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AFK Cloaking Collection Thread

First post First post
Author
NightmareX
Pandemic Horde High Sec Division
#3741 - 2013-12-05 19:23:23 UTC
Teckos Pech wrote:
NightmareX wrote:
Teckos Pech wrote:
Seems CCP likes the idea of null being risky. Smile

But not for the afk cloakers, right?


Nope, otherwise they would have changed that too, now wouldn't they. Since they didn't we can make a reasonable inference CCP is still fine with the current mechanics.

If 0.0 space have to be risky for everyone else, then cloakers shouldn't come out without any risks.

I can agree that the cloakers WILL have it a little more safer than others, but being totally safe as they are now isn't right.

Here is a list of my current EVE / PVP videos:

1: Asteroid Madness

2: Clash of the Empires

3: Suddenly Spaceships fighting in Tama

Teckos Pech
Hogyoku
Goonswarm Federation
#3742 - 2013-12-05 20:50:17 UTC
Andy Landen wrote:

#1 - The point is not that they are having an effect on players. The point is that they are harming Eve itself by effectively removing a system and its content from the list of options for smart PVE play in the Eve Universe.


I don't think this is true, and I don't think CCP would share this conclusion...at least not at the current time. Why? Two reasons/arguments to support this claim:

1. CCP could have fixed this long, long ago if they felt this was harming the game.
2. This argument is essentially one could make about ganking high sec players. That hasn't worked and it is highly unlikely it ever will.

Frankly, I think CCP sees this as emergent game play and that is what Eve is about. They provide the basic framework and "rules" and then just stay out of things by and large.

"The curious task of economics is to demonstrate to men how little they really know about what they imagine they can design."--Friedrich August von Hayek

8 Golden Rules for EVE Online

Teckos Pech
Hogyoku
Goonswarm Federation
#3743 - 2013-12-05 20:55:20 UTC
NightmareX wrote:
Teckos Pech wrote:
NightmareX wrote:
Teckos Pech wrote:
Seems CCP likes the idea of null being risky. Smile

But not for the afk cloakers, right?


Nope, otherwise they would have changed that too, now wouldn't they. Since they didn't we can make a reasonable inference CCP is still fine with the current mechanics.

If 0.0 space have to be risky for everyone else, then cloakers shouldn't come out without any risks.

I can agree that the cloakers WILL have it a little more safer than others, but being totally safe as they are now isn't right.


They are only totally safe in a very limited context.

BTW thinking about Eve Vegas and the AFK cloaking thing, I don't think it really means what alot of the anti-AFK cloaking community thinks it means...at least not necessarily.

The response is that CCP would like to see something along the lines of a "cat-and-mouse" kind of play.

For there to be "cat-and-mouse" then you have to have active cloakers, not AFK cloakers.

Now it could be CCP will use some sort of AFK auto-logoff...or they could do something else to make AFK pointless...like having a cloaked ship disappear from local and add in some sort of ability to scan down cloaked ships.

It also makes it so that cloakers would no longer be 100% safe...especially if they went AFK. And without having to log off semi-afk players in the process.

"The curious task of economics is to demonstrate to men how little they really know about what they imagine they can design."--Friedrich August von Hayek

8 Golden Rules for EVE Online

Andy Landen
Deep Core Mining Inc.
Caldari State
#3744 - 2013-12-05 21:07:31 UTC  |  Edited by: Andy Landen
Teckos Pech wrote:
Andy Landen wrote:

#1 - The point is not that they are having an effect on players. The point is that they are harming Eve itself by effectively removing a system and its content from the list of options for smart PVE play in the Eve Universe.


I don't think this is true, and I don't think CCP would share this conclusion...at least not at the current time. Why? Two reasons/arguments to support this claim:

1. CCP could have fixed this long, long ago if they felt this was harming the game.
2. This argument is essentially one could make about ganking high sec players. That hasn't worked and it is highly unlikely it ever will.

Frankly, I think CCP sees this as emergent game play and that is what Eve is about. They provide the basic framework and "rules" and then just stay out of things by and large.

