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[Kronos] Pirate Implants

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#21 - 2014-05-21 17:04:06 UTC
Sarmatiko wrote:
Excellent changes.
But ofc it would be awesome if you go even further and add "+1 to all five attributes" to Omega implants (only works with full set). This way more people would use Omega's and also it would be the nice way to distinguish between elite master race and +5 plebs. P

Love this idea!

I am currently away, traveling through time and will be returning last week.

Caldari State
#22 - 2014-05-21 17:04:41 UTC
Quote:
Edge: -17.4% reduction to booster side effects
Harvest: +20% mining laser range bonus


Still utterly useless.

Apprentice Goonswarm Economic Warfare Consultant - Drowning in entitlement and privilege. 

C C P Alliance
#23 - 2014-05-21 17:06:05 UTC
Arthur Aihaken wrote:
These are awesome! Two followup questions:
1. What about the rumoured 5th Genolution implant?
2. Will there be a +4 version of the Ascendancy implants?


No new Genolution implants in Kronos, but probably someday.

Yes, I've clarified the OP to state that the Ascendancy Implants are getting the same bump up to +4 HG and +3 MG, although they aren't getting a new low-grade set at this time.

Game Designer | Team Five-0

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#24 - 2014-05-21 17:06:34 UTC
Lowsec is getting quite a few boosts to their item drops in this next update.

I highly approve.

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

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#25 - 2014-05-21 17:08:02 UTC
CCP Fozzie wrote:
No new Genolution implants in Kronos, but probably someday.

Yes, I've clarified the OP to state that the Ascendancy Implants are getting the same bump up to +4 HG and +3 MG, although they aren't getting a new low-grade set at this time.

Thanks for the clarification, appreciated (I know baltec1 is going to be a very happy camper...).

I am currently away, traveling through time and will be returning last week.

C C P Alliance
#26 - 2014-05-21 17:08:37 UTC
Makoto Priano wrote:
Fozzie! Lowsec exploration. Does this mean ghost sites? Does this mean data sites? Relic sites? Some new site class? Also, are we pulling implants, or implant BPCs?


These implants will drop as complete items at this time, not blueprints.

And more information will be coming about the sites that these come from in the coming days. I can say it's a new development in the saga of the pirate research efforts that take place at the Ghost sites.

Game Designer | Team Five-0

Twitter: @CCP_Fozzie
Twitch chat: ccp_fozzie

Ivy League
#27 - 2014-05-21 17:09:33 UTC
Have you considered reducing the required skill level in Cybernetics by 1 for each of the new low-grade implants to provide an entry point into implant sets for newer pilots that don't want to sink 20-ish days into Cybernetics V yet?

Mid-grade and High-grade would obviously remain at their current skill requirements.

PS: This would give the Alpha and Beta a Cybernetics I requirement, Gamma and Delta would need Cybernetics II, Epsilon would need III and the Omega would need IV.

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Gallente Federation
#28 - 2014-05-21 17:12:13 UTC
Nice..

I always thought it was a kick in the nuts for how punished you were for pirate implants.. With this, I might consider using some on toons I am still actively training :)

Nice change :)
Arataka Research Consortium
#29 - 2014-05-21 17:13:12 UTC
CCP Fozzie wrote:
Makoto Priano wrote:
Fozzie! Lowsec exploration. Does this mean ghost sites? Does this mean data sites? Relic sites? Some new site class? Also, are we pulling implants, or implant BPCs?


These implants will drop as complete items at this time, not blueprints.

And more information will be coming about the sites that these come from in the coming days. I can say it's a new development in the saga of the pirate research efforts that take place at the Ghost sites.



Hmmmm.

Alright.

I wonder, then, how the non-pirate factions will be blended in, then. Some factions have natural dependencies-- like Syndicate with Serpentis --but others might not tie so cleanly. I suppose if this is posed as a, "low-sec bazaar" situation where the various non-state factions are beginning to collude and collaborate more as state faction in-fighting degrades CONCORD's ability to engage in reprisals...

