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we need jump clone reform

Author
Tenchi Sal
White Knights of Equestria
#1 - 2012-06-21 13:52:11 UTC
how about reducing the timer on jumping to another clone to 12 hours?

i work 9 hours a day monday through friday. between work and my wife, i can only play eve 1-2 hours a day. sometimes i log in and want to carebear, sometimes i log in and want to pvp. i live between null and highsec, constantly jumping back and forth. i have a huge problem when it comes to pvping.

i log in my pvp clone for some fun, lets say 8pm monday. come 10pm, i jump to my carebear clone for whatever reason.

i log in tuesday, 8pm. i decide: "ahh i dont wanna carebear, i wanna pvp. oh crap, i cant pvp i have implants. im not gonna risk them." at this point i ether carebear or i log off.

this is a daily delimma for me. i have to plan ahead, an entire 24 hours just to be able to pvp. i have seen a lot of other posts with people saying they want to pvp but can't access their clones or dont want to risk their implants.

if you want more people to get out and pvp more, jump clone reform should be on your list of things to do.
Freezehunter
#2 - 2012-06-21 14:04:18 UTC  |  Edited by: Freezehunter
The main idea with jump clones is that they are for power projection, I don't even think they were intended to protect people from losing implants in the first place.

How about we make Pods immune to warp bubbles instead.

If they made pods immune to warp bubbles I would be willing to PVP WAY more without even jumping to an empty clone, because it's way too easy to lose 2 bils worth of clone these days.

Catching a pod before it warps out should be a challenging and rewarding feat, not just shooting fish in a barrel, like what happens when a ship blows up in a bubble and leaves the pod behind, unable to do anything but DIE.

Make up a lore reason like "the pod uses a special Jovian miniaturized version of the warp drive, that cannot be affected by the bubble's scrambling signal".

Change pod mechanics, only way to catch a pod would be to manage to lock and warp scramble it before it aligns and warps away.

Hell, you could even slow the align time a bit to make it balanced, just PLEASE make them immune to bubbles.

You COULD increase it's base speed to 1kmps if you don't want to make it immune to bubbles, that would also be fair, a 200 mps pod is WAY too easy to catch in a bubble.

I swear I'd PVP in my +5, hardwired clone if they were immune to warp bubbles or had an increased base speed.

Inappropriate signature, CCP Phantom.

Minimal Charisma
Padded Sell
#3 - 2012-06-21 14:04:20 UTC  |  Edited by: Minimal Charisma
I'd say +1.
But I'm a pussy and seem to recall many arguments against this, mostly dissing carebears.

Edit: Mentioning young cats is verboten?
Danfen Fenix
#4 - 2012-06-21 14:15:44 UTC  |  Edited by: Danfen Fenix
I think, rather than change the overall timer, introduce a timer for each JC. Once you jump, you cannot jump back to the clone you jumped from, for 24 hours.

So, say you have 2 JCs in 0.0, in systems next door to each other. Lets call them system 1 & 2 . You also have a JC in highsec. You are currently in a third system

You JC from system 3 -> highsec. Your clone is left behind in system 3, but you cannot jump back to it for 24 hours. You can however, still jump to the JCs in either system 1 or 2. Once you do so though, you can not jump back to the High sec clone for 24 hours. The other JC in 0.0 (which ever system you did not jump to) is still available though.

Lets say you stay in high sec for 6 hours. When you jump, you cannot go back to your high sec clone for 24 hours, however, your original clone (the one in system 3) is now available in 18 hours.


So, owning 5 JCs, you could theoretically jump 4 times a day. Or is it 5 times a day....this has actually kinda confused me ha Ugh



If that makes sense P

Edit: yep 5 times a day. Forgot about the original clone P so yeah, 5 JCs = 5 jumps a day...but the first JC would be ready to be jumpped to again before the last JC.
darmwand
Center for Advanced Studies
Gallente Federation
#5 - 2012-06-21 14:19:41 UTC
What about a skill that reduces the time between jumps by, say, 5% per level? At level 5 that would mean you can jump every 18 hours.

Also, come PvP in low-sec, we don't have bubbles, your pod should be reasonably safe.

"The pen is mightier than the sword if the sword is very short, and the pen is very sharp."

Savage Angel
Garoun Investment Bank
Gallente Federation
#6 - 2012-06-21 14:34:47 UTC
So you won't stay in your jumpclone for a day just to shave a few minutes off of training times? Implants make a decent difference over the span of months, but for a day it is pretty small.

Besides, put +2 or +3 implants in your jump clone and stop worrying about it. They are cheap as dirt.
Doddy
Excidium.
#7 - 2012-06-21 14:38:59 UTC
Freezehunter wrote:

Change pod mechanics, only way to catch a pod would be to manage to lock and warp scramble it before it aligns and warps away.


Imagine a world where pods have an align time.
Pak Narhoo
Splinter Foundation
#8 - 2012-06-21 14:42:10 UTC
Just an hour off the 24 hour cool down period would be, heaven.

But this has been requested to death on the forums and i have to see yet a Dev response to it.
So I fear it's a 'deal with it' situation. Sad

Lord Zim
Gallente Federation
#9 - 2012-06-21 14:45:49 UTC
How about removing jumpclones altogether?

Cyno's lit, bridge is up, but one pilot won't be jumping home.

