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Player Features and Ideas Discussion

 
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Multiple jump clones in station and reduced timer

Author
Snopzet
Inglourious Squirrels
That Escalated Quickly.
#1 - 2014-10-13 08:52:48 UTC
Something that bugs me for quite some time and some others, too: please allow multiple jump clones in one station!

This feature became even more desirable after being able to have up to 10 jump clones and it might happen, that you don't have as many stations in a system as you have jump clones. This feature was also requested one year ago, but I can find it on eve-search, only.


Additionally I suggest to lower the Clone-Jump-Timer, if you're switching your clone in the same station. Something between 0 and 1 hour might be good. I don't see any possible abuse of that, except that you can switch to a specialized clone at any time which fits the current pvp/pve situation perfectly. Of course it 's questionable if it is an "unfair" advantage or a reward for those, who spent ISK into multiple clones. For me it is just an annoyance, since I might want to fly in my missile boat for 2h and do some PVE (I might need an EG or EE implant for the fit), but then again I know there is a fleet in the evening and I like to get the best performance out of my ship with different implants. Result: I stay in my PVP clone and do ship spinning Ugh
Darth Push
Awesome Corp 13
#2 - 2014-10-13 09:30:29 UTC
Also you will be able to participate any PVP-event without risking you +5 implats set =)
qijong jin
Brutor Tribe
Minmatar Republic
#3 - 2014-10-13 10:09:39 UTC
Would be nice to be able to have multiple clones in 1 station, but reduction of jump timers is just silly.
King Fu Hostile
Mea Culpa.
Shadow Cartel
#4 - 2014-10-13 10:13:19 UTC
Wouldn't it be much better to skip implants and timers completely? Just adjust your attributes and bonuses whenever you feel like it!

Consequences, who needs them

Snopzet
Inglourious Squirrels
That Escalated Quickly.
#5 - 2014-10-13 11:38:57 UTC
King Fu Hostile wrote:
Wouldn't it be much better to skip implants and timers completely? Just adjust your attributes and bonuses whenever you feel like it!

Consequences, who needs them



Very constructive criticism, I like it - NOT

So, you jump into an expensive clone to do something in low/high-sec and suddenly (after 3h) you get a ping: someone in your corp/ally decided to do a fun roam through 0.0 and you rly like to attend to it. Too bad you're in your expensive pod now.

Consequence: you won't join the gang, you won't have fun, FC won't get as many ppl for his gang as he expected.

Of course you could say "deal with it, don't jump into expensive pods", but fact is: it makes the game bad. The game gives you the ability to get a significant bonus (e.g. implant sets), but at the cost of flexibility. I don't have a problem with that, but I'm tempted to say the bonus you get from implant sets are not balanced compared to the flexibility you lose. I would always use the implants instead of being flexible. This is just my personal view, but if you like to criticize it, try to be constructive at least, tia.
King Fu Hostile
Mea Culpa.
Shadow Cartel
#6 - 2014-10-13 12:50:13 UTC
You seem to agree with me then, you want the significant benefits but not the consequences. Consequences are the balancing factor here, you get the significant bonuses only because they are specialized, and lost upon clone death.

How the consequences affect your personal decisions are irrelevant of the game mechanic itself.