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[Black Ops] Jumping Without a Cyno

Author
Trollin
Perkone
Caldari State
#61 - 2014-07-09 16:25:52 UTC
the only way I am +1 on this

IF EVERY JUMP CAPABLE SHIP CAN DO IT

SUPER+TITAN+CARRIER+DREAD+JF+BLOPS+RORQ

We are our own worst enemy.

Uriel Paradisi Anteovnuecci
Itsukame-Zainou Hyperspatial Inquiries Ltd.
Arataka Research Consortium
#62 - 2014-07-09 16:28:17 UTC  |  Edited by: Uriel Paradisi Anteovnuecci
Why hello, 'Trollin' Smile

There's actually a thread for that already!

It's an interesting idea, but it'd be a huge mistake to implement something like that on all the jump ships- on the black ops, it presents a unique new attribute and opens up he door for this idea. It gives he ships a unique role and could be just what they need Big smile
rsantos
The Scope
Gallente Federation
#63 - 2014-07-09 16:29:05 UTC
IceAero wrote:
rsantos wrote:


I've already stated my reasons... jumping to a system without a cyno allows you to move an entire fleet without any fleet member taking a single gate... that is too powerful and risk free...


How much risk is associated with a nullified covert T3 traveling a half dozen system to light a covert cyno?


Some != None
Trollin
Perkone
Caldari State
#64 - 2014-07-09 16:33:28 UTC
there can be other threads, i was replying to yours.

to give blops only the capability is to ignore the rest, so much for being against forced alts, yada yada

you just want to grape harder, admit it

We are our own worst enemy.

Uriel Paradisi Anteovnuecci
Itsukame-Zainou Hyperspatial Inquiries Ltd.
Arataka Research Consortium
#65 - 2014-07-09 16:34:29 UTC  |  Edited by: Uriel Paradisi Anteovnuecci
rsanTos wrote:
Some != None


There's a lot of risk present in any situation where you're blindly jumping into another system.

Normally, a cyno alt doubles as a scout of sorts- without prior intel, you're putting a lot at risk.

@Trollin

Giving a ship class a unique ability isn't so badSmile
Altirius Saldiaro
Doomheim
#66 - 2014-07-09 16:37:33 UTC
There should be 3 types of jumps on all jump drives.

JD to Cyno = Precise
JD to chosen system in range = Near sun
JD Emergency Jump = Random jump to random system within jump range.

IceAero
Ministry of War
Amarr Empire
#67 - 2014-07-09 16:39:27 UTC  |  Edited by: IceAero
rsantos wrote:
IceAero wrote:
rsantos wrote:


I've already stated my reasons... jumping to a system without a cyno allows you to move an entire fleet without any fleet member taking a single gate... that is too powerful and risk free...


How much risk is associated with a nullified covert T3 traveling a half dozen system to light a covert cyno?


Some != None



Look, please, be constructive. Or try, for EVE's sake.

I completely understand your logical statement.

Can you please address my question in the context of the proposal at hand?

I'll proffer my own logic:

Jumping a fleet of covert ships and Black Ops to a point in space at a covert cyno != jumping a fleet of black ops ships to an unscouted system at random points (with a delayed warp-off and inability to light cynos).

To do the first, you have a little risk (how much, you've yet to tell me), and to do the other, you have no risk.

EDIT: You, as a defending fleet, certainly won't catch a black ops fleet that doesn't want to fight. They can wait out their timers and jump to a new system. Though, to do so, they will have to uncloak for a small period of time (which MIGHT be enough for a crazy-good prober to get a ping and warp to it, but probably not). As a black ops fleet, you will be able to infiltrate behind enemy lines by jumping blind into systems, however you wont catch anyone if they dock up upon local spikes (but you couldn't catch them jumping through the gate either..you're in a slow ship).
rsantos
The Scope
Gallente Federation
#68 - 2014-07-09 17:01:27 UTC
Black-Ops had there Jump/bridge range increased a few iterations ago... rightly so... range was crap.

