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Player Features and Ideas Discussion

 
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Infomorph Synchronizing

Author
Alicia Dnari
Dnari Mining and Manufacturing
#1 - 2015-04-21 15:31:45 UTC
This idea came to me in the shower this morning.Big smile

Instead of knocking one hour off the JC cooldown per level, knock off a number of hours equal to the level you're training. So with a 24 hour base, level 1 lets you jump every 23 hours, as now, level 2 lets you jump every 21 hours, and level 5 lets you jump every 10 hours. It's not "I can jump to another clone whenever I want" but it's better than what we have now.
Samillian
Angry Mustellid
#2 - 2015-04-21 15:54:11 UTC
CCP Rise wrote:
It's not only an issue of travel. The 24 hour timer doesn't fit because it seems to say that you should be able to jump once a day, but in practice it's often more like every other day. Just because we want it to actually be once a day does not mean we want substantially more freedom in clone jumping overall.

I agree that most people will be using it to move clones for an activity, not for travel, but we don't want that to not come with cost. It is not the goal that everyone will be able to be in the ideal implant set for any activity at any time. We are happy with the cost (risk/time loss/travel) and decision making associated with clone jumping and don't want to eliminate that with this change.


Original Forum post

The above is from the thread originally introducing the skill and is I believe still valid plus this proposal would go a long way to undermining the good work recently done on reducing power projection.

Not supported.

NBSI shall be the whole of the Law

Nasar Vyron
S0utherN Comfort
#3 - 2015-04-21 16:41:32 UTC  |  Edited by: Nasar Vyron
Samillian wrote:
CCP Rise wrote:
It's not only an issue of travel. The 24 hour timer doesn't fit because it seems to say that you should be able to jump once a day, but in practice it's often more like every other day. Just because we want it to actually be once a day does not mean we want substantially more freedom in clone jumping overall.

I agree that most people will be using it to move clones for an activity, not for travel, but we don't want that to not come with cost. It is not the goal that everyone will be able to be in the ideal implant set for any activity at any time. We are happy with the cost (risk/time loss/travel) and decision making associated with clone jumping and don't want to eliminate that with this change.


Original Forum post

The above is from the thread originally introducing the skill and is I believe still valid plus this proposal would go a long way to undermining the good work recently done on reducing power projection.

Not supported.



Eh I'd question that.
Another interesting idea would be to have the cd based on the distance you jumped to your clone.

IE- clone swaps within the same station/system yield a minimal timer (1 hour or so), then for every x ly away that cooldown goes up y time (Max 48 hours from one side of the universe to the other). Synchronization is changed to a % reduction rather than set hour/lvl. This would help prevent power projection, and open up a greater use of specialized clones and open up a lot more combat as people can now jump out of their billion+ isk pods and take on a fight rather than stay docked for fear of losing it
Xe'Cara'eos
A Big Enough Lever
#4 - 2015-04-21 16:52:35 UTC
hmmmm, Nasar has an interesting idea.... but that'd require a pretty hefty rework of clone jumping mechanics....

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.