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Rationalising the skill training & implants sytem

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Author
Waltaratzor
Glorious Revolutionary Armed Forces of Highsec
#241 - 2014-12-24 05:58:50 UTC
Corraidhin Farsaidh wrote:
Mario Putzo wrote:
... when a large portion of the game refuses to use such benefiting items currently due to cost inefficiency, I think that speaks volumes. ...


Yet a much larger proportion would say they are fine as is and the increased risk is a price you pay for going null and the benefits therein


The benefits of null are pretty weak imo. I mean, plenty of nullsec residents create high sec or faction warfare alts for their income. Nobody in high sec creates a null sec alt for their income.

People go to null because they find it fun. You shouldn't put fun and efficiency in competition with each other.
Waltaratzor
Glorious Revolutionary Armed Forces of Highsec
#242 - 2014-12-24 06:01:39 UTC  |  Edited by: Waltaratzor
Corraidhin Farsaidh wrote:

The key point is that the null player *does not lose SP* as people keep saying. They choose not to use implants that may increase SP because of the risk. If the null player docks up whenever a non-blue is in system where's the extra risk btw? And if you do that now without implants how would removing them change this?


Corraidhin, do you also think minerals are free if you mine them yourself?
Joe Risalo
State War Academy
Caldari State
#243 - 2014-12-24 06:22:12 UTC
Waltaratzor wrote:
Xindi Kraid wrote:
Here's a way of looking at things:

EvE is about choice right?
The HS miner needs to make different choices than the HS mission runner, and the LS pirate may not want or need the same things as the person living in null or W-space.

If there is a choice that is in EVERYONE'S best interest, and EVERYONE from that miner to that pirate, to that wormholer takes, what purpose does it really serve? Wouldn't it be better to focus efforts on stuff that will make a meaningful difference, that choosing actually changes the path you take on your eve career and lets you do new, and different things?


So the SP implant really isn't a meaningful choice for a competent high sec resident(you won't get podded often enough for it to matter), but the SP implants are a serious isk sink if you are doing null or WH PvP and die somewhat often.


But as many players who get highly involve with PVP have mentioned, they typically don't purxhase anything higher than +3, if anything at all.
So I'd say the isk sink is much smaller than you would think.
Solaris Vex
The Scope
Gallente Federation
#244 - 2014-12-24 07:27:19 UTC
Joe Risalo wrote:
Waltaratzor wrote:
Xindi Kraid wrote:
Here's a way of looking at things:

EvE is about choice right?
The HS miner needs to make different choices than the HS mission runner, and the LS pirate may not want or need the same things as the person living in null or W-space.

If there is a choice that is in EVERYONE'S best interest, and EVERYONE from that miner to that pirate, to that wormholer takes, what purpose does it really serve? Wouldn't it be better to focus efforts on stuff that will make a meaningful difference, that choosing actually changes the path you take on your eve career and lets you do new, and different things?


So the SP implant really isn't a meaningful choice for a competent high sec resident(you won't get podded often enough for it to matter), but the SP implants are a serious isk sink if you are doing null or WH PvP and die somewhat often.


But as many players who get highly involve with PVP have mentioned, they typically don't purxhase anything higher than +3, if anything at all.
So I'd say the isk sink is much smaller than you would think.

Exactly. According to zkillboard I average 3.6 pod losses a month.
Corraidhin Farsaidh
Federal Navy Academy
Gallente Federation
#245 - 2014-12-24 09:15:56 UTC
Waltaratzor wrote:
Corraidhin Farsaidh wrote:

The key point is that the null player *does not lose SP* as people keep saying. They choose not to use implants that may increase SP because of the risk. If the null player docks up whenever a non-blue is in system where's the extra risk btw? And if you do that now without implants how would removing them change this?


Corraidhin, do you also think minerals are free if you mine them yourself?


Somewhat off topic but no, you either spend time mining or doing other things. I do other things and buy the ore on reasonable market orders for any manufacturing. I rarely salvage and loot combat anoms either as my time is better spent chasing down other sites and escalations.
Corraidhin Farsaidh
Federal Navy Academy
Gallente Federation
#246 - 2014-12-24 09:21:09 UTC
Waltaratzor wrote:
Corraidhin Farsaidh wrote:
Mario Putzo wrote:
... when a large portion of the game refuses to use such benefiting items currently due to cost inefficiency, I think that speaks volumes. ...


