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Meridius Dex
Foundation R0ADKILL
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Posted - 2008.06.06 22:40:00 -
[1]
Edited by: Meridius Dex on 06/06/2008 22:40:37 Has it been discussed before? Sure. Has anyone ever started a petition thread in the CSM forum? I looked but didn't see it mentioned here. So I propose...
Advanced Infomorph Psychology Category: Science Rank: 6 Prerequisites: Infomorph Psychology IV
Psychological training that further strengthens the pilot's mental tenacity to withstand the rigors of jump cloning. The rigors of having one's consciousness detached from one's physical form more often, scattered across the galaxy and then placed in a vat-grown clone, can be very unsettling to the untrained mind.
Reduces standard 24 hour jump clone turnaround time 2 hours per level.
Primary: Charisma Secondary: Willpower
-- Meridius Dex --
Amarr = EVE on Hard setting |

Mighty Ahti
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Posted - 2008.06.06 22:57:00 -
[2]
Is anyone not satisfied with 5 jump clones? I hardly even use one let alone the 3 that I can.
If this skill is proposed it should be rank 5 (assuming I'm correct in remembering that the base skill is rank 3), and you should require V in the skill.
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Herschel Yamamoto
Bloodmoney Incorporated
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Posted - 2008.06.07 00:02:00 -
[3]
Originally by: Mighty Ahti Is anyone not satisfied with 5 jump clones? I hardly even use one let alone the 3 that I can.
If this skill is proposed it should be rank 5 (assuming I'm correct in remembering that the base skill is rank 3), and you should require V in the skill.
Dude, read the skill - it reduces jump time, it doesn't increase clone numbers.
As for the skill, it's okay, but I think it should almost give a bigger bonus. 14 hour jumpcloning hardly seems worth it for 30 days of training. ------------------ Fix the forums! |

BlondieBC
7th Tribal Legion
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Posted - 2008.06.07 00:22:00 -
[4]
I like this skill.
BTW, I would also like 6 jump clones 
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Erotic Irony
0bsession
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Posted - 2008.06.07 00:25:00 -
[5]
totally useless, rank six is just hilariously terrible
just use the existing rank one and change the bonus to +1 clone -10% jump time/level ___ Eve Players are not very smart. Support Killmail Overhaul
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Frecator Dementa
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Posted - 2008.06.07 00:27:00 -
[6]
supporting decreased JC timer ----------------------- forum ate my post again |

Chainsaw Plankton
IDLE GUNS IDLE EMPIRE
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Posted - 2008.06.07 10:43:00 -
[7]
Edited by: Chainsaw Plankton on 07/06/2008 10:42:48
Originally by: Herschel Yamamoto
Originally by: Mighty Ahti Is anyone not satisfied with 5 jump clones? I hardly even use one let alone the 3 that I can.
If this skill is proposed it should be rank 5 (assuming I'm correct in remembering that the base skill is rank 3), and you should require V in the skill.
Dude, read the skill - it reduces jump time, it doesn't increase clone numbers.
As for the skill, it's okay, but I think it should almost give a bigger bonus. 14 hour jumpcloning hardly seems worth it for 30 days of training.
all I would want would be level 3 
log in, do some stuff, someone says hey lets go 0.0 roaming so you jump clone next day, log in and be able to jump clone already, rather than wait a few hours.
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Ethaet
Aliastra
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Posted - 2008.06.07 11:15:00 -
[8]
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TimMc
Genos Occidere
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Posted - 2008.06.07 11:23:00 -
[9]
I support OP.
Because the problem is I cannot jump clone at the end of the day to an implanted clone, because it would mean waiting til the end of the next day to get out. |

Malak Synn
Pator Tech School
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Posted - 2008.06.07 11:59:00 -
[10]
Nice...
... Only edit the skill rank to a 4 multiplier.
6 is a little over the top considering the basic Infomorph Psych rank is a 1, it would still take a decent chunk of time to train up at levels 4 and 5 respectively.
Quote: ... Are You Watching Closely?
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Beaverid Tesu
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Posted - 2008.06.07 12:07:00 -
[11]
This would make it so that characters with leadership implants dont take such a penalty when flying solo.
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Beaverid Tesu
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Posted - 2008.06.07 12:09:00 -
[12]
Originally by: Erotic Irony totally useless, rank six is just hilariously terrible
just use the existing rank one and change the bonus to +1 clone -10% jump time/level
I also like this idea as the jump time would be less than the OP 
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Dray
Spartan Industries Cruel Intentions
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Posted - 2008.06.07 14:15:00 -
[13]
I made a suggestion for clone jump reduction skill a while back in the Ideas forum, definite yes.
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Meridius Dex
Foundation R0ADKILL
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Posted - 2008.06.08 18:47:00 -
[14]
If I could train this hypothetical skill to IV, I'd be quite happy with a 16-hour turnaround time. You could switch over to a PvP clone in the afternoon and still be back in your main by the next morning. Good enough for me! -- Meridius Dex --
Amarr = EVE on Hard setting |

Vendrin
Ghost Festival
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Posted - 2008.06.08 22:22:00 -
[15]
Yes please
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Ranamar
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Posted - 2008.06.09 00:44:00 -
[16]
Originally by: Meridius Dex If I could train this hypothetical skill to IV, I'd be quite happy with a 16-hour turnaround time. You could switch over to a PvP clone in the afternoon and still be back in your main by the next morning. Good enough for me!
I'm getting to the point where I can place jump clones with a high-sec corp, so I'm thinking the same thing.
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Amarr Holymight
Bat Country Aegis Militia
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Posted - 2008.06.09 03:22:00 -
[17]
Yeh needs shortening isn't this posted somewhere else?
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beor oranes
Black Water.
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Posted - 2008.06.14 10:12:00 -
[18]
If it down from 24hrs to 12hrs at level 5...definitely!! ------------------------------------------------ Either pick a dry year when fighting wars or civilize the moronic races and have no wars at all! |

