These forums have been archived and are now read-only.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.
20 Pages123Next pageLast page
 

[Oceanus] Cyno Displacement Zone around starbases

First post First post
Author
C C P Alliance
#1 - 2014-09-17 22:33:21 UTC  |  Edited by: CCP Fozzie
Hello everyone.
In our upcoming Oceanus release we are planning to make a change to the rules surrounding the way Cynos and Starbases interact. These new rules will help mitigate the issues surrounding jumping capitals sometimes colliding with ships inside a starbase forcefield.

:This plan has been adjusted after further discussion and feedback:

Currently you can light cynosural beacons as long as you are outside the forcefield, and those Cyno beacons will appear directly beside your ship. After this change, if you activate a Cynosural Field Generator module within 25km of a starbase forcefield the actual Cynosural Field beacon will appear 25km away from the forcefield instead of beside your ship. If for any reason a cyno is active within 25km of a forcefield (if the cyno was lit before the password was entered for instance) then any ships jumping to that cyno will appear within 5km of a point that is a minimum of 25km from the forcefield (instead of appearing around the cyno).

At the same time we will also be increasing the minimum distance that Jump Bridges and Cyno Generator Arrays may be anchored from the forcefield to 25km. The maximum distance away from the control tower that any structure can be anchored will be increased to 55km/60km/65km for small/medium/large starbases respectively. Any existing Jump Bridge and Cyno Generator Array structures will be automatically pushed away from their starbase's forcefield until they are 25km away.

This change does increase the risk involved in cynoing to starbases in some situations, but in our opinion this added risk is both acceptable and desirable.

Game Designer | Team Five-0

Twitter: @CCP_Fozzie
Twitch chat: ccp_fozzie

#2 - 2014-09-17 22:36:33 UTC  |  Edited by: Belen Shields
Good idea. Most caps get a cyno on grid at warprange anyway.
Caldari State
#3 - 2014-09-17 22:36:49 UTC
interesting...
Test Alliance Please Ignore
#4 - 2014-09-17 22:50:25 UTC
CCP Fozzie wrote:
Any existing Jump Bridge and Cyno Generator Array structures will be automatically pushed away from their starbase's forcefield until they are 25km away..

M-m-my bookmarks
Arataka Research Consortium
#5 - 2014-09-17 22:59:35 UTC
A solid fix to the exploit, and generally messier for all involved! Love it. :D

Itsukame-Zainou Hyperspatial Inquiries: exploring the edge of the known, advancing the state of the art. Would you like to know more?

Pandemic Legion
#6 - 2014-09-17 23:09:00 UTC
In before the tears.

A logical fix to titan bowling and a more risky galaxy for jumping caps is always niceTwisted
#7 - 2014-09-17 23:19:11 UTC
My Titan pilot is very happy now. Thank you, Fozzie.

CCP should add more NPC 0.0 space to open it up and liven things up: the Stepping Stones project.

Thermodynamics
#8 - 2014-09-17 23:21:28 UTC
I just read changes to cynos. Yes

I wear my goggles at night.

Any spelling/grammatical errors come complimentary with my typing on a phone

Amarr Empire
#9 - 2014-09-17 23:36:04 UTC
A step in the right direction.
Goonswarm Federation
#10 - 2014-09-17 23:38:53 UTC
Will bookmarks on JB places also be altered automatically to the JBs new location or do we have to redo all those bookmarks?
Pandemic Legion
#11 - 2014-09-17 23:44:35 UTC
Have you considered the impact of this on dreads/supers dropping on fleets bashing towers? This would mean that if they hug the shield they'll mitigate a lot of the DPS as they're at a much longer range, 20-30km and that's if you can get a cyno right on the edge of the limit. There'll be no more warping in at 0 top of them then lighting the cyno.
Blades of Grass
#12 - 2014-09-17 23:45:43 UTC
NOW can we have alliance bookmarks? :)
Pandemic Legion
#13 - 2014-09-17 23:47:05 UTC  |  Edited by: Oh Takashawa
kais58 wrote:
Have you considered the impact of this on dreads/supers dropping on fleets bashing towers? This would mean that if they hug the shield they'll mitigate a lot of the DPS as they're at a much longer range, 20-30km and that's if you can get a cyno right on the edge of the limit. There'll be no more warping in at 0 top of them then lighting the cyno.

