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Verone
Veto Corp
227
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Posted - 2012.02.26 13:43:00 -
[1] - Quote
Jumpclones are a fantastic thing, but in their current form they're very gimped.
There's been a number of people I've spoken with who'd like the timers reduced so that they can be part of more than one CTA in a day using more than one implant set, but can't do so due to the 24 hour cool off timer.
Given the current state of PvP in Eve, a lot of corporations are swapping between fittings and gang styles such as going from fast moving buffer fitted shield gangs with logistics support, to heavier groups of AHACs with guardian support. Often CTAs for corporations are to the point where there's two within a 24 hour timeframe, and people end up stuck in the wrong set of implants for the fleet they want to be a part of.
Obviously jumpclones with a simple reduction in timer are a bad idea, because they can be used for "I am the monkey, I can go anywhere!" style shenanigans, effectively bypassing a lot of travel. The timers however do need addressing as they're counter productive to the operations of a lot of corporations.
Proposal : Reduction of jumpclone cooldown timer via high rank skill.
Quote:Skill name : Infomorph Recovery Primary Attribute : Charisma Secondary Attribute : Willpower Training Time Multiplier : 16x
Prereqisites :
Science IV Biology IV Infomorph Psychology IV
Description :
Psychological training that expedites cranial recovery from the jump cloning process. The effects of having one's consciousness detached from one's physical form, scattered across the galaxy and then downloaded into a fresh clone can be very unsettling to the unprepared mind.
Effect : 10% Reduction in jumpclone cooldown timer per level.
Pros & Cons :
Governing the timer via a high rank skill means that those people who feel the need to have a faster jumpclone recovery time have the means to reduce the timers, however it comes at the cost of dedicating significant time to the training, as well as a remap to increase charisma for the duration of the training.
Making the skill the same rank as a racial Titan skillpack means that people who only decide to train it to level IV still have to invest a significant amount of time into doing so in order to get the benefit from it.
Further benefits mean that small gang and solo pilots can have faster access to their clones to move around and diversify their fittings more without having to wait 24 hours to swap implant sets or move to a new sphere of operations. The move to a trainable reduction in cooloff time between jump clones would empower small corporations to be able to be more versatile with what they can field.
If you're feeling the same about the jumpclone system being gimped, feel free to like this post and spread the link around. The more people who see it the better.
Verone CEO & Executor Veto Corp WWW.VETO-CORP.COM |
Dame Death
Kal'tu clan
0
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Posted - 2012.02.26 13:58:00 -
[2] - Quote
Knew if i bitched about jc's long enough someone would word it right here, +1
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Scrutt5
Spiritus Draconis
2
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Posted - 2012.02.26 14:01:00 -
[3] - Quote
Nice Idea, current system needs addressing for sure. |
Cyber Ten
New Eden Renegades
0
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Posted - 2012.02.26 15:18:00 -
[4] - Quote
+1
Seems like a good way to improve the current system without breaking it. |
Dax Jr
Ivory Research LLC Darkmatter Initiative
3
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Posted - 2012.02.26 15:32:00 -
[5] - Quote
Verone wrote:"I am the monkey, I can go anywhere!"
+1
This will also serve to encourage carebears to try out PvP. More PvP is good for everyone.
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Tekashi Kovacs
Golfclap Inc
6
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Posted - 2012.02.26 20:26:00 -
[6] - Quote
I like reducing JC cooldown idea, but not so much via adding ANOTHER skill. Theres enough skills in game already. Someone said it would take 24 years to learn all of them and the more skills the bigger gap between new and old players becomes.
Also an x12 multiplier is still nothing hard to beat, I could train it while not logging into the game even once, so?
I would simply add an secondary effect to Isomorph Psychology reducing clone jumps.
So yeah I support this, but I still could do it better. :) |
Drake Draconis
Nexus Advanced Technologies Fidelas Constans
345
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Posted - 2012.02.26 20:33:00 -
[7] - Quote
Tekashi Kovacs wrote:I like reducing JC cooldown idea, but not so much via adding ANOTHER skill. Theres enough skills in game already. Someone said it would take 24 years to learn all of them and the more skills the bigger gap between new and old players becomes.
Also an x12 multiplier is still nothing hard to beat, I could train it while not logging into the game even once, so?
I would simply add an secondary effect to Isomorph Psychology reducing clone jumps.
So yeah I support this, but I still could do it better. :)
Stop ####ing about SP's and grow up for once...
if people really want the benefit of reduced JC's which is likely not going to happen but if it does...it should be a skill book on principle.
================ FloppieTheBanjoClown for CSM 7! |
Smiling Menace
Star Nebulae Holdings Inc.
139
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Posted - 2012.02.27 12:31:00 -
[8] - Quote
You know once upon a time people used to travel from system to system and region to region using gates. These were fun times as you had lots of little fights all over the place. Small gangs would roam around and run into other small gangs. Things would go boom and people were happy as they had fun, win or loose.
