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[Black Ops] Jumping Without a Cyno

Author
Nikk Narrel
Moonlit Bonsai
#121 - 2014-09-24 15:50:32 UTC
Falken Falcon wrote:
Good argument, but my objection was that rigs only modify stats of the hulls and not the abilities of said hull (Should have been more clear on that) just liked to point out that no rigs yet in the game modify abilities (Like you said) only stats and why would ccp change that now as ability changes are for subsystems.

Subsystems are for modular ships, like the strategic cruisers.

Making the BlOps modular for effectively one variation with such specific impact seems more effort than necessary to me.

To me, it would make more sense to create a different ship model, specific to these details, rather than modularize the original.
Falken Falcon
#122 - 2014-09-24 15:58:16 UTC
Nikk Narrel wrote:
Falken Falcon wrote:
Good argument, but my objection was that rigs only modify stats of the hulls and not the abilities of said hull (Should have been more clear on that) just liked to point out that no rigs yet in the game modify abilities (Like you said) only stats and why would ccp change that now as ability changes are for subsystems.

Subsystems are for modular ships, like the strategic cruisers.

Making the BlOps modular for effectively one variation with such specific impact seems more effort than necessary to me.

To me, it would make more sense to create a different ship model, specific to these details, rather than modularize the original.

My point was that the subsystems are for changing abilities not rigs. That being so, the best way (imo) is to make it a high slot module.

Aye, Sea Turtles

Uriel Paradisi Anteovnuecci
Itsukame-Zainou Hyperspatial Inquiries Ltd.
Arataka Research Consortium
#123 - 2014-09-25 23:45:58 UTC
Falken Falcon wrote:

My point was that the subsystems are for changing abilities not rigs. That being so, the best way (imo) is to make it a high slot module.

I really wanted it to be a high slot module for a long time- but the thing is, as long as it was a module, it would be possible to use a mobile depot to take a huge advantage of it:

Step One: Sun Jump into a hostile system, gatecamped all to hell

Step Two: Warp off, drop mobile depot, switch out jump module for cynosural field

Step Three: Activate cyno, cue fleet bridging in undisturbed by anyone along the way

With the Engine applied as a rig, it drastically reduces the chance ships and fleets have to take advantage of it: A rig is destroyed, not removed- and this rig wouldn't be so cheap as to be affordably disposed of. The idea is to create a second option for Black Ops pilots, and to give them mobility and the ability to help a small covert fleet travel efficiently through difficult territory. If it's any sort of normal module, then it'll be abused, I guarantee it.

The only option that would allow it to be a module would be to make Black Ops unable to light normal cynos, period- but that would make them absolutely useless for players that use them currently, with what they can currently do.

Besides, even though it's a little out-of-the-ordinary, the only argument against it being a rig is 'rigs don't do that'- perhaps it could be more of a 'module', but would have to be fitted to a rig slot- the idea is that it is an extreme modification to the hull, not a modular additional system.

I know it may seem like I'm just arguing at you, but I do appreciate the feedback a lot Smile Ideas are better when they're collaborative!
Falken Falcon
#124 - 2014-09-26 06:11:48 UTC  |  Edited by: Falken Falcon
Uriel Paradisi Anteovnuecci wrote:

I really wanted it to be a high slot module for a long time- but the thing is, as long as it was a module, it would be possible to use a mobile depot to take a huge advantage of it:

Step One: Sun Jump into a hostile system, gatecamped all to hell

Step Two: Warp off, drop mobile depot, switch out jump module for cynosural field

Step Three: Activate cyno, cue fleet bridging in undisturbed by anyone along the way

To be honest, i don't see a problem with this. The same argument could be said about the jump portals, or cynos or mjd's even.
As one of the fleet members needs to keep changing stuff in the ship that will leave the fleet/ship vulnerable, so be it (Combat probes).
Uriel Paradisi Anteovnuecci wrote:

With the Engine applied as a rig, it drastically reduces the chance ships and fleets have to take advantage of it: A rig is destroyed, not removed- and this rig wouldn't be so cheap as to be affordably disposed of. The idea is to create a second option for Black Ops pilots, and to give them mobility and the ability to help a small covert fleet travel efficiently through difficult territory. If it's any sort of normal module, then it'll be abused, I guarantee it.

