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[Black Ops] Jumping Without a Cyno

Author
Anthar Thebess
#101 - 2014-07-11 09:19:09 UTC
I think jumping direly to cyno should be discontinued.

Dropping directly on someone head is a bit to OP.
Yishna Strone
We Aim To MisBehave
Kenshin Shogunate.
#102 - 2014-07-11 11:26:33 UTC
IceAero wrote:
I think this is a pretty awesome idea.

BlackOps obviously need love, and something 'new' is best.

Jumping into any system within range and landing within 5AU of the star would be a very interesting change to their usefulness.

+1

Balance proposals:

-- Link this ability with an (expensive) active high-slot module which:
1) Can only be activated uncloaked
2) Drops your velocity to 0
3) Has a 5-10 second activation delay after decloaking
4) a 30-60 second cool-down after jumping, during which time you cannot cloak or jump again.
5) Increased fuel costs for the jump

More balance: If you fit this module on a ship, then you Cannot fit a cyno at all. This prevents any changes to existing cyno mechanics.


Mobile depots would allow you to bypass the cyno requirement pretty easily.
IceAero
Ministry of War
Amarr Empire
#103 - 2014-07-11 12:48:47 UTC
Yishna Strone wrote:
IceAero wrote:
I think this is a pretty awesome idea.

BlackOps obviously need love, and something 'new' is best.

Jumping into any system within range and landing within 5AU of the star would be a very interesting change to their usefulness.

+1

Balance proposals:

-- Link this ability with an (expensive) active high-slot module which:
1) Can only be activated uncloaked
2) Drops your velocity to 0
3) Has a 5-10 second activation delay after decloaking
4) a 30-60 second cool-down after jumping, during which time you cannot cloak or jump again.
5) Increased fuel costs for the jump

More balance: If you fit this module on a ship, then you Cannot fit a cyno at all. This prevents any changes to existing cyno mechanics.


Mobile depots would allow you to bypass the cyno requirement pretty easily.


Yes, that is very true. Unless you don't allow blackops to fit covert cynos at all. Restrict them to being used on ships that can fit a covert ops cloak.
Nikk Narrel
Moonlit Bonsai
#104 - 2014-07-11 13:08:08 UTC
IceAero wrote:
Yishna Strone wrote:
IceAero wrote:
I think this is a pretty awesome idea.

BlackOps obviously need love, and something 'new' is best.

Jumping into any system within range and landing within 5AU of the star would be a very interesting change to their usefulness.

+1

Balance proposals:

-- Link this ability with an (expensive) active high-slot module which:
1) Can only be activated uncloaked
2) Drops your velocity to 0
3) Has a 5-10 second activation delay after decloaking
4) a 30-60 second cool-down after jumping, during which time you cannot cloak or jump again.
5) Increased fuel costs for the jump

More balance: If you fit this module on a ship, then you Cannot fit a cyno at all. This prevents any changes to existing cyno mechanics.


Mobile depots would allow you to bypass the cyno requirement pretty easily.


Yes, that is very true. Unless you don't allow blackops to fit covert cynos at all. Restrict them to being used on ships that can fit a covert ops cloak.

If this idea is being balanced on the perception that cyno use needs to be equally attractive, then you are not likely to see a significant number being added to the field.

It will appear to remain a non-practical option due to the cost balancing it out of reach for very many pilots.
To them, this change would come across under the topic: Why bother? I can't afford to use it outside of supporting the covops ships that I can afford to risk in hostile space.

The BLOPs ship has a secondary role as a fighting ship, as this was clearly not it's primary design aspect. It simply is not cost effective by perspective, if not genuinely so to many pilots considering it's use.
If this idea neutralizes the primary role of covert logistics, I see no real point to it.
IceAero
Ministry of War
Amarr Empire
#105 - 2014-07-11 13:20:32 UTC
Nikk Narrel wrote:

If this idea is being balanced on the perception that cyno use needs to be equally attractive, then you are not likely to see a significant number being added to the field.

