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Clonejumping revamp

Author
Alastar Frost
The Scope
Gallente Federation
#1 - 2012-01-25 14:22:25 UTC
Problems i have with the current clonejump system:
1. the inflexible 24h timer
2. Workarounds like "self podding to med clone" dont use the same system
3. Moving clones is tendious. (for example just moving a clone from one station to another without doing anything in it takes 24h)

The solution:
The use of the "informorph psychology" skill for clonejumping implies that changing clones has some inpact on the mental state of a capsuler. It makes no sense that getting podded or self podding doesnt hurt your mind, so that should use the same system.

Introduce a "mental stability" for characters. The value slowly regenerates and every clone change (podded, clonejump, ...) hurts your mental stability. The shorter the interval between the changes, the more it hurts. The lower the mental stability is when you jump, the more severe is the sideeffect you get (like booster side effects).

A skill could give you some more buffer before you get side effects, allowing more flexibility. The medics could deny the service if your stability is too low, making it nessecary to bribe them to "adjust" the records for you (to have comparable cost to self podding when clonejumping frequently).

Overall, it would increase the flexibility of the clone jumping system, unite the current workarounds with the system (which could allow CCP to adjust the aviability of the jumping service a bit in favor of the player) and add some drawbacks for getting podded reapeatedly.

For the moving issues, the system would help as you could just move the clone and jump back, then regenerate your stability.

Another approach to the moving of jump clones:
Make jump clones items in the hangar. Moving them would need a transport ship with sufficient life support (could be a module or a whole ship class). To keep the jump clone limit currently in place, clones can be activated and deactivated. deactivating (so stopping to update them) can be done instantly. Activating (syncronizing them with your mental state and SP) takes some time and it is only possible to have a limited number of clones that are syncronized in realtime. The activation timer makes it impossible to have a jump clone at every station for instant jumps, you have to set prioritys and activate the clones you need some hours before the jump (lets say 2h).

making the jump clones normal items also allows to store 2 clones at the same station (which currently means that you have to destry one of them in the process). Active jump clones could just be locked in your hangar while inactive ones are unlocked and movable.

A special ship which can move jump clones can create a miniprofession and allow corporations to collect jumpclones from their members before an event and have them shipped to the place where it happens.
Serge Bastana
GWA Corp
#2 - 2012-01-25 15:35:22 UTC
That could even be lucrative for the haulage profession too perhaps, contract the clone to be carried to a particular station for installation.

Interesting ideas.

WoW holds your hand until end game, and gives you a cookie whether you win or lose. EVE not only takes your cookie, but laughs at you for bringing one in the first place...

Alastar Frost
The Scope
Gallente Federation
#3 - 2012-01-26 05:37:45 UTC
Yes, i see the benefits for the hauling profession too, thats what i meant with a new "miniprofession".

Although, i started with the ideas easy to implement. Replacing the timers with a stability and adding all clone change events to the same system is just a little playing around with numbers and adding some minor things to the ui. This could be a job for the "little things" work going on.

Making items out of the jump clones and getting the activation/deactivation and locks in place could be harder to implement. Adding new mods and ships for the hauling of jumpclones will be a bigger thing.

Maybe this could be done in iterations. Reworking basic system as a start and then going on with the more work intensive parts if the first changes are received well.
Misanth
RABBLE RABBLE RABBLE
#4 - 2012-01-26 05:54:24 UTC
There should be a way to install jumpclones based on personal standings towards a corp/faction too. There are many reasons to keep alts in alt corps (or the nub corp, if people wish). Moving them to jumpcloning service corps is not always an option, and in many cases your personal standings might be sufficient (maybe even very very good) to install clones - but your corp standings screw it over.

It's quite a silly system actually, you cannot help that your corporation is disliked by this corp/faction, especially if you yourself have high standings (that pretty much implies that you have worked hard for them, and they love you). Why'd they turn you down then?

I've posted on forums before that I'd like to see the 24 hour clone cut shorter, your suggestion is appealing for a variety of reasons. But if nothing else: if your corp/alliance have regular ops at a fixed time, say 21:00 EVE, and you clonejump to appear at one op one day. Maybe you get to your fleet booster clone and fly a damnation/vulture/t3/whatever. Then next day, next op, you are going to fly more 'risky' ships and want a cheaper/disposable clone. But - you can't clonejump, because you did it yesterday before that op and the timer will be too close to tonights op!

