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If you're podded any implants you are wearing will be destroyed -- you can set up a [[Jump_Clones|jump clone]] with cheaper implants, or no implants at all, and jump into it when you want to PvP to lower the amount of ISK you're putting at risk. | If you're podded any implants you are wearing will be destroyed -- you can set up a [[Jump_Clones|jump clone]] with cheaper implants, or no implants at all, and jump into it when you want to PvP to lower the amount of ISK you're putting at risk. | ||
Since the more powerful +4 and +5 implants can be quite expensive especially for a newer pilot, one common trick is to arrange your skill plan so that you're only training skills which rely on the same two attributes, and then only plug in attribute enhancers for those two attributes. This way you only have to | Since the more powerful +4 and +5 implants can be quite expensive especially for a newer pilot, one common trick is to arrange your skill plan so that you're only training skills which rely on the same two attributes, and then only plug in attribute enhancers for those two attributes. This way you only have to risk flying with two expensive implants rather than four or five. | ||
While there's basically no drawback to +3 implants except for cost, +4 and +5 implants require cybernetics 4 and 5 respectively, which are not trivial trains. +4 implants take approximately 90 days to pay back the training time to use them, while +5 implants take around 300 days. There are some compelling additional benefits to training cybernetics however; cybernetics 4 allows some powerful (but still affordable) hardwirings and cybernetics 5 is required for mindlinks, which are essential for a command ship pilot. | |||
===Neural Remaps=== | ===Neural Remaps=== | ||