Post by Seam Daigon on May 8, 2014 9:27:27 GMT
This is a full guide on clones:
- Clones
Cloning is the technology that makes New Eden's Pod Pilots immortal. It consists of two main technologies, one that allows an exact physical copy of an individuals body to be grown, faster than the original and then held dormant until it's needed, together with the technology that can download a person's memories into a blank brain. Unlike almost any other strata of society Capsuleers have full access to cloning technology, not only this but they are all entitled to a free medical clone, which ensures that they can cheat death out in the dark, dangerous expanses of space.
There are two types of clones commonly available to capsuleers, medical clones and jump clones.
- Medical Clone Grades
Medical Clones are produced from biomass. Any type of biomass can be used, the best being human cadavers, but animal carcasses or organic soups can be used to save money. Using lower grade material requires more work to shape into a replica of the capsuleer and will not provide the same memory retention as higher grade clones, which may result in skillpoint loss.
This means that when your pod is blown up (Not your ship) you are put in your free medical clone which holds the default 900k Skill Points (SP).
You can upgrade your clone to hold more SP, if you die in an out dated clone (Means it does not hold more than the amount of SP you have) You will lose SP from the highest SP skill you have. Since skills take time to train, this is considered by many to be a permanent loss and can never be recovered because the time you spend retraining that skill is just more time lost.
Clones come in different grades, each grade holds more and more SP but also costs more and more ISK.
Upgrading or moving a medical clone is simple, dock at a station with a medical bay. Access the medical bay in the station window and you get two choices. Move medical clone or Upgrade clone. Move medical clone will let you pick between a number of station you can move the medical clone too, the upgrade option lets you buy a better grade clone.
- Jump Clones
You're probably familiar with clones used in the event of player death. Those clone are called "skill clones" or medical clones. They preserve your skill points up to the maximum level of skill points allowed for a given clone grade.
A jump clone is different: you can actively 'jump' into a jump clone instead of having to die to activate it.
When you activate a jump clone, your current body, with all its implants, is left behind at the station where you are. Your old body effectively turns into a new jump clone and you can jump back into it later. After jumping, you have to wait for at least 24 hours (less with Infomorph Synchronizing) before jumping into another clone. Think of it as jumping with your 'mind' or 'soul' between the bodies. You bring all your skills and standings, but leave the body (and its implants) behind. If you are under the effect of any boosters then they disappear, but a Cerebral accelerator will not (this was changed in Rubicon 1.3).
Both skill clones and jump clones are purchased at medical facilities in stations. You can also get a jump clone installed aboard a capital vessel that has Clone Vat Bays fitted. At this time the only types of ships that may use Clone Vat Bays are Titans and the Rorqual.
If you die (get podded), your jump clone is not affected at all. You will end up wherever your skill clone is and all your jump clones will still be available. Your skill clones are independent of your jumpclones, so even if you have a jump clone somewhere, you still need a skill clone to make sure you don't lose skillpoints when you die. As such, you will still need to update your skill clone again when you die.
- What do I need to get one?:
You need at least one level in the skill Infomorph Psychology. Every level in that skill will allow an additional jump clone.
After training Infomorph Psychology to 5 (which grants you 5 Jump Clones) you are able to train the Skill Advanced Infomorph Psychology which grants you one additional clone per level to a maximum of 10 total.
Since the Revelations patch, you or the corporation you belong to need to have 8.00 standing with the corporation that owns the station where you want to buy the jump clone.
- How do I activate my Jump Clone?
Once you have a jump clone installed, you can activate it from your character sheet after momentarily pausing your current skill training and exiting your ship. Note that you can only jump into a new jump clone once every 24 hours (or train the skill Infomorph Synchronizing to reduce that time by 1 hour per level).
You are free to equip your new body with implants, e.g. special hardwire implants to help you fulfill a certain role in fleet combat as a specialized clone pilot. If your new body is destroyed, your skill clone will automatically activate and you will only lose the implants you had plugged in at the time of death. Your original body will still be intact and available to you as a new jump clone.
- Example of how to use Jump Clones
Original Clone: +4 implants in all attributes, plus perhaps some ship component (CPU, PG, Capacitor) boosting hard-wiring implants. Used in PvE, mining, exploration (NOT Wormholes), etc..., where there is little risk of being podded.
Jump Clone: NO implants or if willing and able to risk losing some ISK, could have +4 implants in TWO attributes and some role-enhancing (Tackle, EWAR, DD) hard-wiring implants. Used mainly in PvP, Wormholes, wartime or when travelling through low/null-sec for PvE or other careers.
During peacetime, many use their Original Clone and when at war (usually in the 24-hour warm-up period), they jump into their Jump Clone. Once war is over, they jump back into their Original Clone back at the station where they were running missions, mining, exploring, etc...
- Can Jump Clones be lost?
In most cases, your inactive jump clones will swim in the clone vat of NPC stations, and they are completely safe there.
