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Jump clones: Difference between revisions

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You can only have one active "body", but by using clones, you can move between two bodies in two different places, regardless of the distance between them, or you can swap between bodies within one station or player-owned structure.
You can only have one active "body", but by using clones, you can move between two bodies in two different places, regardless of the distance between them, or you can swap between bodies within one station or player-owned structure.


When a character "clone jumps" from one body to another, they take their skill points, standings, corporation membership, and [[cerebral accelerator]] effects with them. However, they cannot take any items with them, and both implants and the effects of [[drugs]] other than cerebral accelerators remain with the old body. (This makes logical sense if you think about implants and drug effects as things applied to a particular physical brain.) The old body turns into a new jump clone, and they can jump back into it later.
When a character "clone jumps" from one body to another, they take their skill points, standings, corporation membership, and cerebral accelerator effects with them. However, they cannot take any items with them, and implants remain with the old body. (This makes logical sense if you think about implants as things applied to a particular physical brain.) The old body turns into a new jump clone, and they can jump back into it later. Any drugs, including their negative effects, in use at the time of the jump will be lost once the jump is complete.


If your pod is destroyed, you wake up in a fresh clone at your previously-designated [[Home Station]]. This new clone replaces the one which was lost in your pod, and your jump clones are untouched.  
If your pod is destroyed, you wake up in a fresh clone at your previously-designated [[Home Station]]. This new clone replaces the one that was lost in your pod, and your jump clones are untouched.  


== Creating jump clones ==
== Creating jump clones ==
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Normally, you must also be in an NPC station or [[Upwell structures|player-owned structure]] with "clone bay" facilities. Clone bays in NPC stations charge a moderate installation fee of 900,000 ISK. Player-owned structures have fees set by their owners and based on your standings to the owners. Friendly structures might charge much less than 900,000 ISK, down to an essentially meaningless minimum of 1 ISK.  
Normally, you must also be in an NPC station or [[Upwell structures|player-owned structure]] with "clone bay" facilities. Clone bays in NPC stations charge a moderate installation fee of 900,000 ISK. Player-owned structures have fees set by their owners and based on your standings to the owners. Friendly structures might charge much less than 900,000 ISK, down to an essentially meaningless minimum of 1 ISK.  


{{expansion past | Before the Aegis update on July 14th of 2015, there was a requirement that you, or your corporation, have a standing of 8.0 or better with the corp that owned the station where you wanted to buy a jump clone.}}
{{expansion past|
Before the Aegis update on July 14th of 2015, there was a requirement that you, or your corporation, have a standing of 8.0 or better with the corp that owned the station where you wanted to buy a jump clone.
}}


To find a clone bay:
To find a clone bay:
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Note that you cannot clone jump into, out of, or between [[wormhole]] systems. Wormhole systems can only be entered through wormholes. The sole exception is the special wormhole system [[Thera]], which has NPC stations and acts like known space for clone jumping purposes.
Note that you cannot clone jump into, out of, or between [[wormhole]] systems. Wormhole systems can only be entered through wormholes. The sole exception is the special wormhole system [[Thera]], which has NPC stations and acts like known space for clone jumping purposes.


Players ''can'', however, install a clone in an Upwell structure with a clone bay in, and switch clones within the same structure. This means that characters living inside wormhole space can keep a training clone with learning implants safe in a player-owned Upwell structure, and only put a clean clone at risk in the dangers of wormhole space.
Players ''can'', however, install a clone in an Upwell structure with a clone bay, and switch clones within the same structure. This means that characters living inside wormhole space can keep a training clone with learning implants safe in a player-owned Upwell structure, and only put a clean clone at risk in the dangers of wormhole space.


