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Cyno's are now outdated

Author
Unsuccessful At Everything
The Troll Bridge
#21 - 2015-01-10 17:26:28 UTC
Pyrasanth wrote:
J'Poll wrote:
* Not amazed that such a low quality post comes from an xXDeathXx member...




Explain why you feel the post is low quality.


Because J'Poll has reading skills.

Since the cessation of their usefulness is imminent, may I appropriate your belongings?

Justice Zeta
Doomheim
#22 - 2015-01-10 17:48:45 UTC
That apostrophe rustles my jimmies.
Darth Terona
Horde Vanguard.
Pandemic Horde
#23 - 2015-01-10 18:32:56 UTC
If carriers could do this, I would do a stream if a bsg style roam!

Would be awesome
Serene Repose
#24 - 2015-01-10 20:32:43 UTC
I support EVE players considering whatever they fancy. Big smile

We must accommodate the idiocracy.

Miomeifeng Alduin
Lithonauts Inc.
#25 - 2015-01-10 20:51:44 UTC
They work perfectly. Now jumps are a tactical thing, other than a "meh, i'm bored, lets see what's on the other side of the galaxy and come back all in half an hour" thing
Miranda Katarn
Stark Industriez
#26 - 2015-01-10 21:02:34 UTC
Delete Cynos. Reimburse the SP.

Allow capitals and supers to jump themselves.

Portals work with magic now.
Scipio Artelius
Weaponised Vegemite
Flying Dangerous
#27 - 2015-01-10 21:07:47 UTC
Miranda Katarn wrote:
Portals work with magic now.

BLOPs fleets find their targets without even trying now.

Jump Freighter pilots fall in love with jumping to stars and gates.

Cyno. So outdated.
Herzog Wolfhammer
Sigma Special Tactics Group
#28 - 2015-01-10 21:09:05 UTC
Pyrasanth wrote:

IMO Cap ships should just have the ability to jump to any system within range and not be tied to a character projecting a beacon. True freedom of movement should be possible with a ship of this class.



Were it up to me all ships would be able to do this. Gates are a mechanic that only favors the play style of preventing others from playing the game. It's not helping to have a PVP game where everybody has to go through fatal funnels just to go anywhere (and then get told to pay for another sub to have a scout which is P2W and looks like a scam to new players).

Bring back DEEEEP Space!

admiral root
Red Galaxy
#29 - 2015-01-10 21:26:09 UTC
J'Poll wrote:
* Not amazed that such a low quality post comes from an xXDeathXx member...


But this time it was balanced out by an extremely rare worthwhile post from Vincent. Maybe he made a new year's resolution.

No, your rights end in optimal+2*falloff

Miomeifeng Alduin
Lithonauts Inc.
#30 - 2015-01-10 21:36:01 UTC
Herzog Wolfhammer wrote:
Pyrasanth wrote:

IMO Cap ships should just have the ability to jump to any system within range and not be tied to a character projecting a beacon. True freedom of movement should be possible with a ship of this class.



Were it up to me all ships would be able to do this. Gates are a mechanic that only favors the play style of preventing others from playing the game. It's not helping to have a PVP game where everybody has to go through fatal funnels just to go anywhere (and then get told to pay for another sub to have a scout which is P2W and looks like a scam to new players).


Or ..., you could try to work together with people and use the tools at your disposal to determine wether something's camped? Nah, who'd want to play together in a MMO, right?
Alli Ginthur
School of Applied Knowledge
Caldari State
#31 - 2015-01-10 21:46:01 UTC  |  Edited by: Alli Ginthur
Solecist Project wrote:
Doesn't like change.

Wants it different.

"All that needs to be done is", meaning that he knows better than all of CCP combined.

Has no clue if his idea actually has any merit
and rather wants CCP to figure it out themselves.


Excuses himself with "just my 2c".


So.... *checks card* Bingo?
Lienzo
Amanuensis
#32 - 2015-01-10 22:53:56 UTC
Cynos have ever been more of a problematic disengagement mechanic than one for engagement. In theory, a group could cast their forces far and wide to prevent capitals from escaping from a given area, but how often have you seen that actually take place? It's very impractical considering that most cynos only need to be up for a few seconds to fulfill their core function.

