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Jump Clones for Idiots.

Author
Khaz Taron
Brutor Tribe
Minmatar Republic
#1 - 2011-11-25 10:31:50 UTC
Hi I am new.

I want to use Jump Clones but the guide I read is confusing.

I don't consider myself dumb. I think the guide was maybe over complcated.

Can anyone who uses them on a day to day basis help me with simple bullet points.

I am scared to lose my implants. I think there is a chance of doing that by jumping incorrectly?

Thanks for your input or help.

Khaz
Jenn Makanen
Doomheim
#2 - 2011-11-25 10:52:50 UTC
1: Get Informorph psychology. 1 level = ability to have 1 jump clone. 2 = 2 clones. and so on. 3 is quick to train to so start there.
2: Get a npc corp (Who have a station with medical) standing to 8. Either by grinding, or by joining a corp that does it. (Jump frog or similar)
3: Go to a station for that corp, with medical. Use the medical screen to install a jump clone.
4: Fly to another station (another system is a good idea). Pause your training. Jump to your new clone. restart your training. install any implants you want in that clone. Install a new jump clone.
5: When the 24 hour timer is up, repeat step 4.

If there are sufficient stations with medical, with the npc corp, nearby, you can skip the jumping step and just fly round them, dropping off jump clones.


Notes:
1: If you are in a station with a jump clone, do not jump to another clone. This would destroy one of your clones at that station. This happens regardless of if you're jumping to the clone at that station, or another clone.
2: When you jump to another clone, you leave a clone behind in the station you were in. That station doesn't need medical. The requirement for a medical station is just for creation of a clone
3: Implants are clone specific. When you jump, you leave them behind, and get the set installed in the new clone. Have clones for different kinds of training, to reduce your outlay. (a int/mem clone, a per/will clone, and so on)
4: Seriously consider using one of the clone corps, if you're not already close on standing.
5: It's a 24 hour timer between jumps, started when you jump.
6: You can visit stations with clones installed at them. just don't clone jump while you're at them.
Khaz Taron
Brutor Tribe
Minmatar Republic
#3 - 2011-11-25 11:06:34 UTC
Cheers Jenn.

That helps me a lot.
Nerath Naaris
Pink Winged Unicorns for Peace Love and Anarchy
#4 - 2011-11-25 11:17:33 UTC
All you ever need to know about Jump Clones you will find here:


http://dl.eve-files.com/media/corp/EstelArador/jumpclone_guide.pdf

Je suis Paris // Köln // Brüssel // Orlando // Nice // Würzburg, München, Ansbach // Saint-Étienne-du-Rouvray

Je suis Berlin // Fort Lauderdale // London // St. Petersburg // Stockholm

Je suis [?]

Tippia
Sunshine and Lollipops
#5 - 2011-11-25 19:18:42 UTC
The first problem with jump clones is their name, or more specifically, that they share naming similarities with medical clones.

So let's rename those two: medical clones are “SP insurance contracts” and jump clones are “teleportation pads”. Also, the cloning station service is now your “Insurance office”.

Your teleportation pads are very simple to use: you always have one in your pocket, and you can pay to have new ones installed at your local insurance office if they like you enough (why there? probably some hugely complicated legal reason — better not to ask). When you activate your teleportation pad, you arrive at the location of one of your previously bought pads. Of course, the pad you used can't come with you — that would be like shipping a packing crate inside itself — so it stays where you were when you activated it. However, since you arrived somwhere where you have a different teleportation pad, you pick that one up and keep it in your pocket throughout your travels. It can't be used until 24h after you've picked it up, though. This way, once bought and teleported to, you can move your teleportation pads anywhere you like — they don't have to stay at the insurance office where you bought them.

There are two main caveats with teleportation pads (one of which is also quite beneficial): first, if you try leave two telepads in the same station, you will lose one (again, who knows why… maybe the maid thinks you're spreading to much junk on the floor and simply bins the first one she finds). So if you're in a station where you already have a pad, go somewhere else before using the one you carry in your pocket (rumour has it that these days, you can indeed jump from one pad to another in the same station without losing either one of them, but even if that's true, it's just good practice to learn not to use the pad in your pocket if you have another one in the same station).

Secondly, teleportation pads can't teleport implants for some reason. Instead, any implants you have will be stored in a negative space wedgie inside the pad until you teleport back to it — when you arrive at the other end, any implants stored in that telepad will be shoved right back inside you before you even get a chance to put the pad in your pocket. This means you can use teleportation pads to safeguard your hideously expensive implants in the safety of such a wedge while you jump to a different telepad and then go off and get yourself blown up.

…oh, and as an added bonus, your friendly Rorqual or Titan-driving neighbour can actually install a telepad vending machine into his ship, so you don't have to go to an insurance office and act all friendly towards them to get a new pad. Not counting the one you always carry in your pocket, you can have as many teleportation pads as your level in Infomorph Psychology.

Now, on the topic of blowing up, when that happens, your SP insurance policy is activated and you wake up at the insurance office where you bought that policy (just outside the door so that, while still dazed and confused from the experience, they can fleece you with a new contract). Any implants you had are blown up, unless they're stored in one of those space wedgies in the telepads you've strewn all across space. Beyond that (and having to buy both at an insurance office unless someone you know has bought one of those vending machines), your telepads and your SP insurance have absolutely nothing to do with each other. No matter where you have teleported to, if you get blown up, your SP insurance kicks in and you wake up in front of the insurance office (the telepad you had in your pocket is still in your pocket).




…idiotic enough? P
Nerath Naaris
Pink Winged Unicorns for Peace Love and Anarchy
#6 - 2011-11-25 22:18:10 UTC
Perhaps it helps if you see the Medical Bay as "spawning point".
No matter which of your Jump Clones you presently use, if you get killed, you will awaken at your "spawning point"

Je suis Paris // Köln // Brüssel // Orlando // Nice // Würzburg, München, Ansbach // Saint-Étienne-du-Rouvray

Je suis Berlin // Fort Lauderdale // London // St. Petersburg // Stockholm

Je suis [?]

Baneken
Arctic Light Inc.
Arctic Light
#7 - 2011-11-27 14:39:55 UTC
Idea with a jump clone is that you have max. 5 extra clones; each must have their own set of implants.
Idea is simply to allow you to change your set of implants once per day without destroying those implants in the process.

So once you have 8.0+ standing for a corp (or have access to player run 0.0 station that has a medical lab), you can then install a clone to that station remotely.
So you now have 1 + 1 clones of which one might be at the other side of the galaxy; each day (24h) you may instantly travel that distance by 'jumping in to another clone' and you appear at the station that you have left your 'jump clone'.
Ofc. you have to buy all the implants, ships and what have you at your destination once you have jumped.