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AFK Cloaking Collection Thread

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Author
Lucas Kell
Solitude Trading
S.N.O.T.
#1341 - 2013-09-17 13:21:08 UTC
JIeoH Mocc wrote:
Lucas Kell wrote:

Yes, that's right. That's why miners are given decent align times and are able to evade combat, that's their defense. Why should that defense be stripped so people can gank them more easily?

What do you mean, defense stripped? Is someone nerfing your mining ships? I kind of missed that.
Or is having a cloaky in local affecting your align times? Kind of confused on this one.

They want to remove cloakers from local, so you won;t be able to escape until they are already on you, since they won't be visible until they are right next to you.

The Indecisive Noob - EVE fan blog.

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Lucas Kell
Solitude Trading
S.N.O.T.
#1342 - 2013-09-17 13:22:52 UTC
Andy Landen wrote:
TheGunslinger42 wrote:

Take some reading lessons, my friend, for I never said "removal" of local. I said rebalancing. The reason cloaks and cynos are used the way they are is directly because of local. You cannot change either of those without changing local too. By definition it would be unbalanced.

Your specific idea, of disallowing cynos and cloaks at the same time, would defeat the point of stealth ships. Their role is to breach enemy lines, and you're removing a big part of this role. It also is unbalanced, as there are no corresponding changes to local.

Removal of local has been emphasized countless times in this thread, it is difficult to keep track which of you supports it when you mince words with "rebalancing" etc. You blame local for the use of cloaks and cynos, I blame the power of their use. People use these mechanics because they are powerful, not because some "local" forces them too, and regardless of local, they would continue to use cloaks and cynos so long as those mechanics were advantageous. There have already been proposals to reveal the last time a key or button was pressed in the client, but I have already shown that I could care less if the hostile was afk and potentially sitting right next to me cloaked with his cyno and maybe even with a bubble too. 1,000 times, I DO NOT CARE ABOUT AFK; AFK does NOT mitigate a threat, log-off partially does.

So if you have ideas on "rebalancing" local that addresses on issue other than AFK or hiding threats, I am interested to hear them.

They don't call it "removal of local", but essentially they want cloakers to not show on it, a long with loads of other types of players. For them, being cloakers, it's no different from removing local, it's just this way they can claim it's "balanced".

The Indecisive Noob - EVE fan blog.

Wholesale Trading - The new bulk trading mailing list.

JIeoH Mocc
brotherhood of desman
#1343 - 2013-09-17 13:24:30 UTC  |  Edited by: JIeoH Mocc
Lucas Kell wrote:
JIeoH Mocc wrote:
Lucas Kell wrote:


All I want is for the AFK element of your cloaking, the absolute 0 effort part to be stopped, to strip a single element of uncertainty. You want to change a core part of the game so you can guarantee kills.


Whereas you want to change a core part of the game to avoid losses =)
Not at all. How am I changing "a core part of the game to avoid losses"?
I want AFK players to not be able to add the illusion of a threat. That is all. Nothing more.
Since I am told that AFK players can;t hurt anybody, the removal of that will have NO EFFECT on my losses. It simply means a system can't be effectively shut down by someone that's not even playing the game. I don't like AFK miners either. As far as I am concerned, to play the game you should have to PLAY THE GAME.

And on the other side, these guys want local removed, so you only know a cloaker is there when he's already landed on you. There's a considerable difference.


A core part of the game is the uncertainty of a player status. I can be either AFK or not - you woldn't know. No one would know.
I could hang i cloak, sit docked, float under a POS field... ignoring everone and having no one know where to expect me warping, answering a convo etc. etc. That's the part you want to change, because someone violated your 99%_safety_status.

Since every one is paying for and active subscription either with RL moneyz or with his own time and ISK - there won't ever be a discrimination between AFK and ACTIVE states, just as there aren't between PVE and PVP, and WILLING TO PVP AND UNWILLING TO PVP.

Lucas Kell wrote:

They want to remove cloakers from local, so you won;t be able to escape until they are already on you, since they won't be visible until they are right next to you.


