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blankseplocked Infomorph Psychology lvl reduces jump time wait
 
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Random Caldari
Posted - 2007.06.06 10:49:00 - [31]
 

/signed

12 hour timer would be cool so you can jump at least once each session without having to stay up into the early hours on occasions.

chimera fund
Posted - 2007.06.06 16:27:00 - [32]
 

/signed, just do it already Evil or Very Mad

Katerina Torrentae
Posted - 2007.06.09 15:13:00 - [33]
 

Come on dev's
lets hear what you think


Selene Le'Cotiere
Amarr
Farlight Council
Elitist Cowards
Posted - 2007.06.09 19:25:00 - [34]
 

I'd also like to hear what the dev's have to say on this idea. A secondary book to reduce the timer between jump clones would be nice, I'll admit.

So... consider it /signed. Cool

Shamza
Free Space Pilots aka Banderlogs
Red Alliance
Posted - 2007.06.09 23:35:00 - [35]
 

Good idea.
/signed

Signaldog
Gallente
Cloak and Daggers
-Mostly Harmless-
Posted - 2007.06.09 23:54:00 - [36]
 

Edited by: Signaldog on 09/06/2007 23:54:27
Originally by: Camilo Cienfuegos
I've been thinking about this. Let's assume everyone has the appropriate skill trained up to 5, allowing 5 jump clones and one jump in 24hrs. Perhaps this could be altered slightly.

Remember, Infomorph Psycholog 5:

5 Clones: 24hrs/Jump
4 Clones: 21hrs/Jump
3 Clones: 18hrs/Jump
2 Clones: 15hrs/Jump
1 Clone: 12hrs/Jump

This would prevent people from being able to deposit clones all over the space they control, but allow those who travel frequently between two or three distant systems the ability to do so. The fact of the matter is that jump clones are used for more than just skill training, they are used as a form of transport.


I like this idea best.
/SIGNED

Also, check this Eve Chronicle out....deals with jumpclones...
One Man Too Many

Botar Miradon
Minds Of Space
Posted - 2007.06.10 07:59:00 - [37]
 

Hullo
Originally by: Letheeth Kayl
Personally i'd prefer it be 3 or 4 hour reduction (jump cloning every 4 hours with level 5 on the skill would be awesome).
A downside to help reduce this would be double or triple all clone fees, making it pricier to die (no pod express anymore), and set up fees be like 5-10million, instead of 100k. 10million would make most anyone pause.

Though that would be considerably awesome it would in essence benefit only longtime players who can afford the 5-10 MISK every four hours. Like the BoBian Rod Blaine said this way large conglomerations would be able to control a significantly larger area of influence.
So I'd vote in favour of fair game mechanics and leave it be if it comes to be either the offered option or letting it be the way it is.

But as always there are alternatives: If the jumpclones are for easy switching of implant-differing bodies I'd propose to have more than one body at a clone facility and disabling the detruction of the cloned body if you try to clonejump in a body located in the station you're currently docked with.
Example:
I'm using a body with perception implants but want to skill something with neither main nor secondary attribute being perception, lets say intelligence-heavy stuff. I fly to station, dock, jump into my int clone without my perc clone being destroyed and voila, it is done.

In that case I would support shorter clonejump delays but only if, I repeat, only if these delays are connected with the distance between the two clones used.
Example:
I'm in constellation A and want to switch from perc to int clone. My int clone is also in constellation A. I jumpclone to it and the delay would be 8 hours. If my int clone would be in constellation B in the same region, the delay doubles to 16 hours. If it wouldn't even be in the same region, the delay becomes 24 hours. And if there were metastructures the delay would increase another 8 hours.

Bo

Sgt Torrent
Posted - 2007.06.13 00:00:00 - [38]
 

Bump again,

Come on dev's don't fail me now

Ovno ConSyquence
Amarr
RPS holdings
Posted - 2007.06.13 14:22:00 - [39]
 

/almost signed

i'd agree with it in theory but i think at level 5 it should still be 16 hours, so that you can jump the next time you play but not too quickly so that it doesn't get used for easy fleet deployment...

AKBAR MOHAMMAD
Posted - 2007.06.14 04:26:00 - [40]
 

/signed

i prefer the idea of needing informorph Psycology to lvl 5 to be able to train new skill, each lvl of that skill reduces the jump time.

10 gold starts for you

Katerina Torrentae
Posted - 2007.06.17 05:13:00 - [41]
 

dev's are not responding so i will bump again

Kevin Gurnhill
Amarr
Corporation 1830314335
Posted - 2007.10.25 19:24:00 - [42]
 

/signed

But maybe have a seperate skill to reduce the wait! Very Happy
It would be awesome to have a skill that reduces the wait time, i recently JC'd to a red station in 0.0 and wasnt able to mine for a whole 24 hours!!! Sad IM A MINER!!! AHHH A MINER NOT MINING?! IMPOSSIBLE!!!!
Anyway im ALL for it!!
Cmon CCP DO IT!... DO IT! DO IT! ITS COMMON SENSE TO HAVE A SKILL LIKE THAT IF YOU THINK ABOUT IT!!!! Very Happy

Bump too!

Tarron Sarek
Gallente
Biotronics Inc.
Initiative Mercenaries
Posted - 2007.10.25 22:39:00 - [43]
 

Edited by: Tarron Sarek on 25/10/2007 22:44:08
Originally by: Rod Blaine
It's not supposed to be a daily usable instant transport service, but mostly a way to move between clones with differing sets of implants, and only secondly a way to move between different places every once in a while.
Is that really the original concept?
It's an honest question. I'm not sure about it and always thought it was the opposite, with implant conservation being a nasty side-effect.

Washell Olivaw
Posted - 2007.10.26 00:08:00 - [44]
 

Originally by: Tarron Sarek
Edited by: Tarron Sarek on 25/10/2007 22:44:08
Originally by: Rod Blaine
It's not supposed to be a daily usable instant transport service, but mostly a way to move between clones with differing sets of implants, and only secondly a way to move between different places every once in a while.
Is that really the original concept?
It's an honest question. I'm not sure about it and always thought it was the opposite, with implant conservation being a nasty side-effect.



Original concept was for it to be a rapid response mechanic. Your territory came under attack, you'd jump to the clones stored in the capitals at/near the front, pick up a ship and fight. That's probably why, originally, you needed 8.0 personal and corp standing. To deter other uses.

That change does signal some CCP acception of other uses of jumpclones, next to the widescale avoidance of this mechanic by using jumpclone corps who provided the corp standing for you. Whether they're willing to reduce the timer to further accomodate those uses is anybody's guess.


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