It should the very least be 22-23h, one day is an hour or two too much as is.

AFK-cloaking in a system near you.

Isabelle Evotori
Republic University
Minmatar Republic
#5 - 2012-01-26 09:01:17 UTC
so basically you want people to just jump clones when ever they see fit?
don't like that idea.
jump clone and wait 24h is a viable game mechanic in my opinion.
I don't want people jumping clones on the spot
Robert Caldera
Caldera Trading and Investment
#6 - 2012-01-26 10:35:15 UTC
no
what clonejumping needs is a nerf not boost or "revamp".
clonejumping shouldnt be your usual movement method but flying ships and decide in which part of the universe you want to live.
CJ should be only for emergency situations, like if your station has been captured by enemy with your stuff in it.

I would suggest raising the clonejump cooldown to 1 week!
Danika Princip
GoonWaffe
Goonswarm Federation
#7 - 2012-01-26 10:57:44 UTC
Wait, you want to punish people further for getting themselves podded?

No.
Alastar Frost
The Scope
Gallente Federation
#8 - 2012-01-26 16:38:22 UTC
Ok, to make that more clear:
I want to have more flexibility (and more jumps per time) for the clonejump system, while removing the timer free "exploit" of setting the medical station and selfdestructing the pod to get in a medical clone.

People usually have access to a variety of med stations in empire alwell as nullsec stations. it only takes some clicks to set the med clone station and 2 mins to selfdestruct a pod. then you just pay the fee for the new med clone. No timers involved.

On the other hand, clonejumping has this very inflexible 24h timer, which, as stated above, makes it hard to change clones if you have ops each day at roughly the same time.

What i want is make the clonejumping better and tie all clone changes, including the expoit of self podding to a med clone, into the same system.

Of course there is no way to tell if you selfdestructed (maybe with the help of a friend) or were actually killed in combat. But when the exploit is gone and the regain of the proposed mental stability is fast enough, you shouldnt have problems with normal pod kills in pvp. I dont know many people who get podded over and over in a short period of time.

To make that more clear, lets try some example math:

You have a mental stability of 100 wich can be increased by 10 for each level of skill x (infomorph psycology or another skill). This is your buffer. You regenerate 1 point per hour, so it takes roughly 4 to 6 days to regain full stability depending on your buffer if it was empty. Tresholds could be:
20 (serious trauma if a clone change is initiated at this point, stalls most your activities for about 5 h)
40 (light trauma, heavy drawbacks for 2h, but still managable if you really want to die again)
60 (bad headacke. some notable drawbacks for 1h)
80 (light headacke, some minor drawbacks for 30 min).

Every event of clone changing makes you suffer (20-(hours since last clonechange)) points, with a minimum of 5 points. This means i can clonejump every 10 h if i dont get podded without loosing anything (10 regeneration over 10h, 20-10=10). So i will never see a drawback.

If i have no jumpclones and no skill, so buffer of 100, and do pvp, the first time getting podded will cost me 5 points, the minimum. After that, it depends on the time i am playing, but lets suppose it is after just one h, so 1 point regenerated, 19 points lost. When the change is forced on me the second time, i have 96 of 100 point which should be over the treshold for side effects, so still no effect. For the third podding in short order, the change will be initiated with below 80 points which could be a treshold, which gives me a light headacke (some 1% drawback for half an hour). That leaves me with 52 points, where i dont want to die unitl i regenerated it (takes roughly 2 days).

If you have the skill trained, you get another 1 to 2.5 short order clone changes. That makes 3 to 5 times getting killed in relatively short order without even getting serious drawbacks. You just cant do that every day.

So if you have the skill at level 3, which most players have who are involved in that heavy pvp, it takes some serious messing with your pod to get a drawback (most people try to save their pod).

The drawbacks will however prevent the abuse of self podding to med clone and clonejumping, because if you jump over and over again, you will not be able to do any pvp and pve activitys effectively.

