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Cyno inhibitor bubble

Author
Daniel Rosen
Caldari Provisions
Caldari State
#1 - 2012-08-14 18:55:17 UTC
A tech II ship that can make a Cyno inhibitor bubble, just like the heavy interdictor.
its a 60km in diameter bubble that inhibit ships to jump using the cyno.
as soon as the Cyno inhibitor ship is destroyed the bubble collapse and the cyno is free to be jumped through.

limitations:
-Cyno inhibitor consume fuel.
-need cyno skill to level 5
-the ship can't move waile using the Cyno inhibitor.
-the ship can't use active modules waile using the Cyno inhibitor.



Loius Woo
Sebiestor Tribe
Minmatar Republic
#2 - 2012-08-14 20:08:40 UTC
Daniel Rosen wrote:
A tech II ship that can make a Cyno inhibitor bubble, just like the heavy interdictor.
its a 60km in diameter bubble that inhibit ships to jump using the cyno.
as soon as the Cyno inhibitor ship is destroyed the bubble collapse and the cyno is free to be jumped through.

limitations:
-Cyno inhibitor consume fuel.
-need cyno skill to level 5
-the ship can't move waile using the Cyno inhibitor.
-the ship can't use active modules waile using the Cyno inhibitor.





Does it prevent ships jumping out of it, or into it or both?

So do you have to catch an outgoing cyno with it, or bubble a cyno ship to prevent ships from coming in?

I would be ok with the former, probably not the latter.
Kusum Fawn
Perkone
Caldari State
#3 - 2012-08-14 20:28:42 UTC
i think he means something that can be dropped on that cyno drake to stop the whole fleet from coming through. and it in itself in not a cyno or disruption bubble. only neutralizes cyno portals.
I have no opinion on this at this time.

Its not possible to please all the people all the time, but it sure as hell is possible to Displease all the people, most of the time.

Sigras
Conglomo
#4 - 2012-08-14 20:36:24 UTC
see I was thinking of the same idea, but I was thinking that the bubble would stop new cynos from going up but wouldnt affect cynos that were already up.

Then I was thinking you could use a script to make the module targeted (like the heavy dictor) and the targeted module would stop ships from being able to come through the cyno; this way, popping the bubble wont always be the right thing to do
Daniel Rosen
Caldari Provisions
Caldari State
#5 - 2012-08-17 10:16:51 UTC
The idea is to balance the cyno problem..
everybody knows that cyno is overpowered.

In my idea when the bubble covers the cyno it doest switch off, it just inhibits ships jumping on it signal.
so if the cynoing ship outlast the ship with the cyno bubble, it can call for more ships.
Fon Revedhort
Monks of War
#6 - 2012-08-17 13:06:33 UTC
Any attempt of fixing overpowered cynoes and hot-drops through introduction of yet another must-have module or ship is, quite frankly, an idiocy.

Fix the crap itself!

"Being supporters of free speech and free and open [CSM] elections... we removed Fon Revedhort from eligibility". CCP, April 2013.

Sigras
Conglomo
#7 - 2012-08-18 10:31:00 UTC
I disagree, This ship would only be necessary in certain situations; it would be useful in most situations but not necessary.

Just like the falcon would be great to have in almost all situations but not necessary.

I feel like this module would add a strategic aspect to fleet combat as you could allow half of the fleet to bridge through and stop the other half coming through.

Daniel Rosen wrote:
In my idea when the bubble covers the cyno it doest switch off, it just inhibits ships jumping on it signal.
so if the cynoing ship outlast the ship with the cyno bubble, it can call for more ships.

This is not different from my idea, though in my idea, popping the cyno bubble is always the right thing to do, IE there is no decision making, its always good to have the bubble up.

If you made it ONLY prevent new cynos from going up when the bubble is up but not affect cynos already in place, then you could use the script to prevent ships from coming through a cyno thats already up.

Now, it isnt just "pop the bubble as soon as we're on grid" but now its a decision whether or not the cyno is already up. You could even use two of the modules, one to blockade a cyno thats already up and the other to make a bubble preventing other cynos from going up.
Daniel Rosen
Caldari Provisions
Caldari State
#8 - 2012-08-18 17:18:16 UTC
you got me wrong ...
it wont disable ships lighting a cyno .. you can light a cyno inside the bubble .. but you canot jump on a cyno thats in a bubble
Sheynan
Lighting the blight
#9 - 2012-08-18 17:32:34 UTC
I'd rather see a jumping delay for all cynos than some specialized module on a specialized ship.
Fon Revedhort
Monks of War
#10 - 2012-08-18 19:31:58 UTC
Sigras wrote:

I feel like this module would add a strategic aspect to fleet combat as you could allow half of the fleet to bridge through and stop the other half coming through.

Dude, cynoes are more or less balanced in fleet warfare, it's small-scale PvP which is fubar cause of them.

"Being supporters of free speech and free and open [CSM] elections... we removed Fon Revedhort from eligibility". CCP, April 2013.

Sigras
Conglomo
#11 - 2012-08-19 02:31:35 UTC
Daniel Rosen wrote:
you got me wrong ...
it wont disable ships lighting a cyno .. you can light a cyno inside the bubble .. but you canot jump on a cyno thats in a bubble

no i understand YOUR idea, i just dont like it as much as MY idea

with your idea, there is no reason to not pop the bubble; there isnt anything better the ship could be doing.

my idea is to make the module do two things:
1. unscripted - pops a bubble that prevents new cynos from going up - does not affect open cynos at all
2. scripted - target the ship launching the cyno to prevent ships from coming through the cyno it just put up.