Yet a much larger proportion would say they are fine as is and the increased risk is a price you pay for going null and the benefits therein


The benefits of null are pretty weak imo. I mean, plenty of nullsec residents create high sec or faction warfare alts for their income. Nobody in high sec creates a null sec alt for their income.

People go to null because they find it fun. You shouldn't put fun and efficiency in competition with each other.


If the benefits are so low how can null players afford to rat in supercarriers and throw huge fleets of supers around in fleet fights then SRP them afterwards? This is a real question by the way as many hisec people will have no idea of the dynamics of living in null (i have a reasonable idea from having friends who live down there).
Mag's
Azn Empire
#247 - 2014-12-24 11:57:57 UTC  |  Edited by: Mag's
I will agree that you pretty much accept, you're going to lose your implants in Null. It's the nature of the beast. Personally I flew with two +4 implants in whatever atts I was using at the time.
In low and high sec if you have your wits about you, pod loss is rare.

Now I do not go with the logic that a lack of a bonus, means a loss. But I do see that Null residents do have the short end of the stick and I do wonder if the rewards are any better there tbh.

But anyway I do like the current state of implants and atts. But I do see the argument for their removal. What I disagree with, is a replacement like the OP that's seems far worse IMHO. CCP just stopped us having to log in with skills, why should they now introduce a mechanic that replaces that but at far more regular intervals? It just doesn't make sense and I dislike it for that most of all.

I have an idea, it's rough but hear me out.
So how about we set training at a set limit for all (to be whatever) and utilise attributes for game play instead?
They could be linked to weapons, repair, industry, trade, mining etc. Dependant upon what you have mapped, depends on how well the skill bonuses for those mechanics work. Or may even add a % bonus to those fields.

This could even be linked with ON/OFF grid boosting. Or even new types of clones could boost a certain attribute, at the expense of another.

So say you are a combat PvPer. You may wish for your guns to be optimal, so perception will be your primary.
Or you may wish for more of a logistics/tank role and willpower would be the primary.

It may be that you only get one choice and we do away with primary and secondary.
It's just a rough idea, but maybe you guys could flesh it out some. That's if you like it of course.

Destination SkillQueue:- It's like assuming the Lions will ignore you in the Savannah, if you're small, fat and look helpless.

McChicken Combo HalfMayo
The Happy Meal
#248 - 2014-12-24 12:24:27 UTC  |  Edited by: McChicken Combo HalfMayo
Corraidhin Farsaidh wrote:
Waltaratzor wrote:
Corraidhin Farsaidh wrote:
Mario Putzo wrote:
... when a large portion of the game refuses to use such benefiting items currently due to cost inefficiency, I think that speaks volumes. ...


Yet a much larger proportion would say they are fine as is and the increased risk is a price you pay for going null and the benefits therein


The benefits of null are pretty weak imo. I mean, plenty of nullsec residents create high sec or faction warfare alts for their income. Nobody in high sec creates a null sec alt for their income.

People go to null because they find it fun. You shouldn't put fun and efficiency in competition with each other.


If the benefits are so low how can null players afford to rat in supercarriers and throw huge fleets of supers around in fleet fights then SRP them afterwards? This is a real question by the way as many hisec people will have no idea of the dynamics of living in null (i have a reasonable idea from having friends who live down there).

Personally I don't disagree with you that the potential for ISK earning in null is very high, especially if you live in a blue donut with something like multibox carriers or a dozen strong ice mining fleet.

We're talking PVP here though, so I don't think income generation should be part of the point. If you are a PVE player in null you are running sites that require a fairly expensive ship anyways, and you aren't dying at the same frequency of a PVP player. Using +5s as a site runner or miner isn't unfeasible in the same way it is for the PVP player, assuming competence on the part of the PVE player.

The benefits of null don't apply to the players who are actually unable to reasonably use the +5s, the PVP players (or the PVP clone) who just want to kill things that move. PVP is PVP, shooting ships in null is simply a matter of taste not a matter of reward.

