
Destination SkillQueue
Are We There Yet
4973
|
Posted - 2013.05.15 05:08:00 -
[1] - Quote
Here is a overall future vision plan for the entire clone system.
Remove medical clones and jump clones from the game entirely and replace them with a new and exciting item called "clones". These clones can then be bought and they function like current jump clones with two exceptions. First, when people get podded they'll lose the clone they used permanently, which ensures a constant demand for the things and allows you to make them player build items at some point. Use the current jump clone skills to limit the number of clones a player can own. Second, players can choose to be respawned in a clone he owns instead of a medical facility. If respawn happen in a med facility, you need to buy a new clone insurance. If it happens to a clone, there is no cost, but you're forced to choose a new spawn location, since the current clone is in use and no longer available as a spawn location. This creates new tactical options, which also help to increase the demand for bought clones instead of just relying on NPC medical services.
I think this system has several advantages over the current system. First being, that having medical clones and jump clones different items can be confusing and it's an unnecessary thing in the first place. Second, it allows new tactical possibilities. Third, it paves the way to player produced clones, ensures a demand for them and still retains the NPC service to ensure clones are always available for everyone, while allowing CCP to exert control over the system by manipulating the NPC price for clones. It also allows a permanent solution to the ridiculous medical clones cost growth by removing them from the game entirely. Instead we would have one item for all and players under certain SP level would get one for free when respawning at a medical facility. No clone grades, no multiple different clone types. Just clones, which can easily be player manufactured at a cost below the CCP controlled price level, so there is room for profit making with increased tactical options and demand for the player manufactured item, but also control to ensure game stability and playability for everyone.
I'm well aware this might be drastically over your capabilities or intentions for the clone system, but I'm posting it anyway to get people really thinking what the clone system is for and what it could possibly be in the future. Whatever you decide to do don't try to retain the old system just for the sake of retaining it. If you can come up with a better system, bring it to us for discussion/hole poking and if it survives the process in good shape, go for it. No need to keep the old system just for the sake of tradition.
Thanks for your time. |

Destination SkillQueue
Are We There Yet
4987
|
Posted - 2013.05.17 07:54:00 -
[2] - Quote
Apostrof Ahashion wrote:I dont think that removing/reducing one of the main isk sinks in the game is gonna be good in the long run.
If you want to pvp in a frigate in 0,0 space and have over 150M sp train an alt.
And even if you train to fly every sub-capital ship in the game perfectly (including training useless things like medium railgun specialization 5) you will probably have less than 92M sp when you finish. 20M for a clone of that grade is right on the spot. This will be bad for the economy in the long run and the only ppl that will profit are players that cram every skill they get in their main dont even thinking if they are gonna need it. It's not a significant ISK sink. Based on CCP posted snapshot of daily sinks it was under 30 billion a day, which was about 3,5% of daily sinks. Even minor increases in manufacturing or market taxes would be far larger and be distributed in a way, that isn't harmful to any single playstyle. This is because the additional cost per transaction would still remain minor and the extra costs in production will be transferred to the consumers. |