If you wanted both effects you would have to fit two modules, kinda like the heavy dictor right now.
Sigras
Conglomo
#12 - 2012-08-19 02:33:05 UTC
Fon Revedhort wrote:
Sigras wrote:

I feel like this module would add a strategic aspect to fleet combat as you could allow half of the fleet to bridge through and stop the other half coming through.

Dude, cynoes are more or less balanced in fleet warfare, it's small-scale PvP which is fubar cause of them.

I didnt say they werent balanced, i just said that this would add an additional level of strategy above "pop cyno, bridge fleet"
Loius Woo
Sebiestor Tribe
Minmatar Republic
#13 - 2012-08-19 03:26:50 UTC
Sigras wrote:


my idea is to make the module do two things:
1. unscripted - pops a bubble that prevents new cynos from going up - does not affect open cynos at all
2. scripted - target the ship launching the cyno to prevent ships from coming through the cyno it just put up.

If you wanted both effects you would have to fit two modules, kinda like the heavy dictor right now.


Instead of preventing the ships from coming through at all, I would say it disrupts the cyno field causing inbound ships to land in a more random way, say some random distance from the cyno where the distance of 90% of the ships is on grid (within 400KM), 99% of all ships are within 1AU and 1% of all the ships land just somewhere within the system.

This way, disrupting the cyno could scatter the incoming fleet all over the grid, making it easier to separate and destroy them. Or for smaller fleets to escape.

I don't think that straight up blocking the cyno is very balanced.
Herping yourDerp
Tribal Liberation Force
Minmatar Republic
#14 - 2012-08-19 04:14:17 UTC
^ that, any ship jumping in will be off grid and each ship will be in a different area more or less.. this means the cyno ship will most likely die, at the very least the those getting hot dropped can disengage most of their forces.
ThisIsntMyMain
Doomheim
#15 - 2012-08-19 06:33:51 UTC
Daniel Rosen wrote:
A tech II ship that can make a Cyno inhibitor bubble, just like the heavy interdictor.
its a 60km in diameter bubble that inhibit ships to jump using the cyno.
as soon as the Cyno inhibitor ship is destroyed the bubble collapse and the cyno is free to be jumped through.

limitations:
-Cyno inhibitor consume fuel.
-need cyno skill to level 5
-the ship can't move waile using the Cyno inhibitor.
-the ship can'tthese then use active modules waile using the Cyno inhibitor.




The next time I'm camping lo sec with my Erebus I'll be f****ing sure to pack one of these then.


Now do you see why it's a terrible Idea ?
Suddenly Forums ForumKings
Doomheim
#16 - 2012-08-19 06:37:23 UTC
Daniel Rosen wrote:
The idea is to balance the cyno problem..
everybody knows that cyno is overpowered.

In my idea when the bubble covers the cyno it doest switch off, it just inhibits ships jumping on it signal.
so if the cynoing ship outlast the ship with the cyno bubble, it can call for more ships.


No, the cyno is only strong because you have friends and organization.

So friends are overpowered.
Sigras
Conglomo
#17 - 2012-08-19 22:14:35 UTC
ThisIsntMyMain wrote:
The next time I'm camping lo sec with my Erebus I'll be f****ing sure to pack one of these then.


Now do you see why it's a terrible Idea ?

First of all, who on earth would camp low sec with a titan after the gun nerf?

Secondly, no that has nothing to do with what we're talking about. This bubble would only cyno jam the grid, not the whole system. THAT would be overpowered.

Loius Woo wrote:
Instead of preventing the ships from coming through at all, I would say it disrupts the cyno field causing inbound ships to land in a more random way, say some random distance from the cyno where the distance of 90% of the ships is on grid (within 400KM), 99% of all ships are within 1AU and 1% of all the ships land just somewhere within the system.

This way, disrupting the cyno could scatter the incoming fleet all over the grid, making it easier to separate and destroy them. Or for smaller fleets to escape.

I don't think that straight up blocking the cyno is very balanced.

Herping yourDerp wrote:
^ that, any ship jumping in will be off grid and each ship will be in a different area more or less.. this means the cyno ship will most likely die, at the very least the those getting hot dropped can disengage most of their forces.

I thought about this, but the problem is that you could use this defensively as well. Allow me to give an example.

I want to use a system next to high sec to bring in my jump freighter, but it doesnt have a station and jumping to a POS is dangerous, so i target my own cyno with one of these ships and now my JF appears somewhere off grid or far away from the cyno so you cant just warp to it, and it hits the gate to high sec with 0 risk.

That and randomness in a PvP environment, or any competitive environment is a bat thing that reduces skill and should be eliminated at every opportunity. This is why competitive TF2 servers turn off random crits, and why units in starcraft and starcraft 2 do a static amount of damage not a range of damage.
Daniel Rosen
Caldari Provisions
Caldari State
#18 - 2012-08-26 20:26:30 UTC
the only counter i have for a cyno atm is Corestab Drakes ... they work but not as good as i want it to
Justin Cody
War Firm
#19 - 2012-08-26 20:28:38 UTC
The simple fix has already been discussed: Jump drives take more time to spool up...like a minute or more. Gives you plenty of time to pop that cyno.

Bridge portals otoh are just fine
MushroomMushroom
State War Academy
Caldari State
#20 - 2012-08-27 14:48:04 UTC
Sigras wrote:
ThisIsntMyMain wrote:
The next time I'm camping lo sec with my Erebus I'll be f****ing sure to pack one of these then.


Now do you see why it's a terrible Idea ?

First of all, who on earth would camp low sec with a titan after the gun nerf?

Secondly, no that has nothing to do with what we're talking about. This bubble would only cyno jam the grid, not the whole system. THAT would be overpowered.



Not being able to bridge in heavy dictors to a cyno popped right on a super cap would substantially increase the safety of a super cap in lowsec.
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