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Player Features and Ideas Discussion

 
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Clone Jump Timer - Tweaking

Author
Rene Winter
Urkrathos Corp
#1 - 2012-07-09 16:09:59 UTC
I was just thinking about the clone jump timer and if it might be worth loosening up a little bit.

How would you all feel about the following?

1. A 20 hour timer on using a jump clone.
2. A 25 - ( c * Info Psychology Skill Lvl ) cooldown, where c is in the range of 1.0-2.0
So at c = 1, the cooldown would be 24-20 hours.
At c = 2, the cooldown would be 23-19 hours.
3. A 24 hour cooldown (or either of the two above), and you can still jump in the cooldown period but it will cost you isk.
Equal to the cost of your clone grade + 10% of the implants value of the clone you are jumping into, perhaps with a discount relative to how much of the cooldown is left.
Daria Meridian Carlile
Necromatic Inc.
#2 - 2012-07-09 17:40:28 UTC
Rene Winter wrote:
I was just thinking about the clone jump timer and if it might be worth loosening up a little bit.

How would you all feel about the following?

1. A 20 hour timer on using a jump clone.
2. A 25 - ( c * Info Psychology Skill Lvl ) cooldown, where c is in the range of 1.0-2.0
So at c = 1, the cooldown would be 24-20 hours.
At c = 2, the cooldown would be 23-19 hours.
3. A 24 hour cooldown (or either of the two above), and you can still jump in the cooldown period but it will cost you isk.
Equal to the cost of your clone grade + 10% of the implants value of the clone you are jumping into, perhaps with a discount relative to how much of the cooldown is left.


1: Meh, i have nothing to say, 4 hours off.. sure

2: at c=2 the cooldown would be 23-15 hours btw... But my question is, what is c and what changes it?

3: No, traders etc would just plant clones with no implants at the different places they trade and be able to jump all over the place... actually the cost would be pretty cheap for anyone but older chars.
Naomi Zirud
DNS Enterprises
#3 - 2012-07-09 18:44:03 UTC
I like idea number 1
Rene Winter
Urkrathos Corp
#4 - 2012-07-09 19:48:58 UTC  |  Edited by: Rene Winter
Daria Meridian Carlile wrote:
Rene Winter wrote:
I was just thinking about the clone jump timer and if it might be worth loosening up a little bit.

How would you all feel about the following?

1. A 20 hour timer on using a jump clone.
2. A 25 - ( c * Info Psychology Skill Lvl ) cooldown, where c is in the range of 1.0-2.0
So at c = 1, the cooldown would be 24-20 hours.
At c = 2, the cooldown would be 23-19 hours.
3. A 24 hour cooldown (or either of the two above), and you can still jump in the cooldown period but it will cost you isk.
Equal to the cost of your clone grade + 10% of the implants value of the clone you are jumping into, perhaps with a discount relative to how much of the cooldown is left.


1: Meh, i have nothing to say, 4 hours off.. sure

2: at c=2 the cooldown would be 23-15 hours btw... But my question is, what is c and what changes it?

3: No, traders etc would just plant clones with no implants at the different places they trade and be able to jump all over the place... actually the cost would be pretty cheap for anyone but older chars.


1. It would let you play for a night, jump to hisec to do something and then get back to where you were at your normal playtime. So it's nice.

2. C is an arbitrary nuber chosen by developers that feels balanced.

3. People can suicide pod around at the cost of a clone now anyway, this just streamlines it a little more.