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Rationalising the skill training & implants sytem

First post
Author
Corraidhin Farsaidh
Federal Navy Academy
Gallente Federation
#201 - 2014-12-20 01:49:44 UTC  |  Edited by: Corraidhin Farsaidh
Taresh Jahemis wrote:
Corraidhin Farsaidh wrote:
It is factually incorrect to say that players lose sp. No player has the right to the additonal training boosts, they earn them. [...]
If you compare two hypothetical scenarios, it is appropriate to state that in one scenario you lose skillpoints relative to the other scenario. Using "losing out on skillpoints" might be less prone to misinterpretation, but all this is really just semantic hair-splitting.

When you read the arguments of many of the opponents of the proposed changes, you see a lot of "you have to earn it", "you need to learn patience", "stop being a spoiled child". In other words, they feel like they need to teach a life lesson to those who argue in favor of the proposed changes, and this distracts them from looking at the mechanics objectively.

When you look at the remap mechanic, for instance, you don't need to earn the boost to train optimally. It's trivially easy to just train the skills that correspond to your current remap. If you do that as a new player, though, it sucks the fun right out of the first couple of months of your Eve career. Same with the +5 Implants: earning the ISK to purchase a set it pretty easy, but once you have them, you are incentivized to be more risk averse, which is bad for both your own fun and for the game as a whole.

In summary, you always need to look at the incentives that the mechanic in question creates. If those incentives propagate tedious, joyless, or frustrating behavior, then they are not good game design, irrespective of how much you have gotten used to them over the years and how much you think they provide valuable learning opportunities in personal growth and delay of gratification for other players.

Fortunately, CCP has recently become much more open to revisiting those types of ingrained but poor game mechanics (e.g., clone grades, skill queue length, etc.) that I am cautiously optimistic that they will do just that with the attributes and skill training system.


It is nothing to do with semantics, everyone gains sp at thr same base rate. Incontrevertable fact. You can gain sp faster by investing in imllants and placing them at greater or less risk in return for greater or less potential returns. It is down to player choice. Keep removing choices that matter and you end up wiyh a soulless game.
Mario Putzo
#202 - 2014-12-20 02:02:18 UTC  |  Edited by: Mario Putzo
Corraidhin Farsaidh wrote:
Mario Putzo wrote:
I think Attributes are "meaningless" on the whole because there is a large inability to change them. 1 time a year is kind of a joke, if you could remap your attributes more frequently there would be a large benefit to do so. Case in point I have a 25 day skill plan set up on my free second character training, with the remap and +3 Attribute Implants that has come down to 19 days 18 Hours, just under 6 days time saved, and a perfect fit for a 20 day free training plan.

This is only possible because of how i placed my attributes in the remap, otherwise I would need to cut skills to pull it under 20 days.

Extrapolate that how you will, In my honest opinion having more access to changing attributes would be more beneficial in the long term. Perhaps through an in game isk sink, or yet another PLEX spender. The only thing I would change about implants is make them salvageable from corpses. Otherwise, why fix it if it ain't broken.

In either regard more options is always better than less options, and people who seriously condone removing options from a game should consider removing themselves from the gene pool instead.


I'm not averse to being able to disect corpses and get a bpc for implants as long as they require lots of PI to produce as the ascendency ones do.

We don't need more things hitting plex though. As for attributes I like that they make you think of your focus in game, but I'm old fashioned like that :D


I don't even think of them dropping as a blueprint is needed. Just drop the implant as if it were a module. I think that implants are too restrictive but that is because of A) The cost, B) Limited Variable. Implants should be 100% reusable (plug in, unplug), and lootable. The combined effect of the two would A) Reduce market cost, B) increase implant variability.

The problem with the attribute system is it is too restrictive, especially to new entrants to the game, and who do view a "measly" +3 Implant at 10M a costly investment. Imagine if they could remove a +1 that they outgrew, could afford a better set and resell it like every other module in the game, or looting a pod wreck and finding half a Slave set or the like and making some bank?

