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Tryss DeVir
Defenders of Order
0
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Posted - 2011.12.03 20:05:00 -
[1] - Quote
Infomorph Physiology
10% reduction per level in the time required between jump clone activations
primary attribute: Intellegence secondary attribute: memory training time multiplier: x5 level: 1
prereq: Science Lvl 5, Biology Lvl 1, Infomorpgh Psychology lvl 1
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Chocolate Roll
Degenerate Corp Forsaken Knights
0
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Posted - 2011.12.03 22:50:00 -
[2] - Quote
o/
Not sure if this is a troll... hmm...
I actually think this is a good idea! However, could be exploited by those guys that stay logged on 23/7. I think a 5% bonus as opposed to 10% is more in order.
I also think the prerequisite skills need adjusting, to:
prereq: Science Lvl 5, Biology Lvl 4, Infomorpgh Psychology lvl 5
+1 (with tweaks) |
Mortrius
Defenders of Order Ishuk-Raata Enforcement Directive
10
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Posted - 2011.12.04 04:12:00 -
[3] - Quote
I'm in support of something along these lines. Would make things a lot more flexible. |
Alexander Yukari
TerraNovae Workers Trade Federation
8
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Posted - 2011.12.04 16:04:00 -
[4] - Quote
10% seems bit high.
Make it 2% per level.
Also we need next tier of Infomorph Psychology. 6 Clones is not enough. |
mxzf
Shovel Bros
195
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Posted - 2011.12.04 17:34:00 -
[5] - Quote
Alexander Yukari wrote:10% seems bit high.
Make it 2% per level.
Also we need next tier of Infomorph Psychology. 6 Clones is not enough.
Um, 2% per level means that you can re-jump a max of 2.5h sooner. Nowhere near worth it for a tier5 skill.
At 10% per level you get a max of 12h reduced time (for most of a month spent training that one skill). A more realistic guess for most people would be that they'd go to lvl 3 (about a day of training) or 4 (most of a week of training). Those would give about 7h or 9.5h reductions in the jump time (which is just about right to jumpclone out one evening and then jumpclone back after work the next day). |
Lady PimpStar
Royal Amarr Institute Amarr Empire
0
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Posted - 2011.12.04 19:55:00 -
[6] - Quote
I support this!! Make it happen! I mean all I do is log off for the day anyway and wait for the clone to come back up when I was in 0.0. It was so annoying now I just don't even bother with 0.0 at all and keep clones as Implant holders. |
Zhilia Mann
Tide Way Out Productions
130
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Posted - 2011.12.04 20:36:00 -
[7] - Quote
There was an old thread (thinking 2+ years) in F&I suggesting that implants and location changes be disentangled. Basically, the idea was to offer a new headpiece that's not cheap, but it's something you can carry around with implants in it if you so desire. It's destroyable just like any other item in inventory. In a station, though, you can swap it out so you're now carrying the implants that used to be in your head and the ones you were carrying are plugged in.
This always struck me as a great idea. It encourages more people to buy more implants, which is an overall ISK sink. It allows pirate implant sets to be more widely used. AND, it gets around the whole "making EVE smaller" issue that just allowing wily nily jump cloning across New Eden would create.
So basically, I'd say it's not a bad idea. I just think there are other ways to implement it that would have more and better ramifications for EVE as a whole. |
Tippia
Sunshine and Lollipops
1888
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Posted - 2011.12.04 20:59:00 -
[8] - Quote
mxzf wrote:Um, 2% per level means that you can re-jump a max of 2.5h sooner. Nowhere near worth it for a tier5 skill. So make it a rank 1 skill. 10% is indeed a bit much. GÇ£If you're not willing to fight for what you have in GëívGëí you don't deserve it, and you will lose it.GÇ¥
If not, contact Miss DSA to shed your wardecs. |
Tau Cabalander
Retirement Retreat Working Stiffs
166
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Posted - 2011.12.04 21:50:00 -
[9] - Quote
If you want a dev to see it, you should post this as a CSM proposal in their fourm, or in the ideas forum. |
Alexander Yukari
TerraNovae Workers Trade Federation
8
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Posted - 2011.12.04 22:08:00 -
[10] - Quote
Tippia wrote:mxzf wrote:Um, 2% per level means that you can re-jump a max of 2.5h sooner. Nowhere near worth it for a tier5 skill. So make it a rank 1 skill. 10% is indeed a bit much.
This, 12h is way to good to even get considered by devs.
2-3hs will be great for people that play everday at same time, allowing them to jump right after they log.
Make it rank 1 or 2 and problem solved. |
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Heun zero
Aegis Evolution Soldiers 0f Fortune
6
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Posted - 2011.12.04 22:17:00 -
[11] - Quote
/signed |
Yakumo Smith
The Forsakened Companions
3
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Posted - 2011.12.06 13:18:00 -
[12] - Quote
Agreed with those suggesting a shorter time.
For me, the most frustrating jumps are the ones where i'm having to wait another few hours to jump into action. Having a skill that could shorten the jump time to 20 hours would be perfect for me without it being rediculously over powered.
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IceBergSlim
Royal Amarr Institute Amarr Empire
0
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Posted - 2011.12.06 17:22:00 -
[13] - Quote
Tryss DeVir wrote:Infomorph Physiology
10% reduction per level in the time required between jump clone activations
primary attribute: Intellegence secondary attribute: memory training time multiplier: x5 level: 1
prereq: Science Lvl 5, Biology Lvl 1, Infomorpgh Psychology lvl 1
What a good idea. Nice one. |
Tryss DeVir
Defenders of Order Ishuk-Raata Enforcement Directive
6
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Posted - 2011.12.07 00:33:00 -
[14] - Quote
edited original post to be in-line with comments
2.5% per lvl (36 mins) (max 12.5% (3hrs off JC timer)) |
Stampertje'n
DPB Corporation
0
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Posted - 2011.12.07 11:11:00 -
[15] - Quote
nice idea :) |
Shivus Tao
Broski Enterprises Elite Space Guild
103
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Posted - 2011.12.07 12:36:00 -
[16] - Quote
I'd be happy with a rank 1 skill that at level 5 shaved 30 minutes off the timer. |
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