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Cyno Brainstorm 2

Author
General Guardian
Perkone
Caldari State
#1 - 2014-03-06 10:33:37 UTC  |  Edited by: General Guardian
Since Cynos are still a hot topic, I decided to put forth the basis of another fleeting idea I had while it's in my head, I haven't completely thought it through so this is more of a discussion about how to balance such an idea rather than find out if you like it or not.

What if we separated cynos in to 2 types. One that is meant for bridging, and one that is meant for jump drives to lock on to and jump to. The bridging cyno would be more like a temporary portal which includes a mass limit (mass limit increasing based on the relevant skill such as cyno field theory) and once the mass of ships that has passed through it has reached the limit, the portal collapses. The ship that lit the "Bridging Portal" would still have his 60 second cooldown before reopening/relighting another beacon/portal. And the ship opening the bridge also has it's normal cooldown on bridging.

Without taking in to account multiple cyno/portal opening ships, this would limit the ability to just mop the floor by dropping everything you have at once. Instead you would need to decide who and what ships to send first, or organise squads accordingly and coordinate multiple cynos and bridges.

The same mass limit could be applied to regular cynos for capital ships.

I don't know what mass numbers to begin with for the bridging portal, maybe start with a base of 5 cruisers at skill level 1, and up to around 12-15 cruisers at max level.

This will still allow you to dominate the 2 drakes sitting at a gate looking like a pair of drongos, but any decent size gang and you have to think twice about what ships to send in first or get creative with multiple portals. It also provides more of an incentive to roam more in decent size gangs, rather than have 143 people sit on a titan with 1 lone cyno ship doing the actual flying.

And lastly, what if the Portal worked 2 ways just like a wormhole? How many bridges will we see if the targets can jump right on through to your bridging ship, and throw you a surprise party?

GG out.
Seliah
Red Cloud Vigil
#2 - 2014-03-06 10:45:45 UTC
General Guardian wrote:

And lastly, what if the Portal worked 2 ways just like a wormhole? How many bridges will we see if the targets can jump right on through to your bridging ship, and throw you a surprise party?


Lol man you want craziness to take over EVE :D

On a more serious note, I don't really have an opinion right now about your mass limit and cooldown ideas, but I like the proposal of creating more different types of cynos. It would allow the introduction of different and more precise mechanics instead of trying to find the one magic solution that'll solve all situations.
Rivr Luzade
Coreli Corporation
Pandemic Legion
#3 - 2014-03-06 11:02:45 UTC
And why do you create a new topic when there already is one on page 1?

UI Improvement Collective

My ridicule, heavy criticism and general pale outlook about your or CCP's ideas is nothing but an encouragement to prove me wrong. Give it a try.

General Guardian
Perkone
Caldari State
#4 - 2014-03-06 11:06:11 UTC


Because I'm not a Jackass that Hijacks other peoples ideas
Danika Princip
GoonWaffe
Goonswarm Federation
#5 - 2014-03-06 11:12:21 UTC
But a cyno is just a beacon. How can a beacon have a mass limit?
General Guardian
Perkone
Caldari State
#6 - 2014-03-06 11:25:34 UTC
Danika Princip wrote:
But a cyno is just a beacon. How can a beacon have a mass limit?


Programming, that's how.

Before cyno beacons were put in the game, you could have asked. "How can a ship without a jump drive, jump?"

Or you could ask "How can warp make noise?"

Or even "How can I fly through the sun?"

Answer: Because a game can be whatever the hell the programmers want it to be.

Then there's the entire changing the bridging cyno in to a Portal instead of a beacon idea you somehow might have missed.




Lephia DeGrande
Luxembourg Space Union
#7 - 2014-03-06 11:52:48 UTC
Ok befor reading, this Post will contain the words "Cyno" "better" and "World of Warcraft" so prepare your Anus!

I dunno if World of Warcraft did keep the requirements because i did only play Vanilla WoW but if anyone can remember the Warlock can summon other players but not alone.

So its interessting that such a simply game needs more player interaction then Eve Online, i think the Basic mechanic of Cynos isnt that Broken its the Beacon itself, because ONE Ship can bring a whole Fleet at once.

Wouldnt it be better to increase the requirements to atleast 3 ships that maybe also need some kind of specific triangulation so that the Fleet really jump into the same pocket.

I believe Cyno baits should be nerfed so that only CovOps Ships can bridge with one ship. (with a bacon yum)
Jessica Danikov
Network Danikov
#8 - 2014-03-06 14:50:03 UTC
You can't nerf bridging bandwidth as that can be overcome with multiple titans/cynos/whatever.

What you can do is go after the cyno mechanism- 'travel' cynos could have a locking delay like decloaking does, or give other temporary bad effects that make them unfit for a hot drop.

Hell, you could just have negative effects scale by bridging distance and stack if you bridge rapidly. That'd reduce power projection a lot.
Batelle
Federal Navy Academy
#9 - 2014-03-06 15:29:16 UTC
Jessica Danikov wrote:
You can't nerf bridging bandwidth as that can be overcome with multiple titans/cynos/whatever.

Well that's the idea, isn't it?

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General Guardian
Perkone
Caldari State
#10 - 2014-03-06 16:17:53 UTC  |  Edited by: General Guardian
As Batelle replied, the idea is to put more effort in to fielding large fleets via jump bridge and bigger groups having to put more assets in to use for multiple bridges.