With this change a black-ops will be able to move outside the jump range with ease...
30 secounds or 1 minute delay... that what it takes for them to cap up...

Now... You and your friends are having a BLOPS fleet night... you chill in station waiting for scouts and tackle to catch something... Today you are limited by the jump/bridge range or for cynos in mid-points .... with this change your not limited anymore...

It also gives them the ability to GTFO whenever... "You get in a tight spot! Just jump next door".
A random spot 1-5 AU from the sun... "Perfect! Couldn't be safer!"

I did BLOPS fleet almost every-day for the past 8-9 months, toke a break last month.... these changes would "make my day"!
I just think it makes it too easy.
Nikk Narrel
Moonlit Bonsai
#69 - 2014-07-09 17:21:57 UTC
rsantos wrote:
Black-Ops had there Jump/bridge range increased a few iterations ago... rightly so... range was crap.

With this change a black-ops will be able to move outside the jump range with ease...
30 secounds or 1 minute delay... that what it takes for them to cap up...

Now... You and your friends are having a BLOPS fleet night... you chill in station waiting for scouts and tackle to catch something... Today you are limited by the jump/bridge range or for cynos in mid-points .... with this change your not limited anymore...

It also gives them the ability to GTFO whenever... "You get in a tight spot! Just jump next door".
A random spot 1-5 AU from the sun... "Perfect! Couldn't be safer!"

I did BLOPS fleet almost every-day for the past 8-9 months, toke a break last month.... these changes would "make my day"!
I just think it makes it too easy.

In order to bring the BLOPs to a system, yes, you would lock onto the star and pop to a random point nearby.

In order to bring in ANY other ships, the BLOPs would then need to light a cyno or covert cyno, depending on what was doing the bridging.

So, you either have a fleet consisting of billion ISK hull & fitting combinations, or you are using one to light a cyno.
Either way, I see high risk, and BLOPs in the field itself, not just opening bridge portals at a safe and secure staging area.

As to using the jump to get out of trouble, this assumes no point has been applied, unless I missed something.
IceAero
Ministry of War
Amarr Empire
#70 - 2014-07-09 18:12:42 UTC
Nikk Narrel wrote:

In order to bring the BLOPs to a system, yes, you would lock onto the star and pop to a random point nearby.

In order to bring in ANY other ships, the BLOPs would then need to light a cyno or covert cyno, depending on what was doing the bridging.

So, you either have a fleet consisting of billion ISK hull & fitting combinations, or you are using one to light a cyno.
Either way, I see high risk, and BLOPs in the field itself, not just opening bridge portals at a safe and secure staging area.

As to using the jump to get out of trouble, this assumes no point has been applied, unless I missed something.


Right, so you definitely can't jump if you're pointed or in a bubble. That's nothing new.

Also, in my vision of this concept, the black ops cannot fit both a cyno generator and this new prototype jump drive. I think this is necessary to avoid using a single black ops jump into a system and then light a covert cyno.
Lord Fudo
Doomheim
#71 - 2014-07-09 18:13:48 UTC
Frostys Virpio wrote:
Rek Seven wrote:
So what's your point? Are you for it or against it?

It wouldn't change anything other than making blackops a better ship.

Sadly it isn't going to happen anyway as it would probably involve too much work for CCP.


I'm against because it's a change that bring nothing new. You made bridging still require a cyno but that's only an illusion of not being able to bridge wherever you want because you were to need a BLOP on the other system anyway to bridge the gang back home so he can bling jump, light his own cyno and you the bridge the fleet without having to slow boat a cyno to that system. It's basicly a **** ton of code to save people the hassle of having a cyno alt slowboating around.



How is the black ops that jumped able to bridge the fleet to him with the cyno he lit? Maybe I am misreading what you wrote.
IceAero
Ministry of War
Amarr Empire
#72 - 2014-07-09 18:22:57 UTC
Lord Fudo wrote:
Frostys Virpio wrote:
Rek Seven wrote:
So what's your point? Are you for it or against it?

It wouldn't change anything other than making blackops a better ship.