RIP Vile Rat

Tippia
Sunshine and Lollipops
#10 - 2012-06-21 14:50:40 UTC
Nah. Makes things too easy and convenient.

At most they should reduce it to 23h (although 23h55m will work too) just to get rid of the silly fencepost error and make it a once-a-day thing rather than a once-a-bit-more-than-a-day.
Freezehunter
#11 - 2012-06-21 14:51:54 UTC
Lord Zim wrote:
How about removing jumpclones altogether?


Yeah, that would be awesome.

All the morons that currently go like "use jump clones noob" every time I say it's bullshit that pods can be killed so easily in bubbles, and that learning implants should be removed because they are an unnecessary extra loss in PVP, would all go like OMFG I AM LOSING IMPLANTS ALL THE TIME OMFG CCP FIX IT OMFG.

******* hypocrites...

Inappropriate signature, CCP Phantom.

Silly Slot
State War Academy
Caldari State
#12 - 2012-06-21 14:52:28 UTC
The best idea i ever saw was the idea of varying cooldown by range....

In-Station clone swaps with a 1 hour cooldown, In-System clone swaps with a 6 hour cool down, In-Region clone swaps 12 hours, and Cross Region clone swaps 24 hours... it just seems to solve all the issues doesn't it?

No mass projection across regions of people jumping back and forth constantly, but the ability to swap between pvp and pve clones relatively easy.


WHY WONT CCP/CSM ATLEAST COMMENT
Freezehunter
#13 - 2012-06-21 14:53:31 UTC  |  Edited by: Freezehunter
Silly Slot wrote:
The best idea i ever saw was the idea of varying cooldown by range....

In-Station clone swaps with a 1 hour cooldown, In-System clone swaps with a 6 hour cool down, In-Region clone swaps 12 hours, and Cross Region clone swaps 24 hours... it just seems to solve all the issues doesn't it?

No mass projection across regions of people jumping back and forth constantly, but the ability to swap between pvp and pve clones relatively easy.


WHY WONT CCP/CSM ATLEAST COMMENT


This is also good just as long as I am not forced to refrain from PVP just because I don't want to train at a snail's pace for 24 hours, just because I wanted to not lose 2 bils worth of implants...

I also hate those bullshit cases where everyone goes like "no, sorry, my clone is still on cooldown" when you want to make a bomber op fleet.

Inappropriate signature, CCP Phantom.

Surfin's PlunderBunny
Sebiestor Tribe
Minmatar Republic
#14 - 2012-06-21 14:56:10 UTC
You want to send my jumpclones to concentration camp? Sad

"Little ginger moron" ~David Hasselhoff 

Want to see what Surf is training or how little isk Surf has?  http://eveboard.com/pilot/Surfin%27s_PlunderBunny

Simetraz
State War Academy
Caldari State
#15 - 2012-06-21 14:56:56 UTC  |  Edited by: Simetraz
Pak Narhoo wrote:
Just an hour off the 24 hour cool down period would be, heaven.

But this has been requested to death on the forums and i have to see yet a Dev response to it.
So I fear it's a 'deal with it' situation. Sad



This would be nice and 12 hours would be even better.
For all the negative and remove jump clones people.

Sometimes jump clones have NOTHING to do with implants.
IF you are sitting in deep null and need some skill books you have 3 choices.
Run 30 or 40 Jumps to high-sec and back. (And that is soooo much fun, NOT)
Have someone bring them up on the next trip (could be days)
Use a jump clone and then sit around for 24 hours. (which actually ends up being closer to 48 hours)

Most of the time you use the jump clone but then you are sitting around in sleep space so you log off.
IT would be nice to say.....
Log on do you stuff for 6 or 8 hours and then jump to high-sec.
get some skills
Log
Come back at your normal start play time which is 16 or 18 hours from the time you logged and be able to jump back to 0.0
Instead you effectively end up in High-sec for 2 days because RL can be a ***** and you end up not playing because of a 24 hour timer.

So I guess my vote would be for a 16 or 18 hour timer would be great.
Tenchi Sal
White Knights of Equestria
#16 - 2012-06-21 15:13:36 UTC
Lord Zim wrote:
How about removing jumpclones altogether?



removing them all together will have the complete opposite effect. you have even less people inclined to pvp.
Haquer
Vorkuta Inc
#17 - 2012-06-21 15:14:57 UTC
"I can't pvp I have implants" is the dumbest mindset ever.

I pvp in +4's all day every day can't not won't stop
Haquer
Vorkuta Inc
#18 - 2012-06-21 15:15:43 UTC
I mean unless you're a drooling at the mouth sperg who facerolls their keyboard while playing, I don't see how exactly you can lose a pod unless you're just being stupid.
Tenchi Sal
White Knights of Equestria
#19 - 2012-06-21 15:29:26 UTC
Haquer wrote:
I mean unless you're a drooling at the mouth sperg who facerolls their keyboard while playing, I don't see how exactly you can lose a pod unless you're just being stupid.



people win, people lose, it happens. in null, when someone can instantly put a bubble around you, you wouldnt want to be caught with nice implants.


i've seen a few good suggestions in this thread. ANY of them would be FAR BETTER then this crappy game mechanic we have now.

ccp could even take the average time players play the game per day and subtract it from the 24 hours and it would still be better then what it is now.
Chandaris
Immortalis Inc.
Shadow Cartel
#20 - 2012-06-21 15:30:41 UTC
+1.. reduce the timer. don't care how
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