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Palamon
Immortalis Inc. Shadow Cartel
3
|
Posted - 2013.05.30 18:22:00 -
[1] - Quote
I would like to propose several changes to clones and clone jumping to remove several unnecessary and tedious restrictions on game play and drag the clone jumping mechanic in to the present.
Proposal:
Increase the number of clones a character can have from +5 to +10 This could perhaps be done with a 'advanced infomorph psychology' skill?
Split the definition of 'Clone Jumping' into two separate actions 'Jumping' and 'Swapping'. Clone Jumping would remain the same, once in 24 hours and would allow you to jump to a clone anywhere in the universe. Clone Swapping can only be done if you are in the station where the clone is and can be done an unlimited number of times.
Remove the one clone per station restriction. Allow the stacking of clones to allow you to live in a home system with only a single station and remove the need to fly back and forth between stations just because you wanted to use a different set of implants.
There are obvious reasons for a restriction on clone jumping, preventing people from jumping round the universe as and when they please as many times as they want is a good thing. But clone swapping would not give the player any such advantage.
Having a maximum of 6 clones is an unnecessary limit that restricts game play and reduces a players options for no real reason. |

Relche
Sonnenlegion Shadow Cartel
0
|
Posted - 2013.05.30 18:24:00 -
[2] - Quote
good idea |

needleheadned
Maffia Methods
0
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Posted - 2013.05.30 18:25:00 -
[3] - Quote
+1 |

Isadie
In This Moment
1
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Posted - 2013.05.30 18:27:00 -
[4] - Quote
+1 |

Roland Eterson
In This Moment
0
|
Posted - 2013.05.30 18:50:00 -
[5] - Quote
+1 |

Berluth Luthian
Meltdown.
74
|
Posted - 2013.05.30 18:53:00 -
[6] - Quote
Eventually clones are going to mostly be player made (from assets in Dust) we don't know exactly how yet, but you will want to br friends with local lowsec planet owners if you want the cheapest clones. |

Felsusguy
SVER True Blood Unclaimed.
264
|
Posted - 2013.05.30 19:57:00 -
[7] - Quote
Berluth Luthian wrote:Eventually clones are going to mostly be player made (from assets in Dust) we don't know exactly how yet, but you will want to br friends with local lowsec planet owners if you want the cheapest clones. Where did you recieve this information? I question the validity of your claims. How droll. |

Gizznitt Malikite
Agony Unleashed Agony Empire
2173
|
Posted - 2013.05.30 20:08:00 -
[8] - Quote
Generally decent ideas... but if they enable clone swapping and more clones per station, then we should reduce or eliminate clone jumping. Free, insta-travel across the universe is unhealthy for the game! So have people pod jump if they want to insta-travel, as that costs isk! Isk to mitigate time & Risk is fair and balanced, and since you no longer have to worry about blingy implants because you can "swap clones", I see no reason to keep Jump Cloning around at all!
|

Palamon
Immortalis Inc. Shadow Cartel
6
|
Posted - 2013.05.30 22:02:00 -
[9] - Quote
Good point Gizznitt. Perhaps a mechanism that prevents you from 'clone swapping' for 48 hours if you have 'clone jumped', a cool down timer if you like in order that it doesnt get abused and become OP?
|

Ivar Quicksand
Doughboys Shadow Cartel
0
|
Posted - 2013.05.30 22:05:00 -
[10] - Quote
+1 |

Maximus Aerelius
PROPHET OF ENIGMA
78
|
Posted - 2013.05.30 22:20:00 -
[11] - Quote
+1. The best "Jump Clone" thread that I've read so far. No extreme Force Projection Tactics and it's a simple QoL enhancement idea.
Well done OP. My Feature\Idea:-á Fast Character Switching "XP Stylee"
Here's my tear jar > |_| < Fill 'er up! |

