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Coyote Laughing
0
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Posted - 2013.05.29 08:17:00 -
[1] - Quote
I have had jump clones for a long time and personally, they really aren't worth the expense and trouble.
1. Change jump clone availability to reset at downtime - at least this means you can do market orders or queue up research without being stuck there for 24 hours.
2. Have the pods of jump clones show up in inventory - so they can be used with courier contracts and/or moved in cargo holds.
[It is really annoying jumping into a clone to move it where you want, then having to wait 24 hours - you could destroy and recreate clones of course, but goodbye implants]
3. Develop a skill that allows you to jump multiple times in 24 hours [prerequisite: Isomorph Psychology V].
Possible limits to this skill are: a) Separate counters for each clone, so you can't jump back to the same clone for 24 hours (or downtime). b) Allow you to "save up" your clone jumps for 1 day per skill rating, limiting you to 7 jumps per week (the current clone, 5 for the skill, plus the coming downtime). c) use the average of all attribute implants in your jump clones to determine skill training (also means you don't have to stop skill training).
I'd also point out that my most common need of a jump clone is to help out a corp member in a difficult mission - no good deed goes unpunished, as you are stuck there for 24 hours and potentially lose skill training if that clone doesn't have attribute implants. l8r \o/ |
monkfish2345
D'reg The Methodical Alliance
115
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Posted - 2013.05.29 08:42:00 -
[2] - Quote
no about the millionth time no. JC's are borderline OP as it is, i'm sorry you don;t find it convenient enough, but being allowed to be anywhere in eve quickly is not a good thing. at least atm it is fairly limited.
also please use the forum search there are plenty of good reasons why this hasn't and wont happen. |
Coyote Laughing
0
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Posted - 2013.05.29 08:59:00 -
[3] - Quote
How are they OP? It's not like you can run multiple clones simultaneously.
EVE has annoyingly large travel times just in Hisec - the only people I can see your statement benefiting are griefers using locator agents. l8r \o/ |
monkfish2345
D'reg The Methodical Alliance
115
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Posted - 2013.05.29 09:01:00 -
[4] - Quote
so you don;t see any advantage about being able to JC across multiple regions in 0.0. multiple times a day? say for reinforce timers for example? |
Kirimeena D'Zbrkesbris
Republic Military Tax Avoiders
117
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Posted - 2013.05.29 10:08:00 -
[5] - Quote
monkfish2345 wrote:no about the millionth time no. JC's are borderline OP as it is, i'm sorry you don;t find it convenient enough, but being allowed to be anywhere in eve quickly is not a good thing. at least atm it is fairly limited.
also please use the forum search there are plenty of good reasons why this hasn't and wont happen. Switching clones within same station should not invoke any timer, all other jump clone timers should be based on travel distances (in L.Y.) and not just arbitrary 24hours.
Not sure where you got all that bullcrap but ideas about lower jump clone timers were always welcomed and supported on this forum. |
monkfish2345
D'reg The Methodical Alliance
115
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Posted - 2013.05.29 10:27:00 -
[6] - Quote
clone timer thread 1
clone timer thread 2
clone timer thread 3
right so there is 3 separate threads on the same subject. none of have more than a couple of posts which are anything but negative. please show me where all this backing from the community is?
the reason people do not back this as an idea, no matter how many people make threads about it, is that they want it as a matter of convenience not to improve the overall health of the game. The result of that is they do not consider the impact on the game as a whole and do not see how it would damage the game far more than it would improve it. |
Kirimeena D'Zbrkesbris
Republic Military Tax Avoiders
117
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Posted - 2013.05.29 11:06:00 -
[7] - Quote
monkfish2345 wrote: right so there is 3 separate threads on the same subject. none of have more than a couple of posts which are anything but negative. please show me where all this backing from the community is?
the reason people do not back this as an idea, no matter how many people make threads about it, is that they want it as a matter of convenience not to improve the overall health of the game. The result of that is they do not consider the impact on the game as a whole and do not see how it would damage the game far more than it would improve it.
You posts aside in those threads, people have negative reaction to: adding new mandatory skills in game, unreasonable low timers in OPs' posts or other stupid suggestions. Oh and add some offtopic ramblings about Malcanis law or w/e. Everything else is a healthy discussion with many suggestions of how to make an idea better. As example: https://forums.eveonline.com/default.aspx?g=posts&t=235816 there are many ideas and suggestions in that topic about jump clone timers and almost no negative ones.
