Multiple Jump Clone Services in Citadels

(Caracas) #1

Just a quick suggestion for improving ability to manage larger capital ship assets in citadels.

As the larger super capital ships tend to have specific implants associated with them, why not allow the larger citadel types to be capable of storing more than one jump clone.

For example: -

Astrahus - 1 jump clone as per stations.
Fortizar - 2 jump clones
Keepstar - 3 jump clones

This would allow a supercap clone, a sub-cap jump clone, and a FAX or other cap clone to be stored particularly in Keepstars to complement the management of larger ship classes in these facilities.

(Luc Chastot) #2

I don’t see how this is needed, if your alliance can afford a Keepstar, it certainly can have several citadels in the same system. Just spread your JCs around a bit.

(Amarisen Gream) #3

AFAIK CCP planned on r moving the jump clone limit in Upwell structures but the back end code wouldn’t let them. We will just have to wait and see.

(Cade Windstalker) #4

Assuming you mean “removing” this isn’t the case. Jump Clones were intentionally added to Upwell structures. The no cooldown jumping was originally unintended but was left in as a feature after player feedback.

(Old Pervert) #5

I would like this. I have a clone for blops, a clone for training, and of course an empty clone (rather, a slot to jump out of the clone I’m in) when it’s time for generic pvp. Having them all in one station makes jumping around a little less annoying.

(Amarisen Gream) #6

No. I was saying they wanted you to have multiple clones per structure.

Than again that might have just been rumor. As I can’t remember where I read it, it has been a year or so.

(Cade Windstalker) #7

Ah sorry, I guess I miss-read.

And yeah, I don’t believe we’ve gotten confirmation on that, but it’s my understanding that Jump Clones are a one-per thing on the back-end and changing that isn’t really feasible at the moment.

(Amarisen Gream) #8

probably tied into POS code somewhere and structure code. so it will all get replaced once those are torn out.

(Cade Windstalker) #9

Nah, my personal suspicion is that it’s a database + code thing. Jump Clones were originally coded in such a way that each place you can keep one only has one entry, and it was done intentionally which is why they get destroyed if you jump from a place that already has one and you’re not jumping into that clone.

So CCP would need to change that underlying assumption in the Jump Clone system.

There might be come hacky ways to do it, but it’s unlikely to be something that just happens as a consequence of other code being replaced. Also I don’t think it’s tied to the POS code at all. POSes don’t have a cloning facility and that code tend to be fairly self contained because tying anything else to it is a major pain.

(Amarisen Gream) #10

Sorry. Forgot my emojis and being silly. As legacy code is generally the excuse or dead hamsters.

(Cade Windstalker) #11

Ah, lol, sorry yeah the sarcasm didn’t really come across.

Dead hamsters is a joke, Legacy Code less so. Eve has a lot of Legacy Code and most of the time when it gets brought up as a reason something in Features and Ideas isn’t feasible it’s people being 100% serious based off of what CCP has told us through Fanfest presentations and other channels.

(Amarisen Gream) #12

Yeah. Again sorry. Hopefully when CCP has time and they can rethink a few things, and maybe make a balance pass on the cost of having a clone facility or upkeep cost for structures they will also look at the number of clones per structure.

Right now it is just to easy to throw down another structure with clone bay. Which then means more stuff for the game to process when in system.

The number of clones could be tied to the Citadel size as well. 2 for medium. 4 for the Fort and 10 for the Keep. But first we need to find away to slow down the - let’s just chuck down one more…

(Cade Windstalker) #13

I dunno, personally I’m of the opinion that Citadel proliferation isn’t a huge issue. POSes have always been very prolific, and while the retort to that is that they were limited by moon count in practice that wasn’t much of an issue except in very high demand areas, like the sections of High Sec around Jita or back when Sov was tied to POS count.

IMO the actual problem with spam is that Null entities have to grind through it to get rid of it, and that’s not a lot of fun, the same way POS sov wasn’t. If Astras at least become less of a grind then the problem more or less goes away.

(Amarisen Gream) #14

Not to derail this thread more. Just have to wait and see where CCP takes us.