Hegotu Alecto
Destructive Influence Band of Brothers
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Posted - 2008.06.14 10:27:00 -
[19]
Definatly a decrease in timer, i JC a lot from 0.0 to empire, be it to mission or go shopping in jita, it saves me a huge trip from 00, this could make things easier for people like me
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Leora Nomen
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Posted - 2008.06.14 12:46:00 -
[20]
only it should be science/memory like all other science skills and require infomorph psychology V :P
guide to game time codes |

Jason Shroud
GoonFleet GoonSwarm
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Posted - 2008.06.14 13:51:00 -
[21]
The exact values do need a bit of discussion, but I wholeheartedly support this. Clone-jumping once every twenty-four hours can be awfully restrictive, and a means of reducing that would make a number of people happy.
I do prefer "Reduces jump clone turnaround time by 10% per level" over "two hours per level" just because almost everything else in Eve is based on percentages, so it looks and feels a bit more internally consistent.
Numbers (based on 10% per level):
AIP 0: 24 hours AIP 1: 21 hours, 36 minutes AIP 2: 19 hours, 12 minutes AIP 3: 16 hours, 48 minutes AIP 4: 14 hours, 24 minutes AIP 5: 12 hours even
The first couple levels don't get you much of anything (a couple hours), but AIP3 is close to "jump into an implant clone before you go to bed, sleep, go to work the next day, get home from work, jump back into a combat clone, kill stuff, repeat." AIP 4 and AIP 5 make that quite feasible.
This could lead to a bit of overall inflation of characters' skill points. My implant clone is full of relatively expensive bits, in a station far removed from any of my alliance's current combat operations, so jumping into that clone effectively removes me from combat for the next 24 hours. If it were easier to do so (without the implicit penalty of "you can't play Eve tomorrow") I know I'd be jumping quite a bit more often once I had this proposed skill trained up to III or IV. A few hours with +3s and +4s would give me an extra few hundred skill points a day, which would add up over the next year or two.
I don't have a problem with that, but some folks might.
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Messerschmitt facility
Shinra Shinra Alliance
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Posted - 2008.06.15 21:53:00 -
[22]
Edited by: Messerschmitt facility on 15/06/2008 21:54:48 I had my own thread here: http://oldforums.eveonline.com/?a=topic&threadID=794735.
I support it but make it 10% per level rather than fix duration. Level 5 will end up at a nice round 12 if you care training to level 5. Also rank 6 would be a good option and will allow people to "specialise" if they really want it. I know I would.
We could also make it in such a way that this skill only applies if the clone you want to jump to has the exact same copy of implants as your current clone. If not, then the skill will not apply and you still have to wait 24hrs. I belive this would be a better option provided CCP can implement it in such a way _________________________________
A conclusion is the place where you got tired of thinking...
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Exodus Alpha
Eve University Ivy League
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Posted - 2008.06.15 22:01:00 -
[23]
This needs tuning in a few parts (not Charisma/Willpower; percentage based reduction), but I like the general idea. I don't think Rank 6 is something that necessarily needs to be changed since it should be a skill that takes you a good while to train up fully, but that final decision would be up to CCP in any case.
/supported for the CSM to bring this to CCP's attention
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Blazde
4S Corporation Morsus Mihi
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Posted - 2008.06.16 00:47:00 -
[24]
Not sure about the details but the time needs reducing. 24 hours is very awkward. _
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Dlardrageth
Eve University Ivy League
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Posted - 2008.06.16 07:27:00 -
[25]
Fully supported. About the complexity level of the skill... IMHO it should be about as hard to train up as Thermodynamics to give an orientation point.
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Drilacred
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Posted - 2008.06.16 08:21:00 -
[26]
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Heartstone
Jericho Fraction The Star Fraction
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Posted - 2008.06.16 09:02:00 -
[27]
I think this has a great deal of merit and support it fully. Personally however I would make it MORE difficult than that to train simply on the basis that it make a fundamental difference to gameplay. Maybe Science V and Infomorph V. The rank of the skill looks about right imo based on the effect.
---
|

Xplained
Welsh Wizards
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Posted - 2008.06.16 09:11:00 -
[28]
24 hours is short enough between jumps, if need to do it sooner, you could always do it like we did before jump clones.
Byddin Rhyddid Cymru |

Drzt
Domini Umbrus Free Trade Zone.
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Posted - 2008.06.23 09:15:00 -
[29]
Absolutely. Great idea. Adapt or die. |
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Chribba
Otherworld Enterprises Otherworld Empire
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Posted - 2008.06.23 10:07:00 -
[30]
Supported.
Secure 3rd party service ■ Do you Veldspar? |
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Hastur DragonTooth
coracao ardente
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Posted - 2008.06.23 10:37:00 -
[31]
+Support .. |

Chris Vattic
Paxton Industries Paxton Federation
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Posted - 2008.06.23 11:29:00 -
[32]
Supported --
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Akita T
Caldari Navy Volunteer Task Force
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Posted - 2008.06.23 12:08:00 -
[33]
Reducing the cooldown time between two individual jumps will not allow you to make much better use of the jumps you have, but it will simply increase the number of jumps you can make. I'd rather see a "48 hours since previous clone jump" alternative method of clone jumping instead of a skill-based faster overall jumping speed.
A 48h for 2 jumps (instead of 24h for one jump) limit would ensure you being able to jump somewhere, do something, then jump right back whenever you feel like it every two days... or make one jump somewhere else daily (like right now). You will not be able to make more jumps per week/month, but you will be able to make better use of the jumps you have.
_
Vote on issue of mineral and moon material balance ! |

