These forums have been archived and are now read-only.

The new forums are live and can be found at https://forums.eveonline.com/

Player Features and Ideas Discussion

 
  • Topic is locked indefinitely.
123Next page
 

Targeted Cyno Suppression Module

Author
Cara Forelli
State War Academy
Caldari State
#1 - 2015-05-19 16:52:32 UTC  |  Edited by: Cara Forelli
Highslot utility mod, prevents a cyno from being lit and/or deactivates an active cyno. Perhaps just "jams" the cyno so that it still has to cycle the full duration but becomes unusable.

Would allow some counterplay to known hotdroppers, forcing them to be more careful in bait ships and hopefully encouraging less one-sided conflict where people are more willing to fight. Probably wouldn't have much effect on large scale capital ops where multiple backup cynos are already used.

Clearly there would be many repercussions - some good, some bad. Some depend on your point of view.

Discuss!

Want to talk? Join my channel in game: House Forelli

Titan's Lament

FireFrenzy
Cynosural Samurai
#2 - 2015-05-19 17:02:19 UTC
You realise the whole i undock i get dropped on thing died with the jump changes?
Christopher Mabata
Northern Accounts and Systems
#3 - 2015-05-19 17:14:30 UTC
Cara Forelli wrote:
Highslot utility mod, prevents a cyno from being lit and/or deactivates an active cyno. Perhaps just "jams" the cyno so that it still has to cycle the full duration but becomes unusable.

Would allow some counterplay to known hotdroppers, forcing them to be more careful in bait ships and hopefully encouraging less one-sided conflict where people are more willing to fight. Probably wouldn't have much effect on large scale capital ops where multiple backup cynos are already used.

Clearly there would be many repercussions - some good, some bad. Some depend on your point of view.

Discuss.


We already got jump changes and the mobile anti cyno structure, people just never seem to think its enough, you have plenty of tools to avoid getting dropped on use those rather than asking CCP for more ways to protect your assets than are even needed

♣ Small Gang PVP, Large Fleet PVP, Black Ops, Incursions, Trade, and Industry ♣ 70% Lethal / 30% Super-Snuggly / 110% No idea what im doing ♣

This Message Brought to you by a sweet and sour bittervet

Cara Forelli
State War Academy
Caldari State
#4 - 2015-05-19 17:44:36 UTC  |  Edited by: Cara Forelli
FireFrenzy wrote:
You realise the whole i undock i get dropped on thing died with the jump changes?

I disagree. Blackops in particular are still very popular in many regions of lowsec. I have at least 10 alts on my watchlist whose sole purpose is to light cynos and I see them daily.

Christopher Mabata wrote:
We already got jump changes and the mobile anti cyno structure, people just never seem to think its enough

In my opinion, cyno inhibitor modules are useful for protecting your own capitals during structure bashes and the like, but the online time is prohibitive for other uses. If you see an Arazu in system that you know is a hot drop alt, you can't expect to anchor the thing and get it to engage you. Essentially, the cyno is guaranteed to work because they pick the engagement.

If it wasn't guaranteed though, people would have to find more creative ways to get fights or bring more support to get control over their cyno. I think it would create a more interesting dynamic than the current meta. Perhaps you disagree.

Christopher Mabata wrote:
you have plenty of tools to avoid getting dropped on use those rather than asking CCP for more ways to protect your assets than are even needed

I'm not asking for anything. I just have an idea which I believe fills a different use niche than the cyno inhibitor and I'm curious what other people think. Thank you for your opinion.

I'm also not interested in "avoiding" getting dropped or "protecting" my assets. That's easy. Dock up. Use cyno inhibs to protect your fleets and structures. What I'm considering is a way to empower smaller groups to engage against known hot droppers. This would bring more conflict (a good thing!) and be less one-sided, giving some of the cards back to the people actually in system (also a good thing in my opinion).

I've been on both sides of this many times. Dropping everything in sight leads to very scarce targets and very bored players. We are our own worst enemy in that regard. We just need some more reasons to pause and think about taking the easy way out before we light up.

Want to talk? Join my channel in game: House Forelli

Titan's Lament

joecuster
Anime Masters
#5 - 2015-05-19 18:09:01 UTC
lol cyno inhib to pricey for bads
afkalt
Republic Military School
Minmatar Republic
#6 - 2015-05-19 18:20:02 UTC
joecuster wrote:
lol cyno inhib to pricey for bads


Totally stops the blops ships mentioned too, right?



PS: it doesn't.
Arya Regnar
Darwins Right Hand
#7 - 2015-05-19 19:52:55 UTC
afkalt wrote:
joecuster wrote:
lol cyno inhib to pricey for bads


Totally stops the blops ships mentioned too, right?



PS: it doesn't.

And that is awesome.

EvE-Mail me if you need anything.

