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Idea: Clone "Switching"

Author
Spugg Galdon
Federal Navy Academy
Gallente Federation
#1 - 2011-12-13 21:50:13 UTC
I've heard many people say over the years:

"I can't come on a low/null sec roam tonight cause I'm in the wrong clone" (+4s or +5s or something expensive)

I believe this is a problem for PvP in EvE as it ends up being a barrier for players to enter low/null sec looking for PvP. People have suggested that we should drastically reduce the clone jump cool down timer but I disagree. People have also suggested that "Learning" implants should be removed all together. However I also disagree.

My suggestion is to introduce "Clone Switching".

Clone Switching is similar to Jump Cloning. However it wouldn't have a cool down timer (or if it did a very short time of say an hour). It would also be restricted to switching in the same station where you have a clone installed. This way you could switch into a clone with the correct implants for the role you intend to fill within the gang for PvP without having to worry about jump clone timers as once the roam is over you can switch back to the clone you were originally in. Clone switching doesn't have the advatage of being able to instantly travel across the galaxy which means you have to physically move to your clone in order to switch.

Would this mechanic benefit EvE and generate more PvP?
Emperor Salazar
Remote Soviet Industries
Insidious Empire
#2 - 2011-12-13 22:02:37 UTC
Remove learning implants from game. Do not reassign attribute points.
Destination SkillQueue
Doomheim
#3 - 2011-12-13 22:30:05 UTC  |  Edited by: Destination SkillQueue
Emperor Salazar wrote:
Remove learning implants from game. Do not reassign attribute points.


And that would be totally pointless, since it doesn't fix the issue of having wrong/too expensive implant set in the active clone, while easy access and fast clone switching does all that without requiring any other changes to be made to the game.

@OP don't put timers in you idea just because you want to offer a compromise to other players iffy about the idea. Either offer a concrete reason to keep some kind of a timer or get rid of it for good, since the original problem is caused by a restrictive timer. Just tell the best possible implementation you can think of with justifications and answer ifs, buts and objections to the best of your ability. You don't need to convince everyone, since CCP is the one who in the end makes the final judgement call if they want to implement anything and what implementation they will go with.

Anyway I want this and have been asking for it for a long time. I don't see a reason to have a timer for it, since you always risk the implants you fly with and no teleportation takes place. I see it basicly working like ship switching has always worked. You fit implants for the job and risk losing them every time you undock. All that is changing is the player is given total control over what implants they choose to use and when. I don't see why the system wasn't implemented like this in the first place and can't see anything but good things coming from it.
Goose99
#4 - 2011-12-13 23:37:32 UTC  |  Edited by: Goose99
Rephase and simplify: No timer to jump to clone in the same station.