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Jump clones: Difference between revisions

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Added an update template to the top - article needs someone to scrub/rewrite. Removed reference to "Jump Clones 101" class, as this is not an active Uni class.
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Clarificatory edits. Additional in-wiki links.
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{{Cleanup|The article could use a good scrub of language and graphics, due to game changes (UI and mechanics). References to only being allowed to have one clone per location have been removed - but the article could use a full overhaul.|date = November 2021}}
{{Cleanup|The article could use a good scrub of language and graphics, due to game changes (UI and mechanics). References to only being allowed to have one clone per location have been removed - but the article could use a full overhaul.|date = November 2021}}
Jump clones are a technology used by players to transfer their consciousnesses from one body to another. Jump clones should not be confused with the [[Medical Clone]] that is stored in a player's 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 manage different sets of [[implants]] used for different purposes.
 
Jump clones should not be confused with the [[Clones|medical clone]] that is stored in a player's home station. A character can only ever have one medical clone, and medical clones provide EVE's "respawn" mechanic.  


==Summary==
==Summary==
Your medical clone is the new body that you wake up in should your capsule get destroyed for any reason. You only have one medical clone, but in addition to your medical clone, and depending on your skills, you may have up to ten jump clones. These will be located in places that you choose, and you can activate them whenever you wish.
Jump clones are installed
 
[[File:Jumpcloneexample.gif|right|thumb|300px|An animated guide to how jump clones work (click to see animation).‎]]
[[File:Jumpcloneexample.gif|right|thumb|300px|An animated guide to how jump clones work (click to see animation).‎]]
You can only have one active "body", but by using clones, your body can jump from system to system regardless of the distance. In game terms, when you jump from one body to another, you take your skill points, standings, corporation membership, and [[cerebral accelerator]]s with you. However, you cannot take any items with you, including [[implants]] - these remain with your old body. In effect, your old body turns into a new inactive jump clone - you can jump back into it later.
You can only have one active "body", but by using clones, your body can jump from system to system regardless of the distance.


In order to create or use jump clones, you need at least one level in the skill {{sk|Infomorph Psychology|icon=no|price=no|mult=no}}. Jump clones are purchased and installed at Clone Bay facilities in NPC stations for a moderate fee. Once you have installed a jump clone, it will continue to exist until you destroy it.
When a character jumps from one body to another, they take their skill points, standings, corporation membership, and [[cerebral accelerator]]s with them. However, they cannot take any items with them, including [[implants]] and the effects of [[Medical boosters|drugs other than cerebral accelerators; these remain with the old body. Your old body turns into a jump clone, and you can jump back into it later.


Not all stations have medical facilities, and there are a number of other locations that can create jump clones. You may install jump clones on board [[Capital Ship|capital ships]] with Clone Vat Bays fitted ([[Titan]]s and [[Rorqual]]s), or in player-owned outposts in [[System_Security#Claimable_NullSec|sovereign nullsec space]] and [[Citadels]] fitted with a Stand Up Cloning Center (fees may be set by the owner via standings).
In order to create or use jump clones, you need at least one level in the skill {{sk|Infomorph Psychology|icon=no|price=no|mult=no}}. Jump clones are purchased and installed at Clone Bay facilities. The most commonly-used clone bays are those in NPC stations, which charge a moderate fee (900,000 ISK). Once you have installed a jump clone, it will continue to exist until you destroy it.
 
Not all stations have clone bays, and other things sometimes offer clone bay facilities. You may install jump clones on board [[Capital Ship|capital ships]] with Clone Vat Bays fitted ([[Titan]]s and [[Rorqual]]s), or in player-owned outposts in [[System_Security#Claimable_NullSec|sovereign nullsec space]] and [[Citadels]] fitted with a Stand Up Cloning Center (fees may be set by the owner via standings).


