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HeXxploiT
Big Diggers Get Off My Lawn
180
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Posted - 2015.08.23 03:11:47 -
[1] - Quote
Allow multiple clone jumps daily if done from the same station or system.
I think a change like this would make a great many of us pilots happy while at the same time not skirting a system that was put in place primarily to prevent players from getting around the galaxy too easily.
Any downsides to this anyone can think of? |
Mag's
the united
20157
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Posted - 2015.08.23 09:23:56 -
[2] - Quote
As a player that only had his jump clones in two systems next to each other, I can agree. I didn't use them to travel, it was dependant on what ship I was requested to use.
This has been requested before a few times, but the clone system seems to have issues with the amount of clones at a station. I guess it's old code.
As far as downsides are concerned, there could well be some. I'm not seeing many atm.
Destination SkillQueue:-
It's like assuming the Lions will ignore you in the Savannah, if you're small, fat and look helpless.
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Black Pedro
Yammerschooner
1445
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Posted - 2015.08.23 12:28:53 -
[3] - Quote
The main downside is that it completely circumvents the choice you are suppose to make between the advantages of each clone. It allows you to benefit from combat enhancing bonus while undocked and learning enhancement bonuses (or industry bonus ) when docked essentially at the same time. You get to have your cake and eat it too - you are suppose to choose enhanced training or enhanced combat effectiveness.
I think it would be better to at least remove learning implants completely before implementing this otherwise you just make it mandatory to hop to your training clone every time before you log off reducing the mechanic to pointless busywork. But if implants were all just combat/resource gathering buffs I see no reason why you shouldn't be able to hop from a frigate clone to BS clone, or a armour clone to a shield clone, or a mining to a combat clone in the same station. It would reduce the consequence of the choice a little (you can fly both frigates and battleships with bonuses on the same day), but wouldn't really break anything and might encourage people to undock.
I am sort of on the fence. I think though CCP won't touch it in any case until they revisit the attribute and learning implant situation. |
Mag's
the united
20159
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Posted - 2015.08.23 20:28:12 -
[4] - Quote
Well I did consider the whole learning implant and training situation, but dismissed it. Mostly due to CCP's current view on attributes and their removal. Chances are more than ever, that they'll end up going. Although by no means a certainty.
While I do see the point made in regards to having your cake and eating it, I have another view to it. Sure some will change their clones and move into another for combat PvP. But many like me will be jumping into ones with pirate implants. Like those pilots, I would like to utilise the clones I have already. I want to risk them in PvP, I want to use them to their full ability. But ship choice is often made, because of what clone I'm in. A rather strange mechanic to have in that regard.
I don't think the cost risk is an issue in this situation, as pirate implants and the hardwirings that tend to come with have a higher cost. Sure some may jump into clones with no implants, but will this only occur with learning implants? Some use learning implants as an excuse not to PvP, but I've never believed that reasoning. They'll find some other reason not to anyway, even if this change happened.
Destination SkillQueue:-
It's like assuming the Lions will ignore you in the Savannah, if you're small, fat and look helpless.
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Malcanis
Vanishing Point. The Initiative.
16965
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Posted - 2015.08.24 19:08:59 -
[5] - Quote
Black Pedro wrote:The main downside is that it completely circumvents the choice you are suppose to make between the advantages of each clone. It allows you to benefit from combat enhancing bonus while undocked and learning enhancement bonuses (or industry bonus ) when docked essentially at the same time. You get to have your cake and eat it too - you are suppose to choose enhanced training or enhanced combat effectiveness.
I think it would be better to at least remove learning implants completely before implementing this otherwise you just make it mandatory to hop to your training clone every time before you log off reducing the mechanic to pointless busywork. But if implants were all just combat/resource gathering buffs I see no reason why you shouldn't be able to hop from a frigate clone to BS clone, or a armour clone to a shield clone, or a mining to a combat clone in the same station. It would reduce the consequence of the choice a little (you can fly both frigates and battleships with bonuses on the same day), but wouldn't really break anything and might encourage people to undock.
I am sort of on the fence. I think though CCP won't touch it in any case until they revisit the attribute and learning implant situation.
The risk:reward factor is adequately served by undocking.
"It is difficult to get a man to understand something, when his ISK/hr depends upon his not understanding it!"
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Black Pedro
Yammerschooner
1458
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Posted - 2015.08.24 20:40:28 -
[6] - Quote
Malcanis wrote: The risk:reward factor is adequately served by undocking.
But once moved to your base, you would never have to undock in your learning clone and yet still benefit from it whenever you were logged off or even in station. And also benefit from your combat clone all the time when you undock.
At least now, you have to choose one or the other. I am not saying that doesn't have it's own problems, but allowing you to switch between them at will removes the trade-off between the two choices. You get full combat effectiveness with no (ok, minimal while undocked) loss in training bonus. |
Chance Ravinne
WiNGSPAN Delivery Services The WINGSPAN Logo Alliance
472
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Posted - 2015.08.27 13:56:47 -
[7] - Quote
Ideally learning implants will die and this feature can be integrated into the game with no reservations. If not perhaps a bonus could be applied, like 75% jump clone delay reduction when changing clones in system/station.
You've just read another awesome post by Chance Ravinne, CEO of EVE's #1 torpedo delivery service. Watch our misadventures on my YouTube channel: WINGSPANTT
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Ben Fenix
Net Neutrality
17
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Posted - 2015.08.27 16:22:01 -
[8] - Quote
Chance Ravinne wrote:Ideally learning implants will die and this feature can be integrated into the game with no reservations. If not perhaps a bonus could be applied, like 75% jump clone delay reduction when changing clones in system/station.
I sort of agree with this. Remove implants / Remove podding. Make clone jumping from anywhere possible, instantly destroying the ship you are in and implants. Make the button very easy to hit accidentally, generate lots of plexing for CCP.
Capital Ships Matter !
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