This can be made into a content driver, and economic driver. Both of which allow for a diverse array of options. You can have 2 identical fleets with different implant options allowing players to design diverse fleets based on implant functionality.

There is a lot you can do with the system.

Remaps, no question need to be more frequent than 1 year. Quarterly at the least. Or add a station service that charges isk to remap, with increasing cost to the user based on frequency with it returning to base price over a set amount of time.
Malcanis
Vanishing Point.
The Initiative.
#203 - 2014-12-20 09:25:29 UTC
Mario Putzo wrote:


The problem with the attribute system is it is too restrictive, especially to new entrants to the game, and who do view a "measly" +3 Implant at 10M a costly investment. Imagine if they could remove a +1 that they outgrew, could afford a better set and resell it like every other module in the game, or looting a pod wreck and finding half a Slave set or the like and making some bank?


That's exactly the kind of flexibility that learning boosters would provide.

"Just remember later that I warned against any change to jump ranges or fatigue. You earned whats coming."

Grath Telkin, 11.10.2016

Moac Tor
Cyber Core
Immediate Destruction
#204 - 2014-12-20 12:03:28 UTC
Malcanis wrote:
Mario Putzo wrote:


The problem with the attribute system is it is too restrictive, especially to new entrants to the game, and who do view a "measly" +3 Implant at 10M a costly investment. Imagine if they could remove a +1 that they outgrew, could afford a better set and resell it like every other module in the game, or looting a pod wreck and finding half a Slave set or the like and making some bank?


That's exactly the kind of flexibility that learning boosters would provide.
Why implement learning boosters when the tools are already at our disposal. And having to log in to top up my learning booster every 72 hours is exactly the type of gameplay we should be trying to avoid.

Mario Putzo wrote:
Or add a station service that charges isk to remap, with increasing cost to the user based on frequency with it returning to base price over a set amount of time.
That is a nice idea. It could also scale based upon the total SP of the pilot, so that newer pilots could remap for a lower price.

Riot Girl
You'll Cowards Don't Even Smoke Crack
#205 - 2014-12-20 12:58:13 UTC
Didn't CCP just remove industry teams from the game because they were an arbitrary and uninspired mechanic?

...

Rain6637
GoonWaffe
Goonswarm Federation
#206 - 2014-12-20 13:43:19 UTC
Serendipity Lost wrote:
Rain6637 wrote:
I'm saying it causes players to undock less often, due to ISK loss that is also hard to get around due to jump clone timing and the limit of one jump clone per station. If it's changed, you would see an increase in undocking across EVE. The problem with implants affecting SP accumulation rate is it relates to the value of something outside the game mechanics, or subscription fees.

SP accumulation is a pillar of EVE, but we're not talking about removing that, or making it easier for anyone. The point of this idea is stabilizing the rate, and separating SP accumulation from PVP (as it should be).

It's a very vague issue, but I promise you it's there.



Please name one thing in eve you are OK with. I'm just curious what that could possibly be.

That's an easy one. You might think you're making a point by implying I'm impossible to please, but really, it's the truth.

I can't say anything in EVE is completely good in my opinion. Everything is on a spectrum, from bad to no opinion, and at the bad end are the things I spend time rabbling about. "next order of business" kind of thing. Really can't say I enjoy a single thing about EVE. All I know is playing it with several clients keeps me busy. If I knew what my problem was, I could fix my addiction to EVE.

Serendipity Lost wrote:
I'm not sure what is wrong with having to choose between better skillin and better killin. Explain.

Since participating in this thread, I've decided the problem is that you can't easily disconnect the two into small enough increments to separate them. It's too much of a lasting choice, by way of jump clones and jump clone timers, mostly. You can only keep one jump clone in station which is workable for the purpose of swapping between a combat clone and a training clone, but the timing of jump clones is just all wrong and out of sync.

