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The Jump Clone Timer Needs to be reduced from 24h to 22h

Author
Vaal Erit
Science and Trade Institute
Caldari State
#21 - 2012-03-20 01:40:54 UTC
Those two hours make a gigantic difference. If I roam/mission at 0000-0200 and then JC out, when I log in the next day at 0000 I will not be able to JC back to roam/mission for 2 hours. So the 24 hrs timer really results in being stuck for 2 days rather than 1 day. So +1 to a slightly reduced JC timer.
Mortis vonShadow
Balanaz Mining and Development Inc.
#22 - 2012-03-20 01:41:16 UTC
I say we should be able to jump clone at will, its my brain, if I want to turn it to mush, I should be allowed to. Age old argument, others telling me what I can and can't do with my body. Amirite?

Some days you're the bug, and some days your the windscreen.                   And some days, you're just a man with a gun.

Tau Cabalander
Retirement Retreat
Working Stiffs
#23 - 2012-03-20 01:46:06 UTC
-2 hours per Informorph Psychology skill level Big smile
Ris Dnalor
Tribal Liberation Force
Minmatar Republic
#24 - 2012-03-20 01:53:08 UTC  |  Edited by: Ris Dnalor
I rhink....

using your jump clones should never have a time limit.

but that it should cost isk, based on the number of light years being jumped.

each successive jump between the same two downtimes should increase in price.

1st jump - 1m isk
2nd jump - 10m isk
3rd jump - 100m isk
4th jump - 1b isk

and so on.

isk-sink. Blink

https://forums.eveonline.com/default.aspx?g=posts&t=118961

EvE = Everybody Vs. Everybody

  • Qolde
Liang Nuren
No Salvation
Divine Damnation
#25 - 2012-03-20 02:26:07 UTC
Ris Dnalor wrote:
I rhink....

using your jump clones should never have a time limit.

but that it should cost isk, based on the number of light years being jumped.


I like this.

Quote:

each successive jump between the same two downtimes should increase in price.

1st jump - 1m isk
2nd jump - 10m isk
3rd jump - 100m isk
4th jump - 1b isk

and so on.

isk-sink. Blink


WTF m8?

-Liang

I'm an idiot, don't mind me.

Liang Nuren
No Salvation
Divine Damnation
#26 - 2012-03-20 02:26:35 UTC
Mara Rinn wrote:
I like the idea of a 36 hour jump clone timer myself.

Think about how long it takes you to recover from a heavy party. The next day you are nursing a hangover, the day after you start feeling better, it is not until the day after that you finally get back to a proper sleep schedule.

Oh, and add drawbacks which reduce the potency of all implant/hardwiringss and boosters by 20% for 4 hours. Jump clones are for people who plan tomorrow's activities, not those who see some shinier and more interesting thing to do right now.


Uh, so when did you give masternerdguy your forum password?

-Liang

I'm an idiot, don't mind me.

Keen Fallsword
Skyway Patrol
#27 - 2012-03-20 02:30:34 UTC
Or maybe just add option with buy time ? Like 50mil for ..... I dont know -5 hrs. It can be good for economy :D
Qvar Dar'Zanar
Ministry of War
Amarr Empire
#28 - 2012-03-20 02:31:08 UTC
I'm ok with the 23h idea.
Maxpie
MUSE LLP
#29 - 2012-03-20 02:33:35 UTC
Just make it once per downtime

No good deed goes unpunished

Elzon1
School of Applied Knowledge
Caldari State
#30 - 2012-03-20 03:01:20 UTC
Why is it that people want the jump clone timer to be so long?

Why not reduce it to 30 minutes or something?

Keep the timer as low as possible.

masternerdguy
Doomheim
#31 - 2012-03-20 03:07:59 UTC
Elzon1 wrote:
Why is it that people want the jump clone timer to be so long?

Why not reduce it to 30 minutes or something?

Keep the timer as low as possible.



Because it removes a precious element of freedom and strategy from the game. EVE is about the freedom to incur consequences and mitigating those consequences.

Things are only impossible until they are not.

Bo Bojangles
Interstellar Renegades
#32 - 2012-03-20 03:50:14 UTC
Kill all jumpclones.

Refund sp vested into infomorph and retire the skill.

Halve all jumpdrive ranges (hmm but double blops).

All of a sudden Eve feels bigger!! \o/
Elzon1
School of Applied Knowledge
Caldari State
#33 - 2012-03-20 03:57:30 UTC
masternerdguy wrote:
Because it removes a precious element of freedom and strategy from the game. EVE is about the freedom to incur consequences and mitigating those consequences.


Still seems like a useless limitation to me.

It would be more convenient for all of EVE to have little to no timer than to have a long one.

Sure, reducing the timer will change strategy... but this is EVE, adapt or die

This isn't a time based strategy game, its live and organic. The more stoppers you put on EVE the less organic it becomes which can cause people to loose interest in the game.

This is the whole reason for standardizing the naming conventions on modules, it lowers useless complexity and makes the game more playable.