I don't think that you argument concerning the lack of attention to the issue supports the conclusion that CCP is not concerned with the AFK denial of content. The POS system has gone neglected for just as long, but it is clear that they are concerned about it. The drone situation has also been highly neglected yet it is only recently that CCP has given drones some love with drone modules, drone bonuses, and better drone management tools. But for the longest time, CCP did nothing for drones even though it was clear that drones were suffering.

CCP does not want to fill Eve Online with a bunch of emergent AFK gameplay. I think that they want active gameplay.

Edit: I cannot believe that I just said the oxymoronic term "AFK gameplay." OMG!

"We cannot solve our problems with the same thinking we used when we created them." Albert Einstein 

Teckos Pech
Hogyoku
Goonswarm Federation
#3745 - 2013-12-05 21:20:24 UTC
Andy,

Getting back to your idea (i.e. not mine, but your idea expressed here).

What about replacing 3 with some sort of method of scanning down cloaked ships. As I noted earlier it would pretty much get us to the same place:

Case 1: Guy is AFK and you scan for him and he does not move, thus AFK. You scan for him, get a warp in and decloak him and he still does not respond, almost surely AFK.

Case 2: You scan for him, but after several scans you realize he is hopping safes. Not AFK.

In case 1 you can assure yourself of safety while ratting/PvEing by killing him and sending him home via Pod express. In case 2 he is not AFK and wouldn't have gotten an AFK tag with the AFK Flag/Warp to Deadspace option.

This way if a guy wants to sit in station and listen to the station sounds all day (hey people do weird **** sometimes) or just sit in space an enjoy looking at the background...they can. But the notion of AFK camping will pretty much go the way of the dodo.

So I'm assuming there is a reason....

"The curious task of economics is to demonstrate to men how little they really know about what they imagine they can design."--Friedrich August von Hayek

8 Golden Rules for EVE Online

Teckos Pech
Hogyoku
Goonswarm Federation
#3746 - 2013-12-05 21:32:48 UTC  |  Edited by: Teckos Pech
Andy Landen wrote:
Teckos Pech wrote:
Andy Landen wrote:

#1 - The point is not that they are having an effect on players. The point is that they are harming Eve itself by effectively removing a system and its content from the list of options for smart PVE play in the Eve Universe.


I don't think this is true, and I don't think CCP would share this conclusion...at least not at the current time. Why? Two reasons/arguments to support this claim:

1. CCP could have fixed this long, long ago if they felt this was harming the game.
2. This argument is essentially one could make about ganking high sec players. That hasn't worked and it is highly unlikely it ever will.

Frankly, I think CCP sees this as emergent game play and that is what Eve is about. They provide the basic framework and "rules" and then just stay out of things by and large.

I don't think that you argument concerning the lack of attention to the issue supports the conclusion that CCP is not concerned with the AFK denial of content. The POS system has gone neglected for just as long, but it is clear that they are concerned about it. The drone situation has also been highly neglected yet it is only recently that CCP has given drones some love with drone modules, drone bonuses, and better drone management tools. But for the longest time, CCP did nothing for drones even though it was clear that drones were suffering.

CCP does not want to fill Eve Online with a bunch of emergent AFK gameplay. I think that they want active gameplay.

Edit: I cannot believe that I just said the oxymoronic term "AFK gameplay." OMG!


The POS system does not deny a system/prevent people from playing Eve. And they have given a nice change to POSes, you just have to be inside the POS shield to do stuff with stuff inside the POS. That is a huge reduction in the burdens a POS puts on players.

As for drones, sure they got a bit of love, but two things. First, they weren't the huge forum issue AFK cloaking has been. Two, expect a nerf to drones.

AFK gameplay is not that oxymoronic. Freighter pilots do it ALOT...and I don't blame them at all. And back a few years ago I used to do missions largely AFK in an ishtar. I'd warp in, get aggro while orbiting an object (can I'd poop out if all else failed) and once I had all the aggro, pop the drones, and go AFK...literally in this case. I'd go make dinner, watch a movie, etc. Come back every now and then and see how things were going. When the mission was done, dock up and turn in the mission then start the process over.

