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Player Features and Ideas Discussion

 
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Rubicon, High sec, and covert cynos

First post
Author
deseana
Imperial Academy
Amarr Empire
#1 - 2014-02-04 02:54:39 UTC  |  Edited by: deseana
Using Covert Cynos in high sec... (remember, capitals can not jump to covert cynos)

this topic has been hashed over time and time again with, IMO, mostly positive views. With the Rubicon expansion in full swing and the fluff behind it being that the major (NPC) factions beginning to lose control over the immortal pilots that control the heavens. I for one feel this is an excellent time to revisit the concept of ignoring concord's rules about covert cyno use in high sec.

For a brief history and over all concept please read this CSM suggestion dated 5 July 2009 that passed with a 2/3rds majority (6 Ya, 1 Na, 2 abstain)
Eve gate

A few points on mechanics I would like to make clear for those who have never used jump bridges or jump drives.
1. to move the black ops (blaps for short)battle ship this way requires a second player (or a second account) at the destination. 1 covert cyno ship, and 1 blaps
2. to move a transport ships requires 3 players or accounts. there is no way around this mechanic.
3. using jump bridges / drives requires fuel and a modest amount of capacitor.

Lastly, adding a suspect timer to individuals using the jump portal / bridge could be an effective way to slow down trade hub jumping.

So would Rubicon be an appropriate expansion for such a revamp? I think it would be.
Shiti Dama
Hull Zero Two
#2 - 2014-02-04 03:20:36 UTC
This idea would throw a gigantic monkey-wrench in the "subhuman" high sec wars. Power projection for risk averse Mercenary entities is not the best idea from a balance perspective.
DIxie Summers
khin clan
#3 - 2014-02-04 04:07:15 UTC
I for one would love to hot drop some cruiser on a war target.

besides, how many "risk averse mercenarys" would be willing to risk a blaps, covert cruisers, and stealth bombers?
Anomaly One
Doomheim
#4 - 2014-02-04 05:07:00 UTC
I think it would be fun if only to kill blops in high sec :D

Never forget. http://www.youtube.com/watch?v=a8sfaN8zT8E http://www.youtube.com/watch?v=5l_ZjVyRxx4 Trust me, I'm an Anomaly. DUST 514 FOR PC

Zan Shiro
Doomheim
#5 - 2014-02-04 06:57:44 UTC
deseana wrote:
Lastly, adding a suspect timer to individuals using the jump portal / bridge could be an effective way to slow down trade hub jumping.



maybe inbound to them but not out. Bridge/jump out of jita, land in a "dead" system where you won't be hunted/hunted with any decent skills. Close enough to hub and I know if I have forgotten say enough nano transistors for a production run to make the the hop worth it I could one jump land into my building system and my suspect flag would go to waste.


Most of the mission runners there would jsut put me on watch lists as a potential mission griefer lol. They'd jsut remember the name but not hunt me down most likely.

Use the above and its inbound to a system near hub as a backdoor. ride out timer and sail on in.

If really pressed for time have cvoert haulers dump cargo in space to be picked up by non-suspect and they go in. Sort of like the change over 0.0 does at low/empire connections. Bad idea to take the rhea to empire all the way to jita if pilot is under war dec usually. The neut alt hauler is not however.
Trii Seo
Goonswarm Federation
#6 - 2014-02-04 10:24:55 UTC
The concept alone sounds cool but it just may make certain types of logistics wayyyyy too safe. And no, the fact it needs "3 players/accounts" does not balance it in any way. Adding suspect timers to those who take a bridge is actually quite dumb, given Covert Cynos don't show up on your overview - you can just light one in a safe, bridge in a blockade runner, wait out the timer and go to a hub.

Stealth Bombers are very much disposable, anyone would risk a few of them and they excel at dismantling battleships. Risk 150m ISK in hounds vs. 1.5b ISK mission boat that'll go down before it can take down a bomber? Kind of a no-brainer (though worth keeping in mind you can't cyno in deadspace pockets. So you'd need to hotdrop the gate then go in manually.)

Proud pilot of the Imperium

Arek'Jaalan: Heliograph

Mnemonym
Salvage Security Services MK.VII
#7 - 2014-02-04 12:03:51 UTC
I agree that now would be a superb time to introduce covert cynos to highsec.

It would also spur people on to up skill into black ops and recons, stimulating the market. With all this talk of player gates this could play nicely into getting people involved. CCP could use covert cynos skills to aid adoption of the new zones.

Lets assume that cynos are required for the land grab that will be part of player gates, this will put most Care Bears at a huge disadvantage, whereas if its incentivised now, they will be better placed to be part of the new content.

