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[Proposal] Advanced Infomorph Psychology

Author
Ong
Lumberjack Commandos
#1 - 2011-10-11 20:38:53 UTC
As someone who has played this game for a long time, I have finally run out of clones. I have Infomorph Psychology 5 all clones used with crystals, snakes, slaves, +5's +4's +3's and I need more.

I live in 0.0 mostly but have some toys and good clones spread out in lowsec if I want to get away from the sov war and go kill some stuff for a few days with some fiends. However now that I only have one 'cheap' clone I cannot really go to other 0.0's as all my clones apart form my +3's are worth 500 mill+.

What I would like to propose is an "advanced Infomorph Psychology" skill, allowing another clone per skill level.

I cannot think of anything game breaking this would cause, just give us people with lots of good clones the opportunity to go pew pew else where without having to jump my cheap clone 30-40 jumps to do it.
Manchuniy
The Scope
Gallente Federation
#2 - 2011-10-12 15:34:09 UTC
Anything that gives you the chance to play the game how you want, without effecting other people should be supported IMHO, especially when it's this simple to implement.

Gizznitt Malikite
Agony Unleashed
Agony Empire
#3 - 2011-10-12 16:03:09 UTC

You need more than 5 clones? That's a lot......

I don't see a particular need why this should not be.... Although its getting pretty excessive.....

I also wouldn't mind a skill to reduce the JC timer.... somewhere between 5-15% / level.
Arbiter Reborn
Perkone
Caldari State
#4 - 2011-10-12 16:33:53 UTC
yeh, i mean why not
Hobogear
Imperial Academy
Amarr Empire
#5 - 2011-10-12 17:14:38 UTC
sure.
Epiphaniess
Verboten Technologies
#6 - 2011-10-12 23:24:56 UTC
Informorph Psychology, and "Jump Clones" were not meant to store implants. That is just a side affect of having jump clones and implants in the game. "Jump Clones" were meant so people were able to move to different locations that were significantly distant like the far end of 0.0 to some place like high sec or low sec, or the other side of 0.0 more rapidly encase they were need for something or wanted to participate in something like a large important fleet engagement.

Not to store implants. That is why they are called “JUMP clones” Not “IMPLANT storage clones”.
Ong
Lumberjack Commandos
#7 - 2011-10-13 00:19:58 UTC
Epiphaniess wrote:
Informorph Psychology, and "Jump Clones" were not meant to store implants. That is just a side affect of having jump clones and implants in the game. "Jump Clones" were meant so people were able to move to different locations that were significantly distant like the far end of 0.0 to some place like high sec or low sec, or the other side of 0.0 more rapidly encase they were need for something or wanted to participate in something like a large important fleet engagement.

Not to store implants. That is why they are called “JUMP clones” Not “IMPLANT storage clones”.



You sir sound like a ******. If clones were not meant to store implants then please tell me why they have for as long as i have played this games (4 years) . If i wish to go pew pew 40 jumps away pls tell me why I should auto pilot when i dont have free/cheap clones anymorre?

ps (troll moar)
Epiphaniess
Verboten Technologies
#8 - 2011-10-13 00:47:56 UTC
Ong wrote:
Epiphaniess wrote:
Informorph Psychology, and "Jump Clones" were not meant to store implants. That is just a side affect of having jump clones and implants in the game. "Jump Clones" were meant so people were able to move to different locations that were significantly distant like the far end of 0.0 to some place like high sec or low sec, or the other side of 0.0 more rapidly encase they were need for something or wanted to participate in something like a large important fleet engagement.

Not to store implants. That is why they are called “JUMP clones” Not “IMPLANT storage clones”.



You sir sound like a ******. If clones were not meant to store implants then please tell me why they have for as long as i have played this games (4 years) . If i wish to go pew pew 40 jumps away pls tell me why I should auto pilot when i dont have free/cheap clones anymorre?

ps (troll moar)


I don't need to explain it to you, the answer is in my post.