== Uses ==
== Uses ==
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* A pilot is running high-level missions for two NPC corporations, which are located far away from each other (to, for instance, balance out her [[Faction Standings|faction standings]]). Instead of flying her slow battleship between the two mission hubs, she installs a jump clone (and stations a fully fit battleship) at each mission hub. She can then clone jump between the two locations easily to run missions for both corporations (on alternate days).
* A pilot is running high-level missions for two NPC corporations, which are located far away from each other (to, for instance, balance out her [[Faction Standings|faction standings]]). Instead of flying her slow battleship between the two mission hubs, she installs a jump clone (and stations a fully fit battleship) at each mission hub. She can then clone jump between the two locations easily to run missions for both corporations (on alternate days).
* A new member of EVE University has taken advantage of the University's [[The +3 Implants Program|implants program]] and installed a set of +3 learning implants to speed up his skill training. He wants to poke his toes into low-sec but is worried about being ganked and losing his implants. He creates a jump clone without any implants and switches to it before heading into low-sec, thereby safeguarding his implants. He can then switch back and forth between his clone with implants (to speed up his skill training) and his clean clone (for venturing into lowsec) depending on what he wants to do that day in EVE.  
* A new member of EVE University has taken advantage of the University's [[The +3 Implants Program|implants program]] and installed a set of +3 learning implants to speed up his skill training. He wants to poke his toes into low-sec but is worried about being ganked and losing his implants. He creates a jump clone without any implants and switches to it before heading into low-sec, thereby safeguarding his implants. He can then switch back and forth between his clone with implants (to speed up his skill training) and his clean clone (for venturing into lowsec) depending on what he wants to do that day in EVE.  
* An experienced pilot wants to specialise in running [[Incursions]], but still enjoys some frigate PvP to relax. She creates a jump clone and fits it out with high-level (and expensive!) implants to maximise the performance of her incursion-running battleship (e.g. implants to boost the amount of armor on her ship and the damage of her large laser turrets), but switches to a clone without any implants when she just wants to jump into her frigate and shoot at anything that moves.  
* An experienced pilot wants to specialise in running [[Incursions]] but still enjoys some frigate PvP to relax. She creates a jump clone and fits it out with high-level (and expensive!) implants to maximise the performance of her incursion-running battleship (e.g. implants to boost the amount of armor on her ship and the damage of her large laser turrets), but switches to a clone without any implants when she just wants to jump into her frigate and shoot at anything that moves.  
* An industrialist runs an extensive manufacturing operation in a quiet, out-of-the-way system. They hate hauling, so to sell their final product they ship their items via [[Contract#Courier_Contract|courier contract]] to a [[Trade hubs|trade hub]]. They then create a jump clone at the trade hub, and use it periodically to get to the trade hub to sell their products faster than they could fly there in a ship).
* An industrialist runs an extensive manufacturing operation in a quiet, out-of-the-way system. They hate hauling, so to sell their final product they ship their items via [[Contract#Courier_Contract|courier contract]] to a [[trade hub]]. They then create a jump clone at the trade hub, and use it periodically to get to the trade hub to sell their products faster than they could fly there in a ship).


== Capital ship clone vats ==
== Capital ship clone vats ==
The Clone Vat Bay is a high-slot module that can only be fitted to [[Rorqual]]s or [[Titans]]. The relevant Rorqual or Titan pilot must have the skill {{sk|Cloning Facility Operation}} at least level I. Each level of this skill increases clone bay size by 15%; depending on pilot skill, a Rorqual's clone capacity ranges from 6 to 12 clones, while a Titan's ranges from 86 to 150.
The Clone Vat Bay is a high-slot module that can only be fitted to [[Rorqual]]s or [[Titans]]. The relevant Rorqual or Titan pilot must have the skill {{sk|Cloning Facility Operation}} at least level I. Each level of this skill increases clone bay size by 15%; depending on pilot skill, a Rorqual's clone capacity ranges from 6 to 12 clones, while a Titan's ranges from 86 to 150.


Each use of the Clone Vat Bay consumes 1 Liquid Ozone as fuel. Activating the Bay immobilizes the host ship during the Bay's 5-minute cycle time, though it does not break the tether from a friendly player structure. Pilots wishing to use the Bay must be within 5000m of the host ship. The host ship pilot can right-click any other pilot and choose "Offer Clone Installation". This sends a prompt to the other pilot to accept the offer. Acceptance transfers 900,000 ISK from the SFI pilot to the Titan pilot and installs a clean clone.
Each use of the Clone Vat Bay consumes 1 Liquid Ozone as fuel. Activating the Bay immobilizes the host ship during the Bay's 5-minute cycle time, though it does not break the tether from a friendly player structure. Pilots wishing to use the Bay must be within 5,000m of the host ship. The host ship pilot can right-click any other pilot and choose "Offer Clone Installation". This sends a prompt to the other pilot to accept the offer. Acceptance transfers 900,000 ISK from the SFI pilot to the Titan pilot and installs a clean clone.


