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{{Hatnote|This page covers the jump clones used by players to use different sets of implants | {{Hatnote|This page covers the jump clones used by players to use different sets of implants and to move quickly around New Eden. If you are looking for the mechanic that used to be called the "medical clone", see [[Home Station]].}} | ||
'''Jump clones''' are a technology used by players to transfer ("jump") their consciousnesses from one body to another. They are effectively a "fast travel" mechanic in EVE, and they can also be used to maintain different sets of [[implants]] used for different purposes. | '''Jump clones''' are a technology used by players to transfer ("jump") their consciousnesses from one body to another. They are effectively a "fast travel" mechanic in EVE, and they can also be used to maintain different sets of [[implants]] used for different purposes. | ||
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Jumping is instantaneous but incurs a 24-hour cooldown timer before your next clone jump. Training {{sk|Infomorph Synchronizing}} cuts this cooldown by 1 hour per skill level. | Jumping is instantaneous but incurs a 24-hour cooldown timer before your next clone jump. Training {{sk|Infomorph Synchronizing}} cuts this cooldown by 1 hour per skill level. | ||
If | If you jump from an active clone to an inactive clone stored in the ''same'' structure or NPC station<ref name="NPC Cooldown" />, you do not get a cooldown. You can jump "within" an Upwell structure or NPC station{{Verify|title= Is this true for NPC stations?}} in this manner even within a clone jump cooldown. | ||
=== Jump clones in wormholes === | === Jump clones in wormholes === | ||
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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 5000m 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 Gate 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 == | ||
Several events might cause a jump clone installed in an Upwell Structure or a Clone Vat Bay fitted on a [[capital ship]], to be disabled or destroyed, even if the pilot didn't choose to manually destroy them. Jump Clones installed in stations are safe in most cases unless the station is destroyed. | |||
Some situations might disable one of your jump | Some situations might disable one of your jump clones. Disabled jump clones cannot be used, while they still count towards one's jump clones limit. | ||
There are a few events | There are a few events that would disable one of your jump clones: | ||
* Jump clones in structure are disabled when the Clone Bay Service is offline, either turned off manually by its owner, shutdown due to structure armor destroyed and | * 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 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 [[ACL|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 | * 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. | ||
Some situations might | Some situations might destroy one of your jump clones, removing it with its implants permanently without you being present. | ||
There are a few events | There are a few events that would destroy one of your jump clones: | ||
* Jump clones in structure are destroyed when the Clone Bay Service is unfitted from the structure manually by its owner. | * Jump clones in a structure are destroyed when the Clone Bay Service is unfitted from the structure manually by its owner. | ||
* Jump clones in structure are also destroyed if the structure that holding it is destroyed or unanchored. | * Jump clones in a structure are also destroyed if the structure that holding it is destroyed or unanchored. | ||
* 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 | Pilots with jump clones destroyed will receive a mail about it immediately. | ||
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 had no implants in it. | ||