The only option that would allow it to be a module would be to make Black Ops unable to light normal cynos, period- but that would make them absolutely useless for players that use them currently, with what they can currently do.

True
Uriel Paradisi Anteovnuecci wrote:

Besides, even though it's a little out-of-the-ordinary, the only argument against it being a rig is 'rigs don't do that'- perhaps it could be more of a 'module', but would have to be fitted to a rig slot- the idea is that it is an extreme modification to the hull, not a modular additional system.

I know that the rig argument is ********, but i still think that it holds merit. You gotta ask yourself why would they change how rigs function in the game for this? Also does the game engine support system jumping without cynos or gates? (No seriously, i have no idea)

Uriel Paradisi Anteovnuecci wrote:

I know it may seem like I'm just arguing at you, but I do appreciate the feedback a lot Smile Ideas are better when they're collaborative!

It's all good, i'm just trying to figure out that if they were to implement this, how would they do it Big smile

Aye, Sea Turtles

El Creepo
Therapy.
The Initiative.
#125 - 2014-09-26 08:51:11 UTC
I'd like to see some sort of failstate for a cynoless jump, like on a roll of 15-100 its sucseeds and you end up at your destination, on a roll of 5-15 it loses lock and jumps you to a random celestial in a random system within jump range and within a cone in front of the ship and then on a roll of 1-5 the drive overloads and stalls the ship in space for 20 seconds doing heat damage to mods. Maybe on a roll of 1 you end up in a wormhole ^_^

It just sounds like risky tech to use and so should be risky and slightly unreliable.
Uriel Paradisi Anteovnuecci
Itsukame-Zainou Hyperspatial Inquiries Ltd.
Arataka Research Consortium
#126 - 2014-09-28 03:15:00 UTC
That sounds a little... bad, honestly- that's the only way I can say it, sorry Sad

If it did that, nobody would use it, for one- and that sounds more like something a prototype of something like this would do- the idea is to give a balanced and specific role to black ops, with a new function that lets them do something we haven't been able to do before.

If it would send you to a random place, possibly not even in the right system, or even in the same STAR CLUSTER, nobody would take the risk of using it.

I'm sorry to come off as rude, but that's a little much for the sake of this- and I can't even imagine how hard that would be to make it do.

But maybe a factor of randomness within the system you go to would be a good idea- maybe you could land at any celestial, not just the sun, as you're locking onto the star's signature and jumping towards it! So thanks for this- it's brought more ideas up, at least Smile
Komi Toran
Perkone
Caldari State
#127 - 2014-09-28 05:47:12 UTC
+1. Us Vale dwellers have been looking for a way to invade Jove space and crash future ATs.
Nikk Narrel
Moonlit Bonsai
#128 - 2014-09-29 13:16:37 UTC
Falken Falcon wrote:
...
Uriel Paradisi Anteovnuecci wrote:

With the Engine applied as a rig, it drastically reduces the chance ships and fleets have to take advantage of it: A rig is destroyed, not removed- and this rig wouldn't be so cheap as to be affordably disposed of. The idea is to create a second option for Black Ops pilots, and to give them mobility and the ability to help a small covert fleet travel efficiently through difficult territory. If it's any sort of normal module, then it'll be abused, I guarantee it.

The only option that would allow it to be a module would be to make Black Ops unable to light normal cynos, period- but that would make them absolutely useless for players that use them currently, with what they can currently do.

True
....

Wait, what?
Why wouldn't they simply bridge over another ship, with this cyno mounted on it?
Lighting a normal cyno from a Black Ops, to me, sounds like ringing a dinner bell in the wilderness.

