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SKILL - Advanced Infomorph Psychology

Author
Rengerel en Distel
#21 - 2013-07-10 11:32:51 UTC
I would change the original skill, not add a new one:
Increases the amount of jump clones you can possess with implants by 1 per level.
Reduces the jump clone timer by 1 hour per level.

You should be able to have as many empty jump clones as you want, but can only put implants in those you have the skill for.

With the increase in shiptoasting, the Report timer needs to be shortened.

Daniel Plain
Doomheim
#22 - 2013-07-10 11:34:16 UTC
Zappity wrote:
Daniel Plain wrote:
Kirimeena D'Zbrkesbris wrote:
StRaWbErRy MuFfInGiRl wrote:
Advanced Infomorph Psychology (8)
Reduce jump delay for JumpClones by 2% per level, if target clone is in same station reduce by 17.5% instead.


Fixed it for you.

So @lvl5 you get 21hr 36min for jumping somewhere else and 3hr delay for swapping clones on station.

there is no point in having two clones in the same station.


Why?

because jumping to a clone in the same station will destroy your implants.

I should buy an Ishtar.

Ellendras Silver
CrashCat Corporation
#23 - 2013-07-10 11:44:10 UTC
Isalean wrote:
I think this is a very good idea.

I do not think 6 hours is overpowered, since, in all practicality, people will probably only use their jump clones twice a day.

Edit: I mean "most" people, not considering the addicts that log in every 6 hrs.


well it is OP the reason that there is a cooldown is because otherwise it would be too strong and 6 hours is just too fast

Daniel Plain wrote:
Kirimeena D'Zbrkesbris wrote:
StRaWbErRy MuFfInGiRl wrote:
Advanced Infomorph Psychology (8)
Reduce jump delay for JumpClones by 2% per level, if target clone is in same station reduce by 17.5% instead.


Fixed it for you.

So @lvl5 you get 21hr 36min for jumping somewhere else and 3hr delay for swapping clones on station.

there is no point in having two clones in the same station.


is that so? i got a good booster char that has 2 jumpclones 1 with armor implant and one with shield implant

sometimes i do stuff in shield and sometimes in armor you feel where this is going?

[u]Carpe noctem[/u]

Zappity
New Eden Tank Testing Services
#24 - 2013-07-10 11:53:39 UTC
Daniel Plain wrote:
Zappity wrote:
Daniel Plain wrote:
Kirimeena D'Zbrkesbris wrote:
StRaWbErRy MuFfInGiRl wrote:
Advanced Infomorph Psychology (8)
Reduce jump delay for JumpClones by 2% per level, if target clone is in same station reduce by 17.5% instead.


Fixed it for you.

So @lvl5 you get 21hr 36min for jumping somewhere else and 3hr delay for swapping clones on station.

there is no point in having two clones in the same station.


Why?

because jumping to a clone in the same station will destroy your implants.


Well that's a pretty good reason.

Zappity's Adventures for a taste of lowsec and nullsec.

Kirimeena D'Zbrkesbris
Republic Military Tax Avoiders
#25 - 2013-07-10 11:54:59 UTC  |  Edited by: Kirimeena D'Zbrkesbris
Daniel Plain wrote:
Zappity wrote:
Daniel Plain wrote:
there is no point in having two clones in the same station.


Why?

because jumping to a clone in the same station will destroy your implants.

You have 1 clone installed on station and 1 you're currently in. Swapping those does not incur implant loss or any other kind of loss except 24hour countdown. Swapping clones is not power projection.

The way i suggested has several pros against current system:
- It does not cripple "daily routines".
- it does not make power projection via jump clones easier (only just a bit)
- it promotes pvp for newer players: you get home after work @18pm, jump into PvP clone on same station, roam a bit, then @21pm you can get back into your PvE clone with +5 implants and do other stuff.
- it helps booster character that has several clones with different mindlinks installed.

Opinions are like assholes. Everybody got one and everyone thinks everyone else's stinks.

Daniel Plain
Doomheim
#26 - 2013-07-10 12:05:05 UTC
Kirimeena D'Zbrkesbris wrote:
Daniel Plain wrote:
Zappity wrote:
Daniel Plain wrote:
there is no point in having two clones in the same station.


Why?

because jumping to a clone in the same station will destroy your implants.

