These forums have been archived and are now read-only.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

As someone who can fly almost every sub-cap ship, Implants annoy me!

Author
Last Wolf
Umbra Wing
#1 - 2014-03-04 20:27:36 UTC
I have every racial ship skills from Frig to BS at level V. I have HAC, CS, Marauders, Logistics, AF, and Recon at V. I can use ALL tech II weapons from rockets to tech 2 tachyons, and all tech 2 drones (except fighters). And this is where my problems start. I have multiple ships that I like to fly, but if I want to optimize a ship via implants I am stuck flying that ship (or similar ships) for 24 hours, or stuck flying another ship with sub par implants.

Why am I punished for being so broadly trained? Why can't I fly A Paladin with large beam implants for one mission, then fly a nighthawk with heavy missile implants in the next, then fly a blaster/drone Ishtar in the third mission?

This goes for PVP as well, why can't I quickly hop from my sniper BS to an interceptor and have optimal implants for both?

My simple solutions would be a new skill

I'm bad at naming things, so I'll just call the skill "Headroom"
Level 0 implants work exactly like they do now.
Level 1-5 Allows 1 additional implant to be installed PER SLOT

Only 1 implant for each slot may be active at any time.

So at level 5 you could have 6 different implants in each slot, with only one active implant at a time.
Switching which implants are active should only be allowed while docked.

What this does is allows the same character the ability to optimize multiple ships with out having to clone jump. (I'm not even sure clone jumping was really meant as a way to switch implants anyways...)
You can keep only one implant per slot and it works exactly how it does now.
Your added convenience/utility comes with the price of being able to potentially lose 5x as much isk when podded.

Thoughts? Ideas? Concerns of overpoweredness I haven't thought of? Maybe an even better way to accomplish this? Implants is a 10 year old feature that hasn't had its core implementation changed at all since it was introduced.

That awkward moment at the Gentlemen's Club when you see your sister on the stage....and you're not sure where to put the money....

Batelle
Federal Navy Academy
#2 - 2014-03-04 20:30:20 UTC
I think this is the silliest whine posted here all day.

Congratulations on being able to fly stuff, having to choose which implant bonuses to use at a given time is still not a punishment.

"**CCP is changing policy, and has asked that we discontinue the bonus credit program after November 7th. So until then, enjoy a super-bonus of 1B Blink Credit for each 60-day GTC you buy!"**

Never forget.

Kyt Thrace
Lightspeed Enterprises
Goonswarm Federation
#3 - 2014-03-04 20:32:57 UTC
OP,

All I read is "I can fly every sub-cap ship in the game, Me is special, blah, blah, blah...".

Whatever you are whining about, the answer is NO.

R.I.P. Vile Rat

Rowells
Pator Tech School
Minmatar Republic
#4 - 2014-03-04 20:34:35 UTC
well seeing as you can use the ship optimally without implants I would say this is just fine. Implants are meant to be more long-term things. For example I have implants for missiles since I tend to rat in a tengu but i also have the implant for pg for some fleet fittings. I don't risk putting anything to expensive in my head since I want this character to be somewhat versatile. I's not really punishment at all. It's a kind of decision you have to consider when you put them in. They were not meant to be versatile tools for switching whenever you want. For the most part you don't have to use implants and you'll still fly the ship very well (especially with all lvl 5 skills which is quite impressive). Implants are for specialization so it wouldn't make sense that you could switch them so easily or often.

However I will say that a podmail with so many implants sounds kind of juicy.
Aversun
Systems Federation
#5 - 2014-03-04 20:34:41 UTC
Jump Clones.
Anhenka
The New Federation
Sigma Grindset
#6 - 2014-03-04 20:39:04 UTC
For starting with what most definitely qualifies as a petulant whine, it is a rather interesting question.

It ties into the issues and discussions with implant switching for PvP and the like, as well as the ideas about quickswapping between clones with varying implant sets for booster characters and the PvP.

But your solution only effects people who want to mission, don't PvP, and want to fly ships with boosting implants across a wide variety of weapon systems and defense systems, while the other proposed solutions deal with both PvE'rs and PvP'rs.

So.... -1, on the basis of there being other systems proposed that would benefit both your very limited situation and others issues as well.
Matvey Aakiwa
Perkone
Caldari State
#7 - 2014-03-04 20:55:22 UTC
Aversun wrote:
Jump Clones.


Agreed, sure if they added that you could have 1 very very expensive clone or you could just jump clone lol
Sigras
Conglomo
#8 - 2014-03-04 21:08:55 UTC
/facepalm

You do realize that is the point of implants right? Welcome to a game where your decisions have meaningful consequences, and you have to make compromises...
Last Wolf
Umbra Wing
#9 - 2014-03-04 21:26:19 UTC
I didn't mean for it to sound so much as a whine. I was just trying to describe why I would enjoy the feature.

Jump Clones have a 24 hour timer that means I can only switch implants once per day, when I would like someway to be able to fly multiple ships in the same day and still have relevant implants.

