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Cyno's are now outdated

Author
Ptraci
3 R Corporation
#41 - 2015-01-11 02:47:02 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Is it time to consider if the cyno character & the beacon type jump is outdated and belongs to a previous age.



Stick cynos on your capital ships and leap-frog them. Win.
Inxentas Ultramar
Ultramar Independent Contracting
#42 - 2015-01-11 10:38:52 UTC
It is impracticable to have 30 cyno toons in station along the route you need to jump? Oh dear, poor little octopus...Lol
Ranger 1
Ranger Corp
Vae. Victis.
#43 - 2015-01-11 20:06:46 UTC  |  Edited by: Ranger 1
Pyrasanth wrote:
Vincent Athena wrote:
how about making friends with someone and sharing cyno alts?


No problem with that but honestly- do you really like 20 cyno jumps & all the hassle behind it?

Not to put too fine a point on it, but I think you've missed the point.

Long distance travel for cap ships was changed precisely so it would become a hassle. Force projection had become a serious problem in EVE, with cap ship hot drops occurring halfway across EVE within a few minutes (or less).

Any long distance travel across EVE in a cap ship should be part of a larger effort, which means multiple cyno alts will be available... and even then progression won't be fast. The whole operation will need to be carefully planned, as large fleet operations should be.

For solo movement rely primarily on gate jumps and save your cyno hops for when you really need them.

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Maeltstome
Ten Thousand Days
#44 - 2015-01-12 11:07:00 UTC
This raises a good point, since cyno's can be 'gamed' like many Mechanics. I'd like to see Capitals be a bit less reliant on the logistics that now hamper more then help them.

- You can drop a Cyno in docking range of a station, this makes jumping around very safe into hostile systems
- You can activate self-destruct on your cyno ship, then with only a few seconds until it explodes light a cyno for a capital to jump to. This allows the cyno to appear and disappear almost instantly which doesn't make sense.

So with a few caveats, i'd say removing cyno's is a good idea.

*Caveats

- Cyno beacons can still exist, they will fuction as the currently do.
- Jumping would involve picking a target system and then choosing to jump
- When jump drive is activated, for 10 seconds prior to this, there is a beacon placed in system (RP it as a spacial disturbance or something, w/e). This beacon is visible on the star map like a cyno beacon and will remain for 5 minutes.
- Once jump is pressed, there is a 10 second 'spooling-up' time before the jump happens.
- When the jump completes, you are somewhere random in the target system*
- The ship will land within 10KM of the beacon it creates.
- Cloaking devices on the capital ship wont work for 30 seconds or so until after the jump is complete

*Fleet commanders can activate a 'Fleet jump' like a current fleet warp. All capitals will land withing 10KM of the beacon. If any individual pilot is out of range, the jump will fail for them.

Sounds much more interesting and easy for solo pilots without allowing large alliances to really abuse current cyno mechanics.

Titan Jump bridges would require serious discussion as to how best to use them, e.g. should they require a target in-system to create the bridge?
Maeltstome
Ten Thousand Days
#45 - 2015-01-12 11:10:36 UTC
Ranger 1 wrote:
Pyrasanth wrote:
Vincent Athena wrote:
how about making friends with someone and sharing cyno alts?


No problem with that but honestly- do you really like 20 cyno jumps & all the hassle behind it?

Not to put too fine a point on it, but I think you've missed the point.

Long distance travel for cap ships was changed precisely so it would become a hassle. Force projection had become a serious problem in EVE, with cap ship hot drops occurring halfway across EVE within a few minutes (or less).

Any long distance travel across EVE in a cap ship should be part of a larger effort, which means multiple cyno alts will be available... and even then progression won't be fast. The whole operation will need to be carefully planned, as large fleet operations should be.

For solo movement rely primarily on gate jumps and save your cyno hops for when you really need them.


No, the changes where made to limit how quickly capital ships could move. Cyno characters logged off all over eve provided capital ships the ability to traverse the whole universe in minutes.

Making capitals a pain in the ass to move around normally was just a painful side effect.
Caviar Liberta
The Scope
Gallente Federation
#46 - 2015-01-12 18:48:36 UTC  |  Edited by: Caviar Liberta
People complained about being able to move across the game to quickly and being able to hot drop anything and everything anywhere. The result is the dev's took a big hammer to the cyno travel system. If you want someone to blame then start with the people that complained about power projection.

-edit

Just said the same thing Maeltstome did.
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