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Cynojammer module

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Author
Lord Zim
Gallente Federation
#161 - 2012-10-05 12:58:39 UTC
Justitia McKingston wrote:
If you get into Panic .. nothing will help you. The difference between a standard player and a goot player is that a good player is able to respond in such a situation. But at the Moment you have no chance even as a player that is able to react in such a situation.

Even good players get in a state of panic the first few seconds. Those who don't either lie or have way too much money and give no fucks anyways.

I've been hotdropped plenty of times, and I've gotten out alive plenty of times, because what I do after that initial state of panic has been correct. That's where good players differ from bad players, good players behave correctly once the panic subsides, bad players stay within that bubble of panic. 20km isn't going to change anything, 50km is still not going to save the more expensive ships, and 100km is still doable but it's just as awful as the mining barge changes and the upcoming crimewatch changes. CCP might as well just come out and say that aggression against other players ist verboten.

Justitia McKingston wrote:
1. You can stop here. That gang has already lost in that second they get into panic. The blobbing Gang have already won and should win in future if the "victims" are not able to react because of Panic.

2. 10 Secounds for Cyno lightning and jumping (session change and so on)
Aligning and warping (you sayed something about capitals like dreads) so this takes 30? seconds
Warping and coming out of warp ... then targeting ~20 seconds? ok maybe 10... then its 50 seconds in total.. yay.

Tier 3s don't take that long to warp, you don't use capitals against anything other than other capitals (or huge bs fleets, but then you're not looking to kill everyone, just hold the field/win that skirmish anyways). And, there's this concept of "bringing dictors along for the ride".

Justitia McKingston wrote:
Counters are Counterhotdrop with even more. Perfect.. the only chance to do this is joining Goons. That is intended?

Now you're just getting ridiculous. "You can only counterhotdrop if you're in goons"?

There are tons of hotdrops and counterhotdrops going on as it is, where we're not involved because, and this'll probably be a shocker to you, we're busy elsewhere. And we don't give a flying **** about some random capitals in lowsec. Get over yourselves.

Justitia McKingston wrote:
This has nothing to do with anything in this thread. And no .. the new crimewatch is not nerfing ganking.. maybe it nerf some things in highsec but there you cant hotdrop anyway ... so please stay at topic.

It's on topic, because it's a gradual removal of things pubbies find dangerous. In this case, "hotdrops are too easy and riskless :( :( :(".

Justitia McKingston wrote:
Again.. i have no problem in blobbing or beeing blobbed. Its just the way it happens. It is far to easy and riskless.
I dont think that using 3-4 Ships is "so much coordination" that it will make hotdropping to complex.

Except when you do get hotdropped, they'll get in, tackle you and cynojam your immediate area and stop you from counterhotdrop them, which means it's even easier and less risk than before. Congratulations.

Cyno's lit, bridge is up, but one pilot won't be jumping home.

RIP Vile Rat

Justitia McKingston
#162 - 2012-10-05 13:15:41 UTC
You call me ridiculous... look at your post. An ok change the word "Goons" with a random big alliance. Changes nothing ...

Quote:
and this'll probably be a shocker to you, we're busy elsewhere. And we don't give a flying **** about some random capitals in lowsec.


I got a shoker for you: Look at the Killboards. There are plenty of such Hotdrops. There is a special fleet for it at PL, too. So ... no this dosent happen.. in your eyes because they are closed ;-)

Quote:
It's on topic, because it's a gradual removal of things pubbies find dangerous.


You dont see both sides. You are just looking at one side and find it is fine... But i dont want to talk about changes that will happen or not... i want to talk about the Cynojammer module.

Quote:
Except when you do get hotdropped, they'll get in, tackle you and cynojam your immediate area and stop you from counterhotdrop them, which means it's even easier and less risk than before. Congratulations.


No. If you plan to counterhotrop them you can light up the Cyno in the same secound they blopping into local... more than enough time for your friends to come too.


Lord Zim
Gallente Federation
#163 - 2012-10-05 13:28:58 UTC
Justitia McKingston wrote:
An ok change the word "Goons" with a random big alliance. Changes nothing ...

PL is a "big alliance", now?

Justitia McKingston wrote:
I got a shoker for you: Look at the Killboards. There are plenty of such Hotdrops. There is a special fleet for it at PL, too. So ... no this dosent happen.. in your eyes because they are closed ;-)

And what, pray tell, are they hotdropping?

Justitia McKingston wrote:
You dont see both sides. You are just looking at one side and find it is fine... But i dont want to talk about changes that will happen or not... i want to talk about the Cynojammer module.

