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A jump clone is different: you can actively 'jump' into a jump clone instead of having to die to activate it. | A jump clone is different: you can actively 'jump' into a jump clone instead of having to die to activate it. | ||
When you activate a jump clone, your current body, with all its implants, is left behind at the station where you are. Your old body effectively turns into a new jump clone and you can jump back into it later. After jumping, you have to wait for at least 24 hours before jumping into another clone. Think of it as jumping with your 'mind' or 'soul' between the bodies. You bring all your skills and standings, but leave the body (and its implants) behind. If you are under the effect of any boosters then they disappear. '''''If you are under the effects of a [[Cerebral accelerator]] it will be lost if you clone jump'''''. | When you activate a jump clone, your current body, with all its implants, is left behind at the station where you are. Your old body effectively turns into a new jump clone and you can jump back into it later. After jumping, you have to wait for at least 24 hours before jumping into another clone. Think of it as jumping with your 'mind' or 'soul' between the bodies. You bring all your skills and standings, but leave the body (and its implants) behind. If you are under the effect of any boosters then they disappear. '''''If you are under the effects of a [[Cerebral accelerator]] it will be lost if you clone jump'''''. | ||
Both skill clones and jump clones are purchased at medical facilities in stations. (A list of NPC corporations with medical facilities is available [[Jumpclone Facilities|here]].) You can also get a jump clone installed aboard a capital vessel that has Clone Vat Bays fitted. At this time the only types of ships that may use Clone Vat Bays are [http://wiki.eveuniversity.org/Titan#Titans Titans] and [http://wiki.eveuniversity.org/Titan#Capital_Industrial_Ship:_The_Rorqual the Rorqual]. | Both skill clones and jump clones are purchased at medical facilities in stations. (A list of NPC corporations with medical facilities is available [[Jumpclone Facilities|here]].) You can also get a jump clone installed aboard a capital vessel that has Clone Vat Bays fitted. At this time the only types of ships that may use Clone Vat Bays are [http://wiki.eveuniversity.org/Titan#Titans Titans] and [http://wiki.eveuniversity.org/Titan#Capital_Industrial_Ship:_The_Rorqual the Rorqual]. | ||
If you die (get podded), your jump clone is not affected at all. You will end up wherever your skill clone is and all your jump clones will still be available. Your skill clones are independent of your jumpclones, so even if you have a jump clone somewhere, you still need a skill clone to make sure you don't lose skillpoints when you die. As such, you will still need to update your skill clone again when you die. | If you die (get podded), your jump clone is not affected at all. You will end up wherever your skill clone is and all your jump clones will still be available. Your skill clones are independent of your jumpclones, so even if you have a jump clone somewhere, you still need a skill clone to make sure you don't lose skillpoints when you die. As such, you will still need to update your skill clone again when you die. | ||
== Jump Clones == | == Jump Clones == | ||
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Once you have a jump clone installed, you can activate it from your character sheet after momentarily pausing your current skill training and exiting your ship -- keep in mind that there is a delay of roughly 30 seconds between exiting your ship, and being able to jump between clones. '''Note that you can only jump into a new jump clone once every 24 hours.''' The station you jumped from does not require a Medical Facility for your old body to be available as a new jump clone. You can jump back to this new clone, or jump to any other inactive jump clone, after waiting 24 hours. | Once you have a jump clone installed, you can activate it from your character sheet after momentarily pausing your current skill training and exiting your ship -- keep in mind that there is a delay of roughly 30 seconds between exiting your ship, and being able to jump between clones. '''Note that you can only jump into a new jump clone once every 24 hours.''' The station you jumped from does not require a Medical Facility for your old body to be available as a new jump clone. You can jump back to this new clone, or jump to any other inactive jump clone, after waiting 24 hours. | ||
You are free to equip your new body with implants, e.g. special hardwire implants to help you fulfill a certain role in fleet combat as a specialized clone pilot. If your new body is destroyed, your skill clone will automatically activate and you will only lose the implants you had plugged in at the time of death. Your original body will still be intact and available to you as a new jump clone. | You are free to equip your new body with implants, e.g. special hardwire implants to help you fulfill a certain role in fleet combat as a specialized clone pilot. If your new body is destroyed, your skill clone will automatically activate and you will only lose the implants you had plugged in at the time of death. Your original body will still be intact and available to you as a new jump clone. | ||
=== Example of how to use Jump Clones === | === Example of how to use Jump Clones === | ||
Original Clone: +4 implants in all attributes, plus perhaps some ship component (CPU, PG, Capacitor) boosting hard-wiring implants. Used in PvE, mining, exploration (NOT Wormholes), etc..., where there is no risk of being podded. | Original Clone: +4 implants in all attributes, plus perhaps some ship component (CPU, PG, Capacitor) boosting hard-wiring implants. Used in PvE, mining, exploration (NOT Wormholes), etc..., where there is no risk of being podded. | ||
Jump Clone: NO implants or if willing and able to risk losing some ISK, could have +4 implants in TWO attributes and some role-enhancing (Tackle, EWAR, DD) hard-wiring implants. Used mainly in PvP, Wormholes, wartime or when travelling through low/null-sec for PvE or other careers. | Jump Clone: NO implants or if willing and able to risk losing some ISK, could have +4 implants in TWO attributes and some role-enhancing (Tackle, EWAR, DD) hard-wiring implants. Used mainly in PvP, Wormholes, wartime or when travelling through low/null-sec for PvE or other careers. | ||