Vic Jefferson
Stimulus
Rote Kapelle
#8 - 2015-05-19 20:12:44 UTC
The mobile inhibitor actually does it's job really well and sets up some interesting tactics while using them. It is sufficient and a really good addition to the game.

Covert cynos are another beast entirely. You have so many options to deal with this...
A)Jam the tackle ship that is initiating the drop.
B)Counter drop. People like big shiny killmails, it shouldnt be too hard to set up a good counter drop. One good welp of their BLOPS fleet and they will probably leave you alone.
C)Kite. Given that almost all the 'good' ships in the meta are so fast and so small, dropping them is actually tricky.
D)Get a fleet and fight your local pirates. Bored groups are the ones that resort to excessively Cyno based gameplay. It's not that they don't want a fight, it's that they only way they can get one is by baiting.

Vote Vic Jefferson for CSM X.....XI.....XII?

Alexis Nightwish
#9 - 2015-05-19 20:55:26 UTC
The cyno mechanics are terrible since forever and always.

The OP's idea would probably need more fleshing out, but as a concept I like it. If this or something similar were in game, roams in Low and Null would be a lot more fun. I'm totally on board with anything that let's me **** with the "I Win!" button. Especially now that ratting carriers in null are all required to have a depot out and a cyno in hold so if jumped they can summon the whole constellation right on top of them instantaneously. Straight

Cyno inhibs are great as a preventative, defensive action in a set place, but are totally worthless for roams. If there's even a chance of winning we'll take the fight, but what's the point of fighting someone who just has 50 dudes 5ly away waiting next to a Titan that's 1cm out of its POS so they can get some of that EZKB Green. Yes, I did just make that term up.

Whether you die or escape at that point it doesn't matter because a cyno going up signals the end of the fun. Sad

+1 to cyno fuckery

CCP approaches problems in one of two ways: nudge or cludge

EVE Online's "I win!" Button

Fixing bombs, not the bombers

Cara Forelli
State War Academy
Caldari State
#10 - 2015-05-19 21:19:48 UTC
Vic Jefferson wrote:
The mobile inhibitor actually does it's job really well and sets up some interesting tactics while using them. It is sufficient and a really good addition to the game.

I agree it was a good addition.

Vic Jefferson wrote:

Covert cynos are another beast entirely. You have so many options to deal with this...
A)Jam the tackle ship that is initiating the drop.
B)Counter drop. People like big shiny killmails, it shouldnt be too hard to set up a good counter drop. One good welp of their BLOPS fleet and they will probably leave you alone.
C)Kite. Given that almost all the 'good' ships in the meta are so fast and so small, dropping them is actually tricky.
D)Get a fleet and fight your local pirates. Bored groups are the ones that resort to excessively Cyno based gameplay. It's not that they don't want a fight, it's that they only way they can get one is by baiting.

A and C are valid suggestions.

B) I don't want them to leave me alone. I want more conflict, not less. This just leads to a standoff where neither group wants to do anything but drop on easy victims, because no one wants to actually risk their black ops (why would you? they are flimsy).

D) I am the local pirate. Pirate

Want to talk? Join my channel in game: House Forelli

Titan's Lament

Nevyn Auscent
Broke Sauce
#11 - 2015-05-19 21:20:21 UTC
Current Inhibitors only work if you are a static fleet. If you are a roaming fleet they are vastly to expensive to drop on every single gate and location you land on.
Vic Jefferson
Stimulus
Rote Kapelle
#12 - 2015-05-19 21:35:41 UTC  |  Edited by: Vic Jefferson
Nevyn Auscent wrote:
Current Inhibitors only work if you are a static fleet. If you are a roaming fleet they are vastly to expensive to drop on every single gate and location you land on.


I'm not sure its that cut and dry. I had a humorous situation unfold where we were defending a poco, and the attacking fleet was scouted with no logi; they intend to drop triage. We scrambled a cyno inhibitor up as fast up as possible, and had it anchored by the time they landed in our bubble. Their scouts did not evidently think it worthy of the FC's attention, or didn't notice it. Suffice to say the fight went rather well for us.

They aren't supposed to HARD counter caps, or drops. If you are truly a roaming fleet, just don't let the bait scram you, and you live to fight another day, and they get fatigued for no kills. As cancerous as the current speed/drone/LML meta is, it does a fair bit to dissuade drops.

If you don't think you can kill a carrier before his friends show up, bring more bombers. Or hide the cyno inhibs in the anoms before hand. Think creatively.

Vote Vic Jefferson for CSM X.....XI.....XII?

Rawketsled
Generic Corp Name
#13 - 2015-05-19 21:46:09 UTC
Cynos are more boring than mining.

