Adipem Nothi wrote:Absolutely love parts of this idea. Original. Very smart. Kudos. The buildup is absolutely brilliant, but the pitch (sell my SP for Isk) is kinda meh for me; I wouldn't use it as Isk is far easier to come by than SP. The concept though still has huge potential; thinking tweaks along the lines of ...
Players unlock an implant socket every X million SP earned (say, every 20M).
Players can spend excess SP to "craft" an implant.
Implants are crafted via high-level warbarge subsystem.
Implants can be traded via simple trading like other goods.
Implants vary in grade (STD, ADV, PRO).
Implants of the same type cannot be stacked.
Implants permit users to further specialize by granting a slight, gear-specific efficacy bonus.
Implant Examples (names and numbers pulled from arse)
STD "Thumper" Implant: +2% mass driver RoF , costs 1M SP, 10 days to craft
ADV "Thumper" Implant: +4% mass driver RoF, costs 2.5M SP, 15 days to craft
PRO "Thumper" Implant: +6% mass driver RoF, costs 5M SP, 20 days to craft
STD "Eagle Eye" Implant: +5% sniper rifle zoom fidelity, costs 1M SP, 10 days to craft
ADV "Eagle Eye" Implant: +7.5% sniper rifle zoom fidelity, costs 2.5M SP, 15 days to craft
PRO "Eagle Eye" Implant: +10% sniper rifle zoom fidelity, costs 5M SP, 20 days to craft
STD "Quick Study" Implant: +3% SP earned per victory, costs 1M SP, 10 days to craft
ADV "Quick Study" Implant: +6% SP earned per victory, costs 2.5M SP, 15 days to craft
PRO "Quick Study" Implant: +9% SP earned per victory, costs 5M SP, 20 days to craft
STD "Biotic Man" Implant: +1% biotic efficacy, costs 1M SP, 10 days to craft
ADV "Biotic Man" Implant: +2.5% biotic efficacy, costs 2.5M SP, 15 days to craft
PRO "Biotic Man" Implant: +5% biotic efficacy, costs 5M SP, 20 days to craft
... and so on.
One implant per primary and secondary weapon, additional implants for select module types (balance permitting). I'm just shy of 80M SP, and I'd absolutely want all four of my implant sockets filled with prototype implants; I'd have to buy a(nother) respec to do it. The more heavily a given player is invested in a given playstyle or weapon, the less likely he'll be to chase FoTM or skill into everything. This would very likely result in increase battlefield diversity. Further, it'd extend Dust's lifespan and give players at all career levels something awesome to grind toward and look forward to.