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Player Features and Ideas Discussion

 
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2 clonejumps but with a catch

Author
Warzon3
Perkone
Caldari State
#1 - 2011-11-15 23:00:58 UTC
I had actually made a huge post but forums went nomnomnom on it when I pressed post :(

My idea is to give everyone 2 clonejumps (no extra skills just 2 clonejumps)

when you use 1 jump a 24 hour timer starts and after these 24 hours you got 2 jumps again.

The catch is that if you jump for a second time within 24 hours another 24 hours gets added to the timer and you only get both jumps back after the timer ends.

This allows for 2 jumps when you need them but comes at the penalty of not being able to jump for a lot longer.


This is my idea in a nutshell please point out any flaws you guys spot in this.
Goose99
#2 - 2011-11-16 00:38:36 UTC
Warzon3 wrote:
I had actually made a huge post but forums went nomnomnom on it when I pressed post :(

My idea is to give everyone 2 clonejumps (no extra skills just 2 clonejumps)

when you use 1 jump a 24 hour timer starts and after these 24 hours you got 2 jumps again.

The catch is that if you jump for a second time within 24 hours another 24 hours gets added to the timer and you only get both jumps back after the timer ends.

This allows for 2 jumps when you need them but comes at the penalty of not being able to jump for a lot longer.


This is my idea in a nutshell please point out any flaws you guys spot in this.


Supported. Enables round trip pvp for highsec carebears. You can't imagine the significance of this on lowsec activity.
Goodgodyourface
Republic Military School
Minmatar Republic
#3 - 2011-11-16 00:53:06 UTC  |  Edited by: Goodgodyourface
Goose99 wrote:
Warzon3 wrote:
I had actually made a huge post but forums went nomnomnom on it when I pressed post :(

My idea is to give everyone 2 clonejumps (no extra skills just 2 clonejumps)

when you use 1 jump a 24 hour timer starts and after these 24 hours you got 2 jumps again.

The catch is that if you jump for a second time within 24 hours another 24 hours gets added to the timer and you only get both jumps back after the timer ends.

This allows for 2 jumps when you need them but comes at the penalty of not being able to jump for a lot longer.


This is my idea in a nutshell please point out any flaws you guys spot in this.


Supported. Enables round trip pvp for highsec carebears. You can't imagine the significance of this on lowsec activity.


I hope what you're getting at is the fact that carebears will be more inclined to PVP if they know that they can jump back to their min/max +5 attributes/research bonus implants clones at the end of it all. Because this is likely the end result. Otherwise that 24 hour wait is too long, ruins their training, etc.
Michael Harari
Genos Occidere
HYDRA RELOADED
#4 - 2011-11-16 01:45:32 UTC
Warzon3 wrote:
I had actually made a huge post but forums went nomnomnom on it when I pressed post :(

My idea is to give everyone 2 clonejumps (no extra skills just 2 clonejumps)

when you use 1 jump a 24 hour timer starts and after these 24 hours you got 2 jumps again.

The catch is that if you jump for a second time within 24 hours another 24 hours gets added to the timer and you only get both jumps back after the timer ends.

This allows for 2 jumps when you need them but comes at the penalty of not being able to jump for a lot longer.


This is my idea in a nutshell please point out any flaws you guys spot in this.


A better way to phrase it is to change the jumpclone timer from 1 jump every 24 hours to 2 jumps every 48 hours.
Verity Sovereign
Sebiestor Tribe
Minmatar Republic
#5 - 2011-11-16 04:42:39 UTC
+1, I support this
Pelador Rova
No Luck Corp
#6 - 2011-11-16 05:03:40 UTC
Suggestion:

Jump once as normal, 24 hour timer starts.

Jump again in this 24 hr period, -1 to all stats (psychological instability or something), timer reset to 24 hrs.

Can repeat jump up to a point each time adding a further -1 modifier where the maximum negative modifier is -5 with a reset to 24 hrs for each subsequent jump whilst a cooldown timer is in effect.

Negative modifiers are removed after the 24 hour timer finally elapses.
Mirak Nijoba
Gamers Corner
#7 - 2011-11-16 05:15:22 UTC
Pelador Rova wrote:
Suggestion:

Jump once as normal, 24 hour timer starts.

Jump again in this 24 hr period, -1 to all stats (psychological instability or something), timer reset to 24 hrs.

Can repeat jump up to a point each time adding a further -1 modifier where the maximum negative modifier is -5 with a reset to 24 hrs for each subsequent jump whilst a cooldown timer is in effect.

Negative modifiers are removed after the 24 hour timer finally elapses.


This isn't a bad idea. Also... I don't see why people don't use alt characters on their accts? ...

Noo not alt accts... ALT Characters... After a point everything gets to being 20-30days for training anything worth while so why not train up an alt character to do some pvp with? While you keep your PVE / ISK making char in high sec... Where you'll train up the alt char just enough to dabble in some PVP ops... maybe fly some T1 Cruisers out to PVP in and then just not care about the training times. ^_^

Also2 Jumps per 48 hours... even if you only use 1 sounds better... However this would encourage a lot pvp players to set up jump clones in other systems away from home to just pop in and do some covert-ops PVP behind enemy lines.

Where as when their home is being attacked they pop back and defend it for two days. <_< This would be bad for pvp as it wouldn't make it dangerous to Jump Clone away from home. Just back to home.
Goose99
#8 - 2011-11-16 05:21:03 UTC
Mirak Nijoba wrote:
Pelador Rova wrote:
Suggestion:

Jump once as normal, 24 hour timer starts.