I'll accept the ability for capitals to rip holes in space to go whereever they wish.. so long as I can follow them. To this end, give the capital ships the ability to create K-K wormholes. Whatever the mass limit, they should have a minimum threshold time for being open, and an access range big enough to allow heavy ships to pursue.

Here's a new caveat this would introduce: No more precision cynos. That means no one step hotdrops, and no cynoing next to an engaged POS or other asset. The cyno exit would pretty much be a random point in the target solar system. Would it be broadcast system wide? I leave that as exercise for the developer.

For jump freighters, the need for precision cynos can only be addressed by jump bridges along the traditional highways. Jumping in within docking range of stations wouldn't be possible.


At the risk of digression, I'd prefer to see these difficulties revamped in a way that makes station or jump bridge environments more nuanced. I'd put them inside of deadspaces, but without acceleration gates. In this context, everyone has to slowboat. It should look rather majestic in my estimation.

Altirius Saldiaro
Doomheim
#33 - 2015-01-11 00:04:44 UTC
Ill say it again......if it has a jump drive or portal generator then it should be able to lock onto the Sun of the system it plans to jump to.
Solecist Project
#34 - 2015-01-11 01:16:00 UTC
Alli Ginthur wrote:
Solecist Project wrote:
Doesn't like change.

Wants it different.

"All that needs to be done is", meaning that he knows better than all of CCP combined.

Has no clue if his idea actually has any merit
and rather wants CCP to figure it out themselves.


Excuses himself with "just my 2c".


So.... *checks card* Bingo?

Looking at you, I can only agree! :D

That ringing in your ears you're experiencing right now is the last gasping breathe of a dying inner ear as it got thoroughly PULVERISED by the point roaring over your head at supersonic speeds. - Tippia

Abrazzar
Vardaugas Family
#35 - 2015-01-11 01:27:43 UTC
Capital ship locks on to target system's star and jumps into the system. Destination is randomly generated close to the star pretty much like a planetary launch. Star-jumping is a lot rougher on the systems than a cyno and incurs a higher jump fatigue. Also everybody gets their own destination spot, so a fleet is scattered around the star.
EvilDoomer
United Mining and Hauling Inc
The Initiative.
#36 - 2015-01-11 01:32:13 UTC
Pyrasanth wrote:
The changes in Jump travel distance mean that my Cyno toons have to travel with me. It is impracticable to have 30 cyno toons in station along the route I need to jump.

Is it time to consider if the cyno character & the beacon type jump is outdated and belongs to a previous age.

IMO Cap ships should just have the ability to jump to any system within range and not be tied to a character projecting a beacon. True freedom of movement should be possible with a ship of this class.

All that is required is to decide where the ships land in a system- perhaps random & off grid so it takes time to pull all the cap ships together & get into the action. I don't know about this issue. Needs exploring if the idea is valid.

This would offer flexibility & compensation for jump fatigue. The argument that CCP would loose revenue due to cyno alts unsubscribing is not really valid as I'm sure these alts could be put to better use in the game. I think most serious players would train up there cyno characters to have new functionality.

I think it would be much more exciting to be in a fight & have the risk of cap ships land than having a beacon lit which tells you where they are about to land.

It is just a thought to ponder on so don't flame me for thinking out aloud.


I dont think we should get rid of cyno alts. OR if so I want to setup Cyno mobile units that I can jump too.

But jump fatique is dumb and making owning and using caps no fun.

CCP start making the game fun again! Maybe play the actual game!! You nerfs and new additions are not making the game fun or adding new players. Missiles don't work, POS lasers cannot hit a slow moving bomber, Mines lost, Capitals are useless.

Solops Crendraven
University of Caille
Gallente Federation
#37 - 2015-01-11 01:38:05 UTC  |  Edited by: Solops Crendraven
Pyrasanth wrote:
The changes in Jump travel distance mean that my Cyno toons have to travel with me. It is impracticable to have 30 cyno toons in station along the route I need to jump.

