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Player Features and Ideas Discussion

 
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Counter Cyno-Module

Author
per
Terpene Conglomerate
#1 - 2015-11-05 17:36:45 UTC  |  Edited by: per
well the idea is simple:

if someone lits a cyno you will be able to activate your Counter-Cyno-Module (CCM) and everyone around will be able to jump back to the guy who is generating the cyno bridge - ppl with fatique wont be able to jump ofc

there can be some requirements:
everyone need some fuel in his cargo to be able to jump (depends on the size of ship)
everyone need x% of cap
will generate insane jump fatique if used
whatever etc.....


poses will cease to exist in some time so titans wont be hiding under forcefields anymore allowing new strategies
Frostys Virpio
State War Academy
Caldari State
#2 - 2015-11-05 18:33:11 UTC
Light your own cyno?

Also, fatigue does not prevent jumping, only the jump cooldown, which is a different timer, does.
per
Terpene Conglomerate
#3 - 2015-11-05 18:49:10 UTC
Frostys Virpio wrote:
Light your own cyno?

Also, fatigue does not prevent jumping, only the jump cooldown, which is a different timer, does.


i meant jump activation timer ofc - i just call it fatique

lighting your own cyno means you have your own ships at titan/bo somewhere + cyno cloaked ready - which is ofc possible but with CCM the situation is more like you are getting jumped but instead of being slaughtered you taking the fight back to the attacker which is more fun id say and make some ppl think twice before dropping someone
Serendipity Lost
Repo Industries
#4 - 2015-11-05 18:55:12 UTC
There could be a counter counter cyno module. Lighting it next to your bridging titan before your titan cyno light his cyno would cause anyone using the counter cyno module to jump to your titan and immediately jump back to where they came from. The double jump would generate fatigue appropriate for 2 jumps in such close proximity. The counter counter cyno could be fueled by bio mass.

I also have an idea for a counter counter counter cyno module, but I'll save that unti the counter counter cyno module is in game.
per
Terpene Conglomerate
#5 - 2015-11-05 18:58:38 UTC
Serendipity Lost wrote:
There could be a counter counter cyno module. Lighting it next to your bridging titan before your titan cyno light his cyno would cause anyone using the counter cyno module to jump to your titan and immediately jump back to where they came from. The double jump would generate fatigue appropriate for 2 jumps in such close proximity. The counter counter cyno could be fueled by bio mass.

I also have an idea for a counter counter counter cyno module, but I'll save that unti the counter counter cyno module is in game.



sorry i have to disappoint you, not possible to activate that on grid with other active cyno/bridge
Serendipity Lost
Repo Industries
#6 - 2015-11-05 18:59:54 UTC
per wrote:
Serendipity Lost wrote:
There could be a counter counter cyno module. Lighting it next to your bridging titan before your titan cyno light his cyno would cause anyone using the counter cyno module to jump to your titan and immediately jump back to where they came from. The double jump would generate fatigue appropriate for 2 jumps in such close proximity. The counter counter cyno could be fueled by bio mass.

I also have an idea for a counter counter counter cyno module, but I'll save that unti the counter counter cyno module is in game.



sorry i have to disappoint you, not possible to activate that on grid with other active cyno/bridge


It would be a counter counter cyno, so the cyno and counter cyno rules wouldn't apply.
Frostys Virpio
State War Academy
Caldari State
#7 - 2015-11-05 19:59:44 UTC
per wrote:
Frostys Virpio wrote:
Light your own cyno?

Also, fatigue does not prevent jumping, only the jump cooldown, which is a different timer, does.


i meant jump activation timer ofc - i just call it fatique

lighting your own cyno means you have your own ships at titan/bo somewhere + cyno cloaked ready - which is ofc possible but with CCM the situation is more like you are getting jumped but instead of being slaughtered you taking the fight back to the attacker which is more fun id say and make some ppl think twice before dropping someone


If you fit a module to "counter" a cyno and have your friends jump/bridge to you, why can't you just replace that counter module by an actual cyno, light it up and have the same friends jump/bridge to you?
per
Terpene Conglomerate
#8 - 2015-11-05 20:21:50 UTC
Frostys Virpio wrote:
per wrote:
Frostys Virpio wrote:
Light your own cyno?