There are all our dominion

Gate camps: "Its like the lowsec watercooler, just with explosions and boose" - Ralph King-Griffin

Corraidhin Farsaidh
Federal Navy Academy
Gallente Federation
#249 - 2014-12-24 12:48:06 UTC
Mag's wrote:
I will agree that you pretty much accept, you're going to lose your implants in Null. It's the nature of the beast. Personally I flew with two +4 implants in whatever atts I was using at the time.
In low and high sec if you have your wits about you, pod loss is rear.

Now I do not go with the logic that a lack of a bonus, means a loss. But I do see that Null residents do have the short end of the stick and I do wonder if the rewards are any better there tbh.

But anyway I do like the current state of implants and atts. But I do see the argument for their removal. What I disagree with, is a replacement like the OP that's seems far worse IMHO. CCP just stopped us having to log in with skills, why should they now introduce a mechanic that replaces that but at far more regular intervals? It just doesn't make sense and I dislike it for that most of all.

I have an idea, it's rough but hear me out.
So how about we set training at a set limit for all (to be whatever) and utilise attributes for game play instead?
They could be linked to weapons, repair, industry, trade, mining etc. Dependant upon what you have mapped, depends on how well the skill bonuses for those mechanics work. Or may even add a % bonus to those fields.

This could even be linked with ON/OFF grid boosting. Or even new types of clones could boost a certain attribute, at the expense of another.

So say you are a combat PvPer. You may wish for your guns to be optimal, so perception will be your primary.
Or you may wish for more of a logistics/tank role and willpower would be the primary.

It may be that you only get one choice and we do away with primary and secondary.
It's just a rough idea, but maybe you guys could flesh it out some. That's if you like it of course.


I'm not averse to attributes adding to gameplay but this would then re-inforce keeping remaps (maybe 2 per year though instead of 1). I'd still keep implants though :)
Corraidhin Farsaidh
Federal Navy Academy
Gallente Federation
#250 - 2014-12-24 12:52:19 UTC
McChicken Combo HalfMayo wrote:
Corraidhin Farsaidh wrote:
Waltaratzor wrote:
Corraidhin Farsaidh wrote:
Mario Putzo wrote:
... when a large portion of the game refuses to use such benefiting items currently due to cost inefficiency, I think that speaks volumes. ...


Yet a much larger proportion would say they are fine as is and the increased risk is a price you pay for going null and the benefits therein


The benefits of null are pretty weak imo. I mean, plenty of nullsec residents create high sec or faction warfare alts for their income. Nobody in high sec creates a null sec alt for their income.

People go to null because they find it fun. You shouldn't put fun and efficiency in competition with each other.


If the benefits are so low how can null players afford to rat in supercarriers and throw huge fleets of supers around in fleet fights then SRP them afterwards? This is a real question by the way as many hisec people will have no idea of the dynamics of living in null (i have a reasonable idea from having friends who live down there).

Personally I don't disagree with you that the potential for ISK earning in null is very high, especially if you live in a blue donut with something like multibox carriers or a dozen strong ice mining fleet.

We're talking PVP here though, so I don't think income generation should be part of the point. If you are a PVE player in null you are running sites that require a fairly expensive ship anyways, and you aren't dying at the same frequency of a PVP player. Using +5s as a site runner or miner isn't unfeasible in the same way it is for the PVP player, assuming competence on the part of the PVE player.

The benefits of null don't apply to the players who are actually unable to reasonably use the +5s, the PVP players (or the PVP clone) who just want to kill things that move. PVP is PVP, shooting ships in null is simply a matter of taste not a matter of reward.


With regards to the point that 'pure' PvP players have no benefit from these implants I would argue that they would either just use the two that matter at any given time or would be using slave sets or whatever benefits their playstyle which come with attribute boosts anyway.

Another point though is that CCP want players to act in various areas of play rather than just one. the 'leveling raven' argument can equally be applied to someone only PvPing. If you limit yourself to one area of Eve then you have to accept the upsides and downsides of doing so. A player who rats sometimes for isk and then hops into a jump clone for PvP will gain benefit and isk, one who purely PvP's will enjoy advantages of only training one set of skills but suffer the consequence of less opportunity to use learning implants. This seems prefectly reasonable to me.
Corraidhin Farsaidh
Federal Navy Academy
Gallente Federation
#251 - 2014-12-24 13:14:42 UTC
Mag's wrote:
...pod loss is rear...


