reduce interest of injecting toons from the beginning
make it worthwhile for high-SP toon to inject, just as much as low-SP toons.
Of course this may not be possible right now. In particular, we need to keep in memory all the injections of a toon (which may be already known by CCP ?). Also, what about the people who already injected rorqual or titan ?
I believe (prove me wrong ?) that CCP wanted the new players to have access to content faster.
I also believe that creating new alts with access to rorquals/titans/etc on day 1 was not something intended, on the opposite, and that is the reason why SP injected decreases with the toon SP.
My goal is to make it harder for a new alt to access rorqual, while allowing players to use the injectors for the same values whichever is their advancement in the SP. I believe that making items less interesting for the sole reason you have more SP does not make sense in a game “driven by players activities”. By that, I mean that if I make my first toon, and train it without injectors, by the time I am able to afford injectors their SP worth will be much lower.
I agree with all of this, including no injecting on cap ships skills and t3 ships & subsystem skills. Let it fade out. t2 weapons and t2 drones…idk
But like Wanda mentioned earlier, to find a way for ccp to earn money by changing the injector mechanics. I would lean towards skill accelerators for high sp players or somewhere along those lines to help even it out some. I really don’t like the whole idea of injectors at all tbh, but its too late now…
More context : I was thinking of how injection is bad for older players, and how it allows and encourages new toons to make a massive skill injection, devaluating the notion of SP to the sole notion of ISK.
At first I was thinking of adding a hard limit on the injectors (an effect that lasts 12 hours and prevent you from injecting) . But then I thought it’s bad in Eve, as things should be MORE EXPENSIVE, not impossible, when aiming for higher values.
Then I was thinking of adding a malus of 5% to the injection, as an effect acquired from eating one injector, for 24h. But then there was the issue of biology and other implants effect, plus the stacking issue, and I just thought it would reduce the rate of acquisition, but not the total value.
Thus I came to the conclusion that a good mechanism should be oblivious to the present SP of the player, however it should be degressive with its use. And to keep it simple, I think it would be better to use a simple internal counter of the number of injections realized already.