It will appear to remain a non-practical option due to the cost balancing it out of reach for very many pilots.
To them, this change would come across under the topic: Why bother? I can't afford to use it outside of supporting the covops ships that I can afford to risk in hostile space.

The BLOPs ship has a secondary role as a fighting ship, as this was clearly not it's primary design aspect. It simply is not cost effective by perspective, if not genuinely so to many pilots considering it's use.
If this idea neutralizes the primary role of covert logistics, I see no real point to it.



I hate to say it, but I'm not sure I follow your point here.
Nikk Narrel
Moonlit Bonsai
#106 - 2014-07-11 13:42:37 UTC
IceAero wrote:
Nikk Narrel wrote:

If this idea is being balanced on the perception that cyno use needs to be equally attractive, then you are not likely to see a significant number being added to the field.

It will appear to remain a non-practical option due to the cost balancing it out of reach for very many pilots.
To them, this change would come across under the topic: Why bother? I can't afford to use it outside of supporting the covops ships that I can afford to risk in hostile space.

The BLOPs ship has a secondary role as a fighting ship, as this was clearly not it's primary design aspect. It simply is not cost effective by perspective, if not genuinely so to many pilots considering it's use.
If this idea neutralizes the primary role of covert logistics, I see no real point to it.



I hate to say it, but I'm not sure I follow your point here.

For that I apologize.

My point is this: A great many pilots of these BLOPs are limited to using them solely as support.
The ships are too expensive to risk in direct combat, for them.
They are also inferior to covops for scanning and scouting, and a nully T3 can be less expensive to field with far better results for this as well.

If they cannot directly aid in the relocation of covops shipping, what value does this idea bring to these pilots?
IceAero
Ministry of War
Amarr Empire
#107 - 2014-07-11 14:29:49 UTC  |  Edited by: IceAero
Nikk Narrel wrote:

For that I apologize.

My point is this: A great many pilots of these BLOPs are limited to using them solely as support.
The ships are too expensive to risk in direct combat, for them.
They are also inferior to covops for scanning and scouting, and a nully T3 can be less expensive to field with far better results for this as well.

If they cannot directly aid in the relocation of covops shipping, what value does this idea bring to these pilots?


But their 'role' isn't to light cynos, it's to bridge covert ops ships to covert cynos. Not allowing them to fit covert cynos wouldn't change that at all. They can still fit the covert portal generator.

Still, I'm not 100% sure they need to be restricted from using covert cynos. My concern, as I think I've stated a few times, is that it changes the existing mechanic too much. If you're going to allow black ops to jump into a system without a cyno, just to light a cyno, then you're just allowing ALL covert ships to gain this new benefit. I think that's too much.
Nikk Narrel
Moonlit Bonsai
#108 - 2014-07-11 14:56:54 UTC
IceAero wrote:
Nikk Narrel wrote:

For that I apologize.

My point is this: A great many pilots of these BLOPs are limited to using them solely as support.
The ships are too expensive to risk in direct combat, for them.
They are also inferior to covops for scanning and scouting, and a nully T3 can be less expensive to field with far better results for this as well.

If they cannot directly aid in the relocation of covops shipping, what value does this idea bring to these pilots?


But their 'role' isn't to light cynos, it's to bridge covert ops ships to covert cynos. Not allowing them to fit covert cynos wouldn't change that at all. They can still fit the covert portal generator.

Still, I'm not 100% sure they need to be restricted from using covert cynos. My concern, as I think I've stated a few times, is that it changes the existing mechanic too much. If you're going to allow black ops to jump into a system without a cyno, just to light a cyno, then you're just allowing ALL covert ships to gain this new benefit. I think that's too much.

The BLOPs, sitting in it's secured staging area, can fit the jump portal generator as well as the covert cyno generator, allowing it to both send and receive by design.
For many players, the ship is a significant investment that they see no good reason to risk in the field.
Sending a BLOPs out to return bridge for others is already considered a risky proposition by many.