Gaelenus
Federal Guard and Recon Corporation
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Posted - 2008.06.23 12:28:00 -
[34]
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Siebenthal
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Posted - 2008.07.15 13:55:00 -
[35]
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kyoukoku
|
Posted - 2008.07.15 14:38:00 -
[36]
/signage Ninja Salvaging ain't stealing
from desusig.crumplecorn.com
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Danton Marcellus
Nebula Rasa Holdings
|
Posted - 2008.07.15 14:38:00 -
[37]
Hell no. Why not just let everyone fit a jump engine on anything they choose for fre and be done with it?
This is not the land of the heartstone, you plan ahead or you leg it!
Should/would/could have, HAVE you chav!
Also Known As |

Thorradin
State Protectorate
|
Posted - 2008.07.16 22:01:00 -
[38]
Originally by: Meridius Dex So I propose...
Advanced Infomorph Psychology Category: Science Rank: 6 Prerequisites: Infomorph Psychology IV
Psychological training that further strengthens the pilot's mental tenacity to withstand the rigors of jump cloning. The rigors of having one's consciousness detached from one's physical form more often, scattered across the galaxy and then placed in a vat-grown clone, can be very unsettling to the untrained mind.
Reduces standard 24 hour jump clone turnaround time 2 hours per level.
Primary: Charisma Secondary: Willpower
I'd rather see it give more jump clones, 24 hours is plenty short. Regardless, it should require V not IV.
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Petra Arkania
Ajo Heavy Industries
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Posted - 2008.07.16 22:51:00 -
[39]
Up.
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Jinx Barker
GFB Scientific
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Posted - 2008.07.17 03:03:00 -
[40]
I would do Rank 3, and decrease by 10% per level. For the total of 50% at L5, or 12 hrs.
Still anything that decreases JC time is good. I support it. I think 24 is a bit long, not to mention the standings needed to get the damned thing in the first place.
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Kelron Queldine
Beyond Divinity Inc
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Posted - 2008.07.17 16:06:00 -
[41]
Not needed. I'll make use of jump clones as they are available, but I don't particularly like the gameplay they encourage. Pre-jump clone, implants were a long term investment and you had to think about which were best suited to your gameplay.
Decreasing the timer between jumps would only promote hopping between different hardwiring sets for different ships, and would further reduce PvP risk by making it easier for people to jump into a low value clone temporarily.
I hate signatures with no distinct break from the body of the post. |

Destrukter
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Posted - 2008.07.17 16:40:00 -
[42]
...
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Alz Shado
Ever Flow
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Posted - 2008.07.17 17:41:00 -
[43]
+ Signed for a 12h duration.
Critical to any kind of 0.0/empire coordination not involving alts.
IMHO, the less alts, the better. //// ---------=== []= ---------=== \\\\ Rifter(RedBad)
"Kill a man one is a murderer; kill a million, a conqueror; kill them all, a God." -- Jean Rostand |

Arthmandar Valikari
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Posted - 2008.07.17 19:35:00 -
[44]
I'm in favor of a skill to decrease cool-down after jump clones.
I'm not in favor of a skill to increase the jump clone count. But that's not what is being proposed here. :)
Quote: I for one welcome our new centrifuge generated superchicken overlords. -- Delerium of Disorder
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Lieutenant Isis
Gristle Industries
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Posted - 2008.07.17 20:02:00 -
[45]
not sure the specifics should be nailed down yet, but I support the general idea, a way to reduce your jump clone turn around.
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darkmancer
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Posted - 2008.07.17 20:48:00 -
[46]
What's the point of having it as a skill - why not just reduce the time it takes to jump clone to something sensable like 12 - 18 hr's.
There's no point in having a skill for the sake of having another skills to learn. --------------------------------- There's a simple solution to every problem. It is always invariably wrong |

Marcus Gideon
Gallente Excessive Force
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Posted - 2008.07.17 21:23:00 -
[47]
Originally by: darkmancer What's the point of having it as a skill - why not just reduce the time it takes to jump clone to something sensable like 12 - 18 hr's.
There's no point in having a skill for the sake of having another skills to learn.
I agree with this completely. There is no real call for such a long duration between.
For one thing, this story from the Chronicles... makes reference to the main character attending a meeting in the morning, then surfing in the afternoon, and having dinner that evening... all in different locations. That's at least 3 JC hops in a single day, not counting where he was before the meeting or after dinner.
I really don't think we need to justify having a shorter timer with yet another skill. It wouldn't be "an option some people could take"... it would be "Here's what else you NEED for a Jump Clone".
For ideas like this, I always keep one thing in mind. "People don't want Variety... they want THE BEST".
As for more Jump Clones... how many sets of implants do you need!? ---
Don't take my rantings personally. I may just be arguing the topic... unless you're saying something stupid, and then I mean every word. |

Molock Saronen
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Posted - 2008.07.17 21:52:00 -
[48]
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Heinkel facility
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Posted - 2008.07.17 22:42:00 -
[49]
Comon guys, vote this! We really need more people to make CCP realise Jump Clones now are just implant storage devices and not actually being used as intended. We need at least something that reduces the jump time up to 50%.
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Gyufa Arus
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Posted - 2008.07.17 23:17:00 -
[50]
Supporting with even more time modifier per level. At lvl 5 it should be around 1 hour between jumps. This is one of the many "slow down" feature of eve that I dislike.
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Rumai Ning
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Posted - 2008.07.18 00:00:00 -
[51]
YES MOAR
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Danton Marcellus
Nebula Rasa Holdings
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Posted - 2008.07.18 01:11:00 -
[52]
Originally by: Heinkel facility Comon guys, vote this! We really need more people to make CCP realise Jump Clones now are just implant storage devices and not actually being used as intended. We need at least something that reduces the jump time up to 50%.
How were they intended to be used? Do enlighten us.
Should/would/could have, HAVE you chav!
Also Known As |