You don't get to talk "about the cynojammer module" without discussing the ramifications it would have. And it's pretty obvious, by the way you said "well, increase it gradually until it works, then" that your only angle here is to remove hotdrops in the same fashion CCP removed mining barge ganking in hisec, and will try to remove normal for-profit ganking as well, while being able to say "we haven't removed the ability to gank people!".

Justitia McKingston wrote:
Quote:
Except when you do get hotdropped, they'll get in, tackle you and cynojam your immediate area and stop you from counterhotdrop them, which means it's even easier and less risk than before. Congratulations.


No. If you plan to counterhotrop them you can light up the Cyno in the same secound they blopping into local... more than enough time for your friends to come too.

If you "plan to counterhotdrop them", then your cynojammer module would stop your own cyno, as well as their cyno. If it doesn't, then they could still cyno on top of you.

As I said, you've just made hotdrops even safer. vOv

Cyno's lit, bridge is up, but one pilot won't be jumping home.

RIP Vile Rat

Justitia McKingston
#164 - 2012-10-05 13:45:29 UTC
Quote:
PL is a "big alliance", now?


We know what PL is and what aliances are working together... dont discuss it here plz.

Quote:
And what, pray tell, are they hotdropping?


A fishing fleet. Some cynos are roming around and if they see some caps shooting a pos or something like that they come with 20 supers to volley them away.

Quote:
"well, increase it gradually until it works, then" that your only angle here is to remove hotdrops in the same fashion CCP removed mining barge ganking in hisec,


I dont care that you are upset because CCP made some changes you dont like. This have nothing to do with this module. And if you thing Miner-Ganking is not more possible in Highsec you are probably a much worse player than this one:
http://theroyalnavy.eve-kill.net/?a=pilot_detail&view=kills&plt_id=176981&m=9&y=2012
or this one:
http://theroyalnavy.eve-kill.net/?a=pilot_detail&view=kills&plt_id=441737&m=9&y=2012

So learn from them and stop complaing about things that might not work in your eyes.


Quote:
If you "plan to counterhotdrop them", then your cynojammer module would stop your own cyno, as well as their cyno. If it doesn't, then they could still cyno on top of you.


Ok.. if i plan to counterhotrop ... why i should use a cynojammer?!?
Lord Zim
Gallente Federation
#165 - 2012-10-05 13:57:58 UTC
Justitia McKingston wrote:
We know what PL is and what aliances are working together... dont discuss it here plz.

So you're saying that PL never hotdrops anyone on their own? Interesting.

Also no, you don't get to tell me what I can and can't discuss here.

Justitia McKingston wrote:
A fishing fleet. Some cynos are roming around and if they see some caps shooting a pos or something like that they come with 20 supers to volley them away.

And your cynojammer won't make any impact on this whatsoever, unless you make changes just like CCP have done with mining barges and, now, ganking.

Justitia McKingston wrote:
I dont care that you are upset because CCP made some changes you dont like. This have nothing to do with this module. And if you thing Miner-Ganking is not more possible in Highsec you are probably a much worse player than this one

Keep missing the point. I said "removed mining barge ganking", I did not say "made impossible". Technically you can still gank them, but it would be purely for griefing and tears, which means that effectively speaking mining barge ganking has been removed.

Justitia McKingston wrote:
So learn from them and stop complaing about things that might not work in your eyes.

How about you learn from those who successfully counter hotdrops in the myriad of ways hotdrops are countered in today, instead of complaining about how you "must join goons to counter a hotdrop"?

And then come up with something which'd make hotdropping safer, to boot.

Justitia McKingston wrote:
Ok.. if i plan to counterhotrop ... why i should use a cynojammer?!?

You might not, but the hotdroppers would, and they'd bring the jammers.

Congratulations, you've just made hotdropping safer.

Cyno's lit, bridge is up, but one pilot won't be jumping home.

RIP Vile Rat

Justitia McKingston
#166 - 2012-10-05 14:39:06 UTC
Quote:
Justitia McKingston wrote:
Ok.. if i plan to counterhotrop ... why i should use a cynojammer?!?

You might not, but the hotdroppers would, and they'd bring the jammers.

Congratulations, you've just made hotdropping safer.


Ok, if you plan to lighten the cyno after they come in and the ballte already have started, you have to warp out or burn out of jamming range ... but you can also lighten the cyno in that secound the enemy cyno is lighten up. I dont see a Problem here.