{{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.}}


== Activating jump clones ==
== Clone activation ==


Once you have a jump clone installed, you can activate it from your [[Character_Sheet#Jump_Clones|character sheet]] after exiting your ship. Jumping is instantaneous, but you must wait up to 24 hours between clone jumps (training {{sk|Infomorph Synchronizing|icon=no|price=no|mult=no}} decreases this delay by 1 hour per skill level).
Once you have a jump clone installed, you can activate it from your [[Character_Sheet#Jump_Clones|character sheet]]. You must be docked up, outside of any ship (i.e. just your pod) and ready for a session change to be able to clone jump.


* Leaving behind, or "installing", a jump clone at the station or citadel you are jumping from requires you to pay a fee. This fee is 900k isk for NPC stations. Owners of citadels can set this usage fee as they wish.
Jumping is instantaneous, but entails a 24-hour cooldown before your next clone jump Training {{sk|Infomorph Synchronizing|icon=no|price=no|mult=no}} decreases this delay by 1 hour per skill level. If you are in a player-owned [[Upwell structures|Upwell structure]] and you jump from an active clone to an inactive clone stored in the same structure, you do not get a cooldown. You can also jump "within" an Upwell structure in this manner if you have an active cooldown.


* Jumping to a clone in the same Upwell Structure you are currently located in, does not start the jump cooldown timer.  Furthermore, you can jump to a clone in the same Upwell Structure you are currently located in, while you have an active timer.  Jumping to a clone in a different Upwell Structure, or in an NPC station, starts/is prevented by the cooldown timer, as normal.
Leaving behind, or "installing", a jump clone at the station or citadel you are jumping from requires you to pay a fee. This fee is 900k ISK at NPC stations. Owners of Upwell structures can set whatever fees they like.


* While you can install a clone in an Upwell structure with the clone bay service in [[w-space]], and switch clones within the same structure, you cannot clone jump into, out of, or between w-space, with the exception of [[Thera]], which acts like k-space.
Note that, while you ''can'' install a clone in an Upwell structure with a clone bay in [[Wormhole space|wormhole space]], and switch clones within the same structure, you cannot clone jump into, out of, or between wormhole systems. The sole exception is [[Thera]], which has NPC stations and acts like known space for clone jumping purposes.


==Skills related to cloning==
==Relevant skills==
{{sk|Infomorph Psychology|icon=yes|price=yes|mult=yes}} <br>
{{sk|Infomorph Psychology|icon=yes|price=yes|mult=yes}} <br>
Allows 1 jump clone per level.
Allows 1 jump clone per level.
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Required for the installment of the Clone Vat Bay module. Increases a Clone Vat Bay's maximum clone capacity by 15% per skill level.
Required for the installment of the Clone Vat Bay module. Increases a Clone Vat Bay's maximum clone capacity by 15% per skill level.


== Reasons for using jump clones ==
== The utility of jump clones ==
There are three main advantages to using jump clones:
There are three main advantages to using jump clones:
* Quickly travel to other parts of the EVE universe: You can have jump clones (with a few ships and modules) positioned in various parts of New Eden, allowing you to easily jump between these stations to participate in activities suitable for that location.  
# Quick travel to other parts of the EVE universe: You can have jump clones (with a few ships and modules) positioned in various parts of New Eden, allowing you to easily jump between these stations to participate in activities suitable for that location.  
* Safeguard valuable implants when fighting other players (PvP): you can switch to a "clean clone" (i.e. a jump clone with no implants) when there is a high chance that you will be podded while engaging in PvP, to avoid losing expensive implants (which would be destroyed when you are podded).
# Safeguard valuable implants when fighting other players (PvP): you can switch to a "clean clone" (i.e. a jump clone with no implants) when there is a high chance that you will be podded while engaging in PvP, to avoid losing expensive implants (which would be destroyed when you are podded).
* Have jump clones specialized for certain tasks: As [[Implants#Skill_Hardwirings|skill hardwiring implants]] give very specific bonuses (e.g. the {{co|wheat|Zainou 'Deadeye' Large Hybrid Turret}} implant gives a bonus to damage for large hybrid turret weapons only) and cannot be removed without destroying them, it may be worth having jump clones with implant sets geared towards different activities.  
# Have jump clones specialized for certain tasks: As [[Implants#Skill_Hardwirings|skill hardwiring implants]] give very specific bonuses (e.g. the {{co|wheat|Zainou 'Deadeye' Large Hybrid Turret}} implant gives a bonus to damage for large hybrid turret weapons only) and cannot be removed without destroying them, it may be worth having jump clones with implant sets geared towards different activities.  


