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Proposal: Clones & Clone Jumping

Author
Palamon
0utbreak
#21 - 2013-06-03 09:45:14 UTC
I agree, for those that like playing station games, this could be a problem.

Perhaps a 1 hour time on clone swapping then?
TheSkeptic
Federal Navy Academy
Gallente Federation
#22 - 2013-06-03 09:50:47 UTC
Aquila Sagitta wrote:
I like your idea except for being able to store multiple clones in a single station. You think that having a snake, slave and crystal set clone in the same station able to swap unlimited times won't be OP? This would take docking games to the next level


yeah, I agree... sounds way too overpowered.

Limiting force projection isn't the only reason to keep the 24hr cooldown timer.

...

Zeus Maximo
Mentally Assured Destruction
#23 - 2013-06-03 10:00:44 UTC  |  Edited by: Zeus Maximo
Ah, both of your points are valid here but stations games aren't quite played like that.

Many of today's station huggers have their goto ship for station games. Changing clones would be as simple as changing ships. That still gives the person outside the station plenty of time to warp off/deagress. I'm sure someone could severely abuse this mechanic but it won't be game changing if both fighters are of average intelligence.

Furthermore I believe station games relying on implants are isolated incidents. Overall I could see people be more useful amongst their player groups because they can more easily change roles.

"It is not possible either to trick or escape the mind of Zeus."

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Palamon
0utbreak
#24 - 2013-06-03 10:36:57 UTC
I think there are lots of 'cooldown timer' options to limit abuse.

Perhaps a 2 hour timer for each clone after you active it. This would prevent you from jumping back and forth at will, but would allow flexibility for fleet ops with specific doctrines and implant requirements.
Cameron Cahill
Deaths Consortium
Pandemic Horde
#25 - 2013-06-03 10:45:25 UTC
Robert Saint wrote:
From a PVE player, who would like to PVP....

Just make the Clones harder to lose by making POD's harder to kill.

Something that certainly would be a first priority if this were to emulate real life.


Go live in lowsec, its almost impossible to lose your pod unless you lag out at a bad moment or are dumb.
Palamon
0utbreak
#26 - 2013-06-03 11:17:01 UTC
Cameron Cahill wrote:
[quote=Robert Saint]Go live in lowsec, its almost impossible to lose your pod unless you lag out at a bad moment or are dumb.


This. If you want to avoid losing your pod, learn to warp out as your ship is about to die. Mostly about overview setup and situation awareness. Search youtube for pvp videos and you will see examples of people using overview tabs and spamming warp to get their pod out.

Rhapsodae
Bedlam Escapees
Apocalypse Now.
#27 - 2013-06-03 23:30:04 UTC
-One clone per station.
-5 hour clone swapping (good enough for fleets and pvp sessions, long enough for nasty surpises/misuse)
-24hr jumping.

for the rest +1
Palamon
0utbreak
#28 - 2013-06-04 12:29:37 UTC
Good suggestions, thanks.

I'm still of the mind that storing clones in the same station wont be OP if there reasonable timers for swapping and jumping.
Alundil
Rolled Out
#29 - 2013-06-04 18:21:39 UTC
Palamon wrote:
I would like to propose several changes to clones and clone jumping to remove several unnecessary and tedious restrictions on game play and drag the clone jumping mechanic in to the present.

Proposal:

Increase the number of clones a character can have from +5 to +10
This could perhaps be done with a 'advanced infomorph psychology' skill?

Split the definition of 'Clone Jumping' into two separate actions 'Jumping' and 'Swapping'.
Clone Jumping would remain the same, once in 24 hours and would allow you to jump to a clone anywhere in the universe.
Clone Swapping can only be done if you are in the station where the clone is and can be done an unlimited number of times.

Remove the one clone per station restriction. Allow the stacking of clones to allow you to live in a home system with only a single station and remove the need to fly back and forth between stations just because you wanted to use a different set of implants.

There are obvious reasons for a restriction on clone jumping, preventing people from jumping round the universe as and when they please as many times as they want is a good thing. But clone swapping would not give the player any such advantage.

Having a maximum of 6 clones is an unnecessary limit that restricts game play and reduces a players options for no real reason.

https://forums.eveonline.com/default.aspx?g=posts&m=3058395#post3058395

Your ideas look pretty familiar. Much of these (plus some) covered in the link above.

I'm right behind you

Akturous
The Scope
Gallente Federation
#30 - 2013-06-05 06:17:02 UTC  |  Edited by: Akturous
1 hr hot swapping limit would be plenty, maybe even 1/2hr.

Jump limit needs decreasing to 23hrs though, to avoid a later and later situation if you play the same time each day.

Idea's sound, I want my talismans, snakes, slaves, crystals, jackals, genos, blank, +4, etc.

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Palamon
0utbreak
#31 - 2013-06-06 17:26:18 UTC
There are so many ideas floating around regarding clones and jump cloning ranging from minor tweaks to major overhauls. Sure it's worth looking at a revamp of the existing solution in order to encourage a wider variety of game play?
Nikk Narrel
Moonlit Bonsai
#32 - 2013-06-06 17:41:00 UTC
Gizznitt Malikite wrote:

Generally decent ideas... but if they enable clone swapping and more clones per station, then we should reduce or eliminate clone jumping. Free, insta-travel across the universe is unhealthy for the game! So have people pod jump if they want to insta-travel, as that costs isk! Isk to mitigate time & Risk is fair and balanced, and since you no longer have to worry about blingy implants because you can "swap clones", I see no reason to keep Jump Cloning around at all!