Quote:
myriad of ways hotdrops are countered in today


"myriad of ways" wow... but .. there is only one sucessful way of counter it ... and it is a much bigger hotdrop.

Quote:
Keep missing the point. I said "removed mining barge ganking", I did not say "made impossible". Technically you can still gank them, but it would be purely for griefing and tears, which means that effectively speaking mining barge ganking has been removed.


In my understanding is "removed" the same as impossible. Removed means that it is not more doable. And it is still possible and peaple do it and i also belive that they do it to make isk in some way you dont see.

Quote:
So you're saying that PL never hotdrops anyone on their own? Interesting.

you wrench the meaning.
Lord Zim
Gallente Federation
#167 - 2012-10-05 15:54:15 UTC
Justitia McKingston wrote:
Ok, if you plan to lighten the cyno after they come in and the ballte already have started, you have to warp out or burn out of jamming range ... but you can also lighten the cyno in that secound the enemy cyno is lighten up. I dont see a Problem here.

Unless you're extremely on the ball, you won't be lighting the cyno in time. As for burning out of jamming range, that'll be easy when you're either a supercap, a cap, or a subcap which is being hounded by other ships who can web them, also with jammers. Good luck with that.

Congratulations, you just made hotdrops safer.

Justitia McKingston wrote:
"myriad of ways" wow... but .. there is only one sucessful way of counter it ... and it is a much bigger hotdrop.

Rooks and Kings would like a word with you about how to do hotdrop escalations/counterdrops.

Justitia McKingston wrote:
In my understanding is "removed" the same as impossible. Removed means that it is not more doable. And it is still possible and peaple do it and i also belive that they do it to make isk in some way you dont see.

:sigh:

Your understanding is sadly flawed. I said "in the same fashion CCP removed mining barge ganking in hisec". They haven't made it impossible, but for all intents and purposes (apart from someone who still do it for the tears), mining barge ganking has been removed.

The only way they can "make isk in some way" by ganking mining barges, is if they're faction fit. That doesn't happen often.

Justitia McKingston wrote:
Quote:
So you're saying that PL never hotdrops anyone on their own? Interesting.

you wrench the meaning.

You made a bad point.

Cyno's lit, bridge is up, but one pilot won't be jumping home.

RIP Vile Rat

Justitia McKingston
#168 - 2012-10-05 16:15:51 UTC
Quote:
The only way they can "make isk in some way" by ganking mining barges, is if they're faction fit. That doesn't happen often.


You are still blind. Maybe they produce the ships? and the fitting? Ganking Miners to create Demand for Mining Ships. Easy or not?

Quote:
Unless you're extremely on the ball, you won't be lighting the cyno in time.


Oh yeah i have to be extremly on the ball because i have only 10 Seconds to press the cynobutton... in that time i drink a cup of tea and go to toilet ...

Quote:
Congratulations, you just made hotdrops safer.


You can repeat it 1000 times but it would not make it better... a cynojammer does not make hotdropping safier. The tactic for hotropping somone could be used to counterdrop (if you are more than 10 seconds in panic before). Its the currently same and will be the same.

Quote:
Rooks and Kings would like a word with you about how to do hotdrop escalations/counterdrops.


R&K is losing fights too... you can be as good as you will be but if the enemy is outnubering you by 10:1 you will lose.
And please do not construct some cases where there is a chance for a win or search for the one single win someone won so outnumbered. Better take a look at the "myriad" of lost battles.
Quote:
You made a bad point.

You can say it but wrench the meaning and beeing ridiculous is not the right way.
Lord Zim
Gallente Federation
#169 - 2012-10-05 16:36:36 UTC
Justitia McKingston wrote:
You are still blind. Maybe they produce the ships? and the fitting? Ganking Miners to create Demand for Mining Ships. Easy or not?

[tell] us how they'd gank people and turn that into a profit by making the ships/modules, instead of just making the ships/modules and selling it in jita and not incur the costs of throwing away their own ships to begin with.

Justitia McKingston wrote:
Oh yeah i have to be extremly on the ball because i have only 10 Seconds to press the cynobutton... in that time i drink a cup of tea and go to toilet ...

1) It doesn't take 10 seconds.
2) A properly setup hurricane can lock and shoot a cynoship in far, far less than your "10 seconds".

Justitia McKingston wrote:
You can repeat it 1000 times but it would not make it better... a cynojammer does not make hotdropping safier. The tactic for hotropping somone could be used to counterdrop (if you are more than 10 seconds in panic before). Its the currently same and will be the same.

