However, now that Starwalker was down to his last set of +4 implants it was worth reconsidering what to do next. Was it worth buying more +4 learning skill implants and the others? The original ideas around implants were based around +1 skill implants and turrets but Starwalker’s views were evolving. Previously, the key factors:
- Use learning skill implants to reduce training time
- Use implants to enhance ship and fit
- Balance cost with risk of loss
- Four fully fitted Assault Frigates
- Nineteen fully fitted T1 frigates
Given that either a Rifter or Hawk would be the current T1 or T2 frigate of choice, then in essence all turret based implants would be useless in a Hawk and, vice versa, all missile based implants would be useless in a Rifter. The same principle would apply to other areas such as armour tanking versus shield tanking. So the final factor was the effective use of implants with different types of ships flown.
Using jump clones to specialize in certain ship and fit types would be one way to address the effectiveness of implants but there were other ways such as selecting implants that would apply to any ship such as navigation implants or even not using ship enhancing implants at all. After all, experience had shown that pilot error was the biggest single reason for Starwalker’s losses and not ship fitting or skill.
Starwalker would now consider his next set of implants using:
- Opportunity cost – should the ISK be spent on ships instead?
- Sense of loss – is the ISK lost when podded acceptable?
- Effectiveness – will the implant be effective all or most of the time?
- Min-maxing capabilities – would the benefit outweigh the cost?
If your going to be training a skill that only uses lets say Intelligence and Perception then only buy the two implants that improve those attributes, then worry about buying the rest when you start training something that uses the others.
ReplyDeleteI agree with Orson - just plug in two +4 learning implants at a time and concentrate on those skills until they are all completed. Then buy the necessary implant(s) for whatever set of skills you next want to work on.
ReplyDeleteJack Dancer is currently finishing up his gunnery skills - so he has the +4 Perception and +4 Willpower implants. When I wrap these up in a few weeks I'll be working on Navigation and support skills and will remap my stats before installing +4 Intelligence and Memory implants into a jump clone and use that (keeping the PW implant clone separate just in case I might want to use it in the future for some reason).
Which gets us back to jump clones. I've found them to be extremely handy. I can have a clone with a headful of armor implants and a different one with a headful of shield implants. I used Estel Arador Corp Services for setting up jump clones on my characters and never have regretted it. The service is fast, free (though I give a donation) and very simple.
It was nice to send Jack Dancer to the Black Rebel Base in null sec last week with an empty head. No implants at all. Once there I docked the rifter, self destructed my pod, and revived back in Metropolis space to pick up another rifter for the repeat journey to null sec. Had I hit a bubble and been podded, it would only have cost the rifter and another clone fee.
Good luck with your decisions!