These forums have been archived and are now read-only.

The new forums are live and can be found at https://forums.eveonline.com/

Player Features and Ideas Discussion

 
  • Topic is locked indefinitely.
 

Micro Cyno Jammer Module idea!

First post
Author
dam yaiy
Doppelganger Misfortune
#1 - 2013-03-03 23:03:28 UTC
Fellow Pod Pilots,


Hope this message finds you well, enjoying your EVE however you like it. I don't post much so I'll get to the point! cyno jamming module for your ship! I think it would make warfare in eve that much more exiting. Fun for solo, small gangs or larger engagements. The whole dueling thing that has been introduced lately is ok (yawn) there needed to be an additional few catches to this system though like locking you in your ship once you issue the challenge, and disabling certain electronics that might enable anyone else to say cyno in. Also the challenge should prevent you from docking or warping away! More like mad max and thunder dome type deal. Two ships enter, one ship leaves.

But back to the cyno jamming mod. I think that should be the next nerf brought to eve. That way the cyno pilot poking around has to maybe think the other pilot might be able to keeping him from springing the trap. Take warfare to the next escalation!
dam yaiy
Doppelganger Misfortune
#2 - 2013-03-03 23:34:06 UTC
dam yaiy wrote:
Fellow Pod Pilots,


Hope this message finds you well, enjoying your EVE however you like it. I don't post much so I'll get to the point! cyno jamming module for your ship! I think it would make warfare in eve that much more exiting. Fun for solo, small gangs or larger engagements. The whole dueling thing that has been introduced lately is ok (yawn) there needed to be an additional few catches to this system though like locking you in your ship once you issue the challenge, and disabling certain electronics that might enable anyone else to say cyno in. Also the challenge should prevent you from docking or warping away! More like mad max and thunder dome type deal. Two ships enter, one ship leaves.

But back to the cyno jamming mod. I think that should be the next nerf brought to eve. That way the cyno pilot poking around has to maybe think the other pilot might be able to keeping him from springing the trap. Take warfare to the next escalation!



P.S.

Yes I know this topic has been brought up already! I think it should be rehashed!
O'nira
Science and Trade Institute
Caldari State
#3 - 2013-03-04 03:56:36 UTC
Actually like this, could be ship specific or expensive to prevent everyone from using it and as long as you only hit 1 ship with and not an entire area i think it is interesting.
BadAssMcKill
Aliastra
#4 - 2013-03-04 04:03:55 UTC
I am thinking maybe no?
Kali Omega
No Vacancies
No Vacancies.
#5 - 2013-03-04 05:35:51 UTC  |  Edited by: Kali Omega
No, way to many ways this would be abused....let alone the code work ont his mode to make it work right and not jam out the entire system...or even better CCP Grescale y makig this mod into something even worse then what your thinking...
ISD Tyrozan
ISD Community Communications Liaisons
ISD Alliance
#6 - 2013-03-04 05:48:58 UTC
Topic moved from Ships forum.

ISD Tyrozan

Captain

Community Communication Liaisons (CCLs)

Interstellar Services Department

@ISDTyrozan | @ISD_CCL

dam yaiy
Doppelganger Misfortune
#7 - 2013-03-04 06:11:56 UTC
O'nira

Yes my dear, I think it could work much like FoF rockets. you don't have to actually spam an entire area, you just have it on one ship with the module on and running, with enough fuel for the standard length of time you would on a cyno that would be lit, say about 5 minutes at cyno field theory level 4 320 some odd liquid ozone. Same for the Micro cyno jammer. The instant it detects the cyno from the opposing ship attempts to activate it starts jamming.

The down side to this mod is that much like what it is trying to stop it will act in a similar manner. It will keep the ship its on stationary in space for the duration of the jamming cycle. Unable to defend it's self, and once the fuel is out that's it. No more jamming. I think it could be viable. Not to difficult to program. It's just going to be the polar opposite of the cyno. But if you jump the gun and activate then your stuck waiting for the timer to go off before you can activate again.
Sigras
Conglomo
#8 - 2013-03-04 08:51:34 UTC
For this to work, it would have to be on its own dedicated T2 ship or it would be totally OP

If it were on a new T2 battlecruiser, so its not just some cheap throw away ship, but actually had consequences to using it, I love the idea.
Altrue
Exploration Frontier inc
Tactical-Retreat
#9 - 2013-03-04 10:06:54 UTC
The idea of a high slot module (with fuel but without preventing your ship to move) that prevent cynos from being lit in a radius of, let's say 1000km, could be an amazing addition for PvP.

It would prevent massive hot-drop in small/solo pvp, and create interesting uses.

The only thing it might kill is hotdropping. But let's face it, it's more a slaughter than PvP. For the rest, you should just have to lit a cyno at more than 1000km from the fight, bringing a possibility for the opposite side to prevent reinforcements from coming (you know, like in the old times where you had to travel) as they could be able to warp to the cyno and only fight the reinforcements.

And it would help small/solo-scale pvp by making sure that at least if you're hotdropped, you have a few seconds more as the enemy needs to warp.

