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Ship Module Idea: Cyno Disruptor

Author
Worthy Angel
Lilith LLC
#1 - 2017-06-16 19:48:34 UTC
Purpose: Allow pilots to roam null freely without worries of constantly being hot-dropped.

Function: While activated, disables the cyno fields of nearby ships and prevents new cyno fields from being activated. This affects all cyno fields, including yours and those of your fleetmates, as well as covert cynos.

Mid Slot Module (to ensure not every ship in a fleet just fits one)

Small Cynosural Field Disruptor
PG: 5 MW
CPU: 10 tf
Range: 10 km
Activation: 5 MJ
Duration: 5 sec

Medium Cynosural Field Disruptor
PG: 100 MW
CPU: 25 tf
Range: 25 km
Activation: 20 MJ
Duration: 5 sec

Large Cynosural Field Disruptor
PG: 500 MW
CPU: 50 tf
Range 50 km
Activation: 50 MJ
Duration: 5 sec

Capital Cynosural Field Disruptor
PG: 50000 MW
CPU: 100 tf
Range: 100 km
Activation: 100 MJ
Duration 5 sec
SurrenderMonkey
State Protectorate
Caldari State
#2 - 2017-06-16 19:51:18 UTC
Cyno inhibs already exist, and the limitations of their functionality are there for a reason. This seems to be trying to bypass those limitations, in which case, why even have them in the first place?

"Help, I'm bored with missions!"

http://swiftandbitter.com/eve/wtd/

Worthy Angel
Lilith LLC
#3 - 2017-06-16 19:55:05 UTC
SurrenderMonkey wrote:
Cyno inhibs already exist, and the limitations of their functionality are there for a reason. This seems to be trying to bypass those limitations, in which case, why even have them in the first place?

Current ones are system wide and structure modules, making them much harder to disrupt. These would be for roaming gangs, and would be stoppable by destroying/neuting the ship with the module active.
Old Pervert
Perkone
Caldari State
#4 - 2017-06-16 19:55:29 UTC
Once upon a time, I had suggested that this be the equivalent of a battleship sized interdictor. A battleship hull able to fit a high slot cyno disruptor, with a limited range.


The small and medium modules would not help at all, as even an unbonused point can reach out to 26+km. They'll point you, and burn out until they can light the cyno.

Once the cavalry arrives, you're just as toast as you were before.

It also provides you with massive strategic value, which means the cost of fitting it would need to be substantially higher. I'd be thinking somewhere on the order of fitting a cloak higher.

If you want to be safe, you'd better not want to be able to use your ship for anything at an even remotely high level of efficiency.
Old Pervert
Perkone
Caldari State
#5 - 2017-06-16 19:59:55 UTC
Also, given the massive strategic power of something like this, the activation costs would need to be massively higher.

100GJ on the frigate module, 500GJ on the cruiser module, 1 TJ on the battleship, and 25TJ on a capital.

Change the cycle time to 10 seconds. The intent of the longer cycle time and higher activation cost is that neuts are effective at preventing anyone from firing this module, but once they fire it, it'll be useful for at least some time.
Frostys Virpio
State War Academy
Caldari State
#6 - 2017-06-16 20:05:25 UTC
5 second duration mean you can fit 1 on your Rorqual and be completely immune to any drop on you. 5 second cycle time also mean that a gang coming from a WH or a gate is not that big of a problem because you can de-cycle it and light your cyno for help withing 6 seconds.
Daichi Yamato
Jabbersnarks and Wonderglass
#7 - 2017-06-16 22:33:58 UTC
http://games.chruker.dk/eve_online/item.php?type_id=33476

EVE FAQ "7.2 CAN I AVOID PVP COMPLETELY? No; there are no systems or locations in New Eden where PvP may be completely avoided"

Daichi Yamato's version of structure based decs