All that of course has to be balanced. I could imagine awakening a trauma clinic (med clone) could reduce the stability loss a bit, but that again allows the exploit of med clone abuse by self podding to save points. The real issue i see with the system, is that you can not really separate pvp pod kills from self podding. Maybe if the instant change of med station is removed in the process of boosting clone jumping, you could be much lighter on pod kills regarding mental stability.
Robert Caldera
Caldera Trading and Investment
#9 - 2012-01-26 16:58:04 UTC
Alastar Frost wrote:

On the other hand, clonejumping has this very inflexible 24h timer, which, as stated above, makes it hard to change clones if you have ops each day at roughly the same time.


- jump clones should not be the ouf of jail card if you are in a strategically bad location for whatever reason.
- You should choose carefully where you are if you have ops.
- War on multiple fronts should be penalized, clones should not allow or reward that easily.

the cooldown of the jump clones should be raised to 7 days.
Alastar Frost
The Scope
Gallente Federation
#10 - 2012-01-26 17:13:14 UTC  |  Edited by: Alastar Frost
If you just raise the timer, more people will use the self podding to med clone as a way to travel. Nothing to gain there.

Raising the timer and not allowing people to clone jump makes it harder to get to the action. Maybe you have the one golden spot in the game where you come online and instantly something cool happens before your nose, most people dont have that. They need a way to get there, and in many cases this is by changing the clone, be it clonejumping or podding to a med station near that location.

The strategical aspect is still there, as you need to move the stuff you want to fly to the location you want to jump to.

And if you want to tell me people should travel all the way each time they need to get to a system, i have to remind you that some of them have a job that doesnt allow a three digit number of jumps each day, especially in systems where you cant autopilot.

So stop talking about increasing the timer, it changes nothing, and it makes nothing better.
Phobos Vortex
#11 - 2012-03-02 13:28:05 UTC
The only thing i dont understand is why there is no way to change clones without a clone jump. Most important thing is to have flexibility in choosing an implant layout to adapt to the actual playstyle. In my opinion the 24h timer for jumping in another clone over a distance has to be kept like it is now.
BUT it would be a huge impact to flexibility when you had the ability to change a clone in the same station without any timer.
This would not harm traveling mechanics in any way or provide escaping into safety while simply adding the flexibility to do pvp in a pvp clone when you want to or switch to a mining clone to join corp mates when they are mining right now.
It even would be consensual to EVEs immersion because the transfer of my mind throug a cable connection to a clone beside me supervised in a medical station is not harmful to my mind in comparison to sending it lightyears away.
Alastar Frost
The Scope
Gallente Federation
#12 - 2012-03-03 18:34:46 UTC
Phobos Vortex wrote:
The only thing i dont understand is why there is no way to change clones without a clone jump. Most important thing is to have flexibility in choosing an implant layout to adapt to the actual playstyle. In my opinion the 24h timer for jumping in another clone over a distance has to be kept like it is now.
BUT it would be a huge impact to flexibility when you had the ability to change a clone in the same station without any timer.
This would not harm traveling mechanics in any way or provide escaping into safety while simply adding the flexibility to do pvp in a pvp clone when you want to or switch to a mining clone to join corp mates when they are mining right now.
It even would be consensual to EVEs immersion because the transfer of my mind throug a cable connection to a clone beside me supervised in a medical station is not harmful to my mind in comparison to sending it lightyears away.


This is another aspect that could be dealt with by adjusting the mental stability cost. The "formula" i provided above as an example can be adjusted in many ways, other than a simple timer. You want to punish people less for changing clones over small (or zero) distances? Or make beeing podded in a fight less costly than clonejumping? It can all be done and lore explanatiions can be found to make it feel consistent. Its just a matter of creative balancing of the cost value and adding such ideas as yours to the equation.

For the people who fear that simply jumping out of a combat zone is bad for pvp: Allowing capsulers to change clones to adjust implant sets and get into a pvp boat, besides jumping TO a combat zone and not away from it, promotes pvp in my opinion.

