Experimenting with implants is disincentivized by having to pay 100k for each change.
Experimenting with different loadouts and sets is an integral fun factor of the game, it should not be disincentivized. It takes away from the gameplay.
The more credit sinks there are, the more people are forced to grind, Gaijin likely hopes this in turn will force more sales of Premium ships, Steam DLCs and Gold gear.
For Developers, increasing grind is a inexpensive method to cover lack of content aswell.
Medical procedures aren’t free. I don’t see a particular problem paying to reimplant.
Your point about not being able to experiment is not exclusive to implants, you can’t experiment with guns or modules or ships either. A better fix for your problem would be to allow free reimplantation, modules, guns and ships for practice sessions, so you can decide if you want to pay for the real deal.
Blah blah, from an PRG perspective you are right, but that’s not the POINT.
You can change ship slots for free between battles. You could argue this should cost too.
You can re-equip your ships for free between battles. You could argue this should cost too as you have to pay a maintainance team.
Why not implants too? It’s the same setup building aspect of the game.
The point is: playability.
Implants are geared toweards favoring specific ship class and their builds. E.g. There is an optimal frigate or interecptor implant pick with fighter in-between.
If you gear your implants towards intereceptors you should exploit maximum edge but you can forget about optimal frigates builds then.
If would be cool to be able to switch ships beteen battles without performance penalty.
The more credit sinks there are, the more people are forced to grind, Gaijin likely hopes this in turn will force more sales of Premium ships, Steam DLCs and Gold gear.
For Developers, increasing grind is a inexpensive method to cover lack of content aswell.
I don’t really agree this is planned. Freeing implant costs would actually ADD content (by removing a restrictive measure) and inrease playability.
I think the devs haven’t really given much thought to it.
Maybe add a premium ability to free implant costs?
This is similiar to a skill reset for MMO games. Of course it cost some money (in some MMO games it even cost rl money and have cool down). I won’t bring this up because you know if we complaint too much… they may eventually… add cool down time for skill reset in the future… just saying…
It used to be 5k to reimplant a skill, which was way too cheap compared to rewards you get even at T1. Then they upped it to 100k per skill, which feels pretty high given the number of implants combinations one could try.
I agree thre needs to be a fee, but I feel like it should be lower =/
I still think your suggested solution is wrong. Your complaint is that the cost is too high to permit experimentation in to different implant combinations. Ok, then allow free experimentation with implants and modules and ships in practice battles. Kill three birds with one stone, and gaijin still get their pound of flesh if you want to use them competitively against other players.
Your (vague) argument that it’s all about playability and fun can be adapted to argue that absolutely everything should be free, which will rob the game of any kind of character progression.
I love the statistics and parameters. This aspect of star conflict is great!
In fact I have spent playing mostly free browser based stats games without graphics. In this games manipulating your stats is always free, in the sens that it is enouraged not penalized. B ut you have to stick with your choice for the next battle/era/whatever. You might be sdkrf to pay real money for other stuff and I have no problem with that. My problem is if the in-game mechanics restrict parameter manipulation arbitrarily.
The argument of “character progression” fails in a game which is just played from batttle to battle.
Most of you will probably not understand my point, especially if you come from an MMO bullshit background.
It could start out cheap and scale upwards each time you do it.
Say start @ 10K and adds 10K each time you remap.
Another option is it costs 10K per implant you change. So moving one implant is 10K moving 5 is 50K.
* Please note all costs suggested are for convenience only, they do not constitute and actual opinion on economic effects. Please use them for academic purposes only.
Scaling the cost of implant change upwards per implant change is a good idea provided it started much MUCH lower than it currently is. this would allow for the learning curve associated with any kind of game like this and not punish a new player for making choices he or she did not fully understand to begin with. I didn’t fully understand how they affected game play for the first 3 or 4 implants and now will have to reassign them to make my account/character more effective. With suck a high re-implantation cost it gives the perception and makes it feel like a punishment for not knowing everything about the game as a Ace …
Experimenting with implants is disincentivized by having to pay 100k for each change.
Experimenting with different loadouts and sets is an integral fun factor of the game, it should not be disincentivized. It takes away from the gameplay.
It’s like equipping modules and weapons on ships.
Please remove paying for re-implants…
100k is one mission - what exactly is the problem with that? About 10 minutes effort, hardly something worth complaining about.
Personally, I believe this is too cheap. It removes the need to make actual decisions as you can change implants whenever you want without any penalty. The first time I changed implants there wasn’t the option to change individual ones and I paid a million credits just to change one implant. It made me plan ahead on when I was going to do this and felt like a real decision. Now I don’t think twice :-/
Agreed. The cost (although it is actually quite cheap) makes it a hard choice, different to the ship you pick for a run or how you fit it. Implanting is a decision that you’ll have to bear on the long run, which is good.
I take it as some kind of attribute points in a RPG. You can change the equipment of your “character” depending on your needs or your mood, but (in old-school rpgs at least) you can’t roll back the your attributes points: they define who you are. If they were any easier to switch around, there would be zero long-term choices, any rank-8 player would be virtually the same than another.