Every Tuesday I take a skill which one of my characters is training and discuss why I am current training that skill. I will also look at other uses for the skill, and who else might benefit from it. As I have several Characters across the skill spectrum I expect to cover skills for Young, Middle Age and old players.
Note: I took a break last week while on a training course in Town, and was then waylaid this week due to the UK storms. Back on schedule now and hope to return to a Tuesday post next week!
This week’s skill training choices were a little more boring that last weeks. My choices were limited to:
- Infomorph Synchronising V
- Propulsion Jamming IV
- Jump Fuel Conservation V
- Mechanical Engineering V
In the end I decided to talk about two of these skills, both aimed at older player. First up is Jump Fuel Conservation V. Each level of JDC reduces the per light-year jump cost of Carriers, Dreads and the Roqual by 100 Units of Isotops. It also drops Jump Freighters by 290 units, and Black Ops Battleships by 30. If we take the current PLEX cost (~650m Isk), and break that down to a Isk Cost per hour of skill training (902,777.78) we can calculate how many light years we need to jump to save the money invested in our skill points in Jump Drive Calibration at current fuel costs (~600isk/unit).
The question you have to ask yourself is: “How long will it take me to jump far enough to make it worth it?”. If your character is a dedicated Black Ops Pilot, the chances are the answer is never going to be past III-IV. For a Suitcase only Carrier (non-nomadic), level IV is likely fine. For a Nomadic Character fly Carriers, Dreads and Black Ops ships: I suspect those 1706 light-years will just fly by.
For me, PL moves home around 6-7 times per year, at an average of 2 carrier jump distance. That ends up with 3x Dread jumps, and 10x Carrier jumps to move all my ships, which is a total of 180 light years travelled per move, or 1260 light years per year just for relocations. Of course that doesn’t include random trips to high sec, or combat operation jumps. Certainly I feel that for me JDC V is justified on all 3 of my Carrier Characters.
I also wanted to quickly write a little about Infomorph Synchronising. IS is a relatively new skill added a few patches back (I can’t remember exactly which one), and reduces the delay between Jump Clone activation by 1 hour per level. For me this skill as been a “No brainer”, but one I haven’t gotten around to training since it was introduced. My eventual plan is to create a high sec +5 implant clone, which I jump after each night in Nullsec. As most of my playtime is around 5 hours on a weekday, this means that at level 5, I can Jump Clone to my +5 alt, and the timer will reset in time for the next night’s game time. Of course I will then have to spend 20 hours in Nullsec before I can return to the +5’s, but 20 hours out of 40 on 3 extra attribute points, is better than a kick in the teeth. By my calculations in fact I will spend 72 hours out of 168 (43%) in +5’s using this plan, giving me an average attribute bonus as near as damned it +4, with only the cost of replacing +3’s when I die (a saving of 40m per death). I’ll admit that’s it’s a lot of cost to gain only +1 to attributes, but again, playing the long game, I think it’s worth it.
While were talking about Jump Clones, I would also like to ask the question “In times when Slowcat fleets can maraud across the galaxy in minutes (or seconds if they are going to a TiDi battle), does the argument that a massive reduction in Jump Clone time (down to say every 12 or even as low as 5 hours) would cause an issue with force projection?” Furthermore, would the ability to move sub capital pilots, as fast a capital pilots, not give a good counter point to the current slowcat proliferation?
Fly wondering if you’re the original,