=== Examples ===
=== Examples ===
* A pilot is running high-level missions for two NPC corporations, which are located far away from each other (to, for instance, balance out his [[Faction Standings|faction standings]]). Instead of flying his slow battleship between the two mission hubs, he installs a jump clone (and stations a fully fit battleship) at each mission hub. He 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 his [[Faction Standings|faction standings]]). Instead of flying his slow battleship between the two mission hubs, he installs a jump clone (and stations a fully fit battleship) at each mission hub. He 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 therefore 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 therefore 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. He hates hauling, so to sell his final product he ships his items via [[Contract#Courier_Contract|courier contract]] to a [[Trade hubs|trade hub]]. He then creates a jump clone at the trade hub, and uses it to periodically jump to the trade hub to sell his products (which is faster than flying back and forth in a ship).
# An industrialist runs an extensive manufacturing operation in a quiet, out-of-the-way system. He hates hauling, so to sell his final product he ships his items via [[Contract#Courier_Contract|courier contract]] to a [[Trade hubs|trade hub]]. He then creates a jump clone at the trade hub, and uses it to periodically jump to the trade hub to sell his products (which is faster than flying back and forth in a ship).


== Step-by-Step instructions ==
== Step-by-Step instructions ==
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You can repeat this procedure as often as you'd like to create additional jump clones, with two restrictions:
You can repeat this procedure as often as you'd like to create additional jump clones, with two restrictions:
* You need to have [[#Prerequisites|sufficient levels]] in the {{sk|Infomorph Psychology|icon=yes}} and {{sk|Advanced Infomorph Psychology|icon=yes}} skills to create additional jump clones.
* You need to have [[#Prerequisites|sufficient levels]] in the {{sk|Infomorph Psychology|icon=yes}} and {{sk|Advanced Infomorph Psychology|icon=yes}} skills to create additional jump clones.
* You may not create a jump clone at a station at which you currently have an inactive jump clone. You can easily get around this problem by choosing a different station, or by jumping to the offending jump clone and moving it somewhere else.
* You may not create a jump clone at a station at which you currently have an inactive jump clone. You can get around this problem by choosing a different station, or by jumping to the offending jump clone and moving it somewhere else.


== Losing Jump Clones ==
== Losing Jump Clones ==


Once you have installed/bought a jump clone, it is yours forever. Additionally, if you get [[pod]]ded, you will find yourself at your home station (the station where you last installed your [[clone|medical clone]]), while all your inactive jump clones will still be available (although you will lose any implants that were installed in your active clone in the moment you were podded).  This new clone you find yourself in is essentially now the jump clone you were just podded in, less any implants.
Once you have installed/bought a jump clone, it is yours forever. If you get [[pod]]ded, your medical clone will wake up at your home station and will become a fresh active jump clone, while all your inactive jump clones will still be available. (You will have lost any implants that were installed in your active clone in the moment you were podded.)