I think this idea can give them one, so long as they see an enhancement to their familiar logistics role.
Rather than risking a comparably trivial covert cyno boat, give the BLOPs a reason to risk being in the field.
Let two BLOPs be capable of bouncing ships between them, and having one of them at least be capable of this new jump into a non cyno system.

This role, in my view, is defeated the moment the BLOPs tries to replace the ships it is sending, with it's own hull.

As I understand it, this ships primary role only involves reaching new systems, when that facilitates getting the covops there with them. Being there by themselves feels like a pointless novelty.
IceAero
Ministry of War
Amarr Empire
#109 - 2014-07-11 15:12:09 UTC  |  Edited by: IceAero
Nikk Narrel wrote:
IceAero wrote:
Nikk Narrel wrote:

For that I apologize.

My point is this: A great many pilots of these BLOPs are limited to using them solely as support.
The ships are too expensive to risk in direct combat, for them.
They are also inferior to covops for scanning and scouting, and a nully T3 can be less expensive to field with far better results for this as well.

If they cannot directly aid in the relocation of covops shipping, what value does this idea bring to these pilots?


But their 'role' isn't to light cynos, it's to bridge covert ops ships to covert cynos. Not allowing them to fit covert cynos wouldn't change that at all. They can still fit the covert portal generator.

Still, I'm not 100% sure they need to be restricted from using covert cynos. My concern, as I think I've stated a few times, is that it changes the existing mechanic too much. If you're going to allow black ops to jump into a system without a cyno, just to light a cyno, then you're just allowing ALL covert ships to gain this new benefit. I think that's too much.

The BLOPs, sitting in it's secured staging area, can fit the jump portal generator as well as the covert cyno generator, allowing it to both send and receive by design.
For many players, the ship is a significant investment that they see no good reason to risk in the field.
Sending a BLOPs out to return bridge for others is already considered a risky proposition by many.

I think this idea can give them one, so long as they see an enhancement to their familiar logistics role.
Rather than risking a comparably trivial covert cyno boat, give the BLOPs a reason to risk being in the field.
Let two BLOPs be capable of bouncing ships between them, and having one of them at least be capable of this new jump into a non cyno system.

This role, in my view, is defeated the moment the BLOPs tries to replace the ships it is sending, with it's own hull.

As I understand it, this ships primary role only involves reaching new systems, when that facilitates getting the covops there with them. Being there by themselves feels like a pointless novelty.


I see your point now.

However, if we're to allow them to still cyno, then I think the ship should jump on-grid at the sun. Maybe at a 50km radius, or whatever the region-gate-radius is, to prevent a simple bubble at zero being an easy defense. Even if someone sees local go up one, they would still not have time to warp to the sun before the black ops could cloak, align, and de-cloak-warp off.
Nikk Narrel
Moonlit Bonsai
#110 - 2014-07-11 16:22:53 UTC
IceAero wrote:
I see your point now.

However, if we're to allow them to still cyno, then I think the ship should jump on-grid at the sun. Maybe at a 50km radius, or whatever the region-gate-radius is, to prevent a simple bubble at zero being an easy defense. Even if someone sees local go up one, they would still not have time to warp to the sun before the black ops could cloak, align, and de-cloak-warp off.

Ok, I agree with you here.

That sounds like a good trade off in both directions, with reasonably functional gate camp ability.
I feel that whichever side makes the better effort here will have a good chance of converting that into success during play.

