Many experienced players know about the famous pirate implant sets that replace the slot 1-5 attribute-enhancing implants that younger players need so badly.
By accepting a lower attribute boost (+2 for low-grade, or +3 for high-grade implants), the player receives a substantial bonus to one aspect of their ship, which increases the more implants of the set you have plugged in.
The most famous pirate implants are, in decreasing order of fame, are:
Talisman Set: -38.12% faster energy neutralizer and nosferatu effect (-26.94% low-grade)
however, there are a few lesser-known implant sets that provide some interesting benefits. While of course the high-grade sets are still expensive, the low-grade sets are often quite reasonably priced.
Navy Implant Sets
Grail Set (Amarr)
Talon Set (Caldari)
Spur Set (Gallente)
Jackal Set (Minmatar)
These implant sets provide +2 or +3 attributes plus increased sensor strength for ships of the same race as their creators. It’s interesting to note that the low-grade implant sets have a fixed sensor strength bonus (+7 full set), while the high-grade implants have a percentage increase (+75.63% full set), making the low-grade sets better than the high-grade sets for cruiser-size and smaller ships.
Minor Faction Implant Sets
Low-Grade Centurion Set (+33.83% Electronic warfare optimal range), offered by Mordus Legion
Low-Grade Edge Set (-26.94% booster side-effect duration), offered by the Intaki Syndicate
Low-Grade Harvest Set (+33.83% mining laser range), offered by ORE
Low-Grade Virtue Set (+33.83% Scan probe strength), offered by the Sisters of Eve
Low-Grade Nomad Set (-26.94% Agility), offered by Thukker Mix
Obviously, some of these implant sets will see limited use (e-war range is probably eclipsed by sensor strength for most fits, because being jammed out of your own ECM precludes using it on others), but others see solid, if niche use. Virtue sets are de rigeur for probe alts, and the Nomad set is ridiculously effective for freighter pilots, which is part of the reason why they are so expensive. Note that these sets are only available in low-grade strength.
So next time you’re browsing the market for the perfect set of hardwires for your new fit, check out some of the obscure implant sets – you might find something right up your alley.
So a few of the corpies have decided to go on a road trip up North, because all the cool kids are doing it. Problem is, I’m running out of jump clones.
Never fear, I say to myself. I have that clone in Fade left over from the fall of Mostly Harmless that I can roll with. It has a couple of attribute implants so might as well see how far I get, in stead of just taking a pod express.
So, I jump clone in, say hi to the Fatal Ascension guys I chat with in local, and occasionally do market pvp against.
Problem #1: No ship
So, I buy a Stealth Bomber and all the modules I need. Even some torps, in case I see something that begs to be popped.
Problem #2: No access to fitting service.
Scratch that plan. Put everything on public contracts, search public contracts for pre-fit ships in station.
Salvage Thrasher? Nope
Rigged Harbinger with no prop mod? Nope
Long point, honor tanked Hawk, a ship I have never flown?Yes please
So, I picked up the Hawk and strapped myself in. It doesn’t have a cloak, but at least it has a Micro-warp drive.
Problem #3: all the rest of my stuff
I had a bunch of gear that I have accumulated in Fade. I sold most of it off over the last few months; some for a decent profit, since I picked up a few bargains in fire sales. However, I still had hundreds of millions of isk worth of combat boosters that haven’t sold, indicating that perhaps FA wasn’t really cool with the whole drug scene. So, I deleted the sell orders and shoved them into the cargohold. At the very least, it would make for a comedy lossmail.
With nothing else remaining, I set course for thirty jumps through hostile nullsec (because what could possibly go wrong) and undocked.
Load grid. Thrasher waiting for me. Nonchalantly warp to the outgate before he could lock.
Next system, warp to the outgate because d-scan is for wimps. Thrasher follows me ten seconds behind. Jump on contact, expecting a gatecamp with bubble, because that’s where the MH guys used to bottle up hostiles trying to escape the I-UU pocket. Nope? Oh well, warp to zero, see the thrasher pilot enter local as I enter warp. The chase continues for the next dozen systems until he gives up.
Check out Cloud Ring from afar while touring through Pure Blind. It’s pretty, and reminds me of a green, uncooked donut. Fail to pop a shuttle that cross-jumps me, then realise that my launchers weren’t loaded /o\. Scare a Helios and Buzzard on a gate in Venal as they cloak up in a hurry, then arrive at my destination without fuss.
I put my tray table in the upright position and unbuckle my seatbelt. The familiar adrenaline-rush of nullsec ebbs away, but the warm glow remains.
Many people (myself included) have attempted to articulate the interdependence of Eve on those players that everyone loves to hate – high-sec players.
Malcanis has posted a lengthy but interesting analysis of high-sec players that I encourage you to read. It lays out the broad categories of players who would never leave high-sec and what they are looking to get out of Eve. He doesn’t preach a solution but he does propose ways to either encourage or discourage them from certain play styles.
Personally, my thoughts on how I would ‘encourage’ the various play styles are:
Casual players are time-poor and want instant action, be it pve or pvp. For PvE, they need faster missions. For PvE, Red vs Blue would be great for them, but perhaps a better way would be competitive missions: two ships enter a deadspace, one ship leaves with a mission reward; one leaves in a pod.
Independent players should be encouraged to meet new players and hopefully find a new niche. Incursions are excellent for this.
Commercial players need incentives to go into low-sec and sell there, both to seed their market, encourage others to go there, and to provide exciting, high-value targets. Both carrot and stick can work here, from increased sales tax in highsec, to increased charges for high-sec manufacturing and research slots, to decreased costs and build times in low-sec. The important thing is to put a price on the safety that an industrialist has when operating in high-sec.
Carebears are risk-averse, so don’t force them to be. They love the grind of making isk, so provide more things for them to spend it on.