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WH Clone Solution/Idea

Author
Ghenghis Kralj
Big Johnson's
#1 - 2015-05-28 14:49:55 UTC
I'll just get to it.

Not being able to unplug implants without destroying them is a 2005 gaming concept. It should be over with.

We have already and thankfully gotten rid of the stupid pod upgrade fee. This is the next step to make pods a more dynamic experience and, more importantly, REDUCE RISK AVERSE BEHAVIOR.

The solution would also be easily implemented as it would not require major server changes to the pod jumping mechanic. We can keep that the same and weirdness of clone jumping into or out of WH space can be left for a later discussion based on its own merits.

Now, kill mails are still nice. How do we keep those from being screwed up?
(A) They already can be if the person chooses to pull implants while they are in structure.
(B) Add a station/Rorqual pod requirement for this ability. Else, implant removal leads to destruction.

Feedback would be much appreciated. What am I missing? Why do you think this would be a horrible idea for wh space or EVE in general?
Ginger Yume
Federal Navy Academy
Gallente Federation
#2 - 2015-05-28 15:01:47 UTC
Having a 'medical bay' POS module that allows the unplugging of implants or clone switching would be nice, as sometimes it's not worth bringing a head of implants on a roam. If clone switching occupied the same cooldown as clone jumping, that'd prevent some abuse, too.
Hipqo
Tyde8
#3 - 2015-05-28 15:26:26 UTC  |  Edited by: Hipqo
Its not a horrible idea at all, but i dont think you should be able to un-plug all implants, only the lower tier ones.

In my world (New Eden, full of flying dragons and mermaids) the higher grade implants you get, the higher permanent impact it will have on your body/brain and some of the really "beastmode" ones, would have such a big impact, that you simply would not be able to pull them out, without killing your clone, because they become such a big part of your physiology.

Dunno if i sound crazy, but i do think there should be a real risk involved with using the "good" implants (higher tier), both because of price, but also because it doesnt make sense to be able to pull things out of your body, when they are completely integrated into it.
Lower tier implants have a much lower impact on your body and skills and could be considered easier to remove again, without destroying parts of the body, nervous system and what ever else they could possibly be connected to.

Perhaps a random destruction % would suffice? Not sure tbh, but i really dont want to see the ability to remove complex implants, without some kind of consequense.

Just my 0.02 isk :P

A life is best lived, to not step into your grave in a well preserved body. Instead, to slide in side ways, all battered and bruised, screamming, "Holy SH**! What a ride!"

Ghenghis Kralj
Big Johnson's
#4 - 2015-05-28 15:44:35 UTC
I could see a benefit to a probability system, but I guess I am trying to think of ways to get rid of all space coffins and minimize barriers to pvp and would like to see a system where players can participate in pvp of all levels. I have had corp/alliance mates who didn't want to go on a null frig roam because they were in their snake/slave/cap clone.
Ghenghis Kralj
Big Johnson's
#5 - 2015-05-28 16:05:16 UTC
I just listened to corbexx's thing. I hear them talking about it. Great minds think alike?
Amak Boma
Dragon Factory
xX SERENITY Xx
#6 - 2015-05-28 22:01:49 UTC
give implants structure HP lets say 40. so evry time you unplug implant it takes 4 damage so you can unplug it only for 10 times, then implant is destroyed
Trinkets friend
Sudden Buggery
Sending Thots And Players
#7 - 2015-05-28 23:33:04 UTC
Give people cojones. Change the game culture away from risk aversion and ISK hoarding.

People might actually #YOLO a bit more if they weren't so damned afraid of either being made fun of for losing something in an honest attempt at PVP, or an honest attempt at grinding ISK they *actually needed*.

People might #YOLO a bit more if they realised the chances of running out of ISK in game and being unable to fly a single ship is a million times lower than their chances of just quitting the game anyway because they are bored, or everyone else is bored and the game dies a slow cold death of paralysis.

I mean, really, all this talk about implants being a barrier to PVP is crap. The old adage "don't fly what you can't afford to lose" is as apposit as "if you buy it, it's dead" or "all ships die when they undock and live again only when docked" is NOTHING compared to what everyone knows which is, to wit,

a) train mother-hugging Infomorph Psychology to 4
b) join Estel Arador Corp services*
c) spawn 4 jump clowns
d) leave EACS and rejoin your bunch of nerdy knuckle-shufflers and any CEO worth their salt filters EACS off your employment history because duh
e) OMG you might be able to JC to a cheap clone once in a while for whelping purposes

* - does not apply to CEO's because we suffer inability to churn corps in order to bring you content, so can we have a CEO implent which allows us to bypass standings restrictions and spawn clones?

Seriously, the crying about frigate holes was acute, pathetic and childish because all the apparrently elite PVPers in w-space literally are physically prevented from PVPing because their ships don't have 200K EHP, they can't bring 3 Guardians and a Falcon, and they have clones, I quote "worth ten times a frigate's cost and this is how everyone rolls in w-space".