Also, fatigue does not prevent jumping, only the jump cooldown, which is a different timer, does.


i meant jump activation timer ofc - i just call it fatique

lighting your own cyno means you have your own ships at titan/bo somewhere + cyno cloaked ready - which is ofc possible but with CCM the situation is more like you are getting jumped but instead of being slaughtered you taking the fight back to the attacker which is more fun id say and make some ppl think twice before dropping someone


If you fit a module to "counter" a cyno and have your friends jump/bridge to you, why can't you just replace that counter module by an actual cyno, light it up and have the same friends jump/bridge to you?


because you wanna take the ppl on field you actually have to the titan
Lugh Crow-Slave
#9 - 2015-11-05 20:53:52 UTC
per wrote:
Frostys Virpio wrote:
per wrote:
Frostys Virpio wrote:
Light your own cyno?

Also, fatigue does not prevent jumping, only the jump cooldown, which is a different timer, does.


i meant jump activation timer ofc - i just call it fatique

lighting your own cyno means you have your own ships at titan/bo somewhere + cyno cloaked ready - which is ofc possible but with CCM the situation is more like you are getting jumped but instead of being slaughtered you taking the fight back to the attacker which is more fun id say and make some ppl think twice before dropping someone


If you fit a module to "counter" a cyno and have your friends jump/bridge to you, why can't you just replace that counter module by an actual cyno, light it up and have the same friends jump/bridge to you?


because you wanna take the ppl on field you actually have to the titan


so why cant you just do some recon before hand and set up for that?
Suran Parr
Os Terriveis
#10 - 2015-11-05 23:29:10 UTC
Sounds like someone's worried their permanent Kourmonen gatecamp is going to be dropped rather than actually having any real interest in improving stuff.

Failcamp less and it won't be a problem.
Frostys Virpio
State War Academy
Caldari State
#11 - 2015-11-05 23:53:15 UTC  |  Edited by: Frostys Virpio
per wrote:
Frostys Virpio wrote:
per wrote:
Frostys Virpio wrote:
Light your own cyno?

Also, fatigue does not prevent jumping, only the jump cooldown, which is a different timer, does.


i meant jump activation timer ofc - i just call it fatique

lighting your own cyno means you have your own ships at titan/bo somewhere + cyno cloaked ready - which is ofc possible but with CCM the situation is more like you are getting jumped but instead of being slaughtered you taking the fight back to the attacker which is more fun id say and make some ppl think twice before dropping someone


If you fit a module to "counter" a cyno and have your friends jump/bridge to you, why can't you just replace that counter module by an actual cyno, light it up and have the same friends jump/bridge to you?


because you wanna take the ppl on field you actually have to the titan


So your counter cyno make ship able to jump even if they don't take a bridge or have a jump drive?
edit NM I finally got what you want to create

But isn't that like a reverse bridge to disengage also?
Tappits
Sniggerdly
Pandemic Legion
#12 - 2015-11-05 23:59:17 UTC
per wrote:
well the idea is simple:

if someone lits a cyno you will be able to activate your Counter-Cyno-Module (CCM) and everyone around will be able to jump back to the guy who is generating the cyno bridge - ppl with fatique wont be able to jump ofc

there can be some requirements:
everyone need some fuel in his cargo to be able to jump (depends on the size of ship)
everyone need x% of cap
will generate insane jump fatique if used
whatever etc.....


poses will cease to exist in some time so titans wont be hiding under forcefields anymore allowing new strategies


Or you can have a 2nd titan jump with the fleet to then bridge them back (after the cool down)
You cannot have the benefit of been able to teleport a fleet of ships with 0 risk.