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CCP We ALL want 12 hr Jump Clone delays not 24 hr.

Author
Emma Royd
Maddled Gommerils
#181 - 2012-04-21 05:52:04 UTC
TLDR

How about an 'emergency' jump clone feature, which can be used but has some drawbacks.

All implants that clone has either don't work for the time you're in that clone up to the 24 hours (very difficult to program though)
Random chance that some / all of the implants get destroyed
Maybe even some of your skills temporarily drop a couple of levels or so, not ship skills, just stuff like gunnery, or missiles, etc. You can drive drunk, but not drive very well sort of thing.

Basically, yes you could clone jump before the 24 hours but there's a risk that you jump and find your slave set half missing, and you're not as effective at whatever you want to do, be it PvP, Mine or whatever.
Aphoxema G
Khushakor Clan
#182 - 2012-04-21 08:19:46 UTC
I think one of the more thoughtful suggestions regarding jump clones I've seen somewhere is instead of jumping once every 24 hours, you can jump twice every 48 hours. This allows someone to jump, get their business done and return home without much effecting the function of JCs as it is.
Marlona Sky
State War Academy
Caldari State
#183 - 2012-04-21 08:21:00 UTC
No.
LT Alter
Ryba.
White Squall.
#184 - 2012-04-21 09:00:53 UTC  |  Edited by: LT Alter
12 hours is perfect, I would love it.

Don't know how many roams I missed cause I was in my slave clone and couldn't jump out...
Gypsio III
Questionable Ethics.
Ministry of Inappropriate Footwork
#185 - 2012-04-21 10:03:15 UTC
Jump clones were a bad idea and should be removed entirely. Return the SP and unplug all the implants.

They are part of the easy force projection that simultaneously creates a small but mostly empty galaxy. They limit the strategic consequences of deployment across the galaxy, which is fundamentally bad for a game that is anchored in the concept of consequences (see CCP's dislike of in-combat refitting). They also unnecessarily favour older, richer players over newbies by allowing them to maintain multiple clones for specific environments.

Attribute implants were also probably a bad idea, they deter people from PVP and leaving highsec. Remove them, and give everyone +4 to their stats. Or +5, it hardly matters I suppose.
Duchess Starbuckington
Doomheim
#186 - 2012-04-21 12:31:04 UTC
Gypsio III wrote:
Jump clones were a bad idea and should be removed entirely. Return the SP and unplug all the implants.

They are part of the easy force projection that simultaneously creates a small but mostly empty galaxy. They limit the strategic consequences of deployment across the galaxy, which is fundamentally bad for a game that is anchored in the concept of consequences (see CCP's dislike of in-combat refitting). They also unnecessarily favour older, richer players over newbies by allowing them to maintain multiple clones for specific environments.

Attribute implants were also probably a bad idea, they deter people from PVP and leaving highsec. Remove them, and give everyone +4 to their stats. Or +5, it hardly matters I suppose.


I find myself agreeing with a quite disturbingly large number of your posts.
Francisco Bizzaro
#187 - 2012-04-21 12:47:59 UTC
LT Alter wrote:
12 hours is perfect, I would love it.

Don't know how many roams I missed cause I was in my slave clone and couldn't jump out...

I never realized why they were called "slave" implants until now.

Drop them, and enjoy the freedom to go on your roams.
Altair Raja
Brutor Tribe
Minmatar Republic
#188 - 2012-04-21 12:48:18 UTC
22h and im happy...
less would be nice but 22 hours and im happy!

AFK cloaking doesn't earn anything, so it needs a buff!

Kodiii
The Scope
Gallente Federation
#189 - 2012-04-22 15:07:36 UTC
I think 12 or 18 hours are a good mix. I like to jump out to null sec and have some pvp with my American and European friends and then hang out with my Australian friend at night time. However, I can't do both in a day, or the next day I will not be able to choose.

If it was 12 hours, I could jump clone to null sec when I'm done in high sec and night and then at day time have some pvp fun, and jump back ready for the night afterwards.

+1 from me.
Astroniomix
School of Applied Knowledge
Caldari State
#190 - 2012-04-22 18:05:42 UTC
Linda Shadowborn wrote:
Nope, dont want that at all. For reasons stated above, EVE has become to small with JF, titans, bridges etc so you can now zip around from one end to the other in no time.

You touch my rorqual, I kill you.
Asuka Solo
I N E X T R E M I S
Tactical Narcotics Team
#191 - 2012-04-22 18:36:35 UTC
I have just never had the need to jump clone to the same location within 24 hours, even while PvPing.

I can even go weeks without jump clones.... so I don't know what you people are smoking...

Eve is about Capital ships, WiS, Boobs, PI and Isk!

Katerwaul
The Scope
Gallente Federation
#192 - 2012-04-22 21:11:36 UTC
So.. NO.

That said -- I could see a skill tree that did something along the lines of reducing the total duration of rest needed between jumps w/ the knowledge that if you're podded while in that jump cool-down window you loose skill points in the relevant skill (or skills) similar to what they do for t3 ships.
Working with everyone to improve New Eden -- Internet Spaceships Iz Serious Business.
Robert Caldera
Caldera Trading and Investment
#193 - 2012-04-23 10:13:21 UTC
Gypsio III wrote:
Jump clones were a bad idea and should be removed entirely. Return the SP and unplug all the implants.

They are part of the easy force projection that simultaneously creates a small but mostly empty galaxy. They limit the strategic consequences of deployment across the galaxy, which is fundamentally bad for a game that is anchored in the concept of consequences (see CCP's dislike of in-combat refitting). They also unnecessarily favour older, richer players over newbies by allowing them to maintain multiple clones for specific environments.

Attribute implants were also probably a bad idea, they deter people from PVP and leaving highsec. Remove them, and give everyone +4 to their stats. Or +5, it hardly matters I suppose.


yeah force projection argument is legit but I dont think we should remove them at all. Just set the JC cooldown to something high value which would prevent JC from regular use.

I think JC should only be used in emergency situations like for the case you have still assets in stations which were taken by enemies and such. Not for just "oh I need ISK so JC myself to high sec for a couple of hours" use.
Vilnius Zar
SDC Multi Ten
#194 - 2012-04-23 11:13:00 UTC  |  Edited by: Vilnius Zar
I'm fine with 24h, it creates restrictions which is a GOOD thing. Insta travel makes the universe smaller and removes the effort it takes to make stuff happen and just because something is easier doesn't mean it's better. Also, now you whine about 12H but in a few months someone will step up and go "12, why not 6?" etc etc.

So no, deal with it. Ultimately, I agree with Gypsio.
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