And you're not aligned when that happens?!??? Tsk Tsk, that's not nullsec for you ...
Andy Landen
Deep Core Mining Inc.
Caldari State
#1344 - 2013-09-17 13:28:08 UTC
JLeoH, you are just trolling now. A ship is not just a ship. Ships and fits are chosen with great attention to their needs. Some are dangerous and others are easy kills and you know it, so stop the trolling already.

To Nikk,
Quote:
For live intel, only local is helping the hostiles. They can't find anything off grid without scanning, which is hit or miss success.
If they are in a good scanning ship, they are less effective in combat.

Local only helps hostiles after they arrive and only while they are in system, and really it isn't that big of a help for them unless they can spread out across many systems and report movements. There is this really cool thing called warping to anomalies and belts. No scanners needed. All hits a few seconds after entering system, and no misses. No scanning ship, no probes, no nothing. Though a scanning ship and a bubbling ship can do wonders to augment a roam, but that digresses from this thread a bit. I never worry about lone ships with no cynos, but a single cyno presents a potentially infinite risk from the same lone ship. The issue here should be cynos on cloaked ships.

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

Roime
Mea Culpa.
Shadow Cartel
#1345 - 2013-09-17 13:31:54 UTC
This is what happens when to risk-averse groups have conflicting interests. AFK cloaker aka cyno alt prefers pure ganking to fighting, and PVE players in general are incapable of handling uncertainty (that's why the shoot predictable rats all day long).

Since you can't turn bears into normal people, you can only change mechanics- let's change bridging ships so that they can only pull other ships instead of pushing them through a bridge. Which means the blops or titan always jumps first, then the other ships jump to it.

.

Andy Landen
Deep Core Mining Inc.
Caldari State
#1346 - 2013-09-17 13:42:10 UTC
Lucas Kell wrote:

They don't call it "removal of local", but essentially they want cloakers to not show on it, a long with loads of other types of players. For them, being cloakers, it's no different from removing local, it's just this way they can claim it's "balanced".

That falls under the category of hiding threats, which I flatly reject. Hiding threats will kill pve, especially when cynos may be hidden too and there are no mass limits on the ships which may jump into the system, unlike wormholes where neither cynos nor gates without mass restrictions exist.

Quote:
This is what happens when to risk-averse groups have conflicting interests. AFK cloaker aka cyno alt prefers pure ganking to fighting, and PVE players in general are incapable of handling uncertainty (that's why the shoot predictable rats all day long).

Since you can't turn bears into normal people, you can only change mechanics- let's change bridging ships so that they can only pull other ships instead of pushing them through a bridge. Which means the blops or titan always jumps first, then the other ships jump to it.

We could always increase the cost of your Stealth bomber or other preferred system camper to over 600 mil and see how your feelings and tactics change. If you prefer pure ganking, then find pvp roams out there looking for a fight and ready to give you a run for your ISK. They are all over New Eden. It is your fixation for lucrative pve targets which clouds your judgment here.

.. and bringing the bridging ship in first does nothing to address the issues already covered in this thread, so that idea while perhaps good belongs in a different thread to address a different issue.

"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.
#1347 - 2013-09-17 13:42:48 UTC
JIeoH Mocc wrote:
A core part of the game is the uncertainty of a player status. I can be either AFK or not - you woldn't know. No one would know.
I could hang i cloak, sit docked, float under a POS field... ignoring everone and having no one know where to expect me warping, answering a convo etc. etc. That's the part you want to change, because someone violated your 99%_safety_status.

Since every one is paying for and active subscription either with RL moneyz or with his own time and ISK - there won't ever be a discrimination between AFK and ACTIVE states, just as there aren't between PVE and PVP, and WILLING TO PVP AND UNWILLING TO PVP.
Well continue to support non playing players then. The only problem is, that AFK playing, combined with market bots, scam bots, mining bots will eventually see eve go the way of diaspora, where eventually more players are inactive alts and bots than anything else.
And AFK cloaker can pick and chose when to be AFK, and chose to strike at any moment, with no warning. A POS AFKer or docked player, I can put in extra effort and observe. With a cloaker no matter how much effort I am willing to put in, they will always have the upper hand. That's the imbalance. Now I'm fine with that if the player is actively playing, but someone that's not even playing shouldn't be able to stay that way forever.

