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Player Features and Ideas Discussion

 
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Get Rid of Learning Implants?

First post
Author
Erutpar Ambient
The Scope
Gallente Federation
#101 - 2014-06-17 06:00:36 UTC
Vincintius Agrippa wrote:
The only people this benefits would be those who have already invested the x years of sp and dont care anymore.


That's assuming that if they removed learning implants, they'd leave the attributes at a non-implanted level. The way i see it, why wouldn't they just remove implants across the board and raise everyone's base attributes by +5 each. That doesn't negatively impact anyone.

Bohneik Itohn wrote:
IPeople who hide in the station snuggling their +5's weren't going to leave it regardless of their implants because if they didn't have the expensive implants they weren't willing to risk they'd have an expensive ship they weren't willing to risk, or faction/deadspace modules they weren't willing to risk, etc....

Just because you have an expensive ship that you're not willing to risk Doesn't mean you don't have a cheap ship you are willing to risk. You can change ships in the blink of an eye. But you can't change implant clones in the blink of an eye. So why risk a 10-20mil frigate when you're clone costs 100mil+?

To a lot of people, pvp opportunities don't come around very often. Maybe once every 3-4 days. So why would i sit around bearing it up without implants for a fight that i can just avoid once every few days? My clone cost isn't quite so high as to prevent me from doing pvp even in a frigate. What does though is the fact that i have to clone jump out of my Learning and Mining Foreman implant clones for 20 hours. So pretty much if i choose to engage in pvp, I'm stuck out of mining for the rest of the day. And all for something that happens so infrequently.

Bohneik Itohn wrote:

Jump clones were on my radar within my first week. It's a pretty obvious feature in Eve that opens a lot of doors for new players. If you don't learn about jump clones within your first couple months I would have to question whether you're actively playing or napping at the keyboard in an asteroid field.

The jump clone mechanic is pretty complex. The whole +8 standing for high sec thing is a pretty huge hurdle to jump over....
Let me guess, now you're going to tell me that using a Jump Clone Corp service was also on your radar within the first week AND not only did you realize the benefit it holds for new players, you actually could utilize it for something? My first few weeks was spent understanding the more basic mechanics like using a single weapon system and how tank and capacitor worked.

Seriously though, the Jump Clone feature is very complicated. I wouldn't call it very new player friendly in the least.
Shivanthar
#102 - 2014-06-17 07:33:38 UTC  |  Edited by: Shivanthar
Some people are making up numbers carelessly.
My word goes to ones who say "+5 is needless, +3 is adequate"
Did you guys ever put some effort to look at how much time actually it penaltize you when you downgrade from +5 to +3's?
Difference between +5's and +3's is that it trains half a month less per 6 month, and a whole month less in 1 year for optimized plans.
For players like me around ~70 mil. SP and for my optimized skill queue, it is 94 skills trained (29 unique skills to level 4). Triple or even quadrupple that number for a new player.
Pointless argument... I am positive with OP. These implants should be internally added to everyone and all of them should be totally removed from the game.

Edit: Why should numbers be added instead of removed? Because you would penaltize people who trained without them, while there were people training with them. This is only valid if implants were removed and numbers weren't added internally.

_Half _the lies they tell about me **aren't **true.

Corraidhin Farsaidh
Federal Navy Academy
Gallente Federation
#103 - 2014-06-17 09:23:56 UTC
Shivanthar wrote:
Some people are making up numbers carelessly.
My word goes to ones who say "+5 is needless, +3 is adequate"
Did you guys ever put some effort to look at how much time actually it penaltize you when you downgrade from +5 to +3's?
Difference between +5's and +3's is that it trains half a month less per 6 month, and a whole month less in 1 year for optimized plans.
For players like me around ~70 mil. SP and for my optimized skill queue, it is 94 skills trained (29 unique skills to level 4). Triple or even quadrupple that number for a new player.
Pointless argument... I am positive with OP. These implants should be internally added to everyone and all of them should be totally removed from the game.

Edit: Why should numbers be added instead of removed? Because you would penaltize people who trained without them, while there were people training with them. This is only valid if implants were removed and numbers weren't added internally.


