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Scatim Helicon
GoonFleet GoonSwarm
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Posted - 2008.06.13 17:19:00 -
[31]
The danger with reduced jump clone timers is allowing people to bounce from clone to clone too easily to swap between locations or implant sets (learning implants in particular) with much less risk.
For example, you're sitting in your +4 set learning clone when somebody starts an impromtu fleet op, you jump into a blank clone so that your implants are not in danger, go on the op and then a few hours later you bounce back into the learning set and carry on your accelerated training. You're still getting the reward from the implants for all but a few hours, but you're not putting them at any risk.
Its understandable that people want this - after all, we all would want more use out of our learning implants while keeping them safe - but I'm not convinced the proposal is compatible with the 'risk vs reward' philosophy. -----------
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Kitoba
Legion of Dynamic Discord
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Posted - 2008.06.13 20:04:00 -
[32]
Originally by: Scatim Helicon
The danger with reduced jump clone timers is allowing people to bounce from clone to clone too easily to swap between locations or implant sets (learning implants in particular) with much less risk. [...] Its understandable that people want this - after all, we all would want more use out of our learning implants while keeping them safe - but I'm not convinced the proposal is compatible with the 'risk vs reward' philosophy.
That is, apart from traveling insane distances, the only reason for jump clones to exist in the first place. It's quite a bit like switching between differently rigged ships.
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Serafini
Prime Romanian Corp
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Posted - 2008.06.14 03:38:00 -
[33]
Jump clone every 12hrs would be perfect. 24hrs is WAY to long.
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Vimos Ziggy
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Posted - 2008.06.22 15:28:00 -
[34]
our corp mates have been talking about this very thing. Definitely agree.
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Trader Man
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Posted - 2008.06.24 15:41:00 -
[35]
+1 signed
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CareBeer
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Posted - 2008.06.24 16:52:00 -
[36]
Agreed, preferably with some skill
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Baaldor
Igneus Auctorita GoonSwarm
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Posted - 2008.06.24 17:00:00 -
[37]
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Avon
Black Nova Corp Band of Brothers
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Posted - 2008.06.24 19:22:00 -
[38]
I was against the introduction of jumpclones, and I am definately against a reduction in the timer.
The problem one of force projection. The very convenience that people crave for casual play is unbalancing when in the hands of more "hard core" players. The ability to be in any one of five locations in the blink of an eye, in to a station jam packed full with ships of war bristling with weapons, and out in to combat moments later, is bad enough - but at least currently you can only do it once a day.
No sane player would want to increase people's ability to project force in this manner (it would benefit my gameplay greatly, but that does not mean I think it would be good for Eve).
I am actually interested in if people want Jump Clones so they can move about easily, or if (as I suspect) they can use them as a way to protect implants when they PvP?
If it is the later, then maybe rather than screwing further with the already unbalanced jump clones, maybe it would be more pragmatic (and certainly more honest) to propose a new mechanic to protect implants.
Personally I don't think that implant protection is a good idea either, but I would take a move in that direction over shortening of the jump clone timer.
Eve-Online: The Text Adventure |

Gneeznow
North Eastern Swat Pandemic Legion
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Posted - 2008.06.24 19:27:00 -
[39]
Deffo love this idea, everytime I jump clone now I am worrying in case I will miss a fight somewhere because of the long cooldown.
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shuckstar
Hauling hogs CryoGenesis Mining Syndicate
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Posted - 2008.06.24 19:47:00 -
[40]
24hrs way to long, supported.
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Jerry Mandering
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Posted - 2008.06.24 23:31:00 -
[41]
Yes - I also support the remote termination of jump clones as mentioned earlier. Doesn't make sense that you can remotely terminate regular clones (essentially by moving them you terminate the old one); and not terminate jump clones remotely.
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