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Cyno's don't need to be 10 minuites anymore

Author
Jace Fells
Garoun Investment Bank
Gallente Federation
#1 - 2014-10-29 13:33:56 UTC
I would like to see regular Cyno's droped to 1 minuite...2...3...5 max

With cooldown and fatigue one cannot do multiple jumps back and forth even with a jump freighter so having a long cyno is only locking that toon into an unnecessary time situation.

The only reason to have a long time on the cyno is for fleet jumps and that 1 guy who is afk and needs to wake up and bloddy well jump!! and I would rather relight for those rare times that someone is slow to jump.

This brings into question those ships that have bonus to shorten cyno times and of course Covert Cyno's that are already short.

I would be most happy with a Covert cyno at 30 seconds or less and have a ship with bonus to shorten a regular cyno to the same - literaly it's undock capital, light cyno, jump - for me alone moving my capital all I need is 10 to 30 seconds - for a fleet mabey a minuite.
Tappits
Sniggerdly
Pandemic Legion
#2 - 2014-10-29 13:37:51 UTC
Jace Fells wrote:
I would like to see regular Cyno's droped to 1 minuite...2...3...5 max

With cooldown and fatigue one cannot do multiple jumps back and forth even with a jump freighter so having a long cyno is only locking that toon into an unnecessary time situation.

The only reason to have a long time on the cyno is for fleet jumps and that 1 guy who is afk and needs to wake up and bloddy well jump!! and I would rather relight for those rare times that someone is slow to jump.

This brings into question those ships that have bonus to shorten cyno times and of course Covert Cyno's that are already short.

I would be most happy with a Covert cyno at 30 seconds or less and have a ship with bonus to shorten a regular cyno to the same - literaly it's undock capital, light cyno, jump - for me alone moving my capital all I need is 10 to 30 seconds - for a fleet mabey a minuite.



Nope...

It puts the ship used at risk, yes prob 95% of all cynos are on noobships but there are plenty of times were other things light cynos are are put at risk.... Like Lighting a cyno on a carrier/super/hic/BS/ whatever. its fine as it is.
Jace Fells
Garoun Investment Bank
Gallente Federation
#3 - 2014-10-29 14:15:14 UTC
Still...why does the cyno need to last 10 minuites???

Even if it's on a carrier or whatever - anything that needs to jump is going to do that in the first minuite or so - the rest of the 9 minuites is silly - most combat, even when you lads take down someones titan or super the entire battle only lasts a few minuites - having that 1 sip locked down frozen by their cyno is silly.

If you need saving then light another one - plus it allows you to get back into the fight and trying to save yourself faster

Most of the time I have seen a cyno ship warp to an enemy fleet they only last a few seconds anyways - the only benefit of a long cyno is for a roamer to enter system and say "hey look ...a cyno over there, lets go see" (and now I see your point - with short cyno's it's harder to warp in on someone traveling with their super etc). But the vast majority of time it's light, jump (or fleet jump) and now you have cooldown/fatigue so any more jumps in any direction are over - how much time does a cyno need to keep going!!!
Rivr Luzade
Coreli Corporation
Pandemic Legion
#4 - 2014-10-29 14:37:26 UTC
I like the 10 minutes for various reasons, be it the number of trips I can do on 1 cyno, the chance of using a cyno after logging off to use another alt on the account or simply to have a wider window where I can jump without having to worry about being on time. A shorter timer would remove all that and would cost me a lot more money for the cynos.

UI Improvement Collective

My ridicule, heavy criticism and general pale outlook about your or CCP's ideas is nothing but an encouragement to prove me wrong. Give it a try.

xttz
GSF Logistics and Posting Reserves
Goonswarm Federation
#5 - 2014-10-29 14:46:10 UTC
Rivr Luzade wrote:
I like the 10 minutes for various reasons, be it the number of trips I can do on 1 cyno, the chance of using a cyno after logging off to use another alt on the account or simply to have a wider window where I can jump without having to worry about being on time. A shorter timer would remove all that and would cost me a lot more money for the cynos.


CCP previously halved the cycle time of siege / triage from 10mins to 5mins, and halved the amount of stront it used. I don't see why that can't be done for cynos and ozone too.
FT Diomedes
The Graduates
#6 - 2014-10-29 16:24:35 UTC
So that the cyno ship is at risk for longer. Plain and simple. If you do not like that, consider using a suicide noob ship cyno.

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

FT Diomedes
The Graduates
#7 - 2014-10-29 16:26:23 UTC
xttz wrote:
Rivr Luzade wrote:
I like the 10 minutes for various reasons, be it the number of trips I can do on 1 cyno, the chance of using a cyno after logging off to use another alt on the account or simply to have a wider window where I can jump without having to worry about being on time. A shorter timer would remove all that and would cost me a lot more money for the cynos.