Sadly it isn't going to happen anyway as it would probably involve too much work for CCP.


I'm against because it's a change that bring nothing new. You made bridging still require a cyno but that's only an illusion of not being able to bridge wherever you want because you were to need a BLOP on the other system anyway to bridge the gang back home so he can bling jump, light his own cyno and you the bridge the fleet without having to slow boat a cyno to that system. It's basicly a **** ton of code to save people the hassle of having a cyno alt slowboating around.



How is the black ops that jumped able to bridge the fleet to him with the cyno he lit? Maybe I am misreading what you wrote.



Heh, yeah. He also missed the idea that this "cyno-less" jumping ability would not allow a cyno to be fitted to the ship that's jumping.
rsantos
The Scope
Gallente Federation
#73 - 2014-07-09 18:22:58 UTC
Lord Fudo wrote:
Frostys Virpio wrote:
Rek Seven wrote:
So what's your point? Are you for it or against it?

It wouldn't change anything other than making blackops a better ship.

Sadly it isn't going to happen anyway as it would probably involve too much work for CCP.


I'm against because it's a change that bring nothing new. You made bridging still require a cyno but that's only an illusion of not being able to bridge wherever you want because you were to need a BLOP on the other system anyway to bridge the gang back home so he can bling jump, light his own cyno and you the bridge the fleet without having to slow boat a cyno to that system. It's basicly a **** ton of code to save people the hassle of having a cyno alt slowboating around.



How is the black ops that jumped able to bridge the fleet to him with the cyno he lit? Maybe I am misreading what you wrote.


you use 2 black-ops... one jumps and ligths cyno the other bridges.
rsantos
The Scope
Gallente Federation
#74 - 2014-07-09 18:26:53 UTC
IceAero wrote:
Lord Fudo wrote:
Frostys Virpio wrote:
Rek Seven wrote:
So what's your point? Are you for it or against it?

It wouldn't change anything other than making blackops a better ship.

Sadly it isn't going to happen anyway as it would probably involve too much work for CCP.


I'm against because it's a change that bring nothing new. You made bridging still require a cyno but that's only an illusion of not being able to bridge wherever you want because you were to need a BLOP on the other system anyway to bridge the gang back home so he can bling jump, light his own cyno and you the bridge the fleet without having to slow boat a cyno to that system. It's basicly a **** ton of code to save people the hassle of having a cyno alt slowboating around.



How is the black ops that jumped able to bridge the fleet to him with the cyno he lit? Maybe I am misreading what you wrote.



Heh, yeah. He also missed the idea that this "cyno-less" jumping ability would not allow a cyno to be fitted to the ship that's jumping.


Why the "cyno-less"! I don't get it why its OP to jump and ligth cyno for a bridge for bombers and recons and its not OP to just use blak-ops and don't use a cyno at all.

IceAero
Ministry of War
Amarr Empire
#75 - 2014-07-09 18:32:08 UTC  |  Edited by: IceAero
rsantos wrote:
IceAero wrote:
Lord Fudo wrote:
Frostys Virpio wrote:
Rek Seven wrote:
So what's your point? Are you for it or against it?

It wouldn't change anything other than making blackops a better ship.

Sadly it isn't going to happen anyway as it would probably involve too much work for CCP.


I'm against because it's a change that bring nothing new. You made bridging still require a cyno but that's only an illusion of not being able to bridge wherever you want because you were to need a BLOP on the other system anyway to bridge the gang back home so he can bling jump, light his own cyno and you the bridge the fleet without having to slow boat a cyno to that system. It's basicly a **** ton of code to save people the hassle of having a cyno alt slowboating around.



How is the black ops that jumped able to bridge the fleet to him with the cyno he lit? Maybe I am misreading what you wrote.



Heh, yeah. He also missed the idea that this "cyno-less" jumping ability would not allow a cyno to be fitted to the ship that's jumping.


Why the "cyno-less"! I don't get it why its OP to jump and ligth cyno for a bridge for bombers and recons and its not OP to just use blak-ops and don't use a cyno at all.