Congratulations on completely and utterly not reading how I detailed you making hotdropping safer.

Justitia McKingston wrote:
R&K is losing fights too...

No ****, sherlock. That's because "hotdropping isn't safe", to the contrary of what you'd like us to believe to push through this "cynojammer" idea of yours which, if implemented, would make hotdrops safer. Pretending it wouldn't isn't going to make it any less so.

Justitia McKingston wrote:
And please do not construct some cases where there is a chance for a win or search for the one single win someone won so outnumbered. Better take a look at the "myriad" of lost battles.

I said there are a myriad of counters. There are counters which isn't just "BRING MORE PEOPLE/BIGGER SHIPS", saying there aren't doesn't make them disappear. And at this point I don't care that you don't seem to be able to grasp this.

Cyno's lit, bridge is up, but one pilot won't be jumping home.

RIP Vile Rat

Justitia McKingston
#170 - 2012-10-05 16:53:06 UTC
Quote:
[tell] us how they'd gank people and turn that into a profit by making the ships/modules, instead of just making the ships/modules and selling it in jita and not incur the costs of throwing away their own ships to begin with.


For a Miner it is better tu buy the ship at a higher price in the system where they mine because if they go to jita they lose time and time is money. "Niballe" is a great system for this.

Quote:
1) It doesn't take 10 seconds.


Couple of sites before you (or maybe someone else .. i dont remember...) sayed a titan bridge takes 10 seconds.
Quote:
2) A properly setup hurricane can lock and shoot a cynoship in far, far less than your "10 seconds".

A cynofrig .. yes but usually you take a destroyer or a cruiser ... something with more buffer or not?
Sometimes a Broadsword.. and tell me how a hurricane can take out a broadsword in less then ... lets say 5 secounds... well .. 10 arent enough anyway.


Quote:
Congratulations on completely and utterly not reading how I detailed you making hotdropping safer.


You dont see the other side.. again ;-)
Quote:
I said there are a myriad of counters. There are counters which isn't just "BRING MORE PEOPLE/BIGGER SHIPS",

"myriad" again... wow that must be far more than my wallet.... but it is not. Ans my wallet is.... nearly empty.
There are only 3 Ways:
1. Blobbing more
2. Jamming and retreat
3. Shot the cyno

Option one is... lets say suboptimal. This is the solution for everything...
Option two is a real solution. But it does not solve the issue that roaming with cheap cynobaits is sucessful witch should not be in my opinion.
Option 3 is (if sucessful) a fail of the hotropper/bait that takes the wrong ship and/or fitting.
Lord Zim
Gallente Federation
#171 - 2012-10-05 17:15:16 UTC
Justitia McKingston wrote:
For a Miner it is better tu buy the ship at a higher price in the system where they mine because if they go to jita they lose time and time is money. "Niballe" is a great system for this.

The problem with your hypothesis is that the ganker would have to jack the price up a fair bit to make it worth it to gank a miner and selling it to that one specific miner afterwards, and this flies up against the fact that if the miner has to spend, say, more than 5 or 10m to buy a new barge, he might as well spend that hour going to/from jita or some other major hub nearby.

And the ganker would be better served just selling his ship in jita and get his money back quicker so he can buy more raw materials and make new barges quicker.

Justitia McKingston wrote:
A cynofrig .. yes but usually you take a destroyer or a cruiser ... something with more buffer or not?
Sometimes a Broadsword.. and tell me how a hurricane can take out a broadsword in less then ... lets say 5 secounds... well .. 10 arent enough anyway.

So you're going to just completely ignore a direct and well-used counter to hotdrops, just so you can harp on about a module which would make a properly executed hotdrop safer by enabling them to block out reinforcements.

Oh well, good thing you're not in charge of module design.

Justitia McKingston wrote:
"myriad" again... wow that must be far more than my wallet.... but it is not. Ans my wallet is.... nearly empty.
There are only 3 Ways:
1. Blobbing more
2. Jamming and retreat
3. Shot the cyno

Option one is... lets say suboptimal. This is the solution for everything...
Option two is a real solution. But it does not solve the issue that roaming with cheap cynobaits is sucessful witch should not be in my opinion.
Option 3 is (if sucessful) a fail of the hotropper/bait that takes the wrong ship and/or fitting.

There are more options than that available to you. You being unable to see them doesn't mean it's time to add a new module which would make hotdrops safer.

Cyno's lit, bridge is up, but one pilot won't be jumping home.