I said it then, I will repeat it now: pshaw.

Iyokus knows we get most of our content these days via frigate holes. We all are running fairly cheap clones because of this. We have a Rorqual cloning service for newer members, or they get a leave pass to EACS to spawn them, and we have fun, no bitching about implants or crying about using T3 destroyers, only about lack of appropriate frigate logi.
Iyokus Patrouette
University of Caille
Gallente Federation
#8 - 2015-05-29 00:50:41 UTC
Trinkets friend wrote:

Iyokus knows we get most of our content these days via frigate holes. We all are running fairly cheap clones because of this. We have a Rorqual cloning service for newer members, or they get a leave pass to EACS to spawn them, and we have fun, no bitching about implants or crying about using T3 destroyers, only about lack of appropriate frigate logi.


Damned frigate holes are the bane of my existance lately. mostly because i haven't really settled on a frigate/destroyer fit i like enough to throw into them constantly. but yes there is content to be found via those frigate holes and i might ***** about it being a frigate hole when capitals be on the otherside.

My pod has never been the cheapest and i've never swapped out of it whether it's been heading out on public roams through bubble heaven null sec or through frigate holes to yolo tackle a carrier. If you want to rock an expensive pod then live with the risk associated with it or head out to high sec and jump into a cheap pod and stop bitching,

Once upon a time wormholers were renowned for flying blingy and not giving a damn about the cost. Now we're turning into risk averse null bears wanting to be safer and cheaper at every turn.

---- Advocate for the initiation of purple coloured wormholes----

Kynric
Sky Fighters
Rote Kapelle
#9 - 2015-05-29 01:17:20 UTC  |  Edited by: Kynric
Perhaps the existing flavor could be maintained if implants could be freely removed and reinstalled but only in the head of the person they were used in. Some might call it spirit binding, others might just think of it as good sense not using second hand medical appliances.
Phoenix Jones
Small-Arms Fire
#10 - 2015-05-29 03:15:53 UTC
Implants behave pretty much like rigs do on a ship. They are a permanent fixture to the ship, in this case, to your pod.

Being able to remove/replace them tanks the implant market

Transport of implants now becomes transport of your pod.

It gets fuddly.

Instead of redoing how implants function, at least for wspace, swap clones would suffice (was also discussed in the audio yesterday).

Rigs are another issue with T3's (a non-modular item in a modular ship). Hopefully that'll get addressed in ship rebalance.

Being able to remove implants affects more than just Wspace. Swap clone in a wormhole, perfectly fine.

Yaay!!!!

Kynric
Sky Fighters
Rote Kapelle
#11 - 2015-05-29 05:37:32 UTC
Phoenix Jones wrote:
Implants behave pretty much like rigs do on a ship. They are a permanent fixture to the ship, in this case, to your pod.

Being able to remove/replace them tanks the implant market

Transport of implants now becomes transport of your pod.

It gets fuddly.

Instead of redoing how implants function, at least for wspace, swap clones would suffice (was also discussed in the audio yesterday).

Rigs are another issue with T3's (a non-modular item in a modular ship). Hopefully that'll get addressed in ship rebalance.

Being able to remove implants affects more than just Wspace. Swap clone in a wormhole, perfectly fine.



If the implants are permanently mapped to the one person who first installed them they would not be resellable as they would be useless to anyone else. If anything it would be good for the implant market as each person would likely many spare implants as they would trade what they wanted in and out. I know I would buy several sets of expensive implants that I do not have now because I fly too much cheap stuff to justify having them. They would still be risking whatever they were flying at the moment of death. It just steps around the problem of not being able to "refit" for a frigate hole or t1 roam or some other suicide yolo op.
B0T0
Dzieci we mgle
#12 - 2015-05-29 06:06:45 UTC
Implants are fine, we only need option to change clones on POS without restrictions.

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Gunz blazing Ronuken
Insane's Asylum
#13 - 2015-05-29 08:11:39 UTC
I don't have any complaints about implants myself, except that drone implants are missing.
And maybe they could make implants, hardwirings drop as loot when pod pops perhaps?
Or that they can be extracted with a salvager? Big smile
Zlorthishen
Caldari Provisions
Caldari State
#14 - 2015-05-29 08:45:36 UTC
Ghenghis, why don't you like flying around naked?
XD
Phoenix Jones
Small-Arms Fire
#15 - 2015-05-29 11:51:00 UTC
Kynric wrote:
Phoenix Jones wrote:
Implants behave pretty much like rigs do on a ship. They are a permanent fixture to the ship, in this case, to your pod.

Being able to remove/replace them tanks the implant market

Transport of implants now becomes transport of your pod.

It gets fuddly.

Instead of redoing how implants function, at least for wspace, swap clones would suffice (was also discussed in the audio yesterday).

Rigs are another issue with T3's (a non-modular item in a modular ship). Hopefully that'll get addressed in ship rebalance.

Being able to remove implants affects more than just Wspace. Swap clone in a wormhole, perfectly fine.