Palamon
Immortalis Inc. Shadow Cartel
7
|
Posted - 2013.05.30 22:50:00 -
[12] - Quote
Thanks.
A simple solution to not making it over powered would be to have only clone jumping activate the 24hr cool down, but clone swapping not trigger the cooldown. This would mean that you could clone swap as many time as you wanted, until you clone jump, then you can do neither for 24 hours. That would be simple to implement I would hope. |

Palamon
Immortalis Inc. Shadow Cartel
7
|
Posted - 2013.06.02 12:39:00 -
[13] - Quote
What good reasons can people think of for there being a maximum limit of 5 jump clones? And what good reason for not being able to keep them all in the same station?
|

Omnathious Deninard
The Scope Gallente Federation
1116
|
Posted - 2013.06.02 12:50:00 -
[14] - Quote
Palamon wrote:What good reasons can people think of for there being a maximum limit of 5 jump clones? And what good reason for not being able to keep them all in the same station?
Right as things are at this moment in the game, that is because of the jump feature of the clones. If it were just changed to clone swapping I can't imagine a reason to limit how many and where they are kept. Ideas for Drone Improvement-á |

General Genocide
The Weak And The Scrawny
13
|
Posted - 2013.06.02 13:15:00 -
[15] - Quote
+1 |

Alvatore DiMarco
Capricious Endeavours Ltd
219
|
Posted - 2013.06.02 13:39:00 -
[16] - Quote
Felsusguy wrote:Berluth Luthian wrote:Eventually clones are going to mostly be player made (from assets in Dust) we don't know exactly how yet, but you will want to br friends with local lowsec planet owners if you want the cheapest clones. Where did you recieve this information? I question the validity of your claims.
CCP livestream before Fanfest, they said as much. Check out the "DUST development" stream with Team True Grit. |

Robert Saint
Playright
46
|
Posted - 2013.06.02 14:47:00 -
[17] - Quote
From a PVE player, who would like to PVP....
Just make the Clones harder to lose by making POD's harder to kill.
Something that certainly would be a first priority if this were to emulate real life. |

Palamon
Immortalis Inc. Shadow Cartel
7
|
Posted - 2013.06.03 09:20:00 -
[18] - Quote
I think the risk of losing a POD is fine at the moment, dont have a problem with how easy it is to destroy one. It's just an unnecessary and tedious complication to have to store them in different stations and only having 5 jump clones reduces options for game play. |

Zeus Maximo
Mentally Assured Destruction Whores in space
157
|
Posted - 2013.06.03 09:35:00 -
[19] - Quote
+1 on clone swapping |

Aquila Sagitta
Risk-Averse PLEASE NOT VIOLENCE OUR BOATS
38
|
Posted - 2013.06.03 09:39:00 -
[20] - Quote
I like your idea except for being able to store multiple clones in a single station. You think that having a snake, slave and crystal set clone in the same station able to swap unlimited times won't be OP? This would take docking games to the next level |

Palamon
Immortalis Inc. Shadow Cartel
9
|
Posted - 2013.06.03 09:45:00 -
[21] - Quote
I agree, for those that like playing station games, this could be a problem.
Perhaps a 1 hour time on clone swapping then? |

TheSkeptic
Federal Navy Academy Gallente Federation
226
|
Posted - 2013.06.03 09:50:00 -
[22] - Quote
Aquila Sagitta wrote:I like your idea except for being able to store multiple clones in a single station. You think that having a snake, slave and crystal set clone in the same station able to swap unlimited times won't be OP? This would take docking games to the next level
yeah, I agree... sounds way too overpowered.
Limiting force projection isn't the only reason to keep the 24hr cooldown timer. ... |

Zeus Maximo
Mentally Assured Destruction Whores in space
157
|
Posted - 2013.06.03 10:00:00 -
[23] - Quote
Ah, both of your points are valid here but stations games aren't quite played like that.
Many of today's station huggers have their goto ship for station games. Changing clones would be as simple as changing ships. That still gives the person outside the station plenty of time to warp off/deagress. I'm sure someone could severely abuse this mechanic but it won't be game changing if both fighters are of average intelligence.
Furthermore I believe station games relying on implants are isolated incidents. Overall I could see people be more useful amongst their player groups because they can more easily change roles. |