In a perfect situation (so that this issue goes away), you'd be able to swap jump clones as soon as, say, 4-6 hours. That way, you can hop into a combat clone for the day, do whatever, some structure grinds maybe, then hop back into your training clone before it's time to call it a night. You can set a reminder alarm to log back in before going to bed with a jump clone window of 4-6 hours, but not 18-24. (what's the jump clone timer with max skills, I forget).

I think it's reasonable to ask that jump clone swapping within the same station incurs a much shorter timer than jumping to another location. The only use for this would be switching between implant sets.

Multiple jump clones in one station as well would be excellent.

Neural Enhancement skills could see some more action (I love the thought of underappreciated skill categories becoming more of a thing). Clone management is a thing in EVE after all.

Last month it was med clone costs, and although it was for reasons other than the ones I had for asking, that was fixed.

When a lot of little things get updated, that I might not have rabbled about but were on that spectrum, I'm satisfied with the progress. So I guess to answer your first question, I may not be happy with anything, but that's OK as long as there's progress.

Gradual, upward trend of improvement and learning from experience. It's a fair expectation from myself, and others.

Have I answered your questions, Serendipity? We seem to communicate a lot lately. It's like we're getting better at it.
Corraidhin Farsaidh
Federal Navy Academy
Gallente Federation
#207 - 2014-12-20 14:05:06 UTC
Rain6637 wrote:
Serendipity Lost wrote:
Rain6637 wrote:
I'm saying it causes players to undock less often, due to ISK loss that is also hard to get around due to jump clone timing and the limit of one jump clone per station. If it's changed, you would see an increase in undocking across EVE. The problem with implants affecting SP accumulation rate is it relates to the value of something outside the game mechanics, or subscription fees.

SP accumulation is a pillar of EVE, but we're not talking about removing that, or making it easier for anyone. The point of this idea is stabilizing the rate, and separating SP accumulation from PVP (as it should be).

It's a very vague issue, but I promise you it's there.



Please name one thing in eve you are OK with. I'm just curious what that could possibly be.

That's an easy one. You might think you're making a point by implying I'm impossible to please, but really, it's the truth.

I can't say anything in EVE is completely good in my opinion. Everything is on a spectrum, from bad to no opinion, and at the bad end are the things I spend time rabbling about. "next order of business" kind of thing. Really can't say I enjoy a single thing about EVE. All I know is playing it with several clients keeps me busy. If I knew what my problem was, I could fix my addiction to EVE.

Serendipity Lost wrote:
I'm not sure what is wrong with having to choose between better skillin and better killin. Explain.

Since participating in this thread, I've decided the problem is that you can't easily disconnect the two into small enough increments to separate them. It's too much of a lasting choice, by way of jump clones and jump clone timers, mostly. You can only keep one jump clone in station which is workable for the purpose of swapping between a combat clone and a training clone, but the timing of jump clones is just all wrong and out of sync.

In a perfect situation (so that this issue goes away), you'd be able to swap jump clones as soon as, say, 4-6 hours. That way, you can hop into a combat clone for the day, do whatever, some structure grinds maybe, then hop back into your training clone before it's time to call it a night. You can set a reminder alarm to log back in before going to bed with a jump clone window of 4-6 hours, but not 18-24. (what's the jump clone timer with max skills, I forget).

I think it's reasonable to ask that jump clone swapping within the same station incurs a much shorter timer than jumping to another location. The only use for this would be switching between implant sets.

Multiple jump clones in one station as well would be excellent.

Neural Enhancement skills could see some more action (I love the thought of underappreciated skill categories becoming more of a thing). Clone management is a thing in EVE after all.

Last month it was med clone costs, and although it was for reasons other than the ones I had for asking, that was fixed.

When a lot of little things get updated, that I might not have rabbled about but were on that spectrum, I'm satisfied with the progress. So I guess to answer your first question, I may not be happy with anything, but that's OK as long as there's progress.

Gradual, upward trend of improvement and learning from experience. It's a fair expectation from myself, and others.

