These forums have been archived and are now read-only.

The new forums are live and can be found at https://forums.eveonline.com/

Player Features and Ideas Discussion

 
  • Topic is locked indefinitely.
 

[Module/Ship Suggestion] Anti-Cyno

Author
Davir Sometaww
Spooks On Pings
SE7EN-SINS
#1 - 2013-09-13 23:38:32 UTC
Well, been doing a bit of brain storming and figured this would be a pretty cool idea if implemented.

The Anti-Cyno Module/Ship

Pros:
-Stop a single ship from activating a Cyno
-Can be used in Low Sec
-Get to kill the bait ;3

Cons:
-High fitting and skill requirements needed.
-Module can only target one ship.
-Immobilizes your ship for 5 min AND cannot activate a cyno of your own.


Suggestions for the ship:
-A new variant of Force Recon or Tech 2 Cruiser
-Tanky

Alternate Suggestion:
-"Deploy" mode with the Anti-Cyno module
-Immobilizes ship & creates a beacon to which other ships can find and target for 5 min.





Conclusion:

-Would provide some interesting counter-play to hot drops/covert ops. Or encourage fights with ships defending a deployed "anti-cyno" ship. What do you guys think of the idea? Any suggestions/im
Oswaldos
University of Caille
Gallente Federation
#2 - 2013-09-14 00:35:55 UTC
I rather like the idea

I question if it needs to demobilize in order to function in my book it would be a good balance if it just prevented cynos and covert cynos from activating while the modual itself was activated. Much like a warp disruptor or scram though once the ship pulled range or broke your lock or destroyed your cyno countering ship it could proceed to light the cyno.
Tarn Kugisa
Kugisa Dynamics
#3 - 2013-09-14 00:52:42 UTC
I was going to say just kill the cyno ship but I actually quite like the idea
needs some refinement, not sure what though

Be polite. Be efficient. Have a plan to troll everyone you meet - KuroVolt

Meyr
Di-Tron Heavy Industries
OnlyFleets.
#4 - 2013-09-14 02:02:26 UTC
Tarn Kugisa wrote:
I was going to say just kill the cyno ship but I actually quite like the idea
needs some refinement, not sure what though


+1
Davir Sometaww
Spooks On Pings
SE7EN-SINS
#5 - 2013-09-14 04:55:31 UTC
I agree, I mean it does need refinement.

I'm still scratching my head on what it needs.

Maybe could even add the effect that it even forcibly closes a cyno when it is lit.

Now the idea of one ship blocking cynos in an entire low sec system seems detrimental, but it should be able to actively target a ship and essentially jam it - ((no cynos able to activated from the particular ship targeted with the module/ship))
Vizvig
Savage Blizzard
#6 - 2013-09-14 05:03:40 UTC
Another idea for buyed chars.
Davir Sometaww
Spooks On Pings
SE7EN-SINS
#7 - 2013-09-14 05:08:05 UTC
Vizvig wrote:
Another idea for buyed chars.


Can you clarify this sentence? I do not understand.
Vizvig
Savage Blizzard
#8 - 2013-09-14 06:33:13 UTC  |  Edited by: Vizvig
Davir Sometaww wrote:
Vizvig wrote:
Another idea for buyed chars.


Can you clarify this sentence? I do not understand.

High SP reqs - if guy have alt with tis skill, he should have the right to wear anti-cyno/

But.

If guy spent money (of course via PLEX) to buy the titan and alt for it, he should have right to drop you. All right?

Next thing must be - t3 portal (more expensive than existing one) capable to disallow anti-cyno.
Davir Sometaww
Spooks On Pings
SE7EN-SINS
#9 - 2013-09-14 06:47:45 UTC
You make a good point.

Basically this skill will be for those who have trained heavy interdictors ((a suggestion)) to use. It only targets one ship, so others can still warp in and call in the cyno ((but as another suggestion: won't be able to go in a radius: --depending on the anti cyno skill, it nullifies any nearby cynos in an 20/30/40/50/60km radius from the deployed module.))

As for the ship pricing thing:
-This provides an opportunity to plan a trap of your own. Where careful coordination: you can cyno in your ships, and cut off any potential reinforcements
-Could provide some hilarious kill mails when you kill the bait.
-High fitting requirements for this module will mean you need friends with guns!

Any suggestions are welcome
Gigan Amilupar
Viziam
Amarr Empire
#10 - 2013-09-14 09:12:21 UTC  |  Edited by: Gigan Amilupar
Rather then introducing a whole new ship set for this mechanic, perhaps it could be added either to a HIC's infini-point or as another HIC module. It would give Hictor pilots more options and use, and would further encourage the use of Hictors in small gangs. My concern would be that, regardless of how this is implemented, the ability for ships to shut down cynos would buff gatecamps to absurdity.