Palamon
Immortalis Inc. Shadow Cartel
9
|
Posted - 2013.06.03 10:36:00 -
[24] - Quote
I think there are lots of 'cooldown timer' options to limit abuse.
Perhaps a 2 hour timer for each clone after you active it. This would prevent you from jumping back and forth at will, but would allow flexibility for fleet ops with specific doctrines and implant requirements. |

Cameron Cahill
GoonWaffe Goonswarm Federation
242
|
Posted - 2013.06.03 10:45:00 -
[25] - Quote
Robert Saint wrote:From a PVE player, who would like to PVP....
Just make the Clones harder to lose by making POD's harder to kill.
Something that certainly would be a first priority if this were to emulate real life.
Go live in lowsec, its almost impossible to lose your pod unless you lag out at a bad moment or are dumb. |

Palamon
Immortalis Inc. Shadow Cartel
9
|
Posted - 2013.06.03 11:17:00 -
[26] - Quote
Cameron Cahill wrote:[quote=Robert Saint]Go live in lowsec, its almost impossible to lose your pod unless you lag out at a bad moment or are dumb.
This. If you want to avoid losing your pod, learn to warp out as your ship is about to die. Mostly about overview setup and situation awareness. Search youtube for pvp videos and you will see examples of people using overview tabs and spamming warp to get their pod out.
|

Rhapsodae
Bedlam Escapees Silent Requiem
13
|
Posted - 2013.06.03 23:30:00 -
[27] - Quote
-One clone per station. -5 hour clone swapping (good enough for fleets and pvp sessions, long enough for nasty surpises/misuse) -24hr jumping.
for the rest +1 Jitters 4-4: Eve Online Comic. |

Palamon
Immortalis Inc. Shadow Cartel
13
|
Posted - 2013.06.04 12:29:00 -
[28] - Quote
Good suggestions, thanks.
I'm still of the mind that storing clones in the same station wont be OP if there reasonable timers for swapping and jumping. |

Alundil
Seniors Clan Get Off My Lawn
208
|
Posted - 2013.06.04 18:21:00 -
[29] - Quote
Palamon wrote:I would like to propose several changes to clones and clone jumping to remove several unnecessary and tedious restrictions on game play and drag the clone jumping mechanic in to the present.
Proposal:
Increase the number of clones a character can have from +5 to +10 This could perhaps be done with a 'advanced infomorph psychology' skill?
Split the definition of 'Clone Jumping' into two separate actions 'Jumping' and 'Swapping'. Clone Jumping would remain the same, once in 24 hours and would allow you to jump to a clone anywhere in the universe. Clone Swapping can only be done if you are in the station where the clone is and can be done an unlimited number of times.
Remove the one clone per station restriction. Allow the stacking of clones to allow you to live in a home system with only a single station and remove the need to fly back and forth between stations just because you wanted to use a different set of implants.
There are obvious reasons for a restriction on clone jumping, preventing people from jumping round the universe as and when they please as many times as they want is a good thing. But clone swapping would not give the player any such advantage.
Having a maximum of 6 clones is an unnecessary limit that restricts game play and reduces a players options for no real reason. https://forums.eveonline.com/default.aspx?g=posts&m=3058395#post3058395
Your ideas look pretty familiar. Much of these (plus some) covered in the link above. |

Akturous
Immortalis Inc. Shadow Cartel
144
|
Posted - 2013.06.05 06:17:00 -
[30] - Quote
1 hr hot swapping limit would be plenty, maybe even 1/2hr.
Jump limit needs decreasing to 23hrs though, to avoid a later and later situation if you play the same time each day.
Idea's sound, I want my talismans, snakes, slaves, crystals, jackals, genos, blank, +4, etc. Vote Item Heck One for CSM8 |
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