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Regarding Jump Clones

Author
Nomistrav
Center for Advanced Studies
Gallente Federation
#1 - 2012-04-10 21:11:33 UTC
Personally, myself and a few others feel that the twenty-four hour timer should be somehow reduced either by a skill or by paying extra for the clone itself. It gets irritating having to jump back and forth over such a long period of time when the rest of your companions are out making kills.

If you did this in skill form you could give it either a two or three hour reduction per skill level:

Level 1 - 21 hours / 22 hours
Level 2 - 18 hours / 20 hours
Level 3 - 15 hours / 18 hours
Level 4 - 12 hours / 16 hours
Level 5 - 9 hours / 14 hours

Give it similar skill training as the battleships so level 5 is actually somewhat tasking to accomplish but well worth it in the end. Honestly, a twelve hour timer would help out immensely considering that a twelve-hour time frame is usually what it takes to wake up/finish work.

Please discuss.

"As long as space endures,

as long as sentient beings exist,

until then, may I too remain

and dispel the miseries of the world."

~ Vremaja Idama

Nomistrav
Center for Advanced Studies
Gallente Federation
#2 - 2012-04-11 06:49:25 UTC
Bumping in hopes that discussion will ensure >_>;

"As long as space endures,

as long as sentient beings exist,

until then, may I too remain

and dispel the miseries of the world."

~ Vremaja Idama

Robert Caldera
Caldera Trading and Investment
#3 - 2012-04-11 08:37:01 UTC
I feel clone jumping shouldnt be regular travel method and thinik the cooldown should be raised to 1 week.

0August0
Gooch Unlimited
#4 - 2012-04-11 14:02:06 UTC
I think clone jumping timers should be removed altogether.
Astroniomix
School of Applied Knowledge
Caldari State
#5 - 2012-04-11 14:39:10 UTC
Robert Caldera wrote:
I feel clone jumping shouldnt be regular travel method and thinik the cooldown should be raised to 1 week.


Actualy it is a fantastic way for industrial corps to **** with grief decers. SHORTEN THE TIMER!!!!!
RatKnight1
KarmaFleet
Goonswarm Federation
#6 - 2012-04-11 15:38:38 UTC
I think 24 hours is a bit much. How does it enhance my gameplay experience to jump 65 jumps to a system when I could just clone jump?
Robert Caldera
Caldera Trading and Investment
#7 - 2012-04-11 15:44:11 UTC
yeah travelling long distances should feel as it is, not click and teleport. Its part of the immersion.
Jumpclones for emergency situations are fine but the timer should be a multiple of what it is now, it shouldnt be for regular travel back and forth across the galaxy just because its comfortable and you want flying missions or whatever.
Astroniomix
School of Applied Knowledge
Caldari State
#8 - 2012-04-11 16:07:54 UTC
Robert Caldera wrote:
yeah travelling long distances should feel as it is, not click and teleport. Its part of the immersion.
Jumpclones for emergency situations are fine but the timer should be a multiple of what it is now, it shouldnt be for regular travel back and forth across the galaxy just because its comfortable and you want flying missions or whatever.

I hope to god this guy never finds out about carriers.
Robert Caldera
Caldera Trading and Investment
#9 - 2012-04-11 16:12:34 UTC  |  Edited by: Robert Caldera
ships with jump drives require cynos (a lot of cynos), chars, their placement and supply with cynomods/ships/liquid ozone and all. Jumpable ships need fuel to function, I'm absolutely fine with those.

If you think carriers are the same thing and fit into this discussion, why dont you simply use them as equivalent to clone jumps? They dont even have any sort of cooldown like JC have.
Astroniomix
School of Applied Knowledge
Caldari State
#10 - 2012-04-11 16:13:36 UTC
Robert Caldera wrote:
ships with jump drives require cynos (a lot of cynos), chars, their placement and supply with cynomods/ships/liquid ozone and all. Those are fine as they are.

Jumpclones require either standings or a rorqual. Neither of wich are easy to get at.
Robert Caldera
Caldera Trading and Investment
#11 - 2012-04-11 16:15:34 UTC  |  Edited by: Robert Caldera
Astroniomix wrote:
Robert Caldera wrote:
ships with jump drives require cynos (a lot of cynos), chars, their placement and supply with cynomods/ships/liquid ozone and all. Those are fine as they are.