Now, people have Jump Bridges, Titan and to a lesser extent Black Ops bridging and with this new proposal, Jumpcloning (that even a word? if not, should be) all over EVE.
It's a good idea to get people into fleets but kind of has a knock on effect in actually reducing PvP as it's hard to kill someone that jumps from one station to the next.
I know CCP seem to be thinking the same thing when the nerfed (or fixed?) Jump Bridges so I am not sure if this one would be one that CCP would like.
Personally I like this idea but that's for selfish reasons as I don't want to fly all over EVE if I can just Jump Clone to a new place instead. |
Gypsio III
Dirty Filthy Perverts
204
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Posted - 2012.02.27 13:20:00 -
[9] - Quote
A better idea would be to increase the timer to one week. |
JitaPriceChecker2
State War Academy Caldari State
23
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Posted - 2012.02.27 18:01:00 -
[10] - Quote
Just make a cool down timer dependent upon jump range and nerf suicide travel ....... |
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Vertisce Soritenshi
Varion Galactic Tragedy.
1110
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Posted - 2012.02.27 18:30:00 -
[11] - Quote
So in the end with your skill maxed out the cool down timer will be at minimum 12 hours? I could live with that. +1 I think a new skill to train is the right way to do that as well. EvE is not about PvP.-á EvE is about the SANDBOX! - CCP!-á Open the door!!! |
Tidurious
The Dirty Rejects Scelus Sceleris.
107
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Posted - 2012.02.27 20:32:00 -
[12] - Quote
I don't think that jumpclones should be used more than once/day. That would allow for too much instant-travel; you should live with your decision of what you're flying for a day.
I would agree with a skill that reduces the jumpclone cooldown period to, say, 20 hours at the shortest to allow players to log in the next day and not have that annoying 30min wait, but I think that jumpclones used more often than that would be bad for the game and would result in large fleets able to move too quickly. |
S'totan
Neo Spartans Ctrl.Alt.Elite
8
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Posted - 2012.02.27 21:15:00 -
[13] - Quote
+1 from me. This has been a need for a long time. |
Vincent Athena
V.I.C.E. Comic Mischief
502
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Posted - 2012.02.27 22:25:00 -
[14] - Quote
How about no skill needed, but if the clone jump does not result in a location change, you can do it in just a few hours after your last clone jump. That way you can jump into a clone with different implants quickly, but you still need 24 hours before you can jump across the universe.
It could even be fit into lore: Sending your mind across the universe is stressful, and can only be done after a 24 hour recovery period. But if you and your clone are in the same station and so can be hard wire connected the stress is much less and the jump can be done just a few hours after your last jump. I am running for the CSM. Take a look at my ideas. http://vincentoneve.wordpress.com/ |
Agustice Arterius
Couch Athletics
6
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Posted - 2012.02.28 01:56:00 -
[15] - Quote
To me it seems hand in hand with alts, the lesser amount of restrictions on jump clones, the less of a bonus players get from multiple accounts, in some small ways anyway
As a person who only uses one account and one character, I like the idea, but I also see many reasons why other players would be oppose to it
However, anything below 12 hours is pushing it, and anything below 6 would be nearly game breaking |
Akrasjel Lanate
Black Thorne Corporation Black Thorne Alliance
613
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Posted - 2012.02.29 11:07:00 -
[16] - Quote
Good idea Verone but dosn't 10% per lvl is to high maby 5% would be beter ? |
Princess Bride
Corripe Cervisiam Trade Consortium
167
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Posted - 2012.03.02 05:55:00 -
[17] - Quote
Why not just replace the arbitrary 24 hour timer with an arbitrary 12 hour timer? http://eveprincessbride.wordpress.com/ |
Arduemont
Malevolent Intentions Ineluctable.
1
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Posted - 2012.03.02 14:14:00 -
[18] - Quote
I support this idea in all of its details.
CCP are always saying they need new skills for vets to train, and this would be an obvious one.
Some people are saying it makes people too mobile, and that it causes less kills because people wont be traveling through space. I disagree. I think if its dangerous to do on their own people just don't travel there at all. Better to be able to jump down to a PvP centered area, such as out in nullsec, than to not have people out there at all. I think it will encourage PvP, not hinder it. |
MinorFreak
Militaris Industries Cascade Imminent
15
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Posted - 2012.03.05 01:01:00 -
[19] - Quote
i support this idea. I'd always thought have it even simpler would help: 1 jumpclone and skill level = how many times a day you could jump. seemed simple enough.
obviously you'd get the whiny "but i have slave implants in 6 jumpclones waaaah" that would veto this idea (no pun intended verone) |
AnzacPaul
Invictus Australis Northern Coalition.
96
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Posted - 2012.03.05 07:16:00 -
[20] - Quote
Princess Bride wrote:Why not just replace the arbitrary 24 hour timer with an arbitrary 12 hour timer?
