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[Odyssey 1.1] Jump Clone skills *Updated with Advanced Infomorph Psychology*

First post First post
Author
Drew Solaert
Aliastra
Gallente Federation
#21 - 2013-08-05 16:36:11 UTC
Awesome stuff Rise <3

I lied :o

Joelleaveek
Center for Advanced Studies
Gallente Federation
#22 - 2013-08-05 16:38:36 UTC
I like the idea, but i don't see the point. 5 hours is a little weak.
Gilbaron
The Scope
Gallente Federation
#23 - 2013-08-05 16:39:09 UTC  |  Edited by: Gilbaron
DarklordKarn wrote:
because that'll make a HUGE difference..... /facepalm


it actually does, if you have somewhat scheduled play-sessions you can now clonejump at the end or beginning of every session instead of having to wait another day if you last jumped at the end of a session
Daneel Trevize
Give my 11percent back
#24 - 2013-08-05 16:40:58 UTC
Honestly, cancel this and do it right. 5 hours isn't right, nor is it being skillpoints based for just that.

The '99 things' initative highlights that many people are happy to see a more complete solution, a separation of the teleportation potential of jump clones with their implant-saving aspect. AFAIK many are willing to have shorter JC timers if they're in the same system/station as the other clone, and understand the power projection potential problems of having the ranged jumps be more frequent. But they also shown that players don't want to be tied to yesterday's start-of-session clone choice the next day, and that's where I feel 5 hours just isn't enough.

A 10hour reduction if in the same system/station sounds much more appealing, more likely to lead to fun options to mix things up for those that have the opportunity to fly various doctrines (remember we still can't use even a fraction of our SP or wealth at once anyway).
Don't make people train or plan to train a skill for this, especially if it's likely to be changed Soon. Almost as bad a 4 racial ECCM skills as a 'fix' for ECM, only hurts the new guys & those hoping for slightly varied session start-times.
Akrasjel Lanate
Immemorial Coalescence Administration
Immemorial Coalescence
#25 - 2013-08-05 16:41:43 UTC
Wohoo Big smile

CEO of Lanate Industries

Citizen of Solitude

Kane Fenris
NWP
#26 - 2013-08-05 16:42:04 UTC
MeBiatch wrote:
CCP FoxFour wrote:
Hey, I am at the office working so don't go trying to use the holiday as an excuse to not be here.


well i guess one needs shoes to leave the office eh?

edit. reduction of 1 hour per level is too low. (unless you are going to introduce an advanced Informorph Synchronizing which will reduce the time by an additional 1 hour per level.

may i suggest 1.5 hours per level. that way with the skill at V you can jump every 16.5 hours.



wanted to say the same... make it 1,5h plz
Erutpar Ambient
The Scope
Gallente Federation
#27 - 2013-08-05 16:42:34 UTC
I switch my main between mining foreman mind link clone and pvp/travel clones. If I change immediately when I log on, ill be ok for the next day. But if I wait for a while first then I'm gonna have a bad next day. So yeah I'm very happy about this! Though I'm sure there could be other things that would be nice too. This doesn't just affect me jumping a few systems to a near by station. This affects people jumping from across the entire map the same.
Kismeteer
Bat Country
Pandemic Horde
#28 - 2013-08-05 16:43:00 UTC
Please consider raising this bonus to 2 hr per skill level, and maybe increase the 'rank' a bit if you're worried about it being abused. Level 3 would be fine for most casual players, for instance.

1 - 23 hr 22 hr
2 - 22 hr 20 hr
3 - 21 hr 18 hr
4- 20 hr 16 hr
5- 19 hr 14 hr

This prevents people from doing twice per 24 hour period, but makes it easier for those of us who end up with weird play times. The 1.5 mark would also be fine, but makes it hard for people to remember when it's 'up'.
MeBiatch
GRR GOONS
#29 - 2013-08-05 16:43:22 UTC
Joelleaveek wrote:
I like the idea, but i don't see the point. 5 hours is a little weak.



true enough make an advanced Informorph Synchronizing skill too that will reduce an additional 5 hours. 19 is not significant but 14 is.

That is almost 2 JC a day.

make the skill like an x8 (time to train BS to V)

There are no stupid Questions... just stupid people... CCP Goliath wrote:

Ugh ti-di pooping makes me sad.