There are two ways to lose a jump clone and the implants installed in it:
-A destroyable location which carries one of your inactive jump clones is destroyed. Example: When the capital ship that is carrying your inactive jump clone is destroyed, the installed jump clone, and the implants installed in it, are lost.
-You ignore the game's warning when clone jumping from a location where you already had a jump clone installed. This is explained in more detail in the next section.
- Careful, careful
You can never have two inactive jump clones at the same station. Due to the way game mechanics work, it is possible to lose implants if you are not careful, and you ignore the game's warning.
Suppose you have the following clones:
-In Jita, you have a clone contract (Medical Clone).
-In Jita, you have an inactive jump clone with a memory implant.
-In Rens, you have an inactive jump clone with a willpower implant.
-In Agil, you have an active clone, with a perception implant.
At any time, if you are podkilled, you will wake up in Jita, at which point you will have an active clone and an inactive jump clone, both in Jita. Your skill clone will preserve whatever number of skillpoints you have saved in the clone contract, regardless of which jump clone died. The skillpoints saved is a property of the skill clone that is created when you die, not of the clone that was killed.
Note that it is safe to create a jump clone at a station where you already have a skill clone. You will have two clones at that station, one inactive jump clone and one skill clone which will only be activated if you get podded.
Now suppose that you fly your active clone from Agil to Rens. You will now have an active clone and an inactive jumpclone in Rens.
If you try to install a second jumpclone in Rens, the game will refuse to install it. You will not lose anything.
If you try to jumpclone from Rens to Jita, the inactive clone in Rens will be destroyed and replaced with the clone containing the perception implant. You will lose the inactive clone and its willpower implant. The game will warn you and allow you to cancel the clonejump.
You can however jump from your current body in Rens with the perception implant, to your inactive jumpclone in Rens with the willpower implant without destroying any jumpclone.
- Step-by-Step Setup for first Jump Clone
- You will need to have at least lvl 1 in the infomorph psychology skill.
- You will need a standing of 8.0 with the NPC corp that owns the station (With medical bay) that you wish to set up a clone for example: Amarr Navy station you need 8.0 standing with Amarr Navy. If in null sec Providence Region you do not need any standing.
- Access the medical bay and click on the "Jump clone" tab in the medical bay window. You can then click on "Install" this will let you set up a jump clone at this station.
- You can now fly back to your home base or where ever away from your new jump clone.
- access your character sheet and pause your skill training
- exit your ship and be in your pod
- Access yoru character sheet and click on the jump clones tab. this will bring up a list of your jump clones and where they are along with any implants they have.
- Jump to your new jump clone and put him where ever you wish but remember the stuff you read up top about multiple jump clones at one place.
- Clones
Cloning is the technology that makes New Eden's Pod Pilots immortal. It consists of two main technologies, one that allows an exact physical copy of an individuals body to be grown, faster than the original and then held dormant until it's needed, together with the technology that can download a person's memories into a blank brain. Unlike almost any other strata of society Capsuleers have full access to cloning technology, not only this but they are all entitled to a free medical clone, which ensures that they can cheat death out in the dark, dangerous expanses of space.
There are two types of clones commonly available to capsuleers, medical clones and jump clones.
- Medical Clone Grades
Medical Clones are produced from biomass. Any type of biomass can be used, the best being human cadavers, but animal carcasses or organic soups can be used to save money. Using lower grade material requires more work to shape into a replica of the capsuleer and will not provide the same memory retention as higher grade clones, which may result in skillpoint loss.
This means that when your pod is blown up (Not your ship) you are put in your free medical clone which holds the default 900k Skill Points (SP).
You can upgrade your clone to hold more SP, if you die in an out dated clone (Means it does not hold more than the amount of SP you have) You will lose SP from the highest SP skill you have. Since skills take time to train, this is considered by many to be a permanent loss and can never be recovered because the time you spend retraining that skill is just more time lost.
Clones come in different grades, each grade holds more and more SP but also costs more and more ISK.
Upgrading or moving a medical clone is simple, dock at a station with a medical bay. Access the medical bay in the station window and you get two choices. Move medical clone or Upgrade clone. Move medical clone will let you pick between a number of station you can move the medical clone too, the upgrade option lets you buy a better grade clone.
- Jump Clones
You're probably familiar with clones used in the event of player death. Those clone are called "skill clones" or medical clones. They preserve your skill points up to the maximum level of skill points allowed for a given clone grade.
A jump clone is different: you can actively 'jump' into a jump clone instead of having to die to activate it.
When you activate a jump clone, your current body, with all its implants, is left behind at the station where you are. Your old body effectively turns into a new jump clone and you can jump back into it later. After jumping, you have to wait for at least 24 hours (less with Infomorph Synchronizing) before jumping into another clone. Think of it as jumping with your 'mind' or 'soul' between the bodies. You bring all your skills and standings, but leave the body (and its implants) behind. If you are under the effect of any boosters then they disappear, but a Cerebral accelerator will not (this was changed in Rubicon 1.3).