Yes, I have put time into looking at it and yes there is a difference between using +5's and +3's. There is also a difference between choice and risk. That is the whole point, tangible benefits for the risks and investments you take and make. So tell me why a pilot who is willing to risk higher implants during flight shouldn't gain the benefit of better training time? Also explain why that month less training (assuming you got the numbers right) is such a big deal? It really isn't the amount of SP you have it is how you use those SP.
Shivanthar
#104 - 2014-06-17 10:03:10 UTC  |  Edited by: Shivanthar
Corraidhin Farsaidh wrote:
Shivanthar wrote:
Some people are making up numbers carelessly.
My word goes to ones who say "+5 is needless, +3 is adequate"
Did you guys ever put some effort to look at how much time actually it penaltize you when you downgrade from +5 to +3's?
Difference between +5's and +3's is that it trains half a month less per 6 month, and a whole month less in 1 year for optimized plans.
For players like me around ~70 mil. SP and for my optimized skill queue, it is 94 skills trained (29 unique skills to level 4). Triple or even quadrupple that number for a new player.
Pointless argument... I am positive with OP. These implants should be internally added to everyone and all of them should be totally removed from the game.

Edit: Why should numbers be added instead of removed? Because you would penaltize people who trained without them, while there were people training with them. This is only valid if implants were removed and numbers weren't added internally.


Yes, I have put time into looking at it and yes there is a difference between using +5's and +3's. There is also a difference between choice and risk. That is the whole point, tangible benefits for the risks and investments you take and make. So tell me why a pilot who is willing to risk higher implants during flight shouldn't gain the benefit of better training time? Also explain why that month less training (assuming you got the numbers right) is such a big deal? It really isn't the amount of SP you have it is how you use those SP.


SP is the name of the advancement for this game. Without it, everything else is pointless. So every single bit of less training time is a big deal. You start to underestimate the power of training time, you start to widen the gap. Time is money my friend. If you don't care about that deal, it is your choice to do so.

My main idea and argument is that implants that doesn't actively contribute to fights and modifies the most powerful thing in this game are pointless. Once in the past, the very same argument was brought up once more and the final result was the removal of some learning skills from the game. Training time should be the same for all, risk vs reward part should be shifted from SP speed to some useful combat attribute.

Not everyone of course, but mostly new pvp'ers or ones shifting from pve to pvp have fear of loosing some of their SP speed and yes, even this is one of the many sources of discouragement, nonethless it is better starting cutting those discouragement parts one by one.

"Choice and risk" part. This is where these implants are creating an adverse effect actually.
- OP says he stays in station. Even he logs off, he uses +5's passively without any risk involved. No risk, +5 training.
- A player in null, actively participating in warfare is the most opposite side of the story. He won't purhcase +5's because he is being podded every other day. He is playing with much greater risk, so he gets +0 ones.

See the pattern? These implants are simply breaking risk vs reward rule. They're working reverse.

Think reverse, if everyone would be able to train 2700 sp/hr equally, what would that do bad to Eve? What is so bad about this? I see more advantages than adverse effects, if any.

_Half _the lies they tell about me **aren't **true.

Corraidhin Farsaidh
Federal Navy Academy
Gallente Federation
#105 - 2014-06-17 11:12:23 UTC
Shivanthar wrote:
Corraidhin Farsaidh wrote:
Shivanthar wrote:
Some people are making up numbers carelessly.
My word goes to ones who say "+5 is needless, +3 is adequate"
Did you guys ever put some effort to look at how much time actually it penaltize you when you downgrade from +5 to +3's?
Difference between +5's and +3's is that it trains half a month less per 6 month, and a whole month less in 1 year for optimized plans.
For players like me around ~70 mil. SP and for my optimized skill queue, it is 94 skills trained (29 unique skills to level 4). Triple or even quadrupple that number for a new player.
Pointless argument... I am positive with OP. These implants should be internally added to everyone and all of them should be totally removed from the game.

Edit: Why should numbers be added instead of removed? Because you would penaltize people who trained without them, while there were people training with them. This is only valid if implants were removed and numbers weren't added internally.


Yes, I have put time into looking at it and yes there is a difference between using +5's and +3's. There is also a difference between choice and risk. That is the whole point, tangible benefits for the risks and investments you take and make. So tell me why a pilot who is willing to risk higher implants during flight shouldn't gain the benefit of better training time? Also explain why that month less training (assuming you got the numbers right) is such a big deal? It really isn't the amount of SP you have it is how you use those SP.


SP is the name of the advancement for this game. Without it, everything else is pointless. So every single bit of less training time is a big deal. You start to underestimate the power of training time, you start to widen the gap. Time is money my friend. If you don't care about that deal, it is your choice to do so.

