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Joshua Calvert
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Posted - 2004.02.05 20:18:00 -
[1]
Pilots clone-jumping back and forth & pilots podded in battle need to suffer greater penalties.
Currently it is too easy to have 2 battleships in different stations, make hit and run in one system, then pod-jump back to another.
LEEEEERRRRRRRRRRROOOOOOOOOYYYYYYYYYYYYYYY! |

Mon Palae
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Posted - 2004.02.05 20:27:00 -
[2]
Edited by: Mon Palae on 05/02/2004 20:29:09 Agreed...you should be stuck in-station after getting podded for, say, 15 minutes.
If you need a 'reason' call it the time it takes your clone to fully awaken and get its bearings. Before that time your clone is too 'unreliable' a pilot to be flying ships so the station keeps you inside for a bit.
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pooti
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Posted - 2004.02.05 20:28:00 -
[3]
Nah, I think the inability to carry implants is enough of a deterrent for high-level players (and who cares if a buncha frigate geeks do it). At least for clone-jumping.
As for getting podded in battle, yeah, probably.
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Joshua Calvert
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Posted - 2004.02.05 20:29:00 -
[4]
I would say at least an hour AND the risk of losing skillpoints should be increased.
There are certain pilots of a certain corporation who clone-jump several times a day with no impendiment.
It's quite imbalanced.
LEEEEERRRRRRRRRRROOOOOOOOOYYYYYYYYYYYYYYY! |

Atar
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Posted - 2004.02.05 20:33:00 -
[5]
Well I learned my lesson with that. I tried the clone jump thingy forgetting I had a couple of implants.

They where basic ones but still. Errrrrrr
Will not be doing that again! 
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Alexis Machine
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Posted - 2004.02.05 20:38:00 -
[6]
Well..er.. yeah!
Not saying it shouldn't have some sort of fallback.. but still.. 
----------------sig---------------------------- Dtai'kai'-dte sa-de nau'gkon dtain'aun bpi-de.
if you don't wake up, i'll have to stop kissing you. all that flailing has made you sleepy. you rest while i untie you. stay here until they find you. My hand made mannequin. i won't let them get you. they'll know you're mine by the fingerprints on your throat. isn't she lovely? isn't she wonderful? like the *****s that we are, swatting flies from the wounds we design. |

Kalki Nibiru
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Posted - 2004.02.05 20:49:00 -
[7]
I too have thought about this for a long time. Its not that clone jumping is unballanced, its that losing your clone has no consequences, podding someone does nothing except put them at a station.
A clone is the most readily affordable item in game, the way they staggered the clones in relation to skill points works out extremely well, however since everyone can afford one and only a mere lapse in memory would forget someone to upgrade, there is no downside to being podded.
What we cannot have is restricting people to staying in a station after being podded, this is a game, people need to have fun first and not be punished. However, what I do invision is a small form of punishment based on what clone you use, for example, a starting character dies and their clone activates, they now earn half the skill points for X minutes, where as if I had to activate my 6.4M point clone, I would earn learn at half speed for at least 24 Hours.
What this does is actually puts consequences into dying and being podded (other than losing implants).
For those of you who want to RP every situation, here is a way to RP this.
"You have just woken up from your cryogenic sleep, the present and what has just happened remains frighteningly real, however your long term memories are hazy, the doctors quickly remind you that this is just a side effect of waking up from the cryogenic sleep, they estimate you should be back to normal in X hours, X minutes, X seconds"
Taken from the May 29th 2003 Devchat at EveGate . <Muaddid> Q: When will sentry gun and station and similar construction pods be introduced on the market? <Hellmar> we have various player owned entities already implemented. Sentry guns, power/shield generators, field repair mini-stations, mobile refineries. We are still working out the last tidbits of how they can be over taken, what is the penalty of having a sentry gun kill a n00b etc. and we have been a bit busy with plugging the holes that people have found.I would say that you'd start to see these items on the market in about 2-3 weeks, very expensive to begin with |

Admiral IceBlock
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Posted - 2004.02.05 21:33:00 -
[8]
there should be a skill training penalty, like when u get poded ur skill will train slower, so decrease it for each time u die... and the next day u can train everything at normal speed again...
"We brake for nobody"
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Scragg
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Posted - 2004.02.05 21:43:00 -
[9]
Just add a random skill loss amount reguardless of your clone type. The idea is to make the time it takes to travel a better deal than it does to retrain the loss. Make it random just for fun.
Since clones are a type of insurance to guard your skill points in the event of an untimely death I'd say clone traveling is using a game system in a way it was never intended. So, fix it so clones meet their intended uses and no one abuses them.
Scragg, Tyrell Corporation Vice-Director Military Operations |