Have I answered your questions, Serendipity? We seem to communicate a lot lately. It's like we're getting better at it.


I see your thinking and do agree that jump clones should be more rapidly accessible, maybe each level of advanced infomorh should take 2-3 hours of the jump clone time rather than just 1 hour.

However I still don't see this as an issue. You see it as a black and white choice between training implants and increased sp or going PvP (with or without combat imps). Perhaps it is as stark a choice as that but I don't see it as bad, in fact I like that the choice has a big impact on your actions. It makes the choice valuable and valid. Those asking for a reduced remap time are simply asking for remaps to be made worthless . Especially pointless would be remaps for isk as this would fall directly under 'Malcanis Law' whereby those with isk would be permanently maxed out for their current skill training.

the system may not be perfect as is but I like the balance between choices and the effect they have.
Rain6637
GoonWaffe
Goonswarm Federation
#208 - 2014-12-20 14:14:58 UTC  |  Edited by: Rain6637
The sync thing is the problem with swapping clones at the moment. If you have to stay out of your training clones for 18-24 hours every time you want to PVP and be smart about it, with any regularity to your gameplay, jumping to PVP will basically keep you out of training implant sets for as many days as you PVP.

Say I want to PVP monday through friday for four hours. At no point in those four days do I get to jump back into training implants, due to the timer.

Out of sync issue.

Same-station jumps should be zero cooldown, or very short. Infomorph Synchronizing and Advanced Infomorph Synchronizing should equal -20 hours total in-station. Not sure what the split should be, 2 and 2 but with higher multiplier on the Advanced skill, or 3 and 2 with higher multiplier on the 2...

Not sure why, but this idea sounds excellent right now, like something that has a chance of getting implemented.

Waddya think

scuse me, my math is all wrong. with ten levels of skill the average per skill level should be 2 hours. not sure what i was thinking with the 2/2 or 3/2. lel.
Moac Tor
Cyber Core
Immediate Destruction
#209 - 2014-12-20 14:30:22 UTC  |  Edited by: Moac Tor
Corraidhin Farsaidh wrote:
I see your thinking and do agree that jump clones should be more rapidly accessible, maybe each level of advanced infomorh should take 2-3 hours of the jump clone time rather than just 1 hour.

This would contradict your previous point that you want the players decision regarding implant choice to have a meaningful consequence. You argued that it is good that the player must make a binary choice between learning ability or combat ability; but then argue for jump cooldown to be reduced which would make the former choice meaningless.

In my opinion, make the choice of implants less binary, but 'increase' the jump clone cooldown; so basically the opposite. Give the player an interesting choice, but one which won't completely restrict them; and then give them the consequence which is that they have to live with that choice until their jump clone timer expires.
Corraidhin Farsaidh
Federal Navy Academy
Gallente Federation
#210 - 2014-12-20 15:00:40 UTC
Moac Tor wrote:

This would contradict your previous point that you want the players decision regarding implant choice to have a meaningful consequence. You argued that it is good that the player must make a binary choice between learning ability or combat ability; but then argue for jump cooldown to be reduced which would make the former choice meaningless.

In my opinion, make the choice of implants less binary, but 'increase' the jump clone cooldown; so basically the opposite. Give the player an interesting choice, but one which won't completely restrict them; and then give them the consequence which is that they have to live with that choice until their jump clone timer expires.


I stand by my point that I like the choice being there but take the point that reduced jump clone time would contradict this so withdraw that. Also reducing JC times may well be abused in other ways so better to leave as is.

I did previously think boosters up to _3 would be useful for the PvP oriented people too but have changed my mind. You make the choice to go straight to null for PvP then you have the consequence of basic training rate or higher risk to your implants.

Considering the use case a player in PvP will be training the combat skills anyway and can be very effective pretty quickly even at the basic training rate. There shouldn't be much switching between trade/S&I skills and back to combat skills if the player is so PvP focused anyway as this slows down combat ship progression.