I'll even take it a step further in that Eve is a game that prides itself on being mostly about emergent game play. As such, expect Eve players to be clever at coming up with ways to do grinding AFK.

However, here is another example of AFK "gameplay" datacores. Right now lots of players grind standings with NPC corps go hook up with the R&D agents and start AFK building points for datacores. My guess is it is low priority issue and CCP also doesn't want to inadvertently create another bottleneck in the T2 markets. They appear to learned the lesson of technetium.

"The curious task of economics is to demonstrate to men how little they really know about what they imagine they can design."--Friedrich August von Hayek

8 Golden Rules for EVE Online

Andy Landen
Deep Core Mining Inc.
Caldari State
#3747 - 2013-12-05 21:44:59 UTC
Teckos Pech wrote:
Andy,

Getting back to your idea (i.e. not mine, but your idea expressed here).

What about replacing 3 with some sort of method of scanning down cloaked ships. As I noted earlier it would pretty much get us to the same place:

Case 1: Guy is AFK and you scan for him and he does not move, thus AFK. You scan for him, get a warp in and decloak him and he still does not respond, almost surely AFK.

Case 2: You scan for him, but after several scans you realize he is hopping safes. Not AFK.

In case 1 you can assure yourself of safety while ratting/PvEing by killing him and sending him home via Pod express. In case 2 he is not AFK and wouldn't have gotten an AFK tag with the AFK Flag/Warp to Deadspace option.

This way if a guy wants to sit in station and listen to the station sounds all day (hey people do weird **** sometimes) or just sit in space an enjoy looking at the background...they can. But the notion of AFK camping will pretty much go the way of the dodo.

So I'm assuming there is a reason....

You are correct that with some scanning effort, it is possible to determine AFK cloaky behavior based on their ability to evade, but I am extremely slow to supporting the scanning or decloaking of cloaked ships for the mere reason that it could easily represent a massive nerf to a very important class of ships. Any development in a potentially cloak-breaking direction has got to be given a lot of roam for doubt.

I am racking my brain right now about how cloak scanning mechanisms could proceed without hurting the cloak. My best idea is that perhaps a cloak could have a residual build-up which enables scans over time. A ship cloaked for greater than 15 minutes total on the same grid can be scanned by a cloak probe. The next fifteen minutes builds up the cloak residual so that it becomes easier and easier to gain a warpable lock. After 30 minutes of cumulative cloaked time on a specific grid, the ship becomes as easy to scan as if the cloak were not engaged. The cloak probes would be as strong as regular combat probes and could scan everything that a regular combat probe could scan. Cloaky ships merely passing through a system would not be affected at all and no advantage would go to any gatecampers unless they could manage to keep the cloaky ship on grid for more than 15 minutes cloaked; that would be a lot of large bubbles.

I cannot support any effort to enable seeing cloakies on the overview while cloaked or targeting them to decloak them, unless this function could only be performed by a ship while the covert ops cloak was activated and only within 10 km of the cloaked ship. Even then, I would have to consider the effects of such a mechanic much more thoroughly.

"We cannot solve our problems with the same thinking we used when we created them." Albert Einstein 

Teckos Pech
Hogyoku
Goonswarm Federation
#3748 - 2013-12-05 21:51:05 UTC
Just thought I'd leave this here.

"The curious task of economics is to demonstrate to men how little they really know about what they imagine they can design."--Friedrich August von Hayek

8 Golden Rules for EVE Online

Lucas Kell
Solitude Trading
S.N.O.T.
#3749 - 2013-12-05 21:51:37 UTC
Teckos Pech wrote:
Now it could be CCP will use some sort of AFK auto-logoff...or they could do something else to make AFK pointless...like having a cloaked ship disappear from local and add in some sort of ability to scan down cloaked ships.

