![]() Jump clones is something I am also thinking about, but not sure how it will be implemented yet. I also plan to allow creation of implants sets, which can also be applied to the fit via context menu I plan to allow the user to copy character implants to fit-specific implants via context menu. However, I realize there may be times when a user may want to toggle a character implant to see what affect that has on the fit (for example, if this pod is destroyed, can the ship still be fitted). So instead of creating a convoluted association between fit and character implants, I've decided to separate them and add a toggle to select which one the user wants to source from.Ĭharacter implants are "online" and the state cannot be toggled. Eve Online - VIRTUE IMPLANT SET zaqq 9.91K subscribers Join Subscribe 74 1.4K views 1 month ago First episode of the Implant Set series covering the Virtue Implants which effect probe. So instead, I heeded some advise: if you have a character with implants, the situation is rare in which you would unplug implants to work with one fit. In order to do something like this would require jumping through a bunch of hoops, probably using Association Proxies (which I swear I am never touching again), and have a generally confusing mechanism. Unfortunately, if we toggle the character implants, that toggles them for all fits using that character, which is not what we want. So right now the way pods work is pretty straightforward, lose it, lose everything in it. JoradTodako (Jorad Todako) April 3, 2020, 1:43pm 1. This worked in all but one aspect: toggling the character implants. EVE Technology and Research Center Player Features & Ideas. That's why you see some ship icons in the previous screenshot. If the character had implants, this would be be the default for the fit, but a user could override them by selecting another implant for the same slot. Their main function is to improve performance and enhance skills. Implant are amplifiers sewn into the pilots brain. The original plan here was to merge both fit-specific and character implants, and give the user the option to enable/disable them. Sets of implants to improve the character. There probably wont be any fancy GUI here - it will probably act like the damage / target resists in that you set them up in a window, and can apply them via right click menu. I'll also take a look at implementing implant sets. ![]() This will require some DB tweaking, and I'm don't yet have a plan on how to load/save this to the database. AM-705 is a slot 7 implant and RL-1005 is slot 10 - they dont compete with each other. Hi, I use missiles on some of my ships, mostly Heavy Assault Missiles. CorvusAndrard (Corvus Andrard) April 5, 2019, 8:50am 1. We do not sell their intellectual property but merely the time we spent acquiring the ISK and/or item(s. So the toggle needs to be based on the slot number of the implant instead of the implant itself, and be on a per-fit basis. EVE Online Forums Increase missiles damage. In respect to Eve-Online (CCP Games) intellectual property: All characters, items, pictures and ISK in Eve Online are the sole property of CCP Games, CCP hf., and/or White Wolf. Right now, implants are turned on/off in the database, but character implants should not be, as it will affect all other fits using that character. Fit implants override character implants. After fixing it up a tad, I've now got characters with implants. We actually already had most of the character implant stuff supported in the backend, but the GUI was disabled. The feature itself is pretty simple: instead of having fit-specific implants, we have implants that travel with that characters. This thread will compile my thoughts and progress on this feature. However, as mentioned above, removing or unplugging an implant will destroy the implant.This is a popular feature request, and something I think pyfa should work towards. Implants that are no longer required can be removed from a character. In addition to the attribute bonus, set implants have a specific bonus that enhances piloting skills and as well as a tertiary effect that improves the secondary effects of other plugged in implants in the set. Some Implants are part of an implant set, providing a set bonus with each additional implant of the same set plugged in. ![]() Slots 1 through 5 take Attribute Enhancer Implants that increase skill training speed, while slots 6 through 10 take Skill Hardwiring implants that can improve certain piloting skills further. Each implant slot fills a specific role and each implant is assigned a specific slot it can be plugged into. ![]() Implants are a great way of improving a character's abilities, they are, however, frail and will be destroyed alongside the capsule of the character or if they are unplugged.Įach character has 10 slots for implants. They can enhance attributes, thereby boosting skill training speed or they can help enhance piloting skills, increase your industry prowess or improve your ability in whatever task awaits. Implants are enhancers that can be plugged into characters. ![]()
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