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Player Features and Ideas Discussion

 
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Ideas for Replaceing Learning Implants

Author
SilentAsTheGrave
Aliastra
Gallente Federation
#1 - 2015-07-04 19:54:58 UTC  |  Edited by: SilentAsTheGrave
It has been expressed by CCP they would like to remove learning implants as part of their new player experience (NPE) changes and goals. So I would like to hear your ideas on what could be done. There are several goals that you should keep in mind while we brain storm:

  • Think outside the box.
  • Implants that affect the meta are interesting. e.g. An implant that prevents players from receiving notifications or visual aid to know when you are online or offline.
  • Stay away from anything that affects the learning process. Suggesting boosters to improve learning creates another ‘must have’ that does not present interesting choices. It would mean the rich (ISK wise) would get richer (skill wise), while players who are not swimming in ISK suffer. Notably new players. The very subject of the NPE.
  • Certain aspects of gameplay that feel lacking might do better with the ability to access some agent benefits remotely. e.g. Bounty Hunter implants. Remote conversation with search agents. Faster results. Higher payout.
  • Not all implants need to be geared toward combat. There is exploration implants already. Maybe some that increase the range of tractor beams, salvagers, et cetera.
  • Simply removing learning implants without replacing their place on the loyalty point store would not work. A sizable amount of game play would be negatively affected. So something that holds the same value and market movement would be desired.
  • If possible, try and future proof your implant ideas a bit. Changing how jump clones works is always a hot subject. So avoid ideas that would result in implants that are so powerful that using a different jump clone with different implants would be undesirable.

Example Ideas:

  • Perhaps after a player is podded, a diminished version of their implants take up slots 1-5 allowing players to add additional implants in slots 5-10. This could prove to be subject to great abuse, so I’m not sold on it.
  • Someone suggested implant slots 1-5 could fit implants that normally go in slot 5-6 as long as they do not affect the same thing. I imagine implants that normally go in slot 6 could be fit in slot 1. e.g. You have the Eifyr and Co. ‘Gunslinger’ Motion Prediction plugged into slot 6.This helps with your tracking speed. But there is also the Zainou ‘Deadeye’ Trajectory Analysis that give better falloff. Currently you would not be able to fit this one because it is also a slot 6 implant. With the change you could plug this one into slot 1. I’m not sure what balancing would be like, but this certainly creates an interesting situation to discuss.
  • While Ishtars-Online is a thing, drones have no implants at all. This could be dangerous territory for now.
  • Pirate implant set that decreases heat damage
  • Ability to activate certain modules while cloaked. e.g. Covert ops pilot could use afterburner to position themselves for a nice warp in for his fleet while cloaked, instead of slow boating.

I’m really curious what you all come up with.