Thorradin
State Protectorate
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Posted - 2008.07.18 01:30:00 -
[53]
Clearly jump clones were intended to make it so you could be anywhere at any time.
I hope they never lower the time, 24 hours is nothing, especially when you factor in that it allows you to be able to be active anywhere you have a clone as long as you haven't recently jumped, and if need be, you can leave your expensive implant-filled 'main' somewhere safe when going into a risky situation.
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Mecinia Lua
Galactic Express Burning Horizons
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Posted - 2008.07.18 06:12:00 -
[54]
Although rank 6 is a bit much I do support a skill that lowers jump time.
Thoughts expressed are mine and mine alone. They do not necessarily reflect my alliances thoughts. |

Pavlinka
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Posted - 2008.07.18 09:48:00 -
[55]
I would finaly use them.
/signed Pavlinka & Pavlinecka
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Kelron Queldine
Beyond Divinity Inc
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Posted - 2008.07.18 09:50:00 -
[56]
We could just give everyone jump drives and make implants safely removable, yeah? |

waristina
Black Nova Corp Band of Brothers
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Posted - 2008.07.18 11:46:00 -
[57]
agree.
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WishBlade
League of Disgruntled Fast Food Employees
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Posted - 2008.07.19 15:33:00 -
[58]
/signed. Signature |

Kai DeathCutter
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Posted - 2008.07.19 19:42:00 -
[59]
/signed
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Yon Andon
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Posted - 2008.07.19 20:22:00 -
[60]
/signed
Being able to jump somewhere and back is what matters, could be done by simply not applying the 24 hour counter if you're jumping to a clone that was active less than 24 hours ago, i.e. it's still "fresh". That way if you jump you can jump back and forth between that clone and the one you were in in the first place.
-------------------- I only poast when I haz drinked |

Aneroi
VIRTUAL LIFE VANGUARD Sylph Alliance
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Posted - 2008.07.20 10:46:00 -
[61]
10% instead of 2h and lower rank
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Darkon Elehdinn
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Posted - 2008.07.20 12:20:00 -
[62]
/supported
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Deldrac
Bat Country Aegis Militia
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Posted - 2008.07.20 15:43:00 -
[63]
Personally, I'd like to see a switch to allow 2 jumps every 48 hours, rather than a marginal reduction in the 24 hour cycle.
Reducing the 24 hour thing slightly just leads to the same problem as 6-18 hour skills. Most people play at certain times of the day, and waiting anything over 6 hours is effectively the same as 24 hours.
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Marlona Sky
D00M. Triumvirate.
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Posted - 2008.07.20 15:48:00 -
[64]
Or some variation to reduce jump clone timer. Also something to allow redocking clones on clone vat bays and being able to remotely destroying clones off clone vat bays. I feel sorry for those who have a clone on a mom pilots mothership that barely logs in to allow them to use the clone. 
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Banlish
Di-Tron Heavy Industries Atlas Alliance
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Posted - 2008.07.21 12:23:00 -
[65]
Supported.
Atlas Head Diplomat CEO - Di-Tron Heavy Industries
Carebear Pvper?!?!? |

Cyberman Mastermind
|
Posted - 2008.07.21 14:35:00 -
[66]
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LaVista Vista
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Posted - 2008.07.21 15:02:00 -
[67]
This is on my todo-list for raising for next weeks meeting. I will let you guys know once I submit the issue to the CSM for the rest to read.
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Shulax
Imperial Academy
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Posted - 2008.07.23 22:52:00 -
[68]
/signed
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Yaay
Game-Over The Requiem
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Posted - 2008.07.23 23:29:00 -
[69]
Edited by: Yaay on 23/07/2008 23:32:43 No, jump cloning is already way way too overpowered. You should not be able to move around 0.0 with this much ease, especially with npc 0.0 base to dock out of.
The only possible way I'd support more jump clones is if the station you left saw the destruction of the clone in that station upon jump, thus requiring more thought before jumping.
As it stands right now, Jump clones not only allow too much ease of movement and unnatural and traditional bases out of npc 0.0 all around the galaxy, they also allow easier protection of expensive clones. Got a fleet fight, well just hop on out of those expensive snakes and into your cheap fleet clone. It removes too much of the risk/reward aspect of the game.
It's the Economy Stupid |

ian666
Rave Technologies Inc. C0VEN
|
Posted - 2008.07.24 00:51:00 -
[70]
Originally by: Meridius Dex
Advanced Infomorph Psychology Category: Science Rank: 6 Prerequisites: Infomorph Psychology IV
IV is to low
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LeGlt
Caldari
|
Posted - 2008.07.24 01:06:00 -
[71]
I'm not sure i care too much about reducing the jump lcone time, I mean year 24 hours is a bit unfair but there should be some penalty for crossing time and space ;) I would however like to see more clones, I don' have enough as it is to fill with different implant sets for different roles. __________________________ Nice forum - I'll take it! |

Princess Xenia
School of Applied Knowledge
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Posted - 2008.07.24 06:39:00 -
[72]
Yes to skill
BUT rank 8... yes 8!!! Charisma ftw...
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Blind Molechild
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Posted - 2008.07.24 10:40:00 -
[73]
aye
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Siona Windweaver
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Posted - 2008.07.24 11:01:00 -
[74]
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Natalia Kovac
Phoenix Tribe Chaos Incarnate.
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Posted - 2008.09.14 03:18:00 -
[75]
Yeah I like this. I mean I don't JC that much, but there's certainly been times when i've had to sit around waiting on the next clone jump.
Also it would help people with multiple clones with implants, managing them more like a module than a rig if you see what I mean.
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Kahega Amielden
Minmatar Suddenly Ninjas
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Posted - 2008.09.14 05:32:00 -
[76]
Jcs already make the universe too small. No.
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Rin Ji
Amarr
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Posted - 2008.09.14 15:00:00 -
[77]
The way it is now, the regular clone jumper needs to plan ahead and coordinate his/her jumps at least a little bit. This is good. Reducing jump intervals sounds very, very much like the lazy option to me. EvE should be made more challenging, not the opposite. Apart from that, with everyone involved in some fighting jumping around every 14 hours, aka pply every time they log, there'd be even less loss of implants, ruining that market even more. .against. |

