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Velin Shade
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Posted - 2010.01.02 00:30:00 -
[1]
What do you guys think about a skill to decrease the period between clone jumping? Forgive me if it's been suggested before.
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Tippia
Reikoku IT Alliance
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Posted - 2010.01.02 00:47:00 -
[2]
Unless it's something along the lines of 10 minutes per level, it will just be one of those skills that everyone will have to get and it won't really add anything except a mandatory time sink. ùùù ôIf you're not willing to fight for what you have in ≡v≡à you don't deserve it, and you will lose it.ö ù Karath Piki |

Noun Verber
Gallente
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Posted - 2010.01.02 04:20:00 -
[3]
Originally by: Tippia Unless it's something along the lines of 10 minutes per level, it will just be one of those skills that everyone will have to get and it won't really add anything except a mandatory time sink.
Basically, everyone would have it or no one at all
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Velin Shade
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Posted - 2010.01.02 06:15:00 -
[4]
Originally by: Noun Verber
Originally by: Tippia Unless it's something along the lines of 10 minutes per level, it will just be one of those skills that everyone will have to get and it won't really add anything except a mandatory time sink.
Basically, everyone would have it or no one at all
About two to three hours, per level, is what I'm thinking. So, it would only be handy for those with a variety of clones.
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Tippia
Reikoku IT Alliance
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Posted - 2010.01.02 06:22:00 -
[5]
Originally by: Velin Shade About two to three hours, per level, is what I'm thinking. So, it would only be handy for those with a variety of clones.
Too much. At that point it just becomes a "must have" skill that everyone will waste time training, and then you might as well just reduce the clone jump timer to begin with and not introduce the skill. ùùù ôIf you're not willing to fight for what you have in ≡v≡à you don't deserve it, and you will lose it.ö ù Karath Piki |

RobinAnne
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Posted - 2010.01.02 09:01:00 -
[6]
I agree with a reduction or a skill for this. I do not like being stuck in that clone the next day when you log in like 19 hours later. A time period which basically only disables a person from jumping multiple times in an evening or from returning to the clone with good implants before heading off to work the next morning would make more sense.
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Eireen Harvenheit
Amarr
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Posted - 2010.01.02 10:30:00 -
[7]
I don't see where this skill would be must have timesink... I think this idea as whole is good one really. It's like learning rank 3 to lvl5. Either you have because you want to have it (think it's good or whatever reason, no point dissect it here) or you don't have it (again because of whatever). Very same with this one, people who think it's good for them would train it, others wouldn't (or would not to lvl 5).
It's like saying for example (!!!) "everyone will train navigation to lvl5 to fly faster so we should cancel that skill and give that boost to everyone because it's timesink". No skill in game is timesink if you ask me... ----------------------------- EvE Mobile Skill Planner guide for Windows Mobile based devices |

testobjekt
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Posted - 2010.01.02 10:37:00 -
[8]
make the reduction 1h 2h 4h 8h 16h
(for rank I to V) and the skill a rank 4-8 (something between) and you wont have everyone skilling it to V but people who jump much will train it to V.
I like the idea!
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Fulbert
Gallente
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Posted - 2010.01.02 11:26:00 -
[9]
Edited by: Fulbert on 02/01/2010 11:26:27 Edited by: Fulbert on 02/01/2010 11:26:03
Originally by: testobjekt make the reduction 1h 2h 4h 8h 16h
(for rank I to V) and the skill a rank 4-8 (something between) and you wont have everyone skilling it to V but people who jump much will train it to V.
I like the idea!
+1 Making the bonus exponential is the best way to avoid the skill from being a must-have : if you want it, you want it at level IV or V.
skil name : Neurophysiology Primary : Intelligence, Secondary : Memory / Rank 4 "Gives the pilot extended knowledge in the field of fundamental neurosciences, and makes him aware of the critical risks and long term complications of iterative jump cloning. Reduces clone jump delay exponentially. Also makes you reprimand capsuleers who abuse of cloning." Prequisites : Infomorph Psychology V, Cybernetics V Price : 20 mil -------------------------------- Fulbert. Miner - Industrialist |