If you have reading comprehension problems then there is nothing I can do for you.

By the way my previous post was not a troll, this what a troll post looks like.
Endovior
PFU Consortium
#9 - 2011-10-13 23:19:05 UTC
Rule of Eve: design intent comes secondary to player usage. If people are using Jump Clones to store implant sets... either to allow them a menu of implant bonuses to choose from or simply to keep their expensive stuff safe for PvP, then that's actually part of what they're for.

Accordingly, it wouldn't at all be unreasonable to have extra skills out there to improve on the use of JCs.

Of course, since having five JCs floating around with full sets of faction implants is an expensive hobby, expect an expensive skill with long training time.
Rawbone
The Scope
Gallente Federation
#10 - 2011-10-14 01:52:42 UTC
One of the shortcomings of Eve is that corps and alliances are able to quickly mobilize forces to attack or defend through use of titan bridges, jump bridges and clone jumping.
Advanced infomorph psycology would finish with 9 or 10 jump clones. With that ability, there would be nowhere in Eve that a fleet can't rapidly form. Every NPC region in Eve could then have a fleet amass, attack, and if opposition is stiff, slip back to safer spots.
Sov warfare would be especially horrendous. Here's the strategy: "Everyone leave a clone and 2 PvP ships in system xxxx. When the time comes to take our space back, we'll hit from front, middle and back."
There would never be a need to destroy that clone you haven't needed for a year because you have 8 more, 3 of which are in friendly space.
Endovior
PFU Consortium
#11 - 2011-10-14 03:29:00 UTC
Not seeing the downside to that one. In fact, it sounds quite especially awesome. I approve. With 9 jumpclones total (10 for the fanatics), and possibly a skill reducing the duration of clone jump cooldown, tactics like that can actually be implemented, which means more toolboxes on hand for fights. Having the option to use old jump clones you had lying around to do 'behind the lines' sorts of small-gang PvP instead of just forming up with the blob seems like a major plus, instead of a minus.
Ong
Lumberjack Commandos
#12 - 2011-10-15 02:41:54 UTC
Rawbone wrote:
One of the shortcomings of Eve is that corps and alliances are able to quickly mobilize forces to attack or defend through use of titan bridges, jump bridges and clone jumping.
Advanced infomorph psycology would finish with 9 or 10 jump clones. With that ability, there would be nowhere in Eve that a fleet can't rapidly form. Every NPC region in Eve could then have a fleet amass, attack, and if opposition is stiff, slip back to safer spots.
Sov warfare would be especially horrendous. Here's the strategy: "Everyone leave a clone and 2 PvP ships in system xxxx. When the time comes to take our space back, we'll hit from front, middle and back."
There would never be a need to destroy that clone you haven't needed for a year because you have 8 more, 3 of which are in friendly space.



As someone that was part of one of the biggest blobs of the time (the NC) and now part of the thunderdome I can tell u that noone would clone jump to save a tower or i-hub/station because of one simple fact the 24 hour delay. Forming a gang to then tell them they are stuck in whatever back end of space for 24 hours would end up with no gang. Those taking part in sov war are generally engaged in very close proximity to their own space and so do not need to clone jump. The idea is to allow people to simply have more clone so be able to get away from sov way and go have some fun the other side of eve and 5 jump clones is not enough any more for many of us that have played this game for a long time.
Cearain
Plus 10 NV
#13 - 2011-10-15 14:10:26 UTC
They did add those 4 faction eccm sets. I would like to use them but I have only a few clones left and I'm not sure what set to get.

Make faction war occupancy pvp instead of pve https://forums.eveonline.com/default.aspx?g=posts&m=53815&#post53815

Epiphaniess
Verboten Technologies
#14 - 2011-10-15 16:01:23 UTC
Cearain wrote:
They did add those 4 faction eccm sets. I would like to use them but I have only a few clones left and I'm not sure what set to get.


The solution to wanting to use more implants is to allow us to remove them with a cost and/or some from of penalty like they have a chance to break or something. Then we would be able to use all the different implants we could want.