Changing the jump clone timer wouldn't be an option because it would allow people to hop around too much.

I rarely fly without implants, even in PVP. A couple of 2% damage implants are cheap and increase damage by about 5%, which is a lot considering some of us train for 20+ days for similar performance gain.

Its just annoying to want to be able to enjoy different ships, but I either have to un-dock with implants that do nothing for my ship (And I would rather not risk expensive implants that are basically useless in the wrong ship) or jump clone and be stuck with a certain ship type for 24 hours.

I would still be stuck switching between my expensive high-sec carebear set and my cheap roaming pvp set only once per day.

That awkward moment at the Gentlemen's Club when you see your sister on the stage....and you're not sure where to put the money....

masternerdguy
Doomheim
#10 - 2014-03-04 21:31:02 UTC
Some people I used to fly with always complained they had too many sets of pirate implants.

They complained that they didn't have enough jumpclones for ALL of the pirate implant sets they wanted.

They also complained that the jump clone timers were too long and they couldn't easily switch clones to match the ship they wanted to fly, and they would sometimes refuse to go out on a roam because the timer wasn't up yet and they couldn't "fit their implants with their ship".

I found it really funny, and kind of sad.

Things are only impossible until they are not.

Batelle
Federal Navy Academy
#11 - 2014-03-04 21:35:12 UTC
masternerdguy wrote:
Some people I used to fly with always complained they had too many sets of pirate implants.

They complained that they didn't have enough jumpclones for ALL of the pirate implant sets they wanted.

They also complained that the jump clone timers were too long and they couldn't easily switch clones to match the ship they wanted to fly, and they would sometimes refuse to go out on a roam because the timer wasn't up yet and they couldn't "fit their implants with their ship".

I found it really funny, and kind of sad.


.....

And then CCP gave us extra jumpclones. And shorter JC timers.

And it was good.

But not good enough for the OP, apparently.

"**CCP is changing policy, and has asked that we discontinue the bonus credit program after November 7th. So until then, enjoy a super-bonus of 1B Blink Credit for each 60-day GTC you buy!"**

Never forget.

Gizznitt Malikite
Agony Unleashed
Agony Empire
#12 - 2014-03-04 21:39:06 UTC

This is by FAR one of the best ideas I've read that addresses people's complaints about "Stuck with implants, long JC timer".

Rules I like regarding this:
Only 1 implant per slot may be active at a time.
If you are Podded, you lose ALL implants, not just the "active" ones.

The only question I'd have is, may you swap which implants are active when you are in space?
My initial thought was no. But this unduly punishes WH dwellers, and so I'm leaning yes at the moment. Besides, if someone is micromanaging their implants in a fight, more power to them!
Last Wolf
Umbra Wing
#13 - 2014-03-04 21:42:47 UTC
Sigras wrote:
/facepalm

You do realize that is the point of implants right? Welcome to a game where your decisions have meaningful consequences, and you have to make compromises...


It isn't so much a compromise as it is an arbitrarily 24 hour limitation.

There is nothing currently keeping me from having optimal implant sets for my 6 favorite ships.
I'm just limited in how often I can enjoy those ships to their full potential.

That awkward moment at the Gentlemen's Club when you see your sister on the stage....and you're not sure where to put the money....

Bienator II
madmen of the skies
#14 - 2014-03-04 21:51:15 UTC
usb ports FTW. All my implants are in my pocket

how to fix eve: 1) remove ECM 2) rename dampeners to ECM 3) add new anti-drone ewar for caldari 4) give offgrid boosters ongrid combat value

Mag's
Azn Empire
#15 - 2014-03-04 22:16:00 UTC
CCP reduced the time, you can now train a skill that means it's only 19 hours at level 5. Plus they gave us another skill that allows for another 5 clones.

So it's far better than it was, but still means we have consequences attached to our choices. After all, things that can be had too easily, become boring far quicker.

Fake edit: All sub cap ships you say? Noob. P

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

Last Wolf
Umbra Wing
#16 - 2014-03-04 22:21:13 UTC  |  Edited by: Last Wolf
Mag's wrote:
CCP reduced the time, you can now train a skill that means it's only 19 hours at level 5. Plus they gave us another skill that allows for another 5 clones.

So it's far better than it was, but still means we have consequences attached to our choices. After all, things that can be had too easily, become boring far quicker.

Fake edit: All sub cap ships you say? Noob. P


I only get to play 2-3 hours a week these days, I spend far more time PVPing on the forums. So I've never trained capital skills because I don't have the time to be useful in a 0.0 corp anymore.

Now If they would just allow carriers in high-sec.....

Real Edit: I've been MIA for about 2 years when it comes to EVE, just recently started playing again. I'll have to train up the new skills but It still doesn't solve my problem.

That awkward moment at the Gentlemen's Club when you see your sister on the stage....and you're not sure where to put the money....