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Player Features and Ideas Discussion

 
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Skill Implant idea

Author
Que Puru
Imperial Academy
Amarr Empire
#1 - 2014-01-23 00:30:48 UTC
The idea is to have a implant to adds 1 level to the appropriate skill. All normal prereqs for the skill must be met.

Why
-Allows ppls to try out items/ships without purchasing the skill book or training from them.
-Allows ppls to temporarily use ships or items.
-Allows ppls to use items now while training for them.

Examples
-Person with Minmatar Industrial Level 4 and Transport Ships trained can fly a Prowler with the appropriate implant.
-Person with Drones Level 4 and the appropriate implant can fly 5 drones.
-Person that can fly a carrier for one race can try one from another race with the implant.

Issues
-This idea would add alot of items to the game.
-A implant of this kind should only by available for one implant slot.
Gigan Amilupar
Viziam
Amarr Empire
#2 - 2014-01-23 00:54:47 UTC
Que Puru wrote:
The idea is to have a implant to adds 1 level to the appropriate skill. All normal prereqs for the skill must be met.


That. Right there. It negates the value of your idea. If all pre-reqs are met, then why not just train the skill to level I? It seriously takes like, 30 mins, unless your training amarr titan or something. At level I that takes a bit under 2h, still a incredibly short train (in fact, I consider a skill level that takes less then a week to be rather short).

And no, I don't really think we should have implants that add skills. I mean really, what's the point? Why not just buy a skillbook if you've met the pre-reqs? The only way they would be useful is if implants allowed access to skills without the pre-reqs being met, and then they would be incredibly broken, as they would devalue the time players have spent training skills and allow for circumventing traditional mechanics.
Secret Squirrell
Allied Press Intergalactic
#3 - 2014-01-23 01:45:27 UTC
I'm not sure its a good idea, lets run with carriers for an example:

Amarr Carrier I, Skill book costs - 500m, could you imagine a situation where you needed to say move one, but didn't want to invest 500m you can't get back?

Amarr Carrier V, you currently at level 4, implant saves you 2 months of training, or alternatively, provides you the extra armor, drone, and other bonuses while training. My main is currently training 4->5, and there have been several times since I started that I would have readily paid for that extra level for the extra resist.
Zan Shiro
Doomheim
#4 - 2014-01-23 02:02:00 UTC
If prereqs have to be met....why not just fire up sisi and get the skill book, the ship/fittings for real cheap?


Carrier was a bad example here. Carrier I is the least pita skill in the list. And in this case carrier at level 1 would be a waste of time, isk, and fuel to run reps on tbh.

Won't rep worth damn and while we can argue the value of fighters currently, gimping numbers of them you can launch a sure fire way to make them look even worse. Especially if this here x-train pilot is at carrier 4/5 on his main carrier.
Lyra Gerie
Garoun Investment Bank
Gallente Federation
#5 - 2014-01-23 02:32:51 UTC
Que Puru wrote:
The idea is to have a implant to adds 1 level to the appropriate skill. All normal prereqs for the skill must be met.

Why
-Allows ppls to try out items/ships without purchasing the skill book or training from them.
-Allows ppls to temporarily use ships or items.
-Allows ppls to use items now while training for them.

Examples
-Person with Minmatar Industrial Level 4 and Transport Ships trained can fly a Prowler with the appropriate implant.
-Person with Drones Level 4 and the appropriate implant can fly 5 drones.
-Person that can fly a carrier for one race can try one from another race with the implant.

Issues
-This idea would add alot of items to the game.
-A implant of this kind should only by available for one implant slot.



"The idea is to have a implant to adds 1 level to the appropriate skill."
Seeing as it occupies an implant slot is there room to discuss anything beyond level 1 for the skill? For instance if all level 5 skill implants occupied say, implant slot 3 (which i believe hosts perception boosting slots) now it competes with actual skill training time. If im right about slots, this affects perception which is one of the more common stats for players as it affects ship usage.

" All normal prereqs for the skill must be met."
How about all normal prereq skills must be trained to at least level 1, or even just injected.
This way if you needed skills W X Y Z at W 4, X 5, Y 5, Z 3 you could have all of those at just 1, or just injected before you could use carrier skill implant without needing the carrier skillbook injected.


Endovior
PFU Consortium
#6 - 2014-01-23 03:14:14 UTC
Lyra Gerie wrote:
"The idea is to have a implant to adds 1 level to the appropriate skill."
Seeing as it occupies an implant slot is there room to discuss anything beyond level 1 for the skill? For instance if all level 5 skill implants occupied say, implant slot 3 (which i believe hosts perception boosting slots) now it competes with actual skill training time. If im right about slots, this affects perception which is one of the more common stats for players as it affects ship usage.