While everyone seems to bemoan the fact adding covert cynos to highsec will aid cargo haulers safety, no-one considers the positive effect it might have to low sec markets. If a trader has gone through the effort to train up accounts for blops bridging they are more likely to use the same capabilities to seed low sec systems due to increased profit margins.

I agree that we should have a mechanism to reduce the Jita undock cynos, and I think that having the person activating the cyno gain a suspect timer makes sense, additionally maybe have a 15 second delay to permitting the bridge to be used in high sec (or a timer based on sec of system). This gives those on the receiving end of a hot drop the opportunity to get out of dodge or to take the cyno head on trying to destroy it before the bridge is active.

Also by increasing the mobility of squads in high sec we could add new timer based content, similiar to dead site escalations.
Take an incursion site for instance, if after the 2nd wave is down an escalation is broadcast to the fleet for the "reinforcement force spotted in xyz" the FC can send out a recon ship to get to that system while they finish this site, and then black ops bridge when complete, to then go do the reinforcement site. BUT if the reinforcement force isn't engaged within 30 minutes 10% of the incursion bar goes red. Imagine what this could mean for incursion runners, full blue bar to half red pretty sharpish if the other fleets aren't clearing out the reinforcements. Additionally this could spawn a variety of tactics. Do you use the same squad for both the incursion area and the reinforcements or do you have a dedicated blops squad for the reinforcements.

Also note for the incursion idea, you'd need to use t3 Logi as guardians and basilisk can't use black ops bridges.

Lots of additional game play elements are possible, just need to open up the options.
Swiftstrike1
Swiftstrike Incorporated
#8 - 2014-02-04 12:12:50 UTC
I think this would make a decent addition to the game with the following caveats:

  1. Empires disapprove of cyno usage, therefore anyone lighting cyno, opening bridge or jumping gets a suspect tag
  2. Anyone who lights the cyno, opens the bridge or jumps cannot cloak until their suspect timer expires

That 2nd one might be controversial, but NPC faction police already have this capability and use it against FW pilots in hostile hisec. I think it is an entirely plausible way of preventing blop-drops followed immediately by people cloaking up to avoid consequences.

Casual Incursion runner & Faction Warfare grunt, ex-Wormholer, ex-Nullbear.

Samillian
Angry Mustellid
#9 - 2014-02-04 12:23:03 UTC
Giving people incentives to stay in HiSec is not the way we should be going. Honestly if you want to play with the nice toys its easy enough, leave the HiSec shallow end and join us in LowSec and Null.

NBSI shall be the whole of the Law

Mario Putzo
#10 - 2014-02-04 13:08:52 UTC  |  Edited by: Mario Putzo
Samillian wrote:
Giving people incentives to stay in HiSec is not the way we should be going. Honestly if you want to play with the nice toys its easy enough, leave the HiSec shallow end and join us in LowSec and Null.


You are aware I can already play with my Redeemer in high sec right? I seriously question the extent of some peoples understanding of Black Ops, how it works, and what it is useful for.

this thread is better anyway https://forums.eveonline.com/default.aspx?g=posts&t=296129
Dark'Rai
DEMONS OF THE HIDDEN MIST
TRUTH. HONOUR. LIGHT.
#11 - 2014-02-04 13:14:06 UTC
Mario Putzo wrote:
Samillian wrote:
Giving people incentives to stay in HiSec is not the way we should be going. Honestly if you want to play with the nice toys its easy enough, leave the HiSec shallow end and join us in LowSec and Null.


You are aware I can already play with my Redeemer in high sec right? I seriously question the extent of some peoples understanding of Black Ops, how it works, and what it is useful for.


Yea, because you're totally making the ship a useful addition to your gang/fleet/insta-lock camp. BlOps shouldn't belong in highsec, neither should cynos, especially covert cynos. There's literally no use for a BlOps without the use of cynos, unless you just enjoy the ~no target delay~ after uncloaking.
Mario Putzo
#12 - 2014-02-04 13:15:23 UTC
Dark'Rai wrote:
Mario Putzo wrote:
Samillian wrote:
Giving people incentives to stay in HiSec is not the way we should be going. Honestly if you want to play with the nice toys its easy enough, leave the HiSec shallow end and join us in LowSec and Null.


You are aware I can already play with my Redeemer in high sec right? I seriously question the extent of some peoples understanding of Black Ops, how it works, and what it is useful for.


Yea, because you're totally making the ship a useful addition to your gang/fleet/insta-lock camp. BlOps shouldn't belong in highsec, neither should cynos, especially covert cynos. There's literally no use for a BlOps without the use of cynos, unless you just enjoy the ~no target delay~ after uncloaking.


huehuehue.

You do know that you can bridge from highsec right.
ISD Ezwal
ISD Community Communications Liaisons
ISD Alliance
#13 - 2014-02-04 21:30:01 UTC
As there is already a thread on the same topic, this one gets a lock.

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