View Full Version : Jump clone delay reduction or removal
Mike deVoid
October 30 2011, 08:58:12 AM
When JCs were introduced they included a 24hr delay. Is it now time to reduce or remove this? Skill based reduction, or complete removal?
What abuse of complete removal would we see?
Spartan Dax
October 30 2011, 11:59:07 AM
Why, what is the problem with the current mechanics?
Zeekar
October 30 2011, 12:08:52 PM
I dont see a problem with the current mechanic.
zergl
October 30 2011, 12:25:12 PM
Fuck no, it's easy enough to jump across half the universe faster than an interceptor on speed already without jump cloning (jump drives, nerf pls, power projection etc rabble rabble rabble).
Alternatively, jump clone delay of one hour for single system or same system jumps (getting out of expensive clones for T1 ship roams, out of crystals for armor gangs, etc, see the Medical Clone thread for the reasoning), but have the delay increase exponentially with distance (in either jumps or lightyears) so you end up with several days (hard cap at a week?) of delay if you feel like you have to get from Period Basis to Venal by JC on a regular basis.
Wrack
October 30 2011, 12:44:28 PM
I dont see a problem with the current mechanic.
1. Live in wormhole
2. Find route to highsec
3. Jumpclone to empty clone for FHC gank night / etc
4. Lose arty rupture, get podded
5. Can't jumpclone back to real clone before the highsec route collapses :(
Grarr Dexx
October 30 2011, 01:31:52 PM
1. Live in branch
2. enemies attack your base in catch
3. jump clone right away
4. enemies attack your base in branch
5. jump clone right away
6. distance means nothing anymore
whispous
October 30 2011, 03:01:53 PM
I dont see a problem with the current mechanic.
1. Live in wormhole
2. Find route to highsec
3. Jumpclone to empty clone for FHC gank night / etc
4. Lose arty rupture, get podded
5. Can't jumpclone back to real clone before the highsec route collapses :(
So, you don't want the penalty of wspace? That penalty being uncertainty
Spartan Dax
October 30 2011, 05:02:01 PM
I dont see a problem with the current mechanic.
1. Live in wormhole
2. Find route to highsec
3. Jumpclone to empty clone for FHC gank night / etc
4. Lose arty rupture, get podded
5. Can't jumpclone back to real clone before the highsec route collapses :(
1. Put medical clone in nearby system
2. Don't be skint and have implant backups.
3. Funsies?
Qwert
October 30 2011, 07:18:37 PM
Removing it would break lots of stuff, especially in 0.0. Changing the timer to 18-20 hours would be fantastic though; no more jumping an hour before you stop playing to defend something, then having to wait around until you are almost out of game time that day to start playing again.
RoemySchneider
October 30 2011, 08:51:10 PM
Removing it would break lots of stuff, especially in 0.0. Changing the timer to 18-20 hours would be fantastic though; no more jumping an hour before you stop playing to defend something, then having to wait around until you are almost out of game time that day to start playing again.this, although i'd suggest 20-22h
Tyrus Tenebros
October 31 2011, 04:44:46 AM
20h. For evening players with up to say a maximum of 4 hours of playtime in a sitting (8p-midnight for example), It's annoying to need to CJ in to a different implant set 3 hours in to an evening for a specific purpose and then have to sit in that JC for most of the next day as well (e.g. getting in to a combat clone, or a clone set up for a specific ship that is purpose-built). 20h is still plenty of time, but allows for a slightly more natural reset.
Smuggo
October 31 2011, 09:23:23 AM
Current timer is fine.
Marlona Sky
October 31 2011, 03:06:12 PM
Force projection is already a huge problem in this game. We don't need it to made any easier. 24 hr wait is good enough.
Tony O
October 31 2011, 05:40:19 PM
20h. For evening players with up to say a maximum of 4 hours of playtime in a sitting (8p-midnight for example), It's annoying to need to CJ in to a different implant set 3 hours in to an evening for a specific purpose and then have to sit in that JC for most of the next day as well (e.g. getting in to a combat clone, or a clone set up for a specific ship that is purpose-built). 20h is still plenty of time, but allows for a slightly more natural reset.
1. Change to 44h, see if it eliminates (or at least mutes) the whining.
2. If whining continues, add another 24h.
3. Repeat step 2 if/as necessary (the floggings will continue until morale improves)
All this push to make certain game mechanics more convenient, in particular when said mechanics have quite obviously and deliberately incorporated a measured degree of inconvenience, is the disease that has been making MMOs steadily more childish and less interesting for the last 10 years or so.
Marlona Sky
October 31 2011, 10:36:54 PM
Anyone else think that crossing the galaxy should take a few days?
Sponk
October 31 2011, 10:49:22 PM
Anyone else think that crossing the galaxy should take a few days?
Only if there's no reason to cross said galaxy.
Lusulpher
November 28 2011, 02:15:48 AM
20h. For evening players with up to say a maximum of 4 hours of playtime in a sitting (8p-midnight for example), It's annoying to need to CJ in to a different implant set 3 hours in to an evening for a specific purpose and then have to sit in that JC for most of the next day as well (e.g. getting in to a combat clone, or a clone set up for a specific ship that is purpose-built). 20h is still plenty of time, but allows for a slightly more natural reset.
Logical solution AND logical reasons.
Rest of you are being spacedicks.
Ben Derindar
November 28 2011, 04:32:39 AM
Anyone else think that crossing the galaxy should take a few days?
Plus lots and lots and lots. This is something that's annoyed the shit out of me ever since the damn mechanic was first introduced.
There's all sorts of ways this could be improved tbh:
Increase the timer by a fixed amount, 48, 72 hours, whatever.
Lower the 24h timer to 20h, but add another one restricting a third jump for an extended period closer to a week.
Introduce a LY range between any two jumpclones, which can be increased by a skill, i.e. max_jumpclone_range = new_jumprange_skill_level * some_modifier.
Orimei
December 12 2011, 06:38:25 AM
Since the arguments against timer reduction almost always come down to "fuck force projection" - which I agree to - why not be able to switch clones at will as long as you are docked in the same station and leave it as is for jumping around in the galaxy, hell, make the timer longer for all I care about that.
I mainly use jumpclones to switch and store implant sets for specific ships and frankly as long as I need to physically travel to my clones locations I don't really see a reason why I can't switch that up as easily as getting into another ship.
Also give Advanced Infomorph Psychology now plz - need more implant sets for more ships.
-
And while they are at it the should fix this only one jumpclone per station nonsense.
Sponk
December 12 2011, 06:57:54 AM
both worlds:
new skill:
Infomorphic resilience
* 3% faster cooldown on jump clone timers per level
new skill:
Infomorphic elasticity
* 15% faster cooldown on jump clone timers per level, when jumping to a clone within 3 jumps.
Marlona Sky
December 13 2011, 08:24:47 AM
I do like the idea of the timer being based on distance to clone like you all have briefly discussed. Same station should be instant and then come up with a balanced system on buildign time and then you can burn it to reach those far clones or something.
No more pussy ass excuses of people not Xing up because they are in their expensive clone and can't risk it crap. Saying that I am sure they will still bitch out so they can keep dry humping sanctums/incursions/tech moon goo
whispous
December 13 2011, 11:34:09 PM
If people don't want to fight because they are in an "expensive clone", why are they in corp? Surely they are in corp to help the corp?
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