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Chance based cyno jamming module

Author
Elzon1
School of Applied Knowledge
Caldari State
#1 - 2014-10-17 07:53:20 UTC  |  Edited by: Elzon1
I'm not a fan of arbitrarily limiting the players of EVE with silly new rules. Instead I prefer it when we are given a new capability that allows for accomplishing of the desired effect.

In this case we are talking about the "hot drop". This is when one group of players decides it wants to get the drop on another group of players by way of cyno. CCP (or CCP Greyscale) in this case wishes to limit the jump range of all capital ships as well as bridges in order to significantly reduce the possibility of this "hot drop" occurring. Some players think this may be a beneficial change and still others say it will just be a P.I.T.A..

I don't believe CCP is attacking the true source of the problem: the cyno. If you don't have a cyno jammer up in system or you don't have one of those neat little deployables that prevent cynos within a certain area, you haven't a prayer. If a cyno is activated without either of those two mechanism effectively applied then there is no countering the cyno based hot drop. It is this little gap in defense that needs to be covered.

Enter the new module: The cyno jamming module (chance based).

As the name implies this module (potentially) disrupts the effective creation of a cyno beacon.

This module could be one size fits all or more realistically have different sizes (frigate, cruiser, battleship). If different sizes, the larger sizes could have a greater chance of disrupting a cyno beacon. There may also be the opportunity to create a new ship that specializes in this behavior.

Some basic requirements to activate said module:
1. Module will not activate within a force field. This prevents the complete safety of the jamming ship.
2. Module will deactivate upon entering warp. This hinders the jamming ship's movement a bit.
3. Module will deactivate upon use of a micro jump drive. Similar to the reason for #2.

The behavior of the module is such that if a cyno beacon attempt is made all of the ships with one of these modules active is individually given the chance to disrupt the cyno beacon attempt. If a cyno beacon attempt fails one the jamming ships disrupting attempts then the cyno ship remains motionless and has to wait out it's normal cyno beacon timer. This prevents the cyno ship from simply attempting over and over in rapid succession.

Overall I think this is a more reasonable solution to hot drops than the current thought of limiting the jump range of all capital ships.

Now roaming gangs may do their dirty deeds in relative peace whilst diminishing the potential of a hot drop.

Edit: The jamming ship will also get a notification if a jamming attempt was successful. This notifies the pilot that there is a cyno beacon ship somewhere out there, but has to find it as there is no beacon for him to immediately warp to.
HiddenPorpoise
Jarlhettur's Drop
United Federation of Conifers
#2 - 2014-10-17 08:01:27 UTC
If you thought sitting still for a cyno was unpleasant before, just wait until NOTHING HAPPENS.
Elzon1
School of Applied Knowledge
Caldari State
#3 - 2014-10-17 08:07:19 UTC
HiddenPorpoise wrote:
If you thought sitting still for a cyno was unpleasant before, just wait until NOTHING HAPPENS.


Hrm... I think an edit is in order...
Lugh Crow-Slave
#4 - 2014-10-17 11:28:12 UTC
if this is in response to jump fatigue then you are missing the key point that it wasn't just meant to stop random hot drops