If the implants are permanently mapped to the one person who first installed them they would not be resellable as they would be useless to anyone else. If anything it would be good for the implant market as each person would likely many spare implants as they would trade what they wanted in and out. I know I would buy several sets of expensive implants that I do not have now because I fly too much cheap stuff to justify having them. They would still be risking whatever they were flying at the moment of death. It just steps around the problem of not being able to "refit" for a frigate hole or t1 roam or some other suicide yolo op.


I don't necessarily believe that having the ability to horde implants for every situation is a good idea. If CCP decides to do exactly this, will I object? no.

There is a bigger impact in gameplay here. I just can't pinpoint if its good or bad.

Yaay!!!!

Ghenghis Kralj
Big Johnson's
#16 - 2015-05-29 13:25:19 UTC
The reason that clones aren't the solution to wh space is because implants and clones have separate functions. So if you want to balance (A), you have to be careful not to screw up (B). For example, if we look at clones as an implant tool, who cares if the person can have 50 clones through new eden; however, the darn things can be used to instantly move around the map so we need restrictions. If we decouple the movement and implant, we can have a system that can be tweaked for both independently without the worry of hurting the traveling aspect of clones.

Would people horde implants? Maybe? Sure? But I also know that it will generate hilarious kill mails as well.

As far as the comparison with rigs goes, yes, it's very similar; however, the main problem goes to the fact that there is clone number limitation that you can't get rid of because of the traveling aspect of clones.

PS
I fly around mostly naked in RL and virtually. #freedom
Ghenghis Kralj
Big Johnson's
#17 - 2015-05-29 13:26:29 UTC
also frigate logi is crap and it makes me sad
Serendipity Lost
Repo Industries
#18 - 2015-05-29 14:05:48 UTC

It's clever to frame your desire for implant flexibility as needing a solution to get folks thinking that it's a problem, but let's not make a mountain out of a mole hill. You get +2 forum manipulation points for the title.

I like that you have choices with consequences at just about every turn of this game. It makes gameplay interesting. In this specific case I kind of like that pilots aren't able to change implants to always have the ideal brain bonuses for each and every ship they jump into. Being able to field high grade crystals/snakes/slaves and so on all in the same day is coming pretty close to pay to win.

Currently the implant barrier to pay to win is that you can't always have the ideal set of high grades 10 seconds away unless you rip them out (destroy them) and put new ones in. Sure there are jump clones, but you have to wait 24hrs after a swap. That's a physical barrier to pay to implant win.

As a pvp gal I really don't want to be forced to have a booster and all my guys in the right implants for the ship they are currently flying just to compete on a level playing field. HG Slaves + a booster dramatically transforms a lot of ships. I'm a bit concerned that this keeps coming from WH folks.

I'll give my opinion:
1. It's a freaking game - don't take it so seriously that you require 5 logi, a booster and everyone in the right implants to go pvp.

2. This coming from WH guys is kind of a letdown. Remember that picture where HS=policeman holding a baby, NULL=some dude kissing a ring, LS=madalion toting mob guys and then there it is - a scene from road warriors depicting WH=pvp nirvanah. Do you think the road warrior guys fret about the right accessories to go w/ their wood burning pvp buggy? Heck no. Get in, get it running and go pew. My concern is that too many baby toting policemen interbread w/ kissable rings then infiltrated our pvp paradise to transform it from pew pew chaos into meta land with - http://www.pennychic.com/lookbook/lookbook-lbd-accessories/

TL/DR Why can't the pvp 'normal' just be hoping in a ship and go shoot people? The game shouldn't dictate anything beyond this.
Ghenghis Kralj
Big Johnson's
#19 - 2015-05-29 14:47:22 UTC
I guess I never thought much about min/max situations. I thought more of the situation where you would want to go on a suicide roam to null. I am sorry to be the bearer of bad news: People don't take 1 bill pods on frigate roams to null. Maybe that is disappointing to some with huge e-penises, but that's how the universe works.

As far as people switching between sets to min/max goes, that is already there. It's the main reason that I don't give it much thought. Corps/alliances decide on the primary defensive type (armor/shield/sig/speed) and get implants for those. And then get a ship at every level and min/max it. And then get a wh with an effect to boost that advantage even more. Changing how implants work would not introduce new behavior. It already exists in a slightly different form, but this change would increase a new element of game of play.

Besides, some of the arguments made so far against swapping implants are actually arguments against the implants themselves. Gotta decouple those two.

Also, I think that wh picture should be updated with the following:
http://feelgrafix.com/data_images/out/20/930309-desert.jpg
B0T0
Dzieci we mgle
#20 - 2015-05-29 15:20:23 UTC  |  Edited by: B0T0
Ghenghis Kralj wrote:

As far as the comparison with rigs goes, yes, it's very similar; however, the main problem goes to the fact that there is clone number limitation that you can't get rid of because of the traveling aspect of clones.


Seperate clones from jump clones. Making jumping to clone as jumping to finite number of stations with you have high enough standing should fix that.

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