People Eater
No Limit Productions Capital Storm
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Posted - 2008.09.15 17:24:00 -
[78]
I love this whole concept! I'd be able to wake up and jumpclone to screw around with my cousin way off on the other side of the galaxy in the morning before class, then later in the evening I get done with class and work and JC back to wherever at the end of the night.
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Tchell Dahhn
Suddenly Ninjas
|
Posted - 2008.09.15 19:42:00 -
[79]
Originally by: Chribba Supported.
YOU leave AMARR SPACE?

Oh, and 'supported'!
We're Recruiting! |

Athanasios Anastasiou
The Illuminati. Pandemic Legion
|
Posted - 2008.09.16 02:26:00 -
[80]
Not supported. This is going along the same lines as jump bridges and jump clones. All it will do is make the universe smaller and promote blobbing.
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Mara Devortex
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Posted - 2008.09.16 03:08:00 -
[81]
supported 
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Rionus
|
Posted - 2008.09.16 04:22:00 -
[82]
I would love this!
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Dogfighter
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Posted - 2008.09.17 22:55:00 -
[83]
/signed
Jump clone time is too long.
4 hours of reduced time per skill level please.
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Roobski
Firestorm Projects Capital Storm
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Posted - 2008.09.18 14:28:00 -
[84]
I would prefer to see a cooldown period aplied to each clone so that you can only jump to a clone if it has not been "jumped" to in the last 24 hours. so if you had 3 clones you can jump from clone 1 to clone 2, then you can jump to clone 3, but not back to number 1 until the 24 hour cooldown period has expired. but other than that a skill to reduce time would be nice
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Bagehi
Caldari
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Posted - 2008.09.18 18:58:00 -
[85]
Edited by: Bagehi on 18/09/2008 19:00:01 I would love that skill if it allowed multiple jumps within 24 hours. Wouldn't use it if it just decreased the wait time. I probably would use my jump clones a lot more than I currently do. Not sure if that is a good thing or not.
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W3370Pi4
|
Posted - 2008.09.23 23:10:00 -
[86]
 |

Danton Marcellus
Nebula Rasa Holdings
|
Posted - 2008.09.24 02:18:00 -
[87]
Edited by: Danton Marcellus on 24/09/2008 02:24:48
Originally by: LaVista Vista This is on my todo-list for raising for next weeks meeting. I will let you guys know once I submit the issue to the CSM for the rest to read.
I'll take the rest of the CSMs absence from this thread as a mark of their disapproval, which makes me glad I voted right.
Should/would/could have, HAVE you chav!
Also Known As |

LaVista Vista
|
Posted - 2008.09.24 06:15:00 -
[88]
Oh, I almost forgot posting this issue on here:
Quote: Skill: Advanced Infomorph Psychology Advanced Infomorph Psychology Category: Science Rank: 6 Prerequisites: Infomorph Psychology IV
Psychological training that further strengthens the pilot's mental tenacity to withstand the rigors of jump cloning. The rigors of having one's consciousness detached from one's physical form more often, scattered across the galaxy and then placed in a vat-grown clone, can be very unsettling to the untrained mind.
Reduces standard 24 hour jump clone turnaround time 10% per level
The request from the community is to make jump-clones more useful. A major barrier to entry for using the jump-clones are the 24 hour timer, which is extremely annoying. The suggestion is for a skill which decreases the jump timer by 10%. This is of course something that is subject to change. But the 10% will get it close to 12 hours, which is a nice timer. But of course we could look into something that got it closer to 24 hours, but without being an annoying ôonce a dayö thing, which is a problem right now
Primary: Charisma Secondary: Willpower
Relevant forum thread(s) òhttp://oldforums.eveonline.com/?a=topic&threadID=790778 òhttp://oldforums.eveonline.com/?a=topic&threadID=794735 Game/Forum/etc. area(s) affected AreaEffect GameplayIt allows for people to reach into more aspects of the game. One could do PvP in the evening and missions during the day without being penalized.
Potential Solution
Pros òLess traveling òJump clones become more useful òà which results in more people being able to experience more parts of the game, putting more fun into the game
Cons òLess traveling òCould be used for hyper-mobility by 0.0 alliances.
CSM Recommendation/Request to CCP òPlease implement some sort of skill which can decrease the jump-clone timer. We think that a timer between 12 and 20 hours is pretty acceptable.
What do you think?
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Gotrek65
Brimstone Order R-I-P
|
Posted - 2008.09.24 12:03:00 -
[89]
Originally by: Jason Shroud The exact values do need a bit of discussion, but I wholeheartedly support this. Clone-jumping once every twenty-four hours can be awfully restrictive, and a means of reducing that would make a number of people happy.
I do prefer "Reduces jump clone turnaround time by 10% per level" over "two hours per level" just because almost everything else in Eve is based on percentages, so it looks and feels a bit more internally consistent.
Numbers (based on 10% per level):
AIP 0: 24 hours AIP 1: 21 hours, 36 minutes AIP 2: 19 hours, 12 minutes AIP 3: 16 hours, 48 minutes AIP 4: 14 hours, 24 minutes AIP 5: 12 hours even
The first couple levels don't get you much of anything (a couple hours), but AIP3 is close to "jump into an implant clone before you go to bed, sleep, go to work the next day, get home from work, jump back into a combat clone, kill stuff, repeat." AIP 4 and AIP 5 make that quite feasible.
This could lead to a bit of overall inflation of characters' skill points. My implant clone is full of relatively expensive bits, in a station far removed from any of my alliance's current combat operations, so jumping into that clone effectively removes me from combat for the next 24 hours. If it were easier to do so (without the implicit penalty of "you can't play Eve tomorrow") I know I'd be jumping quite a bit more often once I had this proposed skill trained up to III or IV. A few hours with +3s and +4s would give me an extra few hundred skill points a day, which would add up over the next year or two.
I don't have a problem with that, but some folks might.
supported
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Astria Tiphareth
24th Imperial Crusade
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Posted - 2008.09.29 13:22:00 -
[90]
I'd leave it to CCP to decide how to balance the precise attributes and ranks and so on, but yes supported. ___ My views may not represent those of my corporation, which is why I never get invited to those diplomatic parties... Environmental Effects
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Serenity Steele
Dynamic Data Distribution Ministry of Information
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Posted - 2008.09.29 19:56:00 -
[91]
Jump clones as they stand today already reduce the significance of geography in EVE.
Each increase in the ease/frequency/quantity of jump clones or Alts per Account, further worsens geography to the direction of insignificance.
This is a bad thing for EVE, as less difference in geography means; - Less differentiation in trade markets - Less importance and ability to apply territorial holding - Less consequence in choice of battlefields/location - Less consequence of hiding in a station (can't lock me down, I'll just jump clone) And generally moves EVE towards a single monotonous landscape.
Weight it up .. reduce all of the above vs. having a shorter jump clone time? Which do you think it better to have?
 ≡v≡ Strategic Maps in Eve-Online Store | eve-maps.com |

