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Player Features and Ideas Discussion

 
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Remove Jump Clone limit per station

Author
Benjamin Hamburg
Chaos.Theory
#1 - 2015-11-29 20:00:29 UTC
Basically the title, or make a skill to have more JC on any given station.

Like clones level that were removed, I see little gameplay value to have a limit on the number of JC we can have in a station. It happened more than once I lost a full sets of any given implant because there a limit of 1 JC per station and made the mistake to JC without reading the prompt.

Usually, GM are kind enough to reimburse them, but depending on GM to cope with a bad gameplay design regarding JC isn't the best way to handle this.

This lead to stupid workaround, for example, having 1 JC in several station in the same system, which again doesn't remove the risk to do that mistake when you are in a hurry.
Donnachadh
United Allegiance of Undesirables
#2 - 2015-11-29 20:16:50 UTC
Benjamin Hamburg wrote:
This lead to stupid workaround, for example, having 1 JC in several station in the same system, which again doesn't remove the risk to do that mistake when you are in a hurry.

Ah but here you have the essence of why your idea is bad, risks versus rewards. There are a significant number of positive benefits (rewards) to having jump clones and not having 2 or more in the same station is just one of those negative benefits.

In times past when this has come up there have been all manor of concerns about how it might be overpowered as well, but I will leave those to people who have a more definitive idea as to how or why having more than one clone in a station would be bad.
FireFrenzy
Cynosural Samurai
#3 - 2015-11-30 12:01:04 UTC
also it might just not be possible as i dont doubt your body is seen as a container by DOGMA and it might just straight up not be possible to have more then one of those present in a station...
Tabyll Altol
Viziam
Amarr Empire
#4 - 2015-12-02 06:09:26 UTC
Benjamin Hamburg wrote:
Basically the title, or make a skill to have more JC on any given station.

Like clones level that were removed, I see little gameplay value to have a limit on the number of JC we can have in a station. It happened more than once I lost a full sets of any given implant because there a limit of 1 JC per station and made the mistake to JC without reading the prompt.

Usually, GM are kind enough to reimburse them, but depending on GM to cope with a bad gameplay design regarding JC isn't the best way to handle this.

This lead to stupid workaround, for example, having 1 JC in several station in the same system, which again doesn't remove the risk to do that mistake when you are in a hurry.


What why you get a reimbursement when your to, sorry for my words, stupid to check if there is a second jc already ? I mean really. So can i get my ship back if i undock by misstake ?


Sorry can´t see an improvement for the game.

-1
Benjamin Hamburg
Chaos.Theory
#5 - 2015-12-06 18:30:57 UTC
Tabyll Altol wrote:
Benjamin Hamburg wrote:
Basically the title, or make a skill to have more JC on any given station.

Like clones level that were removed, I see little gameplay value to have a limit on the number of JC we can have in a station. It happened more than once I lost a full sets of any given implant because there a limit of 1 JC per station and made the mistake to JC without reading the prompt.

Usually, GM are kind enough to reimburse them, but depending on GM to cope with a bad gameplay design regarding JC isn't the best way to handle this.

This lead to stupid workaround, for example, having 1 JC in several station in the same system, which again doesn't remove the risk to do that mistake when you are in a hurry.


What why you get a reimbursement when your to, sorry for my words, stupid to check if there is a second jc already ? I mean really. So can i get my ship back if i undock by misstake ?


Sorry can´t see an improvement for the game.

-1


It's not an in-game improvement, it's a fix to a badly designed game mechanic. There is no point for such limit.

Or, at least, give the player the choice of which clone he want to keep. Like that I can always choose my Snake/Slave set over the blank clone.
Amarisen Gream
The.Kin.of.Jupiter
#6 - 2015-12-06 19:02:21 UTC
I would much rather see a total rework of the Clone/Implant System.

- But we have to make sure that we balance the power projection of players.
-- JC Fatigue probably be better than the current timer.
-- Rigging/Implanting pods would be a better means than implanting our clones.

The skill that handles the limit on JCs would also allow say 2 pods per JC (The max you could have say in a station would be 3, including the current one you are in). So total Pods would be 21 Pods.
Players would be given some freedom via the Pod system to make more choices in their play time. While the Jump clones would allow them to move around New Eden Faster.

There would need to be some major polish work on this. I am sure that between CCP and the players, a balance could be worked out.

"The Lord loosed upon them his fierce anger All of his fury and rage. He dispatched against them a band of Avenging Angels" - The Scriptures, Book II, Apocalypse 10:1

#NPCLivesMatter #Freetheboobs

Serendipity Lost
Repo Industries
#7 - 2015-12-07 14:57:18 UTC
I think it would be OP for a player to have access his slave, snake, crystal and whatever other implant set in the same station. Here's the history. Jump clones were to enable you to MOVE (hence jump) about eve. Jump clones weren't intended to provide selectable implant options.

They are for convenient movement NOT for convenient implant swapping. There is no reason to JUMP from station A to station A, so it's not in the code. That's what this is about right? Swapping implants. It can't be about jumping across eve if you want multiple clones in the same station.

-1 implant swapping is not the intended use of JUMP clones.