Difference between revisions of "Home Station"
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{{related class|Messing With Your Head}} | {{related class|Messing With Your Head}} | ||
'''Cloning''' is the technology that makes New Eden's capsuleers (i.e. EVE players) immortal. It consists of two main technologies: | '''Cloning''' is the technology that makes New Eden's capsuleers (i.e. EVE players) immortal. It consists of two main technologies: | ||
− | + | # Medical clones act as a new clean (no implants) clone, which are only activated when your current body is killed. This clone is always located at your set Home Station, and is EVE's "respawn" mechanic. This should not be confused with the current clone you are in. | |
− | + | # Jump clones, which are additional bodies (often scattered all over the galaxy) into which you can jump your "consciousness" at will. Rather than player respawns, jump clones are used for travel and for the management of specialized neural [[implants]]. | |
==Medical Clones== | ==Medical Clones== | ||
− | Every capsuleer receives a medical clone as soon as they are "born" (i.e. when the character is first created). If your character is killed (i.e. when their [[pod]] is destroyed; this is also known as "being podded"), his/her consciousness is immediately transferred from the destroyed clone into this medical clone, causing you to "wake up" again at the station you have selected as your Home Station. | + | Every capsuleer receives a medical clone as soon as they are "born" (i.e. when the character is first created). If your character is killed (i.e. when their [[pod]] is destroyed; this is also known as "being podded"), his/her consciousness is immediately transferred from the destroyed clone into this medical clone, causing you to "wake up" again at the station you have selected as your Home Station. |
+ | |||
+ | Note that any [[implants]] plugged into your brain at the moment you were killed are destroyed along with your body. You also lose the effect of any [[Medical boosters|drugs]] the destroyed clone had recently taken to enhance their abilities, ''except'' for [[Skills_and_learning#Cerebral_Accelerators|cerebral accelerators]], which persist across all clones. | ||
=== Locations === | === Locations === | ||
[[File:Clone location.jpg|250px|right|thumb|Selecting a new location for a medical clone.]] | [[File:Clone location.jpg|250px|right|thumb|Selecting a new location for a medical clone.]] | ||
− | When you first create a new character, their medical clone will be located at the academy space station in the [[Tutorial_and_Career_Agents_in_EVE#Starter_Systems_in_EVE|starter system]] where they begin their life. | + | When you first create a new character, their medical clone will automatically be located at the academy space station in the [[Tutorial_and_Career_Agents_in_EVE#Starter_Systems_in_EVE|starter system]] where they begin their life. |
+ | |||
+ | You can move your medical clone elsewhere by setting a different Home Station. Dock up in a station (or citadel) and either using the Clone Bay, or in the absence of such, simply right click on the station's link (top left corner of the screen), selecting "Set Home Station" from the contextual menu to move your medical clone to that station. | ||
− | + | It makes sense to move your medical clone to a station near where you will likely be flying, in order to avoid the long journey back should you get podded. Also, you may want to consider leaving a few fitted ships at the station with your medical clone, so that you can immediately board a ship and get back into the action. | |
− | You cannot set your medical clone in [[ | + | You cannot set your medical clone in a station in [[wormhole space]], with the exception of [[Thera]], which has NPC stations and acts like known space for cloning purposes. |
− | If you choose a station/outpost in | + | If you choose to place your medical clone in a station/outpost in sovereign nullsec under the ownership of a player corp, or in any citadel, you need to consider the consequences should that station change ownership or your relationship with the current owners change. You will always be able to set your original school station as your home station remotely should you ever find yourself "stuck". |
− | === Remote | + | === Remote clone installation === |
In addition to moving your medical clone in the station in which you currently are, you can also move it remotely to any station where your [[Corporations|corporation]] has an office. However, you can only do this once per year (there is a 365 day cooldown), with two notable exceptions: | In addition to moving your medical clone in the station in which you currently are, you can also move it remotely to any station where your [[Corporations|corporation]] has an office. However, you can only do this once per year (there is a 365 day cooldown), with two notable exceptions: | ||
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* New characters (i.e. less than 30 days old) have this counter reset each time they switch corporations. | * New characters (i.e. less than 30 days old) have this counter reset each time they switch corporations. | ||
− | To remote install a | + | To remote install a clone you must be at a station with a Clone Bay. The simplest way to remotely install a clone is to open the Clone Bay in the station facilities and select "Change Station". This will give you the list of possible stations you can swap to. |
− | {{expansion past|There have been two significant changes to clone mechanics in | + | {{expansion past|There have been two significant changes to clone mechanics in expansions:<ul><li>The Phoebe expansion (November 2014) introduced limits on remotely installing medical clones. Before then, you could could move your medical clone remotely to a station, undock, self-destruct your pod, and upon "waking up" at your destination station, simply upgrade your clones and go about your business. This travel method made it fairly easy to travel to distant parts of the galaxy, bypassing any dangers en route. With the new clone move limits introduced with Phoebe, this has become a much less viable method of travelling about New Eden (although it's certainly still possible).</li><li>Prior to the Rhea expansion (December 2014), different grades of medical clone were available for purchase, each capable of storing a different total number of skill points, and failing to properly upgrade your medical clone led to risking the loss of skill points on death. Rhea greatly simplified this system, removing clone grades and the risk of skillpoint loss.</li>|width=50%}} |