Personally I would not mind having more jump clones but not because I want to store implants, but I want to be able to use them for what they were intended for. Would be nice if there was an Advance Infomorph Psychology skill that would lower the 24 hour timer by 4 or so hours per skill level.

That would be useful.

Candente
Navy Veteran Club
#15 - 2011-10-16 17:51:02 UTC
Epiphaniess wrote:


Personally I would not mind having more jump clones but not because I want to store implants, but I want to be able to use them for what they were intended for. Would be nice if there was an Advance Infomorph Psychology skill that would lower the 24 hour timer by 4 or so hours per skill level.




This. imo shortened timer > more clones.
Mocam
Aliastra
Gallente Federation
#16 - 2011-10-18 05:21:54 UTC
Candente wrote:
Epiphaniess wrote:


Personally I would not mind having more jump clones but not because I want to store implants, but I want to be able to use them for what they were intended for. Would be nice if there was an Advance Infomorph Psychology skill that would lower the 24 hour timer by 4 or so hours per skill level.




This. imo shortened timer > more clones.


Why not 2 new skills then?

1 requiring additional clones, 1 to shorten the time down. Tie both to informorph 5 as a prereq.

As for the OP's idea - if folks want to spend fortunes putting clones at every single station with different implants - IMO: go for it. That's a pretty decent trade-off that really wouldn't hurt anyone..

Better than having spare ships and implants sitting around - it's "used up" already so can't be re-sold.
Tarunik Raqalth'Qui
Native Freshfood
Minmatar Republic
#17 - 2011-10-23 18:01:06 UTC  |  Edited by: Tarunik Raqalth'Qui
Mocam wrote:
Candente wrote:
Epiphaniess wrote:


Personally I would not mind having more jump clones but not because I want to store implants, but I want to be able to use them for what they were intended for. Would be nice if there was an Advance Infomorph Psychology skill that would lower the 24 hour timer by 4 or so hours per skill level.




This. imo shortened timer > more clones.


Why not 2 new skills then?

1 requiring additional clones, 1 to shorten the time down. Tie both to informorph 5 as a prereq.

As for the OP's idea - if folks want to spend fortunes putting clones at every single station with different implants - IMO: go for it. That's a pretty decent trade-off that really wouldn't hurt anyone..

Better than having spare ships and implants sitting around - it's "used up" already so can't be re-sold.


Yeah. Mocam hits the nail on the head here, although shortening the jumpclone timer does seem like a slightly higher priority, as it would make jumpclones finally useful for w-space dwellers, as the 24hr JC timer atm interacts with the 24hr cycle of (most) k-space WHs to create a cycle of unwanted jumpclone movement all over the place. In fact, I may need to take a week's sabbatical from W-space in the not-so-distant future just to do the jumpclone shopping thing without interference from what the k-space exit from home is doing.

So, in short:
First priority: "Infomorph Interfacing". Rank 5 skill. Charisma/Willpower. Requires Informorph Psychology 5 and Science 5. Shortens one's jumpclone timer by 3% per level.
Second priority: "Advanced Informorph Psychology". Rank 6 skill. Charisma/Willpower. Requires Informorph Psychology 5 and Science 5. Gives 1 extra jumpclone per level.
Max Von Sydow
24th Imperial Crusade
Amarr Empire
#18 - 2011-10-23 18:18:22 UTC
Tarunik Raqalth'Qui wrote:
Mocam wrote:
Candente wrote:
Epiphaniess wrote:


Personally I would not mind having more jump clones but not because I want to store implants, but I want to be able to use them for what they were intended for. Would be nice if there was an Advance Infomorph Psychology skill that would lower the 24 hour timer by 4 or so hours per skill level.




This. imo shortened timer > more clones.


Why not 2 new skills then?

1 requiring additional clones, 1 to shorten the time down. Tie both to informorph 5 as a prereq.

