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Spartan III
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Posted - 2006.03.23 14:34:00 -
[1]
Edited by: Spartan III on 23/03/2006 14:35:33 There are 3-4 ideas here so please don't stop reading just because you dislike the first, second third, ect..
I really like jump clones, but the fact you can only jump once per 24 hours is really hindering. Could we make it where you can pay to jump using jump clones more than once every 24 hours? You would still get your free jump once every 24 hours and all but you could have some small fee(perhaps the cost of your clone contract) to be able to continue jumping after you have used your free jump.
When you did use a non-free jump this would not reset your 24 hour timer for getting a free jump. The 24 hour timer would be set off only when you use your free jump. For example on monday at 03:00 you use your free jump , you get another free jump the next day(tuesday) at 03:00 reguardless of how many paid jumps you have done in the mean time.
And if neither of the above ideas work you could bring out two new skills that would decrease the time you needed to wait to jump. Not sure of the names but something like "Jump clone stability" rank 3 giving -10% wait time per level, and "Advanced Jump Clone stability" rank 6 giving -7.5% wait time per level, and the basic would require level 5 infomorph psycology. The advanced would ofc require level 5 jump clone stability.
Most people would train the advanced to 4 ofc so it would be -80% jump time allowing one jump per 4.8 hours, but if they trained to level 5 it would allow one jump per 3.6 hours.
THE BEST IDEA, would be to implement both the skills for jump wait time and allow paid jumps, but have a 3rd skill, thats a social skill, that requires advanced clone stability 5, called "Medical Connections" rank 8 that allowed -15% paid jump clone costs per level. Remember that the jump clone cost would be the same as your clone contract. This way those extremely old guys with the 30 mill clone contracts could jump for 12 mill at level 4 and 7.5 mill at level 5. This would stop them from yelling that the noobs get all the benefits.
Well, what do you think? This is a dream of mine so if you crush it, please crush it softly --- Wolven Elite Guard is recruiting - new and old players with high regard for high morals and values |
Iron Wraith
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Posted - 2006.03.23 15:11:00 -
[2]
#down comes a big foot# #squish#
at the mo i dont use implants cos i'm getting into pvp. having a jump clone in empire with implants and a good agent nearby then another back in 0.0 next to my scramble ships would be ideal for me. but as it stands there is no point even training for jump clones. how am i supposed to respond to an alert when i can only jump once per 24 hrs? isnt this what ccp made them for? so you can scramble all your fighters from whatever depraved bars they are slumped in when you get invaded?
i really dont get the point in jump clones with the heavy restrictions they have. and another thing, is it true that your corp has to have a standing of 8 for you to install a jump clone? cos thats another reason i've not botherd with them yet. damnit i love the idea but cant see the practicality
so alleviating some of the restrictions (un-nerfing) would put them more in line with what i thought ccp's idea was for them in the first place. so i'd love to be able to pay my way for an instant response. can always wangle the cost off my caring alliance leader no really, he does care! after all our alliance made up for most of the last ones standing at the copenhagen beer and gank, and then went on to have our own party the next day
Because sometimes you just have to go back to your roots: [2005.02.20 01:08:03] (combat) Your Civilian Light Electron Blaster perfectly strikes Serpentis Smuggler, wrecking for 20.3 damage. |
vinnymcg
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Posted - 2006.03.23 15:36:00 -
[3]
As far as i know the reasion you have to wait between jumps is because its hard for your body to take the shock of jumping (come on imagin your mind being shot across the cosmos and landing into a new clone) I think the best and only way it could be made so that you can do more jumps in a day is if they brought out a new skill or even a hardrite that would gibe a time bonus.
Good ideas btw, but how's bout makeing the jump clones available to more people.
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Iron Wraith
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Posted - 2006.03.23 16:07:00 -
[4]
well yeah its gonna really fry your brain. and yes a skill to make you less vunerable to this makes a lot of sense. but jump cloning is gonna be no worse for you then being podded again and again and again infact because you are expecting it jump cloning might even be easier than getting podded. and lest face it, as the game is now a fresh clone after a podding can jump straight back into the action
so why put these limits on jump clones? i know ccp dont want them to be overpowerd, but i dont know how far overpowerd would be and at the moment they only seem underpowerd
Because sometimes you just have to go back to your roots: [2005.02.20 01:08:03] (combat) Your Civilian Light Electron Blaster perfectly strikes Serpentis Smuggler, wrecking for 20.3 damage. |
Rod Blaine
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Posted - 2006.03.23 16:09:00 -
[5]
Overpowered would be when they remove the risk of being killed and losing implant completely.