My main idea and argument is that implants that doesn't actively contribute to fights and modifies the most powerful thing in this game are pointless. Once in the past, the very same argument was brought up once more and the final result was the removal of some learning skills from the game. Training time should be the same for all, risk vs reward part should be shifted from SP speed to some useful combat attribute.

Not everyone of course, but mostly new pvp'ers or ones shifting from pve to pvp have fear of loosing some of their SP speed and yes, even this is one of the many sources of discouragement, nonethless it is better starting cutting those discouragement parts one by one.

"Choice and risk" part. This is where these implants are creating an adverse effect actually.
- OP says he stays in station. Even he logs off, he uses +5's passively without any risk involved. No risk, +5 training.
- A player in null, actively participating in warfare is the most opposite side of the story. He won't purhcase +5's because he is being podded every other day. He is playing with much greater risk, so he gets +0 ones.

See the pattern? These implants are simply breaking risk vs reward rule. They're working reverse.

Think reverse, if everyone would be able to train 2700 sp/hr equally, what would that do bad to Eve? What is so bad about this? I see more advantages than adverse effects, if any.


SP is nothing but a means to an end. I have been here 9 months now and have three alts, two of which I can plex each months through in game business, exploration, combat anoms, invention, PI, manufacture. As I said I've only ever used +3's. I perform most of these activities with the minimum access level skills trained to level V. SP is not a measure of your character, what you do with those SP is. The training implants bring a different kind of risk/reward but it is just that all the same. Taking them out and just adding +5 to everyone is a way of increasing training speed, sure it isn't a pay to win method as the usual threads for increased SP gain are but it is a thread to gain SP faster all the same. The current rate of SP gain is fine and lets you do all sorts of good things at relatively low SP cost. The implants allow a choice in a slight increase of SP gain based on the risk you are willing to take.

Never risk more than you are willing to and you'll have much more fun. Also you will rapidly increase the amount of isk you make you'll find that the amount of isk you will risk rises exponentially.

Also I come back to the usual thing with implants. Learn to get your pod out, it is a key skill if you expect PvP and will cut drastically the number of times you will lose implants. If a pilot is serious about PvP combat over anything else then they will be risking far more expensive implants on a daily basis so you could see the risk of losing attribute implants as 'training wheels' towards the risks you'll be taking in future.
Torsnk
Mustang Capital
#106 - 2014-06-17 12:05:09 UTC  |  Edited by: Torsnk
Corraidhin Farsaidh wrote:
Also I come back to the usual thing with implants. Learn to get your pod out, it is a key skill if you expect PvP and will cut drastically the number of times you will lose implants.


How often do you PvP in null sec? Are you familiar with warp disruption fields (a.k.a. "bubbles")? Bubbles are an area of effect mechanic used by interdictors and heavy interdictors which prevent everyone (except for Interceptors) from warping while inside the bubble. These bubbles are an integral part of PvP in null sec, and as such are used heavily.

If your ship is killed inside a bubble (which happens very often in null sec) your pod is also in that bubble and you can't warp off. As such, whenever you PvP in null sec you have to operate under the assumption that if your ship explodes your pod is pretty much gone too. It doesn't always happen that way, but it's a logical going-in assumption of risk that you must take into account.

So whenever there is a "cheap frigate gang", or some other fun PvP activity that would otherwise be an opportunity to have fun at low risk, the option isn't really that appealing for someone who either has to risk implants that cost 10-20x the price of the ship they're flying or lose skill point gain in order to jump to a clean clone.

I agree with you in that, PvP in low or high sec is a different story altogether. However, the way PvP works in null sec drives the implant mechanic in a different way.

On top of that, there are also bombs in nullsec (weapons which apply a fairly significant amount of damage indiscriminately to a spherical area). As such, if a bombing run is executed properly, it is quite possible to lose your ship and your pod nearly instantaneously. This, in combination with warp disruption fields (a.k.a. "bubbles") significantly increases the likelihood that your pod (and implants) are not likely to survive.

