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blind jumping

Author
Tau FightMaster
The Untraceable
M A R A K U G A
#1 - 2012-05-05 03:11:12 UTC
would eve online ever have the capability for caps to do "blind" jumps like battlestar galactica...

it is really annoying having to use cynos everytime... i can understand the jumping range and such but a beacon along the way? sometimes yes but sometimes a blind jump can come useful if you need to get out of an area quickly etc...
Thomas Orca
Broski is ded
#2 - 2012-05-05 03:13:20 UTC
You do understand that you have to jump to a cyno because Caps are not designed to be used by a single person, but as a corp/alliance asset, right?
Sandra Vellocet
Extended Industries
#3 - 2012-05-05 03:19:06 UTC
Or a cyno alt
Maxpie
MUSE LLP
#4 - 2012-05-05 03:19:36 UTC
One can only dream. I don't use alts or second accounts, thus there is a whole class of ships I don't even bother to train Cry

No good deed goes unpunished

Torneach
Doomheim
#5 - 2012-05-05 03:19:36 UTC
:resignedface:
Tau FightMaster
The Untraceable
M A R A K U G A
#6 - 2012-05-05 03:19:55 UTC
Thomas Orca wrote:
You do understand that you have to jump to a cyno because Caps are not designed to be used by a single person, but as a corp/alliance asset, right?


yes i understand that but the ability to just jump blindly should be an option... cause it can throw you anywhere within the ship's range and according to the amount of fuel you have...

in a sense, a bit more freedom but at your own risk...
Epiphaniess
Verboten Technologies
#7 - 2012-05-05 03:24:31 UTC
Tau FightMaster wrote:
Thomas Orca wrote:
You do understand that you have to jump to a cyno because Caps are not designed to be used by a single person, but as a corp/alliance asset, right?


yes i understand that but the ability to just jump blindly should be an option... cause it can throw you anywhere within the ship's range and according to the amount of fuel you have...

in a sense, a bit more freedom but at your own risk...


Sounds like some sort of cap emergency escape. Though one that could put in you in a worst situation.

Would be funny to accidentally emergency jump into a sun and blow up...
Marlona Sky
State War Academy
Caldari State
#8 - 2012-05-05 03:32:19 UTC
Thomas Orca wrote:
You do understand that you have to jump to a cyno because Caps are not designed to be used by a single person, but as a corp/alliance asset, right?


Please read up on "design, intent and actual use" a bit.
Sri Nova
Sebiestor Tribe
Minmatar Republic
#9 - 2012-05-05 03:34:52 UTC
only if its activated by the word . "JUMP"
Epiphaniess
Verboten Technologies
#10 - 2012-05-05 03:41:08 UTC
Thomas Orca wrote:
You do understand that you have to jump to a cyno because Caps are not designed to be used by a single person, but as a corp/alliance asset, right?


Yes people do understand that was the intention. But it seems that many people especially the Cap pilots themselves did not really get that memo... Hence all that cyno alts.

Would better for the game if Capital ships were bet redesigned so they were truly corp/alliance assets. Especially Super Caps.

As of how they are designed right now and the way they get used a lot at times they are not the corp/alliance assets per-say as really expensive ships a lot like sub caps with a few restrictions that individuals buy because they want to fly really big ships that are a lot harder to kill than sub caps and be more appealing to corp/alliances.

Personally I believe all capital ships should require multiple pilots actually in the ship flying it doing different things to make them fully effective. And not just a cyno pilot, if you could design them to need 5 or more people to fly do different things like control fighters various guns and power systems repair and whatnot to make them more of a cooperative ship than it is now. I would get rid of the cyno thing and just let them jump without. But it would have to be a ship that needs more than one more than two in the range of 5-10 people to fly to the ships full effectiveness.

Right now they are just really over sized sub cap ships, in my opinion.
Thomas Orca
Broski is ded
#11 - 2012-05-05 03:42:55 UTC
Marlona Sky wrote:

Please read up on "design, intent and actual use" a bit.


When did I ever say that people don't abuse the system to use them for personal use?
Sri Nova
Sebiestor Tribe
Minmatar Republic
#12 - 2012-05-05 03:53:13 UTC
Epiphaniess wrote:
Thomas Orca wrote:
You do understand that you have to jump to a cyno because Caps are not designed to be used by a single person, but as a corp/alliance asset, right?


Yes people do understand that was the intention. But it seems that many people especially the Cap pilots themselves did not really get that memo... Hence all that cyno alts.

Would better for the game if Capital ships were bet redesigned so they were truly corp/alliance assets. Especially Super Caps.

As of how they are designed right now and the way they get used a lot at times they are not the corp/alliance assets per-say as really expensive ships a lot like sub caps with a few restrictions that individuals buy because they want to fly really big ships that are a lot harder to kill than sub caps and be more appealing to corp/alliances.

