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Jump clone avalability time from 24h to 20h

Author
Anthar Thebess
#1 - 2013-07-23 09:49:49 UTC
Now clone jumping is allowed once per 24hours.

I think it should be reduced to 20h.
One simple reason : this is a game.
If you come back from work - this 4 hours will give you a comfort to decide where you can jump now and have some fun.




Beckett Firesnake
Viziam
Amarr Empire
#2 - 2013-07-23 09:52:33 UTC
I thought about a skill that would reduce the timer between two jump clone by 5% per level, or 2 hours per level.

Yes it would be great.
Jint Hikaru
OffWorld Exploration Inc
#3 - 2013-07-23 09:52:55 UTC
Has been asked for many times before.

I really cant see a problem with it. Benefits those with JCs who play each evening, not really any balance issue for those who chose not to have JCs.

I would add a skill, that from level2, reduces JC timer by one hour.

This way if you want the 20h timer, you at least have to buy a skillbook and put a little bit of Skill time into it.

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.

Anthar Thebess
#4 - 2013-07-23 09:53:41 UTC
Do we need another skill?
New players already have a lot things to train.
Kirimeena D'Zbrkesbris
Republic Military Tax Avoiders
#5 - 2013-07-23 10:19:44 UTC
Anthar Thebess wrote:
Do we need another skill?

Whole clone jumping system needs a bit of revamp:
Make 2 jump clones a base limit (characters that have more clones during that change will keep them, but wont be able to create new ones should they lose any until they get less than limit), then

Infomorph Psychology (1): Reduce jump delay for Jump Clones by 2% per level, if target clone is in same station reduce by 17.5% instead. (so @lvl5 you get 21hr 36min for jumping somewhere else and 3hr delay for swapping clones on station.)

Advanced Infomorph Psychology (4): +1 to jump clone limit per level.

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

Anthar Thebess
#6 - 2013-07-23 10:32:55 UTC  |  Edited by: Anthar Thebess
TBH best system for me?

- 20h base jump clone time
- 2 extra clones per lvl, and additional 4 for lvl 5
- no delay in changing clones in the same station but for a 10mil per clone change
- ability to have few clones in the same station.

Now why:
- you can change clone adequate for your needs , generating at the same time good isk sink.
- you can have 12 clones and most of them will have different sets of implants - so more isk will be spent on implants again GOOD ISK SINK.


Additionally - reduce jump range of all supers/capitals - or increase fuel use - this will force people to have more capitals seeded around the eve, and with the ability to pod yourself , extra clones this will generate additional isk sink. Why?

1.10mil for changing one one station to clean clone
2. pod yourself to new station.
3. pay 20mil for clone upgrade.
4. pay 10mil for change to clone with proper set of implants

40mil isk off the game.
Not materials, things you can mine build etc - but isk.

Now op ended , well nothing to do here time go back .
40 more mil off the wallet.
Jint Hikaru
OffWorld Exploration Inc
#7 - 2013-07-23 11:09:45 UTC
Anthar Thebess wrote:
Do we need another skill?
New players already have a lot things to train.



Yes! Absolutely...

It gives balance to those who don't use JCs or maybe only jump once a week or longer.

With an extra skill, it makes it so the people what want to jump every 20h aren't given this extra ability for 'free'

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.

Anthar Thebess
#8 - 2013-07-23 11:11:56 UTC
But that's it - this will be no extra ability - just reducing of a "cold down".
Hopelesshobo
Hoboland
#9 - 2013-07-23 11:34:55 UTC
Kirimeena D'Zbrkesbris wrote:
Anthar Thebess wrote:
Do we need another skill?

Whole clone jumping system needs a bit of revamp:
Make 2 jump clones a base limit (characters that have more clones during that change will keep them, but wont be able to create new ones should they lose any until they get less than limit), then

Infomorph Psychology (1): Reduce jump delay for Jump Clones by 2% per level, if target clone is in same station reduce by 17.5% instead. (so @lvl5 you get 21hr 36min for jumping somewhere else and 3hr delay for swapping clones on station.)

Advanced Infomorph Psychology (4): +1 to jump clone limit per level.


The problem with that is the only way you "lose" jump clones is you either jumped out of a station that you already had a clone in, or you press the destroy button. But since you even mentioned that you can swap clones in a station, that means individuals would have to manually destroy their own clones to get rid of them. Past that, I like my jump clones, don't mess with the numbers I have Evil.

Lowering the average to make you look better since 2012.

Kirimeena D'Zbrkesbris
Republic Military Tax Avoiders
#10 - 2013-07-23 11:42:22 UTC
Hopelesshobo wrote:
The problem with that is the only way you "lose" jump clones is you either jumped out of a station that you already had a clone in, or you press the destroy button.

The way to lose your clone is usually tied to getting podded, but w/e.

Hopelesshobo wrote:
But since you even mentioned that you can swap clones in a station, that means individuals would have to manually destroy their own clones to get rid of them. Past that, I like my jump clones, don't mess with the numbers I have Evil.

I dont see connection between swapping clones on station and forcing players to destroy their clones. You are able to swap clone you're currently in with one that is stored in station without any loss. If you choose to jump somewhere else leaving 2 clones on station - thats your choice and as consequence you lose 1 clone there (you get a warning about that anyway).