It also makes it so that cloakers would no longer be 100% safe...especially if they went AFK. And without having to log off semi-afk players in the process.
Or... they are just going to give certain ships the ability to hunt cloakers. I'd place bets on them not removing them from local, since they would become unstoppably OP.

The Indecisive Noob - EVE fan blog.

Wholesale Trading - The new bulk trading mailing list.

Teckos Pech
Hogyoku
Goonswarm Federation
#3750 - 2013-12-05 21:54:04 UTC
Andy Landen wrote:
Teckos Pech wrote:
Andy,

Getting back to your idea (i.e. not mine, but your idea expressed here).

What about replacing 3 with some sort of method of scanning down cloaked ships. As I noted earlier it would pretty much get us to the same place:

Case 1: Guy is AFK and you scan for him and he does not move, thus AFK. You scan for him, get a warp in and decloak him and he still does not respond, almost surely AFK.

Case 2: You scan for him, but after several scans you realize he is hopping safes. Not AFK.

In case 1 you can assure yourself of safety while ratting/PvEing by killing him and sending him home via Pod express. In case 2 he is not AFK and wouldn't have gotten an AFK tag with the AFK Flag/Warp to Deadspace option.

This way if a guy wants to sit in station and listen to the station sounds all day (hey people do weird **** sometimes) or just sit in space an enjoy looking at the background...they can. But the notion of AFK camping will pretty much go the way of the dodo.

So I'm assuming there is a reason....

You are correct that with some scanning effort, it is possible to determine AFK cloaky behavior based on their ability to evade, but I am extremely slow to supporting the scanning or decloaking of cloaked ships for the mere reason that it could easily represent a massive nerf to a very important class of ships. Any development in a potentially cloak-breaking direction has got to be given a lot of roam for doubt.

I am racking my brain right now about how cloak scanning mechanisms could proceed without hurting the cloak. My best idea is that perhaps a cloak could have a residual build-up which enables scans over time. A ship cloaked for greater than 15 minutes total on the same grid can be scanned by a cloak probe. The next fifteen minutes builds up the cloak residual so that it becomes easier and easier to gain a warpable lock. After 30 minutes of cumulative cloaked time on a specific grid, the ship becomes as easy to scan as if the cloak were not engaged. The cloak probes would be as strong as regular combat probes and could scan everything that a regular combat probe could scan. Cloaky ships merely passing through a system would not be affected at all and no advantage would go to any gatecampers unless they could manage to keep the cloaky ship on grid for more than 15 minutes cloaked; that would be a lot of large bubbles.

I cannot support any effort to enable seeing cloakies on the overview while cloaked or targeting them to decloak them, unless this function could only be performed by a ship while the covert ops cloak was activated and only within 10 km of the cloaked ship. Even then, I would have to consider the effects of such a mechanic much more thoroughly.


I agree it represents a nerf, but your notion of not showing in local if one can by-pass the "intel structures" (as you labelled them, gates, stations, POSes, your mobile intel structure, etc.) represents a considerably buff, IMO.

I take you would not consider it a fair trade?

"The curious task of economics is to demonstrate to men how little they really know about what they imagine they can design."--Friedrich August von Hayek

8 Golden Rules for EVE Online

Nikk Narrel
Moonlit Bonsai
#3751 - 2013-12-05 22:07:01 UTC
Lucas Kell wrote:
Teckos Pech wrote:
Now it could be CCP will use some sort of AFK auto-logoff...or they could do something else to make AFK pointless...like having a cloaked ship disappear from local and add in some sort of ability to scan down cloaked ships.

It also makes it so that cloakers would no longer be 100% safe...especially if they went AFK. And without having to log off semi-afk players in the process.
Or... they are just going to give certain ships the ability to hunt cloakers. I'd place bets on them not removing them from local, since they would become unstoppably OP.

If you can hunt cloaked ships, and also be made aware of their presence in local, you have just trivialized cloaking.

You can balance this one of two ways.

1. Do not display cloaked ships in local.
1a. Possibly limiting this to ships using the covert ops cloak, others showing up in local.