You have 1 clone installed on station and 1 you're currently in. Swapping those does not incur implant loss or any other kind of loss except 24hour countdown. Swapping clones is not power projection.

maybe you should try switching to a jump clone in the same station, just to see what happens.

I should buy an Ishtar.

Kirimeena D'Zbrkesbris
Republic Military Tax Avoiders
#27 - 2013-07-10 12:08:19 UTC
Daniel Plain wrote:
Kirimeena D'Zbrkesbris wrote:
Daniel Plain wrote:
Zappity wrote:
Daniel Plain wrote:
there is no point in having two clones in the same station.


Why?

because jumping to a clone in the same station will destroy your implants.

You have 1 clone installed on station and 1 you're currently in. Swapping those does not incur implant loss or any other kind of loss except 24hour countdown. Swapping clones is not power projection.

maybe you should try switching to a jump clone in the same station, just to see what happens.

i'l try.. eventually. If it does what you say - it is a bug and should be fixed. simple as that.

Opinions are like assholes. Everybody got one and everyone thinks everyone else's stinks.

Phoenix Cervantez
The Scope
Gallente Federation
#28 - 2013-07-10 12:09:30 UTC
Kirimeena D'Zbrkesbris wrote:

You have 1 clone installed on station and 1 you're currently in. Swapping those does not incur implant loss or any other kind of loss except 24hour countdown.


It doesn't incur an implant loss, however if the clone you jump to doesn't have the same inplants, or no implants even, then you will not see the enhancements of those implants.

Implants stay with the jump clone they are on...
Daniel Plain
Doomheim
#29 - 2013-07-10 12:18:29 UTC
Phoenix Cervantez wrote:
It doesn't incur an implant loss

try it ingame.

I should buy an Ishtar.

Ellendras Silver
CrashCat Corporation
#30 - 2013-07-10 12:56:40 UTC
Daniel Plain wrote:
Phoenix Cervantez wrote:
It doesn't incur an implant loss

try it ingame.


if it breaks implants and i believe you it needs to be fixed. thats all there is to it

[u]Carpe noctem[/u]

Arya Regnar
Darwins Right Hand
#31 - 2013-07-10 14:05:57 UTC
Zappity wrote:
Percentage is too high but concept is necessary. 24 hours is no good for someone trying to get into a daily routine.

Even 23 hours would be fine.

This, 22 hours would be all I need.

EvE-Mail me if you need anything.

Alundil
Rolled Out
#32 - 2013-07-10 14:17:35 UTC
We ought to create a "clone" megathread where the ideas can be consolidated.

I like this idea, having suggested something similar, myself, in the past.
https://forums.eveonline.com/default.aspx?g=posts&m=3145521#post3145521

I'm right behind you

Sergeant Acht Scultz
School of Applied Knowledge
Caldari State
#33 - 2013-07-10 14:41:57 UTC
suid0 wrote:
Can't really get behind the idea, but if you're going to make it stupidly OP so you can jump every 6 hours @ level 5 it should be more like a level 16 skill not 8.



And what is stupid about it?

What makes it so OP or more OP than change station and pod self destruction? -nothing, except add a pod cost and is still as stupidly OP as you say than simply change clone station and pod self destruction.

One has a sense with a related skill improving player choices to jump from an implanted clone for another one for a specific task, the other is the same requiring no skill training whatsoever but makes no sense and only prevents player with implanted clones to actually log and join pvp activities.

removed inappropriate ASCII art signature - CCP Eterne

Edward Pierce
State War Academy
Caldari State
#34 - 2013-07-10 15:58:58 UTC
Daniel Plain wrote:

because jumping to a clone in the same station will destroy your implants.

Assume you have a clone in station A and a clone in station B, and your character is currently in station A.
If you were to jump clone to the clone in station B, you would be attempting to leave 2 clones in station A which is not allowed and you will lose a clone.
If you were to jump clone to the clone in station A, you would be taking the clone at A and replacing it with your current clone, leaving it to 1 clone per station, no lost clones.
The problem is whenever you are attempting to clone jump while there is a clone in the station you are currently docked in you will get a warning stating that you can't have two clones in a station so one might be lost.

Daniel Plain wrote:
on a related note: why the hell do we still need to manually pause our skill queue for jumping?