Deloup Drakar
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Posted - 2004.02.05 22:04:00 -
[10]
How about your skills coming back online over time via rank or even skill points.
Via Rank: Rank 1: 1 minute Rank 2: 5 minutes Rank 3: 10 minutes . . . Rank 8: 1 hour
Via Skillpoints: Each skill that has all it's prerequisites filled at that points gains 200 points a second til it hits the ammount it was pre-death (to get to battleship 2 it would take about a total of 52 minutes as it would need frigate 4, then cruiser 4, then can train up battleship to 2. RE5 or PE5 would take about an hour and a half)
Both of these examples would roleplay out the getting useta your new body and your mind clearing. You'll learn the basic skills first then when your mind sharpens it could handle harder tasks.
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TWD
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Posted - 2004.02.05 22:10:00 -
[11]
Edited by: TWD on 05/02/2004 22:11:30 Having 1+ hour activation time for a clone also helps a bit against annoying spy alt scouts. |

Scragg
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Posted - 2004.02.05 22:13:00 -
[12]
Actually not a bad idea but an hour might be a bit to long. 30 minutes maybe. Or some sliding scale based on your skill points so you don't penalize the actual noobs that die a lot.
Scragg, Tyrell Corporation Vice-Director Military Operations |

Mon Palae
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Posted - 2004.02.05 22:20:00 -
[13]
Quote: ...I'd say clone traveling is using a game system in a way it was never intended. So, fix it so clones meet their intended uses and no one abuses them.
Actually it isn't. Read the link Alexis Machine provided above. Clone travel is part of the EVE backstory.
That however does not mean that clone travel shouldn't bear some penalties. Nothing too permanent but inconvenient enough to make people think twice. Kind of absurd to think you can die, awaken and be out travelling again ten seconds after your death with no ill effects beyond maybe losing implants.
- Make some minimum time someone must stay in station upon clone revival (15 minutes to 30 minutes maybe...an hour might be stretching the pain as we want inconvenience and not outright pain).
- Some skill point loss would seem to be in order but given that the much greater percentage of people who are podded are those ganked by pirates this might well see pirates prosper even more by holding down the development of others while their's races ahead. This would give an even greater incentive to podkill someone for many pirates (I know many don't need any incentive at all but some apply some restraint in whoe they decide should or should not be podded). This also just reinforces people's acquiesence to paying off pirates which is great for the pirates but I'm not so sure I like. Obscenely wealthy pirates will just get wealthier which again while great for them doesn;t enhance the overall EVE universe much.
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Lansfear
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Posted - 2004.02.05 23:56:00 -
[14]
Edited by: Lansfear on 06/02/2004 00:00:10
Quote: I would say at least an hour AND the risk of losing skillpoints should be increased.
It's quite imbalanced.
If I get ganked I sure as hell don't want to wait an hour to go back and get ganked again!
The cost of clones and the inability to use implants is by far enough penelty. I have 6.5 million skill points and my skill training times are insane now, but because I get killed on a weekly basis, no implants for me.
Those implants would surely cut my time by ALOT, so in my eyes, not being able to use inmplants is by far penalty enough.
Add a time to clone activation and I'm going back to being a mining carebear with a full set of implants. Wait..... what am I saying....
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Kayosoni
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Posted - 2004.02.06 00:00:00 -
[15]
Aww josh, don't like me being able to own people in Curse, catch, and stain at the same time?
Well, you know how hard it is to get scorps into stain :P
Anyway, while were on this sort of subject, I wouldn't be too against having like a small wait time after clone jumping before you can do much... like maybe 10 minutes.
Same with repairing a battleship, it should not be able to go back into battle after being repaired for 10-30 minutes. |

KIAHicks
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Posted - 2004.02.06 00:22:00 -
[16]
no to skill loss. It could end the game for some people through a bug or silly mistake.
But the idea of a slowed training time is certainly worth looking into more.
Keenon: "After sitting in the system for FIVE hours without even a (go away)"...
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Denathis Arabar
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Posted - 2004.02.06 00:25:00 -
[17]
Its a toughy, i sort of agree, but again its only needed for the people who abuse it. But the real people you will punish are those who are killed in battle or new players. It would be annoying in a game playing sense to have to sit for 30 minutes or an hour after you had been ganked. There is no way to tell who is genuinly killed and who is sailing about in a pod to get killed to travel. I agree with repair times too, but again this is a bad thing in game, as in a battle sure the ship should be out of commision for a while, but imagine how many players it will put out who only have a few hours to play a night?
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dalman
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Posted - 2004.02.06 00:33:00 -
[18]
Quote: Nah, I think the inability to carry implants is enough of a deterrent for high-level players (and who cares if a buncha frigate geeks do it). At least for clone-jumping.
As for getting podded in battle, yeah, probably.
My guess is that Josh is refferring to OC... Pretty much EVERYONE in their corp has an alt with, say 300.000 skillpoints, which is enough to fly a blackbird, use torpedos, use all kinds of EW and scrambling etc...
Then they use these alts to clone jump all around EVE. A new clone cost like 15.000 isk and they have no implants... You may fight them in Curse, then next second they've clone jumped 10 blackbird pilots to a system in stain and go out hunting for lone battleships there, since everyone is totally unprepared for 10 CA blackbirds suddenly being 40 jumps away from where they were a minute ago.
Very smart tactic, but pretty lame, and a 15 minute timer before you can leave the station after cloning would be a good idea IMO.
M.I.A. since 2004-07-30 |