2. Un-nerf the DPS and tanking ability of cloaking. If it takes a high slot to cloak, then it should take a high slot to hunt a cloak.
Balance can be as simple as demanding equal effort from each side.
If a special ship needs no module to hunt with, then requiring a module to cloak becomes an additional burden. The hunting ship would need a nerf to compensate, such as weak tank or DPS, to prevent it being the FOTM.

This is really tweak intensive, and would not be simple, but it could be less game breaking than imposing log-off timers or overheating controls on cloaks.
Andy Landen
Deep Core Mining Inc.
Caldari State
#3752 - 2013-12-05 22:21:13 UTC
Teckos Pech wrote:

I agree it represents a nerf, but your notion of not showing in local if one can by-pass the "intel structures" (as you labelled them, gates, stations, POSes, your mobile intel structure, etc.) represents a considerably buff, IMO.

I take you would not consider it a fair trade?

The buff I proposed does not target cloaked ships. Any ship can take advantage of it until they are discovered by an intel structure. The buff also does not address the issue with cynos. I would want the limitation that locking had to wait 60s after any cyno bridge/jump.

"We cannot solve our problems with the same thinking we used when we created them." Albert Einstein 

Lucas Kell
Solitude Trading
S.N.O.T.
#3753 - 2013-12-05 22:43:25 UTC  |  Edited by: Lucas Kell
Nikk Narrel wrote:
Lucas Kell wrote:
Teckos Pech wrote:
Now it could be CCP will use some sort of AFK auto-logoff...or they could do something else to make AFK pointless...like having a cloaked ship disappear from local and add in some sort of ability to scan down cloaked ships.

It also makes it so that cloakers would no longer be 100% safe...especially if they went AFK. And without having to log off semi-afk players in the process.
Or... they are just going to give certain ships the ability to hunt cloakers. I'd place bets on them not removing them from local, since they would become unstoppably OP.

If you can hunt cloaked ships, and also be made aware of their presence in local, you have just trivialized cloaking.

You can balance this one of two ways.

1. Do not display cloaked ships in local.
1a. Possibly limiting this to ships using the covert ops cloak, others showing up in local.

2. Un-nerf the DPS and tanking ability of cloaking. If it takes a high slot to cloak, then it should take a high slot to hunt a cloak.
Balance can be as simple as demanding equal effort from each side.
If a special ship needs no module to hunt with, then requiring a module to cloak becomes an additional burden. The hunting ship would need a nerf to compensate, such as weak tank or DPS, to prevent it being the FOTM.

This is really tweak intensive, and would not be simple, but it could be less game breaking than imposing log-off timers or overheating controls on cloaks.
In your opinion, sure.
In my opinion, if cloak ships can't be seen in local, you've just OPed cloaks.
If cloakers were not shown in local they would be the most OP ship class in the game. They are already one of the best types of ships to be, so giving them such a unique benefit as that would be dumb. And while it would probably take a high slot, remember most covops ships have an extra high anyway, 2 in the case of bombers.

If they took a single class of ship, assault frigs for example, and gave them the ability to hunt cloakers, I personally don;t think it would be the end of the world. Much like any normal ship now, cloakers would just have to keep on the move. They wouldn't suddenly be useless all because one type of ship can find them. They would still not show up on d-scan, warp cloaked and be able to use covert cynos and bridges. You act like if a single ship could hunt cloaked pilots and they remained in local, that cloaking would be ended forever. Dramatic much?

The Indecisive Noob - EVE fan blog.

Wholesale Trading - The new bulk trading mailing list.

Teckos Pech
Hogyoku
Goonswarm Federation
#3754 - 2013-12-05 23:11:16 UTC  |  Edited by: Teckos Pech
Andy Landen wrote:
Teckos Pech wrote:

I agree it represents a nerf, but your notion of not showing in local if one can by-pass the "intel structures" (as you labelled them, gates, stations, POSes, your mobile intel structure, etc.) represents a considerably buff, IMO.