This |
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Mr Burns91
Yulai Guard 1st Fleet Yulai Federation
0
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Posted - 2012.03.06 04:37:00 -
[21] - Quote
AnzacPaul wrote:Princess Bride wrote:Why not just replace the arbitrary 24 hour timer with an arbitrary 12 hour timer? This
I also like the idea of having it just straight cut in half.
Akrasjel Lanate wrote:Good idea Verone but dosn't 10% per lvl is to high maby 5% would be beter ?
at level five, that's 25% which makes the cooldown timer 18 hours, which I believe is not really worth it. If people are doing two CTA's a day, 18 hours will still conflict quite a bit.
10% a level is good at level four the cooldown timer is 14.4 hours about fourteen hours and fifteen minutes which I think is more reasonable.
+1 from me 24 hours is ridiculous |
Kaylana Kavees
StarFire Industrialist Exchange
0
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Posted - 2012.03.06 12:46:00 -
[22] - Quote
Your idea and view on how to reduce the time for jump clone use with out making it an easily exploitable system seems like a fair way. It would give those that are mining and who want to be able to jump to a clone for pvp a chance to do so at a shorter time frame, with out as you said letting people just create several clones to jump around through eve to do other things with little to no recoil from their choice. The young never do as they are told, The old never do as they say. |
Aero089
Exiled. The Kadeshi
0
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Posted - 2012.03.17 19:19:00 -
[23] - Quote
I was about to post the same issue until I figured using the search tool would be a good start.
I myself have mused on this idea for a while now, dealing with friends in multiple corners of EVE I'd like to fly with when I get bored. I can see how you don't want players hopping around that much, but 24 hours is effectively two days of not being in the field as you can decide to jump at late night, but you can't jump back until even later at night, missing out on CTA's or events.
Skillbased or not, i don't really mind as long as it can shave at least a few hours off from a full day.
EVE can be difficult enough as it is to cross barriers. Myself, I live in a deep pocket in nullsec space. It costs 35 mil for a carrier round trip to Empire, and going by conventional travel will take about 30 jumps, part of which will be through hostile territories.
Every now and then my and my RL friends like to poke around in another corner of EVE, but in this current climate it takes too much time in preparation to spontaneously go ahead and have some fun, something which I believe hampers my EVE experience marginally.
Sure enough one could argue that I should go ahead and live somewhere else, but I think that it shouldn't be that black and white. |
Humongo
Exclusion Cartel The Kadeshi
2
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Posted - 2012.03.17 19:26:00 -
[24] - Quote
simple, effective and a great idea.
JC def needs looked at and changed to be more flexible, this does the job +1 |
Lavayar
Russian SOBR SOLAR FLEET
9
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Posted - 2012.03.19 16:25:00 -
[25] - Quote
I support this idea. |
Tyran Scorpi
Association of Commonwealth Enterprises Test Alliance Please Ignore
7
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Posted - 2012.03.19 22:08:00 -
[26] - Quote
Vincent Athena wrote:How about no skill needed, but if the clone jump does not result in a location change, you can do it in just a few hours after your last clone jump. That way you can jump into a clone with different implants quickly, but you still need 24 hours before you can jump across the universe.
It could even be fit into lore: Sending your mind across the universe is stressful, and can only be done after a 24 hour recovery period. But if you and your clone are in the same station and so can be hard wire connected the stress is much less and the jump can be done just a few hours after your last jump.
I actually like this option a little better that the OP's. Or both Ideas could be used in conjunction, 24/12 hour cooldown for long distance jumps, and an 8/4 hour cooldown for going to the system next door. |
Verone
Veto Corp
246
|
Posted - 2012.03.31 18:31:00 -
[27] - Quote
AnzacPaul wrote:Princess Bride wrote:Why not just replace the arbitrary 24 hour timer with an arbitrary 12 hour timer? This
Because Eve is all about time investment.
Verone CEO & Executor Veto Corp WWW.VETO-CORP.COM |
Giselay
Cutting Edge Incorporated RAZOR Alliance
1
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Posted - 2012.04.02 11:17:00 -
[28] - Quote
Double issue, maybe merge:
https://forums.eveonline.com/default.aspx?g=posts&t=87886&find=unread |
Psichotic
Caldari Provisions Caldari State
2
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Posted - 2012.04.03 15:26:00 -
[29] - Quote
AnzacPaul wrote:
"AnzacPaul" wrote:"Princess Bride" wrote:Why not just replace the arbitrary 24 hour timer with an arbitrary 12 hour timer? This
This. This.
24hr timer is impractical for gameplay. 12hr timer makes the gameplay better. Better is good. |
Welsige
Amok. Goonswarm Federation
30
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Posted - 2012.04.03 16:18:00 -
[30] - Quote
Reduction of time is ok by me.
Would let me be where i need to be at every begining of a day. ~ 10.058 ~
Free The Mittani |
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