First time I've seen you talk arse by the way...
Mag's
Azn Empire
#252 - 2014-12-24 13:48:12 UTC  |  Edited by: Mag's
Corraidhin Farsaidh wrote:
I'm not averse to attributes adding to gameplay but this would then re-inforce keeping remaps (maybe 2 per year though instead of 1). I'd still keep implants though :)
Yea remaps would need looking at and I agree with keeping implants. Just not att related.


Corraidhin Farsaidh wrote:
Mag's wrote:
...pod loss is rear...


First time I've seen you talk arse by the way...
OMG hahahahaha Oops

Destination SkillQueue:- It's like assuming the Lions will ignore you in the Savannah, if you're small, fat and look helpless.

Joe Risalo
State War Academy
Caldari State
#253 - 2014-12-24 16:51:43 UTC
Corraidhin Farsaidh wrote:


With regards to the point that 'pure' PvP players have no benefit from these implants I would argue that they would either just use the two that matter at any given time or would be using slave sets or whatever benefits their playstyle which come with attribute boosts anyway.

Another point though is that CCP want players to act in various areas of play rather than just one. the 'leveling raven' argument can equally be applied to someone only PvPing. If you limit yourself to one area of Eve then you have to accept the upsides and downsides of doing so. A player who rats sometimes for isk and then hops into a jump clone for PvP will gain benefit and isk, one who purely PvP's will enjoy advantages of only training one set of skills but suffer the consequence of less opportunity to use learning implants. This seems prefectly reasonable to me.


As I've stated many times, attributes and effecting items have no ties to the game in relation to their effects on other players either directly or indirectly.
Again, tieing to CCPs comments on med clones and how they do not effect the Eve Universe.

You can argue that the implants do have effect on the Universe, as they're an actual item provided by other players on the market, but what I'm getting at is that the actual use of these items do not effect the Eve Universe.

As an example, we'll use skill implants, as they're the most like item in game.

Skill implants can be earned by players through drops and/or LP stores.
When applied to a character, they have to potential of causing a ripple effect, in that, they may boost your ability just enough to win out a fight you wouldn't have otherwise won. That win literally has the potential that could very well lead to the fall of a major alliance.

Now, attribute implants can also be earned through drops and/or LP stores.
However, there effect on the Eve Universe generally stops at purchase. Once you put them on, they have no effect on New Eden as a whole, much like med clones didn't.
Slave implants are another thing though, as they're essentially combining skill and attribute implants.


In response to your comment directly; Yes, if you limit youself to one activity in Eve, it has its good and bad sides.
However, those goods and bads, again, directly effect New Eden.
If you focus only on PVP your wins and losses, limited isk gain, and whatever else have an effect that ripples out.
Your attributes and attribute implants have no effect on that.
Waltaratzor
Glorious Revolutionary Armed Forces of Highsec
#254 - 2014-12-24 17:07:22 UTC
Corraidhin Farsaidh wrote:
Waltaratzor wrote:
Corraidhin Farsaidh wrote:
Mario Putzo wrote:
... when a large portion of the game refuses to use such benefiting items currently due to cost inefficiency, I think that speaks volumes. ...


Yet a much larger proportion would say they are fine as is and the increased risk is a price you pay for going null and the benefits therein


The benefits of null are pretty weak imo. I mean, plenty of nullsec residents create high sec or faction warfare alts for their income. Nobody in high sec creates a null sec alt for their income.

People go to null because they find it fun. You shouldn't put fun and efficiency in competition with each other.


If the benefits are so low how can null players afford to rat in supercarriers and throw huge fleets of supers around in fleet fights then SRP them afterwards? This is a real question by the way as many hisec people will have no idea of the dynamics of living in null (i have a reasonable idea from having friends who live down there).


Rich high sec residents could do the same thing. It would take 250 hours of incursions to buy a supercarrier(200 mil isk/hr*250=50bil). Good traders could make it much earlier. Supers just aren't allowed in high sec(although the incursion runner might have a super on his null sec account,

Now, I am sure you can find activities in null that earn more than 200m isk/hr, but you have to remember that null residents spend a lot of time on activities that don't generate income, like mandatory pvp fleet activity time and dealing with players who want to mess with them. So when you account for this their income is worse than the incursion runner, who has little downtime.