Both skill clones and jump clones are purchased at medical facilities in stations. You can also get a jump clone installed aboard a capital vessel that has Clone Vat Bays fitted. At this time the only types of ships that may use Clone Vat Bays are Titans and the Rorqual.
If you die (get podded), your jump clone is not affected at all. You will end up wherever your skill clone is and all your jump clones will still be available. Your skill clones are independent of your jumpclones, so even if you have a jump clone somewhere, you still need a skill clone to make sure you don't lose skillpoints when you die. As such, you will still need to update your skill clone again when you die.
- What do I need to get one?:
You need at least one level in the skill Infomorph Psychology. Every level in that skill will allow an additional jump clone.
After training Infomorph Psychology to 5 (which grants you 5 Jump Clones) you are able to train the Skill Advanced Infomorph Psychology which grants you one additional clone per level to a maximum of 10 total.
Since the Revelations patch, you or the corporation you belong to need to have 8.00 standing with the corporation that owns the station where you want to buy the jump clone.
- How do I activate my Jump Clone?
Once you have a jump clone installed, you can activate it from your character sheet after momentarily pausing your current skill training and exiting your ship. Note that you can only jump into a new jump clone once every 24 hours (or train the skill Infomorph Synchronizing to reduce that time by 1 hour per level).
You are free to equip your new body with implants, e.g. special hardwire implants to help you fulfill a certain role in fleet combat as a specialized clone pilot. If your new body is destroyed, your skill clone will automatically activate and you will only lose the implants you had plugged in at the time of death. Your original body will still be intact and available to you as a new jump clone.
- Example of how to use Jump Clones
Original Clone: +4 implants in all attributes, plus perhaps some ship component (CPU, PG, Capacitor) boosting hard-wiring implants. Used in PvE, mining, exploration (NOT Wormholes), etc..., where there is little risk of being podded.
Jump Clone: NO implants or if willing and able to risk losing some ISK, could have +4 implants in TWO attributes and some role-enhancing (Tackle, EWAR, DD) hard-wiring implants. Used mainly in PvP, Wormholes, wartime or when travelling through low/null-sec for PvE or other careers.
During peacetime, many use their Original Clone and when at war (usually in the 24-hour warm-up period), they jump into their Jump Clone. Once war is over, they jump back into their Original Clone back at the station where they were running missions, mining, exploring, etc...
- Can Jump Clones be lost?
In most cases, your inactive jump clones will swim in the clone vat of NPC stations, and they are completely safe there.
There are two ways to lose a jump clone and the implants installed in it:
-A destroyable location which carries one of your inactive jump clones is destroyed. Example: When the capital ship that is carrying your inactive jump clone is destroyed, the installed jump clone, and the implants installed in it, are lost.
-You ignore the game's warning when clone jumping from a location where you already had a jump clone installed. This is explained in more detail in the next section.
- Careful, careful
You can never have two inactive jump clones at the same station. Due to the way game mechanics work, it is possible to lose implants if you are not careful, and you ignore the game's warning.
Suppose you have the following clones:
-In Jita, you have a clone contract (Medical Clone).
-In Jita, you have an inactive jump clone with a memory implant.
-In Rens, you have an inactive jump clone with a willpower implant.
-In Agil, you have an active clone, with a perception implant.
At any time, if you are podkilled, you will wake up in Jita, at which point you will have an active clone and an inactive jump clone, both in Jita. Your skill clone will preserve whatever number of skillpoints you have saved in the clone contract, regardless of which jump clone died. The skillpoints saved is a property of the skill clone that is created when you die, not of the clone that was killed.
Note that it is safe to create a jump clone at a station where you already have a skill clone. You will have two clones at that station, one inactive jump clone and one skill clone which will only be activated if you get podded.
Now suppose that you fly your active clone from Agil to Rens. You will now have an active clone and an inactive jumpclone in Rens.
If you try to install a second jumpclone in Rens, the game will refuse to install it. You will not lose anything.
If you try to jumpclone from Rens to Jita, the inactive clone in Rens will be destroyed and replaced with the clone containing the perception implant. You will lose the inactive clone and its willpower implant. The game will warn you and allow you to cancel the clonejump.
You can however jump from your current body in Rens with the perception implant, to your inactive jumpclone in Rens with the willpower implant without destroying any jumpclone.
- Step-by-Step Setup for first Jump Clone
- You will need to have at least lvl 1 in the infomorph psychology skill.
- You will need a standing of 8.0 with the NPC corp that owns the station (With medical bay) that you wish to set up a clone for example: Amarr Navy station you need 8.0 standing with Amarr Navy. If in null sec Providence Region you do not need any standing.
- Access the medical bay and click on the "Jump clone" tab in the medical bay window. You can then click on "Install" this will let you set up a jump clone at this station.
- You can now fly back to your home base or where ever away from your new jump clone.
- access your character sheet and pause your skill training
- exit your ship and be in your pod
- Access yoru character sheet and click on the jump clones tab. this will bring up a list of your jump clones and where they are along with any implants they have.
- Jump to your new jump clone and put him where ever you wish but remember the stuff you read up top about multiple jump clones at one place.