The price constraint was less than 1m ISK each and the final options became:
Slot | Implant | Benefit |
1 | Limited Ocular Filter | +1 perception |
2 | Limited Memory Augmentation | +1 memory |
3 | Limited Neural Boost | +1 willpower |
4 | Limited Cybernetic Subprocessor | +1 intelligence |
6 | Hardwiring - Eifyr and Co. 'Gunslinger' SX-1 | +3% damage of small projectile turrets |
7 | Zor’s Custom Navigation Link | +10% afterburner duration bonus |
9 | Hardwiring – Eifyr and Co. 'Gunslinger' CX-0 | +1% bonus to all turret damage |
Starwalker noted that the Zor implant would require Cybernetics IV and all of the others could be fitted with Cybernetics I. Whilst there were implants with much better boosts the costs were correspondingly much higher. Similarly, there were other types of combat boosts from optimal range to faster repair cycles but Starwalker was satisfied with this selection of implants.
This combined with the neural remap would all help the training to go a little faster:
· Intelligence – 21
· Perception – 22
· Charisma – 17
· Willpower – 22
· Memory – 20
Starwalker closed the Neocom console, finished his quafe and grabbed his jacket. Time to hit space.
What a coincidence! I posted my implant blog entry today without seeing yours. I had a higher budget, but went with similar selections - jackdancer.blogspot.com
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