LaVista Vista
Conservative Shenanigans Party
|
Posted - 2008.09.30 05:23:00 -
[92]
This is a bad thing for EVE, as less difference in geography means;
Quote: - Less differentiation in trade markets
I doubt it will even change the market whatsoever.
Quote: - Less importance and ability to apply territorial holding
I disagree. Even if people COULD jump clone even more, while it might worsen the blobs, it won't make 0.0 unimportant at all. It just decreases the barrier to entry, doesn't remove it.
Quote: - Less consequence in choice of battlefields/location
With a 20 hour jump clone timer, that hardly changes(That's really true for all of the above too)
Quote: - Less consequence of hiding in a station (can't lock me down, I'll just jump clone)
No no no. Even if the jump clone timer is lowered, it won't make people jump around like monkies. People can already jump away if they get station camped. Or even worse, they can go and play on an alt! 
Quote: And generally moves EVE towards a single monotonous landscape.
Again, I will have to disagree. I'm not talking about giving all ships unlimited jump drives. There's talk about a jump clone timer in the area of 12 to 20ish hours time(I see 20 as quite reasonable).
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LaVista Vista
Conservative Shenanigans Party
|
Posted - 2008.09.30 05:41:00 -
[93]
Heartstone suggested a high skill requirement(Science and Infomorph. V). I think this is a good idea and I will write that into the document as an option, tonight. |

Another Forum'Alt
|
Posted - 2008.09.30 12:24:00 -
[94]
This is not part of my sig. |

Intaki Diplomat
|
Posted - 2008.11.04 16:02:00 -
[95]
Originally by: Serenity Steele Jump clones as they stand today already reduce the significance of geography in EVE.
Each increase in the ease/frequency/quantity of jump clones or Alts per Account, further worsens geography to the direction of insignificance.
This is a bad thing for EVE, as less difference in geography means; - Less differentiation in trade markets - Less importance and ability to apply territorial holding - Less consequence in choice of battlefields/location - Less consequence of hiding in a station (can't lock me down, I'll just jump clone) And generally moves EVE towards a single monotonous landscape.
Weight it up .. reduce all of the above vs. having a shorter jump clone time? Which do you think it better to have?
Reduced Jump Clone time is better! 
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Anjinha
Minmatar Napalm Death Industries
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Posted - 2008.11.04 16:04:00 -
[96]
Decrease in jump clone time by skill training?
/signed !!!
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elric gallach
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Posted - 2008.11.04 18:15:00 -
[97]
I have 3 clones atm,and hate having to wait for timer to expire. But all to often in eve people ask for what they want, And not what they need. Without thought how it will affect the game play. You've warped into system beat all the fighters but the motherships have got away, . You now have X amount of time to secure the system. X=24? 12? 6? Think about it.
Be careful what you wish for, You might get it |

Major Templar
DFX Industries
|
Posted - 2008.11.06 12:51:00 -
[98]
Supporting OP.
Although, Skill Rank should be at 4. And it should be something like, Reduces Jump Clone Turnaround Time by 4 Hours. That way, by the time you get to Level 5, you are now down to it being only 4 hours wait time to get back to your other body. I would be more then willing to put up with the training required to get that.
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Freezehunter
O.W.N. Corp OWN Alliance
|
Posted - 2008.11.06 21:05:00 -
[99]
------------------------------------------------ My statements, opinions, rants and flames do not represent my corp, they represent ME! Amarr ships suck! lol
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Killljoy
|
Posted - 2008.11.06 21:48:00 -
[100]
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Strill
|
Posted - 2008.11.06 23:08:00 -
[101]
supported
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Karentaki
Fighting While Intoxicated Intrepid Crossing
|
Posted - 2008.11.07 00:08:00 -
[102]
Supported - I hardly use my jump clone simply because of the wait time. If I could reduce it with a skill it would be great.
Quote:
EVE is like a sandbox with landmines. Deal with it.
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Hooded Person
|
Posted - 2008.11.07 00:13:00 -
[103]
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Rowan Sjet
Free Collective Sons of Tangra
|
Posted - 2008.11.07 03:07:00 -
[104]
Agreed that there should be a skill to reduce Jump Clone turnaround, but it should be as difficult as is reasonable to benefit significantly from. Say Rank 8 or higher, with Infomorph Psychology and Science both at Level V?
And keep it to 2 hours off with each level trained. Simpler to deal with in general I imagine.
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Rakaim
19th Star Logistics
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Posted - 2008.11.07 05:04:00 -
[105]
Support OP
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Lethos Aranis
THE BLACK RAGE FOUNDATI0N
|
Posted - 2008.11.09 02:43:00 -
[106]
Originally by: Frecator Dementa supporting decreased JC timer
+1
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Ris Dnalor
Ex Cruoris Libertas
|
Posted - 2008.11.09 07:24:00 -
[107]
Edited by: Ris Dnalor on 09/11/2008 07:24:50 Good idea.
I would love if this were implemented, or...
change the standard period of wait to 72 hours instead of 24 and then make it so that the new skill allows you to jump +1 times per 72 hour period per level and make it a rank 14 skill :)
so that at level 5 you can jump 6 times (any time you like) per 72 hour period?
tralala
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Rowan Sjet
Free Collective Sons of Tangra
|
Posted - 2008.11.09 18:40:00 -
[108]
The problem with increasing the number of times you can jump within a certain period of time is how you decide when that period of time begins and ends. Is it it set, like measured from midnight ET to midnight ET a day or so later? Or is it based on when you last jumped like it is now, only with even more jumps added on to complicate it?
No, much simpler is to keep it to one jump every 24 hours, but with a skill that reduces that time with each level trained. |