I take you would not consider it a fair trade?

The buff I proposed does not target cloaked ships. Any ship can take advantage of it until they are discovered by an intel structure. The buff also does not address the issue with cynos. I would want the limitation that locking had to wait 60s after any cyno bridge/jump.


It is clearly more of a buff for a cloaked ship.

1. Send in a covert ops cloaking ship with a covert cyno.
2. At a safe light cyno.
3. Bridge in new cloaking ship.
4. New cloaking ship warps off, cloaked and makes safes.
5. Covert cyno ship leaves system.

Now nobody knows that death and destruction is lurking in their ratting system. If the guy wants to go inactive...log at a safe.

While much of this can be accomplished by a non-covert ops cloaking ship, they must:

1. Use a regular cyno which will be visible on everyone's overview.
2. Cannot cloak without seriously gimping their ship.
3. Without a cloak are visible on d-scan and probes.

With a regular ship you might as well hold up a sign saying, "Honey, I'm home."

Many ratting carriers died to bring you this information. P

Oh and the 60 second locking time for cyno'd ships. Never, ever going to happen. Cynos are used for far, far more than just killing ratters.

Case in point:

https://zkillboard.com/detail/34935624/
https://zkillboard.com/related/30000690/201312020700/

All because of: cyno.

"The curious task of economics is to demonstrate to men how little they really know about what they imagine they can design."--Friedrich August von Hayek

8 Golden Rules for EVE Online

Astroniomix
School of Applied Knowledge
Caldari State
#3755 - 2013-12-05 23:25:05 UTC
Lucas Kell wrote:
In your opinion, sure.


If they took a single class of ship, assault frigs for example, and gave them the ability to hunt cloakers, I personally don;t think it would be the end of the world. Much like any normal ship now, cloakers would just have to keep on the move. They wouldn't suddenly be useless all because one type of ship can find them. They would still not show up on d-scan, warp cloaked and be able to use covert cynos and bridges. You act like if a single ship could hunt cloaked pilots and they remained in local, that cloaking would be ended forever. Dramatic much?

All cloaked ships minus possibly the bomber and black ops are now obsolete for anything that isn't hotdroping. The only thing going for covops ships in normal space is their ability to move around relatively unhindered. If you remove that without giving them the ability to at least not have their presence announced in local then you are better served in a combat recon. Hell, interceptors are already better at hunting and scouting normal space than covops, they can't be bubbled, are faster, and better in a firefight than covops ships anyway.

Also your assertion that covops have extra high slots is false, the only ships that this is the case for is bombers, all the other ships actually have the same or usually less high slots than the other ships in their class (or even the hull they are based on), in addition to being weaker in combat.

Seriously, remove cloaked ships from local, prevent said cloaked ships from using local while cloaked, and I'll even take it a step further and don't let them have their on board scanner either. Make them used probes to find their targets.

And lastly, we'll go with your idea and give assault frigates some module that will let them find cloaked ships.
Lucas Kell
Solitude Trading
S.N.O.T.
#3756 - 2013-12-05 23:31:40 UTC
Astroniomix wrote:
Lucas Kell wrote:
In your opinion, sure.


If they took a single class of ship, assault frigs for example, and gave them the ability to hunt cloakers, I personally don;t think it would be the end of the world. Much like any normal ship now, cloakers would just have to keep on the move. They wouldn't suddenly be useless all because one type of ship can find them. They would still not show up on d-scan, warp cloaked and be able to use covert cynos and bridges. You act like if a single ship could hunt cloaked pilots and they remained in local, that cloaking would be ended forever. Dramatic much?

All cloaked ships minus possibly the bomber and black ops are now obsolete for anything that isn't hotdroping. The only thing going for covops ships in normal space is their ability to move around relatively unhindered. If you remove that without giving them the ability to at least not have their presence announced in local then you are better served in a combat recon. Hell, interceptors are already better at hunting and scouting normal space than covops, they can't be bubbled, are faster, and better in a firefight than covops ships anyway.