There are, however, two cases which would destroy one of your jump clones:
There are, however, a few cases which would destroy one of your jump clones or prevent your access to it:
* If an inactive jump clone is located in a [[Capital Ships|capital ship]] (with a clone vat bay module), and that ship is destroyed, the jump clone (and any implants installed in it) will be destroyed.
# If an inactive jump clone is located in a [[Capital Ships|capital ship]], and that ship is destroyed, the jump clone (and any implants installed in it) will be destroyed.
* If an inactive jump clone is located in a [[Citadels|citadel]], that clone will be destroyed if the citadel is destroyed, or if the owner of the citadel offlines or unplugs the Clone module.
# If an inactive jump clone is located in a player-owned [[Upwell structure|structure]], that clone will be destroyed if the structure is destroyed, or if the owner of the structure offlines or unplugs the clone module.
# You will also lose access to a clone in a player structure if the owner of the structure changes the structure's Access List to exclude you.
# If a structure enters low power mode or enters its hull reinforcement timer, its clone bay will go offline and you will lose access to the clone stored there. Should the structure survive and be powered back up, you will regain access.


You can also destroy any jump clone you via the Jump Clone tab on your character sheet.  This can be handy for freeing up a jump clone slot to then be able to install a new one at your current location, especially if the other jump clone was clean, and you don't need to have a clone at that location anymore.
You can also destroy any jump clone you via the Jump Clone tab on your character sheet.  This can be handy for freeing up a jump clone slot to then be able to install a new one at your current location, especially if the other jump clone was clean, and you don't need to have a clone at that location anymore.
== Losing Access to Jump Clones ==
Before Citadels existed, it was the case that if you had a jump clone somewhere, you could always jump to it (cool-down timer permitting).  In particular, in Sov Null, if you left a jump clone in a station/outpost when you lost sov and evacuated, you could later jump back there, even if you no longer had docking (or any other) rights in that station/outpost.
However, Clone bays in Citadels are controlled by Access Lists, and if the owner of the Citadel changes them so that you have no access to the Clone Bay, then even if you have a jump clone in that Citadel, game mechanics will prevent you from jumping into it.
Also note that if a citadel moves into it's hull vulnerability timer or is low power mode, the clone bay will offline. This therefore means that the jump clone will still exist but you will not be able to jump to it while the structure is in this state.


== Jump Clone Example ==
== Jump Clone Example ==
Suppose you have the following clones:  
Suppose you have the following clones:  


*In Jita, you have a medical clone.  
*In Jita, you automatically have a medical clone in the station set as your home station.  
*In Jita, you have an inactive jump clone with a memory implant.  
*In Jita, you have an inactive jump clone with a memory implant.  
*In Rens, you have an inactive jump clone with a willpower implant.  
*In Rens, you have an inactive jump clone with a willpower implant.  
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== Clone Vat Bay Specifics ==
== Clone Vat Bay Specifics ==
===Basic details===
===Basic details===
The Clone Vat Bay is a high-slot module which can only be fitted to the Rorqual Capital Industrial Ship or Titan class vessels. The skill Cloning Facility Operation to at least level I is required for operation.
The Clone Vat Bay is a high-slot module which can only be fitted to the Rorqual Capital Industrial Ship or Titan class vessels. The skill {{sk|Cloning Facility Operation}} at at least level I is required for operation.


The Rorqual permits 6 jump clones. Titan class vessels have enough room for 75 clones. Both of these limits are affected by the Clone Facility Operation skill (10x multiplier; +15% to clone bay size per level, or 1.15x multiplier to effective bay size). Thus, the Rorqual can take 6 clones with CFO I; 7 clones with CFO II; 9 clones with CFO III; 10 clones with CFO IV; and finally 12 clones with CFO V. In contrast a Titan takes up to 86 clones with CFO I; 99 clones with CFO II; 114 clones with CFO III; 131 clones with CFO IV; and 150 clones with CFO V.
The Rorqual permits 6 jump clones. Titan class vessels have enough room for 75 clones. Both of these limits are affected by the Clone Facility Operation skill (10x multiplier; +15% to clone bay size per level, or 1.15x multiplier to effective bay size). Thus, the Rorqual can take 6 clones with CFO I; 7 clones with CFO II; 9 clones with CFO III; 10 clones with CFO IV; and finally 12 clones with CFO V. In contrast a Titan takes up to 86 clones with CFO I; 99 clones with CFO II; 114 clones with CFO III; 131 clones with CFO IV; and 150 clones with CFO V.


