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Regarding Jump Clones

Author
Gizznitt Malikite
Agony Unleashed
Agony Empire
#21 - 2012-04-11 20:23:42 UTC
mxzf wrote:
I'd support changing the JC timer to something like 20h or so, to make it easier to (for example) JC out to somewhere halfway through your playtime one evening and then JC back the next day when you start playing. I don't think a skill for it is needed though, and I don't think it needs to be reduced drastically.


The problem I see with this, is people would JC to learning implanted clones or market clones at the end of the night, only to JC back at the start of the next day..... This essentially gives them the benefits of the learning implants, or the ability to manipulate highsec activities, with a significantly reduced impact on their play.... I think that there needs to be an inherit difficulty when you're trying to play in multiple regions of the game.
Astroniomix
School of Applied Knowledge
Caldari State
#22 - 2012-04-11 20:33:06 UTC
Gizznitt Malikite wrote:

I have several thoughts on this:

1.) JC's are easy to get. All you need is a rorqual, a titan, standings, or a player owned station. I think Chribba has a station in providence that you can get jump clones at for moreless nothing. Any person can travel to his station and install a JC.... there are also high-standing corps you can join to get JC's. As such, while JC's used to be hard to get, they aren't anymore...


2.) Jump clones are not the only means to cross the galaxy. You can clone hop by moving your med clone and suiciding your capsule, and you can fly through space. Both of these options are better for EvE, as they both have significant costs. Clone hopping requires Med facility access, requires viable destination point (usually setup with a corp office), gets expensive with high-sp characters, and you lose your implants to boot! Traveling takes time, and can even be risky. Given the "costs" associated

So, here's the fundamental question: Why do we have/need JCs?

IMO, JC's were introduced so people could segregate their clones into an every day clone, and specialized clones for specific activities (be it learning, flying a supercap, pro-mining, etc, etc). They were purposely created with a significant drawback (the 24 hr timer), so you couldn't be the master of all activities, anywhere and everywhere within the EvE universe. Frankly, they need an inconvenient timer, as it severely limits how much you can abuse the JC. IMO, JC'ing should not be the NORMAL mode of travel between regions and activities... that should be flying!!!!

I think 24 hours is pretty much the perfect period of time.... Its long enough that, assuming you have pretty much static play times, you can't continuously do multiple activities in multiple regions using JC's alone! This is a GOOD THING!!! By having a good length on you JC, you really enhance the value of activity-oriented implanted clones.... Getting into the mindlinked clone, or the +5 learning clone, now carries added risks or penalties... This makes them more valuable!!!

So, why do you need a reduced JC timer? What are you trying to accomplish? And what new penalties will you add to compensate.... A straight reduction isn't right in my mind... but perhaps coupled with a penalty it could be interesting...

Imagine that after a JC, you spooled up a charge:
After 12 hours, you had enough charge to JC a 8 light years distance,
After 24 hours, 16 LY's, (Carrier distance)
After 48 hours, 48 LY's, (To Highsec)
After 72 hours, 192 LY's, (Anywhere).

This way, if you are fighting an offensive war on the opposite side of the map, having everyone JC back to defend home means you leave the offensive front for a couple of days... or else everyone has to med clone back and forth (which is far more taxing on the playerbase).

It also means, if you're a Nullsec PvP'er that tries to make their money in highsec, they have to compromise between their nullsec and highsec activities...

No, don't increase the timer for the love of god. Either shorten it or leave it alone. Right now jump cloning is one of the best methods indy corps have of remaining productive during wardecs.
Robert Caldera
Caldera Trading and Investment
#23 - 2012-04-11 21:51:18 UTC
Astroniomix wrote:

No, don't increase the timer for the love of god. Either shorten it or leave it alone. Right now jump cloning is one of the best methods indy corps have of remaining productive during wardecs.


what are you about your ****** indy corps and wardeccing? What do you need those for exactly?
Nomistrav
Center for Advanced Studies
Gallente Federation
#24 - 2012-04-19 07:51:00 UTC
I don't use jump-clones for any of these reasons; logistics or otherwise. I use them for a reason that -many- null-sec alliances use them.

So I don't lose the expensive implants that allow me to increase my skill training capabilities.

There is barely any reward for PvP at all; the loot and salvage. Past that there's no incentive. Why should I risk my implants when I can just jump-clone and lower my losses? At that, there's no real return for the loss of such and JCs are the obvious alternative to lightening the damage to the wallet.

However, there's the issue of not being able to JC as frequently. Why should I have to sacrifice my training time for a full twenty-four hours when the roam is only going to be for three to five? I'm sure the retort will be something like, "Well, that's the sacrifice you pay for wanting to PvP without risking your implants" but come the **** on we're in 2012; let's try to be proactive and give -MORE- reasons to PvP rather than punishing those of us that want to give you people some interesting kill-mails to look at.

"As long as space endures,

as long as sentient beings exist,

until then, may I too remain

and dispel the miseries of the world."

~ Vremaja Idama

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