Live with the choices you make is my view. I could have progressed much more rapidly on combat ships if I'd ignored industry but I liek to do both so accepted the slower training times.
Rain6637
GoonWaffe
Goonswarm Federation
#211 - 2014-12-20 15:06:11 UTC
This really isn't the time to be bullheaded. The problem is a problem, what sense does it make to have a portion of the problem remain. Bad is bad m8

The choice between combat and training should be active when you're engaged in those activities, without having some residual timer **** just to **** people off. That's the kind of clunkiness that is making EVE bad.

I'm not saying the timer should be so short that a player can swap clones willy nilly. But short enough to accomodate active gameplay (PVP), before being put away and put back on dormant status (SP accumulation).

This is turning into a good thread. don't be dense.
Corraidhin Farsaidh
Federal Navy Academy
Gallente Federation
#212 - 2014-12-20 16:00:42 UTC
Dense is my default state :(

Ed: getting ever more dense as I consume winter foods and drinks :D
Violet Hurst
Fedaya Recon
#213 - 2014-12-20 16:53:36 UTC
The idea of shortening the cooldown between clone jumps to the same station seemed nice to me at first. At the moment it looks more like a significant buff to k-space to me though. Could one of the proponents of that idea please explain why it isn't, or, if it is, why it's justified? Thanks in advance.
Rain6637
GoonWaffe
Goonswarm Federation
#214 - 2014-12-21 16:50:51 UTC
It's something that happens wherever there's a station. If you want jump cloning in a WH, make another F&I.
Solaris Vex
The Scope
Gallente Federation
#215 - 2014-12-22 00:06:38 UTC
Rain6637 wrote:
This really isn't the time to be bullheaded. The problem is a problem, what sense does it make to have a portion of the problem remain. Bad is bad m8

The choice between combat and training should be active when you're engaged in those activities, without having some residual timer **** just to **** people off. That's the kind of clunkiness that is making EVE bad.

I'm not saying the timer should be so short that a player can swap clones willy nilly. But short enough to accommodate active gameplay (PVP), before being put away and put back on dormant status (SP accumulation).

This is turning into a good thread. don't be dense.


Despite being a BRAVE pilot, I think the cheaper implants are very affordable even for people who live in null. The range of learning implants provide a good balance of risk vs reward. While high cost implants provide diminishing returns which also fits well with EVEs philosophy. I never fly with implants that would make me risk adverse, yet I can still afford always use a +3 and +2. Only the newest of newbros can't afford +1s, but those are so cheap that groups like E-Uni and Brave give them out for free.
Joe Risalo
State War Academy
Caldari State
#216 - 2014-12-22 01:21:25 UTC
Solaris Vex wrote:


Despite being a BRAVE pilot, I think the cheaper implants are very affordable even for people who live in null. The range of learning implants provide a good balance of risk vs reward. While high cost implants provide diminishing returns which also fits well with EVEs philosophy. I never fly with implants that would make me risk adverse, yet I can still afford always use a +3 and +2. Only the newest of newbros can't afford +1s, but those are so cheap that groups like E-Uni and Brave give them out for free.



Here's the problem with that mentality.

You're assuming that there is some sort of balancing factor built around these learning implants.
Well, there's not.

It's exactly the same as the way clones were, and CCP changed that.

However, there was never a dispute about clones when it came to Eve players.

i can't say that I've ever heard anyone say that having to pay for med clones was a bad thing.
We all treated it as a fear factor.
It's wasn't necessarily risk/reward when it came to med clones. We all treated is as a necessity for the same of feeling loss, much like when you lose a ship.
However, CCP changed this because of the fact that it made risk averse players even less risky, and made more strategic players risk averse as well, at least when it comes to losing pods.


Now, look at learning implants. There has always been a debate over learning implants.
Some say it's risk/reward and others say it's buffs for the wealthy and risk averse.

I personally agree with the later of the two.

