These forums have been archived and are now read-only.

The new forums are live and can be found at https://forums.eveonline.com/

Player Features and Ideas Discussion

 
  • Topic is locked indefinitely.
Previous page12
 

Cynosural Field Generator Rebalance Idea

Author
Chandaris
Immortalis Inc.
Shadow Cartel
#21 - 2014-08-15 18:37:15 UTC
Yea.. Can't stress enough how much this is stagnating things. Granted we do it, but we excel at using the mechanics CCP give us to bring the pain -- that doesn't mean some of us don't think those mechanics stink.

Basically what we have today with any competant lowsec group is: two fleets meet in space, GF ensues.. one side starts losing, blops in some cap support. other side blobs in more caps to kill those caps, PL blobs in 30 archons and kills everbody.

It's become beyond ******* stupid. Everybody has an army of triage, dreads, supercaps, whatever on standby and it just becomes a game of who can escalate the fastest before PL, us or whoever jumps in and ruins everyones day. It should not be that simple to bring capital power onto the battlegrid... Right now all you need is a 4 day old alt and an Ibis to project a supercap fleet of unlimited power, anywhere, instantly.
4Rum Alt
Republic Military School
Minmatar Republic
#22 - 2014-08-15 19:27:03 UTC  |  Edited by: 4Rum Alt
Yeah and can't blame you guys for doing it, its like if you don't do it they will. I don't think when the cyno mechanics were created that everyone and their mother had cap ships, but now they do. Maybe a 10 sec cyno timer would help. That would instantly stop people from trying to drop a cyno in smaller ships and give a fleet a chance to either stop the cyno from ever going up or gtfo. Black ops should be instant, but cap ships should not. Even jumping gates isn't instant so in addition to a cyno timer the cap ships should have a 5 sec like warm up or something. All the movies we have about space travel and not one is like eve where jumping a number of light years is instant, its always some sort of sub engine initiation. A 5 sec cyno initiation timer to drop a cyno, a 5 sec jump drive initiation for a cap ship to jump and a 5 sec system recover timer once the jump has been made seems realistic and fair.
Chandaris
Immortalis Inc.
Shadow Cartel
#23 - 2014-08-15 19:34:01 UTC
Agreed -- force the cyno off grid at the very least, and make it so you can't just jump in unlimited numbers of everything. Fuel/mass/whatever .. Or an on-grid timer before ships can jump, IDK..

Agree that blops/covcynos' should retain this ability -- it would give them an even more powerful niche role.
4Rum Alt
Republic Military School
Minmatar Republic
#24 - 2014-08-15 19:47:21 UTC  |  Edited by: 4Rum Alt
Yes that too, not the force the cyno off grid. Because each cap ship is really creating its own wormhole right?. A titan I understand because wormholes all have a certain amount of mass that can pass thru before it closes. Maybe make cynos where only a certain amount of ships can lock on to the beacon at once. Like only a set number per cycle so 100 caps can't jump thru at once. Also I think the cycle time should be reduced to 2 mins at most with 4 30 second cycles with each cycle sending out the singnal pulse which allows for only that set number of caps to jump to. And.....cyno ships should not be remote repperable for 1 min after the cyno is lit.
unimatrix0030
University of Caille
Gallente Federation
#25 - 2014-08-15 20:30:58 UTC
How about cyno dampners?
In 3 types :
1ste one makes that the range people can jump to the cyno is smaller
2nd makes that the accuracy of the cynojump is way off, so that people spawn 40-100km of the cyno
3rd one does both only less then the first 2

No local in null sec would fix everything!

Previous page12