Because if you're moving from a clone without learning implants to one with learning implants, the training time for your current queue will change, so rather than implementing complex code to account for that, they make you stop training then resume it. This should be done automatically, but I think they have more important things to work on right now.

Reducing the time between jumps so that people can do several jumps a day can bring some real balance problems, one big problem is power projection, another is reducing the risk involved with buying implants. A completely different problem is that the current 24 hour cooldown system is a big issue for people with changing schedules, so if today I get off work at 7pm and find my friends are doing some lowsec runs, I can jump clone and join them, but tomorrow if I get off at 6pm and my friends are now doing some null-sec roams, I can't just jump clone and join them. To fix this scheduling problem, just have the JC cooldown restart at downtime so that everyone gets 1 jump per day.
Daniel Plain
Doomheim
#35 - 2013-07-10 21:56:07 UTC
Edward Pierce wrote:
Daniel Plain wrote:

because jumping to a clone in the same station will destroy your implants.

Assume you have a clone in station A and a clone in station B, and your character is currently in station A.
If you were to jump clone to the clone in station B, you would be attempting to leave 2 clones in station A which is not allowed and you will lose a clone.
If you were to jump clone to the clone in station A, you would be taking the clone at A and replacing it with your current clone, leaving it to 1 clone per station, no lost clones.
The problem is whenever you are attempting to clone jump while there is a clone in the station you are currently docked in you will get a warning stating that you can't have two clones in a station so one might be lost.
you are right and i was wrong. i tested it today and the use case you are describing is exactly the case i incorrectly remembered as jumping to a clone in the same station.
Quote:

Daniel Plain wrote:
on a related note: why the hell do we still need to manually pause our skill queue for jumping?

Because if you're moving from a clone without learning implants to one with learning implants, the training time for your current queue will change, so rather than implementing complex code to account for that, they make you stop training then resume it. This should be done automatically, but I think they have more important things to work on right now.

Reducing the time between jumps so that people can do several jumps a day can bring some real balance problems, one big problem is power projection, another is reducing the risk involved with buying implants. A completely different problem is that the current 24 hour cooldown system is a big issue for people with changing schedules, so if today I get off work at 7pm and find my friends are doing some lowsec runs, I can jump clone and join them, but tomorrow if I get off at 6pm and my friends are now doing some null-sec roams, I can't just jump clone and join them. To fix this scheduling problem, just have the JC cooldown restart at downtime so that everyone gets 1 jump per day.

two things:
1. i cannot possibly imagine that automatically halting the queue for the jump is more than a few man-hours worth of work. no matter how you see it, this is a low hanging fruit as far as quality of life improvements go.
2. reducing the jump cooldown to 20 instead of 24 hours would be an even better solution for the changing schedule crowd, because it would not allow bouncing around for a few hours right around downtime.

I should buy an Ishtar.

BlakPhoenix
Load Up Blast Everything
DARKNESS.
#36 - 2013-07-11 02:27:33 UTC  |  Edited by: BlakPhoenix
Sergeant Acht Scultz wrote:
suid0 wrote:
Can't really get behind the idea, but if you're going to make it stupidly OP so you can jump every 6 hours @ level 5 it should be more like a level 16 skill not 8.



And what is stupid about it?

What makes it so OP or more OP than change station and pod self destruction? -nothing, except add a pod cost and is still as stupidly OP as you say than simply change clone station and pod self destruction.

One has a sense with a related skill improving player choices to jump from an implanted clone for another one for a specific task, the other is the same requiring no skill training whatsoever but makes no sense and only prevents player with implanted clones to actually log and join pvp activities.



To pod yourself somewhere you need a station with an office for every corp, it also destroys your implants in the process. Jump cloning preserves these and doesn't require a station. This allows alliances to use it to jump into enemy space much more easily where podding wouldn't be possible.

This idea will only make it easier for big alliances to control more area and to defend their space on more fronts. Have an attack coming from 4 different areas? No worries, you can be at each location to save the reinforced timers every 6 hours, yippee!
Sergeant Acht Scultz
School of Applied Knowledge
Caldari State
#37 - 2013-07-11 10:12:28 UTC  |  Edited by: Sergeant Acht Scultz
BlakPhoenix wrote:
To pod yourself somewhere you need a station with an office for every corp, it also destroys your implants in the process. Jump cloning preserves these and doesn't require a station. This allows alliances to use it to jump into enemy space much more easily where podding wouldn't be possible.



