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Jump clone timers are to long

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#1 - 2016-11-27 05:58:38 UTC
Now I know CCP has their *reasons* for the jump clone timers. However, even at max skills jump clone timers are silly. Imagine yourself as a pvp'er and you dock up 40 jumps from your PVE clone/equipment, and you need to remain vigilant for a chance to lose your alliance approved fleet ship, and yet nothing may happen at all. That's just the nature of Eve. As it stands you have 2 options, spin your ship and talk smack in local, or log off for a day. This effectively stops you from playing, and that's just not kosher.


  1. I know many, if not most, have a second (or 12) account(s), And jump clone timers are a mute point for you. But for me having another account just makes Eve more like work. Buying ships and skills and managing moving toons from A to B is just annoying, and takes away from the isk and time I'd spend playing the game. Someone could easily spend billions of isk on skills alone, and not have any money left to fly what they trained for. Each account doubles the amount of time and money you need to spend on your toon(s) and may hinder your ability to fly the nice ships you'd like to wreck. The bigger your family, the less you have to spend on luxury goods and this is true for anyone whether you are carrier farming Sanctums and Havens or level 4 missions in empire.


  2. Previously, if I were in a capital, I would simply jump home. The nerf on jump range for capitals has changed that. And now instead of one or two jumps home, It's more like 4-5 plus jump fatigue. Arguing the need for better jump range isn't my intention here. I realize CCP has a game play style they want to bring to us, and they should have the liberty to at least try new things. However this change did negatively impact game play for solo account holders.


  3. Lastly, I'd like to mention Alpha clone accounts. I know this will come up in discussion so I'd like to say that Alpha clones, while they fulfill their intended purpose of bringing new players into the game, do not play well for experienced players. An Alpha clone is simply to under skilled to play outside of empire level one missions. And well, anyone who has reached standings of 9 or higher would probably vomit at the idea of running missions in empire ever again, or you have better pills then the rest of us.


On a final note for those who think this idea is just to absurd, There was a time when the idea of a Rorqual solo mining would "Break the game", Or Jita would hold over 2,000 toons. (*remembers lining up in Perimeter just to get into Jita on patch days). So I feel that this idea holds good merit. At max skills, waiting out a day just to play only stops people from being active in game. Jump clone timers are a remnant of a time when the servers where antiquated and incapable of doing such things. CCP has upgraded their equipment and services several times in the past, and now I think it's time we look at Jump Clone timers.
Gallente Federation
#2 - 2016-11-27 07:40:43 UTC
Jump clone timers are there to limit power projection and make distances and actual travel a thing.

I'm my own NPC alt.

#3 - 2016-11-27 08:52:53 UTC
Tipa Riot wrote:
Jump clone timers are there to limit power projection and make distances and actual travel a thing.



Power projection, is maintained with Sovereignty and jump fatigue. The jump clone action doesn't move ships, travel is still a thing.
Gallente Federation
#4 - 2016-11-27 15:09:10 UTC
Shkiki wrote:
Tipa Riot wrote:
Jump clone timers are there to limit power projection and make distances and actual travel a thing.



Power projection, is maintained with Sovereignty and jump fatigue. The jump clone action doesn't move ships, travel is still a thing.

Right, it doesn't move ships, but this was never the problem, because ships without pilots are useless.

I'm my own NPC alt.

#5 - 2016-11-28 01:46:04 UTC
Tipa Riot wrote:
Shkiki wrote:
Tipa Riot wrote:
Jump clone timers are there to limit power projection and make distances and actual travel a thing.



Power projection, is maintained with Sovereignty and jump fatigue. The jump clone action doesn't move ships, travel is still a thing.

Right, it doesn't move ships, but this was never the problem, because ships without pilots are useless.


Right, ships without pilots are useless, because players without playing is useless.
Pandemic Legion
#6 - 2016-11-28 11:12:52 UTC
Tipa Riot wrote:
Shkiki wrote:
Tipa Riot wrote:
Jump clone timers are there to limit power projection and make distances and actual travel a thing.



Power projection, is maintained with Sovereignty and jump fatigue. The jump clone action doesn't move ships, travel is still a thing.

Right, it doesn't move ships, but this was never the problem, because ships without pilots are useless.


Ever heard of ship caches? Basicly alliance have ship caches with for example dreadnoughts/hics etc. in multiple area's of EVE. Pilots place jump clones in these systems and when they have a target they can just jump close, get into the ship and ownzone. The only thing limiting the amount of times you can use this is the amount of time it takes to jumpclone. Currently after training the skill you should already get under 24 hours, so I personally believe that its fine atm.

Worst cases you can always buy a intercepter, shuttle or frig and just burn over.

@BobmonEVE - BOBMON FOR CSM 12

Minmatar Republic
#7 - 2016-11-28 12:22:14 UTC
The skill to reduce the time between two clone jumps is one of the best skill to have at 5 imho. Reducing the clone jump time farther would be bad.

Candidate for CSM XII

#8 - 2016-11-28 21:43:17 UTC
I have ship caches all over Eve, most in places I may never see again. Even if a fight is between big alliance and small alliance, being able to come back later or move to a different area doesn't equal auto win. Not giving a fight would still be a thing thanks to sovereignty mechanics and jump range/fatigue. A home team would still have an advantage of supply and invulnerability timers even if they didn't have the numbers.

Infomorph Synchronizing at level 5 gives ~18 hour cool down on jump clones. Effectively not much different then when it was 24 hours. If a group of people is going to take sov or generally cause problems for the populace, even that won't stop them. But to say you can have more clones and implant sets then you can use in a week's time is just silly.

Maybe you want to switch from your +5 clone, to your armor implant set for a specific fleet, but then later decide to ship down to a velocity style implant set for some fast action, or better yet, be a bait ship with shield implants. To be able to switch clones more then once a day isn't all that bad.
Synergy of Steel
#9 - 2016-12-21 11:19:13 UTC
Why not give people the possibility to install multiple clones on one Station und let them change on station without timer? Would let you change from your armor into yout agility or learning clone any time without letting you "travel" all over New Eden three times a day.
Curatores Veritatis Alliance
#10 - 2016-12-21 12:31:22 UTC
Nigel Tenton wrote:
Why not give people the possibility to install multiple clones on one Station und let them change on station without timer? Would let you change from your armor into yout agility or learning clone any time without letting you "travel" all over New Eden three times a day.


This feature exists, and is called Citadels with a clone bay. Bear in mind that Stations are having their services deprecated (along with PoSes) to move over to a new structure paradigm, so don't expect this to be retroactively applied.
#11 - 2016-12-22 22:02:39 UTC
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