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Jump Cloning reduced to 12 hours

Author
Hannibalx
#41 - 2012-01-09 19:42:08 UTC
Simc0m wrote:
Vincent Athena wrote:
How about if the clone jump does not result in changing stations, the timer is much shorter? That way the purpose of the 24 hour timer, to keep the universe a big place, remains, but a change done just to get into a low implant clone is fast. (Another reason for the 24 hour timer is to prevent easy escapes from a camped station.)

It could even be fitted into the game lore: Sending your mind across space is disruptive to it, and you need 24 hours to recover. But if the transfer can be done via a hardwired connection between you and your clone its much less disruptive and the recovery time is less.


This.

I'll go a little bit further. NO timer if jumping into a clone in the same station.



+1 to both quotes
Welsige
The Scope
Gallente Federation
#42 - 2012-01-11 16:56:14 UTC

I would go further and reduce the timming to 6 hours, but whatever this time may be, 12, 6, 8.4323, the current time is too long. The time should allow a player logging the next day after a night of sleep to jump clone.


I primarily pvp, and it have been the norm to me to keep myself without implants just because i need to often as soon as i log to be somewhere else, far far away, because the place i live and the places i fight usually are regions appart.

Death cloning works fine, sure, but as the game progresses i can see a point in time where I will have to chose not ot play simply because my JC is still in cooldown and suiciding will have a unreasonable price attached to it. I already pay 2milion for each suicide in case my clone isnt available just because a few hours / minutes, and Ops wont wait.


I seriously wish i could resume using implants, right now they are pretty much worthless to me just because i have to commit suicide once a day.

[b]~ 10.058 ~

Free The Mittani[/b]

Nova Fox
Novafox Shipyards
#43 - 2012-01-11 17:07:30 UTC
Id rather have a seconde skill that reduces the time. but yes it needs to be shorter.

Dust 514's CPM 1 Iron Wolf Saber Eve mail me about Dust 514 issues.

Welsige
The Scope
Gallente Federation
#44 - 2012-01-11 17:34:32 UTC
Nova Fox wrote:
Id rather have a seconde skill that reduces the time. but yes it needs to be shorter.


could work as well, maybe like -2 or -3 hours per skill level.

[b]~ 10.058 ~

Free The Mittani[/b]

Fidelium Mortis
Minor Major Miners LLC
#45 - 2012-01-11 19:51:51 UTC
Nova Fox wrote:
Id rather have a seconde skill that reduces the time. but yes it needs to be shorter.


Agreed. Though I think 1 hour per level is more than sufficient. The main issue I have is that if I make the choice to jump into a clone during a game session, it actually has the potential of impacting close to 2 days of gameplay especially if the jump is made close to the end of the usual playing session. I honestly couldn't care less about the actual cost of the clone, it's more the fact that some ships that I fly are specifically setup with a specific set in mind (or even possible to use due to pg/cpu limits). A 5 hour reduction to the cooldown means that, in most cases, I will have the freedom to pick the clone I want for my next playing session.

ICRS - Intergalactic Certified Rocket Surgeon

AnzacPaul
Tactical Farmers.
Pandemic Horde
#46 - 2012-03-03 04:46:27 UTC
bumping this for a good idea. 12 hrs is great!
James Amril-Kesh
Viziam
Amarr Empire
#47 - 2012-03-03 07:11:01 UTC
I personally like the idea of having to wait 24 hours for clone jumps that move you, while abolishing the timer entirely for jumps to clones within the same station.

Enjoying the rain today? ;)

Amber Lumiere
Doomheim
#48 - 2012-03-03 08:31:34 UTC
If there were no jumpclone timer, how would CCP discourage players from trying PvP? It's clear from the current design of the game that they want as few players PvPing as possible, but making this change would encourage more PvP, and that's obviously not what CCP wants...

/sarcasm
Robert Caldera
Caldera Trading and Investment
#49 - 2012-03-03 14:22:36 UTC
raise the cooldown to 1 week or something.

Jumpcloning shouldnt be for regular travel, that are ships for.
Vixxen Sparkledust
Imperial Shipment
Amarr Empire
#50 - 2012-05-26 05:49:27 UTC  |  Edited by: Vixxen Sparkledust
I like the idea of a 12 hour timer. It would be nice. Now that I'm prepping to learn PvP, I'd use it to switch btwn my pvp clone and my training implant clone. 12 hours btwn clones would be much more practical than the 24 hour timer which feels overly long (zzzzzz).

Thanks!

Vixxen Sparkledust
Cool
Bluddwolf
Heimatar Military Industries
#51 - 2012-05-26 13:00:32 UTC
I did not read all of the posts here, but here is my take on it.

There could be a few options here:

1. Put your "training clone" at risk and join the fight for your corp / alliance.

2. Stay in your "training clone" and stay out of the fight. Maybe your corp / alliance will understand.

3. CCP could reduce the timer to 12 hours, but that is no garauntee that you won't find yourself in the same situation.

4. CCP could change training "implants" into a Captain's Quarters function, so that you only getting training boost when you are "docked" and your training "implants" will never be at risk or tied to one particular clone.

I personally like my idea #4 the most, because it can be explained logically as a game mechanic. Making a new thread for this one...

EVE Online Fan ... Looking for "End Game" since 2006 ... Happily, I still havn't found it

Michael Harari
Genos Occidere
HYDRA RELOADED
#52 - 2012-05-26 16:15:45 UTC
I think 2 jump clones / 48 hours would be better.
Lord Zim
Gallente Federation
#53 - 2012-05-26 16:17:15 UTC
1 jumpclone pr week. Stop this power projection loophole!

Cyno's lit, bridge is up, but one pilot won't be jumping home.

RIP Vile Rat

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