Jumpclones require either standings or a rorqual. Neither of wich are easy to get at.


do not support the "idea" though.

If you feel the carrier thing is the same, why do you then ask for reduction of jump clone cooldown at all instead of simply using carriers?
Astroniomix
School of Applied Knowledge
Caldari State
#12 - 2012-04-11 16:17:45 UTC
Robert Caldera wrote:
Astroniomix wrote:
Robert Caldera wrote:
ships with jump drives require cynos (a lot of cynos), chars, their placement and supply with cynomods/ships/liquid ozone and all. Those are fine as they are.

Jumpclones require either standings or a rorqual. Neither of wich are easy to get at.


do not support the "idea" though.

Fair enough. At least you didn't rush in and go: "n0000000b ur 1deA sukz"
Astroniomix
School of Applied Knowledge
Caldari State
#13 - 2012-04-11 16:32:26 UTC
Robert Caldera wrote:


If you feel the carrier thing is the same, why do you then ask for reduction of jump clone cooldown at all instead of simply using carriers?

Carriers allow the rapid long distance transport of ships/modules in addition to working as pseudo short-range jump clones for those that can afford them. What makes jump clones balanced IMO is not the cooldown, but the fact that they only transport the person, not implants or ships. Meaning if you want to bring your stuff with you, you have to fly it there yourself or have it hauled.
Robert Caldera
Caldera Trading and Investment
#14 - 2012-04-11 16:35:50 UTC  |  Edited by: Robert Caldera
Astroniomix wrote:
Robert Caldera wrote:


If you feel the carrier thing is the same, why do you then ask for reduction of jump clone cooldown at all instead of simply using carriers?

Carriers allow the rapid long distance transport of ships/modules in addition to working as pseudo short-range jump clones for those that can afford them. What makes jump clones balanced IMO is not the cooldown, but the fact that they only transport the person, not implants or ships. Meaning if you want to bring your stuff with you, you have to fly it there yourself or have it hauled.


so if they are not the same as you admit it, why then do you bring them into this discussion?
They are not, so keep them away from this thread. Or if you think they ARE the same, then simply use them and dont ask for clone jump changes.
mxzf
Shovel Bros
#15 - 2012-04-11 16:37:33 UTC
I'd support changing the JC timer to something like 20h or so, to make it easier to (for example) JC out to somewhere halfway through your playtime one evening and then JC back the next day when you start playing. I don't think a skill for it is needed though, and I don't think it needs to be reduced drastically.
Joe Risalo
State War Academy
Caldari State
#16 - 2012-04-11 16:46:34 UTC  |  Edited by: Joe Risalo
Jump clone cooldown SHOULD NOT be removed all together. The reason is because this then becomes a major advantage to those with multiple jump clones or lots of isk for jump clone.

The reason I say this is because if you get podded, than without a cooldown timer, you can just take a clone, drop it in a station or super near or in the fight with several ships, then automatically jump right back into the fight.
While this would be nice and all for those who like to fight, it takes away from the sense of loss.
What's the point in having a battle if everyone just keeps coming back to the fight over and over again.

However, I do think their should be a skill to reduce it a bit.

Jump Clone Management

lvl 1 - 21.6 hrs
lvl 2 - 19.2 hrs
lvl 3 - 16.8 hrs
lvl 4 - 14.4 hrs
lvl 5 - 12 hrs


12 hrs is long enough to put a character out of a major battle unless they're will to travel the distance.

However, jump clones are used for more than just combat. They are often times used for logistical purposes, or to maintain PI or some other means in low/null.

When you restrict a player to 24 hrs, then they essentially log on, jump to a clone, do a small task, then log off for 24 hrs until they can jump back to another clone which is generally where all the action is that would keep them online and playing.

Reducing the cooldown to 12 hrs would mean less time players spend logged off waiting for their cooldown.
Astroniomix
School of Applied Knowledge
Caldari State
#17 - 2012-04-11 16:48:56 UTC
Robert Caldera wrote:
Astroniomix wrote:
Robert Caldera wrote:


If you feel the carrier thing is the same, why do you then ask for reduction of jump clone cooldown at all instead of simply using carriers?

