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Why nothing is done with cyno mechanics?

Author
Tiger's Spirit
Templars of the Shadows
#21 - 2012-03-19 23:42:09 UTC  |  Edited by: Tiger's Spirit
Not need spool timer, but need travel time after cyno pop up.

Add after every one light year to 1 second to travel time.
That's mean, the jump from 15 LY would be 15 sec time long. If the cyno ship popped, the fleet travel would be broken there where the fleet it's traveling.
When they moving on a 10 LY route and their cynoship down at the 7th seconds, the travel would be broken at the 7th LY and the fleet would arrive just there where they are just during the travel.

15 sec enough time to managing the fleet travel if the cyno ship open a cyno at safepoint, because no one can landing there within 15 sec, but when someone open a cyno at the battle or dangerous position, need bigger ship than noobships or frigs for survive until their fleets do not arrives there.

Noobships open the cynos with pure clones that's unacceptable.
Buzzy Warstl
Quantum Flux Foundry
#22 - 2012-03-20 13:52:36 UTC
Tiger's Spirit wrote:
Not need spool timer, but need travel time after cyno pop up.

Add after every one light year to 1 second to travel time.
That's mean, the jump from 15 LY would be 15 sec time long. If the cyno ship popped, the fleet travel would be broken there where the fleet it's traveling.
When they moving on a 10 LY route and their cynoship down at the 7th seconds, the travel would be broken at the 7th LY and the fleet would arrive just there where they are just during the travel.

This would provide an intriguing method for making *very* deep safes, which I am lead to believe are considered "bad".

http://www.mud.co.uk/richard/hcds.htm Richard Bartle: Players who suit MUDs

Tiger's Spirit
Templars of the Shadows
#23 - 2012-03-20 16:55:59 UTC  |  Edited by: Tiger's Spirit
Buzzy Warstl wrote:
Tiger's Spirit wrote:
Not need spool timer, but need travel time after cyno pop up.

Add after every one light year to 1 second to travel time.
That's mean, the jump from 15 LY would be 15 sec time long. If the cyno ship popped, the fleet travel would be broken there where the fleet it's traveling.
When they moving on a 10 LY route and their cynoship down at the 7th seconds, the travel would be broken at the 7th LY and the fleet would arrive just there where they are just during the travel.

This would provide an intriguing method for making *very* deep safes, which I am lead to believe are considered "bad".


Very deep safe for what ?
Please tell me how can you kill a cyno which is open 8AU from you?
15 sec really enough for you to kill it the cyno ship? "Very deep safes" blabla
Try it first.

1sec you need to realize to a cyno opened up in the system. You starting to warp there. With a fast tackler you need 1-2 sec align time, and you need to travel at least 10-15 sec. Try it.
2-3 sec need to leave the warp effect when you reach the cyno point, and you cant targeting under this sequence. When you leave the warp, do you need target the ship, if you are with a fast tackler (such as a inty) you need ~0.8 sec target time to frig. + You need to kill him.
A kestrel need 2-3 shot with inty, that's 3-5sec minimum.
Do you think about it, this is shorter time than 15 sec ? No way, and with a bigger ship the travel and align time is much longer.
I bet you, you cant kill a cynoship under 15 sec if the cynoship open the cyno 5AUrange from you, because you cant travel there and kil him under 15 sec.
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