This past weekend I finished up Advanced Infomorph Psychology, a good 20 day skill that got me my 10th jump clone in EVE Online.
I love me some jump clones, that is for sure.
That means I can be flying around in space in one clone and then, upon docking up, “jump” to and occupy any of those 10 clones I have sitting around in other stations. It is a handy way to get around New Eden.
Yes, there is that 19 hour wait between jumps. (Of course I trained up that skill as well! A 24 hour wait was too much, but 19, or even 20 hours, is just about right.) But that means I can jump at the end of the evening and have the timer set for another jump by the start of the next.
And what do I do with all of those jump clones?
Well, I keep one at the coalition staging system so I can jump there to join fleets.
I keep another one at our alliance staging system in case I want to join a TNT fleet operation. That would require me to log into TNT Jabber, something I have been very lax about lately, but I could if I wanted. I just tend to be deployed out with Reavers, so what goes on at the alliance level is generally pretty far away.
I have a clone in the system I now rat in down in Tribute, about a dozen jumps from the alliance staging system.
There is one in Jita, so I can jump there, buy things, and have them shipped out to null sec, or partake in the many great opportunities being tastefully advertised in local.
I have another one tucked up in Amarr space in one of the university stations that sells skills, in case I need to buy yet another skill. (Current count: 307) That clone also has a set of +4 attribute implants, since attributes are still a thing for the moment. So even if I don’t need a new skill, I often just jump to that clone if I won’t be on for a couple days to boost skill training speed.
I have another one in the Amarr Navy Logistics station one jump from Amarr, which happens to be a station where I can install jump clones, having worked my way up to an 8+ standing with both the Amarr and Caldari Navies back in the day.
Then there is one down in Delve, with a ship, that was pre-positioned back during a Reaver deployment in case we got called upon to go assist Pizza with something. Not sure I need that one any more. Pizza still holds NOL-M9 down there, where the clone is, but not a lot else.
I have a clone in Fountain, in 4-EP12, along with a Caracal and a pile of ammunition. I’d fly the Caracal out on a whim, but there is too much stuff in the station for it to carry. So I keep the clone there to keep the ammo listed on the market. Anybody need 200K rounds of Antimatter Charge L (from the Baltec fleet era) or 184K rounds of Scourge torpedoes (same era, but siege bomber fleet doctrine)?
I keep that one for sentimental reasons. I nearly collected the ship back when The Initiative held the system and we deployed down there to help them back in January, but never quite got around to it. Now the system is in hostile hands and it seems unlikely that we’ll ever own that station again. But stranger things have happened.
So those were my nine clones, sitting around in stations all over New Eden, plus the clone I am currently using.
Now I have one more clone I can place. Of course, I don’t HAVE to go put it anywhere, I could hold it aside for a rainy day or some sudden need. But there happens to be a window of opportunity with the alignment of a couple of events.
The first is that the Reavers happen to be down in Curse to play Entosis Link games with the locals just to see what we can get away with. The other is an “accidental” change to how jump clones work, announced by CCP yesterday.
Apparently they broke the standings requirement for jump clones. Previously, in order to install a jump clone in an NPC controlled station, you had to have a standing of 8.0 or greater with that corporation. As I mentioned above, I worked for quite a while on Amarr and Caldari Navy missions way back in the day in order to be able to install jump clones at need in high sec.
Now though, according to CCP:
Before the release, minimum standings of +8.0 were required with an NPC corporation in order for a pilot to be able to install a jump clone in their stations. This is no longer the case, and capsuleers can freely create jump clones in whichever NPC station they choose to do so.
So jump clones installation for everybody. Go use it quick before CCP makes up its collective mind about whether or not to “fix” this. They seem to content to let it stand, but it is also summer and the vacation mindset might be influencing their view. They might sober up or the cold might set in again and put them in a more stern state of mind.
I might have been angry about having ground all those missions if I had just finished them last week, but I did that seven years ago and can barely remember how long it took. It does seem to put paid to organizations that were allowing people to make jump clones, and there is the remaining question about what use are standings now.
Anyway, that means I ought to be able to install that tenth clone down in Curse in one of the NPC stations with cloning services. And then, at some future date, late on a week night, I can fly out, one by one, the ships I left behind from that deployment to Curse we had nearly two years ago. Not that there is anything of great value there. Just a couple of Harpies, a Burst, and a Ferox along with some ammo and fittings.
I think I will do the same with that jump clone down in Delve. I’ve always been the good soldier and pre-deployed ships and clones where told. The problem is that I appear to be in the minority on that front, and so every operation needs to start out of the coalition staging system in Deklein. And since the destination is always a secret when we set out, we end up flying for an hour and wind up five jumps from my jump clone and doctrine ship, which continue to gather dust.