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Player Features and Ideas Discussion

 
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Remove Cynos from Game!

Author
Petiro
Petiros Ersatzteilhandel
#1 - 2012-08-01 14:03:24 UTC
Remove them from the game.
Cyno-chars are not actively played characters, but alts in a frigate with a 100% death chance.
CCP got rid of NPC goods on the market with PI, now it's time to remove cyno chars.

Instead implement this:
Jump/Bridge to System: Jumps or bridges into a system at a random location.
Jump/Bridge to Person in system (in fleet): Jumps to that person in a 15km radius like cynos do today.

This removes the need for a extra char in system with isn't played by a player.

Cynojammers prevent said system same as today.

my $0.02
StoneCold
Decadence.
RAZOR Alliance
#2 - 2012-08-01 14:06:07 UTC
So you got a capital ship and don´t want to care about a cyno-alt on your own?
Velicitia
XS Tech
#3 - 2012-08-01 14:17:14 UTC
No. Your idea is terrible. You should feel ashamed.

Capitals are *supposed* to be difficult to move. This is working as intended.

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

Tchulen
Trumpets and Bookmarks
#4 - 2012-08-01 14:29:42 UTC  |  Edited by: Tchulen
Petiro wrote:
Remove them from the game.

Not convinced

Petiro wrote:
Cyno-chars are not actively played characters, but alts in a frigate with a 100% death chance.

Not all are. Some people specialise in the scout role and actively play scout/cyno ships. You'd be completely removing this role from the game.

Petiro wrote:
CCP got rid of NPC goods on the market with PI, now it's time to remove cyno chars.

NPC goods removal was to improve the game by adding another player role. Removing cynos would do the opposite by removing a valid player role.

Petiro wrote:
Instead implement this:
Jump/Bridge to System: Jumps or bridges into a system at a random location.
Jump/Bridge to Person in system (in fleet): Jumps to that person in a 15km radius like cynos do today.

Hmm.... I can see all sorts of problems with this. Firstly, it doesn't matter how hard a system's denizens try to protect their system from incursion, without cynojammer they are completely at the mercy of anyone with a cap fleet. They can jump in whenever they want without having to get someone into position first. At least now there is a slim chance that the defenders can stop the enemy cap fleet before they can jump by catching the cyno ship on the gate.
Also, the use of the cyno is important. If you could jump to anyone in your fleet you could have 30 people in that system and you can jump in right up until the enemy destroy ALL those 30 ships (EDIT - actually, even after they've killed all of them with your suggestion EDITEND). With the cyno module your entire fleet has to chose whether to lose a high or not be a ship that can be jumped to. There is risk involved where your suggestion removes it.

Petiro wrote:
This removes the need for a extra char in system with isn't played by a player.

You're making the erroneous assumption that all cyno ships are played by bots. This simply isn't true. Most are played by people and some are played as people as mains.
Deena Amaj
Native Freshfood
Minmatar Republic
#5 - 2012-08-01 16:02:49 UTC

I'm against removal. I'd rather see improvements and expansion ideas to suppress the issues you metioned- as well as ideas to implement new FTL propulsion ideas to coexist next to cyno. But thats just me.

confirthisposmed

I'm probably typing on a Tablet too, which means the auto-correct is silly and fixing typos is a pain. I ain't fixing them.

Nikko Jiangtibayan
Ghosts That Linger
#6 - 2012-08-01 16:04:53 UTC
This is a bad idea and you should feel bad.

Hello...mate. 

Mizhir: "Brakes are for cowards and they makes the ship heavier."

Jace Errata
Caldari Provisions
Caldari State
#7 - 2012-08-01 16:06:27 UTC
Without cynos, I would have no reason to do stupid things like Operation Dread Intrusion.

tweeten

One day they woke me up so I could live forever

It's such a shame the same will never happen to you

Barbara Nichole
Royal Amarr Institute
Amarr Empire
#8 - 2012-08-01 16:41:55 UTC
disagree. all my characters can cyno... none are disposable alts..
removal is not necessary to fix anything.

  - 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]

DrysonBennington
Eagle's Talon's
#9 - 2012-08-01 19:37:39 UTC
Here is an idea that everyone might like.

This idea is from the game that I am slowly working on.

The name of the item is a Sacbe Gate.

In my game the Sacbe Gate is just like a regular jump gate but instead of being owned by corporations players would be able to build their own Sacbe Gate.

Jump Gates connect two systems together but with Sacbe Gates the player would be able to assign which end system the Sacbe Gate would be located in. Each system in the Sacbe Network would cost x amount of currency to establish. So if a player wanted a five jump Sacbe Network they would first have to earn Sacbe Operation Certificates (SOC's) through mission running from agents or they could purchase the SOC's from the market at a much higher price than obtaining them through mission agents.

Each system that the network was part of the player would have to a SOC on file with the local Sacbe Operations Managing Corporation. (SOMC)

Once all of the criteria had been met the network could be established.

The Sacbe Gate would be anchored via system Sacbe Gate Connection Points that the player would have to pay $1.00 to use per month (the money generated would be spent on various employees to keep the game going) per five system Sacbe Gate Network.
There would also be a maxium number of Sacbe Gate Connection Points available as well as the local corporations determining what size of Sacbe Gate could be built in their system.

Each Sacbe Gate would allow certain sized ships to pass through them similar to how mission acceleration gates function.

The owning player could charge a fee or not (in game currency) for the use of the Sacbe Gate.

A Greate Sacbe Gate would allow any sized ship to travel between its connection points. Such GSG connection points would be limited to only 100 locations in the entire meaning that there would be 200 exit and entrance points.

The Sacbe Gate would function just like a POS Tower in so much that it would need to be fueled on a regular basis in order to keep it operational. If a SG should happen to run out of fuel and ships were in transit they would be dropped out of the network in the next available system.

The SG would also have a defense system similar to POS guns to defend it against attack. Yes the SG would be able to be attacked just like a POS is able to be attacked.

The good thing about a Sacbe Network is that you can arrive in one system and take the SG to a system ten jumps away without having to travel through ten hazardous systems.

The network in hazardous or Low and Null Space would be able to be warp bubbled to prevent its use but would require special a special ship, probes and skills to locate the transfer signal alignment beacon.

Such a system would allow players to create their own roads in the game that they could charge a fee to use which I think if added to EvE Online would make the game more interesting.

On a side note a single Sacbe Network could transfer a ship upto 20 jumps away which unlike the gate system in EvE Online would take maybe twenty minutes to complete.

A Sacbe Network would reduce that time by half.