As it stands, the 24hour limit at least makes sure you can't insta-zerg-jump complete alliances from one side of the map to the other at a whim, multiple times per day
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Iron Wraith
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Posted - 2006.03.23 16:41:00 -
[6]
Originally by: Rod Blaine Overpowered would be when they remove the risk of being killed and losing implant completely.
As it stands, the 24hour limit at least makes sure you can't insta-zerg-jump complete alliances from one side of the map to the other at a whim, multiple times per day
and whats wrong with that? you could have alliance contests to see who could cross the map the most number of times before getting so dizzy they fall over and puke everywhere
or a new race, whole alliances compete to get every man to a station half way across the map, pick up a book mark then assemble azt the bookmark before the other alliances do.
annnyway... lets say an alliance gets attacked on average once a night. at any given time half their members could be running lvl4 missions in empire for a bit of isk. so when the alert goes out isnt the idea of jump clones supposed to allow those members in empire to respond too? but whats the point of using a jump clone when to get back to your mission you have to take the clone you jumped to back to empire, leaving 2 clones in empire and no clones in 0.0 for tomorrows raid? the way i see it we have to be able to jump there and back again in a 24 hr period. maybe this could be done by limiting 1 jump into any given clone in a 24 hr period. then you need to tie up the loose ends of players remaking clones every 30 mins, but hey, its the start of an idea
so, does anyone here think jump clones are actualy usefull as they are now? and if you do please tell me how and why you use them cos i have a real funny feeling i'm missing something kinda obvious
Because sometimes you just have to go back to your roots: [2005.02.20 01:08:03] (combat) Your Civilian Light Electron Blaster perfectly strikes Serpentis Smuggler, wrecking for 20.3 damage. |
Grey Area
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Posted - 2006.03.23 20:46:00 -
[7]
Edited by: Grey Area on 23/03/2006 20:51:23
Originally by: Iron Wraith and another thing, is it true that your corp has to have a standing of 8 for you to install a jump clone? cos thats another reason i've not botherd with them yet. damnit i love the idea but cant see the practicality
The way I see it, the jumpclones were to entice people into 0.0, especially us horribly retarded, disfigured, scum of the earth oxygen thief mission runners (ME, in other words ). Mission runners tend to have high standing. It doesn't take much organisation on the part of even the smallest corp to get their corp standing up high enough to create the jump clones.
And I can confirm they are a lot of fun. I would like a reduction in jump time, but to be honest for most occasions an 18 hour minimum would be enough.
Our corp is plannign to set up jumpclones at a convenient jumping off point to go 0.0 ratting and/or PVPing. Currently you just have to suck in the 24 hours you spend training without the benefit of your implants (actually, I've stuck a load of +2 imps in one of my jumpclones, but that's my market checking one). Maybe I'll balance it out by putting +5 imps in my current +3 imp'd clone. Or maybe I won't, because the thought of a 5 billion clone scares me a too much.
Maybe that's the point...they are a lot more useful perhaps for smaller corps. We have to double up on roles, so I mission run to make money, but I'm also our corp trader. thanks to the agent moves (DAMN YOU CCP!) my agent is now in a different region to our HQ and therefore most of our market. I use the jumpclone to go back and check on it.
Monty Pythons spoof of the EVE Forums; Palin: "Is this the right room for an argument?" Cleese: "I've told you once." |
Spartan III
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Posted - 2006.03.24 00:51:00 -
[8]
Originally by: Rod Blaine Overpowered would be when they remove the risk of being killed and losing implant completely.
As it stands, the 24hour limit at least makes sure you can't insta-zerg-jump complete alliances from one side of the map to the other at a whim, multiple times per day
with the ranks on the skills remember it would take over a month worth of training straight to be able to jump more than twice in a day. These are combat characters we are talking about, not a lot of people want to spend a whole month or more training non-combat skills.
But anyway even if you could get some of your alliance members to train the skills(lots of level 5s to be effective), you couldn't get very many and deffinantly not a whole alliance. If you think that most pilots would indeed spend the time training this and would become overpowered simply double all the skill ranks for the skills I meantioned. --- Wolven Elite Guard is recruiting - new and old players with high regard for high morals and values |
Drizit
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Posted - 2006.03.24 02:59:00 -
[9]
I think the +8 standing is a joke to make jump clones only avaialable to 0.0 and not Empire. To get a +8 standing with a NPC station in Empire takes so long, you may as well not bother. I trained for jump clones and then found out only after I tried to install one. The worst part is that I had to ask in the forum because it just said "xyz corporation doesn't like you" and no mention of how good my standing had to be with them. At the rate of increase when I have done missions for the corporation, I should get the required standing by sometime in 2009. Now I've been told the corporation has to have a +8 standing also. Well, that's just completely capped that idea. So it's skill training time completely wasted
The idea was, I could install one where I do most of my low sec mining so I wouldn't have to use server lagging instas to travel the 15 jumps through to it and back. One of my friends is back and forth there trading anyway, so he does the hauling in a transport ship for me when I need it. I just escrow it to him to him to pick up for me.
