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Player Features and Ideas Discussion

 
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CCP We ALL want 12 hr Jump Clone delays not 24 hr.

Author
Tau Cabalander
Retirement Retreat
Working Stiffs
#121 - 2012-04-19 17:41:32 UTC
I'd like something skill based like 24h / level:

Infomorph Psychology 1 = 24h + 1 jumpclone
Infomorph Psychology 2 = 12h + 2 jumpclones
Infomorph Psychology 3 = 8h + 3 jumpclones
Infomorph Psychology 4 = 6h + 4 jumpclones
Infomorph Psychology 5 = 4h 48m + 5 jumpclones
Robert Caldera
Caldera Trading and Investment
#122 - 2012-04-19 17:41:37 UTC
Vauss Dutan wrote:

I dont pick the navy raven to go on frigate roams, i fly a ship i can afford to lose.

what does this have to do with JC? Pick a proper ship.

Vauss Dutan wrote:
I dont do roams in a clone augmented for training, I use a clone with no implants.

its your choice to put implants into your dumb head. You dont need to. If you do, deal with it.
Yo know, eve is working without implants too.


Vauss Dutan wrote:
I cant swap clones in station instantly when on jump cooldown so i wont go out on roams in a clone i cant afford to lose.

its good that way, I love expensive pod killmails.

Vauss Dutan wrote:
Why have the 24 hour cooldown also prevent same station clone swapping?

because I like implants on killmails, as many others out there.

Vauss Dutan wrote:
Whats the downside?

obvious.
Me not getting good pod killmails.
Petrus Blackshell
Rifterlings
#123 - 2012-04-19 17:54:26 UTC
OP, your idea is bad and you should feel bad. We need less easy mode in Eve, not more.

I used to live in Omist, 50-some jumps away from my Empire assets. The fact that I could get stuff to Omist and get back with about in less than an hour of effort on my part is disgusting. It really ruined the "remote" feeling that a very deep nullsec region should give. It was also horrible that I could go from helping a newbie out in hisec to being in a deep nullsec fleet battle in only a few minutes. Jump [freighters, bridges, clones] may make life in 0.0 "easier", but they ruin a lot of the tactics and dedication that it would otherwise take to live out there.

Accidentally The Whole Frigate - For-newbies blog (currently on pause)

Ntrails
Merch Industrial
Goonswarm Federation
#124 - 2012-04-19 18:01:03 UTC
Clone timer should be related to the distance between locations. Empire to null? 48 hours. Out of learning implans to clone i same station? 1 hour or less. Exponential, to keep the functionality of cheaper clones for pvp but reduce the ability to hop around the map at will.

masternerdguy
Doomheim
#125 - 2012-04-19 18:03:29 UTC
Ntrails wrote:
Clone timer should be related to the distance between locations. Empire to null? 48 hours. Out of learning implans to clone i same station? 1 hour or less. Exponential, to keep the functionality of cheaper clones for pvp but reduce the ability to hop around the map at will.



Exponential sounds great to me!

In Station - 24 hours
Next System - 576 hours
Next Region - 191102976 hours.

I support this change as it effectively removes jump clones from the game, please CCP make the sandbox vast again.

Things are only impossible until they are not.

Ntrails
Merch Industrial
Goonswarm Federation
#126 - 2012-04-19 18:04:06 UTC
And you'll find people using dedicated pvp clones with useful implants for your podmails - and fewer people not playin the game because it is counter to long term goals to jump. When the rational decision is not to play, something is wrong with the game
masternerdguy
Doomheim
#127 - 2012-04-19 18:05:34 UTC
Ntrails wrote:
And you'll find people using dedicated pvp clones with useful implants for your podmails - and fewer people not playin the game because it is counter to long term goals to jump. When the rational decision is not to play, something is wrong with the game


Just remove the jump clone mechanic completely, it never really deserved to exist. It's as rancid as most of the ideas that get shot down in "Features and Ideas" every day.

Things are only impossible until they are not.

Ntrails
Merch Industrial
Goonswarm Federation
#128 - 2012-04-19 18:05:48 UTC
masternerdguy wrote:
Ntrails wrote:
Clone timer should be related to the distance between locations. Empire to null? 48 hours. Out of learning implans to clone i same station? 1 hour or less. Exponential, to keep the functionality of cheaper clones for pvp but reduce the ability to hop around the map at will.