Personally I believe all capital ships should require multiple pilots actually in the ship flying it doing different things to make them fully effective. And not just a cyno pilot, if you could design them to need 5 or more people to fly do different things like control fighters various guns and power systems repair and whatnot to make them more of a cooperative ship than it is now. I would get rid of the cyno thing and just let them jump without. But it would have to be a ship that needs more than one more than two in the range of 5-10 people to fly to the ships full effectiveness.

Right now they are just really over sized sub cap ships, in my opinion.




it would be awesome if CCP would implement ships that needed multiple pod pilots to successfully accomplish it role.

i would love to see manned turrets for one.
RubyPorto
RubysRhymes
#13 - 2012-05-05 04:03:53 UTC
Tau FightMaster wrote:
would eve online ever have the capability for caps to do "blind" jumps like battlestar galactica...

it is really annoying having to use cynos everytime... i can understand the jumping range and such but a beacon along the way? sometimes yes but sometimes a blind jump can come useful if you need to get out of an area quickly etc...


CynoGens.

Jumping Blindly to your Doom: Already a Feature.



Also, if you could do this:
1) Where in the system would you show up?
2) How could the system's owners defend against your preparations?
3) HotDrops without sacrificing a Cyno? Fun Stuff.
4) JF Pilots Love You Long Time. Now you have to scan someone down if they're jumping in at a safe.

"It's easy to speak for the silent majority. They rarely object to what you put into their mouths." -Abrazzar "the risk of having your day ruined by other people is the cornerstone with which EVE was built" -CCP Solomon

Aqriue
Center for Advanced Studies
Gallente Federation
#14 - 2012-05-05 04:18:15 UTC  |  Edited by: Aqriue
Epiphaniess wrote:
Thomas Orca wrote:
You do understand that you have to jump to a cyno because Caps are not designed to be used by a single person, but as a corp/alliance asset, right?


Yes people do understand that was the intention. But it seems that many people especially the Cap pilots themselves did not really get that memo... Hence all that cyno alts.

Would better for the game if Capital ships were bet redesigned so they were truly corp/alliance assets. Especially Super Caps.

As of how they are designed right now and the way they get used a lot at times they are not the corp/alliance assets per-say as really expensive ships a lot like sub caps with a few restrictions that individuals buy because they want to fly really big ships that are a lot harder to kill than sub caps and be more appealing to corp/alliances.

Personally I believe all capital ships should require multiple pilots actually in the ship flying it doing different things to make them fully effective. And not just a cyno pilot, if you could design them to need 5 or more people to fly do different things like control fighters various guns and power systems repair and whatnot to make them more of a cooperative ship than it is now. I would get rid of the cyno thing and just let them jump without. But it would have to be a ship that needs more than one more than two in the range of 5-10 people to fly to the ships full effectiveness.

Right now they are just really over sized sub cap ships, in my opinion.

ButthurtOops after some lone dude used his cyno alt to drop a cap ship on you?

No, the game is working as intended. Humans are finding a way to play the game, but that does't mean multiple humans. A long guy figures out something, he shares it, his friends pull the same stuff, and you get what is done today. There is actually no **** at all stipulation that a capship needs to have multiple people to deploy, just multiple accounts and whats this...**** all CCP designed the game to limit training to one account at a time and sort of want you to have multiple accounts....so its working as intended. More people with cyno alt make a cap ship versatile.

A long guy does it on his own or six guys do their own things, but we all do the the game our way either it be in a small gang or some dude who drops a carrier on your gang then proceeds to PWN you because he is risking far more then 6 guys individually.
Senarian Tyme
Serenity Rising LLC
Controlled Chaos
#15 - 2012-05-05 04:32:09 UTC
Interesting on the idea of jumping without the cyno, but why make it completely random?

There should be another option where you take the ship, fit a module (or better yet a Rig) target the Sun in a system, and then start a jump calculation cycle, (Say 10 minutes in lieu of the cyno 10 minutes) where the ship just sits there on a countdown and then it jumps in a set distance from the Sun.

This could be used to skirt cyno jammers. But the ships coming in this manner would be vulnerable before the hop, and then would be less combat effective on site due to the required extra Component/Rig.
Tarn Kugisa
Kugisa Dynamics
#16 - 2012-05-05 04:49:47 UTC
Epiphaniess wrote:
Tau FightMaster wrote:
Thomas Orca wrote:
You do understand that you have to jump to a cyno because Caps are not designed to be used by a single person, but as a corp/alliance asset, right?


yes i understand that but the ability to just jump blindly should be an option... cause it can throw you anywhere within the ship's range and according to the amount of fuel you have...

in a sense, a bit more freedom but at your own risk...


Sounds like some sort of cap emergency escape. Though one that could put in you in a worst situation.

Would be funny to accidentally emergency jump into a sun and blow up...


Out of the frying pan, into the fire. Pirate

"OK Guys this fight is getting out of hand"
"Do we have a Cyno standing by?"
"No"
"OK, All capitals blind jump and regroup at home"

Hilarity ensues

Be polite. Be efficient. Have a plan to troll everyone you meet - KuroVolt

Ocih
Space Mermaids
#17 - 2012-05-05 04:58:56 UTC
Thomas Orca wrote:
You do understand that you have to jump to a cyno because Caps are not designed to be used by a single person, but as a corp/alliance asset, right?