Ameri Boi
hirr Morsus Mihi
|
Posted - 2008.11.10 21:41:00 -
[109]
Edited by: Ameri Boi on 10/11/2008 21:40:42 support
pew pew boom boom FLASH splat. |

ISpydeRI
|
Posted - 2008.11.11 00:45:00 -
[110]
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Kaiden Exeider
Gallente Astrowork Systems
|
Posted - 2008.11.14 15:16:00 -
[111]
I said it before, and I will say it again. You don't need a skill to fix a game design issue. there are enough skills in the game as it is. Just set the timer lower and be done with it. I've polled folks and 12 hours seems to be the average answer.
set it to 12 hours or some other nice round number and be done with it.
period.
-Kaiden |

Necile
|
Posted - 2008.11.19 00:37:00 -
[112]
Remote destroying clone should be more usefull. |

KalEl Trask
|
Posted - 2008.11.19 19:24:00 -
[113]
I support this idea.
I liked the 10% reduction in jump time per level. |

Saju Somtaaw
Department of Defence
|
Posted - 2008.11.19 19:48:00 -
[114]
Edited by: Saju Somtaaw on 19/11/2008 19:51:28 Supported for bringing to CCP's attention with a percentage based reduction instead of fixed.
Edit to show support ---- --- --- Devs Sign Here; GMs and ISD welcome to :) |

lord cyrez
Licentia Pro Totus
|
Posted - 2008.11.21 23:35:00 -
[115]
+1 |

evilphoenix
Beyond Divinity Inc
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Posted - 2008.11.21 23:38:00 -
[116]
Would like more clones as well.
Support this idea. |

Kyle Cataclysm
Blue.
|
Posted - 2008.11.22 13:07:00 -
[117]
bump
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Jach Wong
|
Posted - 2008.11.22 15:37:00 -
[118]
Being able to jump one day, and jump back on login the next would be very very hot. The 24 hour delay as it stands tends to mean that I have to wait through a fair bit of my available game time just to be able to jump back. "This is not the boot you're looking for." |

Kathy Vera
Dark Collective
|
Posted - 2008.12.03 07:57:00 -
[119]
Yes, either this or cut the jump clone time, 24h period is bad.
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Myrhial Arkenath
Ghost Festival
|
Posted - 2008.12.05 10:11:00 -
[120]
Diary of a pod pilot |

Kordel Trask
|
Posted - 2008.12.05 21:38:00 -
[121]
Supported!
I'm not into jump clones yet myself but a 24 hour wait time is two long if gaming on the weekends.
Please add this skill to reduce <between> jump times.
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Saralle Zhukov
Sebiestor tribe
|
Posted - 2008.12.05 23:36:00 -
[122]
Edited by: Saralle Zhukov on 05/12/2008 23:36:23 Great idea, I really like the posters who are proposing 10% reduction in time. So at lvl V it only takes 12 hours.

----------------------------------- Kill them all God will know his own. |

lord cyrez
Licentia Pro Totus
|
Posted - 2008.12.07 20:34:00 -
[123]
bump because i'd really like to have the timers decreased (and this final bump will also repair page 1 of the assembly hall )
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Resivan
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Posted - 2008.12.07 21:54:00 -
[124]
Supporting the 10% per level, requires Infomorph Psych V & Science V version.
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Bozinius
|
Posted - 2008.12.09 21:36:00 -
[125]
Supported.
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Vosace
|
Posted - 2008.12.09 21:38:00 -
[126]
Shorting the jump clone timer would be a good addition.
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Lasitor
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Posted - 2008.12.09 21:39:00 -
[127]
I support this.
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Justinor
|
Posted - 2008.12.09 21:41:00 -
[128]
Nice, supported.
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Gabriel Theodoulos
Vigilia Valeria Expeditionary Forces
|
Posted - 2008.12.10 00:40:00 -
[129]
This would be very helpful, especially when you are attempting to get a lot done.
Besides, it would encourage players to be online more, rather than log off for 24-x hours in order to wait out the clock.
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yani dumyat
|
Posted - 2008.12.10 12:40:00 -
[130]
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Alvar Kesh
Ealurian Wolves Aegis Militia
|
Posted - 2008.12.10 12:59:00 -
[131]
great idea
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NathanMoore
Meltd0wn The Black Isle
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Posted - 2008.12.10 13:22:00 -
[132]
signed. yes please
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Quacka
Cogito Facio Fio Wildly Inappropriate.
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Posted - 2008.12.13 22:41:00 -
[133]
/sign but i do think it should be more like 3-4 hour reduction in time
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NeoVictus
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Posted - 2008.12.20 10:17:00 -
[134]
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Psychotic Penguin
The Professional's Club The Second Genesis
|
Posted - 2008.12.21 04:04:00 -
[135]
____________________________________________________ Reality is for those who have no imagination. |

