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[Proposal] Learning Implants (and why they should be deleted faster than your boot.ini)

First post
Author
Jericho D'Angel
Bourbon's Anonny Corp
#21 - 2014-01-04 04:40:18 UTC
I actually have no real problem with the idea of the Training Implants to supplement the Training program. Obviously each system has to have a way of levelling up a character and while there could be arguments made for the different methodologies, this one isn't so bad. The opportunity to speed up one's training by purchasing said implants is fine along with the risk associated with losing them. I don't think this system has ever really been responsible for losing clients ( as a sole reason ) but perhaps in association with both the steep learning curve and the fact that new pilots are pretty much left to their own devices once in game, combine to overwhelm those too used to being coddled, spoon-fed and otherwise not used to facing a challenge.

Since it's unlikely that the method of character advancement is to change in any grandiose way, I would suggest two things:

First, if you look at what the implants are supposed to do, raise certain attributes of mental acuity, then why can't these same bonuses work towards the character's activities as well. If you were to give any real person such a boost to perception, he's naturally become better at spotting movement, etc. Boost intelligence, he'd become smarter and so on. So why shouldn't each character no be able to apply these gains in attributes to the ships, mods, rigs and/or activities he/she's involved with?

Makes sense, no? Let's say a character would gain a 1% advantage for each level implant he puts in - and this would apply universally across all items that require that implant's attribute adjustment in some way or other yet to be determined.

Also, you'd tie the Hardwiring to these implants too. Buy a L1 implant and you can plug in a L2 Hardwire and so on up to a L5 implant for a L6 Hardwire.

Second, how about making them plug and play? Do away with the remap and you plug in what you want when you want it.
Why not? In a Sandbox we're supposed to be determining our own future anyway, why not remove this stumbling block. Training time still takes the time it does.
We do it with ships, mods, Subsystems, etc. anyway.
Setting up a whole new skill system for making them so they become Player made sounds like a good idea too.

Anyway, a couple ideas to put out there. Good discussions here.

Cheers!
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