Smoking Blunts
ZC Omega
#30 - 2013-08-05 16:43:33 UTC
5% per level would end up with 18h, can we have that extra 1 hour at least please.

OMG when can i get a pic here

agrajag119
Caldari Provisions
Caldari State
#31 - 2013-08-05 16:44:40 UTC
What rank do you plan to make this new skill?
Phoenix Jones
Small-Arms Fire
#32 - 2013-08-05 16:44:41 UTC
Its a simple tweak.

Apparently there are allot of people who want to jump clone every half a day........

Good God Go Outside and stare at nature, workout, physically move @ss from seat.

Its a 5 second tweak.

no biggie... but could just do 2 hrs per skill level and still have no significant hit to the game, but give people the option to swap clones more often.

Yaay!!!!

Bienator II
madmen of the skies
#33 - 2013-08-05 16:45:09 UTC
shouldn't be a skill IMO. just make it 20h by default

how to fix eve: 1) remove ECM 2) rename dampeners to ECM 3) add new anti-drone ewar for caldari 4) give offgrid boosters ongrid combat value

Ahnew
Ixarei
#34 - 2013-08-05 16:48:41 UTC
It would be more interesting to have the skill allow for a rebound back, only to the clone you just jumped from for the next 1, 2, 3, 4, 5 hours dependent on the skill lvl.
Sphit Ker
Ministry of War
Amarr Empire
#35 - 2013-08-05 16:48:48 UTC
2 to 3 hours per level would be more like it. In effect, the timer needs not be longer than what it takes to manually cross New Eden in a shuttle.

It knows what you think.

Quinn Corvez
Perkone
Caldari State
#36 - 2013-08-05 16:51:16 UTC
I support this change.
Asayanami Dei
Adhocracy Incorporated
Adhocracy
#37 - 2013-08-05 16:53:05 UTC
Interesting...

I'm a leaf on the wind, watch how I--THE CAPACITOR IS EMPTY

Youtube: /asayanami

Twitter: @asayanami

wormholefundamentals.com

Ong
Lumberjack Commandos
#38 - 2013-08-05 16:53:08 UTC
Any chance of a skill to create more jump clones? Advanced infomorph psychology perhaps?

6 clones is just not enough any more after the crystals/snakes/slaves a set of really spendy implants I was given for an alliance tourney team a few years back and a set of +5's for those times when I know I'm going to be away from the game for a few days. That leaves me with 1 "cheap clone" I can use for general pew pew, I would love to be able to put a few clones and ships in various npc null'ss and be able to go pew in other locations for a weekend or whatever without having to setup cyno chains and spend a couple hundred mill on jump fuel b4 I even get there.

Also having more then 1 clone per station would be awesome while your at it.
Konrad Kane
#39 - 2013-08-05 16:54:40 UTC
I think the two hours per. level would be more suitable. However, this is a step in the right direction so thank you.
Bubanni
Corus Aerospace
#40 - 2013-08-05 16:55:29 UTC
I will say that this seems very balanced. it's certainly better than the time creep that was there before... I rememeber plenty of times when I had to do "nothing" because I was on cooldown from the day before while being in an expensive combat clone (that would be very bad idea to bring on the specific situration)

I will say that jump clones main function for most people is implant switching, and I hope that the next iteration of jump clones would involve some "smarter" way of switching implants... such as being able to switch clones at a much faster rate if the clone is in your current station (honestly all other locations shouldn't be changed in duration, but I am okay with this 19h delay)

:D and as a disclaimer, I would say that the current cooldown when switching implants (and not considering jumpclones as a means of travel) can cause alot of "risk aversion" this both counts of combat clones and "skill training" clones making the delay much much smaller on changing implants if it's in current station would allow more people to get into action when they might have chosen otherwise because they were on a cooldown or the cooldown would fit badly on their planned adventures for the next day... speaking out of own experience here, where I used to fly a lot with full snake clone, forcing me to stay mainly in my "snake clone ship" :3 as I never knew when I would need it next (I used it almost daily) but it also meant I couldn't really switch out of it to jump into a ships like dictors other stuff that might die... as it would be stupid) just my two cent, ofc it's all a "choice" :D

Supercap nerf - change ewar immunity https://forums.eveonline.com/default.aspx?g=posts&t=194759 Module activation delay! https://forums.eveonline.com/default.aspx?g=posts&m=1180934