Carriers allow the rapid long distance transport of ships/modules in addition to working as pseudo short-range jump clones for those that can afford them. What makes jump clones balanced IMO is not the cooldown, but the fact that they only transport the person, not implants or ships. Meaning if you want to bring your stuff with you, you have to fly it there yourself or have it hauled.


so if they are not the same as you admit it, why then do you bring them into this discussion?
They are not, so keep them away from this thread. Or if you think they ARE the same, then simply use them and dont ask for clone jump changes.

I think they are similar in function in regards to moving a person about. My main reason for bringing them into the discussion is that I disagree with the people who are against the ability to instantly travel long distances without the use of stargates. It's all balanced, jump clones let you move an infinite distance, but you cant bring anything with you. Carriers can only move a limited distance (and take longer). BUT you get to take your stuff with you.
Robert Caldera
Caldera Trading and Investment
#18 - 2012-04-11 16:57:03 UTC
IMO the fact you as character can travel instantly over infinite distances alone is broken enough not to shorten the cooldown at any circumstance, but make it even longer.
Astroniomix
School of Applied Knowledge
Caldari State
#19 - 2012-04-11 17:03:27 UTC
Robert Caldera wrote:
IMO the fact you as character can travel instantly over infinite distances alone is broken enough not to shorten the cooldown at any circumstance, but make it even longer.

I don't suppose you happen to be one of the many, many people we have trolled with this tactic? (also i like MX's idea the best. It keeps the costs relativly high but gets rid of the anoying "I'd join you guys but I still have 20 minutes left on my jump clone timer")
Gizznitt Malikite
Agony Unleashed
Agony Empire
#20 - 2012-04-11 20:18:26 UTC

I have several thoughts on this:

1.) JC's are easy to get. All you need is a rorqual, a titan, standings, or a player owned station. I think Chribba has a station in providence that you can get jump clones at for moreless nothing. Any person can travel to his station and install a JC.... there are also high-standing corps you can join to get JC's. As such, while JC's used to be hard to get, they aren't anymore...


2.) Jump clones are not the only means to cross the galaxy. You can clone hop by moving your med clone and suiciding your capsule, and you can fly through space. Both of these options are better for EvE, as they both have significant costs. Clone hopping requires Med facility access, requires viable destination point (usually setup with a corp office), gets expensive with high-sp characters, and you lose your implants to boot! Traveling takes time, and can even be risky. Given the "costs" associated

So, here's the fundamental question: Why do we have/need JCs?

IMO, JC's were introduced so people could segregate their clones into an every day clone, and specialized clones for specific activities (be it learning, flying a supercap, pro-mining, etc, etc). They were purposely created with a significant drawback (the 24 hr timer), so you couldn't be the master of all activities, anywhere and everywhere within the EvE universe. Frankly, they need an inconvenient timer, as it severely limits how much you can abuse the JC. IMO, JC'ing should not be the NORMAL mode of travel between regions and activities... that should be flying!!!!

I think 24 hours is pretty much the perfect period of time.... Its long enough that, assuming you have pretty much static play times, you can't continuously do multiple activities in multiple regions using JC's alone! This is a GOOD THING!!! By having a good length on you JC, you really enhance the value of activity-oriented implanted clones.... Getting into the mindlinked clone, or the +5 learning clone, now carries added risks or penalties... This makes them more valuable!!!

So, why do you need a reduced JC timer? What are you trying to accomplish? And what new penalties will you add to compensate.... A straight reduction isn't right in my mind... but perhaps coupled with a penalty it could be interesting...

Imagine that after a JC, you spooled up a charge:
After 12 hours, you had enough charge to JC a 8 light years distance,
After 24 hours, 16 LY's, (Carrier distance)
After 48 hours, 48 LY's, (To Highsec)
After 72 hours, 192 LY's, (Anywhere).

This way, if you are fighting an offensive war on the opposite side of the map, having everyone JC back to defend home means you leave the offensive front for a couple of days... or else everyone has to med clone back and forth (which is far more taxing on the playerbase).

It also means, if you're a Nullsec PvP'er that tries to make their money in highsec, they have to compromise between their nullsec and highsec activities...
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