People still go to null because they find the pvp fun and don't consider this lost income. Hence fun vs efficiency
Joe Risalo
State War Academy
Caldari State
#255 - 2014-12-24 17:16:42 UTC  |  Edited by: Joe Risalo
Mag's wrote:
Corraidhin Farsaidh wrote:
I'm not averse to attributes adding to gameplay but this would then re-inforce keeping remaps (maybe 2 per year though instead of 1). I'd still keep implants though :)
Yea remaps would need looking at and I agree with keeping implants. Just not att related.



I have no problem with skill implants, and I would not be averse to attribute implants and attributes being moved to effect a line of skills, instead of skill training.

This would fall in line of what I was suggesting in my comment above.

However, here's a bit of an idea on that.

I don't know what a point in an attribute would count as, in regards to bonus, but that would have to be factored.

CCP could take remaps and instead of tieing them you a 1 year give away, they could instead be a new isk sink.
You pay isk to a medical facility in order to remap. Apon pod loss, you remap is reverted.

All attribute implant slots are merged into 1 slot, thus you're only able to have an implant that effects 1 attribute at a time, and the points provided by a implant cannot be remapped into another skill.

The only problem I see is, would removing attributes from charisma (as an example), hinder your skills effected by charisma?


Edit.... I would also like to note that if this change were ever made, the attributes effecting skills would need to be changed, and only one attribute would be tied to a skill like.

IE

Intelligence - effects spaceship command, Science, Sub Systems, and rigging
Memory - Corp Management, Electronics, Engineering, and Targeting
Perception - Gunnery, Missiles, Drones, and Scanning
Willpower - Leadership, Navigation, Armor, and Shields
Charisma - Social, Trade, Planet Management, Industry, Production, and Resource Processing
Mag's
Azn Empire
#256 - 2014-12-24 18:04:32 UTC
Joe Risalo wrote:
Mag's wrote:
Corraidhin Farsaidh wrote:
I'm not averse to attributes adding to gameplay but this would then re-inforce keeping remaps (maybe 2 per year though instead of 1). I'd still keep implants though :)
Yea remaps would need looking at and I agree with keeping implants. Just not att related.



I have no problem with skill implants, and I would not be averse to attribute implants and attributes being moved to effect a line of skills, instead of skill training.

This would fall in line of what I was suggesting in my comment above.

However, here's a bit of an idea on that.

I don't know what a point in an attribute would count as, in regards to bonus, but that would have to be factored.

CCP could take remaps and instead of tieing them you a 1 year give away, they could instead be a new isk sink.
You pay isk to a medical facility in order to remap. Apon pod loss, you remap is reverted.

All attribute implant slots are merged into 1 slot, thus you're only able to have an implant that effects 1 attribute at a time, and the points provided by a implant cannot be remapped into another skill.

The only problem I see is, would removing attributes from charisma (as an example), hinder your skills effected by charisma?
Yea remaps could be linked to clones and cost ISK. It's a nice sink plus adds to game play and removes the current SP connection.


Joe Risalo wrote:
Edit.... I would also like to note that if this change were ever made, the attributes effecting skills would need to be changed, and only one attribute would be tied to a skill like.

IE

Intelligence - effects spaceship command, Science, Sub Systems, and rigging
Memory - Corp Management, Electronics, Engineering, and Targeting
Perception - Gunnery, Missiles, Drones, and Scanning
Willpower - Leadership, Navigation, Armor, and Shields
Charisma - Social, Trade, Planet Management, Industry, Production, and Resource Processing
Yea that's kinda the route I was thinking of for them.

Destination SkillQueue:- It's like assuming the Lions will ignore you in the Savannah, if you're small, fat and look helpless.

Joe Risalo
State War Academy
Caldari State
#257 - 2014-12-24 18:29:38 UTC  |  Edited by: Joe Risalo
Mag's wrote:
Yea remaps could be linked to clones and cost ISK. It's a nice sink plus adds to game play and removes the current SP connection.


Again, the only question I have is whether remapping would essentially nerf the skills effected by attributes you remove points from.
I would also go to say that a remap couldn't be reverted. They would be tied to that jump clone.
So, the only way to revert a remap would be to get yourself podded.
This would just be to keep players from easily remapping on the fly to suit the situation..