RIP Vile Rat

Gray DeathStalker
DarkShadow Faction
Beyond Redemption.
#172 - 2012-10-05 20:01:26 UTC
For the cyno jammer range I suggested it be skilled based with a starting of like 50km to 60km and with it to lvl 5 be 100km to 120km. And only for low sec not null. You need some kind of defense for the smaller capital capable coprs/alliances. The mod should only be able to fit on a bs or even capital ship,with that ship not being able to move just like a cyno ship,that way you are still pretty much guaranteed a kill even if the main fleet flees. All it does is prevent hotdrops direcrtly on top of you with no time to react. Like one person said every thing in eve has an effective counter except hotdrops.
Justitia McKingston
#173 - 2012-10-08 10:13:47 UTC
Quote:
The problem with your hypothesis ...


Do the Math. Its not a "hypothesis". You can also contact the gankers and ask them. Dont complain on things you dont understand. I dont want to repeat myself each time because you are calling "hypothesis" and "theories" and such things.. simply do the Math.
His Ship costs 5 million. A Strip Miner costs 4 million in Jita .. and (no wonder) 5 Million in that System. A retriever has 2 of them + the other Stuff fitted. Dont tell me this is without profit (not calculated the Profit in selling Mining Barges in the same System). ..... just do the Math.

And.. why do you thing the Miner would need only 10 Minutes to fly to jita, buy everything, fit his Ship and come back again? (Rethoric question)

Quote:
There are more options than that available to you.


Then tell me. Dont say "there are more" and "you cant see them" ... just describe it.
Lord Zim
Gallente Federation
#174 - 2012-10-08 13:19:53 UTC
Justitia McKingston wrote:
Quote:
The problem with your hypothesis ...


Do the Math. Its not a "hypothesis". You can also contact the gankers and ask them. Dont complain on things you dont understand. I dont want to repeat myself each time because you are calling "hypothesis" and "theories" and such things.. simply do the Math.
His Ship costs 5 million. A Strip Miner costs 4 million in Jita .. and (no wonder) 5 Million in that System. A retriever has 2 of them + the other Stuff fitted. Dont tell me this is without profit (not calculated the Profit in selling Mining Barges in the same System). ..... just do the Math.

Since you seem to insist on not seeing the point, let's assume miner 1 is flying a retriever. That's a 27,5m ship, fully pubbyfit (2 strip miner 1's, 3 MLU2's). For the ganker to even break even by selling this to people he'd just ganked, he'll have to get a total of 32 million isk for the entire package. To get an actual profit out of it he would have to get more for it, and for it to actually be worth it (add the time spent building/hauling it, the mandatory 15 minute downtime, the occasional killed pod, and the time spent ratting up his sec status, and there'd be tons of better things to do with their time than ganking to sell more ships.

Again, he'd be much better off just selling whatever he built in jita and get some actual velocity than locking up god knows how much isk in ships which may or may not be bought by miners who may or may not decide that 5-10m (or more) is too steep a margin to pay, so they'd rather spend the half hour or whatever to go to jita or the nearest non-awful market hub with sensible prices, buy it there and travel back.

Justitia McKingston wrote:
And.. why do you thing the Miner would need only 10 Minutes to fly to jita, buy everything, fit his Ship and come back again? (Rethoric question)

I said "10m", not "10 minutes". Draw your own conclusions.

Justitia McKingston wrote:
Quote:
There are more options than that available to you.

Then tell me. Dont say "there are more" and "you cant see them" ... just describe it.

A lot of them have been mentioned in this thread, I'm not going to bother with repeating them, again.

Cyno's lit, bridge is up, but one pilot won't be jumping home.

RIP Vile Rat

Abbey Montauk
Vita Post Mortem
#175 - 2012-10-08 14:01:54 UTC
It's been 9 pages of the same arguments. The pro cyno jammer module players (as a ship to ship jamming module) have the best aurgument. It is overpowered to have a waste frigate to light a cyno to drop a fleet. This leads to dull fights and blobs. So its simple for the hot droppers if they wish to hot drop. Bring more ships in your cyno lighting gang, the module can be countered by brining more than one cyno, ecm, blow up the cyno jamming ship, etc.

The module seems to add more of a risk dynamic to cyno lighting. It's more balanced than running around dropping your faction battleships anywhere you seem fit to do so. I like it.

Other considerations to "BALANCE" it so both parties are happy is to simply not let frigates and destroyers light jump bridge capable cynos. And make the cyno jammer ship be a battleship sized module. Reducing mobility to gain an advantage on cyno ships.