As such, risk vs. reward is completely reversed. Learning implants work effectively whether the player is docked or undocked. If you remain docked (and take no risk) you are rewarded equally. If you undock, you can only lose SP/isk and have no incentive to fly cheap ships, because any inherent "cheapness" is lost when accounting for the destruction of implants.
Tipa Riot
Federal Navy Academy
Gallente Federation
#107 - 2014-06-17 12:06:13 UTC
Corraidhin Farsaidh wrote:

Also I come back to the usual thing with implants. Learn to get your pod out, it is a key skill if you expect PvP and will cut drastically the number of times you will lose implants.

You are not doing PvP in Nullsec, right?

I'm my own NPC alt.

Kaarous Aldurald
Black Hydra Consortium.
#108 - 2014-06-17 12:22:21 UTC
Tipa Riot wrote:
Corraidhin Farsaidh wrote:

Also I come back to the usual thing with implants. Learn to get your pod out, it is a key skill if you expect PvP and will cut drastically the number of times you will lose implants.

You are not doing PvP in Nullsec, right?


Neither are you, NPC alt.

But as far as "bubbles!", if you're going to take a fight in null, then nothing stops you from jumping into a clean clone. It's routine to do so, in fact.

"Verily, I have often laughed at the weaklings who thought themselves good because they had no claws."

One of ours, ten of theirs.

Best Meltdown Ever.

Shivanthar
#109 - 2014-06-17 12:51:14 UTC
Corraidhin Farsaidh wrote:

... Learn to get your pod out, it is a key skill if you expect PvP and will cut drastically the number of times you will lose implants. If a pilot is serious about PvP combat over anything else then they will be risking far more expensive implants on a daily basis so you could see the risk of losing attribute implants as 'training wheels' towards the risks you'll be taking in future.


Err, uhm, ok, nvm.

I'm trying to point exactly same thing as Torsnk was telling about. You'll most likely to undock to loose your head. This will reverse risk-reward system for skill implants, where null-sec player has the most risk but has the least SP training speed, whereas a high-sec player with no wars involved, docked or even logged-off has the least risk but most SP training speed.

_Half _the lies they tell about me **aren't **true.

Tipa Riot
Federal Navy Academy
Gallente Federation
#110 - 2014-06-17 13:44:15 UTC
Kaarous Aldurald wrote:
Tipa Riot wrote:
Corraidhin Farsaidh wrote:

Also I come back to the usual thing with implants. Learn to get your pod out, it is a key skill if you expect PvP and will cut drastically the number of times you will lose implants.

You are not doing PvP in Nullsec, right?


Neither are you, NPC alt.

But as far as "bubbles!", if you're going to take a fight in null, then nothing stops you from jumping into a clean clone. It's routine to do so, in fact.

Unfortunately as I'm my own "alt" (aka SOLO, single account player *sigh*!) I lost my pod iirc 3 times to bubbles in NullSec and in WHs. Actually I was able to escape luckily in the gap between two bubbles once. But the required clone jumps are exactly the point, if I would like to do NullSec stuff every day I'm penalized with much slower skill progression.

I'm my own NPC alt.

Bohneik Itohn
10.K
#111 - 2014-06-17 14:31:36 UTC
Tipa Riot wrote:

Unfortunately as I'm my own "alt" (aka SOLO, single account player *sigh*!) I lost my pod iirc 3 times to bubbles in NullSec and in WHs. Actually I was able to escape luckily in the gap between two bubbles once. But the required clone jumps are exactly the point, if I would like to do NullSec stuff every day I'm penalized with much slower skill progression.


Or just don't get caught in bubbles.

Spoken by the guy who just lost a set of +4's to a bubble in a WH last week. Because I got greedy.

Wait, CCP kills kittens now too?!  - Freyya

Are you a forum alt? Have you ever wondered why your experience on the forums is always so frustrating and unrewarding? This may help.

Kaarous Aldurald
Black Hydra Consortium.
#112 - 2014-06-17 14:35:24 UTC
Tipa Riot wrote:

Unfortunately as I'm my own "alt" (aka SOLO, single account player *sigh*!) I lost my pod iirc 3 times to bubbles in NullSec and in WHs. Actually I was able to escape luckily in the gap between two bubbles once. But the required clone jumps are exactly the point, if I would like to do NullSec stuff every day I'm penalized with much slower skill progression.


Stop exaggerating.

The difference between +4s and +5s, or even +3s and +5s, is miniscule unless you have a year long or more training plan. And even then the difference is pretty well laughable. So it's not "much slower" anything.

And Genolutions cost pocket change, by the way.

"Verily, I have often laughed at the weaklings who thought themselves good because they had no claws."

