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[Proposal] Cynosural Field Generator/Covert Cynosural Field Generator icon changes

Author
Trii Seo
Goonswarm Federation
#1 - 2013-11-30 13:28:17 UTC  |  Edited by: Trii Seo
Hello, this is my first attempt to raise an issue so let's see where it goes. With lack of any input in the F&I thread, I've decided to move it here. There have been a lot of Quality of Life improvements as of late, so I think the developers could spend a few minutes of their time on this issue. (I mean hey, we got new bubble effects. You can now precisely determine which sort of bubble you died in!)

Proposal
At least crank up the blue tint on the Covert Cynosural Field Generator I icon, making it different from the Cynosural Field Generator I one. Kind of like Warp Scrambler and Warp Disruptor have.

And why the balls would you do that?!

Currently, two modules: Cynosural Field Generator I and Covert Cynosural Field Generator I share exactly the same icon on the UI (It's also used as the Command Processor I icon for some reason). Their functionality, while similar (providing a jump-capable ship with a beacon to jump to) differs in major ways. For the unaware, I will list them.


  • Cynosural Field Generator I requires CFT (Cynosural Field Theory) at I, Covert needs CFT5
  • Cynosural Field Generator I has a cycle time of 10 minutes (5 on a recon), Covert variant has a cycle time of 60s (30s on a Recon)
  • Cynosural Field Generator I consumes 250 LO at CFT5 (50 on a Recon), Covert uses 25 (5 on a Recon)
  • To a normal Cynosural Field can jump/bridge: Capital, Supercapital, Jump Freighter, Rorqual, Black Ops battleship.
  • To a Covert Cynosural Field can jump/bridge only a Black Ops
  • Cynosural Field is a beacon that is seen by the entire system and anyone can warp to it.
  • Covert Cynosural Field is seen only on the grid it's present on.
  • Both render your ship immobile while cycling and prevent you from ejecting


It's common that during sov wars recon ships (and variants of T3 cruisers) carry both cynosural field generators in their high slots - and very often, both are online (sometimes one is offlined due to fitting requirements or to prevent fatal mistakes). This allows for quick response if a scout comes across something caps should be unleashed upon.

Pilot skill at reading labels aside, it is excruciatingly dumb that a module that lights a beacon pretty much invisible to others share the icon with one that makes you a target for the whole system - in best case scenario, welding you in place for five minutes (second best case ten, worst case less because you're getting sent home in a pod. Or via pod express.)

I'm fully aware that there may be a UI redesign coming up, judging by presentations from the art team, but couldn't we at least get a placeholder? It would be a big Quality of Life thing for people addicted to Cyno 5 usage.

(As a disclaimer - no, I haven't actually lost anything to a mislit cyno myself or I'd link a lossmail for the crowd to laugh at. I've seen this little incident happen with comical results, as for five minutes nothing warped to the rapier that lit it despite full local. I did pack the wrong cyno with me once though - selected the wrong module from hangar, was stopped from lighting by insufficient amount of LO in hold.)

Proud pilot of the Imperium

Arek'Jaalan: Heliograph

aetherguy881
The Scope
Gallente Federation
#2 - 2013-11-30 15:03:34 UTC
I agree. It's just like the issue with the AB/MWD's before the change to the MWD icon. Simple change.