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[June Release] Combat Booster Legalization

First post First post First post
Federal Navy Academy
Gallente Federation
#21 - 2016-06-08 15:52:24 UTC
I find this totally unnecessary. All a proper capsuleer needs to have a good time in space is 9m3 of Spirits, three Exotic Dancers (male), and one can of long-limb roes.
The Regency
Brave Collective
#22 - 2016-06-08 16:03:16 UTC
TrouserDeagle wrote:
I hope the silly expensive skills are staying, since I have them

The silly expensive skills have no bearing on the legality of boosters, so why would they change?
Jenn aSide
Worthless Carebears
Pandemic Horde
#23 - 2016-06-08 16:20:16 UTC
CCP Fozzie wrote:
It makes the use of boosters annoying for many pilots, and causes other frustrations such as blocking contracting of ships that have boosters in their cargoholds.

"Frustration" isn't the word, and the damn filter won't let me say the right word !! Big smile,

Thank you guys so much for doing away with that bit of madness, I had a carrier in a station once and couldn't contract that sucker to my alt.because it contained ONE improved exile booster. Rage qutting for the night ensued (rather than flying 25 jumps lol).
Frikkin' Lasers
All Cats Are Beautiful
#24 - 2016-06-08 16:31:54 UTC
Hauler alts with perilous empire standings around the cluster breathe a sigh of relief with this change.
Ripard Teg
Deep Core Mining Inc.
Caldari State
#25 - 2016-06-08 16:37:17 UTC
Just to be clear, does this include the contract system? ie, will we be able to contract boosters and/or ships that have boosters in them?

It'd also be FANTASTIC if, while you're in there tweaking, you could adjust boosters so they show up as charges -- similar to Nanite Repair Paste -- so I don't have to go clean out all my ships every time I want to carrier them somewhere. ;)

aka Jester, who apparently was once Deemed Worthy To Wield The Banhammer to good effect.

#26 - 2016-06-08 16:40:51 UTC
Should have announced this on 420... Missed opportunity there methinks.

<3 Gothie

Gorski Car
#27 - 2016-06-08 16:41:27 UTC
It starts with synth blue pills and all of a sudden young capsuleers everywhere is smoking strong x-instinct. Legalizing boosters is wrong and capsuleers should reach for the stars, not for boosters.

(srsly tho best change)

Collect this post

KitCat 01
Pator Tech School
Minmatar Republic
#28 - 2016-06-08 16:46:00 UTC
watch out guys, boosters are truly addictive. once you started using them, you won't go back
Frikkin' Lasers
All Cats Are Beautiful
#29 - 2016-06-08 16:50:13 UTC
Now High Security is really going to be HIGH security


I'll show myself out
Ralph King-Griffin
New Eden Tech Support
#30 - 2016-06-08 16:56:24 UTC
Rise up this mornin',
Smiled with the risin' sun,
Three little birds
Perch by my doorstep
Singin' sweet songs
Of melodies pure and true,
Sayin', ("This is my message to you-ou-ou:")

Imperial Academy
Amarr Empire
#31 - 2016-06-08 17:00:02 UTC
What happends when you let two dutchies on the CSM xD

+1 :)


Blackwater USA Inc.
Pandemic Horde
#32 - 2016-06-08 17:03:42 UTC
Maybe they should take all that loose funding and start hunting hose dirty 'jectors you see causing mass mayhem.

I mean come on! A young promising capsuleer just gets his piloting license, and not a day later, some shady guy gets him hooked on injectors. Last I heard he was out and about in low/null murdering by the thousands! He had his whole life ahead of him!

CONCORD needs to take a stand against this madness!

Moac Tor
Cyber Core
Immediate Destruction
#33 - 2016-06-08 17:30:39 UTC  |  Edited by: Moac Tor
Although I quite like that I can now transport drugs through high sec more easily to use for PvP, I did actually find the smuggling aspect of it quite cool in terms of the universe. I remember doing the missions were you visited the pirate faction drug labs and that whole aspect of the game was really cool and enhanced the universe, particularly for a newer player.

So basically I'm glad your looking at improving this aspect of the game, but hopefully you will look at something interesting for the future in terms of drugs being different to regular commodities.

Also wasn't the whole point of those new sleeper drugs going to be that you can use them in high sec? Making all drugs legal will certainly diminish their desirability now particularly considering the effort it takes to get the components for them.
Herzog Wolfhammer
Sigma Special Tactics Group
#34 - 2016-06-08 17:53:40 UTC
Oh great. This means children will be able to just walk into any store and buy all of the boosters they want. MY GOD THINK ABOUT THE CHEEEEEEEEEEEEELDRENNNNNNNNNNNNN!!!!!!!!!!!!!!!!!!!!!!!!!!1!!!!!!!!!!!!!!!!!!eleven!!!!!!!!!!!!!!!!!!

(sorry, couldn't help it)

In all seriousness though, smuggling is game content that is sorely neglected and could use some love.

Bring back DEEEEP Space!

State War Academy
Caldari State
#35 - 2016-06-08 18:49:21 UTC
Will we be able to put ships with boosters in their cargo in a carrier SMA now as well?
Bishop Xsi
Hotel Culiacan
#36 - 2016-06-08 19:00:54 UTC  |  Edited by: Bishop Xsi
Turn on , tune in, drop out.

-CCP Fozzie, 2016
Federal Defense Union
Gallente Federation
#37 - 2016-06-08 19:21:17 UTC
Will this include fixes to the booster side effects/booster skills so that they actually work properly and provide meaningful gameplay?
Rek Seven
University of Caille
Gallente Federation
#38 - 2016-06-08 19:28:29 UTC  |  Edited by: Rek Seven
What happened to changing the system to where players police the smugglers?

NPC's should ignore boosters but if you find someone with boosters in their cargo (found by cargo scan) in high sec, it would be cool if that made them a legal target in high sec.
Offshore Asanari
Powder and Ball Alchemist Industries
#39 - 2016-06-08 19:29:02 UTC
Tipa Riot
Federal Navy Academy
Gallente Federation
#40 - 2016-06-08 19:38:03 UTC
Can somebody please give me a short summary what the new rules then are? Not sure I understood everything CCP Fozzie said.

I'm my own NPC alt.