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training:game_mechanics:jump_clones

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training:game_mechanics:jump_clones [2017/02/16 03:22]
conscript created
training:game_mechanics:jump_clones [2018/07/09 06:02] (current)
ukucia [TL:DR Summary]
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 //​Important:​ jumping to a jump clone can only be done once per 19-24 hours, depending on skills.// In order to jump, you must first exit your ship (be in a pod) and pause your skill queue. //Always// remember to restart your skill queue once you're in your new location, or you will waste valuable training time. //​Important:​ jumping to a jump clone can only be done once per 19-24 hours, depending on skills.// In order to jump, you must first exit your ship (be in a pod) and pause your skill queue. //Always// remember to restart your skill queue once you're in your new location, or you will waste valuable training time.
 +
 +When jump cloning **within the same structure**,​ it does not activate the jump clone timer. This can be useful for hopping between implant sets or no implants when fleets are called or for certain activities.
  
 Any number of jump clones can be installed in different stations; there is no cooldown on installation. However, it is important to note that you can only have one body on ice in any given location. Attempting to jump clone ("​JC"​) out of a station at which you already have a clone will result in the destruction of the body currently on ice, and all implants plugged into it. Any number of jump clones can be installed in different stations; there is no cooldown on installation. However, it is important to note that you can only have one body on ice in any given location. Attempting to jump clone ("​JC"​) out of a station at which you already have a clone will result in the destruction of the body currently on ice, and all implants plugged into it.
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   * Player B decides to play Chivalry instead and firesales all assets in Fountain rather than fly back out there a second time.   * Player B decides to play Chivalry instead and firesales all assets in Fountain rather than fly back out there a second time.
  
 +===== TL:DR Summary =====
 +
 +Put your death clone in the current staging.
 +
 +Have an empty jump clone slot where you krab (Such as D-PNP9). ​ You will be flying around D-PNP9 with implants in your head.
 +
 +When the call goes out for a fleet, install a new, empty clone in D-PNP9. ​ Jump to it (Jump cloning to the citadel you currently are in does not trigger a jump clone timer). ​ Your head is now empty.
 +
 +Self-destruct your pod (there'​s a button to do this from the cloning service window). ​ You wake-up in staging with an empty head.
 +
 +If you want implants on your fleet, they should be in a jump clone in staging. ​ Jump to this clone **after** you've deathcloned to staging. ​ You do this after you deathclone because it is yet another free jump.
 +
 +Go on the fleet. ​ If you die, you wake up in staging and are ready to be part of any reinforcements.
 +
 +When you're done running fleets for the day, jump to your clone with implants in D-PNP9. ​ If you swapped to clone with implants while you were in staging this will destroy your empty-head clone in staging (the one what was created when you originally deathcloned). ​ This is also the point where you actually get a jump clone timer.
 +
 +If something comes up while you still have your jump clone timer, you can still deathclone back to staging and wait out your jump clone timer there.
 +
 +Lastly, there are multiple citadels in staging (and D-PNP9) that you can use to store clones with specific implant sets.  When you want to use that set, fly to the citadel and switch for free.
training/game_mechanics/jump_clones.1487215349.txt.gz · Last modified: 2017/02/16 03:22 by conscript