Shavik Sumi
Joint Ventures Limited
|
Posted - 2008.12.21 20:17:00 -
[136]
Supported. Although not with a rank of 6. Also it should be 10% per level as someone already mentioned, therefore level 5 would reduce the cooldown to 12 hours. -- Shavik Sumi Co-CEO Joint Ventures Limited
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Rowan Sjet
Free Collective Sons of Tangra
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Posted - 2008.12.23 00:37:00 -
[137]
How about 2 hours off per level, with lvl 5 giving you 4 hours off, for a grand total of 12 hours jump clone time?
Also, I can't help but think that this thread might get a few more views if it had a different title.
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Xeno Xandovar
Nebula Rasa Holdings Nebula Rasa
|
Posted - 2008.12.23 09:45:00 -
[138]
/signed
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Jettax
The Professional's Club The Second Genesis
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Posted - 2008.12.23 11:25:00 -
[139]
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Orb Vex
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Posted - 2008.12.24 14:52:00 -
[140]
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Kattilyn
SIEGE. The Border Patrol
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Posted - 2008.12.24 15:45:00 -
[141]
Supporting this with the 12 hour turnaround when at V.
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Boomershoot
Eve University Ivy League
|
Posted - 2008.12.24 16:53:00 -
[142]
Awesome. ______________________________________________
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Miss KillSome
School of Applied Knowledge
|
Posted - 2008.12.29 12:30:00 -
[143]
me supports!! ----- TCODA corporation is recruiting! TCODA is awesome! |

Ancy Denaries
Solaris Operations
|
Posted - 2009.01.05 19:26:00 -
[144]
Originally by: Mighty Ahti Is anyone not satisfied with 5 jump clones? I hardly even use one let alone the 3 that I can.
If this skill is proposed it should be rank 5 (assuming I'm correct in remembering that the base skill is rank 3), and you should require V in the skill.
Wow, reading comprehension ftw?
Also, supported!
Balance is important, but you will always adapt to changing circumstances and you don't whine about stuff you can't change. |

CozmoKramer
Capital Shipyard
|
Posted - 2009.01.06 17:09:00 -
[145]
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Neesa Corrinne
Ore Mongers
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Posted - 2009.01.06 17:18:00 -
[146]
Personally I would like to see lvl 5 make it a simply 12 hour turnaround. ---------------------------------
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JAK480
|
Posted - 2009.01.07 11:29:00 -
[147]
signed |

Chen Rossii
|
Posted - 2009.01.08 19:36:00 -
[148]

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Dark Fairy
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Posted - 2009.01.18 04:14:00 -
[149]
less time is good
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Jazerus
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Posted - 2009.01.18 05:31:00 -
[150]
Definitely a good idea. People are always talking about ways to bring the 0.0 population up, and fast clone jumping will have a ripple effect on that as well as have beneficial effects for skill training. |

Cpt Jagermeister
Leather Roughnecks
|
Posted - 2009.01.18 05:59:00 -
[151]
I like it |

Z800XV
|
Posted - 2009.01.19 14:56:00 -
[152]
Supported. and wanna more than 5 clones coz all my five clones are with implants... |

Santiago Fahahrri
Galactic Geographic
|
Posted - 2009.01.19 15:50:00 -
[153]
I would like to see Jump Clones nerfed or (even better) removed. ~ Santiago Fahahrri Galactic Geographic |

Steintz
Mercenary Forces
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Posted - 2009.01.21 06:30:00 -
[154]
aye |

Carniflex
StarHunt Systematic-Chaos
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Posted - 2009.01.21 09:30:00 -
[155]
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Brian Khan
StarHunt Systematic-Chaos
|
Posted - 2009.01.21 09:30:00 -
[156]
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Vlad Wormwing
StarHunt Systematic-Chaos
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Posted - 2009.01.21 09:30:00 -
[157]
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Tuleingel
|
Posted - 2009.01.21 09:31:00 -
[158]
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CommanderData211
|
Posted - 2009.01.21 20:37:00 -
[159]
Supported. I also like the idea of simply changing the mechanic to be able to jump twice in a 48 hour period. I actually like that idea better but would settle for a skill that reduces JC time.
As for the notion that this would decrease risk of pvp, I think this is a good thing. I don't think that it would reduce the risk in a game breaking/unbalancing way, and it might get some of those carebears into low-sec. More pvp can't be a bad thing right? |

CommanderData211
|
Posted - 2009.01.21 20:37:00 -
[160]
Meant to add the thumb :) |

Nyphur
Pillowsoft
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Posted - 2009.01.21 23:06:00 -
[161]
Supported. I hate that the turnaround is too long to jump down to do something and jump back at the end of the day. At level 5 this skill would reduce the jump time to 14 hours, which I think is good enough to use jump clones to go for "day trips". |

Marcus Gideon
Excessive Force
|
Posted - 2009.01.21 23:58:00 -
[162]
Jump Clones totally need work.
How can characters in stories jump several times a day, and yet we're limited to once?
I'd completely vote for the notion of modifying the current skill to allow for an extra clone, and an extra jump per day. Lvl V would mean 5 clones, 5 jumps per day. Otherwise, the flavor text talking about mental training to prepare for transit between bodies has no relevance when we can be podded 50 times in a single day, and not suffer in the slightest (provided you pay to cover your SP).
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Dmitryilyin
|
Posted - 2009.01.22 14:53:00 -
[163]
It will be very usefull. /signed |
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