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Player Features and Ideas Discussion

 
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[Proposal] Allow Clone Jumping in the same station without timer.

Author
Thabink
PonyWaffe
#1 - 2012-03-06 21:45:26 UTC  |  Edited by: Thabink
Have you ever wanted to PvP but you're not keen to go out because you're stuck in your "skill clone" and don't want to risk being podded? Reducing the time on clone jumps has been mooted a few times in here, but I imagine a problem is that as a side effect it'd make characters much more mobile. My suggestion is to allow clone jumping freely provided you go to the station where the jump clone is first.

Pros:
Would allow the risk averse more inclination to pvp, especially in null sec, increasing pew pew.
Wouldn't affect the mobility aspect of jump clones.

Cons:
Less implants going squish means less ISK sunk. This may effectively make learning implants a one-time purchase.
Would allow switching hardwirings at will, giving them a stealth buff.

Edit: Exploit: Create jump clone in current station. Move med clone to other station. Jump to clean clone and self destruct pod for unlimited travel between stations you have the ability to make jump clones at.
Thabink
PonyWaffe
#2 - 2012-03-06 22:31:44 UTC
Tidurious wrote:
NO, for the cons that you already mentioned. Choices have consequences, learn to live with them. Jumping once every 20-24 hours is plenty.
Markus Reese
Deep Core Mining Inc.
Caldari State
#3 - 2012-03-07 05:27:27 UTC  |  Edited by: Markus Reese
I agree with this idea. For large fleet, I need to use a different clone, and I don't mean for sp. Can only have one clone in a station anyways. The idea of being able to quick change I am in favor for, with an in station system.

Edit, caught the exploit. True, very true, unless only allowed one quick travel per 24 hours as well?

To quote Lfod Shi

The ratting itself is PvE. Getting away with it is PvP.

Tekashi Kovacs
Golfclap Inc
#4 - 2012-03-09 17:33:35 UTC
Makes too much sense to be implemented in EVE.
Callic Veratar
#5 - 2012-03-09 17:41:56 UTC
Counter-Exploit: You may only move your med-clone once every 24 hours.

Less-Good-Counter-Exploit: You may only make one clone every 24 hours.
iNfeck7ed
Science and Trade Institute
Caldari State
#6 - 2012-03-09 17:51:21 UTC
thumbs up for your idea. However, your con about an isk sink closing because people won't risk their high-isk implants is faulty, because you're not considering the isk that isn't being lost because a lot of players won't risk their implants in the first place and then the isk loss if players COULD switch their clones and then go pvp and then lose ships that way.

Also, the 24-hr wait is a pita. People don't have time to wait. We pay to play, and CCP sets up these roadblocks to good game content. Everyday that people are made to wait to engage in pvp is a day lost for dynamic social interaction within Eve.
Reaver Glitterstim
The Scope
Gallente Federation
#7 - 2012-03-09 18:03:25 UTC
Howabout players are given 2 clone jumps per 48 hours, instead of 1 per 24 hours? You basically get a similar result, but you have more flexibility to jump as you choose.

I am also advocating for cheap illegal pirate implants that would allow players in lawless space to wear training implants too.

FT Diomedes: "Reaver, sometimes I wonder what you are thinking when you sit down to post."

Frostys Virpio: "We have to give it to him that he does put more effort than the vast majority in his idea but damn does it sometime come out of nowhere."

Tirias Keshtar
Deep Core Mining Inc.
Caldari State
#8 - 2012-03-09 18:13:37 UTC
The alternative of "2 clones every 48 hours" instead of "1 clone every 24 hours" is something I thought of when Thabink, myself and other various Unistas discussed this idea on our chat channel. Good catch on the exploit though -- but the suggested fixes would work.

Another variant of the suggested fixes could be: Using an instant jump clone places a 24 hour cooldown on relocating a medical clone. This cooldown is shared with the existing 24hr cooldown on jumping to another station.