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Author Topic

Black Star Alliance
Posted - 2008.07.20 10:46:00 - [61]

10% instead of 2h and lower rank

Darkon Elehdinn

Posted - 2008.07.20 12:20:00 - [62]


Bat Country
Goonswarm Federation
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.

Marlona Sky
Caldari Provisions

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. Crying or Very sad

Di-Tron Heavy Industries
Posted - 2008.07.21 12:23:00 - [65]


Cyberman Mastermind
Posted - 2008.07.21 14:35:00 - [66]

LaVista Vista
Conservative Shenanigans Party
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.

Imperial Academy
Posted - 2008.07.23 22:52:00 - [68]


Fusion Enterprises Ltd
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.

Virtual Democracy
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

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.

Princess Xenia
Scion Innovations

Posted - 2008.07.24 06:39:00 - [72]

Yes to skill

BUT rank 8... yes 8!!! Charisma ftw...

Blind Molechild
Posted - 2008.07.24 10:40:00 - [73]


Siona Windweaver
Placeholder Holdings
Posted - 2008.07.24 11:01:00 - [74]

Natalia Kovac
Rote Kapelle
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.

Kahega Amielden
Minmatar Ship Construction Services
Posted - 2008.09.14 05:32:00 - [76]

Jcs already make the universe too small. No.

Rin Ji
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.

People Eater
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.

Tchell Dahhn
Suddenly Ninjas
Tear Extraction And Reclamation Service
Posted - 2008.09.15 19:42:00 - [79]

Originally by: Chribba



Oh, and 'supported'!

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.

Mara Devortex
Posted - 2008.09.16 03:08:00 - [81]

supported Very Happy

Hedion University

Posted - 2008.09.16 04:22:00 - [82]

I would love this!

Posted - 2008.09.17 22:55:00 - [83]


Jump clone time is too long.

4 hours of reduced time per skill level please.

Firestorm Projects
Capital Storm
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

Association of Commonwealth Enterprises
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.

Lamb Federation Navy
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.

LaVista Vista
Conservative Shenanigans Party
Posted - 2008.09.24 06:15:00 - [88]

Oh, I almost forgot posting this issue on here:
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 “once a day” thing, which is a problem right now

Primary: Charisma Secondary: Willpower

Relevant forum thread(s)
Game/Forum/etc. area(s) affected

Area Effect
Gameplay It 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

• Less traveling
• Jump clones become more useful
• … which results in more people being able to experience more parts of the game, putting more fun into the game

• Less traveling
• Could be used for hyper-mobility by 0.0 alliances.

CSM Recommendation/Request to CCP
• Please 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?

Nex Exercitus
IT Alliance
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.


Astria Tiphareth
24th Imperial Crusade

Posted - 2008.09.29 13:22:00 - [90]

Edited by: Astria Tiphareth on 29/09/2008 13:27:42
I'd leave it to CCP to decide how to balance the precise attributes and ranks and so on, but yes supported.

Edit: OR instead of having the potential cons of instant travel and 0.0 alliance hyper-blobbing, keep jump clones exactly as they are and deal with one popular reason we have JCs: implants. Separable implants and clones as described by Raven Timoshenko.

Not wishing to derail the thread, just pointing out there are alternatives that directly address at least one reason why people may have different jump clones.

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