As for your concern about power projection via jump cloning - it is not as bad as you think it is. Jump bridges and titan portals do much more harm because they project assets along with force. |
monkfish management
The Knights of Spamalot
2
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Posted - 2013.05.29 11:31:00 -
[8] - Quote
Kirimeena D'Zbrkesbris wrote:monkfish2345 wrote: right so there is 3 separate threads on the same subject. none of have more than a couple of posts which are anything but negative. please show me where all this backing from the community is?
the reason people do not back this as an idea, no matter how many people make threads about it, is that they want it as a matter of convenience not to improve the overall health of the game. The result of that is they do not consider the impact on the game as a whole and do not see how it would damage the game far more than it would improve it.
You posts aside in those threads, people have negative reaction to: adding new mandatory skills in game, unreasonable low timers in OPs' posts or other stupid suggestions. Oh and add some offtopic ramblings about Malcanis law or w/e. Everything else is a healthy discussion with many suggestions of how to make an idea better. As example: https://forums.eveonline.com/default.aspx?g=posts&t=235816 there are many ideas and suggestions in that topic about jump clone timers and almost no negative ones. As for your concern about power projection via jump cloning - it is not as bad as you think it is. Jump bridges and titan portals do much more harm because they project assets along with force.
Sorry i'm not going to trawl through a 17 page thread about a different topic to pull out a couple of uncontested comments that are off topic.
saying that JC force projection isn't bad because something else is worse is no argument, to make it worse.... |
Hopelesshobo
Red Dwarf Mining Corporation space weaponry and trade
19
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Posted - 2013.05.29 16:19:00 -
[9] - Quote
Coyote Laughing wrote:I have had jump clones for a long time and personally, they really aren't worth the expense and trouble.
1. Change jump clone availability to reset at downtime - at least this means you can do market orders or queue up research without being stuck there for 24 hours.
2. Have the pods of jump clones show up in inventory - so they can be used with courier contracts and/or moved in cargo holds.
[It is really annoying jumping into a clone to move it where you want, then having to wait 24 hours - you could destroy and recreate clones of course, but goodbye implants]
3. Develop a skill that allows you to jump multiple times in 24 hours [prerequisite: Isomorph Psychology V].
Possible limits to this skill are: a) Separate counters for each clone, so you can't jump back to the same clone for 24 hours (or downtime). b) Allow you to "save up" your clone jumps for 1 day per skill rating, limiting you to 7 jumps per week (the current clone, 5 for the skill, plus the coming downtime). c) use the average of all attribute implants in your jump clones to determine skill training (also means you don't have to stop skill training).
I'd also point out that my most common need of a jump clone is to help out a corp member in a difficult mission - no good deed goes unpunished, as you are stuck there for 24 hours and potentially lose skill training if that clone doesn't have attribute implants.
1. This would give an advantage to the people who primarily play when downtime happens. This is because every other day, they get to JC within 30 minutes of each other or so.
2. Not a bad idea to be able to haul your clones around, plus it gives people the ability to lose 6 clones from losing 1 ship, just imagine that KM. This could bring up the idea of selling JC on the market, which could be an interesting mechanic and would have to be massively restricted to not be abused by people.
3. This isn't a bad idea, but I could see as much as 18 hours between jumps. This way if you play 6 hours a day, you can JC right when you log off, but when you log back on the next day you can JC again right away.
a) JC timer should be based off whenever you JC, not just to that clone. b) You should not be able to save up for a week. c) Why should you punish someone for having 5 jump clones and only having +5 implants in 1 clone? Your other clones have no affect on your current abilities. Someone could even make 5 jump clones, give them all awesome hardwires implants, and never use them because he is getting the bonus's from them with no risk.
If you combine A+B, people could jump 6*7=42 times in 1 week
If you have either A or B, it can and will be abused by people. In highsec for instance, if you have a fleet cornered in a dead end system, they just simple jump clone behind you. The fleets would then leapfrog with jump clones and determine who came out in the better position with the fleet who ended up with the most JC jumps available. There just isn't enough of a drawback for highsec warfare to justify a mechanic change like this. |
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