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Make survival after ship loss more important

Taxisk Unlimited
#1 - 2016-12-18 18:08:29 UTC  |  Edited by: Mikhem
I have seen few fleet runs lately and I noticed something. No one uses implant or boosters because...

1. booster effect is so short.
2. implants give so little boost to your performance.
3. after run you can use self destruct.

There should be changes made that give you reason to survive after ship loss.

- Booster duration could be something like 8-12 hours so after ship loss you can still use same booster duration for new run.
- Implant effects should be stronger making their use more important.
- Capsules should be allowed to use covert ops jump portal.
- Zephyr prototype exploration ship could be parked inside mobile depots. Mobile depot cargo hold could be changed fleet hangar and size increased from 3000 m3 to 5000 m3. Other shuttles could fit inside mobile depot too.

Comments are welcome for my idea! I want to see more survival in EVE!

edit 1:

If you log out or make clone jump in your medical station your booster duration is frozen and you can use the rest of that duration when you come back.


Link library to EVE music songs.

Danika Princip
Goonswarm Federation
#2 - 2016-12-18 18:26:25 UTC
...What? How are hardwirings not major boosts, and how is an hour too short to be used?
Ice Fire Warriors
Infinite Pew
#3 - 2016-12-18 18:36:31 UTC
Either you are...
- running fleets in 0.0 space (where pod survival is, at best, questionable)
- you are running with really stingy people
- you are roaming out to really far flung places (meaning that flying back will be a PITA and it will be faster to just die and respawn back at your home station)

As for the strength of boosters and implants... ehhhh... I don't think you understand how powerful they can be.

A 3% speed implant can make a big difference on a very fast ship (about 150 m/sec on a ship going 5000 m/sec)
A 3% armor implant can also make a difference on a really tanky ship (about 4,500 hp on a ships with 150,000 EHP)

Blue pills and Exile can increase the tankiness of active tanks to absurd levels (did you know that highly tanked Marauders can locally rep somewhere around 2,000-5,000+ hp/sec?)

And lets not get into full Pirate Implant sets (Slave, Crystal, Snake, etc) that can increase certain stats anywhere from 25 to 50%.

Also... implants and boosters are "luxury" items. They are not meant to be "mandatory" for anything.
This is evidenced by their cost.

If you want to fly with higher stats, you have to accept that there will be tradeoffs. Potentially losing everything is part of that cost.
El Expedicion
Flames of Exile
#4 - 2016-12-18 19:02:17 UTC  |  Edited by: PopeUrban
You're joking.

Implants are MASSIVE boosts that scale with cost.

People don't use them because of that cost in fleet fits. Fleet fits are cheap for line ships by design in most cases so your corp/alliance can afford to replace a fuckton of them. No sense putting 800m worth of implants in a ship worth 200m.

You wanna see people use implants, start looking at smaller gang entities, solo hunters, and people that aren't normally in engagements where ships get alpha'd off the field before they can do much about it.

Boosters are cool, but I guess they could look at the drawback system. I think the randomness of the drawbacks and that whole system is what keeps people from using boosters as much as they could be. The way they work now, you take the booster and if it work out you undock, if it doesn't you fly something where the penalty doesn't matter.

I think people might use boosters more if they worked on a different system of drawbacks, like addiction or something. In stead of randomly being **** at repping or whatever, what if we took the drawbacks away from the boosters and had them work on an addiction/tolerance system in stead?

So you get the bonus from the booster, but using it starts a second "tolerance" timer as well as the boost. This timer is fairly long (week or so base value) and using more of the same booster during that timer resets its duration and adds a stack to it. For each stack of *booster type* tolerance the effects of the booster are lowered 2%.

In addition, using the same booster during that tolerance timer has a proc chance to cause addiction, and addiciton has the same timer, but in stead of resetting the timer when it stacks, it extends it. So, getting MORE addicted when you're already addicted makes the addiction both more severe and additively longer. Addiction adds a 2% penalty to whatever stat the booster does if you're not currently under the effects per stack but is ineffective if you're actually under its effects (so if you have an addiction penalty that makes you suffer -4% cap capacity when you're not on the flood, but you take flood, you still have your normal base cap plus the bonus from the flood)

The end effect being that if you only use that mindflood occasionally, its fully effective and you're not getting addicted. If you use that mindflood habitually it becomes less and less effective until you're only getting 2% of the effect, and you have an increasing risk to become addicted to it with greater severity. If you go on an all out mindflood bender then go broke, you chould find yourself selling ships for low grade flood just to keep the shakes off, and getting almost no bonus from it, which may simply prolong your addiction. The only way to truly get clean with a 100% success rate is cold turkey. If your tracking is in the toilet because you've decided to make yourself a junkie, maybe you suffer the consequences and end up mining or ratting for a week or two while you get clean.

The basic idea here being that you normalize the effects of all grades of boosters, right, but lower grades (being of lesser quality) have a longer "tolerance time" and increased "addiction chance" while the highest grade boosters have a much shorter tolerance value and an almost negligable chance of addiction. Tolerance, like the effect of the booster, is a physical symptom, you can get around it by swapping clones. Addiction is however a mental symptom, and will follow you even through death.

Skills would give you base reduction to tolerance timers and addiction chance. Fully skilled and using the top tier boosters you could be pretty much immune to addiction and have that tolerance down to like a day or two. Maybe it was worth it to wreck your health though, if you used those performance enhancing drugs to save your fortizar or whatever.

This would make boosters attractive for "emergency use" and thus more likely to be carried in cargo, as nobody wants to pre-emptively take boosters before a roam as that could be a waste of a tolerance timer, but having some in your ship for when a fight looks like you need a "performance enhancer" to pop just before you engage would make more sense. If you're really hardcore, maybe you decide its worth it to tow that line and make those boosters a regular part of your game. Maybe you create a culture of dependancy in which you get your entire corp addicted to boosters "required" for your fleet comp.

With a system like this in place you could theoretically increase the duration of boosters maybe.
Lugh Crow-Slave
#5 - 2016-12-18 19:12:50 UTC
my 2.2b pod is plenty of reason for me to stay alive....

i errr my pod is empty pay no mind to me
Cade Windstalker
#6 - 2016-12-18 19:36:45 UTC
Yeah, it really sounds like you feel like others don't value their pods as much as you would like, but that doesn't make it an accurate assessment of the relative penalties of dying.

Also 12 hours boosters is a terrible idea since it would effectively end a play session if you get a bad roll.
Wimzy Chent-Shi
Garoun Investment Bank
Gallente Federation
#7 - 2016-12-18 21:57:36 UTC
Hey, I would gladly pay couple bil for +10 implant set, np there.

Come get some cancer @ my blog !

"This clash of opinions is like cutting onions. We are creating something here, that's productive, ...and then there is also salt." -Wimzy 2016