During peacetime, many use their Original Clone and when EVE University is at war (usually in the 24-hour warm-up period), they jump into their Jump Clone which is usually located in Aldrat. Once war is over, they jump back into their Original Clone back at the station where they were running missions, mining, exploring, etc... | During peacetime, many use their Original Clone and when EVE University is at war (usually in the 24-hour warm-up period), they jump into their Jump Clone which is usually located in Aldrat. Once war is over, they jump back into their Original Clone back at the station where they were running missions, mining, exploring, etc... | ||
=== Can Jump Clones be lost? === | === Can Jump Clones be lost? === | ||
In most cases, your inactive jump clones will swim in the clone vat of NPC stations, and they are completely safe there. | |||
* A destroyable location which carries one of your inactive jump clones is destroyed. Example: When the capital ship that is carrying your inactive jump clone is destroyed, the installed jump clone, and the implants installed in it, are lost. | There are two ways to lose a jump clone and the implants installed in it: | ||
* You ignore the game's warning when clone jumping from a location where you already had a jump clone installed. This is explained in more detail in the next section. | |||
*A destroyable location which carries one of your inactive jump clones is destroyed. Example: When the capital ship that is carrying your inactive jump clone is destroyed, the installed jump clone, and the implants installed in it, are lost. | |||
*You ignore the game's warning when clone jumping from a location where you already had a jump clone installed. This is explained in more detail in the next section. | |||
=== Careful, careful === | === Careful, careful === | ||
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If you try to jumpclone from Rens to Jita, the inactive clone in Rens will be destroyed and replaced with the clone containing the perception implant. You will lose the inactive clone and its willpower implant. The game will warn you and allow you to cancel the clonejump. | If you try to jumpclone from Rens to Jita, the inactive clone in Rens will be destroyed and replaced with the clone containing the perception implant. You will lose the inactive clone and its willpower implant. The game will warn you and allow you to cancel the clonejump. | ||
You can however jump from your current body in Rens with the perception implant, to your inactive jumpclone in Rens with the willpower implant without destroying any jumpclone. | You can however jump from your current body in Rens with the perception implant, to your inactive jumpclone in Rens with the willpower implant without destroying any jumpclone. | ||
=== Step-by-Step Setup for first Jump Clone === | === Step-by-Step Setup for first Jump Clone === | ||
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*Undock, self-destruct pod. Wake up in Aldrat. Update medical clone | *Undock, self-destruct pod. Wake up in Aldrat. Update medical clone | ||
<br> ''Note: Some other wiki pages (notably Grismar's) list outdated information, stating that it is possible to create a jump clone from an NPC corp (because they have high standing with other NPC corps). This is no longer a viable workaround (tested in Incarna 7.11.306979 with '''Perkone''')'' <br> | |||
''Note: | |||
<br> | |||
== E-UNI's Jump Clone Stations == | == E-UNI's Jump Clone Stations == | ||
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'''WARNING:'''</span> Do not start a conversation with any agents for '''Wiyrkomi Peace Corps''' or '''Khanid Innovation''' as we will lose these facilities and you may be asked to leave E-UNI. | '''WARNING:'''</span> Do not start a conversation with any agents for '''Wiyrkomi Peace Corps''' or '''Khanid Innovation''' as we will lose these facilities and you may be asked to leave E-UNI. | ||
{{Jump Clones}} | {{Jump Clones}} | ||
All of these systems are in high security space. Just make sure you set your autopilot to avoid low security systems, so that you do not pass through dangerous space while traveling. | |||
These locations are bookmarked under Corporation Locations, Jump Clones (don't talk to the agents!) for easily plotting a course and determining which is the closest to you | |||
=== Why so far away from Aldrat? === | === Why so far away from Aldrat? === | ||
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The ability to install a jump clone at a station is based on 'excellent' (i.e., 8.0 and above) personal or corporate standing at that station. This means that E-UNI needed to identify a corporation that is unlikely to be used by members for missions. Therefore it needs to be small and unappealing, but still have medical facilities. | The ability to install a jump clone at a station is based on 'excellent' (i.e., 8.0 and above) personal or corporate standing at that station. This means that E-UNI needed to identify a corporation that is unlikely to be used by members for missions. Therefore it needs to be small and unappealing, but still have medical facilities. | ||
Because of these restrictions the locations of the corporations with available clones facilities will tend to be somewhere out of the way, some distance from typical mission running or member activity. While a similar corporation may be a great deal closer, there is a significant chance a member may inadvertently run missions for them, preventing jump clone access for all E-UNI members. | Because of these restrictions the locations of the corporations with available clones facilities will tend to be somewhere out of the way, some distance from typical mission running or member activity. While a similar corporation may be a great deal closer, there is a significant chance a member may inadvertently run missions for them, preventing jump clone access for all E-UNI members. | ||
The reason behind the "do not speak to the agents" rule is because of the way that standings are calculated from the NPC corporation to Eve University. | The reason behind the "do not speak to the agents" rule is because of the way that standings are calculated from the NPC corporation to Eve University. Standings are calculated as an average of every pilot in Eve University who has a relationship with that NPC corporation. As long as you do not have any standings at all with the NPC corporation, you do not get included in that calculation. If the average stays above 8.0+, all Eve University members can make use of the facilities to create jump clones. | ||
== An Alternative: Estel Arador Corp Services == | == An Alternative: Estel Arador Corp Services == | ||