For pilots to clone jump to the host ship, the Clone Vat Bay must once again be active. Pilots then select the "Jump" button next to the relevant clone as they would with any other clone in their Character Sheet. This subtracts a further 900,000 ISK from the jumping pilot's wallet for the act of jump cloning to a facility that is not a player structure. The jumping pilot then spawns in an empty capsule about 5000m from the host ship itself.
For pilots to clone jump to the host ship, the Clone Vat Bay must once again be active. Pilots then select the "Jump" button next to the relevant clone as they would with any other clone in their Character Sheet. This subtracts a further 900,000 ISK from the jumping pilot's wallet for the act of jump cloning to a facility that is not a player structure. The jumping pilot then spawns in an empty capsule about 5,000m from the host ship itself.


Clones are stored in an invisible part of the ship and are not destroyed if the Clone Vat Bay is unfitted, but if the host vessel is destroyed then the clones installed are lost. Clones are visible to the host vessel with the "Configure Clone Facility" option in the capacitor doughnut, which lists the pilots with clones installed, the available clone space remaining, and the option to invite or destroy a clone from another pilot. Only one clone can be installed per host vessel per pilot.
Clones are stored in an invisible part of the ship and are not destroyed if the Clone Vat Bay is unfitted, but if the host vessel is destroyed then the clones installed are lost. Clones are visible to the host vessel with the "Configure Clone Facility" option in the capacitor doughnut, which lists the pilots with clones installed, the available clone space remaining, and the option to invite or destroy a clone from another pilot. Only one clone can be installed per host vessel per pilot.


Clone Vat Bays are rarely used in the current metagame, although they can offer a specific advantage or utility in some niche circumstances. Titan Bridges and Ansiblex Jump Gate networks are more effective means of rapid long-distance transport, and allow pilots to bring their ships with them.
Clone Vat Bays are rarely used in the current metagame, although they can offer a specific advantage or utility in some niche circumstances. Titan Bridges and [[Ansiblex Jump Bridge]] networks are more effective means of rapid long-distance transport and allow pilots to bring their ships with them.


== Losing jump clones ==
== Losing jump clones ==
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There are a few events that would disable one of your jump clones:
There are a few events that would disable one of your jump clones:
* Jump clones in a structure are disabled when the Clone Bay Service is offline, either turned off manually by its owner, shutdown due to structure armor being destroyed and entering its hull reinforcement timer, or simply out of fuel. Should the structure survive and be powered back up, you will regain access.  
* Jump clones in a structure are disabled when the Clone Bay Service is offline, either turned off manually by its owner, shutdown due to structure armor being destroyed and entering its hull reinforcement timer, or simply out of fuel. Should the structure survive and be powered back up, you will regain access.  
* Jump clones in a structure are disabled if the owner of the structure changes the structure's [[ACL|Access List]] to exclude you.
* Jump clones in a structure are disabled if the owner of the structure changes the structure's [[Access List]] to exclude you.
* Jump clones in a Clone Vat Bay fitted on a capital ship are disabled when the Clone Vat Bay is not active. It remains even if the Clone Vat Bay is unfitted.
* Jump clones in a Clone Vat Bay fitted on a capital ship are disabled when the Clone Vat Bay is not active. It remains even if the Clone Vat Bay is unfitted.


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* Jump clones in a Clone Vat Bay fitted on a capital ship are destroyed if the ship holding it is destroyed or repackaged.
* Jump clones in a Clone Vat Bay fitted on a capital ship are destroyed if the ship holding it is destroyed or repackaged.


Pilots with jump clones destroyed will receive a mail about it immediately, with the person responsible to it (such as who unfitted the Clone Bay Service) included.
Pilots with jump clones destroyed will receive a mail about it immediately, with the person responsible for it (such as who unfitted the Clone Bay Service) included.


You can also destroy any jump clone via the Jump Clone tab on your character sheet.  This can be handy for freeing up a jump clone slot so that you can install a new one at your current location, especially if the other jump clone had no implants in it.
You can also destroy any jump clone via the Jump Clone tab on your character sheet.  This can be handy for freeing up a jump clone slot so that you can install a new one at your current location, especially if the other jump clone has no implants in it.


== Relevant skills ==
== Relevant skills ==