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Proposal: Clones & Clone Jumping

Author
Palamon
0utbreak
#1 - 2013-05-30 18:22:09 UTC  |  Edited by: Palamon
I would like to propose several changes to clones and clone jumping to remove several unnecessary and tedious restrictions on game play and drag the clone jumping mechanic in to the present.

Proposal:

Increase the number of clones a character can have from +5 to +10
This could perhaps be done with a 'advanced infomorph psychology' skill?

Split the definition of 'Clone Jumping' into two separate actions 'Jumping' and 'Swapping'.
Clone Jumping would remain the same, once in 24 hours and would allow you to jump to a clone anywhere in the universe.
Clone Swapping can only be done if you are in the station where the clone is and can be done an unlimited number of times.

Remove the one clone per station restriction. Allow the stacking of clones to allow you to live in a home system with only a single station and remove the need to fly back and forth between stations just because you wanted to use a different set of implants.

There are obvious reasons for a restriction on clone jumping, preventing people from jumping round the universe as and when they please as many times as they want is a good thing. But clone swapping would not give the player any such advantage.

Having a maximum of 6 clones is an unnecessary limit that restricts game play and reduces a players options for no real reason.
Relche
State War Academy
Caldari State
#2 - 2013-05-30 18:24:47 UTC
good idea
needleheadned
In This Moment
#3 - 2013-05-30 18:25:56 UTC
+1
Isadie
suddenly nyx
#4 - 2013-05-30 18:27:44 UTC
+1
Roland Eterson
Bad Investments ULC
Diplomatic Incidents.
#5 - 2013-05-30 18:50:05 UTC
+1
Berluth Luthian
Sebiestor Tribe
Minmatar Republic
#6 - 2013-05-30 18:53:28 UTC
Eventually clones are going to mostly be player made (from assets in Dust) we don't know exactly how yet, but you will want to br friends with local lowsec planet owners if you want the cheapest clones.
Felsusguy
Panopticon Engineering
#7 - 2013-05-30 19:57:34 UTC
Berluth Luthian wrote:
Eventually clones are going to mostly be player made (from assets in Dust) we don't know exactly how yet, but you will want to br friends with local lowsec planet owners if you want the cheapest clones.

Where did you recieve this information? I question the validity of your claims.

The Caldari put business before pleasure. The Gallente put business in pleasure.

Gizznitt Malikite
Agony Unleashed
Agony Empire
#8 - 2013-05-30 20:08:38 UTC

Generally decent ideas... but if they enable clone swapping and more clones per station, then we should reduce or eliminate clone jumping. Free, insta-travel across the universe is unhealthy for the game! So have people pod jump if they want to insta-travel, as that costs isk! Isk to mitigate time & Risk is fair and balanced, and since you no longer have to worry about blingy implants because you can "swap clones", I see no reason to keep Jump Cloning around at all!

Palamon
0utbreak
#9 - 2013-05-30 22:02:11 UTC
Good point Gizznitt. Perhaps a mechanism that prevents you from 'clone swapping' for 48 hours if you have 'clone jumped', a cool down timer if you like in order that it doesnt get abused and become OP?
Ivar Quicksand
Imperial Academy
Amarr Empire
#10 - 2013-05-30 22:05:35 UTC
+1
Maximus Aerelius
PROPHET OF ENIGMA
#11 - 2013-05-30 22:20:38 UTC
+1. The best "Jump Clone" thread that I've read so far. No extreme Force Projection Tactics and it's a simple QoL enhancement idea.

Well done OP.
Palamon
0utbreak
#12 - 2013-05-30 22:50:35 UTC
Thanks.

A simple solution to not making it over powered would be to have only clone jumping activate the 24hr cool down, but clone swapping not trigger the cooldown. This would mean that you could clone swap as many time as you wanted, until you clone jump, then you can do neither for 24 hours. That would be simple to implement I would hope.
Palamon
0utbreak
#13 - 2013-06-02 12:39:44 UTC
What good reasons can people think of for there being a maximum limit of 5 jump clones? And what good reason for not being able to keep them all in the same station?
Omnathious Deninard
University of Caille
Gallente Federation
#14 - 2013-06-02 12:50:58 UTC
Palamon wrote:
What good reasons can people think of for there being a maximum limit of 5 jump clones? And what good reason for not being able to keep them all in the same station?

Right as things are at this moment in the game, that is because of the jump feature of the clones. If it were just changed to clone swapping I can't imagine a reason to limit how many and where they are kept.

If you don't follow the rules, neither will I.

General Genocide
Sebiestor Tribe
Minmatar Republic
#15 - 2013-06-02 13:15:01 UTC
+1
Alvatore DiMarco
Capricious Endeavours Ltd
#16 - 2013-06-02 13:39:12 UTC
Felsusguy wrote:
Berluth Luthian wrote:
Eventually clones are going to mostly be player made (from assets in Dust) we don't know exactly how yet, but you will want to br friends with local lowsec planet owners if you want the cheapest clones.

Where did you recieve this information? I question the validity of your claims.


CCP livestream before Fanfest, they said as much. Check out the "DUST development" stream with Team True Grit.
Robert Saint
The Grumpy Dogs
#17 - 2013-06-02 14:47:43 UTC
From a PVE player, who would like to PVP....

Just make the Clones harder to lose by making POD's harder to kill.

Something that certainly would be a first priority if this were to emulate real life.
Palamon
0utbreak
#18 - 2013-06-03 09:20:46 UTC
I think the risk of losing a POD is fine at the moment, dont have a problem with how easy it is to destroy one. It's just an unnecessary and tedious complication to have to store them in different stations and only having 5 jump clones reduces options for game play.
Zeus Maximo
Mentally Assured Destruction
#19 - 2013-06-03 09:35:19 UTC
+1 on clone swapping

"It is not possible either to trick or escape the mind of Zeus."

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Aquila Sagitta
Blue-Fire
#20 - 2013-06-03 09:39:29 UTC
I like your idea except for being able to store multiple clones in a single station. You think that having a snake, slave and crystal set clone in the same station able to swap unlimited times won't be OP? This would take docking games to the next level
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