I think 1 quick click of cyno module and unlimited assets being fielded instantly a little too easy. Needs a little risk. (edit) Additonally, this could go a small way towards bringing power projection in check. If the big power players had more incentive to roam locally and it wasn't so easy to jump all the way across eve so quick, more alliances would be holding Sov, and control would be more localised.

For the other ideas in thread, please don't hijack, keep your posts on topic. Thanks.
Alvatore DiMarco
Capricious Endeavours Ltd
#11 - 2014-03-06 16:26:13 UTC
As long as we're talking about increasing the risk and making more assets required for jump travel, I've never really been sure I like the notion that a quick little ship like a Covops or a ceptor or even a basic T1 frig can rain down an entire titan-backed fleet onto somone's head all by itself.

I'm of the feeling that cyno generators should really be restricted to cruiser-size and above. Combine that with mass limits on how much the Titan's bridge (it's a wormhole generator, folks, and wormholes have mass limits) can safely transfer per activation and you'll see a sudden need to field multiple cruisers/recons in order to get anything moved around.
Abrazzar
Vardaugas Family
#12 - 2014-03-06 16:31:57 UTC
Now imagine the bridge cyno would have to be another titan with active bridge (and it'd go both ways) or a POS bridge array (controlled by a player like POS gun to allow linking through the fleet). That would definitely limit the use of bridging.
Psianh Auvyander
Hedion University
Amarr Empire
#13 - 2014-03-06 16:42:38 UTC
I like the idea of having mass limits on a cyno so that you'd have to deploy more cynos or light multiple cynos to get more numbers on field. What I like about this is that the idea is simple, yet robust and flexible. It doesn't really change the way people would move in peace times, but dropping very large fleets on top of an enemy would require a bit more coordination and planning, which I can cetainly get behind.

+1

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Mike Voidstar
Voidstar Free Flight Foundation
#14 - 2014-03-06 18:13:41 UTC
Actually, Cynos are not just Beacons.

According to the science articles, the gates are where they are because of the interaction of the magnetic fields between them. They have to be there for the gates to be stable.

Cynosural fields create a similar effect, are not stable, but can be temporarily created anywhere in the system. Technically the gates could be moved too, but would not be viable for regular traffick.

Putting mass limits and such on cynos is perfectly fine within the already established lore... No telling on if it would be a good idea in general.
Nikk Narrel
Moonlit Bonsai
#15 - 2014-03-06 18:48:07 UTC
Alvatore DiMarco wrote:
As long as we're talking about increasing the risk and making more assets required for jump travel, I've never really been sure I like the notion that a quick little ship like a Covops or a ceptor or even a basic T1 frig can rain down an entire titan-backed fleet onto somone's head all by itself.

I'm of the feeling that cyno generators should really be restricted to cruiser-size and above. Combine that with mass limits on how much the Titan's bridge (it's a wormhole generator, folks, and wormholes have mass limits) can safely transfer per activation and you'll see a sudden need to field multiple cruisers/recons in order to get anything moved around.


^^ THIS makes more sense to me than anything else.

The idea that something as powerful as a portal generator, capable of granting access to enormous amounts of ship mega-tonnage, should fit neatly on a noob frigate....
....or really, any frigate....
feels like an idea that should be reconsidered, in my opinion.
Jessica Danikov
Network Danikov
#16 - 2014-03-06 19:04:22 UTC  |  Edited by: Jessica Danikov
If you restrict the cyno bandwidth, the first wave dropped can just all have cynos (in big fleets you normally have redundancy anyway). The end result is added complexity with no practical change- a waste of effort. I guess the real question is what root problem are you actually trying to solve?

I like the idea of balancing cynos/bridges/jumping for travel and into combat seperately, so the idea of different types of cynos seems right to me fundamentally. The differentiating aspects can be discussed elsewhere.
Roland Cassidy
KarmaFleet
Goonswarm Federation
#17 - 2014-03-06 21:30:49 UTC
Thank you for mentioning redundant cyno's on the first wave. I was hoping someone would note that...

Just to mess with your minds a bit though, isn't bringing essentially a wormhole generator through a wormhole a little close to dividing by 0 for anyone else? Suddenly new EVE gate.

That said. I don't think I'd be adverse to cyno's requiring Crusier hulls to be fit... I'll have to pass that idea around a bit.

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(Trans) "My Tao is a winding path. I wander, seeking an elusive peace. "

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Nikk Narrel
Moonlit Bonsai
#18 - 2014-03-06 21:41:47 UTC
Myself, I am wondering why we don't have slingshot events.

By that I mean, multiple jump capable ships linking together, in order to jump as a group farther than any one of the members could on their own.
Lucine Delacourt
The Covenant of Blood
#19 - 2014-03-06 21:43:36 UTC
If the goal is to nerf bridging without removing it all together, why not just make it so the Titan has to jump through at the end of bridging?
Anhenka
The New Federation
Sigma Grindset
#20 - 2014-03-06 21:58:29 UTC
Lucine Delacourt wrote:
If the goal is to nerf bridging without removing it all together, why not just make it so the Titan has to jump through at the end of bridging?


Completely prevents the use of titans for bridging except where you are absolutely sure you have complete and total control over the field at the other end of the cyno. If Dreads can jump instantly to a cyno, then every single titan bridge become unacceptably risky.
Results in people only moving in massive blobs capable of protecting a titan against 30 suicide dreads, since you cannot exactly have a great deal of Opsec when moving alliance/coalition fleets.

Makes people far too risk adverse in the use of titans, resulting in boring manual travel everywhere in fleets of BS's, a terribly boring activity designed to make a fleet PvP'r bash his/her head against a wall in short order till all goes dark.
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