" All normal prereqs for the skill must be met."
How about all normal prereq skills must be trained to at least level 1, or even just injected.
This way if you needed skills W X Y Z at W 4, X 5, Y 5, Z 3 you could have all of those at just 1, or just injected before you could use carrier skill implant without needing the carrier skillbook injected.


Two things.

1: Death to attributes. This would be entirely reasonable as an outright replacement for skill-training implants, in exactly the same sense as the Learning skills were once removed (yes, I had them all to V at one point, and yes, I'm glad they were ultimately removed). I envision that the implants would be tied to the slots (formerly?) associated with the relevant primary attribute.

2: I read the proposal as offering a bunch of implants which each give +1 to your level in a given skill, whatever that level happens to be... as opposed to something silly and trivial like 'the implant that grants Amarr Carrier I, if and only if you're already ready to train Amarr Carrier'. Sure, if you lack the Amarr Carrier skill, than the implant effectively gives you Level I of that skill, and lets you at least sit in an Archon and (assuming you've got the appropriate Jump Drive skills) move it around. On the other hand, if you've got Amarr Carrier IV, then the implant effectively lets you treat that skill as Amarr Carrier V, which means that you can have a dedicated Carrier Pilot clone and just not bother training Amarr Carrier V.
Gigan Amilupar
Viziam
Amarr Empire
#7 - 2014-01-23 04:03:38 UTC
Endovior wrote:
Lyra Gerie wrote:
"The idea is to have a implant to adds 1 level to the appropriate skill."
Seeing as it occupies an implant slot is there room to discuss anything beyond level 1 for the skill? For instance if all level 5 skill implants occupied say, implant slot 3 (which i believe hosts perception boosting slots) now it competes with actual skill training time. If im right about slots, this affects perception which is one of the more common stats for players as it affects ship usage.

" All normal prereqs for the skill must be met."
How about all normal prereq skills must be trained to at least level 1, or even just injected.
This way if you needed skills W X Y Z at W 4, X 5, Y 5, Z 3 you could have all of those at just 1, or just injected before you could use carrier skill implant without needing the carrier skillbook injected.


Two things.

1: Death to attributes. This would be entirely reasonable as an outright replacement for skill-training implants, in exactly the same sense as the Learning skills were once removed (yes, I had them all to V at one point, and yes, I'm glad they were ultimately removed). I envision that the implants would be tied to the slots (formerly?) associated with the relevant primary attribute.

2: I read the proposal as offering a bunch of implants which each give +1 to your level in a given skill, whatever that level happens to be... as opposed to something silly and trivial like 'the implant that grants Amarr Carrier I, if and only if you're already ready to train Amarr Carrier'. Sure, if you lack the Amarr Carrier skill, than the implant effectively gives you Level I of that skill, and lets you at least sit in an Archon and (assuming you've got the appropriate Jump Drive skills) move it around. On the other hand, if you've got Amarr Carrier IV, then the implant effectively lets you treat that skill as Amarr Carrier V, which means that you can have a dedicated Carrier Pilot clone and just not bother training Amarr Carrier V.


I don't know man, death to attributes is fine and all, but I really don't know how I feel about allowing people to "buy" skill levels with ISK. Sure, it's only one skill level, and you can lose it, but I also feel that skill levels and their associated bonuses should be a reward for their long training times, as is the trend with EvE to offer marginal power increases for exponentially increasing cost (which applies to both time and ISK). Trust me, I'd love to be able to fly around with true performance enhancing implants in my head for PvP without worrying about losing out on training time because of it, but I'm not convinced this is the way to get to that point.
Zan Shiro
Doomheim
#8 - 2014-01-23 05:08:06 UTC
if looking for skill levels this already in game. technically my tengu pilot flies at skill level 6 lol. 5% hardwires slots 7-10. During the early years they had me say level 3+1, then 4+ 1.

Can be 3% if thats what the level is for cheaper.


Will it unlock gear or ships for you? No. Not supposed to. Time gets you there. Game would have some balance issues if every cap alt people cba to 5 the carrier skill jsut slapped in an implant for it. Or various other alts. Falcon alts are a bit of a chore with that recon 5 training. Do we really want to make it easier by implanting the recon 5 hardwire at 4? Make em sweat that long ass train to complete it I say. Cost limiting use won't work. Its backfired so far, not seeing it work here if applied again.