Jash Illian
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Posted - 2004.02.06 00:34:00 -
[19]
This thread is conclusive proof that Richard Pryor was 100% correct when he said:
Quote:
When you go around looking for justice...that's all you find, just us
The only way people can conceive its fair to impact the time a person pays for in a game like this is when they have no intention of having it applied to themselves.
The look of utter shock when it finally happens to them anyways is usually hilarious 
I mean its like you want corporations to oblige each other like its sex or something. Pffft I would rather **** my enemy.- Rohann
Be careful out there. That other guy waiting in the queue for the gate MIGHT be a baby-munching frock-burner, YOU JUST DON'T KNOW!- Lallante |

Mon Palae
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Posted - 2004.02.06 00:45:00 -
[20]
Quote: The only way people can conceive its fair to impact the time a person pays for in a game like this is when they have no intention of having it applied to themselves.
The look of utter shock when it finally happens to them anyways is usually hilarious 
Nonsense.
I pay to play as much as you do. If you (and I mean 'you' as in anybody) finds a way to abuse the game mechanics then you are affecting MY time. Moving pilots 40j in a matter of seconds and abusing ALTs in this manner is most definitely taking advantage of loopholes. I wonlt call it an exploit and it is clever but it still unravels the gameplay mechanics for a very few to benefit from
I support a minimum waiting time in station knowing full well it will happen to me.
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Jash Illian
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Posted - 2004.02.06 01:06:00 -
[21]
Quote:
Quote: The only way people can conceive its fair to impact the time a person pays for in a game like this is when they have no intention of having it applied to themselves.
The look of utter shock when it finally happens to them anyways is usually hilarious 
Nonsense.
I pay to play as much as you do. If you (and I mean 'you' as in anybody) finds a way to abuse the game mechanics then you are affecting MY time. Moving pilots 40j in a matter of seconds and abusing ALTs in this manner is most definitely taking advantage of loopholes. I wonlt call it an exploit and it is clever but it still unravels the gameplay mechanics for a very few to benefit from
I support a minimum waiting time in station knowing full well it will happen to me.
And I hope someone spends a nice long day making sure 99% of your play time is spent waiting in a station if something so asinine was implemented.
Undock->Podded by the people waiting for you.
Wait 15 minutes->Undock->Podded by the people still waiting for you.
Wait 15 minutes->Change clone location->Undock->Podded by the people still waiting for you.
Appear in your nice new clone station->Wait 15 minutes.
Congratulations! You've just wasted 45 minutes of your game time staring at the inside of a station! 
I mean its like you want corporations to oblige each other like its sex or something. Pffft I would rather **** my enemy.- Rohann
Be careful out there. That other guy waiting in the queue for the gate MIGHT be a baby-munching frock-burner, YOU JUST DON'T KNOW!- Lallante |

Kayosoni
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Posted - 2004.02.06 01:46:00 -
[22]
Hey dalman, Vina feels insulted that you think she can only fly a blackbird :P
Say you're sorry! |

Elizar
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Posted - 2004.02.06 01:56:00 -
[23]
Quote: Just add a random skill loss amount reguardless of your clone type. The idea is to make the time it takes to travel a better deal than it does to retrain the loss. Make it random just for fun.
Since clones are a type of insurance to guard your skill points in the event of an untimely death I'd say clone traveling is using a game system in a way it was never intended. So, fix it so clones meet their intended uses and no one abuses them.
But in the peek of the week 'one to many' It seems to point out that this method of travel is 'okay' and used by the wealthy...Now lets see a flood of posts from the billion airs opting to have the price increased  http://webpages.charter.net/atwtnick/sig.jpg |

dalman
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Posted - 2004.02.06 01:57:00 -
[24]
Quote: Hey dalman, Vina feels insulted that you think she can only fly a blackbird :P
Say you're sorry!
Yea, I know your alt can fly a Scorpion too, maybe more battleships, but I guess that one is on another account?
If so, that's not really as much of a problem, as your clone actually cost some money(1 or 2M), and you're paying for a character on which you can't use implants.
A 15 minute timer would still be a good idea though.
M.I.A. since 2004-07-30 |

Kayosoni
|
Posted - 2004.02.06 01:59:00 -
[25]
Yes it's on another account, and yes I agree with the 15 min timer. I also want that in for repaired battleships (as I said earlier.)
Or perhaps a time multilier by how damaged the battleship is (into hull only.) |