Big smile
Rek Seven
University of Caille
Gallente Federation
#111 - 2014-09-16 22:04:07 UTC
Uriel Paradisi Anteovnuecci
Itsukame-Zainou Hyperspatial Inquiries Ltd.
Arataka Research Consortium
#112 - 2014-09-19 03:06:11 UTC  |  Edited by: Uriel Paradisi Anteovnuecci
So I was thinking about this again earlier, and decided to put together a more comprehensive and complete thought on the way the ships would be able to do this- like before, please feel welcome to offer more suggestions and ideas- this thread has been a really good place for that so far Smile

New Rig:
'Solar Harmony Engine' (Icon)

'A highly specialized rig developed specifically for Black Ops vessels, this system must be fully integrated with the ship's hull to function. It allows a ship to make a jump directly to another system, as opposed to jumping to a Cynosural Field. The interference it causes prevents the use of Jump Bridges or normal Cynosural Fields, as well as regular jumping. However, the entire system doubles as a powerful ancillary processor and power core for the ship, slightly increasing its powergrid and CPU.'

Fitting:
Calibration Cost: 0
Rig Size: Large

Bonus:
5% bonus to CPU and Powergrid


Disallows use of Covert Jump Portal Generator and Cynosural Field Generator (still allows covert cynos to be lit)
Disallows Jumping directly to Cynosural Fields
Doubles fuel cost

Can be fitted to: Redeemer, Widow, Sin, Panther, (Nestor- I can dream P)

  • Ship must align to star, much like when warping to a target, making it not an instant jump out of the system
  • Ship will land in a randomly chosen spot along a set radius of the target star's grid (say 50-75km, maybe larger)
  • Icon is a Large MJD icon with a purple thruster color instead of red
  • Under Astronautics Rigs

  • This allows the concept of a Sun Jump (I'm loving that nickname Big smile) to be applied in a balanced manner- of course, it's always open to change and improvement. Having the system rigged to the ship prevents easily changing between being able to sun jump and being able to bridge or light a cyno (using a mobile depot), at least not without significant cost, and adding a small fitting bonus helps mitigate the loss of a rig slot for it. Having the ship lose its ability to bridge or light normal cynos (it may still light a Covert Cyno) and doubling the fuel cost, as well as disallowing normal jumping, acts as a balance to the huge increase in mobility the ship gains. Also, perhaps the modification could add a 'cooldown timer' for the ship's jump drive- after all, jumping solitarily to a distant star must put enormous stress on a ship (and letting it jump again immediately could be taken as overpowered). Maybe a 45 second timer, linked to the Black Ops skill, and reduced to 15 seconds at level V.

    As with before, please feel free to offer opinions, suggestions and ideas for improvement- two (or even more) heads are always better than one Smile

    EDIT: Changed name to something more fitting
    Yuri Fedorov
    Deep Core Mining Inc.
    Caldari State
    #113 - 2014-09-19 04:35:00 UTC
    I like the idea of blackops jumping on their own without a cyno (and with of course whatever gameplay limitations to prevent abuse). +1
    Unseen Spectre
    Shadow Eye Ops
    #114 - 2014-09-20 23:27:51 UTC
    Although I have no experience whatsoever with black ops I must say that I like your idea with the sun jump rig because I think it fits well with the purpose of the ship.

    As for penalties I was wondering whether a reduced jump range would make sense since I guess that stars may be harder to lock on to since they come in different sizes etc. whereas a cyno is an artificially created beacon that may be easier to identify and lock on to.

    There is also the question whether a sun jump drive would allow for jumping in hisec since jumps will be made to stars which I guess cannot be jammed by the cyno jammers. Additionally, black ops can already move around in hisec. I guess the main issue is the advantage that the ship may get if it can make jumps in hisec.

    As for the Nestor, you could argue that the sun jump capability ought to be part of the hull since this would fit well with the ship being an exploration ship – but I guess it is doubtful that this will happen.

    Anyway, great idea.
    Uriel Paradisi Anteovnuecci
    Itsukame-Zainou Hyperspatial Inquiries Ltd.
    Arataka Research Consortium
    #115 - 2014-09-23 19:48:42 UTC
    @Unseen

    First of all, thanks Smile

    I'd like to say that a reduced jump range may make sense- but at the same time, you're already doubling fuel cost (at least with this iteration), so it may be a little too severe, at least with the fuel penalty already applied.