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

Jureth22
EVE-RO
Goonswarm Federation
#11 - 2013-07-23 11:43:33 UTC
12h is acceptable,anything else is useless change
Anthar Thebess
#12 - 2013-07-23 11:46:12 UTC
Creating new clone is not the issue.
We have now more than plenty :
- corporations selling/giving their access to higsec npc cloning stations
- ronquals , titans
- sov stations

New clone costs 100k - swapping between them on the same station 10mil per change.
More clones - more isk dumped with extra implants that will be installed.

"But you don't loose egg so often" - that depends only from players, and with the recent fights in baubles - you are most likely to die.
Hopelesshobo
Hoboland
#13 - 2013-07-23 13:01:23 UTC
Kirimeena D'Zbrkesbris wrote:

The way to lose your clone is usually tied to getting podded, but w/e.


You don't actually lose a jump clone when you get podded because you go -1 clone for getting podded, then +1 clone from your medical clone. So the number of jump clones remains the same.

Kirimeena D'Zbrkesbris wrote:
I dont see connection between swapping clones on station and forcing players to destroy their clones. You are able to swap clone you're currently in with one that is stored in station without any loss. If you choose to jump somewhere else leaving 2 clones on station - thats your choice and as consequence you lose 1 clone there (you get a warning about that anyway).


Yeah, that's right, you got me there.

Lowering the average to make you look better since 2012.

Okropniak
Zabijaki i Pijaki
#14 - 2013-07-23 13:09:47 UTC
Anthar Thebess wrote:
Now clone jumping is allowed once per 24hours.

I think it should be reduced to 20h.
One simple reason : this is a game.
If you come back from work - this 4 hours will give you a comfort to decide where you can jump now and have some fun.






totally agree

(it doesn't matter if we can get it by new skill, money, or anything else)
Kirimeena D'Zbrkesbris
Republic Military Tax Avoiders
#15 - 2013-07-23 13:26:20 UTC  |  Edited by: Kirimeena D'Zbrkesbris
Hopelesshobo wrote:
Kirimeena D'Zbrkesbris wrote:

The way to lose your clone is usually tied to getting podded, but w/e.


You don't actually lose a jump clone when you get podded because you go -1 clone for getting podded, then +1 clone from your medical clone. So the number of jump clones remains the same.

Number of clones doesn't change, but quality and distribution does. You jump to clone, lose it, get transported to medical clone and you wont be able to jump to previous location again until you leave new clone there.

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

Anthar Thebess
#16 - 2013-07-23 13:31:54 UTC
I never lost a clone in a place i wanted it to be.

The increase of number of clones is only dedicated for on station switching .
We can hard limit 5 stations /ships that have your clone.


Alundil
Rolled Out
#17 - 2013-07-23 13:59:16 UTC
Kirimeena D'Zbrkesbris wrote:
Anthar Thebess wrote:
Do we need another skill?

Snip

(Paraphrase)

(1): Reduce jump delay for Jump Clones by 2% per level


(2) if target clone is in same station reduce by 17.5% instead.


#1 is not too different from a variety of options proposed. I see nothing wrong with it.
#2 is not a variation that I've not see before. But I like it.


To the OP:
I'm not so certain that your suggestion is aimed at altering/improving the game's cloning mechanics or if it's aimed at creating an ISK sink for the sake of an ISK sink. Paying money to JC almost (almost) scratches CCP's restriction on paying (ISK/*currency) will not give unfair advantage over time spent if you make the use a of a feature a purchasable "privilege" as opposed to time spent.

I'm right behind you

Anthar Thebess
#18 - 2013-07-24 10:47:33 UTC
Alundil wrote:
Kirimeena D'Zbrkesbris wrote:
Anthar Thebess wrote:
Do we need another skill?

Snip

(Paraphrase)

(1): Reduce jump delay for Jump Clones by 2% per level


(2) if target clone is in same station reduce by 17.5% instead.


#1 is not too different from a variety of options proposed. I see nothing wrong with it.
#2 is not a variation that I've not see before. But I like it.


To the OP:
I'm not so certain that your suggestion is aimed at altering/improving the game's cloning mechanics or if it's aimed at creating an ISK sink for the sake of an ISK sink. Paying money to JC almost (almost) scratches CCP's restriction on paying (ISK/*currency) will not give unfair advantage over time spent if you make the use a of a feature a purchasable "privilege" as opposed to time spent.


I want both.
And you don't pay for using JC , you wait 20h.

You pay if you want to switch clone on station that you are currently docked - 10mil.
Want to have slave clone for you mothership op?
No problem . (10mil isk)
2h later low grade set for your lokie fleet?
No problem . (10mil isk)
5h later want to do some anoms in your crystal tengu?
No problem . (10mil isk)

just pay 30mil isk for clone changing - and have all clones on one station.
Zappity
New Eden Tank Testing Services
#19 - 2013-07-24 11:01:53 UTC
Yes please. Again.

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

Liafcipe9000
Critically Preposterous
#20 - 2013-07-24 11:06:45 UTC
12 hours
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