See, i'm a high sec carebear, for the most part.
I roll around in +5s at all times, while doing what I generally enjoy.
I, on occasion, will jump clone and get some PVP done, but I never dedicate myself to PVP, or am willing to accept PVP at any time.
Now, the point of that is two things.

1) I prefer PVE content, so why do i get increased SP generation while doing what I enjoy, but a equally pitted player to me that enjoys PVP has to either reduce SP generation or take the risk of losing over 600mil isk?
Much like CCPs explanation on med clones, why should a player choose between the loss of isk or the loss of SP?
No, it's not LITERAL loss of SP, but reduced SP generation is loss.

2) I would not only get more involved with PVP if I didn't wear learning implants, but I also wouldn't care if CCP didn't refund me when they made the change. Even if I was getting reduced SP generation than I was with +5s, I would still be willing to take more risks. I'm at a point now where SP isn't really a big deal to me (over 54mil) and am capable of many things, but I still would rather train at what the game allows as max potential. I'm what you call an Optimalist. I am aware that I am not the greatest Pilot Eve has ever seen, but I want to be at my optimum potential. This means that i at least want my skills to be maxed out with a ship, despite my ability to pilot the ship.
Because of this, having my training capability at max potential is very important to me at all times.
This is what makes me more risk averse.
I don't have a problem losing a ship because i'm a crappy pilot, or losing a Pod; but I due take issue with losing SP generation.


I would also like to note that SP generation is much more important to players with low SP than it is to those of us with several million.
Due to this, players learn early on that SP is very important, which leads to higher amounts of risk averse players.
Malcanis
Vanishing Point.
The Initiative.
#217 - 2014-12-22 12:03:56 UTC
Moac Tor wrote:
Malcanis wrote:
Mario Putzo wrote:


The problem with the attribute system is it is too restrictive, especially to new entrants to the game, and who do view a "measly" +3 Implant at 10M a costly investment. Imagine if they could remove a +1 that they outgrew, could afford a better set and resell it like every other module in the game, or looting a pod wreck and finding half a Slave set or the like and making some bank?


That's exactly the kind of flexibility that learning boosters would provide.
Why implement learning boosters when the tools are already at our disposal. And having to log in to top up my learning booster every 72 hours is exactly the type of gameplay we should be trying to avoid.



In which case you can use implants. I specifically addressed that in the OP:

Quote:
This system is simple, easy to understand, flexible, it covers all existing use cases (including being able to maintain skill training while unable to access the client for more than 72 hours

"Just remember later that I warned against any change to jump ranges or fatigue. You earned whats coming."

Grath Telkin, 11.10.2016

Violet Hurst
Fedaya Recon
#218 - 2014-12-22 12:38:04 UTC
Rain6637 wrote:
It's something that happens wherever there's a station. If you want jump cloning in a WH, make another F&I.

Whether or not i like the idea in the OP, it didn't rely on stations as much as M1k3y Koontz' suggestion. So I'd say pointing this out here is more sensible than opening another F&I thread addressing an unimplemented change.
Mario Putzo
#219 - 2014-12-22 15:08:06 UTC  |  Edited by: Mario Putzo
Rain6637 wrote:
They sync thing is the problem with swapping clones at the moment. If you have to stay out of your training clones for 18-24 hours every time you want to PVP and be smart about it, with any regularity to your gameplay, jumping to PVP will basically keep you out of training implant sets for as many days as you PVP.

Say I want to PVP monday through friday for four hours. At no point in those four days do I get to jump back into training implants, due to the timer.

Out of sync issue.

Infomorph Synchronizing and Advanced Infomorph Synchronizing should equal -20 hours total. Not sure what the split should be, 2 and 2 but with higher multiplier on the Advanced skill, or 3 and 2 with higher multiplier on the 2...

Not sure why, but this idea sounds excellent right now, like something that has a chance of getting implemented.