My understanding of the Black Ops class, is that they are intended as support for covert shipping, specifically to ships that can mount full covert ops cloaks. They should both want and deserve a degree of separation from normal cynos.

Being able to light a covert cyno, (in my view), coupled with the ability of a partner lighting a covert bridge at the other end... defines the ultimate role for these ships.
All else being window dressing.

Now, in accordance to the intent as I see it, the genuine thrust of this is to place covert shipping quickly and efficiently where they would have difficulty reaching. Make it a practical thing to relocate your cloaked vessels to deep system X, rather than the first three systems inside their territory.
Uriel Paradisi Anteovnuecci
Itsukame-Zainou Hyperspatial Inquiries Ltd.
Arataka Research Consortium
#129 - 2014-09-30 02:07:05 UTC
Nikk Narrel wrote:

My understanding of the Black Ops class, is that they are intended as support for covert shipping, specifically to ships that can mount full covert ops cloaks. They should both want and deserve a degree of separation from normal cynos.

Being able to light a covert cyno, (in my view), coupled with the ability of a partner lighting a covert bridge at the other end... defines the ultimate role for these ships.
All else being window dressing.

Now, in accordance to the intent as I see it, the genuine thrust of this is to place covert shipping quickly and efficiently where they would have difficulty reaching. Make it a practical thing to relocate your cloaked vessels to deep system X, rather than the first three systems inside their territory.


That's what I meant for it- to give it a role in covert fleet mobility- I don't know if it sounded like something different in my post, but I basically agree with you on every point there Smile

Black Ops are support vessels, in this role- with the Harmony Engine, they can move around unhindered by gates and whatever may be lying in wait at them. If a pilot wants to move around independently, there you go- and if they want to move a covert fleet, there you go- having a pair of Black Ops, one hopping and one bridging, will let a fleet of covert ships move effectively through difficult territory.
Zimmer Jones
Aliastra
Gallente Federation
#130 - 2014-09-30 02:41:16 UTC  |  Edited by: Zimmer Jones
I'm all for the whole jump to a sun thing. In fact, I'm so all for it that I propose it for all ships, and get rid of gates. sun camping. introduce binary star systems just for fun. instead of warping anywhere, just jump out. but make it "jump to star at;" 100, 250,500 and 1000 km ranges. downside, everyone needs isotopes for getting around, but they can be a lot cheaper to run. just use cynos for more "pinpoint" insertions.

the LY ranges assigned can be much smaller too, cause its in empire, and a little shifting can still create choke points.
blops could be used for bridging certain ships a further distance than they would otherwise be able to, covert cyno still has its use.

which would bring about my other dream: space gas stations.
They don't have to have a spaceballs style diner or anything.
I just want em.

I don't know if I'm serious about this post, because it could REALLY open up eve to anyone and everyone.

Use the force without consent and the court wont acquit you even if you are a card carryin', robe wearin' Jedi.

Nikk Narrel
Moonlit Bonsai
#131 - 2014-09-30 13:48:19 UTC
Zimmer Jones wrote:
I'm all for the whole jump to a sun thing. In fact, I'm so all for it that I propose it for all ships, and get rid of gates. sun camping. introduce binary star systems just for fun. instead of warping anywhere, just jump out. but make it "jump to star at;" 100, 250,500 and 1000 km ranges. downside, everyone needs isotopes for getting around, but they can be a lot cheaper to run. just use cynos for more "pinpoint" insertions.

the LY ranges assigned can be much smaller too, cause its in empire, and a little shifting can still create choke points.
blops could be used for bridging certain ships a further distance than they would otherwise be able to, covert cyno still has its use.

which would bring about my other dream: space gas stations.
They don't have to have a spaceballs style diner or anything.
I just want em.

I don't know if I'm serious about this post, because it could REALLY open up eve to anyone and everyone.

I cannot be certain, but to me this sounds like a perfect description of taking an idea too far.

There is a Goldilocks zone here, as with many other ideas. (reference borrowed from planet ranges for expectations of life)

If it has too little presence, it defaults to our current mechanic set, if not less functional.