Nikk Narrel
Moonlit Bonsai
#176 - 2012-10-08 14:53:29 UTC
Abbey Montauk wrote:
It's been 9 pages of the same arguments. The pro cyno jammer module players (as a ship to ship jamming module) have the best aurgument. It is overpowered to have a waste frigate to light a cyno to drop a fleet. This leads to dull fights and blobs. So its simple for the hot droppers if they wish to hot drop. Bring more ships in your cyno lighting gang, the module can be countered by brining more than one cyno, ecm, blow up the cyno jamming ship, etc.

The module seems to add more of a risk dynamic to cyno lighting. It's more balanced than running around dropping your faction battleships anywhere you seem fit to do so. I like it.

Other considerations to "BALANCE" it so both parties are happy is to simply not let frigates and destroyers light jump bridge capable cynos. And make the cyno jammer ship be a battleship sized module. Reducing mobility to gain an advantage on cyno ships.

You have oversimplified this to the point it is borderline straw man argument level.

It is easy to say hot dropping is overpowered.

So is instant knowledge of pilot presence(s) anywhere in the system, despite the fact that the scout could never have detected them from their little safe spot.
We actually take that for granted, despite the fact if we saw that in a movie or book we would facepalm over the absurdity.

The fact is, these two details ARE connected.
Most attack fleets never have an opportunity to engage, because scouts don't need to do more than be in the same system to warn away potential targets.
A spike in local sends too many pilots scrambling for safety.

PvP has been handicapped by the ability to avoid it too easily.
Abbey Montauk
Vita Post Mortem
#177 - 2012-10-08 16:13:32 UTC  |  Edited by: Abbey Montauk
Nikk Narrel wrote:
Abbey Montauk wrote:
It's been 9 pages of the same arguments. The pro cyno jammer module players (as a ship to ship jamming module) have the best aurgument. It is overpowered to have a waste frigate to light a cyno to drop a fleet. This leads to dull fights and blobs. So its simple for the hot droppers if they wish to hot drop. Bring more ships in your cyno lighting gang, the module can be countered by brining more than one cyno, ecm, blow up the cyno jamming ship, etc.

The module seems to add more of a risk dynamic to cyno lighting. It's more balanced than running around dropping your faction battleships anywhere you seem fit to do so. I like it.

Other considerations to "BALANCE" it so both parties are happy is to simply not let frigates and destroyers light jump bridge capable cynos. And make the cyno jammer ship be a battleship sized module. Reducing mobility to gain an advantage on cyno ships.

You have oversimplified this to the point it is borderline straw man argument level.

It is easy to say hot dropping is overpowered.

So is instant knowledge of pilot presence(s) anywhere in the system, despite the fact that the scout could never have detected them from their little safe spot.
We actually take that for granted, despite the fact if we saw that in a movie or book we would facepalm over the absurdity.

The fact is, these two details ARE connected.
Most attack fleets never have an opportunity to engage, because scouts don't need to do more than be in the same system to warn away potential targets.
A spike in local sends too many pilots scrambling for safety.

  • PvP has been handicapped by the ability to avoid it too easily.


    This is a seperate issue Linked to many others. Even if Local was removed that would make hot dropping an even more surpring mechanic. Therefore then it would require a valid counter. Your scout would roll around in a cloaked frigate/covops/recon and you have an undetectable cyno alt able to drop a fleet on an unsuspecting roam. With ability to stop it, the previous aurgument of "**** happens" works both ways, get cynojammed and you lose your scout, "**** happens". Your aurgument validated the need for a module even more if local was fixed.
    Nikk Narrel
    Moonlit Bonsai
    #178 - 2012-10-08 17:11:51 UTC
    Abbey Montauk wrote:
    This is a seperate issue Linked to many others. Even if Local was removed that would make hot dropping an even more surpring mechanic. Therefore then it would require a valid counter. Your scout would roll around in a cloaked frigate/covops/recon and you have an undetectable cyno alt able to drop a fleet on an unsuspecting roam. With ability to stop it, the previous aurgument of "**** happens" works both ways, get cynojammed and you lose your scout, "**** happens". Your aurgument validated the need for a module even more if local was fixed.

    If you want to remove the fleet chilling effects local has, you might find it acceptable to balance out the counter to this.
    (AKA Hot Dropping is the counter to local intel in this case)

    Now, if you want to suggest that hot dropping be examined in exchange for local's free intel being rebalanced with it, that might be seen as more reasonable in my opinion.

    I have reason to believe many others would agree.