Exponential sounds great to me!

In Station - 24 hours
Next System - 576 hours
Next Region - 191102976 hours.

I support this change as it effectively removes jump clones from the game, please CCP make the sandbox vast again.


Depends on your choice of coefficient and power - but 72 or even 96 hour timers after long jumps would seem reasonable
masternerdguy
Doomheim
#129 - 2012-04-19 18:08:21 UTC
Ntrails wrote:
Depends on your choice of coefficient and power - but 72 or even 96 hour timers after long jumps would seem reasonable


72 and 96 are wimpy. You should be able to JC once a week at most.

Things are only impossible until they are not.

Petrus Blackshell
Rifterlings
#130 - 2012-04-19 18:08:49 UTC
masternerdguy wrote:
Ntrails wrote:
Clone timer should be related to the distance between locations. Empire to null? 48 hours. Out of learning implans to clone i same station? 1 hour or less. Exponential, to keep the functionality of cheaper clones for pvp but reduce the ability to hop around the map at will.



Exponential sounds great to me!

In Station - 24 hours
Next System - 576 hours
Next Region - 191102976 hours.

I support this change as it effectively removes jump clones from the game, please CCP make the sandbox vast again.

I support this.

Though, for more reasonable (and less trollish) figures, something like this looks reasonable:

  • Same station - 12 hours
  • Same solar system - 24 hours
  • Same region - 48 hours
  • Other region - +24 hours per regional jump needed to get there.

Accidentally The Whole Frigate - For-newbies blog (currently on pause)

masternerdguy
Doomheim
#131 - 2012-04-19 18:10:30 UTC
Petrus Blackshell wrote:
Though, for more reasonable (and less trollish) figures, something like this looks reasonable:

  • Same station - 12 hours
  • Same solar system - 24 hours
  • Same region - 48 hours
  • Other region - +24 hours per regional jump needed to get there.


That's not exponential anymore. That isn't even geometric growth.

Things are only impossible until they are not.

Ntrails
Merch Industrial
Goonswarm Federation
#132 - 2012-04-19 18:11:44 UTC
Jump clones help negate the fact that learning implants disproportionately harm nullsec players. Empire dwellers live with almost no risk of bein podded, and as such get to train much faster nd cheaper. Nullsec needs reward to balance risk, and training times are one area where there is nothing given

I spend most my time in +4s or 5s and rarely play with characters who are training. Remove learning implants and I will support the removal of jumpclones
Ntrails
Merch Industrial
Goonswarm Federation
#133 - 2012-04-19 18:14:28 UTC
Petrus Blackshell wrote:
masternerdguy wrote:
Ntrails wrote:
Clone timer should be related to the distance between locations. Empire to null? 48 hours. Out of learning implans to clone i same station? 1 hour or less. Exponential, to keep the functionality of cheaper clones for pvp but reduce the ability to hop around the map at will.



Exponential sounds great to me!

In Station - 24 hours
Next System - 576 hours
Next Region - 191102976 hours.

I support this change as it effectively removes jump clones from the game, please CCP make the sandbox vast again.

I support this.

Though, for more reasonable (and less trollish) figures, something like this looks reasonable:

  • Same station - 12 hours
  • Same solar system - 24 hours
  • Same region - 48 hours
  • Other region - +24 hours per regional jump needed to get there.



Those are more the sorts of numbers I envision. Though why in blocks of 24 instead of a pure equation based on distance?
masternerdguy
Doomheim
#134 - 2012-04-19 18:14:59 UTC
Ntrails wrote:
Jump clones help negate the fact that learning implants disproportionately harm nullsec players. Empire dwellers live with almost no risk of bein podded, and as such get to train much faster nd cheaper. Nullsec needs reward to balance risk, and training times are one area where there is nothing given

I spend most my time in +4s or 5s and rarely play with characters who are training. Remove learning implants and I will support the removal of jumpclones


I'd love to see learning implants go to be honest. But no attribute increases, just permanently handicap everyone's training speedCool

Things are only impossible until they are not.