One of ours, ten of theirs.

Best Meltdown Ever.

Tipa Riot
Federal Navy Academy
Gallente Federation
#113 - 2014-06-17 15:00:51 UTC
Kaarous Aldurald wrote:

And Genolutions cost pocket change, by the way.

I don't want to get caught in a T1 frig/cruiser plus 100mil clone. Maybe this is fun for everyone else, but I don't think I like that idea.

I'm my own NPC alt.

Corraidhin Farsaidh
Federal Navy Academy
Gallente Federation
#114 - 2014-06-17 15:25:49 UTC
Tipa Riot wrote:
Corraidhin Farsaidh wrote:

Also I come back to the usual thing with implants. Learn to get your pod out, it is a key skill if you expect PvP and will cut drastically the number of times you will lose implants.

You are not doing PvP in Nullsec, right?


And you aren't using a jump clone whilst PvPing in Null? Who's fault is losing implants then? There are mechanisms available to avoid losing expensive implant sets and they should be used as such. New pilots need to be taught about these mechanisms so they can make *informed* decisions. If you are out in null I'd be surprised if you weren't earning enough to easily afford to lose even +4's on a fairly regular basis. If you can't afford them you should consider whether null is the right place for you to be flying until you can afford them.

And no I don't PvP in null. When I did go to null previously guess what? I used a cheap jump clone and expected to die. I wasn't disappointed in any sense.
Tipa Riot
Federal Navy Academy
Gallente Federation
#115 - 2014-06-17 16:10:24 UTC  |  Edited by: Tipa Riot
Corraidhin Farsaidh wrote:

And you aren't using a jump clone whilst PvPing in Null? Who's fault is losing implants then?

Please read my and others' comments above.

I'm my own NPC alt.

Corraidhin Farsaidh
Federal Navy Academy
Gallente Federation
#116 - 2014-06-17 16:44:43 UTC
Tipa Riot wrote:
Corraidhin Farsaidh wrote:

And you aren't using a jump clone whilst PvPing in Null? Who's fault is losing implants then?

Please read my and others' comments above.


I did read your posts and you are not penalized on training rate compared to others even if you choose to PvP every day. You have a choice as to what level of risk and cost of any implant (training or otherwise) that you are willing to fly with. You train at the exact same rate as anyone else before implants and can choose which if any implants you want to fly with. There is a choice to be made and a risk/reward balance to make in your own mind.

I stand by the point that the l;earning implants really don't speed up training by such a degree that they need to be removed.

Reading between the lines the OP is suggesting that because he doesn't want to risk a more expensive item then it should be removed and the maximum benefit given to everyone. He would like all the rewards of +5's but without the risk as this will speed up training. Increased straining speed has been discussed many times and is generally unwanted in all cases so far. I am also dead against removing a risk choice and applying the reqard even if it is to everyone.
Shivanthar
#117 - 2014-06-17 16:48:08 UTC  |  Edited by: Shivanthar
Kaarous Aldurald wrote:
Tipa Riot wrote:

Unfortunately as I'm my own "alt" (aka SOLO, single account player *sigh*!) I lost my pod iirc 3 times to bubbles in NullSec and in WHs. Actually I was able to escape luckily in the gap between two bubbles once. But the required clone jumps are exactly the point, if I would like to do NullSec stuff every day I'm penalized with much slower skill progression.


Stop exaggerating.

The difference between +4s and +5s, or even +3s and +5s, is miniscule unless you have a year long or more training plan. And even then the difference is pretty well laughable. So it's not "much slower" anything.

And Genolutions cost pocket change, by the way.


That guy said he is 9 months old. If you read my post and considering he should be less than 16-18 mil SP (considering he is on +3s), he can complete at least 240 skills by switching to +5s and with a well designed plan, bringing more than 24 to 36 unique skills to level 4 in time you said "laughable".

Two cases here, either you don't have math, or you do have it, but you just have shitload of skills trained already and 24 to 36 unique to lvl4 means nothing to you...

On the other hand, the argument of jumping to a clean clone doesn't change anything here. It doesn't invalidate the fact that fighting in null increases risk of being podded, whether you are using jump clone or not, you expose yourself to very same reversed risk/reward situation with a logged-off guy in the high-sec training with +5. You're on the risky side, yet you've to loose training time because of risk? Not very good eh?