Click a button and wait. At least you can move about while mining.
FT Diomedes
The Graduates
#14 - 2015-05-20 02:02:52 UTC
There are already many high slot modules that can shut down an active cyno. They are called turrets and missile launchers. Rumor has it that drones, bombs, and smartbombs are also capable of shutting down a cyno.

CCP should add more NPC 0.0 space to open it up and liven things up: the Stepping Stones project.

FireFrenzy
Cynosural Samurai
#15 - 2015-05-20 07:27:54 UTC
I meant it like this...

I once undocked my carrier to show it to a new bro, (irl buddy of mine no intelligence leaks there) and within 1 minute i had a ******* Pandemic legion ganksquad on my undocked carrier... It was fairly silly... Docked back up and felt like a big boy once the shakes stopped...
Samillian
Angry Mustellid
#16 - 2015-05-20 07:41:17 UTC
When a cyno goes up either apply DPS or GTFO, one or the other usually works.

NBSI shall be the whole of the Law

Lugh Crow-Slave
#17 - 2015-05-20 11:11:07 UTC
well for once a great well thought out idea with no holes in it


this would change so much no longer would people have to fear constantly being dropped on


isn't it great we play in a game with no alts so that this would actually fix a problem and not just force people to sub another acc to be competitive in an area of the game?






seriously this mod gets added to the game all i do is make a few more cyno alts and train them with damps.


so what changes

1. people make more alts

2. Arazue becomes even more so the primary recon for lighting cov cynos

3. i have a few back up cynos in large fleets to ensure everyone i need to have drop drops

what stays the same

1. you are still going to be at just as much risk of being dropped on

2. even if i only bring in one cyno ship i will be able to bridge in most of my fleet as they will know when the cyno is going to be light and you need to react to a ship d-cloaking

3 .people who do not use jump drives complain that they are to strong and want one more nerf
FT Diomedes
The Graduates
#18 - 2015-05-20 11:46:49 UTC
FireFrenzy wrote:
I meant it like this...

I once undocked my carrier to show it to a new bro, (irl buddy of mine no intelligence leaks there) and within 1 minute i had a ******* Pandemic legion ganksquad on my undocked carrier... It was fairly silly... Docked back up and felt like a big boy once the shakes stopped...


You undocked a Carrier without paying attention to local and you think this is a problem with game mechanics?

CCP should add more NPC 0.0 space to open it up and liven things up: the Stepping Stones project.

Dustpuppy
New Eden Ferengi
#19 - 2015-05-20 11:52:27 UTC
Cara Forelli wrote:
Perhaps just "jams" the cyno so that it still has to cycle the full duration but becomes unusable.


No neeed for a special item here. Any ship with a gun can do this and if you use a small blaster ship a cyno alt is dead within seconds after landing on it.

No idea why cynos cause so much pain to you guys. I normally have a problem to keep the alive for at least 10 seconds after lighting them and typiclally 12 secos after firing it the cyno is bubbled and dead.
Cara Forelli
State War Academy
Caldari State
#20 - 2015-05-20 13:24:56 UTC  |  Edited by: Cara Forelli
Dustpuppy wrote:
No neeed for a special item here. Any ship with a gun can do this and if you use a small blaster ship a cyno alt is dead within seconds after landing on it.

I've seen this argument twice now. You realize no one uses an Ibis to hot drop right? I'm not talking about throw-away cynos on station to move your carrier, I'm talking about brick-tanked hot drop ships.

Lugh Crow-Slave wrote:
1. you are still going to be at just as much risk of being dropped on

2. even if i only bring in one cyno ship i will be able to bridge in most of my fleet as they will know when the cyno is going to be light and you need to react to a ship d-cloaking

3 .people who do not use jump drives complain that they are to strong and want one more nerf

I consider 1) and 2) a good thing. This idea is not supposed to hard counter hot drops, just to provide one more factor to make it more risky. That's why I made it a targeted high slot (utility highs are somewhat rare comparatively), and not area of effect. If you really want to drop you shouldn't be completely prevented by a single module (come to think of it falcons would be quite good at countering them as well).

As it is, the only really viable counter to dropping is counter dropping. This leads to all the drop-capable groups sitting in station while their cyno hunts targets, possibly with one tasty ship out ratting as bait. Sure, a well executed counter-drop can be fun, but the vast majority of your time is squandered inside the ship hangar. IMO more options to counter drops, even if they are not foolproof, means more people out in space instead of waiting around in station, whether it's to try and shut down the cyno or help support it.

As for 3), I've been on both sides of the situation many times. I find it quite boring and would like to see more ships in space. I think my idea has the potential for that, perhaps with some fleshing out. And happy blops pilots do not need to feel threatened by it. As you pointed out, there are ways to counter this counter.

Basically, it's just one more monkey wrench to stir the pot.

Want to talk? Join my channel in game: House Forelli

Titan's Lament

123Next page