Eve online installing jump clones




















Over the hour or so, we are going to cover the basics of what jump clones are, what they're useful for, and how to use them or not to your advantage. We will also be covering some of the basics of E-Uni fleet movement and communication on our journey to pick up a jumpclone.

Jump to: navigation , search. This is a deprecated class syllabus, intended as historical record for the teaching department. Categories : Syllabi Classes Tier 2 Classes. Namespaces Page Discussion. You can switch into a different jump clone once every 24 hours or shorter if you train the Infomorph Synchronizing skill.

Before you can use jump clones, you need to have at least level 1 in the Infomorph Psychology skill. Once you train Infomorph Psychology to level 5, you can train Advanced Infomorph Psychology to increase your jump clone limit even further. You can also install jump clones in capital ships that have clone bays, in player-owned outposts in nullsec space, or in Citadels that have a cloning center.

When your ship is destroyed in EVE online, you are left floating in a small metal pod that has a very small number of hitpoints and is therefore very vulnerable to attack. If your pod is destroyed, you die and are resurrected in your clone, wherever your clone happens to be. You will lose any implants your character has if you are killed. They are destroyed along with your character's old body. Your ship will appear in the overview as a wreck.

It is possible to bookmark your wreck so that you can find your wreck later and loot and salvage from it, but this can be dangerous if enemies are firing on your pod.

Regardless, the wreckage might contain modules that were fitted to your ship that remained intact, but some of your modules might be destroyed. To salvage from the wreck , have a Salvager fitted to the ship that you take to your wreck. Look in your character sheet at the Combat Log and view the Losses tab to see what was destroyed, and who was responsible for dealing the killing blow to your ship. Podkilling is never legal, even if you have kill rights on someone which just means that you're allowed to destroy that person's ship -- not the actual person -- without fear of punishment from CONCORD.

You will immediately jump to the selected clone's location. The clone you were just in is now itself a jump clone. Leaving a jump clone behind at the station or structure you are jumping from requires you to pay a fee because someone then has to look after one of your inactive bodies. Owners of Upwell structures can set whatever fees they like. Jumping is instantaneous but incurs a hour cooldown timer before your next clone jump.

Training Infomorph Synchronizing cuts this cooldown by 1 hour per skill level. If you are in a player-owned 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 jump "within" an Upwell structure in this manner even within a clone jump cooldown.

Note that you cannot clone jump into, out of, or between wormhole systems. Wormhole systems can only be entered through wormholes. The sole exception is the special wormhole system Thera , which has NPC stations and acts like known space for clone jumping purposes. Players can , however, install a clone in an Upwell structure with a clone bay in, and switch clones within the same structure.

This means that characters living inside wormhole space can keep a training clone with learning implants safe in a player-owned Upwell structure, and only put a clean clone at risk in the dangers of wormhole space.

Activating the Bay immobilizes the host ship during the Bay's 5-minute cycle time, though it does not break the tether from a friendly player structure. Pilots wishing to use the Bay must be within m of the host ship. The host ship pilot can right-click any other pilot and choose "Offer Clone Installation".

This sends a prompt to the other pilot to accept the offer. 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 , 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 m from the host ship itself.



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