==Jump Clones== | ==Jump Clones== | ||
{{main|Jump Clones}} | {{main|Jump Clones}} | ||
− | Jump Clones allow a pilot to store a non-medical clone in a different part of the galaxy and instantly jump his mind from his current body into a clone stored elsewhere in the universe. Unlike | + | Jump Clones allow a pilot to store a non-medical clone in a different part of the galaxy and instantly jump his mind from his current body into a clone stored elsewhere in the universe. |
+ | |||
+ | Unlike the medical clone, jump clones require specialized training ({{sk|Infomorph Psychology}}), and to install one you need to be docked at a station with a Clone Bay, a citadel with a Stand Up Clone Service, or access to a [[Rorqual]] or [[Titan]], to use an onboard Clone Vat Bay, if fitted. | ||
+ | |||
+ | Furthermore, and again unlike medical clones, these can be activated at will: you "jump" from one clone to another. There is, though, a cost per use at NPC stations for 900,000 ISK. There is also a one-day cooldown between uses, which can be reduced by training {{sk| Infomorph Synchronizing}}. If you "jump" from one jump clone in a player-owned [[Upwell structure]] to another jump clone in the same structure, you avoid the cooldown. | ||
− | + | Players use jump clones to safeguard valuable [[implants]] and to quickly travel around New Eden. | |
[[Category:Getting Started]] | [[Category:Getting Started]] |
Revision as of 13:21, 9 November 2021
EVE University offers a class on: | |
Cloning is the technology that makes New Eden's capsuleers (i.e. EVE players) immortal. It consists of two main technologies:
- Medical clones act as a new clean (no implants) clone, which are only activated when your current body is killed. This clone is always located at your set Home Station, and is EVE's "respawn" mechanic. This should not be confused with the current clone you are in.
- Jump clones, which are additional bodies (often scattered all over the galaxy) into which you can jump your "consciousness" at will. Rather than player respawns, jump clones are used for travel and for the management of specialized neural implants.
Medical Clones
Every capsuleer receives a medical clone as soon as they are "born" (i.e. when the character is first created). If your character is killed (i.e. when their pod is destroyed; this is also known as "being podded"), his/her consciousness is immediately transferred from the destroyed clone into this medical clone, causing you to "wake up" again at the station you have selected as your Home Station.
Note that any implants plugged into your brain at the moment you were killed are destroyed along with your body. You also lose the effect of any drugs the destroyed clone had recently taken to enhance their abilities, except for cerebral accelerators, which persist across all clones.
Locations
When you first create a new character, their medical clone will automatically be located at the academy space station in the starter system where they begin their life.
You can move your medical clone elsewhere by setting a different Home Station. Dock up in a station (or citadel) and either using the Clone Bay, or in the absence of such, simply right click on the station's link (top left corner of the screen), selecting "Set Home Station" from the contextual menu to move your medical clone to that station.
It makes sense to move your medical clone to a station near where you will likely be flying, in order to avoid the long journey back should you get podded. Also, you may want to consider leaving a few fitted ships at the station with your medical clone, so that you can immediately board a ship and get back into the action.
You cannot set your medical clone in a station in wormhole space, with the exception of Thera, which has NPC stations and acts like known space for cloning purposes.
If you choose to place your medical clone in a station/outpost in sovereign nullsec under the ownership of a player corp, or in any citadel, you need to consider the consequences should that station change ownership or your relationship with the current owners change. You will always be able to set your original school station as your home station remotely should you ever find yourself "stuck".
Remote clone installation
In addition to moving your medical clone in the station in which you currently are, you can also move it remotely to any station where your corporation has an office. However, you can only do this once per year (there is a 365 day cooldown), with two notable exceptions:
- You can always move your medical clone remotely to the system in which your character started the game.
- New characters (i.e. less than 30 days old) have this counter reset each time they switch corporations.
To remote install a clone you must be at a station with a Clone Bay. The simplest way to remotely install a clone is to open the Clone Bay in the station facilities and select "Change Station". This will give you the list of possible stations you can swap to.
A long, long time ago... |
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There have been two significant changes to clone mechanics in expansions:
|
Jump Clones
- Main article: Jump Clones
Jump Clones allow a pilot to store a non-medical clone in a different part of the galaxy and instantly jump his mind from his current body into a clone stored elsewhere in the universe.
Unlike the medical clone, jump clones require specialized training (Infomorph Psychology), and to install one you need to be docked at a station with a Clone Bay, a citadel with a Stand Up Clone Service, or access to a Rorqual or Titan, to use an onboard Clone Vat Bay, if fitted.
Furthermore, and again unlike medical clones, these can be activated at will: you "jump" from one clone to another. There is, though, a cost per use at NPC stations for 900,000 ISK. There is also a one-day cooldown between uses, which can be reduced by training Infomorph Synchronizing. If you "jump" from one jump clone in a player-owned Upwell structure to another jump clone in the same structure, you avoid the cooldown.
Players use jump clones to safeguard valuable implants and to quickly travel around New Eden.