Though, the isk cost for a remap could be enough on its own to balance this without the need for Pod loss.
Assuming the remaps are relatively expensive.
I was thinking somewhere in the 100-200 mil range.... Not overly expensive, but definitely setting players apart as far as their productivity in Eve.

Quote:
Yea that's kinda the route I was thinking of for them.



I tried to set up the skills in a way to where you couldn't just focus one attribute in order to accomplish all the things you were needing to do, thus keeping a player from putting all their points into one attribute.

For example:

Gunnery, spaceship command, and missiles used to all be tied to the same effecting attributes.
Doing so would have allowed a player to be extremely effective with just one attribute.

So, I separated them.

Now, you'll have to balance two attributes, but you may hinder your tanking, fitting, and industry related capabilities.

If you want fitting and tanking capability, you would have to hinder your ship and weapons skills.

If you want to focus on industry and ship production, you would retain ability in spaceship command for the sake of being somewhat competitive, but you would lack in weapons, tank, and fitting.

I mean, you'd likely have to put a lot more thought into what goes where, but ultimately I think it could be balanced fairly well.
It would essentially be like the penalties you get for fitting rigs and/or certain modules.

The only skill tree I didn't include in this was implant related skills. I don't feel that implants themselves should be effected by this, as there would likely be a way to "game" the system, such as putting all your points into the attribute effecting implants, and then just getting the implants that suit your need.



Edit...

As a side note, I would also like to mention that I would like to see skill implants removed from slot requirements.
The only limitation would be that you couldn't fit two implants effecting the same skill. This would fit lore wise at it would essentially fry your brain to do so.
So, you'd be able to load your head down on implants effecting cruise missiles, but you wouldn't be able to fit matching implants.
This would mean you'd be better with cruise, but you wouldn't be able to simply stack 5 cruise damage implants and go to town.



Edit 2..
I'm wondering if I should start a new thread on this idea..Half credit given to Mag's, of course.
Corraidhin Farsaidh
Federal Navy Academy
Gallente Federation
#258 - 2014-12-24 19:07:53 UTC
Joe Risalo wrote:
Mag's wrote:
Yea remaps could be linked to clones and cost ISK. It's a nice sink plus adds to game play and removes the current SP connection.


Again, the only question I have is whether remapping would essentially nerf the skills effected by attributes you remove points from.
I would also go to say that a remap couldn't be reverted. They would be tied to that jump clone.
So, the only way to revert a remap would be to get yourself podded.
This would just be to keep players from easily remapping on the fly to suit the situation..

Though, the isk cost for a remap could be enough on its own to balance this without the need for Pod loss.
Assuming the remaps are relatively expensive.
I was thinking somewhere in the 100-200 mil range.... Not overly expensive, but definitely setting players apart as far as their productivity in Eve.

Quote:
Yea that's kinda the route I was thinking of for them.



I tried to set up the skills in a way to where you couldn't just focus one attribute in order to accomplish all the things you were needing to do, thus keeping a player from putting all their points into one attribute.

For example:

Gunnery, spaceship command, and missiles used to all be tied to the same effecting attributes.
Doing so would have allowed a player to be extremely effective with just one attribute.

So, I separated them.

Now, you'll have to balance two attributes, but you may hinder your tanking, fitting, and industry related capabilities.

If you want fitting and tanking capability, you would have to hinder your ship and weapons skills.

If you want to focus on industry and ship production, you would retain ability in spaceship command for the sake of being somewhat competitive, but you would lack in weapons, tank, and fitting.

I mean, you'd likely have to put a lot more thought into what goes where, but ultimately I think it could be balanced fairly well.
It would essentially be like the penalties you get for fitting rigs and/or certain modules.

The only skill tree I didn't include in this was implant related skills. I don't feel that implants themselves should be effected by this, as there would likely be a way to "game" the system, such as putting all your points into the attribute effecting implants, and then just getting the implants that suit your need.



Edit...

As a side note, I would also like to mention that I would like to see skill implants removed from slot requirements.
The only limitation would be that you couldn't fit two implants effecting the same skill. This would fit lore wise at it would essentially fry your brain to do so.
So, you'd be able to load your head down on implants effecting cruise missiles, but you wouldn't be able to fit matching implants.
This would mean you'd be better with cruise, but you wouldn't be able to simply stack 5 cruise damage implants and go to town.