Kalki Nibiru
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Posted - 2004.02.06 03:02:00 -
[26]
Listen to what I said, dont have timers limiting you to being able to play, have a system where the more skill points you have (IE which clone you have) is given a skill training penalty for when you are podded or clone jump.
What this idea doesnt do is stop you from playing the game, it re-inforces that dying has consequences. It doesnt punish the new players either since their 'half-speed' skill training lasts for a very short period of time where as veterans who have been around since release or damn near close will have a much larger time to wait until they can train at normal speed.
The reason why this idea is so great is because you can still play the game, you arent forced to sit in a station doing nothing, you arent forced to quit the game and come back 30 mins later and play, and most importantly you dont need to go through an imposed skill loss and retrain any skills.
Basically you have a system where death in any form (clone jump or podding) is something thats generally bad, but not so bad that people will want to quit the game.
Remember, the idea is not to punish the new players for dying, but to stagger the effects so that once you do have 6-7M skill points, you are going to wait at least 12hrs before you can train at normal speed.
Taken from the May 29th 2003 Devchat at EveGate . <Muaddid> Q: When will sentry gun and station and similar construction pods be introduced on the market? <Hellmar> we have various player owned entities already implemented. Sentry guns, power/shield generators, field repair mini-stations, mobile refineries. We are still working out the last tidbits of how they can be over taken, what is the penalty of having a sentry gun kill a n00b etc. and we have been a bit busy with plugging the holes that people have found.I would say that you'd start to see these items on the market in about 2-3 weeks, very expensive to begin with |

dalman
|
Posted - 2004.02.06 03:52:00 -
[27]
Kalki, if you read what I said, the problem is NOT with character that have like 9 million skill points. A new clone for them cost 2M isk.
The problem is with alts that have between 200 and 300.000 skillpoints. And these alts are not being trained. They have the skills they need for their purpose.
You idea would not help to solve this problem, just make death more costly for everyone else.
M.I.A. since 2004-07-30 |

Dreez
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Posted - 2004.02.06 04:25:00 -
[28]
Edited by: Dreez on 06/02/2004 04:29:21 Awwww... you want some cheese to that whine ?

Quote:
You idea would not help to solve this problem
So our tactics is a problem that you cannot handle by your own, so you run to CCP and cry for them to "remove" our tactics... get real.
'Trying to argue logically with Evol is like trying to teach a pig to dance. It only makes you look foolish and really annoys the pig ' - Duke Droklar [OC]
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dalman
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Posted - 2004.02.06 04:52:00 -
[29]
Quote: Edited by: Dreez on 06/02/2004 04:29:21 Awwww... you want some cheese to that whine ?

Quote:
You idea would not help to solve this problem
So our tactics is a problem that you cannot handle by your own, so you run to CCP and cry for them to "remove" our tactics... get real.
You know that I don't have any problems handling it. Others may have. I don't know how successful you've been with it, but since you've used it many times against both CA and SA I guess it's working. And I also guess that it's something that CCP didn't plan as a feature in the game (they were thinking of removing the self-destruct option on pods, remember?), but rather you taking advantage of a flaw in the game. Hence it is a problem with game mechanics.

M.I.A. since 2004-07-30 |

Void
|
Posted - 2004.02.06 05:05:00 -
[30]
Clone travil is a valid stratigy that takes time to set up the resources needs and costs you to use. It's not like anyone can jump anywhere and have a ship waiting for them. You have to do quite a bit to have it set up for you and you can not use implants and it costs you money each time you do it. Clone travil is no more imblanced then muliple warp core stabilizers, safe spots, using drones to make lag, killing small ships and warping out, instant jumping indies, or many other things you do not seem to be complaining about but seem just fine using. So how about them apple? Just a friendly thought, no offence ment and non taken about you not liking C4 being able to kick it too you all over eve in the same day.
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Duke Droklar
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Posted - 2004.02.06 05:06:00 -
[31]
Question for those that think clone traveling should be nerfed:
CCP stated since early beta that there would be interbus which you could use to travel around. What is the difference except for the fact that we have to sacrifice the use of implants as well as paying far more to travel than a reasonable interbus fee would be?
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Danton Marcellus
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Posted - 2004.02.06 05:07:00 -
[32]
Insert the ability to pay for having a character when cloned being cloned at a random station anywhere in EVE but the region he got killed in or was headed to. Bribing the cloning company. This service then will have a certain percentage to kick in every time that character clonejumps or get killed.
No huge percentage or anything just an added risk of the practise.
Convert Stations
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dalman
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Posted - 2004.02.06 05:20:00 -
[33]
Quote: CCP stated since early beta that there would be interbus which you could use to travel around. What is the difference except for the fact that we have to sacrifice the use of implants as well as paying far more to travel than a reasonable interbus fee would be?
Maybe that interbus wouldn't cover non-empire space? (as I understand it)
M.I.A. since 2004-07-30 |

