Aurthes
M. Corp Engineering Executive Outcomes
59
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Posted - 2015.09.29 17:45:37 -
[1] - Quote
I posted this in Reddit, and am re-posting it here to be considered
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We have been reading for some time that CCP would like to remove learning implants. Much of the feedback is implants limit the number of people willing to undock and fight since implants are destroyed when podded. This has been discussed previously where the author suggests limitations where you cannot change your skill queue for some period of time, or you could only have 1 active booster at a time. The author also suggests different strengths.
At the same time, CCP is looking for an outlet for all the loyalty points being cashed out for the implants with something of equivalent popularity. I can't think of anything as universally desired, though. Pretty much anything related to combat either already has a hardwiring implant, and any gap could not possibly have the same demand. Some people have suggested replacing the implants with additional combat implants that would boost a whole range of skills simultaneously (like all gunnery skills), but I would think this would then be difficult to balance with gameplay. In addition,it would have significant repercussions in the hardwiring market.
My suggestion is to replace learning implants with learning boosters. Unlike the previous suggestion, there would be no limitations, and all base attributes would be increased to +5, so no remapping. The learning boosters would have a time limit (7 days), but they would stack for duration. There would be 5 types, one for each attribute.
New booster slots would need to be created, increasing them from 3 to 8. For people with existing implants in inventory, they would convert to stacks of boosters. A +1 would convert to a single booster, and a +5 would convert to a stack of 20. In order to reduce clicking, CCP would add to the interface an ability to inject an entire stack at once. So, a stack of 20 might last a a 4.5 months.
For relatively new players, the implants might last longer, say a month.
Summary
- Remove skill remaps, all attributes to max
- All learning implants converted to +5 injectable boosters
- Booster effect would last beyond podding
- Boosters would stack for TIME, where a single booster might last a week
- Loyalty points would purchase boosters, but the LP cost would have to be adjusted to account for likely market. Since these would be consumables, the LP cost per booster would be relatively low, but that would be a balance issue.
- Booster last longer for new players
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