Waddya think

scuse me, my math is all wrong. with ten levels of skill the average per skill level should be 2 hours. not sure what i was thinking with the 2/2 or 3/2. lel.

It's probably also important to include a same-station-only stipulation. So the current skill gets a bonus to same-station jumps to equal -20 hours at level V.


Meh why do all that when you can simply allow implants to be plugged in and unplugged, simple easy tweak that has a much more marked potential to change gameplay. Tying it to Jump Clones is stupid in my honest opinion especially if you are required to spend time training more stuff for ease of access to a feature whose only true limitation is lack of reusability.

Frankly CCP should do the following.
1) Make implants reusable, as much and as often as you want (unplug option)
2) Make implants drop from pods (or corpses)

Two very easy tweaks, that doesn't involve forcing players into a dead end training queue to facilitate the lack of of versatility in the game. More over two tweaks that both will have an impact on the in game implant market, where as adding skillbooks does nothing of the sort and don't provide any driving factor to necessitate such a change.

Moreover once CCP establishes implants as a more user friendly option for min/max or versatility they can further on that approach by making "Pod Fitting" a secondary system in a similar vein of ship fitting. Instead of just plug and play, lets assume that Attribute points serve as "Fitting" requirements for implants, meaning if you have lets say 30 Perception points, you can fit x number of implants associated with Perception...for the sake of argument lets just say a full HG slave set requires at least 30 points into perception for example, with lesser grades requiring less Attribute points to fit. (These numbers are arbitrary and only for example).

This would give Attributes a secondary role in the game other than simply "learning speed" now you must chose Attributes based upon what implant sets you would like to wear. Luckily with +Attributes on some implants, you can increase the available "fitting" ability for slots 6-10.

Now you have an entirely open implant system that revolves solely around the Attribute point system. But what of changing your attributes you say? Wouldn't this format lock you into a singular implant set for a year until a neural remap occurs...yes yes it would. Unless CCP were to remove the 1 year barrier, and allow for players to change attributes at will as well...for a price of course. (Station Service which cost varies over frequency of use, resetting over time).

But what this would do is make players choose between a few things. Do I want to have an ideal training Attribute profile limiting my implant options, or do I want to have a specific set of implants available which may impact my learning speed, do I want to have a swiss army knife approach, most implants but not the best while retaining some learning speed improvements.

Lots of options open up, and players get a lot more to think about when fitting ships, choosing implants, and choosing attributes...of course all 3 tweaks would need to occur together or not at all, but it would provide interesting diversity among people which is always a good thing and of course with implant reusability impacting the market pricing will encourage prices to drop, thus potentially making implant use more attractive in Null Sec, where loss of implants is fairly assured if you lose your ship.
Violet Hurst
Fedaya Recon
#220 - 2014-12-22 16:15:25 UTC
Mario Putzo wrote:

Frankly CCP should do the following.
1) Make implants reusable, as much and as often as you want (unplug option)
2) Make implants drop from pods (or corpses)


I think i can get behind 1). Compared to the other ideas posted so far, it seems to have the least detrimental side effects. Also removing the "training skill" aspect from clone jump skills is overall a positive thing.
A minor concern i have about it is that it would somewhat empower cybernetics. Eventually this could be countered by introducing specific prerequisite skills for different groups of hardwiring / faction set implants or tying their use to some appropriate skills that already exist, but which aren't too powerfull. Off the top of my head an example might be the specialized rigging or science skills.
Please note that this is a minor concern though and addressing it is by no means a prerequisite to make the idea work.

2) is something i personally would skip. For one 1) is likely to already impact the price of implants negatively in the long run, so reducing it further might not be the best idea.
And second it kind of removes a choice i mentioned earlier in this thread: To pod or not to pod. Situations where a pilot might ponder this question are in the current system one of the few occasions where being the nice guy has no negative financial consequences.

I can see where the rest of your post is going and have to say this might lead to the creation of something really interesting, however right at the moment it's far too big in scale for me to wrap my mind around.