CCP previously halved the cycle time of siege / triage from 10mins to 5mins, and halved the amount of stront it used. I don't see why that can't be done for cynos and ozone too.


Halve the amount of LO used and now travel fit interceptors can all fit and use a cyno without any cargo expanders.

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

Tappits
Sniggerdly
Pandemic Legion
#8 - 2014-10-29 18:20:29 UTC
xttz wrote:
Rivr Luzade wrote:
I like the 10 minutes for various reasons, be it the number of trips I can do on 1 cyno, the chance of using a cyno after logging off to use another alt on the account or simply to have a wider window where I can jump without having to worry about being on time. A shorter timer would remove all that and would cost me a lot more money for the cynos.


CCP previously halved the cycle time of siege / triage from 10mins to 5mins, and halved the amount of stront it used. I don't see why that can't be done for cynos and ozone too.


Because PL could scout you, form a fleet jump 5 mids away and kill the dreads in 10mins... 5 mins is harder.
James Baboli
Warp to Pharmacy
#9 - 2014-10-29 18:37:05 UTC
Tappits wrote:
xttz wrote:
Rivr Luzade wrote:
I like the 10 minutes for various reasons, be it the number of trips I can do on 1 cyno, the chance of using a cyno after logging off to use another alt on the account or simply to have a wider window where I can jump without having to worry about being on time. A shorter timer would remove all that and would cost me a lot more money for the cynos.


CCP previously halved the cycle time of siege / triage from 10mins to 5mins, and halved the amount of stront it used. I don't see why that can't be done for cynos and ozone too.


Because PL could scout you, form a fleet jump 5 mids away and kill the dreads in 10mins... 5 mins is harder.


T2 cyno. 5 minute cycle. cyno 4 minimum, ends up with 2/3 the current LOX costs.

Talking more,

Flying crazier,

And drinking more

Making battleships worth the warp

Tappits
Sniggerdly
Pandemic Legion
#10 - 2014-10-29 20:25:41 UTC
James Baboli wrote:

T2 cyno. 5 minute cycle. cyno 4 minimum, ends up with 2/3 the current LOX costs.



Cyno L5 don't you mean.... like every other T2 thing in the game.
Leonard Nimoy II
Doomheim
#11 - 2014-10-29 20:29:37 UTC
Zhilia Mann
Tide Way Out Productions
#12 - 2014-10-29 20:47:57 UTC
Tappits wrote:
James Baboli wrote:

T2 cyno. 5 minute cycle. cyno 4 minimum, ends up with 2/3 the current LOX costs.



Cyno L5 don't you mean.... like every other T2 thing in the game.


You do know that there are modules other than weapons, right? An awful lot of them require a skill at 4 to use the T2 module. If you'd like we can start a cursory, partial list:

cloaks
shield hardeners
drone damage amps -- in fact, all damage mods
tracking computers/enhancers
prop mods
prop upgrades
shield extenders
armor reppers
suitcases

Surely you've fit at least some of these, yes?

Tappits
Sniggerdly
Pandemic Legion
#13 - 2014-10-29 20:55:12 UTC  |  Edited by: Tappits
Zhilia Mann wrote:
Tappits wrote:
James Baboli wrote:

T2 cyno. 5 minute cycle. cyno 4 minimum, ends up with 2/3 the current LOX costs.



Cyno L5 don't you mean.... like every other T2 thing in the game.


You do know that there are modules other than weapons, right? An awful lot of them require a skill at 4 to use the T2 module. If you'd like we can start a cursory, partial list:

cloaks
shield hardeners
drone damage amps -- in fact, all damage mods
tracking computers/enhancers
prop mods
prop upgrades
shield extenders
armor reppers
suitcases

Surely you've fit at least some of these, yes?



I only have 3.5 mill sp and its all in mining. but i think a T2 half timer cyno that's not a L5 skill would be OP
But you do know there's a ship in eve that can all ready give you half timer cynos? and its a skill sink to fly it why do we need more ways to get 5mins cynos?
Ellendras Silver
CrashCat Corporation
#14 - 2014-10-30 00:06:48 UTC
why not make cyno scripted

without script 5 min and 225 to 125 LO depending on lvl
with long script 10 min and 450 to 250 LO depending on lvl
with short range script 2 min and 90 to 45 LO depending on lvl

and for recons you can calculate it with the bonuses

[u]Carpe noctem[/u]

James Baboli
Warp to Pharmacy
#15 - 2014-10-30 00:30:49 UTC
Ellendras Silver wrote:
why not make cyno scripted

without script 5 min and 225 to 125 LO depending on lvl
with long script 10 min and 450 to 250 LO depending on lvl
with short range script 2 min and 90 to 45 LO depending on lvl

and for recons you can calculate it with the bonuses

Needs to get substatially less effiicient as you decrease cyno times via scripts or another skill or cynos become the new utility high on interceptors scouting ahead of the main fleet.