Just an example of one of those "little things" that can more easily be changed to improve everyone's gaming experience

Kind of like the idea to increase the in-warp acceleration and deceleration time so as to make warping overall faster. With the added bonus of increasing the effectiveness of ships that warp really fast

Now, what I would really like to see is transferable attribute points to allow people to temporarily collect points supplied by other players to increase training speed. But that requires quite a bit more effort and there are other things to be considered... like creating a market interface for trading attribute points

So, I say reduce the jump clone timer down to a reasonable minimum (what the server can handle and *stuff*) so as to make the game more convenient and playable for everyone.

Overall game playability trumps in-game strategy any day.
Undistinguished Gray Suit
School of Applied Knowledge
Caldari State
#34 - 2012-03-20 05:16:40 UTC
Another option would be some sort of system that charges up like cap. If you clone jump once a day it's about 24 hours to recharge, but if you save up for a few days you can do 2 in a row.
Tippia
Sunshine and Lollipops
#35 - 2012-03-20 06:48:31 UTC  |  Edited by: Tippia
Elzon1 wrote:
Still seems like a useless limitation to me.
That's the whole point: to reduce the usefulness of having those special clones. It's a balancing solution and as a bonus it adds a planning, prediction, and preparation element and it also adds for the odd combination of allowing for instant travel without completely trivialising long-distance travel.

It's not a useless limitation — it's a limitation on usefulness, which is a very good purpose for it and it does it really well…

…aside from the 24h+ forward creep that the current timer creates, rather than making it a once-a-day thing.
Dirk Culliford
Zero G Universal Enterprises
#36 - 2012-03-20 07:05:33 UTC
Elzon1 wrote:
Why is it that people want the jump clone timer to be so long?

Why not reduce it to 30 minutes or something?

Keep the timer as low as possible.




Null alliances that can control all of 0.0 with instant travel clones? Traders that can switch market hub instantly rather than gamble on regional differences? Completely skipping the 'size' of eve, which is already far too small.

I remember when getting even your character in a frig to deep null sec was a long and dangerous exercise, do you have any idea how easy the game now is for travel?

Anyway, rant over.

Clone timers should depend on distance. Near instantaneous if you're in the same station, CONSIDERABLY more for cross region or universe jumps. 2 days min, preferably more.

Eve is big, 'deal with it'
DelBoy Trades
Trotter Independent Traders.
Stealth Alliance
#37 - 2012-03-20 07:14:47 UTC
A straight 12 hours would be fantastic.

Damn nature, you scary!

Mara Rinn
Cosmic Goo Convertor
#38 - 2012-03-20 07:16:06 UTC
Liang Nuren wrote:
Mara Rinn wrote:
I like the idea of a 36 hour jump clone timer myself.


Uh, so when did you give masternerdguy your forum password?


No, this is the real me. Maybe I am masternerdguy (he'll deny it of course), but the main issue I have with jump clones is the complete trivialization of travel. Hell, we can set our medical clone to a station we have never been to, pod ourselves and appear at the target station instantaneously.

Logistics is too easy.

Fighting a war on two fronts? Simple: set the reinforcement timers to a few hours apart. Fight at one POS, then transfer to the other clone with its collection of titans in the hangar (cos dock able supercaps, y'know) and continue fighting at the other POS on the other side of the galaxy.

How does that make sense? It doesn't.

If there is to be any opportunity for smallholders, the ability for large alliances to project power needs to be severely hampered. Just because this is the way the game works now doesn't mean this is the right way for it to work. Titans used to be able to doomsday through cynos. That didn't make sense either, so it got fixed. It used to be possible to make battleships fly faster than interceptors. That didn't make sense, so it was stopped.

Where is the challenge in running a Solar Empire when moving your soldiers around is as simple as pointing a finger? Where is the opportunity to attack an exposed flank when flanks can become the front line in a matter of minutes.

Perhaps reduce the clone jump timer to 8h, but require infrastructure in place to perform the jump: something akin to fluid routers which the alliance must install to allow a station to be used for clone transfers of any kind. Medical stations might allow a medical clone to be installed, but for jump clones at least one fluid router must be installed. This provides yet another point of weakness, especially if such routers act as deadspace projectors, and can only be accessed by sub-battleship vessels.

NPC space will already have these installed. Now imagine if the NPC corp standing of 8.0+ was required to activate a jump clone installed at their stations.

Yeah, crazy idea. People would no doubt unsubscribe enmasse due to playing havoc with their play style.

Logistics is too easy. The universe is too small.
Natasha Alfie
Ministry of War
Amarr Empire
#39 - 2012-03-20 07:21:36 UTC
IHaveCandyGetInTheVan69 wrote:
Oh dear.. he is back.



JC timers should be range based.

Universe - 24h
Regional - 12h
Constellation - 6h
Station (direct swap)

Possibly with a skill to affect timers, shouldn't impact their use for travel but would allow people to try more clones.

Also Advanced Infomorph giving +1 JC per level brining the total up to 10


I have to +1 this idea, it should make sense that the further I jump the greater the cooldown on being able to jump again.
Aqriue
Center for Advanced Studies
Gallente Federation
#40 - 2012-03-20 09:45:03 UTC
JC timer needs to be at least one week only between jumps, if you are going to invest then you better risk it. It needs to enforce more high risk, making you fly back the long way and increasing the chances of being podded. Plus, jumping should remove the same amount of SP as if you were podded so you never make advances in your training plan Twisted. Problem solved, EVE gets more risky and harsh.