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Player Features and Ideas Discussion

 
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Unlimited clone jumps for clones in the same station

Author
sabre906
The Scope
Gallente Federation
#1 - 2013-01-18 16:01:38 UTC
Unlimited clone jumps for clones in the same station. Does not trigger cooldown timer.

More pvp, more convenience, no insta-travel side effects.
Istvann
Republic Military School
Minmatar Republic
#2 - 2013-01-18 17:50:18 UTC
Didn't think you could have multiple clones in same station?
Mole Guy
Bob's Bait and Tackle
High Bear Nation.
#3 - 2013-01-18 21:36:44 UTC
last i heard, if u clone jump to a clone in the same station, the one u had was destroyed...

when did it change if it did? link?
Ines Tegator
Serious Business Inc. Ltd. LLC. etc.
#4 - 2013-01-18 21:38:11 UTC
I don't see any downsides. [Picard] Make it so. [/Picard]

Mole Guy wrote:
last i heard, if u clone jump to a clone in the same station, the one u had was destroyed...

when did it change if it did? link?


You can't. That would obviously need to be changed.
Scatim Helicon
State War Academy
Caldari State
#5 - 2013-01-18 21:45:52 UTC
Istvann wrote:
Didn't think you could have multiple clones in same station?

You can as long as one of them is the clone you're wearing at the time.

Every time you post a WiS thread, Hilmar strangles a kitten.

Kodiii
The Scope
Gallente Federation
#6 - 2013-01-19 01:29:48 UTC
I'll give you a +1, but I really don't think unlimited would be fair. The believe that the lore goes along the lines of that pod jumping is a fairly traumatic process for a pod pilot. And the idea o the 24 hour timer is that you can't keep switching between implants that give you an advantage.

However, I'd like to see an extra 1 or 2 jumps per 24 hours allowed for in the same station. Either that or reduced to 12 hours within the same station. I'm constantly having to choose 2 day cycles for pvp or making money, since my pvp clones are so much cheaper. I can clone jump in the morning and pvp for a day, but when my corp mates in other time zones log off at night, I cannot jump back to my other clone until the next day, where pvp might start again anyway. Therefore, it's a 36 hour time limit until I can truely jump back into my other clone without my decision possibly going bad.
Paikis
Vapour Holdings
#7 - 2013-01-19 02:42:14 UTC
Currently if you clone jump towards the end of your play session on day 1, you wont be able to jump until the end of your play session on day 2. This should change.

I'd rather see a skill you can train that reduces the jump clone timer by 60 minutes per skill rank. You're still effectively limited to one jump per day, but if you train it to 5, you will generally be able to jump again at the start of your play time the next day.
Gorn Arming
Deep Core Mining Inc.
Caldari State
#8 - 2013-01-19 03:11:50 UTC
Yeah, this needs to happen. The current system ends up hosing nullsec due to the disproportionate risk of pod loss (dictors, hictors, etc.) and this would be a trifling fix balance-wise.

Paikis wrote:
Currently if you clone jump towards the end of your play session on day 1, you wont be able to jump until the end of your play session on day 2. This should change.

I'd rather see a skill you can train that reduces the jump clone timer by 60 minutes per skill rank. You're still effectively limited to one jump per day, but if you train it to 5, you will generally be able to jump again at the start of your play time the next day.

Congratulations. Jump clone timer creep is a completely separate issue and has a different solution. Feel free to make your own thread somewhere else.
Paikis
Vapour Holdings
#9 - 2013-01-19 03:23:46 UTC
Gorn Arming wrote:
Congratulations. Jump clone timer creep is a completely separate issue and has a different solution. Feel free to make your own thread somewhere else.


You're not the boss of me!

I dislike the OP's idea, because it removes consequences (choosing your clone). I offered my suggestion as an alternative. If you don't like my posting in this thread, feel free to go ***** about it somewhere else.
Sigras
Conglomo
#10 - 2013-01-19 09:47:22 UTC
I think it should still be like an 8 hour wait, so you basically pick your implant set for that play session; this maintains consequences of making decisions, but doesnt constrain you as drastically.
Vaju Enki
Secular Wisdom
#11 - 2013-01-19 09:54:41 UTC  |  Edited by: Vaju Enki
They could also remove jump clones from the game.

Consequences to dying in EvE Online. Now we can't have that , can we?

The Tears Must Flow

Felsusguy
Panopticon Engineering
#12 - 2013-01-19 10:05:05 UTC  |  Edited by: Felsusguy
Kodiii wrote:
I'll give you a +1, but I really don't think unlimited would be fair. The believe that the lore goes along the lines of that pod jumping is a fairly traumatic process for a pod pilot. And the idea o the 24 hour timer is that you can't keep switching between implants that give you an advantage.

However, I'd like to see an extra 1 or 2 jumps per 24 hours allowed for in the same station. Either that or reduced to 12 hours within the same station. I'm constantly having to choose 2 day cycles for pvp or making money, since my pvp clones are so much cheaper. I can clone jump in the morning and pvp for a day, but when my corp mates in other time zones log off at night, I cannot jump back to my other clone until the next day, where pvp might start again anyway. Therefore, it's a 36 hour time limit until I can truely jump back into my other clone without my decision possibly going bad.

Clone jumping is traumatic, but only because our minds have a hard time handling the idea of transferring your consciousness through space. We can deal with it when podded because, well, our mind had other worries at the time. Transferring directly from one clone to another in station would be far less traumatic.

The Caldari put business before pleasure. The Gallente put business in pleasure.

Sedstr
#13 - 2013-01-19 10:40:02 UTC  |  Edited by: Sedstr
We can jump to a brand new clone via getting podded, once a minute if one cared to do it. I guess the trauma is made up for in ISK when updating the clone.

With this in mind, a similar fee to that charged for updating your clone should be charged for jumping between clones, and make it unlimited.

...

Kuro Bon
Test Corp 123
#14 - 2013-01-20 20:31:24 UTC
+1 -- BUT -- there needs to be some tradeoff.

A trade-off free +5 set that's used only when logged out doesn't sound like a good idea. Might as well just give everyone +5 and remove learning implants from the game.

Protip: 100M ISK per hour is about $3US an hour.

Kuro Bon
Test Corp 123
#15 - 2013-01-20 20:44:05 UTC  |  Edited by: Kuro Bon
Perhaps jumping to a clone could have a distance and skill point fee which is waived once per day.

Aka medclone cost times number of jumps / 3.

Protip: 100M ISK per hour is about $3US an hour.