Tsumei Meyren
Creative Cookie Procuring
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Posted - 2010.01.02 14:16:00 -
[10]
Originally by: testobjekt make the reduction 1h 2h 4h 8h 16h
(for rank I to V) and the skill a rank 4-8 (something between) and you wont have everyone skilling it to V but people who jump much will train it to V.
I like the idea!
Uh... I believe the idea would be to make it more manageable, ergo you clonejump one day, and the next day you log on you're likely to have to wait four-six hours to jump again, and that's what they could alter the time to allow. Doubling the reduction each level for a total of 16 hours is pretty darned insane in my book, since that makes lvl V mandatory for anyone who has two clones that they actually use - so you're back to the "do it or don't" argument. -------------------------------------------------------- Creative Cookie Procuring [Girl.] Are recruiting! |

pHenomena1337
HUN Reloaded
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Posted - 2010.01.02 16:03:00 -
[11]
Edited by: pHenomena1337 on 02/01/2010 16:04:07
Originally by: Fulbert
skil name : Neurophysiology Primary : Intelligence, Secondary : Memory / Rank 4 "Gives the pilot extended knowledge in the field of fundamental neurosciences, and makes him aware of the critical risks and long term complications of iterative jump cloning. Reduces clone jump delay exponentially. Also makes you reprimand capsuleers who abuse of cloning." Prequisites : Infomorph Psychology V, Cybernetics V Price : 20 mil
sounds cool! maybe biology as a prereq?
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Fulbert
Gallente
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Posted - 2010.01.02 16:21:00 -
[12]
Originally by: pHenomena1337
maybe biology as a prereq?
Nope, cybernetics cause clonejumps "save" expensive implants ^^ and Biology is rank 1, it's too low to be the prerequisite of a skill that everybody would certainly train. -------------------------------- Fulbert. Miner - Industrialist |

Tippia
Reikoku IT Alliance
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Posted - 2010.01.02 16:47:00 -
[13]
Originally by: Fulbert Making the bonus exponential is the best way to avoid the skill from being a must-have : if you want it, you want it at level IV or V.
No, quite the opposite: making it exponential means that there is no diminishing returns, which means that any and all time you put into it is well-spent. In addition, any skill worth training at all is already worth training to IV – an exponential increase just means it's now definitely worth training to V as well.
More fundamentally, though, the whole suggestion forgets a very simple fact: that clone jumping is supposed to come at a cost for all that convenience. Cutting that cost in half (or more) would have to be balanced by some outrageous sacrifice in terms of training time… think double-digit rank here. Yes, it would be nice to have, which is why it's something we won't get unless it's highly curtailed or it will become a must-train. ùùù ôIf you're not willing to fight for what you have in ≡v≡à you don't deserve it, and you will lose it.ö ù Karath Piki |

