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Player Features and Ideas Discussion

 
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Why are we not making clones?

Author
Tzar Sinak
Mythic Heights
#1 - 2015-04-11 04:43:57 UTC
With the recent changes to clones why are we not making them.

Consider:

None of the skills for clone use need to change.
Once you are skilled to use multiple clones then you only need to go to a market and buy them.
Transport your clone(s) to whatever station (or ship) you want and "install" it there (station with medical services only?).
Only one clone can be installed per station (ship) per normal but you would want a few extra in inventory if you get podded a lot.

Forgot to install a clone into a medical facility? You get magically transported to the closest station you do have a clone installed. Have no clones installed? Get instantly transported to the station you bought the clone(s) from. Why? Because you wisely install your brain patterns into the stations memory banks as part of the purchase (ok a little role play if ya like).

Maybe add clones to the insurance scheme like ships. Buy whatever level of insurance you want and receive a payout upon destruction.

But wait! What do we make clones out of? Glad you asked. Lets see.

Biotech Research Reports? Cryoprotectant Solution maybe? Data Chips? Gel-Matric Biopaste! Synthetic Synapses? Or Transcranial Microcontrollers. Might need a Vaccine or two. Test Cultures? LIVESTOCK!!! Or Gen. Engineer Livestock for stonk clones! Biocells? Water, Proteins, Bacteria, Oxygen and/or Biomass.

The point is, you build a clone plus the life support system for it for you to install anywhere you want.

Now imagine the clone markets in low and null sec filled with lovely clones!

But wait! There's more! Remember all those threads asking if we can remove implants? Well what if we make different grades of clones that have different numbers of available slots? Salvage bodies in space to recycle the biomass and hard wires!

The future is bright for making clones ourselves!

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Raphael Celestine
Celestine Inc.
#2 - 2015-04-11 10:33:27 UTC
Tzar Sinak wrote:
But wait! What do we make clones out of?

86 Noxcium for a grade Beta clone, 133 Noxcium for a grade Gamma. Blueprints for the others don't exist in the database. P


(In order to actually contribute something useful to the discussion: a few clone blueprints do exist in the SDE, but they're not used in game. That suggests that CCP has already considered this at some point, and decided not to do it for some reason - what those reasons were, and whether they still apply, I have no idea.)
Tzar Sinak
Mythic Heights
#3 - 2015-04-14 18:02:33 UTC
Wait! What?!?! No one is interested? Nox is a good idea but to get more traction with everyone here I guess we need some TRIT!!! Nothing moves in New Eden without some trit.

Hydrostatic Podcast First class listening of all things EVE

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James Baboli
Warp to Pharmacy
#4 - 2015-04-14 18:17:47 UTC
I think not. Several major questions need to be answered before this is more than a barebones concept which should not be supported based on the available info.

What happens to a pilot who loses their last clone? perma-death?
What about the people who already have all their JC slots filled, with implants? Do people now need to spend isk and effort to reach the level that these people started on?
Etc.

Not ready for the big time as posted.

Talking more,

Flying crazier,

And drinking more

Making battleships worth the warp

Lienzo
Amanuensis
#5 - 2015-04-15 03:41:42 UTC  |  Edited by: Lienzo
This could make for a really worthwhile future structure.

They should require biomass as well as PI components.
Nevyn Auscent
Broke Sauce
#6 - 2015-04-15 03:47:48 UTC
Basic game mechanics should never rely on players to function. You need to be able to go out and die without needing players to be making you clones. It would add massive 'make work' into the game just for people to be able to PvP, the more time required to get a new clone, the more risk adverse people will become.
Tzar Sinak
Mythic Heights
#7 - 2015-04-15 13:14:06 UTC
Nevyn Auscent wrote:
Basic game mechanics should never rely on players to function. You need to be able to go out and die without needing players to be making you clones. It would add massive 'make work' into the game just for people to be able to PvP, the more time required to get a new clone, the more risk adverse people will become.


Interesting perspective. I had not thought of that. I do agree with your point.

Hydrostatic Podcast First class listening of all things EVE

Check out the Eve-Prosper show for your market updates!

Xe'Cara'eos
A Big Enough Lever
#8 - 2015-04-15 13:21:53 UTC
mind if I see your stats about clone use?
as for using different clones, we're already limited to one jump/day, and once you're in that clone it's med-cloning it all the way.....

For posting an idea into F&I: come up with idea, try and think how people could abuse this, try to fix your idea - loop the process until you can't see how it could be abused, then post to the forums to let us figure out how to abuse it..... If your idea can be abused, it [u]WILL[/u] be.

Raphael Celestine
Celestine Inc.
#9 - 2015-04-15 13:46:01 UTC
Nevyn Auscent wrote:
Basic game mechanics should never rely on players to function. You need to be able to go out and die without needing players to be making you clones. It would add massive 'make work' into the game just for people to be able to PvP, the more time required to get a new clone, the more risk adverse people will become.

Right now, getting any ship other than a rookie frig relies on players making it for you; so does every T2 module, almost every structure, every deployable....

EVE's industrial backbone is very good. CCP can safely add blueprints to the game and assume that the products will be available to the players in short order (at least as long as there's a reasonable demand for the item... and even if there isn't, it'll still be available in Jita). The only 'make work' effect would be to add one more item to your shopping list when you're buying a new fit in your local market hub.