JIeoH Mocc wrote:
Lucas Kell wrote:

They want to remove cloakers from local, so you won't be able to escape until they are already on you, since they won't be visible until they are right next to you.
And you're not aligned when that happens?!??? Tsk Tsk, that's not nullsec for you ...
So you're not OK with removing the ability of an AFK cloaker to appear as a threat, yet you are perfectly happy to have cloakers removed from local, and will consider it my own fault if I'm caught? Surely I have the right to choose unwilling to PvP though? I have an active subscription, so that's my right. That's what you said.
And I'm more than happy to leave it as is, no changes. I move system if a cloaker pesters me, so it doesn't affect me that much, it just leave more of null empty. But since my coalition owns half of it, it's not really the end of the world. Renters are undoubtedly saddened by cloakers however.

The Indecisive Noob - EVE fan blog.

Wholesale Trading - The new bulk trading mailing list.

Roime
Mea Culpa.
Shadow Cartel
#1348 - 2013-09-17 13:52:05 UTC
Andy Landen wrote:

We could always increase the cost of your Stealth bomber or other preferred system camper to over 600 mil and see how your feelings and tactics change. If you prefer pure ganking, then find pvp roams out there looking for a fight and ready to give you a run for your ISK. They are all over New Eden. It is your fixation for lucrative pve targets which clouds your judgment here.


Not sure what you are on about now mate. Check eve-kill if something is unclear about my preferred style of pew.

Quote:
.. and bringing the bridging ship in first does nothing to address the issues already covered in this thread, so that idea while perhaps good belongs in a different thread to address a different issue.


Forcing the bridging ship to jump first would increase the risk of hotdropping by a considerable margin.





.

Lucas Kell
Solitude Trading
S.N.O.T.
#1349 - 2013-09-17 13:58:42 UTC
Roime wrote:
Quote:
.. and bringing the bridging ship in first does nothing to address the issues already covered in this thread, so that idea while perhaps good belongs in a different thread to address a different issue.
Forcing the bridging ship to jump first would increase the risk of hotdropping by a considerable margin.
It would practically kill it. Blops could still drop, but you wouldn't take a titan in to kill anything short of a cap fleet. Who would risk a titan to drop in on a pair of ratting battleships?
The whole idea here is to not break a massive portion of the game.

The Indecisive Noob - EVE fan blog.

Wholesale Trading - The new bulk trading mailing list.

Roime
Mea Culpa.
Shadow Cartel
#1350 - 2013-09-17 14:06:09 UTC
I don't see risk-free hotdrops on ratting battleships as a very important part of the game.

.

Nikk Narrel
Moonlit Bonsai
#1351 - 2013-09-17 14:10:01 UTC
Lucas Kell wrote:
Nikk Narrel wrote:
Without local: Opening a cyno near a hostile ship is not advised. The hostile can fire on the cyno ship, or alert other vessels close enough to respond quickly. Incoming vessels by jumping or bridging will be loading the system while being fired on by prepared vessels.
Summary, you brought a mobile gate to the ones most motivated to camp it.

With local: The cyno pilot has at a glance complete intel on all ships present. No ambush using ships already in system can surprise the pilot due to this, so he can avoid risky situations. Also, the tactical advantage of delaying the warning local gives due to a population spike of PvP ships can be delayed to the last possible moment.
Summary, you have the gate ready, and local tells you when it is safest to use it.
L O L
Yeah, because with local, you can't fire on a cyno ship. With local, your mates can't JB in or log in in station. Moron.

Without local, cynos would be immensely more powerful, as it's unlikely that every system would be covered with a force able to withstand the drop. WE don;t generally sit around in 40 man fleets hoping for a bit of home defense.

If you want to play dumb, that's your call.

Without local, a cyno being used on grid to a target is MORONIC.
The target has either no idea you are there, or has already left. At no point does the cyno on grid make sense.
Pop your buddies in, from one system over, point the target, and burn asap.
(HINT: the backup force pops in right before the point is made, because local is not broadcasting the arrival of this group)

The ONLY difference, is that if the pointing ship gets popped, the other ships still arrive if the cyno was not on grid.
WITH Local, the pointing ship opens a cyno, but if it gets popped, any ship not in transit already never arrives.
JIeoH Mocc
brotherhood of desman
#1352 - 2013-09-17 14:15:34 UTC
Andy Landen wrote:
JLeoH, you are just trolling now. A ship is not just a ship. Ships and fits are chosen with great attention to their needs. Some are dangerous and others are easy kills and you know it, so stop the trolling already.
.

