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Player Features and Ideas Discussion

 
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Remote Cyno Field Generator idea

Author
Death Toll007
Perkone
Caldari State
#1 - 2012-04-20 05:29:18 UTC
Fired from a remote cyno field generator launcher.

Remote cyno field generator launcher can be mounted to a BS, BC, or Recon. Make PG/CPU appropriate

The Remote Cyno field Generator stays in space for 1 hr, cannot be recovered, and is only good for one use. The fuel for the cyno is always the without skill modification, and is part of the production cost.

Prereqs:
1. Cyno 5
2. Jump drive operation / callibration: allows a range of activation equal a dreadnaught's or carriers jump range (open to discussion).
3. NEW SKILL Remote Cyno field operation: (x14) allows one remote generator launched per level
4. NEW SKILL Remote cyno systems operation: (x14) allows the remote generator to remain in space for one hour per level of skill

Interface:
On starmap, each system with a remote cyno has a unique beacon, right click system and add 'activate remote cyno' to system drop down.

Effects on ship: Same as if lighting a cyno: no movement, cannot warp off, cannot dock, and appears on overview as 'remote cyno operator' with warp to capability

Scanning properties:
1. Due to the high power signature the presence of one in system will show on any ship's system scanner, and requires low skills to probe.

Expected cost per remote cyno field generator: 10mil+

Uses:
1. Chain Cyno
2. Emergency Cyno
3. Misdirection by lighting a region of cynos at once.
4. Misdirection by having multiple jump out locations managed by one player.
5. Potential to set up a political trap if the remote cyno player switches the final leg of a chain into an awaiting horde.

-DT
Death Toll007
Perkone
Caldari State
#2 - 2012-04-23 08:43:35 UTC
bump
mocrt
Deep Core Mining Inc.
Caldari State
#3 - 2012-04-23 15:45:02 UTC
I like how this sounds...BUT, how do you suggest not breaking the Sov mechs?

Would you be able to drop this in a system you don't have sov? I'm presuming so?

Mo
Liam Mirren
#4 - 2012-04-23 15:55:04 UTC  |  Edited by: Liam Mirren
Hmm, it seems I misunderstood.

If your proposal if about launching "fakes", so they're not actual cynos that can be jumped to then I I can see a use for it. If you mean to be able to actually USE that cyno then no, that would be a clear case of being "too good".

Excellence is not a skill, it's an attitude.

Nikk Narrel
Moonlit Bonsai
#5 - 2012-04-23 16:07:22 UTC
Wait, a region of cynos, for a cyno chain, managed by one player?

So, would I understand correctly that the cyno and the pilot are not necessarily in the same system?

I would expect the cyno's are still warpable once active, but the pilot is no longer at risk who placed them, (in the system).

What is to stop the pilot from placing a bunch, then going to a system where they are safe, before setting them off?

It sounds like the witness protection program for cyno alts.
Death Toll007
Perkone
Caldari State
#6 - 2012-04-24 09:20:49 UTC
Nikk Narrel wrote:
Wait, a region of cynos, for a cyno chain, managed by one player?

So, would I understand correctly that the cyno and the pilot are not necessarily in the same system?

I would expect the cyno's are still warpable once active, but the pilot is no longer at risk who placed them, (in the system).

What is to stop the pilot from placing a bunch, then going to a system where they are safe, before setting them off?

It sounds like the witness protection program for cyno alts.



As discussed, the activating ship still shows up on overview, cannot move, is at risk, and therefore similar mechanic to before, plus the cyno can be warped to in whatever system it is in.

The number of remote cynos would be limited by the new skill.

To get a full region to light would take a lot of players.

Yes, they could be used to jump to, but have all the same restrictions as regular cynos, as in no lighting in sov system. Sure you could launch, but no way you could activate, nice waste of a limited resource.

-DT
Velicitia
XS Tech
#7 - 2012-04-24 13:37:36 UTC
as if cap movement wasn't easy enough ...

One of the bitter points of a good bittervet is the realisation that all those SP don't really do much, and that the newbie is having much more fun with what little he has. - Tippia

Death Toll007
Perkone
Caldari State
#8 - 2012-04-26 03:29:36 UTC
Velicitia wrote:
as if cap movement wasn't easy enough ...


Troll post is troll post.

-DT