I'm sure that was the plan 9 years ago but we all know better.
Because Corp wallets are just new tabs for Directors and assets belong to the person that holds them, it never happened.
Sentinel Smith
Center for Advanced Studies
Gallente Federation
#18 - 2012-05-05 05:01:52 UTC
Blind Jump wouldn't be all bad.. you'd need to set it up right though..

So to do it it would use all your Jump Fuel, It would only jump you in constellation or a max number of systems away. And when you come out of it, you are unable to warp, or turn on active modules for say 15min, launch drones, use corp hangers maintenance bays, etc. So your defenseless, alone, and you have a good chance of being about to be ****** lol. Could even put up a beacon in local like a Cyno does so everyone there knows it jumped in.. make the beacon last for 30sec or so..

Think of it as the tactical warp for Caps...

The story behind it could be that a Cyno is needed to form a stable WH.. without one it takes more power to perform the jump..
Epiphaniess
Verboten Technologies
#19 - 2012-05-05 06:03:15 UTC  |  Edited by: Epiphaniess
Aqriue wrote:
Epiphaniess wrote:
Thomas Orca wrote:
You do understand that you have to jump to a cyno because Caps are not designed to be used by a single person, but as a corp/alliance asset, right?


Yes people do understand that was the intention. But it seems that many people especially the Cap pilots themselves did not really get that memo... Hence all that cyno alts.

Would better for the game if Capital ships were bet redesigned so they were truly corp/alliance assets. Especially Super Caps.

As of how they are designed right now and the way they get used a lot at times they are not the corp/alliance assets per-say as really expensive ships a lot like sub caps with a few restrictions that individuals buy because they want to fly really big ships that are a lot harder to kill than sub caps and be more appealing to corp/alliances.

Personally I believe all capital ships should require multiple pilots actually in the ship flying it doing different things to make them fully effective. And not just a cyno pilot, if you could design them to need 5 or more people to fly do different things like control fighters various guns and power systems repair and whatnot to make them more of a cooperative ship than it is now. I would get rid of the cyno thing and just let them jump without. But it would have to be a ship that needs more than one more than two in the range of 5-10 people to fly to the ships full effectiveness.

Right now they are just really over sized sub cap ships, in my opinion.

ButthurtOops after some lone dude used his cyno alt to drop a cap ship on you?

No, the game is working as intended. Humans are finding a way to play the game, but that does't mean multiple humans. A long guy figures out something, he shares it, his friends pull the same stuff, and you get what is done today. There is actually no **** at all stipulation that a capship needs to have multiple people to deploy, just multiple accounts and whats this...**** all CCP designed the game to limit training to one account at a time and sort of want you to have multiple accounts....so its working as intended. More people with cyno alt make a cap ship versatile.

A long guy does it on his own or six guys do their own things, but we all do the the game our way either it be in a small gang or some dude who drops a carrier on your gang then proceeds to PWN you because he is risking far more then 6 guys individually.


What is a long guy?

From they way you wrote your post, with all the “*” in there I figure my words have made you much more butt hurt than any cap pilot could do to me. And what makes you think I don't have capital pilots? And that I have never been the one whom did the hot drops? Sounds to me like you are the one more hurt, about the idea that you might not be able to solo complexes in 0.0 with your cap ship?

Anyways, no things have not exactly worked the way it was intended. Even CCP admits this, especially with the proliferation of super capital ships. And I was not even talking about nerfing them but make them into the massive impressive ships they were suppose to be. With much more capability than what they have currently with there being a cost of having to take more people to use them effectively and them being true corp/alliance assets, instead of what they are now. Over sized sub cap ships, with a few extras.

Then you would have to make choices like, I have 50 pilots that can fly both capital and sub capital ships. Do I want to bring 10-15 capital ships to the fight knowing they are very powerful but take more people to field but at the cost of having fewer ship numbers on the field of battle or do I want to bring 50 sub capital pilots on the field of battle knowing they ware weaker but I would have numbers on my side as well as maneuverability.

Instead of the choice we currently have, do I want to bring 50 sub capital ships to the fight or 50 capital ships to the fight? Of course things are not quite that simple but it ads more elements to the field of battle and would help fight blobbing if certain ships took more people to fly/use effectively full capability.
Joran Dravius
Doomheim
#20 - 2012-05-05 09:56:48 UTC
Tau FightMaster wrote:
would eve online ever have the capability for caps to do "blind" jumps like battlestar galactica...

it is really annoying having to use cynos everytime... i can understand the jumping range and such but a beacon along the way? sometimes yes but sometimes a blind jump can come useful if you need to get out of an area quickly etc...

Count yourself lucky. If I was a CSM one of my first priorities would be to advocate complete removal of jump drives.
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