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SKILL - Advanced Infomorph Psychology

Author
Balthazar Lestrane
Dirt 'n' Glitter
Local Is Primary
#41 - 2013-07-12 02:22:43 UTC
Daniel Plain wrote:
Kirimeena D'Zbrkesbris wrote:
StRaWbErRy MuFfInGiRl wrote:
Advanced Infomorph Psychology (8)
Reduce jump delay for JumpClones by 2% per level, if target clone is in same station reduce by 17.5% instead.


Fixed it for you.

So @lvl5 you get 21hr 36min for jumping somewhere else and 3hr delay for swapping clones on station.

there is no point in having two clones in the same station.


What rock did you crawl out from under? Two clones in 1 station means I can fleet up, deploy halfway across the cluster and when fleet stands down, I don't worry about traveling back. Jump to home clone and get the other back when I have the free time.

As for OP.. eh. I don't really see the need to be honest. Are you jumping clones that often? 1 hour reduction seems fine though, no more. As for the name.. Jump Clone Efficiency.
Sigras
Conglomo
#42 - 2013-07-12 08:58:05 UTC
Sergeant Acht Scultz wrote:
BlakPhoenix wrote:
This idea will only make it easier for big alliances to control more area and to defend their space on more fronts. Have an attack coming from 4 different areas? No worries, you can be at each location to save the reinforced timers every 6 hours, yippee!


Well you still fail to explain why it makes easier or bring a proper argument.

Open clone facilities, check the closest friendly/neutral station with clone facilities -and you'll even be told by your alliance which one to have a clone over there- set new clone home pay a couple isk, undock self destruct or ask someone to kill your pod.

1min travel

-For the same distance passing through jump bridges can take you 30min with a cloak ship or 1h+ depending on traffic
-For the same distance bridge with a Titan/Blops requires a lot of organization, fuel and in the end the trip will be even slower if you factor all time spent preparing etc.

In both cases takes me time, a lot of time I can counter by pod destruction and travel at each of those 4 areas in about 1 min per trip

So no, the simple fact you can jump clone every 6h just for the sake of a random number doesn't makes it any more powerful than already is but instead brings more pvp.

I give you a reason why jump cloning timer lowerr is not any more powerful than you can already do by now and convinced this improves pvp.
This kind of thread pops several times a year and yet, not a single person and there were hundreds if not thousands against this always failed to bring a single argument that isn't based on false assumptions and many wet dreams.
Yet their arguments are far from having a positive effect in pvp or ever had any success proving this would be OP except express their paranoia.

the fact that pod cloning is also OP isnt an argument for making jump cloning OP too.

If anything, pod cloning needs to be nerfed. We need to make it more difficult for large alliances to control vast swaths of space, not less difficult. IMHO, you shouldnt be able to move your med clone from where you bought it unless you bought it in a player controlled station in which case when they cancel your clone contract your med clone would revert back to your home system.

If you want to travel in new eden you need to do it in a space ship not a data stream.
Daugar Draaken
EBSTF Holdings
#43 - 2013-07-12 15:05:49 UTC
I support this notion. It makes for far more flexible choices. The benefit should however be
1 - very high training increment, as well as
2 - each step should offer tangible benefit.

I'd say a X10 skill for training, and at least 2.5 hours benefit for each level of training.

Ellendras Silver
CrashCat Corporation
#44 - 2013-07-13 15:50:20 UTC
Daugar Draaken wrote:
I support this notion. It makes for far more flexible choices. The benefit should however be
1 - very high training increment, as well as
2 - each step should offer tangible benefit.

I'd say a X10 skill for training, and at least 2.5 hours benefit for each level of training.


no and no

[u]Carpe noctem[/u]

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