Petrus Blackshell
Rifterlings
#135 - 2012-04-19 18:17:55 UTC  |  Edited by: Petrus Blackshell
Ntrails wrote:

Petrus Blackshell wrote:

Though, for more reasonable (and less trollish) figures, something like this looks reasonable:

  • Same station - 12 hours
  • Same solar system - 24 hours
  • Same region - 48 hours
  • Other region - +24 hours per regional jump needed to get there.



Those are more the sorts of numbers I envision. Though why in blocks of 24 instead of a pure equation based on distance?

People are bad at math. No need to overcomplicate it for everyone.

Accidentally The Whole Frigate - For-newbies blog (currently on pause)

Ntrails
Merch Industrial
Goonswarm Federation
#136 - 2012-04-19 18:24:45 UTC
Petrus Blackshell wrote:
Ntrails wrote:

Petrus Blackshell wrote:

Though, for more reasonable (and less trollish) figures, something like this looks reasonable:

  • Same station - 12 hours
  • Same solar system - 24 hours
  • Same region - 48 hours
  • Other region - +24 hours per regional jump needed to get there.



Those are more the sorts of numbers I envision. Though why in blocks of 24 instead of a pure equation based on distance?

People are bad at math. No need to overcomplicate it for everyone.



What crap, everyone knows the game needs more things to make spredsheets for... :)
Alpheias
Tactical Farmers.
Pandemic Horde
#137 - 2012-04-19 18:25:05 UTC
I would support 23 hours but not anything less.

Agent of Chaos, Sower of Discord.

Don't talk to me unless you are IQ verified and certified with three references from non-family members. Please have your certificate of authenticity on hand.

masternerdguy
Doomheim
#138 - 2012-04-19 18:27:22 UTC  |  Edited by: masternerdguy
Petrus Blackshell wrote:

People are bad at math. No need to overcomplicate it for everyone.


I am not bad at math, and those who are can HTFU.

Here's a reasonable formula for making jump clones based on distance.

Cooldown = ( base time ) ^ ( [ jump clone distance from player / pansy handicap ] + 1 )

Some properties:

  • A distance of 0ly always yields the base time.
  • Exponential growth on longer jumps controlled using the pansy handicap.
  • Distance measured in LY just like jump drives.


I would use a base time of 24 hours like we do now and have a handicap that keeps the growth reasonable for however many light years is deemed "Far enough" then starts to rapidly spiral towards impossibleville.

EDIT: For obvious reasons base time > 1. Also, the handicap is an arbitrarily large number that slows the growth (so a handicap of 100 doesn't slow it as much as a handicap of 100,000).

Things are only impossible until they are not.

Petrus Blackshell
Rifterlings
#139 - 2012-04-19 18:33:38 UTC
masternerdguy wrote:
Petrus Blackshell wrote:

People are bad at math. No need to overcomplicate it for everyone.


I am not bad at math, and those who are can HTFU.

Here's a reasonable formula for making jump clones based on distance.

Cooldown = ( base time ) ^ ( [ jump clone distance from player / pansy handicap ] + 1 )

Some properties:

  • A distance of 0ly always yields the base time.
  • Exponential growth on longer jumps controlled using the pansy handicap.
  • Distance measured in LY just like jump drives.


I would use a base time of 24 hours like we do now and have a handicap that keeps the growth reasonable for however many light years is deemed "Far enough" then starts to rapidly spiral towards impossibleville.

EDIT: For obvious reasons base time > 1. Also, the handicap is an arbitrarily large number that slows the growth (so a handicap of 100 doesn't slow it as much as a handicap of 100,000).


Also reasonable, and any sort of change for scaling up JC costs (linear, exponential, logarithmic, or CCPithmic like tracking/damage formulas) would make me a happy camper. The tear tsunami this would cause would also amuse me greatly.

Accidentally The Whole Frigate - For-newbies blog (currently on pause)

Mashie Saldana
V0LTA
WE FORM V0LTA
#140 - 2012-04-19 19:05:52 UTC
Peter Raptor wrote:
To those who like waiting 24 hrs for clone jumps, what have you been smoking?

No disrespect, but for the life of me why do you wanna wait 24hr for a piddly clone jump??

Due to power projection.