    And as for sun jumping in high-sec, I actually think having this ship not be unable to would be an interesting thing- people would surely try to transport high-value goods with it, not having to use gates- but from that, you'd end up having people camping the suns in big trade hubs and surrounding areas- I could see it being a lot of fun, with more things to do and a good reason to be aware P

    Also, I've created an icon- it's a rough one, but it's a good representation of what I imagined for it: take a look.
    Unseen Spectre
    Shadow Eye Ops
    #116 - 2014-09-23 20:53:51 UTC
    @Uriel

    In terms of making the right balance, I am sure that there are a lot of arguments for what can be done and I am not the right one to judge what will be the right balance. However, finding the right balance I am sure will be a challenge :).

    Concerning, sun jumps in hisec from a lore perspective I think it would be ok, but from a game perspective I am sure as you point out there will be a lot of considerations to make before it will be allowed - if at all. However, it would be cool ;).

    As for the Picture - nice - thumbs up ;).
    Uriel Paradisi Anteovnuecci
    Itsukame-Zainou Hyperspatial Inquiries Ltd.
    Arataka Research Consortium
    #117 - 2014-09-24 03:20:16 UTC  |  Edited by: Uriel Paradisi Anteovnuecci
    Yeah, none of us have the final word on balancing, obviously- but I would just love to see this become a part of the game, however possible Smile

    (Also, EDIT: I changed the rig's name in the post above)
    Falken Falcon
    #118 - 2014-09-24 07:39:15 UTC
    @Uriel

    It would most likely never make it as a rig, as rigs are not meant to give abilities. They are meant to improve the hull's stats sometimes in the cost of others.
    It will most likely be put in as a high slot module due to nearly all jump related mods are in high slots excluding on grid propulsion.

    Also Sun = the name of our star not all stars
    Star Jump would be more fitting, but lesser

    *Hides

    Aye, Sea Turtles

    Nikk Narrel
    Moonlit Bonsai
    #119 - 2014-09-24 15:17:51 UTC
    Falken Falcon wrote:
    @Uriel

    It would most likely never make it as a rig, as rigs are not meant to give abilities. They are meant to improve the hull's stats sometimes in the cost of others.
    It will most likely be put in as a high slot module due to nearly all jump related mods are in high slots excluding on grid propulsion.

    Also Sun = the name of our star not all stars
    Star Jump would be more fitting, but lesser

    *Hides

    Making it a rig bypasses some issues, despite not being a normal rig style.

    As to your objection about enhancing hull stats, the Black Ops jump ability IS in fact hull based.
    The enhancement to the hull ability is the Star Jump, increased from previously relying on cyno or covert cyno.

    The penalty is also hull based, no longer capable of regular cyno jumps, and no longer capable of mounting covert jump portal generator modules.

    I feel the name Star Jumping is more fitting, as the name sun is a title specific to a local star in the same system, just like mother is the name of your specific female parent.

    Our star's name is Sol, which is why we call our star system the Solar System.
    Falken Falcon
    #120 - 2014-09-24 15:39:34 UTC  |  Edited by: Falken Falcon
    Nikk Narrel wrote:

    Making it a rig bypasses some issues, despite not being a normal rig style.

    As to your objection about enhancing hull stats, the Black Ops jump ability IS in fact hull based.
    The enhancement to the hull ability is the Star Jump, increased from previously relying on cyno or covert cyno.

    The penalty is also hull based, no longer capable of regular cyno jumps, and no longer capable of mounting covert jump portal generator modules.

    I feel the name Star Jumping is more fitting, as the name sun is a title specific to a local star in the same system, just like mother is the name of your specific female parent.

    Our star's name is Sol, which is why we call our star system the Solar System.

    Good argument, but my objection was that rigs only modify stats of the hulls and not the abilities of said hull (Should have been more clear on that) just liked to point out that no rigs yet in the game modify abilities (Like you said) only stats and why would ccp change that now as ability changes are for subsystems.

    Aye, Sea Turtles