Jump again in this 24 hr period, -1 to all stats (psychological instability or something), timer reset to 24 hrs.

Can repeat jump up to a point each time adding a further -1 modifier where the maximum negative modifier is -5 with a reset to 24 hrs for each subsequent jump whilst a cooldown timer is in effect.

Negative modifiers are removed after the 24 hour timer finally elapses.


This isn't a bad idea. Also... I don't see why people don't use alt characters on their accts? ...

Noo not alt accts... ALT Characters... After a point everything gets to being 20-30days for training anything worth while so why not train up an alt character to do some pvp with? While you keep your PVE / ISK making char in high sec... Where you'll train up the alt char just enough to dabble in some PVP ops... maybe fly some T1 Cruisers out to PVP in and then just not care about the training times. ^_^

Also2 Jumps per 48 hours... even if you only use 1 sounds better... However this would encourage a lot pvp players to set up jump clones in other systems away from home to just pop in and do some covert-ops PVP behind enemy lines.

Where as when their home is being attacked they pop back and defend it for two days. <_< This would be bad for pvp as it wouldn't make it dangerous to Jump Clone away from home. Just back to home.


You can always take the pod express home. 24 hour limit has never stopped serious players from doing just what you described, only discourage highsec carebears from pvping.
Robert Caldera
Caldera Trading and Investment
#9 - 2011-11-16 10:27:59 UTC
not supported, jumpclones need a nerf, not a boost.
raise the clone jump cooldown to 7 days.
Sev Smith
Caldari Provisions
Caldari State
#10 - 2011-11-16 21:53:51 UTC  |  Edited by: Sev Smith
You could just pay for faster Clone Jumps - like expedited shipping on a package. Got 20 hours until your next free Clone Jump? Pay ____ ISK and you can jump right now!

Scale the cost off of time remaining and what Grade of Clone you have. A Titan pilot asking for his insanely high quality Clone to be setup and ready for an jump, right now, should cost a lot more than a noobie pilot asking for his crap generic clone to be ready.

Also, it would be a good ISK sink.
Mirak Nijoba
Gamers Corner
#11 - 2011-11-17 09:13:26 UTC
Sev Smith wrote:
You could just pay for faster Clone Jumps - like expedited shipping on a package. Got 20 hours until your next free Clone Jump? Pay ____ ISK and you can jump right now!

Scale the cost off of time remaining and what Grade of Clone you have. A Titan pilot asking for his insanely high quality Clone to be setup and ready for an jump, right now, should cost a lot more than a noobie pilot asking for his crap generic clone to be ready.

Also, it would be a good ISK sink.


I like this idea. It makes sense to be SP Based + Implants Based (+1's through +5's only and T2's)
Zyrbalax III
Goldcrest Enterprises
#12 - 2011-11-17 13:41:25 UTC
I like this. Either 2 jumps every 48 hours or pay isk for ability to jump back "now". This would certainly encourage me to get more "out there" in null, do some pewpew, lose some ships. Would encourage me to set up a couple of forward operating bases in null and spend an evening out there every so often in a cheap clone without significantly detracting from skill training.

+1
Face612
School of Applied Knowledge
Caldari State
#13 - 2011-11-17 19:54:30 UTC
+1
Warzon3
Perkone
Caldari State
#14 - 2011-11-17 23:55:21 UTC  |  Edited by: Warzon3
DAMN YOU FORUMS AND YOUR NOMNOMNOM ON POSTS

paying to jump is no option as that is some form of pay to win (not exactly but rich people can afford 10 jumps a day and the poor sob only 1)

Just giving 2 jumps per 48 hours isn't gonna fix the problem either and allows for some nice timing on jumping. As you then just jump 47 hours after your first jump and voila one hour later you got 2 jumps again.

With my idea normal use for jumpclones stays the same but in case of 'emergency's' allows you to jump twice but with a penalty.

edit: not to mention the fact that a lot of people dont want to jump cause they lose there precious trainingspeed for a day (ohnoes not your precious skill training) with this change all the trainingspeed lovers can do some pvp and go back to there warm and fuzzy clones stuffed with implants.
Pelador Rova
No Luck Corp
#15 - 2011-11-18 00:32:03 UTC  |  Edited by: Pelador Rova
Warzon3 wrote:

With my idea normal use for jumpclones stays the same but in case of 'emergency's' allows you to jump twice but with a penalty.


Actually whilst the idea seems sound, this claim is not true.

The emergency part is valid.

but If you had to do two jumps with the current system it would still be 48 hours effective delay minimum in returning to/using whichever clone, nothing has changed.

Thus in effect all you have done is allowed for a slight benefit.

e.g.

Person jumps, 6 hour later wants to jump back, (24 - 6) + 24 = 42 hours, add the 6 hours you used = 48 hours still

So still 48 hours for 2 jumps, just allows 2 jumps quicker if need be. I would say thats a benefit not a penalty, especially when they could return to their super effective training clone sooner.

Whilst i recognise the realistic time of the return extends the period of not using a JC till after this more lengthier time, I don't see that as being more a tactical need than doing a spot of PvP or a roam and returning. I may be wrong, but this argument is the fact that I consider behaviour to be in favour of a quick return from 1 jump.