j0sephine
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Posted - 2004.02.06 05:31:00 -
[34]
"Maybe that interbus wouldn't cover non-empire space? (as I understand it)"
From company description:
"As InterBus has to operate not only in empire stations, but also in pirate havens and other stations associated with organized crime, the company has to uphold a very strict policy regarding neutrality and secracy. Even if the company is owned by the empires, no information regarding to shipments or station locations is ever given out. The strict adherence to these rules has allowed InterBus to operate without harassment in every corner of the world of EVE, making them one of the pillars of the inter-stellar community."
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Jash Illian
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Posted - 2004.02.06 05:38:00 -
[35]
Edited by: Jash Illian on 06/02/2004 05:39:46
Quote: Listen to what I said, dont have timers limiting you to being able to play, have a system where the more skill points you have (IE which clone you have) is given a skill training penalty for when you are podded or clone jump.
What this idea doesnt do is stop you from playing the game, it re-inforces that dying has consequences. It doesnt punish the new players either since their 'half-speed' skill training lasts for a very short period of time where as veterans who have been around since release or damn near close will have a much larger time to wait until they can train at normal speed.
The reason why this idea is so great is because you can still play the game, you arent forced to sit in a station doing nothing, you arent forced to quit the game and come back 30 mins later and play, and most importantly you dont need to go through an imposed skill loss and retrain any skills.
Basically you have a system where death in any form (clone jump or podding) is something thats generally bad, but not so bad that people will want to quit the game.
Remember, the idea is not to punish the new players for dying, but to stagger the effects so that once you do have 6-7M skill points, you are going to wait at least 12hrs before you can train at normal speed.
This playerbase is home to people that have set alarm clocks to wake them up to set a skill, gotten angry at spouses trying to explain how to change a skill over the telephone, rushed home from work (prolly endangering lives) to change skills, complained massively about extended downtimes affecting their skill training and the extremely scary admission from one person that they jumped up in the middle of sex with their girlfriend to set a skill.
Aside from the issue pointed out about not affecting half trained specialty alts...just how well do you think such a feature would go over with people like that?
Given the aforementioned actual occurances that have been reported on these forums, I hope you live in a castle with boiling oil on the ramparts. I can see a lynch mob of skill training zombies after your living flesh 
I mean its like you want corporations to oblige each other like its sex or something. Pffft I would rather **** my enemy.- Rohann
Be careful out there. That other guy waiting in the queue for the gate MIGHT be a baby-munching frock-burner, YOU JUST DON'T KNOW!- Lallante |

Joshua Calvert
|
Posted - 2004.02.06 08:03:00 -
[36]
Clone-jumping simply negates everything CCP has tried to do with stargates/mwd's in order to make systems defensible.
How on earth do you plan on defending a system if pilots don't even have to physically travel to your system via any of your carefully planned defenses when they can just pod themselves 60 jumps away and voila! re-appear in your backyard without a hitch to their progress.
LEEEEERRRRRRRRRRROOOOOOOOOYYYYYYYYYYYYYYY! |

Joshua Calvert
|
Posted - 2004.02.06 08:11:00 -
[37]
Quote: Edited by: Jash Illian on 06/02/2004 05:39:46
Quote: Listen to what I said, dont have timers limiting you to being able to play, have a system where the more skill points you have (IE which clone you have) is given a skill training penalty for when you are podded or clone jump.
What this idea doesnt do is stop you from playing the game, it re-inforces that dying has consequences. It doesnt punish the new players either since their 'half-speed' skill training lasts for a very short period of time where as veterans who have been around since release or damn near close will have a much larger time to wait until they can train at normal speed.
The reason why this idea is so great is because you can still play the game, you arent forced to sit in a station doing nothing, you arent forced to quit the game and come back 30 mins later and play, and most importantly you dont need to go through an imposed skill loss and retrain any skills.
Basically you have a system where death in any form (clone jump or podding) is something thats generally bad, but not so bad that people will want to quit the game.
Remember, the idea is not to punish the new players for dying, but to stagger the effects so that once you do have 6-7M skill points, you are going to wait at least 12hrs before you can train at normal speed.
This playerbase is home to people that have set alarm clocks to wake them up to set a skill, gotten angry at spouses trying to explain how to change a skill over the telephone, rushed home from work (prolly endangering lives) to change skills, complained massively about extended downtimes affecting their skill training and the extremely scary admission from one person that they jumped up in the middle of sex with their girlfriend to set a skill.
Aside from the issue pointed out about not affecting half trained specialty alts...just how well do you think such a feature would go over with people like that?
Given the aforementioned actual occurances that have been reported on these forums, I hope you live in a castle with boiling oil on the ramparts. I can see a lynch mob of skill training zombies after your living flesh 
Jash, you're a great one for risk versus reward.
Where's the risk in clone-jumping beyond prepared defenses?
It's a cowards way out, if you ask me. There's no point in setting up multiple blockades along a route if OC can just turn back to Ipref, pod themselves, and re-appear 34 jumps away behind our defenses.
LEEEEERRRRRRRRRRROOOOOOOOOYYYYYYYYYYYYYYY! |

Agan Rafa
|
Posted - 2004.02.06 08:35:00 -
[38]
Why not just increase cost for each successive clone, and implement clone 'downtime' (ie: the time during which you cannot buy another clone) that successively rises after each cloning. For instance: player x has been cloned 8 times previously, now when he activates his clone, he will not be allowed to buy another for (n-1)¦ days, and it will cost him (n-1)¦ times the initial cost. Where n = clone generation he wants to buy (in this case 9) - which gives us 64 days wait, and 64 times initial fee. New players won't be screwed either, because if they died 8 times already, and can't afford the now higher fee for clone, they should probably consider another line of work anyway (ie new character)..... 
Carebear extraordinaire |