Not at all. I agree that every ship is chosen and fit by its pilot, however why the choice of a pilot to fit a 3bil boat that is an easy kill (or a barge) affect someone else? He chose it, he flew it, he lost it. If anybody should be "blamed" for that is the pilot of the ship, not the one who killed him with this ridiculous attitude "Go find a PvP ship and leave the PvE alone". Come on now.
TheGunslinger42
All Web Investigations
#1353 - 2013-09-17 14:15:39 UTC
Lucas, I've not bothered quoting the post I'm responding to because the quote formatting seems to be entirely messed up, but its post 1331.

You have yet again blatantly lied and misrepresented our position. You still construct pathetic strawmen, insisting I want you to have "no chance" to evade me when I have literally stated I do want you to have that ability and chance on multiple occasions. Your continued deliberate lies demonstrate your dishonesty throughout this thread.

I want you to have the ability and the chance to evade PVP. However, I also want the other party to also have a chance at success. You yourself have literally stated you have "99%" chance to escape as a result of local, and the only effort and work you do to gain this 99% safety is looking at local.

That leaves the other person with a 1% chance of catching you, despite them having to do a lot more work than just looking at local.

And yet you're asking for the methods they use to achieve this 1% success rate be removed, and for them to have to put in even more effort for even less of a chance.

That is not balanced. That is not good game design. You constant lying about the issues and opposing arguments are tiresome, and that of a child.
Nikk Narrel
Moonlit Bonsai
#1354 - 2013-09-17 14:16:08 UTC
Vas Eldryn wrote:
simple question Teckos.... would it be better for more industry pilots to be in null or less?

Ok, this question SEEMS simple enough.

But think for a minute. What qualities define a player you WANT in null?

Clever, resourceful, someone not afraid to do the work needed.

Specifically, someone less risk averse than a high sec player, unless you simply want to pack warm bodies in as renters.
Then you might as well post ads in facebook.

Vas Eldryn wrote:
thank you ... you say more... awesome, but the idea you have will drive almost all indy pilots out of null. Can the see the flaw in your logic?

Almost all indy pilots out of null... could you be more dishonest?

This is making a claim that most players are unable to adapt, and need dumbed down intel to operate.
Worse, it assumes they will never realize that they actually are safer without local spoon feeding their attackers the information about where they are sitting.

Yes, that's right, the guy coming in to kill PvE pilots needs local a LOT more than you do, if you are a PvE pilot.
Teckos Pech
Hogyoku
Goonswarm Federation
#1355 - 2013-09-17 14:16:23 UTC
Vas Eldryn wrote:
thank you ... you say more... awesome, but the idea you have will drive almost all indy pilots out of null. Can the see the flaw in your logic?


Why? If you face more risk, but also benefit more why would you leave? This reinforces my belief that this is not the game for people who complain so bitterly about AFK cloakers. You have to expect to lose ships...even expensive ones from time to time. It will happen, that is the nature of this game.

Using Andy's metric, just for convenience, if the average ratting ship takes 6.5 hours to pay for, but you can expect to get 13 hours of ratting before losing it, then where is the problem.

And right now there are virtually no industrial pilots in null. Miners are rare in null. Building anything other than super capitals almost never takes place. I was reading about this topic and came across an old reference to Ascendant Horizon and their war with BoB. Ascendant Horizon believed they'd win because their ability to make BS in null far outstripped BoB's. But that was irrelevant in that BoB either made them in empire and moved them or simply bought them in empire and moved them...and BoB beat Ascendant Horizon.

Several years ago in the market discussion forum I commented that for people building in null (super caps) may not even mine much veldspar because it could be cheaper to simply buy it in empire and transport it. I didn't know much as I was still a nub to null sec then, just used my knowledge of economics and what I knew of the markets...several posts later a Goon confirmed my claim. You buy the low ends you need and "compress' them into ammo. All ammo takes up the same space, so the bigger the better and toss it in a freighter, then a JF and move it to where you are building your super where you re-process the ammo into raw ore.