As for the OP's idea - if folks want to spend fortunes putting clones at every single station with different implants - IMO: go for it. That's a pretty decent trade-off that really wouldn't hurt anyone..

Better than having spare ships and implants sitting around - it's "used up" already so can't be re-sold.


Yeah. Mocam hits the nail on the head here, although shortening the jumpclone timer does seem like a slightly higher priority, as it would make jumpclones finally useful for w-space dwellers, as the 24hr JC timer atm interacts with the 24hr cycle of (most) k-space WHs to create a cycle of unwanted jumpclone movement all over the place. In fact, I may need to take a week's sabbatical from W-space in the not-so-distant future just to do the jumpclone shopping thing without interference from what the k-space exit from home is doing.

So, in short:
First priority: "Infomorph Interfacing". Rank 5 skill. Charisma/Willpower. Requires Informorph Psychology 5 and Science 5. Shortens one's jumpclone timer by 3% per level.
Second priority: "Advanced Informorph Psychology". Rank 6 skill. Charisma/Willpower. Requires Informorph Psychology 5 and Science 5. Gives 1 extra jumpclone per level.


only 3% ? I'd rather see the timer reduced by 10% per level. Otherwise we would still have to wait over 20 hours even with the skill at lvl 5.
heck, why not 15% so at lvl 5 it's reduced by 75%. Most people I know of use JCs so they dont have to risk their expensive implants for some casual PvP, and having to wait 24 hours before getting back to your +4s or +5s is the main reason I and lots of people I know, don't PvP very often. a 20 or 12 hours is till a long time to wait and most people will have gone back to bed by then. The best solution might actually be to add a skill that allows several jumps each cylce rather than shorten it. that way you could do your business and then not have to wait all that time just to jump back.
Junior Frog
Doomheim
#19 - 2011-11-03 16:51:51 UTC
Ong wrote:
Rawbone wrote:
{snipped} With that ability, there would be nowhere in Eve that a fleet can't rapidly form. Every NPC region in Eve could then have a fleet amass, attack, and if opposition is stiff, slip back to safer spots.
Sov warfare would be especially horrendous. Here's the strategy: "Everyone leave a clone and 2 PvP ships in system xxxx. When the time comes to take our space back, we'll hit from front, middle and back."


{snip} I can tell u that noone would clone jump to save a tower or i-hub/station because of one simple fact the 24 hour delay. Forming a gang to then tell them they are stuck in whatever back end of space for 24 hours would end up with no gang. {snip}

Using self destruct to ride the Pod Express to your med clone allows you to do everything a jump clone can do except store implants (unless you don't mind destroying them) and suffer through a 24hr delay. Using your own corp offices or the corp offices of Jump Frog you can travel to any station in the universe in 2 minutes. If you preposition your cache of ships/ammo, you could fight anywhere in the universe, any time you wanted and then hop to the other side of the universe for even more pew pew. So the primary objection in these two quotes is moot; the ability already exists.

Jump

Cearain
Plus 10 NV
#20 - 2011-11-04 04:17:01 UTC
Epiphaniess wrote:
Cearain wrote:
They did add those 4 faction eccm sets. I would like to use them but I have only a few clones left and I'm not sure what set to get.


The solution to wanting to use more implants is to allow us to remove them with a cost and/or some from of penalty like they have a chance to break or something. Then we would be able to use all the different implants we could want.

Personally I would not mind having more jump clones but not because I want to store implants, but I want to be able to use them for what they were intended for. Would be nice if there was an Advance Infomorph Psychology skill that would lower the 24 hour timer by 4 or so hours per skill level.

That would be useful.



I think reducing the timer would make it too easy to travel around. Things can get blown up when they travel but not when they jump. I like things getting blown up.

I guess they could try to majorly chnge the way implants work like you suggest. But it just seems easier to simply allow more clones. Maybe make it a level 5 skill or whatever but the number of implant sets is growing while the number of clones is the same.

Make faction war occupancy pvp instead of pve https://forums.eveonline.com/default.aspx?g=posts&m=53815&#post53815