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Player Features and Ideas Discussion

 
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Jump clone fatigue

Author
Sentenced 1989
#1 - 2014-11-16 01:00:04 UTC  |  Edited by: Sentenced 1989
Now that we have jump drive fatigue, how about jump clone fatigue. Please do note this is not about power projection!

Can similar concept be applied to clones as well? Something based on range or regions, where if you jump from one end of New Eden to the other you get current 24 (19 with skills) hours cool down, but if you jump from same station to another clone you get less, something around lets say 6 hours with skills and then it increases by light year distance until it reaches cap of 19 hours with max skills?

Since this is not about force projection, maybe tie this to station services. For example, NPS stations in highsec have better equipment and can assist capsuleers when jump cloning to other clone in same station. Maybe set it only in few selected NPC corps station which are close to trade hubs? In lowsec you get less time reduction, in 0.0 you can upgrade your stations medical even further to minimize timers when swapping clones in same station, etc...

Main thing about this idea you shouldn't be penalized the same way if you jump in same station as if you were to jump to other part of universe.

Additional information:
Post #9
Gawain Edmond
Khanid Bureau of Industry
#2 - 2014-11-16 01:24:13 UTC
no
Rowells
Pator Tech School
Minmatar Republic
#3 - 2014-11-16 01:41:33 UTC
I think 19 hours is more than enough. It means you can't be somewhere else for at least a couple of hours if you fly directly
Donnachadh
United Allegiance of Undesirables
#4 - 2014-11-16 01:46:15 UTC
-1
Zan Shiro
Doomheim
#5 - 2014-11-16 02:56:31 UTC
OP.....


take inty, mix in....

nano in lows
2 X small hyperspatial veloctiy optimizer II's rigs (you want to haul ass, may as well haul ass properly and splurge on t2)

rest whatever you want. My fast travel interceptors I don't even bother to fit weapons or tackle...if caught I am dead anyway so why add cost lol.

Worried about disco bs'....put in passive t2 resists to maybe get lucky and live. Also why I don't fit guns, I favor raptor for this, passive resists mean no tackle so inty best left to just gtfo mode full time.


This will get you where you need to be really really fast. This ships doesn't do do combat as you can tell by the rigs. Not a problem though...who ever is catching you has to be fit the same too. Or else they aren't catching you.....

Gay Pornstar
Federal Defense Union
Gallente Federation
#6 - 2014-11-16 07:14:05 UTC
Sentenced 1989 wrote:

where if you jump from one end of New Eden to the other you get current 24 (19 with skills) hours cool down, but if you jump from same station to another clone you get less


At first I thought you were talking about nerfing jumpcloning. Then I realized your idea made sense. +1

There is an idea of a Gay Pornstar; some kind of abstraction. But there is no real me: only an entity, something illusory. And though I can hide my cold gaze, and you can shake my hand and feel flesh gripping yours and maybe you can even sense our lifestyles are probably comparable... I simply am not there.

Nydia Winters
Hoplite Brigade
Ushra'Khan
#7 - 2014-11-16 20:41:43 UTC
-1
Donnachadh
United Allegiance of Undesirables
#8 - 2014-11-17 01:36:13 UTC
Zan Shiro wrote:
nano in lows
2 X small hyperspatial veloctiy optimizer II's rigs (you want to haul ass, may as well haul ass properly and splurge on t2)

I found either of these to be better travel fits if you are willing to accept death if you get caught

Want warp speed
3 x Prototype Hyperspatial Acclerator
1x Inertial Stabalizers II
And the rigs
3.7 align and 13.5 Au warp.

Minimum align
1 x Prototype Hyperspatial Acclerator
3 x Inertial Stabalizers II
And the rigs
2.7 align and 12.6 Au warp

I found the Init stabs work better at reducing align than the nano's do.
Sentenced 1989
#9 - 2014-11-17 08:14:36 UTC
I wasn't aiming on power projection here, general idea behind the original proposal were implants. Ability to more easily change between implants would get more people in PVP (I know at least 10 people who would do PVP more often if they could change clones more often).

For example, take incursion logistics pilots, some of them require implants in their pod to be able to fly their incursion ships (mostly either PG or cap implants). Lets say that pilots logs each at after work at 18:00 and goes to do couple of sites. Even with maxed skills he still has 19 hours cool down. Which means if he wants to do incursion tomorrow, he has until 23:00 to jump clone to be able to jump clone back to his original clone till his normal login time tomorrow.
Scenario: He logs in friday evening 18:00, runs couple of incursions, decides he wants to join some bombers bar fleet, or spectre fleet for some PVP, he jump clones at 22:00. He can log in Saturday and PVP whole day till evening and then be able to JC at 17:00 to run some incusions as his normal activity. He chooses to jump to his PVE clone, and run some sites since he'll be working late next week and will not be able to log in most of the days. On Sunday he is invited to hotdrop fleets or he is asked to fly T1 logie in cruiser gang in the morning, but he is not willing to do that since he can get into cheaper clone only at 12:00 and if he does so, he is losing ability to do incursions on Sunday evening (lets say he is using 603 and 805 implant, they are about 150 mill together, some learning implants, that's 500 mill pod he won't risk).

Lots of people I know base their PVP clone in trade hub, that enables them to jump to the clone, grab a ship of market and go out, do PVP and create content - something everybody in this games wants others to do. Don't get me wrong, 19 hours is great, and enables far more flexibility then 24 hours, but still would be nice to have further reductions if clones were changed in same station. I don't mind flying to the location of my other clone, but I would welcome the change where if I swapped clones in the same station I get even less timer to jump clone again. Original bottom value was proposed as 6 hours to somewhat mitigate having +5 learning pod you log off in every day and use empty pod each time you undock.
afkalt
Republic Military School
Minmatar Republic
#10 - 2014-11-17 10:44:16 UTC
I'd like to have a way to jump to a clean clone for pewpew in the same station without messing with the JC timer.

Thing about JC's is they serve two pretty distinct roles - firstly relocation and secondly working around the unremovable nature of implants.

I like a timer on relocation, I'm less enthused by a timer governing my implants/clean clone ability. When I unexpectedly get play time I didnt think I'd get and I'm up in a learning clone with a JC cooldown, I simply wont engage in PvP and before anyone says anything about risk this, reward that and consequences...the frank reality is I'm not going to be fighting thus depriving content for both me and those in my surroundings. That is never a good thing.
Phoenix Jones
Small-Arms Fire
#11 - 2014-11-17 10:52:37 UTC
95% of the people didn't even read the ops thread :-)

I agree with your assessment. But cannot concur. I agree with clone swapping though, just not reduced timers if you go shorter distances.

Yaay!!!!

Sentenced 1989
#12 - 2014-11-17 11:51:51 UTC
Phoenix Jones wrote:
95% of the people didn't even read the ops thread :-)

I agree with your assessment. But cannot concur. I agree with clone swapping though, just not reduced timers if you go shorter distances.



Well my original idea has been updated, and for shorter distances - I was thinking everything after 2-5 LY gets you full timer, so station swap minimal timer, same system also low timer, a bit increase when 1-2 systems are in play. But if you use it as travel option then yea, you get full timer, its only to lower impact on clone swapping, not travel.