My point being that industrial pilots are rare and the ones that are there are either building supers, are alts of people who got tired of doing industry in high sec (e.g. guys like me), or like the challenge of doing industry in null (e.g. mining). This is a problem, IMO, but it is one of CCP's making. They don't want null to be 100% independent of high sec (no I don't have a quote on this, but this should not be startling when you look at null and the industry options there).

Changing local and intel gathering alone probably wont do much to change this, but I think it could help at the margins. Most industrial players I've known (read the part where I did industry in high sec, I did it for a couple of years, I've known more than a few) are extremely risk averse (please don't think this is an insult). So a new way of gathering intel might induce some to move to null...maybe. But to get more industrial types into null will require more changes to the game than we currently have.

It will probably need a cultural change from most alliances. The PvP element of an alliance will have to see their industrial pilots not as a burden or something to sneer at but as a helpful part of the alliance. Building stuff the alliance needs and perhaps more cynically, seeing the presence of industrialists to some degree as "chum in the water" for PvP. With idea here is that hostile gangs would come into disrupt alliance industry operations and a response fleet would be formed to deal with it. And at the same time another alliance's industrial operations are a potential for roaming as well.

Basically, I'd like more industry and more PvP where both sides feel they are getting at least the same or more benefits to staying in high sec. Right now, roaming null can be boring as ****. I've gone on roams through Outer Ring, Syndicate and even down into Fountain and Fountain core...now what we find? **** all. Nothing. If we are lucky we might catch a dude in a noob ship running a quick errand or on a good day a guy in a cruiser or battle cruiser. Syndicate is supposed to be a place of small gang PvP...if so, Christ other places like Curse and Stain must be complete wastelands where everyone docks up at the merest whiff that somebody wants to shoot other players. Come to think of it...yeah, that is what it was like in Stain, even the "big alliances" (Red Overlord, C0ven, etc.) in that area were reluctant to do much.

"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
#1356 - 2013-09-17 14:18:46 UTC
Lucas Kell wrote:
Nikk Narrel wrote:
Why are you flying an exhumer without support?

At best, a tanked up exhumer only gives defenders time to reach you, which is great if you are near PvP ships staging or have Concord defending...

You are rolling dice without protection. You know that.

I think you can do better than all or nothing style. You love making a point, why don't you try it differently?
Run the Venture, invite buddies to rat fest so you don't have those bothering you.

It is not maximum efficiency, but neither is it docked up wishing it was in the field.
You may enjoy it.
Erm no.
I shouldn't be flying with support, since it's not required. As long as I'm active, and watching my intel and local, I can give myself a 99% chance of getting safe should I require it. I can then switch to a combat spec if I feel like it. That's the way it should be. Industry ships are supposed to evade, not tank, that's why they tank like crap.
If I had to have a support every time I mined, I'd be better off if I took both the miner and the support to high sec and mined there with both of them, as it would generate more isk/hour as I could yield fit both and not worry about having to tank much.

The whole point of mining is to maximise efficiency. They've battered the markets so much with rebalancing that it's barely worth mining as it is. If you don't push efficiency, you're better off ratting. Then there's getting my buddies, woohoo, now I can ask someone else to make no isk too, just so I can run half-yield mining. It's clear you are a PvPer, since you have no idea what you are talking about.

It's clear you assume a lot.

But then, as you take comfort from your assumptions, it is also clear why you cling to them.

Yep, that's me, PvP'er extraordinaire...
Teckos Pech
Hogyoku
Goonswarm Federation
#1357 - 2013-09-17 14:21:15 UTC
Nikk Narrel wrote:
[quote=Vas Eldryn]simple question Teckos.... would it be better for more industry pilots to be in null or less?

Ok, this question SEEMS simple enough.

But think for a minute. What qualities define a player you WANT in null?

Clever, resourceful, someone not afraid to do the work needed.

Specifically, someone less risk averse than a high sec player, unless you simply want to pack warm bodies in as renters.
Then you might as well post ads in facebook.
[quote]

Let me add, Nikk, someone not affraid to lose ships....

