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Update for Version 20.10 Uprising expansion, add "Elite Infomorph Psychology" in previous save.. Hit save to soon. |
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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 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. | ||
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. | |||
== Creating jump clones == | == Creating jump clones == | ||
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== Losing jump clones == | == Losing jump clones == | ||
Servel event might cause an jump clone installed in an Upwell Structure or a Clone Vat Bay fitted on a [[capital ship]], goes disabled or destroyed, even if the pilot didn't choose to manually destroy them. Jump Clone installed in station are safe - in most cases, unless the station is destroyed to a game event. | |||
Some situations might disable one of your jump clone. Disabled jump clones cannot be used, while they still count towards one's jump clones limit. | |||
There are a few events which 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 enters 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 Clone Vat Bay fitted on a capital ship are disabled when the Clone Vat Bay is not actived. It remains even if the Clone Vat Bay is unfitted. | |||
Some situations might disable one of your jump clone, removing it with its impants permanently without you being present. | |||
There are a few events which 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 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. | |||
Pilots with jump clones destroyed will recieve 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. | ||