DREAMWORKS
|
Posted - 2004.02.06 09:08:00 -
[39]
Quote: Clone-jumping simply negates everything CCP has tried to do with stargates/mwd's in order to make systems defensible.
How on earth do you plan on defending a system if pilots don't even have to physically travel to your system via any of your carefully planned defenses when they can just pod themselves 60 jumps away and voila! re-appear in your backyard without a hitch to their progress.
In responce to the mass guy:
300k skillpoints were the ability to use cruise missles alone, my alt has reached well over 800k skillpoints. And thats a frigate fighter ONLY.
In responce to Everlasting vendetta:
Clone traffeling doesn't bring the ship to the right destination, it only brings the pilot to his ship. If you want to secure a sector you need to secure that the enemy doesn't get his gear to him.
3rd point is that what Duke said: Interbus was supposed to do what clone traffel does now, and its supposed to be cheaper too.
According to my opinion clone traffel is fairly balanced, implants are lost, the prices get higher and higher every time you get more skillpoints and ships and gear cannot be taken with you.
(i wish, so i could transfer all those 80000 assets i have all over farking space to 1 damn station.)
Nerfing clones would be a nerf not only to clone jumpers but to the whole community, and saying that selfdestruct should mean a higher penalty then players shoot each other egg instead of selfdestructing.
removed the off-topic troll post -Eris Discordia __________________________
http://www.nin.com/visuals/thtf_hi.html |

Saladin
|
Posted - 2004.02.06 11:28:00 -
[40]
Quote: I would say at least an hour AND the risk of losing skillpoints should be increased.
There are certain pilots of a certain corporation who clone-jump several times a day with no impendiment.
It's quite imbalanced.
Yes thats a great idea. Lets tailor the game to accomodate Josh's every whim.  --------------------------- (c) Copyright Saladin, 2005. Any editing of this post by a third party will be in violation United States Internet Copyright law 46525 of 2003. |

Eris Discordia
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Posted - 2004.02.06 11:44:00 -
[41]
Please keep this discussion on-topic and free of trolling posts or flames.
Thank you 
I ♥ my pink dreadnought of pwnage Mail [email protected] if you have any questions. |

Joshua Calvert
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Posted - 2004.02.06 11:47:00 -
[42]
Can I have my post back, Eris?
It was neither flaming or trolling.
LEEEEERRRRRRRRRRROOOOOOOOOYYYYYYYYYYYYYYY! |

IZON
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Posted - 2004.02.06 14:45:00 -
[43]
Quote: Listen to what I said, dont have timers limiting you to being able to play, have a system where the more skill points you have (IE which clone you have) is given a skill training penalty for when you are podded or clone jump.
What this idea doesnt do is stop you from playing the game, it re-inforces that dying has consequences. It doesnt punish the new players either since their 'half-speed' skill training lasts for a very short period of time where as veterans who have been around since release or damn near close will have a much larger time to wait until they can train at normal speed.
The reason why this idea is so great is because you can still play the game, you arent forced to sit in a station doing nothing, you arent forced to quit the game and come back 30 mins later and play, and most importantly you dont need to go through an imposed skill loss and retrain any skills.
Basically you have a system where death in any form (clone jump or podding) is something thats generally bad, but not so bad that people will want to quit the game.
Remember, the idea is not to punish the new players for dying, but to stagger the effects so that once you do have 6-7M skill points, you are going to wait at least 12hrs before you can train at normal speed.
It's a good argument, but it's rather like shutting the stable door 'after' the horse has bolted. A player with 4 to 5 million+ skill points will have acquired the necessary skills to operate at several effective levels in Eve. Reducing their skill training time doesn't alter this. It will not 'stop' a clone returning to the battle scene with all their skills intact [minus their implants which kind of weakens your point].
Invoking a skill training penalty is nothing but a slap on the wrist for the podee and two fingers in the face of the poder. Call me old fashioned but when I pod someone in battle I like to think that 'my' actions 'there & then' are having an decisive impact on game play; when you remove a chess piece from the game that's it, it's gone, and you capitalise on your advantage. A time sink on clone activation would underscore the main objective of battle, to defeat your opponent chiefly by delivering death and removing them from the battle arena. A clone or clones returning ten minutes later to the battle scene ærefreshedÆ but with reduced skill training times may actually hold the bigger advantage over battle worn opponents, any æperceivedÆ disadvantage of reduced skill training would have no impact on their performance.
"...master! there's a guy in the south village called IZON, he is a Ninja!" |

