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Prevent Cynoing in within dock range..

Author
Barbara Nichole
Royal Amarr Institute
Amarr Empire
#21 - 2012-06-26 05:58:40 UTC  |  Edited by: Barbara Nichole
Simi Kusoni wrote:
Barbara Nichole wrote:


they aren't invulnerable.

Then enlighten me, how do you kill JFs?

Excluding Garmon's trick with webs, which was deemed an exploit and patched in <24 hours.



From your age and history I'm thinking you have probably never flown a JF. I'm not going to tell you how to kill me.. sorry. but I will say that there is no such thing as insta-dock from a cyno near the station. There is always a delay and freighters of all flavors are slow as snails, can mount no rigs or modules, and are freaking expensive. Changing cynos just so some people have an easier time ganking freighters is a dumb idea - and would eventually end their use; the cost is prohibitive if you are losing them everytime you try to jump into low sec.

JF are not targets of opportunity.. You need to plan and run multi pilot campaigns to stop them.. and that's the way it should be.

  - remove the cloaked from local; free intel is the real problem, not  "afk" cloaking -

[IMG]http://i12.photobucket.com/albums/a208/DawnFrostbringer/consultsig.jpg[/IMG]

Vaju Enki
Secular Wisdom
#22 - 2012-06-26 09:36:27 UTC
This is actually an excellent idea.

The Tears Must Flow

Rordan D'Kherr
Imperial Academy
Amarr Empire
#23 - 2012-06-26 09:55:12 UTC
This is actually a terrible idea.

Don't be scared, because being afk is not a crime.

Hyacinthine
The Scope
Gallente Federation
#24 - 2012-06-27 01:51:57 UTC
Just thinking in terms of skirmishes between neighboring sovereignty holders, I would be okay with this change, but it's a bit... lazy? Go all the way!

No cynos on grid with stations or gates, or don't bother.
Gizznitt Malikite
Agony Unleashed
Agony Empire
#25 - 2012-06-27 02:33:45 UTC
Hyacinthine wrote:
Just thinking in terms of skirmishes between neighboring sovereignty holders, I would be okay with this change, but it's a bit... lazy? Go all the way!

No cynos on grid with stations or gates, or don't bother.


If you can't cyno no grid with a gate or station, then you can't hotdrop people at a station or gate.... While I think hotdrop mechanics need tweaking, I don't support the complete removal of hotdrops from the two most common places of combat.

Let people light the cyno anywhere, but if the cyno is too close to the station or gate, then the cyno'ing in ships will appear 5-10 km's beyond the station's dock perimeter. This means that hotdropped ships are NOT in docking range, but they are still close enough to engage a target (like a noob that aggressed with their carrier on a station). This creates a nice additional risk to hotdropping people on a station, without removing hotdrops...



forestwho
Doomheim
#26 - 2012-06-27 12:59:31 UTC
The luxury of living in 0.0 is that everything needs to be shipped down, and cost more expensise because of it. Nerfing JF or cyno travel is actuly just making it more expensive and more unused. The real problem behind this issue is getting viable industry in 0.0. JF are merly a indicator that something is wrong in the area of supply in 0.0. Ether getting the mods / ships down or local production. I allready know the answere... buff 0.0 station benifits so it acts as a stimulans to do industry.
Nikk Narrel
Moonlit Bonsai
#27 - 2012-06-27 16:06:15 UTC
My own two cents.

Many people are familiar with the concept of a travel fit. It uses a setup that only makes a sense if your priority is to get through a hazardous area intact.

It normally requires a meaningful sacrifice to PvP ability, in that the pilot is attempting to avoid or survive anticipated ambushes or encounters.

There are some ships which force this fit. They cannot shoot back, and their entire design centers around something not intended to include direct combat.

I do not believe any ship in EVE should be invulnerable. I do believe every ship in EVE needs to relate to combat realistically.

It either needs to be so tough it can weather it, or so hard to catch it can avoid it.
(The transport ships category exemplify this with one ship for each approach)

A freighter or JF that gets popped should reflect a failure on the pilot to plan properly, or simply screw up piloting.

The intention is to have interesting fights. Both sides shooting.

A clever strategy that beats a fleet without a single return shot makes for a great story, but lousy gameplay.
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