If it is over extended, then it becomes a straw man argument. Overstating something only proves that too much is unwanted, not a detail which is present in the original proposal.

Like bacon, it is only good when cooked the right amount.
Uriel Paradisi Anteovnuecci
Itsukame-Zainou Hyperspatial Inquiries Ltd.
Arataka Research Consortium
#132 - 2014-10-01 22:02:17 UTC
Seeing the new proposed changes to capital ships, I can imagine this still working as a unique role for Black Ops- giving them this, along with a greatly reduced jump fatigue, would give reason for their 'Covert' designation. Smile
Nikk Narrel
Moonlit Bonsai
#133 - 2014-10-02 14:00:19 UTC
Uriel Paradisi Anteovnuecci wrote:
Seeing the new proposed changes to capital ships, I can imagine this still working as a unique role for Black Ops- giving them this, along with a greatly reduced jump fatigue, would give reason for their 'Covert' designation. Smile

I feel this way:
Black Ops class, having drastically separate strategic values, should be fully excluded from the new jump limitations.

No freighters are using it, I have no awareness of a fleet doctrine that seriously expects to counter equal numbers of non-covert combat ability...

In my view, since the reasons for affecting capital ships do not apply to BlOps, so why should the change?
Owen Levanth
Sagittarius Unlimited Exploration
#134 - 2014-10-02 14:09:53 UTC
With the new changes to long-distance travelling coming, I see no possible objection against this idea. Looks good so far. Now you'll just have to convince CCP to read your idea, OP.
Sohl Ni-Zha
Garoun Investment Bank
Gallente Federation
#135 - 2014-10-02 16:45:18 UTC
Good one OP.

delivering. drugs.  IG channel: Narcotics

Uriel Paradisi Anteovnuecci
Itsukame-Zainou Hyperspatial Inquiries Ltd.
Arataka Research Consortium
#136 - 2014-10-29 03:48:40 UTC  |  Edited by: Uriel Paradisi Anteovnuecci
The new rig CCP is introducing, the Higgs Anchor Rig, is different than normal rigs. It has a different effect on the ship's hull than other astronautic rigs, and only one can be fitted per ship.

This shows that CCP is entertaining the idea of less conventional rigs- and this one certainly isn't conventional, looking at what it does. Additionally, restricting a rig to one ship type doesn't appear to be as much of an impossibility now, as the Higgs Anchor shows with its restricted fitting (1 per ship)

As always, I appreciate any feedback and discussion this generates; I can only hope this continues to gain positive attention Smile
Luwc
State War Academy
Caldari State
#137 - 2014-10-29 07:53:29 UTC
BLOPS Pilot here.

-1

why ?

Would make BLOPS OP and would offer a very easy way to dodge engagements

get pointed in site or elsewhere ? lol jump to sun.

same goes with hot drops.. you will land at random locations and will have to warp to the targets first making it useless for anything other then bridging.

on the other hand if its able to still jump to cynos you will be able to easily bail if things go wrong.

given that blops can already microwarpdrive cloak trick easily. and jump out they can then even bail do a random sun.

so no.




http://hugelolcdn.com/i/267520.gif

Uriel Paradisi Anteovnuecci
Itsukame-Zainou Hyperspatial Inquiries Ltd.
Arataka Research Consortium
#138 - 2014-10-30 02:58:32 UTC
  • If pointed, you will not be allowed to sun jump.

  • This has nothing to do with hot drops- and if you want to hot drop, just don't fit the rig.

  • While the rig is fitted, you cannot jump to a normal cynosural field- it says that in the OP

  • The idea is to make covert convoys using black ops bridges and sun jumps effective. With the new jump fatigue and delay, the Black Ops' covert jump portal, combined with this, would allow smaller groups to travel and transport covertly and recover from jump fatigue and delay.

  • Please read things thoroughly before putting them down for reasons separate from what the post entails.

    Smile