Respectful greetings, Gizznitt Malikite.

I must disagree with you on this, and I will explain why.

This is a spaceship game. This is not a game where the actual pilot directly does anything, except through their spaceships.

The difference between having an alt and a jump clone is obvious. The alt cost money to train, regardless if it meant pausing your other queue or opening an entirely new account.
As it is necessary to train, the alt has no value unless it can fly the right ship at the right time.

Function wise, if you have multiple alts all able to fly the ships needed in their area, you have unlimited equivalent jump clone ability.

Not only does jump cloning not take ships to the other location, but the implants are left behind as well.

I would suggest clone swapping and jump clone use are separate enough to not balance off of limits one to the other.
Gizznitt Malikite
Agony Unleashed
Agony Empire
#33 - 2013-06-06 18:26:24 UTC
Nikk Narrel wrote:
Gizznitt Malikite wrote:

Generally decent ideas... but if they enable clone swapping and more clones per station, then we should reduce or eliminate clone jumping. Free, insta-travel across the universe is unhealthy for the game! So have people pod jump if they want to insta-travel, as that costs isk! Isk to mitigate time & Risk is fair and balanced, and since you no longer have to worry about blingy implants because you can "swap clones", I see no reason to keep Jump Cloning around at all!

Respectful greetings, Gizznitt Malikite.

I must disagree with you on this, and I will explain why.

This is a spaceship game. This is not a game where the actual pilot directly does anything, except through their spaceships.

The difference between having an alt and a jump clone is obvious. The alt cost money to train, regardless if it meant pausing your other queue or opening an entirely new account.
As it is necessary to train, the alt has no value unless it can fly the right ship at the right time.

Function wise, if you have multiple alts all able to fly the ships needed in their area, you have unlimited equivalent jump clone ability.

Not only does jump cloning not take ships to the other location, but the implants are left behind as well.

I would suggest clone swapping and jump clone use are separate enough to not balance off of limits one to the other.


I don't understand your point!

Generally people have "alts" to access different areas of game play. While there is some overlap (like my carrier/dread pilot is also a good BS pilot, which overlaps with my Main that's good at all Subcaps), alts generally don't function as "backup pilots". Furthermore, if you look at any coalition deployment, the combat alts that get "left behind" are a very, very small sub-section of the combat pilots any alliance/coalition fields .

And having stuff at your destination is generally mitigated by any alliance with solid logistics to their staging systems (which they almost all have). Hell, even my small Corp/Alliance has lots of ships/fittings to quickly equip any new person that death clones/JC's to the station and wants to undock and shoot stuff!

And to elaborate my reasons to remove JC'ing, and only have clone swapping. Instant travel will still exist, as you can clone swap, you can switch to an "empty clone", and death clone to a new area of the game. This has two major benefits:

1.) You can't set your clone to just any station. Your Corp needs an office at the destination, or else you are limited to somewhat random destinations that may/may not be near your destination. In nullsec, Corp offices in/near staging systems go at a premium because there is a limited number of Offices in each station. This has major implications to limiting force projection, and makes hitting the clone facility on outposts a major strategical target.

2.) It cost isk to death clone. You then have to upgrade your clone and that's not-negligible cost serves as a reasonable "price" for the risk free instant travel!!! With the swapping ability, you move to an empty clone before death clone, so implants shouldn't be an issue. If you only have blinged out clones, well then you have a strong incentive to fly in space, and I have no sympathy for people that lavishly live outside of their means!!
Zeus Maximo
Mentally Assured Destruction
#34 - 2013-06-06 18:38:30 UTC
Man I would love to have all of this implemented. I could persuade all day to help people understand how beneficial this would be to every pilot.

CCP, how must I get your attention on this matter?

"It is not possible either to trick or escape the mind of Zeus."

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Palamon
0utbreak
#35 - 2013-06-13 09:04:12 UTC
WTB more community interest in idea for more clones and clone swapping.

:P
Robert Caldera
Caldera Trading and Investment
#36 - 2013-06-13 10:52:34 UTC
nah, clone jumps need a nerf, not a boost.
You shouldnt be able to magically teleport your soul across galaxy.
Decide where you want to be and stick with your decision.
Tchulen
Trumpets and Bookmarks
#37 - 2013-06-13 11:18:48 UTC  |  Edited by: Tchulen
Robert Caldera wrote:
nah, clone jumps need a nerf, not a boost.
You shouldnt be able to magically teleport your soul across galaxy.
Decide where you want to be and stick with your decision.


But you can magically teleport your soul into another body when you die, right? Unfortunately that logic doesn't really hold any weight. If you can one, you can do the other.

The question isn't really one of lore. It's more a question of what's good for game mechanics. Too often and it'll be abused to hell. To infrequent and it won't be of much use.

Personally, I think they should just have a skill that reduces the time by an hour per level and be done with it. That would mean you wouldn't have the 24 hour creep but it also wouldn't be a whole lot more effective than it is at the moment.

Addendum - I personally only use JCs very infrequently. I tend to just use cov ops or interceptors to move the clone I'm in about as I get fed up with waiting for JC timers. That way I can JC in an emergency. Whilst it would be useful for me if I could jump clone more often (safe moving from A to B, after all) I really don't think it would be good for the game. It reduces the potential for emergent gameplay and allows people to avoid PvP way too easily.
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