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Player Features and Ideas Discussion

 
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Implant Swapping - Mindlink Implants

Author
Riela Tanal
Science and Trade Institute
Caldari State
#1 - 2014-02-26 16:07:51 UTC
So I was thinking for those that have trained and can use all the mind link implants and have trained all the leadership skills, it should be easier to adapt to whether your in a Armor boosting ship or a shield boosting ship. Currently if you wanted to use multiple mind link implants you either need multiple characters or multiple jump clones, but you can only have one clone in a station so you can't swap back and forth between implants. My suggestion would be to be able to swap implants in and out without losing them, mainly for mind link implants as they can be pretty pricey to swap if you lose them as is.

This is mainly for if your alliance or corporation has a shield/armor doctrine that way you can swap out what is needed for a particular fleet.
Dark'Rai
DEMONS OF THE HIDDEN MIST
TRUTH. HONOUR. LIGHT.
#2 - 2014-02-26 16:19:52 UTC
I have never found switching implants a problem, especially considering that when you switch from a Tengu to a Legion you will want to switch from Talons to Grails also, most implant sets for links aren't just the one mindlink, it's really more of an implant set. The only time I find implants annoying is when you're in the NEO/AT and constantly trashing hardwirings and mindlinks, which adds up to quite a fair bit of ISK.

Train up Infomorph Synchronizing to level 4 or 5 and get used to the idea of Jump Cloning, a lot.
Amarisen Gream
The.Kin.of.Jupiter
#3 - 2014-02-26 16:58:34 UTC
Jump clones are a nice way for this to work, but it would also be a really nice feature of medical centers to allow you to "unplug" implants without destroying them.

This would help someone like me who does a lot of PVE/Industrial stuff. While I could have multiple clones, I would be stuck in my research clone for 20ish hours if I jumped to it to start my ML/PL/coping. Which would limit my ability to use my mining implants etc.

Could make the removal cost a % of what the market value of the implant is. So the **05 implants could be like 1% of market value to extract. i.e. 1.2 million isk.

This could also be used to say that when you pod someone, you could pay to extract their implants (if they survive the loot roll), to use yourself or sell.

"The Lord loosed upon them his fierce anger All of his fury and rage. He dispatched against them a band of Avenging Angels" - The Scriptures, Book II, Apocalypse 10:1

#NPCLivesMatter #Freetheboobs

Noxisia Arkana
Deadspace Knights
#4 - 2014-02-26 17:09:10 UTC
I think it would destroy a pretty good isk sink. It'd be like being able to unrig your ship.
Amarisen Gream
The.Kin.of.Jupiter
#5 - 2014-02-27 15:19:53 UTC
it would hurt the implant isk sink > but i don't think it would destroy it. Just has to have the right amount of "removal" tax. 10-25% of the market value. Should cost a lot as these Drs are playing around with our brains and we all know that Mal-practice insurance is out of this world.
:D

"The Lord loosed upon them his fierce anger All of his fury and rage. He dispatched against them a band of Avenging Angels" - The Scriptures, Book II, Apocalypse 10:1

#NPCLivesMatter #Freetheboobs

Seliah
Red Cloud Vigil
#6 - 2014-02-27 15:26:35 UTC
Noxisia Arkana wrote:
I think it would destroy a pretty good isk sink. It'd be like being able to unrig your ship.


I agree.


However, the ability to have multiple clones in the same station would be extremely helpful for answering situations where you want multiple clones for different purposes but in the same location, and I don't think it would impact the overall role of implants.
Harvey James
The Sengoku Legacy
#7 - 2014-02-27 15:26:40 UTC
what would have made sense is when they added navy mindlinks would have been to make these changes

T1 Mindlink
15% to 2 links

Price

25mil

Navy Mindlink
20% to 2 links

Price
50mil

T2
25% to 1 link

Price
100mil

T3's need to be versatile so no rigs are necessary ... they should not have OP dps and tank

ABC's should be T2, remove drone assist, separate HAM's and Torps range, -3 HS for droneboats

Nerf web strength, Make the blaster Eagle worth using