Clones are stored in an invisible part of the ship and are not destroyed if the Clone Vat Bay is unfitted, however 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.


===Using a Clone Vat Bay===
===Using a Clone Vat Bay===
Let's assume a Titan pilot in an Avatar and another pilot who is currently in a Scythe Fleet Issue cruiser. First, the Titan pilot must fit the Clone Vat Bay and have it online, and he must have sufficient Liquid Ozone in the fuel bay, since the CVB uses 1 unit of Liquid Ozone per activation. Next, he must activate the clone bay, which, given the fact that it immobilizes the Titan and has a 5 minute cycle time, requires the usual safety precautions. (Tethering is not broken when activating a Clone Vat Bay.)  
 
Let's imagine a Titan pilot in an Avatar and another pilot who is currently in a Scythe Fleet Issue cruiser. First, the Titan pilot must fit the Clone Vat Bay and have it online, and he must have sufficient Liquid Ozone in the fuel bay, since the CVB uses 1 unit of Liquid Ozone per activation. Next, he must activate the clone bay, which, given the fact that it immobilizes the Titan and has a 5 minute cycle time, requires the usual safety precautions. (Tethering is not broken when activating a Clone Vat Bay.)  


Next, the Scythe Fleet Issue pilot must be on grid with the Titan, and under 5000m in distance from the Titan itself. The Titan pilot select the SFI pilot via the right click menu and chooses "Offer Clone Installation". This sends a prompt to the SFI pilot to accept the offer, which transfers 900,000ISK from the SFI pilot to the Titan pilot and installs a clean clone. The SFI pilot is then free to warp off or go about his normal business.  
Next, the Scythe Fleet Issue pilot must be on grid with the Titan, and under 5000m in distance from the Titan itself. The Titan pilot select the SFI pilot via the right click menu and chooses "Offer Clone Installation". This sends a prompt to the SFI pilot to accept the offer, which transfers 900,000ISK from the SFI pilot to the Titan pilot and installs a clean clone. The SFI pilot is then free to warp off or go about his normal business.  


When the SFI pilot wishes to jump clone to the Titan, the Titan must first have the clone bay active. The SFI pilot then navigates to the Character Sheet and finds the jump clone stored in the Titan, and clicks the Jump button. This subtracts 900,000 ISK from the SFI pilot's wallet as a charge paid to the TransStellar Shipping for the act of jump cloning to a facility that is not a player Citadel type structure. The SFI pilot then spawns in an empty capsule about 5000m from the Titan itself.
When the SFI pilot wishes to jump clone to the Titan, the Titan must first have the clone bay active. The SFI pilot then navigates to the Character Sheet and finds the jump clone stored in the Titan, and clicks the Jump button. This subtracts 900,000 ISK from the SFI pilot's wallet as a charge paid to the TransStellar Shipping for the act of jump cloning to a facility that is not a player structure. The SFI pilot then spawns in an empty capsule about 5000m from the Titan itself.
 
Clone Vat Bays are rarely used in the current metagame, although they can offer a specific advantage or utility in extremely specific circumstances. Titan Bridges are more effective means of transport to the battle field over remote distances.


== External links ==
Clone Vat Bays are rarely used in the current metagame, although they can offer a specific advantage or utility in extremely niche circumstances. Titan Bridges are a more effective means of transport to the battle field over remote distances.
*[http://jestertrek.blogspot.de/2012/10/guide-implants-and-jump-clones-part-1.html Jester´s Guide to Implants and Jump Clones] (2012)


[[Category:Getting Started]]
[[Category:Getting Started]]
[[Category:Game mechanics]]
[[Category:Game mechanics]]