A very good thought Phobos, thanks for the constructive post Smile
Pidgeon Saissore
Tyrant's
#13 - 2012-03-03 19:17:40 UTC
I like the idea of the buffer for multiple clone jumps but I think your stability regeneration is too high. It should still be about a day to regenerate a clone jump but there should be room to have 3 or 4 jumps to use when full. Also I think podding should hurt you more then a clone jump. At the very least there should be an option to jump back to your immediately previous clone without penalty as the purpose of jump clones is to do a distant op and then return home.
Velicitia
XS Tech
#14 - 2012-03-03 19:31:31 UTC
Misanth wrote:
There should be a way to install jumpclones based on personal standings towards a corp/faction too. There are many reasons to keep alts in alt corps (or the nub corp, if people wish). Moving them to jumpcloning service corps is not always an option, and in many cases your personal standings might be sufficient (maybe even very very good) to install clones - but your corp standings screw it over.

It's quite a silly system actually, you cannot help that your corporation is disliked by this corp/faction, especially if you yourself have high standings (that pretty much implies that you have worked hard for them, and they love you). Why'd they turn you down then?

I've posted on forums before that I'd like to see the 24 hour clone cut shorter, your suggestion is appealing for a variety of reasons. But if nothing else: if your corp/alliance have regular ops at a fixed time, say 21:00 EVE, and you clonejump to appear at one op one day. Maybe you get to your fleet booster clone and fly a damnation/vulture/t3/whatever. Then next day, next op, you are going to fly more 'risky' ships and want a cheaper/disposable clone. But - you can't clonejump, because you did it yesterday before that op and the timer will be too close to tonights op!

It should the very least be 22-23h, one day is an hour or two too much as is.



Provided you have +8.00 standings with an NPC corporation, you can get a JC. Corp standings only take effect if you have less than 8.00 and the corp has standings such that you could install a clone...

One of the bitter points of a good bittervet is the realisation that all those SP don't really do much, and that the newbie is having much more fun with what little he has. - Tippia

James Amril-Kesh
Viziam
Amarr Empire
#15 - 2012-03-03 21:30:19 UTC
Robert Caldera wrote:
Alastar Frost wrote:

On the other hand, clonejumping has this very inflexible 24h timer, which, as stated above, makes it hard to change clones if you have ops each day at roughly the same time.


- jump clones should not be the ouf of jail card if you are in a strategically bad location for whatever reason.
- You should choose carefully where you are if you have ops.
- War on multiple fronts should be penalized, clones should not allow or reward that easily.

the cooldown of the jump clones should be raised to 7 days.

Stop assuming people only use jump clones to move. Your proposal is completely ridiculous and impractical.

Enjoying the rain today? ;)

Andski
Science and Trade Institute
Caldari State
#16 - 2012-03-03 21:51:47 UTC  |  Edited by: Andski
Robert Caldera wrote:
Alastar Frost wrote:

On the other hand, clonejumping has this very inflexible 24h timer, which, as stated above, makes it hard to change clones if you have ops each day at roughly the same time.


- jump clones should not be the ouf of jail card if you are in a strategically bad location for whatever reason.
- You should choose carefully where you are if you have ops.
- War on multiple fronts should be penalized, clones should not allow or reward that easily.

the cooldown of the jump clones should be raised to 7 days.


i'd expect such things to be said by ignorant hiseccers

also this whole idea is bad

Twitter: @EVEAndski

"It's easy to speak for the silent majority. They rarely object to what you put into their mouths."    - Abrazzar

Alastar Frost
The Scope
Gallente Federation
#17 - 2012-03-04 18:58:48 UTC
Pidgeon Saissore wrote:
I like the idea of the buffer for multiple clone jumps but I think your stability regeneration is too high. It should still be about a day to regenerate a clone jump but there should be room to have 3 or 4 jumps to use when full. Also I think podding should hurt you more then a clone jump. At the very least there should be an option to jump back to your immediately previous clone without penalty as the purpose of jump clones is to do a distant op and then return home.


I set the regeneration a bit higer assuming that getting podded also counts in when the system merges all clone changes into one system. The example for only using it to clone jump doesnt take that into consideration, so you end up with two jumps per day. But only if you have about 10h between the jumps, which means you log in twice a day with a lot of time between the logins, which is not the behaviour of people who have a job usually. So this would be a exteme case.

Of course this needs some carefull balancing, i agree. For the normal player, it should be around the same as with the timer, just more flexible. With all the ideas and concerns added into the weighting of the cost, it becomes much more complex than the simple examples i stated above Big smile