Also no more jumping dreads in to shoot a large tower and being even remotely within CR gun range, particularly for Moroses. Can still jump to a perch and warp down, but it definitely adds hassle.
Goonswarm Federation
#14 - 2014-09-17 23:48:00 UTC
And of course CCP will update all our JB bookmarks, right ? ;)
Pandemic Legion
#15 - 2014-09-17 23:48:59 UTC
Oh Takashawa wrote:

Also no more jumping dreads in to shoot a large tower and being even remotely within CR gun range, particularly for Moroses.

That's way less of an issue, you've got time to warp down from a ping, but doing that in a hot drop could easily allow them to escape, as well as them being out of immediate range of ghost riders if you try and drop at the shield edge.
Pandemic Legion
#16 - 2014-09-17 23:49:08 UTC
Fixing problems with titan bowling? Sure, **** over everyone who runs a pos for an alliance. Or anyone with bookmarks anywhere near a JB. Or has to light a cyno to get inside a pos. All for an exploit that happened once a week for a couple months, and even then it wasn't declared an 'exploit' until it had happened like 10 times.

All rather than dealing with your terrible pos code. Which you guys have acknowledged is a problem for three years now. But you still refuse to address the fact that the POS code is an unmaintainable mess.
Minmatar Republic
#17 - 2014-09-17 23:49:43 UTC
CCP Fozzie wrote:
Hello everyone.
In our upcoming Oceanus release we are planning to make a change to the rules surrounding the way Cynos and Starbases interact. These new rules will help mitigate the issues surrounding jumping capitals sometimes colliding with ships inside a starbase forcefield.

Currently you can light cynosural beacons as long as you are outside the forcefield. After this change, cynos will not be lightable within 25km of the forcefield edge. If for any reason a cyno is active within 25km of a forcefield (if the cyno was lit before the password was entered for instance) then any ships jumping to that cyno will appear within 5km of a point that is a minimum of 25km from the forcefield (instead of appearing around the cyno).

At the same time we will also be increasing the minimum distance that Jump Bridges and Cyno Generator Arrays may be anchored from the forcefield to 25km. The maximum distance away from the control tower that any structure can be anchored will be increased to 55km/60km/65km for small/medium/large starbases respectively. Any existing Jump Bridge and Cyno Generator Array structures will be automatically pushed away from their starbase's forcefield until they are 25km away.

This change does increase the risk involved in cynoing to starbases in some situations, but in our opinion this added risk is both acceptable and desirable.


What will be with the people who already lost titan due to "POS bump" ?
as usual nope?
Goonswarm Federation
#18 - 2014-09-17 23:50:34 UTC  |  Edited by: Dabigredboat
kais58 wrote:
Oh Takashawa wrote:

Also no more jumping dreads in to shoot a large tower and being even remotely within CR gun range, particularly for Moroses.

That's way less of an issue, you've got time to warp down from a ping, but doing that in a hot drop could easily allow them to escape, as well as them being out of immediate range of ghost riders if you try and drop at the shield edge.


This also means if people are hugging the pos shields with a few capitals to rep the tower, you cannot cyno jump in bump range and/or web range to keep them from getting inside the pos shields, so dropping with bombers is now a no go really.

Also, ccp, does that mean that if I light a cyno without the pos shield up and jump my super carrier into the spot, I will appear 55-65km away anyways, even if the pos shield is still not up?

Or can I put the ship into the pos next to the cyno, then put the pos shield up after?
Goonswarm Federation
#19 - 2014-09-17 23:51:45 UTC  |  Edited by: Retar Aveymone
I'm curious if this is actually a good idea. The giant cyno exclusion zone has a lot of seriously strange effects, like a titan bumped out of a pos being absolutely boned because it can't cyno in help.

Have you considered allowing any cyno to be lit within that zone, but you still land outside it (a mechanic you clearly already have since you implemented it as a fallback) and what's the downside of just doing that instead of this exclusion zone?

edit: basically I'm wondering if there's additional intended effects I'm not seeing, it's hard to tell what was intended and what was not with this change (besides ending pos bowling).
Pandemic Legion
#20 - 2014-09-17 23:54:03 UTC
Or if someone is shooting your pos, hope you have perches! Because otherwise, you can't just step outside to cyno in carriers, because welp you have to get 25km away. And if you have dreads/carriers tackled outside a pos, you can't light a cyno to come save them either.

This is the worst type of 'CCP doesn't play their own game' solution.
20 Pages123Next pageLast page
Forum Jump