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[Proposal] Jump clone time limit

Author
Damay Aprionati
Chroma Corp
Prismatic Legion
#1 - 2013-03-09 16:42:57 UTC
I don't know if this is in the backlog already because tl;dr but I have what I think is a short and easy proposal.

I suggest shortening the Cooldown timer on Jump Clones from 24 hours to something more in the 18-22 hour time frame.

Most people due to RL constraints play EVE at about the same time each night if I'm not mistaken. As it stands right now if you need to use a jump clone for whatever reason near tail end of your normal playtime the first hour or couple hours of you normal playtime will be "lost" the next day.

For example:

Joe Blow plays EVE for three hours on average after work during the week, starting at 00:00 GMT and ending at 03:00 GMT. On Tuesday one of his corpmates gets on comms at 02:30 at says "I'VE GOT A CARRIER TACKLED IN SYSTEM xxxxx" Joe and his corp normally base out of System yyyyy, but no need to fear they all have JCs and a small corp hanger near System xxxxx. Everyone jumps down and Joe winds up playing until about 05:00 that night and gets a couple kills, drinks are had etc.

Now the problem is that Joe will be stuck in a region 30+ jumps from his home system where he has no real assets. In any case he needs to be able to leave that JC down there for another possible gank later in the week so he can't just slowboat it back home. To add insult to injury he cant jump back until 02:30 and he's still got some mild wife aggro from last night meaning his 03:00 logoff time is pretty strict. (This is not a personal anecdote) So now Joe only has effectively 30 minutes of playtime that night. Not the worst thing in the world, I know, but it is still a bummer. If his timer were 18-22 hours until next Jump Clone availability he would still have the consequence of being stuck in the different region for the rest of his time online THAT DAY if he were to continue playing. But by the start of his next play session he could jump back to home and get some real play time in.

So TL;DR: Shorten the Jump Clone cooldown timer from 24 hrs to 18-22 hrs so that even if they didn't JC as soon as they logged on that night, the following night they can have option to JC back home at the beginning of their playtime.

Please thumbs up if you likey Lol

Dead men can't pay.

Zimzat
The Bastards
Sedition.
#2 - 2013-03-09 17:07:18 UTC
Good idea, but if i could suggest the 12 JC timer rule rather than the current.

Everyone in low sec has to battle with timers,

1 roam to null in a blank clone, wife calls, you dock up and log, next day you log on and find yourself stuck in null with no blues for 30 - 60 jumps.

if the timer was lower i could leave my ship and clone in null and jump to it and pick it up the next time a roam goes that way.

Thumbs up from me

http://zimzat.blogspot.com

Kelleris
Full Broadside
Deepwater Hooligans
#3 - 2013-03-11 17:34:04 UTC
I always thought 18 hrs would be good. No more "lost evenings" or death-cloning.
Jint Hikaru
OffWorld Exploration Inc
#4 - 2013-03-12 09:46:29 UTC
Kelleris wrote:
I always thought 18 hrs would be good. No more "lost evenings" or death-cloning.


I do have a JC, but I rarely use it. However I have seen this idea posted before and I do support it.

I am sure most people would support adding a skill such as....

At level 3 through to 5, took 2h of the timer.

This would allow someone who does not use a JC very often to continue to jump on the 24 hour timer, but for the people that want to jump every 18 hours, they would have to put in some effort (skillpoints)

Jint Hikaru - Miner / Salvager / Explorer / SpaceBum In the beginning the Universe was created. This has made a lot of people very angry and been widely regarded as a bad move.

Mag's
Azn Empire
#5 - 2013-03-12 14:03:28 UTC
Kelleris wrote:
I always thought 18 hrs would be good. No more "lost evenings" or death-cloning.
Same here. 18 seems balanced to me.

Destination SkillQueue:- It's like assuming the Lions will ignore you in the Savannah, if you're small, fat and look helpless.

sabre906
The Scope
Gallente Federation
#6 - 2013-03-12 17:47:17 UTC
2 per 48 hours.
Tarunik Raqalth'Qui
Native Freshfood
Minmatar Republic
#7 - 2013-03-12 18:11:24 UTC
Mag's wrote:
Kelleris wrote:
I always thought 18 hrs would be good. No more "lost evenings" or death-cloning.
Same here. 18 seems balanced to me.

Yeah, the 18-22h timeframe also cooperates better with the 24h (give or take) timer on K-space exit WHs
paritybit
Stimulus
#8 - 2013-03-12 19:26:41 UTC
I think the goal is to keep people from using clone jumping as a means of travelling any time they like. I think it's a worthy goal. But I, too, hate to wait for my timer.

Why not give clone jumping an isk cost if you want to jump before the standard 24-hour timer winds down? Something like 100,000 isk per minute before the timer is up? If you set a minimum timer of 18 hours, that caps out at 36 million isk to clone jump after 18 hours or 0 isk to wait until the timer is up.

Mike Azariah
The Scope
Gallente Federation
#9 - 2013-03-13 03:38:04 UTC
+1

Been there, stuck there, because of the 24 hr clock.

Supported . . . if they don't want to give us something for nothing I would even support a new skill that subtracted 2 hrs per level trained from the clone clock.

m

Mike Azariah  ┬──┬ ¯|(ツ)

Zale Lennelluc
Blue Star Corp
#10 - 2013-03-14 02:44:20 UTC
Mike Azariah wrote:
+1

Been there, stuck there, because of the 24 hr clock.

Supported . . . if they don't want to give us something for nothing I would even support a new skill that subtracted 2 hrs per level trained from the clone clock.

m


I like that Idea. I think all sides of the table can get around this idea.Smile