Is it time to consider if the cyno character & the beacon type jump is outdated and belongs to a previous age.

IMO Cap ships should just have the ability to jump to any system within range and not be tied to a character projecting a beacon. True freedom of movement should be possible with a ship of this class.

All that is required is to decide where the ships land in a system- perhaps random & off grid so it takes time to pull all the cap ships together & get into the action. I don't know about this issue. Needs exploring if the idea is valid.

This would offer flexibility & compensation for jump fatigue. The argument that CCP would loose revenue due to cyno alts unsubscribing is not really valid as I'm sure these alts could be put to better use in the game. I think most serious players would train up there cyno characters to have new functionality.

I think it would be much more exciting to be in a fight & have the risk of cap ships land than having a beacon lit which tells you where they are about to land.

It is just a thought to ponder on so don't flame me for thinking out aloud.
your Ideas arnt rubbish I gave up on cyno toons long ago. Because like you said it old and outdated like many other things in Eve however thats another thread. i dont knock CCP for trying to make changes so your opinion is valid it make more sense than the gibberish ive been reading on these forums.

Moving To Las Vegas Watch Me Play Poker! enter link description here

Kiandoshia
Pator Tech School
Minmatar Republic
#38 - 2015-01-11 01:56:09 UTC
This idea keeps popping up but if your cap ends up somewhere in a random spot in a system, you still need an alt to scout.... So you might as well just have an alt with a cyno.
Herzog Wolfhammer
Sigma Special Tactics Group
#39 - 2015-01-11 02:05:05 UTC
Miomeifeng Alduin wrote:
Herzog Wolfhammer wrote:
Pyrasanth wrote:

IMO Cap ships should just have the ability to jump to any system within range and not be tied to a character projecting a beacon. True freedom of movement should be possible with a ship of this class.



Were it up to me all ships would be able to do this. Gates are a mechanic that only favors the play style of preventing others from playing the game. It's not helping to have a PVP game where everybody has to go through fatal funnels just to go anywhere (and then get told to pay for another sub to have a scout which is P2W and looks like a scam to new players).


Or ..., you could try to work together with people and use the tools at your disposal to determine wether something's camped? Nah, who'd want to play together in a MMO, right?




Kaarus alt detected

Bring back DEEEEP Space!

Herzog Wolfhammer
Sigma Special Tactics Group
#40 - 2015-01-11 02:15:45 UTC
Lienzo wrote:
Cynos have ever been more of a problematic disengagement mechanic than one for engagement. In theory, a group could cast their forces far and wide to prevent capitals from escaping from a given area, but how often have you seen that actually take place? It's very impractical considering that most cynos only need to be up for a few seconds to fulfill their core function.

I'll accept the ability for capitals to rip holes in space to go whereever they wish.. so long as I can follow them. To this end, give the capital ships the ability to create K-K wormholes. Whatever the mass limit, they should have a minimum threshold time for being open, and an access range big enough to allow heavy ships to pursue.

Here's a new caveat this would introduce: No more precision cynos. That means no one step hotdrops, and no cynoing next to an engaged POS or other asset. The cyno exit would pretty much be a random point in the target solar system. Would it be broadcast system wide? I leave that as exercise for the developer.

For jump freighters, the need for precision cynos can only be addressed by jump bridges along the traditional highways. Jumping in within docking range of stations wouldn't be possible.


At the risk of digression, I'd prefer to see these difficulties revamped in a way that makes station or jump bridge environments more nuanced. I'd put them inside of deadspaces, but without acceleration gates. In this context, everyone has to slowboat. It should look rather majestic in my estimation.




Lore-wise this sort of exists. The "Violent Wormholes" of the live event incursions were used by Sansha forces to raid systems. The wormholes were persistent during the events most of the time (though the players did mess with them). Nobody was able to use them except Sansha.


I think we will see a day when players will gain the ability to do that seeing that Sansha already can. It's only a matter of time, and the new sleeper content in known space (if we could go back to 2009 and tell people that sleepers would appear in highsec in 2014....) may lead up to that. Hit those sites and save that sleeper junk.

Bring back DEEEEP Space!

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