It's about differentiation and avoiding changing more game mechanics.

You're concerned about this being overpowered, and, in turn, a fair limitation is to maintain the existing game mechanics for covert-bridging covert ops ships. If you want to bridge in a fleet to a system, you've gotta fly a ship there and light a covert cyno. There's no need to change this.

This proposal is related to a specific ADDITIONAL role for Black Ops hulls that does not change existing mechanics. It allows Black Ops, and them alone, to jump without a cyno. To avoid this being a back-door to avoiding the existing cyno requirement, it is necessary to prevent a cyno from being used afterwards.

Covert Ops != Black Ops.

After this change, one solution is to just prevent black ops from fitting covert cynos all together.
Lord Fudo
Doomheim
#76 - 2014-07-09 18:40:47 UTC  |  Edited by: Lord Fudo
IceAero wrote:
Lord Fudo wrote:
Frostys Virpio wrote:
Rek Seven wrote:
So what's your point? Are you for it or against it?

It wouldn't change anything other than making blackops a better ship.

Sadly it isn't going to happen anyway as it would probably involve too much work for CCP.


I'm against because it's a change that bring nothing new. You made bridging still require a cyno but that's only an illusion of not being able to bridge wherever you want because you were to need a BLOP on the other system anyway to bridge the gang back home so he can bling jump, light his own cyno and you the bridge the fleet without having to slow boat a cyno to that system. It's basicly a **** ton of code to save people the hassle of having a cyno alt slowboating around.



How is the black ops that jumped able to bridge the fleet to him with the cyno he lit? Maybe I am misreading what you wrote.



Heh, yeah. He also missed the idea that this "cyno-less" jumping ability would not allow a cyno to be fitted to the ship that's jumping.


I think that it should require 2 black ops to be able to leap frog around. Especially if the only cyno they can fit are covert ops to prevent caps from taking advantage of it. I view black ops and covert ops as I do in RL. They are the elite. they have tools, gear and abilities that no one else has or can do.

They could possibly balance it with not only making it difficult to fit cloak, JPG, and covert cyno plus rest of fitting, but also modify fleet mechanics to recognize ship types and only allow max of 2 BLOPs in a fleet.

Flip side, keeping it all simple and basic has a better chance of CCP messing with it. so I am all in favor of Black Ops not being able to fit any type of cyno. Even though it would be a lot of fun to leap frog around a stealth fleet with two Black Ops. To me that would be the most fun.
Nikk Narrel
Moonlit Bonsai
#77 - 2014-07-09 18:42:29 UTC
IceAero wrote:
Right, so you definitely can't jump if you're pointed or in a bubble. That's nothing new.

Also, in my vision of this concept, the black ops cannot fit both a cyno generator and this new prototype jump drive. I think this is necessary to avoid using a single black ops jump into a system and then light a covert cyno.

I would not be too quick to pull that from the table, and I would like to point out why.

This jump tactic only fits two situations, in my opinion, with any real probable chance.

1. Time is short, and the cyno boat would not be able to reach before players critical to success needed to leave.

2. The systems are so well locked down, that use of the regular cyno boat has been discouraged. This makes the target area a prized opportunity for demonstrating that null sec can be dangerous anywhere.

I would point out that a battleship hull, uncloaked as needed for even a covert cyno, would not be a great challenge to scan down.
It would also be very likely to me, that seeing this ship land would inspire many proficient scanning pilots to become alert and hunting for the ship to do just that, decloak for a cyno, so it could be nailed in the act.
IceAero
Ministry of War
Amarr Empire
#78 - 2014-07-09 18:43:01 UTC  |  Edited by: IceAero
Lord Fudo wrote:


I think that it should require 2 black ops to be able to leap frog around. Especially if the only cyno they can fit are covert ops to prevent caps from taking advantage of it. I view black ops and covert ops as I do in RL. They are the elite. they have tools, gear and abilities that no one else has or can do.

They could possibly balance it with not only making it difficult to fit cloak, JPG, and covert cyno plus rest of fitting, but also modify fleet mechanics to recognize ship types and only allow max of 2 BLOPs in a fleet.


