Legends of the Jedi Forums The Brainstormtorium Cloning? (UPDATE: Cloning is in)
This topic has 25 replies, 12 voices, and was last updated 11 years, 9 months ago by Walldo.
Viewing 11 posts - 16 through 26 (of 26 total)
    • Gyndi Participant
      June 13, 2012 at 6:29 pm #19225

      Cloning is done by players, unless they bring back the old thing where you just went and did it in a room. Prices are set by players who are doing the things, so if someone wants to charge 20,000,000 credits to do something, that’s fine. The main bad thing I see about cloning is that if there aren’t “sided” cloning rooms, like for the rebels and the Empire, then one or the other will just go camp wherever the clone will be waking up.

    • Quicksilver Participant
      June 14, 2012 at 10:38 am #19226

      Cloning success was based on the skill percent of the person doing the cloning. If they had been set to 100% cloning, 100% success.

    • Ocerion Participant
      June 14, 2012 at 7:29 pm #19228

      buyclone was the only 100% success rate. Even with 100% cloning after the first one, the chances of failure started increasing. Mine failed after 1…when cloned by a 100% cloner. Moving on…any major clan should definately have its own in base cloning center, and a nuetral site. And absolutely no buyclone stuffs.

    • Quicksilver Participant
      June 14, 2012 at 7:45 pm #19229

      No, I was told, albeit several timelines ago, by Anna herself, that the success rate was based on the users percent in cloning. That’s why they can only get it to 20%. If you died your first time, then the person that cloned you didn’t have their skill at 100%. So, are you talking about something recent?

    • Baxtalo Participant
      June 14, 2012 at 9:45 pm #19230

      “Why not make it so forcers are unawakened and have to be retrained if they die and the clone is awakened? Make it so it drops their max force level down to what it was pre gains, so there’s a potential for a hit but dying as a forcer isn’t just a simple you’re cloned and now you’re back type thing.”

      Zeromus’ idea seems pretty fair. I like it. If your force level was based on the force you rolled at chargen, however, how to compensate for people who are set with force, like apped characters?

    • George Stephanis Participant
      June 16, 2012 at 8:12 am #19231

      Honestly, I’d be okay with telling set forcers to piss off on their clone … no force for you. If they are still necessary to the timeline/plot/etc, they can be re set.

      Forcers are hard enough to kill.

    • Gyndi Participant
      June 16, 2012 at 3:47 pm #19232

      I don’t see why being a set forcer would make any difference. If they die, have a clone, and it works, they should be held to the same penalties as everyone else. To make it easier, have it so waking a clone has a chance to remove 1-2 frc for the first clone, then 2-3 for the second (if they’re lucky), and so on. Maybe have a higher chance the higher your levels are, (i.e. forcer A has 110, so he has a 50% chance to lose 1-2 frc upon waking the clone, while forcer B has 60, so he has a 20% chance to lose 1-2 frc)

    • Kirash Participant
      June 16, 2012 at 4:06 pm #19233

      “Forcers are hard enough to kill.”

      Are they?

    • Walldo Keymaster
      July 26, 2012 at 3:58 pm #19633

      Cloning returns to LOTJ

      After many, many long months of planning, cloning has fully returned to LOTJ as a publicly accessible tool at your disposal. A number of major code changes, as well as a few new planets, are along for the ride, so read on.

      The very nature of how cloning functions has been changed. Previously, the skill would always succeed but you had no way of knowing if your clone wouldsurvive being activated. Now, the odds of failure have been shifted to the skill instead of your clone waking up. In other words, expect to fail the skill a bunch, but when it succeeds, the clone WILL wake up. The three factors for determining clone’s success are: your % in cloning, the cloning expert feat, and if your race has the clonebonus flag (currently Kaminoan and Khommite).

      Full code changes:
      Maximum number of clones is capped at 2
      *Cloning now only consumes one vial, not all of them
      *Cloning now requires your patient to be sedated (clones will not activate sedated)
      *Cloning now requires a medical datapad
      *Cloning now automatically generates a think log of the cloning date and time
      *Cloning no longer reduces stats to 12
      *You now gain skill % in failed cloning attempts
      *Cloning can now be researched to 80%
      *Cloning is no longer capped at 80%
      *Cloning_expert feat now cuts into the amount of time the skill takes

      *Pez has built Khomm with the help of Xavier, Alevious and Davmec. There isn’t too much to it now, but we have expansions coming soon.
      *Portions of Ralen’s Kamino have been rebuilt to serve as a public cloning facility.
      *These planets are not capturable

      Misc changes
      *Khommites now cost 500/500 price/deposit. This will not affect Khommites already alive.

      If you notice any discrepencies or problems, or have ideas and suggestions related to coding, please contact the staff at [email protected]

    • Baxtalo Participant
      July 30, 2012 at 9:58 pm #19662

      Is the clonebonus race flag retroactive to all Kaminoans and Khommite rolled before the change?

    • Walldo Keymaster
      July 30, 2012 at 11:29 pm #19663

      Nothing actually changed with that, they’ve always had the flag. All previous and current ones have it.

Viewing 11 posts - 16 through 26 (of 26 total)
You must be logged in to reply to this topic.