And to everyone who complains about losing a ship that takes hours of ratting to pay for, yes I know what that feels like...10 times over. So, don't sit there and feel like I don't know. I do know. The thing is I didn't complain about the jump freighter loss (I even congratulated the guys who killed it on a well executed plan..well okay after sitting there for a few seconds saying, "Son of a *****!!!!"), I learned from it, and when I had set up my new system to prevent losing said ship in a similar manner, I bought a new one.

"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
#1358 - 2013-09-17 14:21:33 UTC
Lucas Kell wrote:
Nikk Narrel wrote:
Local is not PvE's friend or savior.

It is exactly what enables the hostiles to find targets, and to camp systems. It dumbs down play all around, since hostiles lack the support needed to have intel regarding target presence.
Bull. They find targets using the map to see logged in pilots, or by knowing the areas people play in. the only difference is they'd have to d-scan to see if people are stil lthere when they arrive.


Nikk Narrel wrote:
Unless all hunters want to get really good at scanning, they need local.
Scanning what? They can warp straight to any site now. They don't even need to scan gravs anymore.

All you can do is ping d-scan and hope you click it during the half second when a claokers will be decloaked after a gate. Other than that you have to use scouts to watch for hostiles, making any system with multiple gates shockingly inefficient.

Nikk Narrel wrote:
That intel channel would be an amazing asset, if local were not constantly balancing it out by telling the hostile what system I'm in.
If someone saw them, which is only likely to happen when they engage someone.

Nikk Narrel wrote:
Answer this, please: How will a hostile find you in your sov space, if they don't have local tipping them off?
Like above. Star map + d-scan. Miners and ratters can't cloak while mining and ratting.

That star map is the next up for day care cleanup.

Seriously, these tools are lowering the bar on game play. Will the next incursion be featuring Orcs too?
JIeoH Mocc
brotherhood of desman
#1359 - 2013-09-17 14:22:30 UTC
Lucas Kell wrote:

So you're not OK with removing the ability of an AFK cloaker to appear as a threat, yet you are perfectly happy to have cloakers removed from local, and will consider it my own fault if I'm caught? Surely I have the right to choose unwilling to PvP though? I have an active subscription, so that's my right. That's what you said.
And I'm more than happy to leave it as is, no changes. I move system if a cloaker pesters me, so it doesn't affect me that much, it just leave more of null empty. But since my coalition owns half of it, it's not really the end of the world. Renters are undoubtedly saddened by cloakers however.

Of course you have that right, only it shouldn't be backed up by any mechanic adjustment for that need of yours.
You can mine in highsec, where those ganking you will get concorded - protected by mechanics (kind of flawed) to unwill PvP
And also i never said i wanted cloakers to be off local, i don't care about that. I am happy as it is right now, actually.
If anything, I'd like to see local gone from Nullsec
Don't care much bout renters, honestly.
Lucas Kell
Solitude Trading
S.N.O.T.
#1360 - 2013-09-17 14:25:31 UTC
Nikk Narrel wrote:
If you want to play dumb, that's your call.

Without local, a cyno being used on grid to a target is MORONIC.
The target has either no idea you are there, or has already left. At no point does the cyno on grid make sense.
Pop your buddies in, from one system over, point the target, and burn asap.
(HINT: the backup force pops in right before the point is made, because local is not broadcasting the arrival of this group)

The ONLY difference, is that if the pointing ship gets popped, the other ships still arrive if the cyno was not on grid.
WITH Local, the pointing ship opens a cyno, but if it gets popped, any ship not in transit already never arrives.
Except, burning a single cloaky ship into a system undetected would be relatively easy. Trying to get a fleet of ships in undetected would be near impossible, since they would show on d-scan, show as a massive blob of ships to any scouts. And set tidi off on their way though. Even a large group of covops would struggle, as any one person not cloaking perfectly in sync decloaks other, which causes a chain of decloaking. A cyno fleet doesn't have to come from next door, it can be quite a few jumps away. A cyno would get these ships in without alerting everyone that a massive fleet is on the move.

Also, if you pop a cyno while ships are in transit, they still arrive, they just get randomly positioned in the destination system.

The Indecisive Noob - EVE fan blog.

Wholesale Trading - The new bulk trading mailing list.