I'm proposing that they cannot fit Any cyno, covert or regular.

As I said, with this chance, I think black ops should be removed from the class of ship about to light covert cynos.

Nikk Narrel wrote:
IceAero wrote:
Right, so you definitely can't jump if you're pointed or in a bubble. That's nothing new.

Also, in my vision of this concept, the black ops cannot fit both a cyno generator and this new prototype jump drive. I think this is necessary to avoid using a single black ops jump into a system and then light a covert cyno.

I would not be too quick to pull that from the table, and I would like to point out why.

This jump tactic only fits two situations, in my opinion, with any real probable chance.

1. Time is short, and the cyno boat would not be able to reach before players critical to success needed to leave.

2. The systems are so well locked down, that use of the regular cyno boat has been discouraged. This makes the target area a prized opportunity for demonstrating that null sec can be dangerous anywhere.

I would point out that a battleship hull, uncloaked as needed for even a covert cyno, would not be a great challenge to scan down.
It would also be very likely to me, that seeing this ship land would inspire many proficient scanning pilots to become alert and hunting for the ship to do just that, decloak for a cyno, so it could be nailed in the act.


The other situation is when a fleet wants to travel longer distances without moving the cyno ahead of them.

But I do think black ops can't be allowed to jump without a cyno, just to light a cyno.
Linkxsc162534
Silent Scourge
#79 - 2014-07-09 18:49:39 UTC  |  Edited by: Linkxsc162534
My solution



Prototype jump navigation computer rig.
Electronics rig. 300 calibration(maybe 200)

Allows the blops to jump without cyno support.
Penalty, cyno and covert cyno cant be fit to ship. (None of this mobile depot refitting bs)

Tech 1, 1min spool time, 1half cynoable jump range
Tech 2, 40 seconds 2/3rds cynoable range.

Ship must be uncloaked while spooling up the drive. Ship speed while spooling the drive locked at 0m/s defensive gear and weapons can be used. Can be canceled with 1 point of warp disruption. Capacitor need for jump is removed upon starting the jump.

There now its a hardwire choice you rig right into the ship thats costly to change.

Maybe play with the numbers though. 1 minute is an eternity in hostile territory. Maybe 45/30 or 30/20 so the person probing you would need to be quick
Nikk Narrel
Moonlit Bonsai
#80 - 2014-07-09 19:04:27 UTC
IceAero wrote:
Nikk Narrel wrote:
IceAero wrote:
Right, so you definitely can't jump if you're pointed or in a bubble. That's nothing new.

Also, in my vision of this concept, the black ops cannot fit both a cyno generator and this new prototype jump drive. I think this is necessary to avoid using a single black ops jump into a system and then light a covert cyno.

I would not be too quick to pull that from the table, and I would like to point out why.

This jump tactic only fits two situations, in my opinion, with any real probable chance.

1. Time is short, and the cyno boat would not be able to reach before players critical to success needed to leave.

2. The systems are so well locked down, that use of the regular cyno boat has been discouraged. This makes the target area a prized opportunity for demonstrating that null sec can be dangerous anywhere.

I would point out that a battleship hull, uncloaked as needed for even a covert cyno, would not be a great challenge to scan down.
It would also be very likely to me, that seeing this ship land would inspire many proficient scanning pilots to become alert and hunting for the ship to do just that, decloak for a cyno, so it could be nailed in the act.


The other situation is when a fleet wants to travel longer distances without moving the cyno ahead of them.

But I do think black ops can't be allowed to jump without a cyno, just to light a cyno.

I can agree that a normal cyno should be impossible to fit with this drive, but the BLOPs begins to feel like a novelty ship if it cannot at least retain the covert cyno.

The BLOPs, in my opinion, is present to help insert the covert forces into enemy territory. It feels inadequate to me in the role of a scout, or even attack craft, outside of extraordinary circumstances.

In my thinking, the BLOPs exists only to plant the covops boats, and get them out as needed. Any other use just feels like a novelty to me.