Deloup Drakar
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Posted - 2004.02.06 15:56:00 -
[44]
Quote: Invoking a skill training penalty is nothing but a slap on the wrist for the podee and two fingers in the face of the poder. Call me old fashioned but when I pod someone in battle I like to think that 'my' actions 'there & then' are having an decisive impact on game play; when you remove a chess piece from the game that's it, it's gone, and you capitalise on your advantage. A time sink on clone activation would underscore the main objective of battle, to defeat your opponent chiefly by delivering death and removing them from the battle arena. A clone or clones returning ten minutes later to the battle scene ærefreshedÆ but with reduced skill training times may actually hold the bigger advantage over battle worn opponents, any æperceivedÆ disadvantage of reduced skill training would have no impact on their performance.
That's why I mentioned about either gaining back your skills via rank/sp, that way in a matter of a minute or so the person can at least still get in thier noob ship or a shuttle and fly away, but they cant hop right back into a battleship and come back for more.
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Duke Droklar
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Posted - 2004.02.06 16:03:00 -
[45]
Edited by: Duke Droklar on 06/02/2004 16:15:09 Notice how EV completely aviods the FACT that eve was supposed to have interbus which would've actually allowed us to do this with even less cost and downsides.
Also notice that while OC was fighting FOR SA using this tactic AGAINST the CA they had no problems with it whatsoever. 
Downsides of Clone travel:- Cost of clone
- Loss of implant use
- Must have ships at multiple locations
- Dont forget all the gear and ammo
- office required
- Chance of skill loss through botched clone
Downsides of Interbus: ummm, thats it? Give me interbus please!
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DREAMWORKS
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Posted - 2004.02.06 16:11:00 -
[46]
Quote: Notice how EV completely aviods the FACT that eve was supposed to have interbus which would've actually allowed us to do this with even less cost and downsides.
Also notice that while OC was fighting FOR SA using this tactic AGAINST the CA they had no problems with it whatsoever. 
Downsides of Clone travel:- Cost of clone
- Loss of implant use
- Must have ships at multiple locations
- Dont forget all the gear and ammo
- office required
Downsides of Interbus: ummm, thats it? Give me interbus please!
If i didn't knew any better, EV are afraid of something. __________________________
http://www.nin.com/visuals/thtf_hi.html |

Dreez
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Posted - 2004.02.06 17:08:00 -
[47]
OK. to clear up a few things.
Clonetravel is NOT cheap , i¦ve spent entire corpwallets cloning everywhere. Each time i clonetravel it costs me 2M, the only reason i do it is because of the mobility it gives me.
I can never get locked down in a system, and all i need to do is spend a fortune (for some) each time i activate my clone.
Clones were also made in the aspect that each time you die and activates your clone, it would be a certain % if chanse that you lose a few skillpoints, depending on your clone¦s quality - witch is why i pay 2M for every clone i use up.
The better quality of the clone, the higher price - would it not be strange if you would pay a small fortune for a clone and the salesman says: - Your clone is VERY expensive and VERY good quality, but we cannot make any promises that it will "work".
Who would buy a clone from such a salesman, not me.
I know 2M is not much for me, but keep in mind that not all players can afford paying several millions each week in clone-cost.
Get real.
'Trying to argue logically with Evol is like trying to teach a pig to dance. It only makes you look foolish and really annoys the pig ' - Duke Droklar [OC]
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Jash Illian
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Posted - 2004.02.06 17:17:00 -
[48]
Quote:
Jash, you're a great one for risk versus reward.
Where's the risk in clone-jumping beyond prepared defenses?
It's a cowards way out, if you ask me. There's no point in setting up multiple blockades along a route if OC can just turn back to Ipref, pod themselves, and re-appear 34 jumps away behind our defenses.
Yes, I'm a fan of Risk vs Reward. Yes, there is no risk in using an alt to reap the reward of popping your industrials.
No, I do not believe the situation is important enough to affect thousands of people's gameplay to solve this particular 'crisis'.
I can easily see people losing 99% of their availible playtime getting stuck inside a station because of a blockade, with no way to get out. Undock->pod->wait x minutes. Rinse and repeat enough that nobody undocks ever.
EV has nublars lazing about mining. Take em up to Stain and have them patrol the stations in frigates. They might thank you for something more fun to do than mine all day.
I mean its like you want corporations to oblige each other like its sex or something. Pffft I would rather **** my enemy.- Rohann
Be careful out there. That other guy waiting in the queue for the gate MIGHT be a baby-munching frock-burner, YOU JUST DON'T KNOW!- Lallante |

Joshua Calvert
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Posted - 2004.02.06 17:19:00 -
[49]
Before you get all high and mighty as usual, Docklar, you may wish to consider WHY Interbus has not been introduced.
Perhaps for the same reasons clone-jumping itself is imbalanced?
LEEEEERRRRRRRRRRROOOOOOOOOYYYYYYYYYYYYYYY! |

Joshua Calvert
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Posted - 2004.02.06 17:21:00 -
[50]
For flips sakes, does no-one see the point?
IF THEY CLONE-JUMP THEY DO NOT TRAVEL ANYWHERE AND THAT DRAMTICALLY REDUCES THE CHANCES OF SUCCESSFULLY DEFENDING A GROUP OF SYSTEMS.
IF THEY TRAVEL NORMALLY tO A SYSTEM YOU HAVE MULTIPLE INSTANCES TO DEFEND.
Clone-jumping, to me, is far far worse than a carebearingest carebear using insta-jump bookmarks to travel everywhere.
LEEEEERRRRRRRRRRROOOOOOOOOYYYYYYYYYYYYYYY! |