It would be nice if you could jump more than once every 24 hours. If I could actually get a clone, at least when I've done what mining I need to, I could jump back and get on with something else instead of just logging off for the night.
-- Even at 27K my sig was blurred and naff. This is too restricting Cortes. |
Spartan III
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Posted - 2006.03.24 03:50:00 -
[10]
using a prophecy BC I got to +8 standing from 1.0 standing with an amarr corp within a month. Its not that hard at all but doing the level 2s in the beginning is boring. --- Wolven Elite Guard is recruiting - new and old players with high regard for high morals and values |
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Rod Blaine
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Posted - 2006.03.24 09:27:00 -
[11]
Quote: annnyway... lets say an alliance gets attacked on average once a night. at any given time half their members could be running lvl4 missions in empire for a bit of isk. so when the alert goes out isnt the idea of jump clones supposed to allow those members in empire to respond too?
NO !
That's most definately one of the things that should be avoided. Or at least limited quite harshly as it is now done with the 24hour limitation.
Running level 4 missions in empire should effectively remove you from the possible defense roster. After all, what the hell is an alliance good for when half of its members don't even live and work in the space they 'occupy' ?
Being in a territorial alliance means you need to be there, not in empire running missions untill the call for defense goes out.
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TheBelgarion
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Posted - 2006.03.24 09:34:00 -
[12]
i like the idea of having paid second clone jump per day ( 24h)
some times i like to do soem rats/spawn in 0.0 but other day i like to get up to empire fast - e.g. do do a mission or to help a corp mate with a GExtra or something
e.g. I would like to jump to empire do 1-2 mission and jump back ..or the other way around wanna jumpo to empire do some ratting in 0.0 and jump back to empire for training .. a Challenge System for Eve |
Sanaen Eydanwadh
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Posted - 2006.03.24 10:02:00 -
[13]
Originally by: Iron Wraith annnyway... lets say an alliance gets attacked on average once a night. at any given time half their members could be running lvl4 missions in empire for a bit of isk. so when the alert goes out isnt the idea of jump clones supposed to allow those members in empire to respond too? but whats the point of using a jump clone when to get back to your mission you have to take the clone you jumped to back to empire, leaving 2 clones in empire and no clones in 0.0 for tomorrows raid?
so, does anyone here think jump clones are actualy usefull as they are now? and if you do please tell me how and why you use them cos i have a real funny feeling i'm missing something kinda obvious
awwwh how much do I hate these freaking jumpclones... I wish they had never put this stupidity in EVE, well or eventually only on Outposts and motherships if it really had to be... once a week, or once a month, even
Anyway, I'm afraid CCP will indeed 'unnerf' them, sooner or later, and let everybody grind all day long and go have riskless pvp with unimplanted clones in 0.0 once in a while to shoot at squares without worrying about their preeeeciousss.... Or better even, make jumpclones transfer you into instanced arenas with free ships - free ships offered to you according to your NPC standings
mmmh... If you excuse me, I think I'm getting sick, I have to zzzzipp to the bathroom quickly
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Rod Blaine
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Posted - 2006.03.24 10:03:00 -
[14]
The problem is that too much mobility tends to erode the worth of territorial control.
Enabling people to clonhop from one place to the next every other hour or two would mean there is no longer any distance in the game. That there'd be no longer any worth to conrolling space, only the outposts. That it basically becomes impossible to stop people going somewhere.
All three of those are pretty much essential parts of gameplay in low sec space.
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TheBelgarion
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Posted - 2006.03.24 13:44:00 -
[15]
yes agreed to that!
jump clones makes pirating less risky [ which it should not be! - it like un-nerfing piracy ]
and right too much jumping around would be bad too ...
I would like to jump forth and back to do a mission in empire - but on the other hand i coudl life without that too.
but atm with the current restriction its only usefull for pirates to park their valuable implants - making it less risky business ...
a Challenge System for Eve |
Spartan III
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Posted - 2006.03.24 22:15:00 -
[16]
The main concern seems to be about 0.0 corps and alliances. So cut all skill bonuses by one half for 0.0 jumping.
Jump clone stability - rank 3 giving -10% wait time per level for empire jumps, and -5% wait time per level for 0.0 jumps Advanced Jump clone stability - rank 6 giving -7.5% wait time per level for empire jumps, and -5% wait time for 0.0 jumps. --- Wolven Elite Guard is recruiting - new and old players with high regard for high morals and values |
Spartan III
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Posted - 2006.04.03 02:40:00 -
[17]
/bump --- Wolven Elite Guard - Currently recruiting |
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