1st living in null I can safely tell you self destruction pod traveling is used thousands and thousands of times a day for several players

2nd even a cheapo +3 implanted clone doesn't prevent players from jumping using this tactic

3rd cloning facilities and stations with those are absolutely not a problem in null sec and no you don't clone jump in to your enemy station because it has cloning facilities, back to point 1 and everyone who plays in null sec knows this, does this and it's simple as cake

Quote:
This idea will only make it easier for big alliances to control more area and to defend their space on more fronts. Have an attack coming from 4 different areas? No worries, you can be at each location to save the reinforced timers every 6 hours, yippee!


Well you still fail to explain why it makes easier or bring a proper argument.

Open clone facilities, check the closest friendly/neutral station with clone facilities -and you'll even be told by your alliance which one to have a clone over there- set new clone home pay a couple isk, undock self destruct or ask someone to kill your pod.

1min travel

-For the same distance passing through jump bridges can take you 30min with a cloak ship or 1h+ depending on traffic
-For the same distance bridge with a Titan/Blops requires a lot of organization, fuel and in the end the trip will be even slower if you factor all time spent preparing etc.

In both cases takes me time, a lot of time I can counter by pod destruction and travel at each of those 4 areas in about 1 min per trip

So no, the simple fact you can jump clone every 6h just for the sake of a random number doesn't makes it any more powerful than already is but instead brings more pvp.

I give you a reason why jump cloning timer lowerr is not any more powerful than you can already do by now and convinced this improves pvp.
This kind of thread pops several times a year and yet, not a single person and there were hundreds if not thousands against this always failed to bring a single argument that isn't based on false assumptions and many wet dreams.
Yet their arguments are far from having a positive effect in pvp or ever had any success proving this would be OP except express their paranoia.

removed inappropriate ASCII art signature - CCP Eterne

Maximus Aerelius
PROPHET OF ENIGMA
#38 - 2013-07-11 11:09:51 UTC  |  Edited by: Maximus Aerelius
Rengerel en Distel wrote:
I would change the original skill, not add a new one:
Increases the amount of jump clones you can possess with implants by 1 per level.
Reduces the jump clone timer by 1 hour per level.

You should be able to have as many empty jump clones as you want, but can only put implants in those you have the skill for.


So instead of a Skill have an Implant? Really? Really? I don't think this is the way to go. I think the Skill is a better idea and at a rather hefty price as well I think. Hell I'd buy it.

15% is far too OP but I agree with others on the 1 hour (19 hour timer) reduction per level [s]or even 2 hours (14 hour timer) per level.[/] Thinking back even 2 hour reduction per level I think it a little OP so I'd go with 1.5hrs per level (16.5 hour timer).
Ristlin Wakefield
Viziam
Amarr Empire
#39 - 2013-07-11 14:14:09 UTC
Paikis wrote:
% is way too high, but otherwise agree.

I'd prefer to see 1 hour per level. That way you still only get to jump about once per day, but you can jump at the end of one day, and the beginning of the next.


Solid compromise.

I have a lover, her name is EVE. I see her every night and all she asks in return is that I have a pilot's license.

Rengerel en Distel
#40 - 2013-07-12 01:20:41 UTC
Maximus Aerelius wrote:
Rengerel en Distel wrote:
I would change the original skill, not add a new one:
Increases the amount of jump clones you can possess with implants by 1 per level.
Reduces the jump clone timer by 1 hour per level.

You should be able to have as many empty jump clones as you want, but can only put implants in those you have the skill for.


So instead of a Skill have an Implant? Really? Really? I don't think this is the way to go. I think the Skill is a better idea and at a rather hefty price as well I think. Hell I'd buy it.

15% is far too OP but I agree with others on the 1 hour (19 hour timer) reduction per level [s]or even 2 hours (14 hour timer) per level.[/] Thinking back even 2 hour reduction per level I think it a little OP so I'd go with 1.5hrs per level (16.5 hour timer).


Um, what? Where did you get that i said to replace the skill with an implant in anything i said?

With the increase in shiptoasting, the Report timer needs to be shortened.

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