Talking more,

Flying crazier,

And drinking more

Making battleships worth the warp

FireFrenzy
Cynosural Samurai
#16 - 2014-10-30 08:51:29 UTC
I just light cyno and then self destruct my frigate... I Cannot be ****** dealing with 2 minutes of cool down...

Sometimes i even get to pick up my cyno again...
Polaris Denisovich
The Hatchery
#17 - 2014-10-30 09:27:05 UTC
Tappits wrote:
xttz wrote:
Rivr Luzade wrote:
I like the 10 minutes for various reasons, be it the number of trips I can do on 1 cyno, the chance of using a cyno after logging off to use another alt on the account or simply to have a wider window where I can jump without having to worry about being on time. A shorter timer would remove all that and would cost me a lot more money for the cynos.


CCP previously halved the cycle time of siege / triage from 10mins to 5mins, and halved the amount of stront it used. I don't see why that can't be done for cynos and ozone too.


Because PL could scout you, form a fleet jump 5 mids away and kill the dreads in 10mins... 5 mins is harder.

in a week thoses days are gone,

whats the point in shortening cyno if you wait 10mins then move to next point you have have waited out your fatigue timer by then.

or you could always kill your cyno and then you can move again
Dracvlad
Taishi Combine
Astral Alliance
#18 - 2014-10-30 10:03:09 UTC
Having people sit in a ship just waiting to be killed/podded is not fun gameplay, also the power projection aspect needs to be made so there is a counter if you are quick.

A suggestion I had for the new mobile depot things was a cyno structure that you dropped in space, which had a timer for dropping, say 30 seconds then you activated the cyno with fuel as it is currently and while you stayed within 2,500 metres of the cyno it would continue to work up to 10 minutes, then you just scooped it and thats that. If you moved further than 2500 metres then it would end and you could scoop. I would make it so anyone could scoop it once the cyno had stopped, so it would create combat.

You need to be able to drop next to a station, which is required otherwise there is no point.

The only thing I could not make my mind up on was whether CCP should keep the existing system too? In which case reducing the time sitting there waiting to be podded would be a good idea.

When the going gets tough the Gankers get their CSM rep to change mechanics in their favour.

Blocked: Teckos Pech, Sonya Corvinus, baltec1, Shae Tadaruwa, Wander Prian, Daichi Yamato, Jonah Gravenstein, Merin Ryskin, Linus Gorp

FT Diomedes
The Graduates
#19 - 2014-10-30 13:41:34 UTC
Dracvlad wrote:
Having people sit in a ship just waiting to be killed/podded is not fun gameplay, also the power projection aspect needs to be made so there is a counter if you are quick.

...

The only thing I could not make my mind up on was whether CCP should keep the existing system too? In which case reducing the time sitting there waiting to be podded would be a good idea.


It adds some risk to the cyno pilot. Which is always a good thing. If you had a shorter cyno time, then hotdropping someone becomes even easier. Put cyno on bait ship, hostiles take bait, you drop them. Currently, they have ten minutes to reform and get back at you. Shortening that response time is a buff to hotdropping, which is why I won't support it.

Or, if you want a shorter cyno, put a more expensive ship at risk - use a recon to light the cyno. Now your ship is only stuck for five minutes, but if you get tackled you have to be able to defend the ship.

Or, if you want a shorter cyno, put a cheaper ship at risk. Use a noobship cyno, initiate self-destruct, light cyno with 19 seconds left. Jump. Cyno is down. Profit.

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

Bronson Hughes
The Knights of the Blessed Mother of Acceleration
#20 - 2014-10-30 13:52:03 UTC
FT Diomedes wrote:

It adds some risk to the cyno pilot. Which is always a good thing. If you had a shorter cyno time, then hotdropping someone becomes even easier. Put cyno on bait ship, hostiles take bait, you drop them. Currently, they have ten minutes to reform and get back at you. Shortening that response time is a buff to hotdropping, which is why I won't support it.

Next week, hotdropping anything will become a lot harder. I think the OP's suggestion was meant to specifically balance the increased difficulty brought on by the Phoebe travel changes.

Not sure I agree with the notion, just thought I'd point out their reasoning.

Relatively Notorious By Association

My Many Misadventures

I predicted FAUXs

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