Aurael Drakewing
Legio Immortalis Abyssus Incendia
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Posted - 2010.01.03 20:17:00 -
[14]
I was just thinking of this last night, but instead of having a separate skill, why not add it on to the Infomorph Psychology skill? Currently, I know only a handful of people that have this trained to 4 or 5....granted, that may not be representative of the EVE population as a whole, but generally the advice I've heard is to stop at 2 or 3. So, why not add a cooldown reduction to the existing skill, and provide a good reason to train it up to 5? Something like 1-2 hours per level (so level 5 would only reduce the jump cooldown by 10 hours as most).
If you've done that, then you can add in an "Advanced Infomorph Psychology" or whatever you want to call it with a further reduction and much higher training time (say Rank 6 or 7?). Again, make it 1-2 hours per level, and you have a solid skill path with a good amount of time invested for the benefit. I would never see reducing the clone jump time to 0, but having a minimum of 4 hours (and more reasonably 8-12 hours average) sounds decent, at least to me.
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Dretzle Omega
Caldari Caldari Navy Volunteer Task Force
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Posted - 2010.01.04 03:36:00 -
[15]
Best case scenario, 1/2 hour or 1 hour per level. It accomplishes diminishing returns, not necessarily a "must-have" (or at least not a must-have to 5) and accomplishes the only purpose it should have: you can clone jump again the next day.
The "problem" with the 24 hour timer is if players play at the same time each day they could actually be limited to 2 days time. If I clone jump to one body at 10:00 PM, but the next day have to leave the game at 9:30 PM, I can't clone jump back into my body, even though "essentially" it's been a day, just not a strict 24 hours.
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GavinCapacitor
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Posted - 2010.01.04 17:03:00 -
[16]
Edited by: GavinCapacitor on 04/01/2010 17:03:39 People always talk about reducing the jump clone time, as if that were the only option. How about a set amount of jump clones in a certain time? Say 2 jumps every 48 hours (at any time).
When you jump you would get a 48hr timer, during which you could jump one more time (or not). Once the time runs out you are back to 2 possible jumps.
Edit: you could even add in a shorter cool down between the two jumps, maybe 6-8 hours.
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Ki Tarra
Ki Tech Industries
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Posted - 2010.01.04 18:13:00 -
[17]
Originally by: Velin Shade What do you guys think about a skill to decrease the period between clone jumping?
CSM voted 6 to 3 against this idea.
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Dretzle Omega
Caldari Caldari Navy Volunteer Task Force
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Posted - 2010.01.04 18:41:00 -
[18]
Originally by: Ki Tarra
Originally by: Velin Shade What do you guys think about a skill to decrease the period between clone jumping?
CSM voted 6 to 3 against this idea.
Gotta love this part: 
Cons
* Increasing fun isn't a Con.
Originally by: Akita T BTW, if you see God when you're clutching for your chest due to sudden realization you have no chance to get out of this with your wallet intact tell him he still owes me money
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SolarKnight
Gallente ORIGIN SYSTEMS Shadows of Light
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Posted - 2010.01.05 00:53:00 -
[19]
No thanks, chances are it will never be implemented anyway.
Eve needs to feel bigger, not smaller. The Light in the Darkness
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dtyk
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Posted - 2010.01.05 02:44:00 -
[20]
Maybe if it was something like rank 3 or 4, had reasonable pre reqs (cybernetic 4, insomorph psychology 4 maybe?) and each level decreased the wait between jumps by 1 hour? It would still be useful, but wouldn't still be something that you necessarily have to have at 5, since there'd only be a 1 hour difference between lv4 and lv5, which for a rank 4 skill would still be a reasonable amount of time.
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SolarKnight
Gallente ORIGIN SYSTEMS Shadows of Light
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Posted - 2010.01.05 13:45:00 -
[21]
You people don't understand, the moment a skill is introduced that makes the jump clone cooldown timer smaller, it will become another mandatory skill like surgical strike or the learning skills.
The knock on effect of a reduced jump clone timer, will be faster alliance response times in 0.0, which means more blobbing and most people on this forum complain about that anyway.
The Light in the Darkness
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Yarinor
Lone Star Joint Venture Wildly Inappropriate.
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Posted - 2010.01.05 15:06:00 -
[22]
I think a skill reducing it by 30 min to 1 hr pr level, relatively low rank 1-3 would be good, that would make it so you had a chance to clonejump every day (at least more than it's possible now)
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Finnroth
Caldari The Guardian Agency Systematic-Chaos
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Posted - 2010.01.05 19:33:00 -
[23]
I believe its a general problem to make the time shorter between jumps, EVE is already very easy to travel through nowadays. A far better option would be an alternative "forced jump" with a 100% chance of failure (losing your clone of course), reduced by a new skill between 5% and 10% each level and only avaible every two days.
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Me Drunk
Amarr
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Posted - 2010.01.05 22:58:00 -
[24]
When I can't JC to where I want I just log off.
It's ingenious.
Of course I have to pay anyway, so I can see why CCP doesn't care.
Change it to 12 hours and I'd be happy.
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Velin Shade
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Posted - 2010.01.06 07:46:00 -
[25]
I'm less concerned with using jump clones for travel, than I am with jumping between ship specific clones. I keep almost all of my clones in the same station, and depending on what ship I want to fly, it would be nice to have access to them in a span of time well below 24 hours.
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Jackie Fisher
Syrkos Technologies
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Posted - 2010.01.06 12:55:00 -
[26]
Remove the 24 hour delay and allow unlimited clone jumps.
Now add a success % based on time since last clone jump: 24 hours since last jump = 100% success 0 hours since last jump = 100% failure
Failure = squelch.
Risk vs Reward 
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Necronous
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Posted - 2010.01.06 19:49:00 -
[27]
Originally by: SolarKnight You people don't understand, the moment a skill is introduced that makes the jump clone cooldown timer smaller, it will become another mandatory skill like surgical strike or the learning skills.
The knock on effect of a reduced jump clone timer, will be faster alliance response times in 0.0, which means more blobbing and most people on this forum complain about that anyway.
Really? I wasn't aware I even trained the skill to have a jump clone. Now I MUST make that non-existant clone faster!?! Amazing technology they have in the future.
Disclaimer: The above post is meant to be funny sarcastic, not mean sarcastic.
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Iguanoid
Caldari The 5th Freedom Wildly Inappropriate.
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Posted - 2010.01.06 22:12:00 -
[28]
Minimum a Tier 8 skill, needing Infomorph and cybernetics to lvl 5 as a pre req. 10% reduction in JC timer per level and stick it on the market at 80mil :)
Also move your post to suggestions thread or never see it happen  --
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Misanthra
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Posted - 2010.01.07 05:05:00 -
[29]
Instead of this skill, how about training some real life skills like time management and planning.
In null sec I know a good couple days of fun coming up, jump in a nice clean jc. When not catching many ops...jump back into the implanted clone. Just take my chances on days I don't think I'll be seeing a blob fleet.
Another thing I do, hate paying null sec prices for skill books. So I schedule to hit the empire jc I set up to inject new skills for a day or so when prereq's met.
Really simple stuff here...think ahead just a minimum of 24 hours to enjoy a nice jc experience. Doesn't need a skill time sink.
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Rashmika Clavain
Gallente Shadows Of The Federation
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Posted - 2010.01.07 12:29:00 -
[30]
lern 2 search
 Removed. Please keep your EVE signature related to your EVE persona and not that of a real life politician. Navigator |
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