_Half _the lies they tell about me **aren't **true.

Bohneik Itohn
10.K
#118 - 2014-06-17 16:54:34 UTC
Shivanthar wrote:

That guy said he is 9 months old. If you read my post and considering he should be less than 16-18 mil SP (considering he is on +3s), he can complete at least 180 skills with a well designed plan, bringing more than 48 unique skills to level 4 in time you said "laughable".

Two cases here, either you don't have math, or you do have it, but you just have shitload of skills trained already and 40 unique to lvl4 means nothing to you...

On the other hand, the argument of jumping to a clean clone doesn't change anything here. It doesn't invalidate the fact that fighting in null increases risk of being podded, whether you are using jump clone or not, you expose yourself to very same reversed risk/reward situation with a logged-off guy in the high-sec training with +5. You're on the risky side, yet you've to loose training time because of risk? Not very good eh?



Yeah, and the guy sitting in high sec with +5's is just having LOADS of fun isn't he?

I wonder if he'll be the first one to roll the ship spin counter back over to 0....

Isk, SP, time, plex, we all invest something into the game to get what we want out of it.

Wait, CCP kills kittens now too?!  - Freyya

Are you a forum alt? Have you ever wondered why your experience on the forums is always so frustrating and unrewarding? This may help.

Shivanthar
#119 - 2014-06-17 16:59:49 UTC  |  Edited by: Shivanthar
Bohneik Itohn wrote:
Shivanthar wrote:

That guy said he is 9 months old. If you read my post and considering he should be less than 16-18 mil SP (considering he is on +3s), he can complete at least 180 skills with a well designed plan, bringing more than 48 unique skills to level 4 in time you said "laughable".

Two cases here, either you don't have math, or you do have it, but you just have shitload of skills trained already and 40 unique to lvl4 means nothing to you...

On the other hand, the argument of jumping to a clean clone doesn't change anything here. It doesn't invalidate the fact that fighting in null increases risk of being podded, whether you are using jump clone or not, you expose yourself to very same reversed risk/reward situation with a logged-off guy in the high-sec training with +5. You're on the risky side, yet you've to loose training time because of risk? Not very good eh?



Yeah, and the guy sitting in high sec with +5's is just having LOADS of fun isn't he?

I wonder if he'll be the first one to roll the ship spin counter back over to 0....

Isk, SP, time, plex, we all invest something into the game to get what we want out of it.


Please update your quote, as I've miscalculated some numbers and corrected them.
Don't be too emotional, I'm not discussing fun factor. That guy having less fun still doesn't change the fact that he has more reward sitting in high-sec than fighting in null.

Why people suddenly change to fun/reward factor when a broken formula of risk/reward is put on the table? What hurts you if everyone train +5 injected and implants are removed?

_Half _the lies they tell about me **aren't **true.

Bohneik Itohn
10.K
#120 - 2014-06-17 17:14:47 UTC
Shivanthar wrote:

Please update your quote, as I've miscalculated some numbers and corrected them.
Don't be too emotional, I'm not discussing fun factor. That guy having less fun still doesn't change the fact that he has more reward sitting in high-sec than fighting in null.

Why people suddenly change to fun/reward factor when a broken formula of risk/reward is put on the table? What hurts you if everyone train +5 injected and implants are removed?


I'll leave it, because the numbers both before and after are a bit funny and make quite a few assumptions on how players choose to train their characters.

What hurts me is you're pulling choices from the game for no discernible reason other than you feel someone has an advantage over someone else because they chose to waste their time by not playing the game. You're proposing a blanket change that affects all players to fix something that is only a theoretical problem for some of them.

If you're avoiding fights because you're currently stuck in a +5 when you prefer to PvP in a clean clone, that's the price you chose to pay for the extra SP.

If you're losing SP because you're in a clean clone so that you can have fun shooting faces, that's the price you chose to pay for the extra fun.

Or.... Just grab some cheapo +3's and get the best of both worlds. Better yet, check the market. I've noticed that a lot of the mid-grade pirate implants that give +3 to attributes along with combat bonuses can be as little as half as much as the standard +3's.

Full set of mid-grade talismans, plus the Omega, for 35-40 mil to fly my neut boat with and +3 to all attributes? Yes please.

Wait, CCP kills kittens now too?!  - Freyya

Are you a forum alt? Have you ever wondered why your experience on the forums is always so frustrating and unrewarding? This may help.