Khal St
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Posted - 2004.02.06 17:25:00 -
[51]
Perhaps Increasing clone costs for the high end skill pointers and tie the 'moving spawn point' to the skill point level making it cost more to move a high skill pointer...
two cents....
Only the insane prosper, only those who prosper can truly judge what is sane...
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Jash Illian
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Posted - 2004.02.06 17:46:00 -
[52]
Quote: For flips sakes, does no-one see the point?
IF THEY CLONE-JUMP THEY DO NOT TRAVEL ANYWHERE AND THAT DRAMTICALLY REDUCES THE CHANCES OF SUCCESSFULLY DEFENDING A GROUP OF SYSTEMS.
IF THEY TRAVEL NORMALLY tO A SYSTEM YOU HAVE MULTIPLE INSTANCES TO DEFEND.
Clone-jumping, to me, is far far worse than a carebearingest carebear using insta-jump bookmarks to travel everywhere.
I see the point quite well. The point is not big enough to make locking people out of gameplay for significant amounts of time to as a viable alternative.
A person blockaded in a system is almost guaranteed to lose 15-30 minutes of their play time. The 1st 15m interval when they undock and are made aware they're blockaded by the podding. And another 15m interval when they change their clone location to escape. That's a setup for griefing you should be able to see a mile away.
Sorry, but your industrials are not that important compared to what you're proposing to affect.
I mean its like you want corporations to oblige each other like its sex or something. Pffft I would rather **** my enemy.- Rohann
Be careful out there. That other guy waiting in the queue for the gate MIGHT be a baby-munching frock-burner, YOU JUST DON'T KNOW!- Lallante |

Duke Droklar
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Posted - 2004.02.06 17:55:00 -
[53]
Quote: Before you get all high and mighty as usual, Docklar, you may wish to consider WHY Interbus has not been introduced. -[EV]Josh
Yes, and stations and mobiles and rogue drone camps and Titans and... errr you get the point I would hope. 
Question: Lets say they completely nerf clone travel and dont then come through with the promised interbus.
Since everyone has 3 chars per account, many have multiple accounts, most of us having multiple military chars and can just as easily leave these chars staged in multiple places (which we already do) will you then whine to limit accounts to 1 char per account and a lie detector test to prevent multiple accounts??? Sorry, rhetorical question since the answer is obviously yes. 
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Admiral IceBlock
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Posted - 2004.02.06 18:04:00 -
[54]
Edited by: Admiral IceBlock on 06/02/2004 18:06:02 there should be a skill training penalty, like when u get poded ur skill will train slower, so decrease it for each time u die... and after some time ur skills train at normal speed again...
"We brake for nobody"
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j0sephine
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Posted - 2004.02.06 18:44:00 -
[55]
"IF THEY CLONE-JUMP THEY DO NOT TRAVEL ANYWHERE AND THAT DRAMTICALLY REDUCES THE CHANCES OF SUCCESSFULLY DEFENDING A GROUP OF SYSTEMS.
IF THEY TRAVEL NORMALLY tO A SYSTEM YOU HAVE MULTIPLE INSTANCES TO DEFEND."
... If someone clone-jumps, they most certainly do travel -- to a certain station where they keep their --prepared in advance-- ship.
So instead of 'multiple instances to defend' you only need to guard one spot to succesfully intercept them -- outside of station which they clone-jump to. (and then even if they break out, they have still to travel to system with their targets... there isn't a station in every system in 0.0 right? ^^;
So, why is it soooo much worse than 'normal' way? o.o;
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Halseth Durn
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Posted - 2004.02.06 20:24:00 -
[56]
I believe the military implications are irrelevant on this issue. One should prepare themselves for attack from any threat from any direction. If I beat someone back in one direction and then I fall into that same persons trap while retreating, shame on me for not paying attention.
Clone jumping is a great tool I use often and is even mentioned in one of the POWs as a way for busy plutocrats with a hectic schedule to attend multiple meetings in one day. Don't penalize it with a skill setback. If anything, enforce a 15 min "wake-up" period to discourage abuse.
Oberon-Inc FEAR MY EMOTICONS |

Hematic
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Posted - 2004.02.06 22:36:00 -
[57]
Quote: Call me old fashioned but when I pod someone in battle I like to think that 'my' actions 'there & then' are having an decisive impact on game play; when you remove a chess piece from the game that's it, it's gone, and you capitalise on your advantage.
You do have an impact on the game. The guy is out X million isk to make a new clone. Also depending on what ship he was in you cost him that too.
As it stands pod-travel costs isk for most of the old timers it's got to be 4+ million. Couple that with the fact he can't really use implants and I would say that there already is a huge detraction from such activity.
Forcing a guy to sit and wait on top of all that is just stupid.
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