@Luwc I’m still confused, why have implants die with the ship when they are built into the person in the pod itself? I can see maybe making the pod more killable maybe, but that’s only a problem for ships with long locking time and that in turn is essentially a choice made by the pilot, right?
Personally I only use implants for situations where I need a tiny bit more CPU or powergrid, and this makes them cheap, I gave up on nice ones for skills and stuff a long time ago, they just aren’t worth it. Still, I know people use expensive ones, but don’t see how, if you have killed their ship already, their implants or pods figure into it.
they dont have to die with the ship.
Sure it might have been a stupid idea but you could balance it by giving pods a 2-3s+ align time, thus making them easier to catch.
even an instalocker can not catch pods that spam warp upon destruction of the ship.
That is the issue I am hinting at.
In order to get a pod you’d have to bring a dedicated smartbomber to the fight.
I don’t consider it balanced to have to bring +1 dedicated smartbombing ship (thus useless for mostly anything else) to catch a single pod that might or might not have implants.
That you can plug in billions worth of items into your clone and have those billions worth of items safely embedded into a pinata (that might have no implants at all on the other hand) that can instantly warp, thus forcing the opponent to field an extra cruiser or bigger with smartbombs just to catch that potential multibillion worth of items is as I mentioned… off the charts when it comes to risk vs. reward.
edit : you can still keep the small sig, just make it warp slower. Most T1 frigs have a frig sig but 2+ Second align time.
Why not give the pod also a 2-3s align time thus actualy making your point work : fast locking frigs catching it.