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Player Features and Ideas Discussion

 
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Capsule droping implants

Author
Panse Puss
Imperial Academy
Amarr Empire
#1 - 2011-12-16 13:26:14 UTC  |  Edited by: Panse Puss
It may be nice to see a capsule leaving a can after it was destroyed in hope ther's a chance a cool implant survived despite the corpse floating around.
please?


..or maybe just part of implats for example :


Crystal implant part
Grail implant part
halo implant part
low-grade implant part
etc

implant slot 1 fix point
implant slot 2 fix point
etc

Armor implant enhancement
etc

add a skill to combine one of each (or more parts to increase the chance of getting a finished final product), an assembly line and there you got an implant factory!
Jask Avan
Republic Military School
Minmatar Republic
#2 - 2011-12-16 13:35:45 UTC
Nope.
Why would there be a better chance of recovering an implant from a dead body than a live one?
Levo Harkonnen
The Scope
Gallente Federation
#3 - 2011-12-16 13:47:40 UTC
Implants are highly specialized augmentations with unique adaptations for each user, even when carefully removed from a capsuleer, they become useless for anyone else to use. Dropping implants would negate the way implants are destroyed when you remove them from your clone.

/thread
Panse Puss
Imperial Academy
Amarr Empire
#4 - 2011-12-16 13:47:54 UTC  |  Edited by: Panse Puss
Because you can remove implants but they get destroyed ... if you remove the implant with the intent of recovering the implant the body will be destroyed instead.
Hmm ..maybe allow us to strip clones for implants but losing the clone in the process.

And maybe droping implant parts just to be recombined later if you have the necessary skill and luck for the process to deliver you a brand new implant would be a better idea.
De'Veldrin
Republic University
Minmatar Republic
#5 - 2011-12-16 14:08:16 UTC
This has been discussed on numerous occasions. My answer of no has not changed.

De'Veldrin's Corollary (to Malcanis' Law): Any idea that seeks to limit the ability of a large nullsec bloc to do something in the name of allowing more small groups into sov null will inevitably make it that much harder for small groups to enter sov null.

DHuncan
Long John Silver.
#6 - 2011-12-16 14:19:29 UTC
And promote pod killing ?!!!

What did you say about CODE?

Fidelium Mortis
Minor Major Miners LLC
#7 - 2011-12-16 15:41:17 UTC
Implants should not be recoverable. The risk/reward for using expensive implants is at a comfortable median where a serious investment/risk assessment has to be made before purchasing a set. Adding implant drops off pods would start to reduce the impact of this choice and would make gameplay more generic as more people start flying with T2 implants and high end hardwiring. Losing a pod with good implants should suck, it's the tradeoff for the advantage that is offered.

I would know =( (unfortunately disconnects happen at some inopportune times)

ICRS - Intergalactic Certified Rocket Surgeon

Danika Princip
GoonWaffe
Goonswarm Federation
#8 - 2011-12-16 22:50:33 UTC
Panse Puss wrote:
It may be nice to see a capsule leaving a can after it was destroyed in hope ther's a chance a cool implant survived despite the corpse floating around.
please?


..or maybe just part of implats for example :


Crystal implant part
Grail implant part
halo implant part
low-grade implant part
etc

implant slot 1 fix point
implant slot 2 fix point
etc

Armor implant enhancement
etc

add a skill to combine one of each (or more parts to increase the chance of getting a finished final product), an assembly line and there you got an implant factory!


A bullet the size of a car has just smashed your pod. How are fragile implants that can't be pulled out intact going to survive that?