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Can someone explain why we need a 24 hour timer on jumping to a new clone?

Author
Warp Planet6
Tribal Liberation Force
Minmatar Republic
#101 - 2012-10-26 09:25:58 UTC
Tippia wrote:
Warp Planet6 wrote:
Spurty wrote:
Hmm

The more I read why you want the timer decreased, the more I'm convinced it should be increased
Same here.

All those desires of saving implants, fast travelling etc. make me think about increasing the cooldown timer. Maybe 36 hours.
Make it 35½ and you've got a deal. Blink


Alrighty Smile
Durzel
Questionable Ethics.
Ministry of Inappropriate Footwork
#102 - 2012-10-26 09:40:17 UTC
The timer should decrease based on your proximity to the clone you want to jump into really. A blanket 24 hour timer is as antiquated as learning skills.
Vera Algaert
Republic University
Minmatar Republic
#103 - 2012-10-26 09:50:11 UTC  |  Edited by: Vera Algaert
How about a jumpclone timer that is based on the distance between your current clone and the clone you are jumping to?

that would not solve my gripe with jumpclones (medical clones are overpowered for travel when compared to jumpclones, either remove the jumpclone timer or introduce a timer for how often you can change the location of your medical clone) but it would allow to differentiate between the "travel" (long distance) and the "implant storage" (short distance) functions.

.

Benilopax
Federal Navy Academy
Gallente Federation
#104 - 2012-10-26 09:57:49 UTC
The RP/lore reason for timers also breaks down with the new DUST implants, soldiers are zipping from clone to all over the galaxy.

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