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Almost Awesome.
#30 - 2014-05-21 17:14:41 UTC
Can you make it easier to get the harvesting implants, its too cost ineffective at the moment. To be honest, mining range is not as great as it sounds.
Caldari State
#31 - 2014-05-21 17:17:22 UTC
TheMercenaryKing wrote:
Can you make it easier to get the harvesting implants, its too cost ineffective at the moment. To be honest, mining range is not as great as it sounds.


And it sounds terrible!

Apprentice Goonswarm Economic Warfare Consultant - Drowning in entitlement and privilege. 

#32 - 2014-05-21 17:18:28 UTC
Nice! Now if we could only get a shield version of slaves... Big smile
Wonder how this'll affect the price of the implants.
#33 - 2014-05-21 17:19:53 UTC
Seith Kali wrote:
TheMercenaryKing wrote:
Can you make it easier to get the harvesting implants, its too cost ineffective at the moment. To be honest, mining range is not as great as it sounds.


And it sounds terrible!


maybe a combination of range and yield would make more sense, perhaps cap and cycle time too

T3's need to be versatile so no rigs are necessary ... they should not have OP dps and tank

ABC's should be T2, remove drone assist, separate HAM's and Torps range, -3 HS for droneboats

Nerf web strength, Make the blaster Eagle worth using

Shadow Cartel
#34 - 2014-05-21 17:26:50 UTC
It'd be really nice if somewhere in-game, it actually told you the bonus from your pirate implants, or sets in general. It's dumb having to keep a note telling you what they all do, or plugging them into EFT. same with gang bonuses and enemy ewar and stuff I guess.
Team Amarrica
#35 - 2014-05-21 17:28:27 UTC  |  Edited by: Flyinghotpocket
cool changes

for the FW sensor strength implants the new mid grades are they going to be following the low grades straight up stat bonus or the high grades percentage bonus or a mix of both?

also can the edge implants get some extra effects? i havent seen very many people get these. perhaps they also enhance pills instead of just decreasing side effects? give them an edge for living on the edge Cool

Amarr Militia Representative - A jar of nitro

Captain Finklestein
#36 - 2014-05-21 17:31:08 UTC  |  Edited by: Captain Finklestein
Mining range implants need the +4 attributes too.

As a player who is just a year old, I can only justify using pirate implants temporarily (ex. jump clone for the monthly hauling). The benefits I would receive from using these implants regularly -such as the mining range implants- is far outweighed by the abilities I would be losing through the loss of potential skill points.

Until the +4 is applied to such implants as well, you will find very few players under 2-3 years old who will use them regularly.
I suggest looking through the list of implants and determining which ones are only useful when used regularly. Those implants need the +4.

It's just more financially viable for me.

#37 - 2014-05-21 17:31:54 UTC
Captain Finklestein wrote:
Mid-grade implants need the +4 attributes too.

Yeah, no...

I am currently away, traveling through time and will be returning last week.

#38 - 2014-05-21 17:33:29 UTC  |  Edited by: Harvey James
20% at low grade .. seems a bit high .. i hate too imagine how much you get off High grade....

its a little too pay to win for my liking...

thinking about this.. have you thought about making these implants a little more mainstream?
they are only really available too the rich players .... how about making the LG and MG affordable .. say 50 - 200mil a set ..
they prob need a bit of a nerf though .. 15% max improvement i would say..

T3's need to be versatile so no rigs are necessary ... they should not have OP dps and tank

ABC's should be T2, remove drone assist, separate HAM's and Torps range, -3 HS for droneboats

Nerf web strength, Make the blaster Eagle worth using

HYDRA RELOADED
#39 - 2014-05-21 17:35:18 UTC
Ohh, interesting. Great idea.

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Captain Finklestein
#40 - 2014-05-21 17:37:57 UTC
Modified my post a bit.

The issue is that some of these pirate implants are only useful if used regularly. If the other pirate implants -such as Snake- are given +4 it would be fair and balanced to give the same bonus to the other ones that don't have a high-grade version.

Let's remember the high-grade version has more to do with effectiveness of the bonus'. The ability points does not have to be linearly tied to this.

It's just more financially viable for me.

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