Edit 2..
I'm wondering if I should start a new thread on this idea..Half credit given to Mag's, of course.


Better keep all feedback in one thread :D

The remaps would simply be a requirement to be competitive in your chosen field. Learning implants are absolutely not required for anything as you always train at the base level. An attribute maximising remap for isk would be the same asclone costs, a non-optional isk sink.
Joe Risalo
State War Academy
Caldari State
#259 - 2014-12-24 19:27:29 UTC  |  Edited by: Joe Risalo
Corraidhin Farsaidh wrote:


Better keep all feedback in one thread :D

The remaps would simply be a requirement to be competitive in your chosen field. Learning implants are absolutely not required for anything as you always train at the base level. An attribute maximising remap for isk would be the same asclone costs, a non-optional isk sink.



Well, yes, and no...

If you were delegated to a specific task, such as scanning, then yes, it would basically be a requirement.

However, if you were in WH space, solo/small gang roaming, and possibly even solo PVE content, you would want to have a more balanced attribute line up, so that you didn't have a specific skill set that was hindered.

As far as the attribute implants, they would essentially be icing on the cake, in that they would allow you to focus on your more preferred skill set.

For instance, I fly a Golem in lvl 4 missions. I don't want to hinder my tank, dps, mobility, or any other skill that would hinder my capabilities. Plus, I do a lot of reprocessing of items, so I'd want to keep all my skills evenly balanced.
However, I would be able to choose one of those skill sets that would best suit me.
My ship bonuses are fine, tank is awesome, etc. etc...
The only places I would likely want to put that attribute implant is into weapons or fitting.
With that, I could either slightly increase my fitting capability, allowing me to fit a smartbomb/salvagers or whatever, or I could stick with my fit and slightly increase the effectiveness of my missile damage/exp vel/exp rad.

Now that I've thought about it like that, I actually quite like the idea, because in my mind it's an even more meaningful choice than even skill implants currently provide.

Edit...
I would also like to mention that it's no different than players that have jump clones that have skill implants setup for a specific task. You would be able to do the same with attributes and the 1 attribute implant, as it would be tied to the clone and not the character.
Corraidhin Farsaidh
Federal Navy Academy
Gallente Federation
#260 - 2014-12-24 19:47:13 UTC
Joe Risalo wrote:
Corraidhin Farsaidh wrote:


Better keep all feedback in one thread :D

The remaps would simply be a requirement to be competitive in your chosen field. Learning implants are absolutely not required for anything as you always train at the base level. An attribute maximising remap for isk would be the same asclone costs, a non-optional isk sink.



Well, yes, and no...

If you were delegated to a specific task, such as scanning, then yes, it would basically be a requirement.

However, if you were in WH space, solo/small gang roaming, and possibly even solo PVE content, you would want to have a more balanced attribute line up, so that you didn't have a specific skill set that was hindered.

As far as the attribute implants, they would essentially be icing on the cake, in that they would allow you to focus on your more preferred skill set.

For instance, I fly a Golem in lvl 4 missions. I don't want to hinder my tank, dps, mobility, or any other skill that would hinder my capabilities. Plus, I do a lot of reprocessing of items, so I'd want to keep all my skills evenly balanced.
However, I would be able to choose one of those skill sets that would best suit me.
My ship bonuses are fine, tank is awesome, etc. etc...
The only places I would likely want to put that attribute implant is into weapons or fitting.
With that, I could either slightly increase my fitting capability, allowing me to fit a smartbomb/salvagers or whatever, or I could stick with my fit and slightly increase the effectiveness of my missile damage/exp vel/exp rad.

Now that I've thought about it like that, I actually quite like the idea, because in my mind it's an even more meaningful choice than even skill implants currently provide.


Actually this stovepipes clones in the best case or the entire character in the worst case to be average ate everything or hyper specialized in one task and you'd need a bunch of alts for various tasks. Right now you can choose pure learning, cambat and learning, pure combat or no implants at all. You can remap attributes to change focus once if needed too. This is all optional with greater or lesser degrees of risk and usefulness. This is exactly the way it should be in my view.