Signature Tanking Best Tanking

[Ex-F] CEO - Eve-guides.fr

Ultimate Citadel Guide - 2016 EVE Career Chart

duckmonster
Perkone
Caldari State
#10 - 2013-03-04 11:11:16 UTC
Altrue wrote:
The idea of a high slot module (with fuel but without preventing your ship to move) that prevent cynos from being lit in a radius of, let's say 1000km, could be an amazing addition for PvP.

It would prevent massive hot-drop in small/solo pvp, and create interesting uses.

The only thing it might kill is hotdropping. But let's face it, it's more a slaughter than PvP. For the rest, you should just have to lit a cyno at more than 1000km from the fight, bringing a possibility for the opposite side to prevent reinforcements from coming (you know, like in the old times where you had to travel) as they could be able to warp to the cyno and only fight the reinforcements.

And it would help small/solo-scale pvp by making sure that at least if you're hotdropped, you have a few seconds more as the enemy needs to warp.



BLOPS hot-dropping isn't the I-win button some folks think it is. Often you need to send in a BLOPS and a fuel truck to beat a hasty retreat out of there, and we're talking 2bil officer fitted ships. So if you get a blops drop in with the gang on you, even if you go down in flames, you might be able to whack someones pride and joy and ruin their day more than they ruined yours. Furthermore everything is turning up at zero meaning the recons dont have their distance advantages so if theres a bubble, that falcon is toast.

Its the best thing CCP has added to the game, and even when if the end result isn't in your favor, the result is always hilarious.
DataRunner Attor
Doomheim
#11 - 2013-03-04 15:42:36 UTC
here how it could work to.

Anti-Cryno field

(coding it could work just like the anti-cryno poses)

This device disables all non-blackops cynosural fields on the same grid location (and/or certain distance away from ship lets say 10/20km)
Fuel consumption per cycle: 500
cycle time: 600 s
max velocity: 500 m/s
Max Velocity Bonus: -100%
Disallow Activation In Warp: True
powergrid usage: 20
CPU usage: 50



this seems fair, no?

“Point out to me a person who has been harmed by an AFK cloaker and I will point out a person who has no business playing this game.”

O'nira
Science and Trade Institute
Caldari State
#12 - 2013-03-04 16:54:50 UTC
DataRunner Attor wrote:
here how it could work to.

Anti-Cryno field

(coding it could work just like the anti-cryno poses)

This device disables all non-blackops cynosural fields on the same grid location (and/or certain distance away from ship lets say 10/20km)
Fuel consumption per cycle: 500
cycle time: 600 s
max velocity: 500 m/s
Max Velocity Bonus: -100%
Disallow Activation In Warp: True
powergrid usage: 20
CPU usage: 50



this seems fair, no?



Making it grid wide would make a module that everyone is going to be fitting, should be a single target high fitting requirement or a specialized ship.
Gizznitt Malikite
Agony Unleashed
Agony Empire
#13 - 2013-03-04 17:10:18 UTC
O'nira wrote:
DataRunner Attor wrote:
here how it could work to.

Anti-Cryno field

(coding it could work just like the anti-cryno poses)

This device disables all non-blackops cynosural fields on the same grid location (and/or certain distance away from ship lets say 10/20km)
Fuel consumption per cycle: 500
cycle time: 600 s
max velocity: 500 m/s
Max Velocity Bonus: -100%
Disallow Activation In Warp: True
powergrid usage: 20
CPU usage: 50



this seems fair, no?



Making it grid wide would make a module that everyone is going to be fitting, should be a single target high fitting requirement or a specialized ship.


Does this prevent a new cyno going up? Or shut down all existing cynos? or what? There's abuse either way...
O'nira
Science and Trade Institute
Caldari State
#14 - 2013-03-04 20:16:01 UTC
Gizznitt Malikite wrote:
O'nira wrote:
DataRunner Attor wrote:
here how it could work to.

Anti-Cryno field

(coding it could work just like the anti-cryno poses)

This device disables all non-blackops cynosural fields on the same grid location (and/or certain distance away from ship lets say 10/20km)
Fuel consumption per cycle: 500
cycle time: 600 s
max velocity: 500 m/s
Max Velocity Bonus: -100%
Disallow Activation In Warp: True
powergrid usage: 20
CPU usage: 50



this seems fair, no?



Making it grid wide would make a module that everyone is going to be fitting, should be a single target high fitting requirement or a specialized ship.


Does this prevent a new cyno going up? Or shut down all existing cynos? or what? There's abuse either way...



i would prefer it to just be able to prevent cynos from a single ship, but honestly im happy with all anti-cyno modules.
dam yaiy
Doppelganger Misfortune
#15 - 2013-03-05 04:49:46 UTC
Fellow Pod Heads,


I think in the end these are all good ideas. except the one about not having the device in game! But that is just in my opinion. There should be versions to block the covert one too. Of course that can be for special Tech II ships. but the regular Tech I mod should be just like its opposite. Like missiles, even though I've never actually seen FoF missiles fielded in pvp once it's on, it will only target the ship lighting the cyno. Other wise it is abuse. Taking out every cyno on grid is too much! 1 for 1 .

That way you still keep some element of excitement to fleet on fleet or pilot on pilot engagements.