspective. If it works for NPE and vets then it is a sound idea.

Swiftstrike1
Swiftstrike Incorporated
#16 - 2013-10-22 21:16:45 UTC
Yes, just like Benar proposed. When you want an extra implant slot, you pop into your local medical facilities for a little brain surgery lol. You keep the same clone, just with a little extra hardware upstairs Big smile

Casual Incursion runner & Faction Warfare grunt, ex-Wormholer, ex-Nullbear.

Bischopt
Sebiestor Tribe
Minmatar Republic
#17 - 2013-10-22 21:45:31 UTC
huh, this sounds like a pretty good idea.

The only thing the current clone system adds to the game is the possibility of SP loss which, to be honest, almost never happens.

While I would very much like to preserve the SP loss system (because it's hardcore), the system where you basically pay ISK just for having a certain amount of SP is pretty ridiculous and adds nothing to gameplay. To be fair, it is an isk sink but that's all it is.

So yeah, I like this proposed idea but I'd still like to see SP loss as a possibility, just because EVE needs to remain harsh and unforgiving.
Swiftstrike1
Swiftstrike Incorporated
#18 - 2013-10-22 22:02:51 UTC
If skill point loss is a mechanic that players and/or devs would want to preserve, then I have a contingency plan for that too:

Implants can be installed without upgrading the clone, but each implant beyond the current clone grade introduces an amount of skill point loss upon pod death.

Here's an example. You jump into a fresh clone which you intend to use as a fleet booster. You are supremely confident in your logistics pilots so you plug in a full set of High Grade Slave implants and a Navy Mindlink, filling your last 3 implant slots with whatever else comes to mind. But alas, the plan goes to **** and you end up slow boating your pod to the edge of a warp disruption bubble when suddenly... BOOM! You wake up in a station... and to your horror, you realise that you forgot to upgrade your clone before your excursion. Having died whilst in a clone with a head full of implants and no hardware to support them you have just lost a metric **** ton of SP and now you can't fly that command ship at all! Mwuhahahaha

Casual Incursion runner & Faction Warfare grunt, ex-Wormholer, ex-Nullbear.

Marek Melkan
Brutor Tribe
Minmatar Republic
#19 - 2013-12-02 16:54:22 UTC
The clone upgrade thing is fine the way it is.

It forces you to take care of your clone and makes your think twice before letting whoever shot you teleport you back to station.

Your option opens the doors to noobs fighting in EVE with a credit card.

A good implant set will turn a mediocre pilot into a pilot who still mediocre but has 10%+ extra tank/dps/speed.... Anyone interested in getting ganked by one of these?...

OkaskiKali
Aussie Carebear OverLords
#20 - 2013-12-02 17:02:41 UTC
Swiftstrike1 wrote:
Response to Feedback

How medical clones currently work

  • There are many 'grades' of medical clone
  • Each grade is capable of retaining a certain number of skill points upon your death
  • Retaining more skill points costs more money



Why the current system is bad

  • Skill points are acquired passively therefore...
  • Over time, the price of a players medical clone increases.
  • This is an undue penalty to long term players AKA loyal customers!
  • There is no "choices & consequences" mechanic here, everyone simply buys the cheapest clone that will save all their SP
  • Eve is supposed to be all about choices & consequences!



Proposed change

  • Every medical clone can retain an unlimited number of SP.
  • Instead of paying for a higher SP limit, you pay for implant slots.
  • There are 18 clone grades in the new system.
  • Clone grade Alpha (1) has zero slots for implants.
  • Clone grades Beta - Kappa (2-11) each unlock a T1 implant slot up to a maximum of 10.
  • Clone grades Lambda - Rho (12-18) each replace a T1 implant slot with a T2/faction implant slot.
  • This makes the most expensive clone able to fit a full pirate implant set, plus a mindlink. Twisted
  • Note that I have avoided mentioning specific prices because I wouldn't know how to balance this properly Sad
  • You can only ever upgrade your med clone. You cannot downgrade and get a refund. <--- Edited
  • Your jump clones may all have different clone grades!
  • Upon changeover from current system, all existing clones are changed to clone grade Rho



Benefits of proposed change

  • No more penalising of loyal customers who have a lot of SP because they have played the game for a long time.
  • Removal of a SP loss mechanic. Nobody likes losing SP.
  • Introduction of meaningful choices and consequences to med clone selection.
  • Players pay according to the performance they want from their clone, not how long they have played the game for!
  • Jump clones having different clone grades means you can PvP with a cheap clone rather than a clone with cheap implants
  • Put an end to situations where the most expensive thing you lose is not your ship, modules or implants, but the clone itself!


Drawbacks

  • Badly affects younger characters who use T2 implants and have relatively few SP


Potential Exploits

  • None!
  • This change has zero capacity to affect other player characters.


My comment on this great idea, my feeling is CCP will say no becuase medic bays tend to take ISK out of the system. Forcing people to play the game.

However, great idea.
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