
Nobody else has as many stations as Estel Arador, and nobody else offers their services gratis. There are a ton of places in NPC 0.0, too.

It has a huge list of stations that you can put jump clones in. And it doesn't just have a tiny smattering of jump clone stations, either. Over the years, various corporations have taken advantage of this to provide jump clone access, often charging a fee for this service.Įstel Arador Corp Services doesn't do that.

Having at least one clone is important so that you can swap out of a body that has expensive implants (usually learning implants) when doing something dangerous, like piracy.įortunately, if a player corporation has high enough standings with NPC groups, it can extend jump clone access to its members. If you don't have the standings or access to a null-sec station, then even getting your first jump clone can be an insurmountable task. And any time you grind up standings for a particular corporation or faction, that group's enemies are going to like you less and less, making it pretty darn difficult to get access to very disparate areas of space. Unfortunately, in order to use jump clones the way CCP intended, you need to grind standings for weeks in order to get just one corporation or faction to like you well enough to leave jump clones in their stations. Thankfully, jump clones allow instantaneous (if infrequent) travel between two locations. Moving around EVE Online can be pretty painful. Without these corporations, EVE Online just wouldn't be the game that it is, today.
EVE ONLINE JUMP CLONES FREE
Some provide a free service, others provide a paid service that is nonetheless critical to the larger EVE Online community. The corporations discussed in this guide are beneficial to every player in EVE Online, whether directly or indirectly. Many corporations offer services that are accessible to others, sometimes for a fee. Nor are corporations' utility limited to their own members. They empower their members with cooperative action, enrich them via social interaction, and ennoble each other with large-scale goals that affect the political landscape of New Eden. So placement and standings with NPCs and corps becomes beneficial.Corporations are the backbone of EVE Online. [although to be said if you jump to a station with neutral or bad standing your jump clone timer from there is going to be a bit longer back to the 1 hour again. Good Standings would mean you have about 15 minute wait for clone jumping from that station. Bad Standings would mean you will probably have to wait an hour before jump cloning again. Now that said "Standings could also be used by freeport owners to control how fast most players will be able to jump clone in their stations or jumping between said freeports" could be useful as a punishment tool against overally aggressive pilots. I think any discussion of increasing clone numbers or storage points should be carefully counter tailored with decreasing jump clone time requirements, without stepping on the benefits of player owned stations. The current system feeds the issue of "risk avoidance" my training clone is in.welp no activity today! It would still make player stations desirable.but would allow players to swap their clones more aggressively for content situations in high/lowsec/NPC Null. Then with standings of Empire and NPC Corporations I can get down to 15 Minutes. I would be very happy to at least get the jump cloning down to 1 hour or so. Why not also talk about, the amount of time especially in NPC/Empire space that makes jump cloning really unpleasant unless you are corp/ freeporting.

EVE ONLINE JUMP CLONES UPGRADE
Just some ideas, but added flexibility with clones would be a good QOL upgrade (even for the players that rage at the suggestion, they'd still probably use it). Make them 8x or 16x skills then watch the injector market go crazy. Why do any of this? So more clones can be lost when a structure is destroyed? To enable players to have some clone flexibility rather than being locked into only running shield links or not (and thus losing more implants). Level 1 - 2 clones per citadel up to 10 citadels ( max infomorph )Ī drug that reduces jump clone timer would be nice too. Clones over the limit of the skill reduce the number of clones available. Infomorph Storage - multiple clones in a citadel don't count towards the informorph limit of clone storage. Ultra Infomorph Psychology - Up to 10 additional jump clone (2 per level)ĭon't want players to have flexibility to jump clone to 30 different systems? How about a skill that allows multiple clones per citadel that don't count towards your clone limit?