Also your assertion that covops have extra high slots is false, the only ships that this is the case for is bombers, all the other ships actually have the same or usually less high slots than the other ships in their class (or even the hull they are based on), in addition to being weaker in combat.

Seriously, remove cloaked ships from local, prevent said cloaked ships from using local while cloaked, and I'll even take it a step further and don't let them have their on board scanner either. Make them used probes to find their targets.

And lastly, we'll go with your idea and give assault frigates some module that will let them find cloaked ships.
Oh don't be ridiculous. If cloaking ships are so utterly useless, how come they one of the most common types of ships to see? Covops ships are massively useful in a variety of situations. Making them even more powerful, with yet another unique mechanic (not showing in local) would make them completely OP. They already exist without any form of counter beyond the counters you can perform on regular ships.

Of all the places you guys would go I never would have thought you'd try to claim that covops ships are underpowered lol.

The Indecisive Noob - EVE fan blog.

Wholesale Trading - The new bulk trading mailing list.

Astroniomix
School of Applied Knowledge
Caldari State
#3757 - 2013-12-05 23:49:30 UTC
Lucas Kell wrote:
Oh don't be ridiculous. If cloaking ships are so utterly useless, how come they one of the most common types of ships to see?

At no point did I say they were useless Also the only covert ships that are "common" is bombers, Which oddly enough, are starting to lose out to crows after the patch.

I'll be the first to admit that bombers are in a pretty good place right now, but it's a precarious position and wouldn't take much to totally ruin them.
Andy Landen
Deep Core Mining Inc.
Caldari State
#3758 - 2013-12-06 01:21:09 UTC
I also want the ability to broadcast any cyno on grid to one's own fleet so that anyone in fleet can jump to or be bridge to any cyno on grid that was broadcast to the fleet. That way the enemy's cyno can be used against him. The enemy may spare the red cyno ship until after their own fleet drops onto it/uses the cyno.

"We cannot solve our problems with the same thinking we used when we created them." Albert Einstein 

Astroniomix
School of Applied Knowledge
Caldari State
#3759 - 2013-12-06 02:33:41 UTC
Andy Landen wrote:
I also want the ability to broadcast any cyno on grid to one's own fleet so that anyone in fleet can jump to or be bridge to any cyno on grid that was broadcast to the fleet. That way the enemy's cyno can be used against him. The enemy may spare the red cyno ship until after their own fleet drops onto it/uses the cyno.

This is pretty pointless as anyone that has a fleet on standby is going to have their own cyno already.
Andy Landen
Deep Core Mining Inc.
Caldari State
#3760 - 2013-12-06 04:43:44 UTC  |  Edited by: Andy Landen
Astroniomix wrote:
Andy Landen wrote:
I also want the ability to broadcast any cyno on grid to one's own fleet so that anyone in fleet can jump to or be bridge to any cyno on grid that was broadcast to the fleet. That way the enemy's cyno can be used against him. The enemy may spare the red cyno ship until after their own fleet drops onto it/uses the cyno.

This is pretty pointless as anyone that has a fleet on standby is going to have their own cyno already.

If it seems pointless, then there should be no objection.

I would say that every cyno on grid would be broadcast automatically to the fleets of every ship on grid with the cyno.

It opens up the cyno destination possibilities and it uses the attackers own cyno against them. The defender can jump in the exact same moment and location that the attacker jumps in. Fleet is no longer a limitation for cyno broadcasts or cyno usage. The cyno remains good even if the cyno pilot logs off or drops fleet. Defensive fleets may now defend targets of hotdrops much more easily.

The insta-combat, blue-ball, hotdrop cyno receives a balanced countered. The defense fleet can focus less on 24/7 throwing cyno ships everywhere that could be hit, and more on simply remaining ready to bridge or jump to wherever the cyno may be thrown at them.

Obviously, only black ops can bridge to covert cynos, so a BLOPS fleet would have to be ready to react to any of those.

"We cannot solve our problems with the same thinking we used when we created them." Albert Einstein