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CYNO REGULATIONS - Serious Questions & Discussion

Author
Simetraz
State War Academy
Caldari State
#61 - 2012-04-21 15:10:14 UTC
Are we talking jump freighters or cynos.

Jump freighters where and are badly needed.
At one time Dread and carriers performed the role the the mass movers and where later on nerfed.
Which left the small alliances in a serious bind while the large titan alliances simply shifted to more titan bridges.

As far as cyno's
Keep in mind you can warp directly to any cyno no matter where it is in system.

Well first off if you move cyno's to 15 km off anything then everyone will switch to POS's as there drop off point.

So you are going to go from.
Forcing someone to dock and undock opportunity to a lets take on a POS.

That would mean less opportunity to kill a capital rather then more.

IF the mechanic of docking is perceived to be to much then wouldn't it be better to create a docking timer when you jump via a cyno ?

As you have failed to explain the actual problem it is rather hard to find a fix.


Thor Kerrigan
Guardians of Asceticism
#62 - 2012-04-21 15:51:21 UTC
Simetraz wrote:
Are we talking jump freighters or cynos.

Jump freighters where and are badly needed.
At one time Dread and carriers performed the role the the mass movers and where later on nerfed.
Which left the small alliances in a serious bind while the large titan alliances simply shifted to more titan bridges.

As far as cyno's
Keep in mind you can warp directly to any cyno no matter where it is in system.

Well first off if you move cyno's to 15 km off anything then everyone will switch to POS's as there drop off point.

So you are going to go from.
Forcing someone to dock and undock opportunity to a lets take on a POS.

That would mean less opportunity to kill a capital rather then more.

IF the mechanic of docking is perceived to be to much then wouldn't it be better to create a docking timer when you jump via a cyno ?

As you have failed to explain the actual problem it is rather hard to find a fix.




We are primarily discussing cynos. The topic of Jump Freighters will come up since they are the only ships who purely use the problem outlined about cynos. Other ships must be used in more dangerous roles which makes the traveling part a bit more trivial for them. Other capital ships also can "travel fit" which makes them even more efficient at cyno traveling than jump freighters (+ cloak).

The main issue I have with cynos at station is a lack of a proper counter. Classic example of rock, paper, shotgun. Shotgun wins all the time. Unless you bring 1000 rocks.

Also, other capital ships can't enter highsec, which means they can only mimic a jump freighter to a certain point; you still need to physically move in an empty freighter through the high/low sec gate.

Current cyno mechanics allow Jump Freighters to jump out of highsec into the docking zone of a lowsec station. Warp to gate a zero. Rinse/Repeat.
Whambot
Caldari Provisions
Caldari State
#63 - 2012-04-21 16:01:36 UTC
Alavaria Fera wrote:
Lanasak wrote:
i love it when empiredwellers talk about nullsec logistics so authoritatively from the perspective of the veldspar belt

It's fine, as long as they package that veldspar into 425mm Railgun Is (or whatever we use now) and sell them to us to JF down to make more supercapitals !


Goons haha being a goon is easier than starting fron scratch in highsec yet every goontard has that elitist sense of superiority over highseccers that I love.
Sorry I didn't have a corp hand me everything when I created my acct. Roll
Simetraz
State War Academy
Caldari State
#64 - 2012-04-21 16:20:15 UTC  |  Edited by: Simetraz
Thor Kerrigan wrote:


We are primarily discussing cynos. The topic of Jump Freighters will come up since they are the only ships who purely use the problem outlined about cynos. Other ships must be used in more dangerous roles which makes the traveling part a bit more trivial for them. Other capital ships also can "travel fit" which makes them even more efficient at cyno traveling than jump freighters (+ cloak).

The main issue I have with cynos at station is a lack of a proper counter. Classic example of rock, paper, shotgun. Shotgun wins all the time. Unless you bring 1000 rocks.

Also, other capital ships can't enter highsec, which means they can only mimic a jump freighter to a certain point; you still need to physically move in an empty freighter through the high/low sec gate.

Current cyno mechanics allow Jump Freighters to jump out of highsec into the docking zone of a lowsec station. Warp to gate a zero. Rinse/Repeat.


Yes we are only talking about 3 ship classes.

Carrier / Dread - which as you say can't jump through gates but does have weapons, and can defend itself if need be.
Price range 1-2 Bill
Jump Freighter - No weapons, no hardening, but it can jump through a gate. (if you could put a scram on a newbie ship it could stop a jump freighter indefinitely) and there is nothing the jump freighter could do except log ( and pray with the new timer rule). price 7-8 Bill

By all your comments you have a problem with station docking and NOT cyno's
You want to create a opportunity to kill a 7 bill isk capital ship (empty) with 5 cruisers.

THen simply put a timer on how long a ship must wait to dock after jumping through a cyno.
So how much time do you need ?
1 minute, 5 minutes, 10 minutes ?
I am being serious.

How about the ship can't dock as long as the cyno is up and on grid.
Hmmm how about nobody can dock or undock while a cyno is up on a station grid.
Dangerous conditions and all that.
Then you could lock people out of stations or lock them in.
I actually like that idea, it would kill lots of issues.
But CCP would have to make the cyno collapse when the cyno ship is destroyed.

That would fix everything and add in a new twist.
Thor Kerrigan
Guardians of Asceticism
#65 - 2012-04-21 17:06:21 UTC
Simetraz wrote:
Thor Kerrigan wrote:


We are primarily discussing cynos. The topic of Jump Freighters will come up since they are the only ships who purely use the problem outlined about cynos. Other ships must be used in more dangerous roles which makes the traveling part a bit more trivial for them. Other capital ships also can "travel fit" which makes them even more efficient at cyno traveling than jump freighters (+ cloak).

The main issue I have with cynos at station is a lack of a proper counter. Classic example of rock, paper, shotgun. Shotgun wins all the time. Unless you bring 1000 rocks.

Also, other capital ships can't enter highsec, which means they can only mimic a jump freighter to a certain point; you still need to physically move in an empty freighter through the high/low sec gate.

Current cyno mechanics allow Jump Freighters to jump out of highsec into the docking zone of a lowsec station. Warp to gate a zero. Rinse/Repeat.


Yes we are only talking about 3 ship classes.

Carrier / Dread - which as you say can't jump through gates but does have weapons, and can defend itself if need be.
Price range 1-2 Bill
Jump Freighter - No weapons, no hardening, but it can jump through a gate. (if you could put a scram on a newbie ship it could stop a jump freighter indefinitely) and there is nothing the jump freighter could do except log ( and pray with the new timer rule). price 7-8 Bill

By all your comments you have a problem with station docking and NOT cyno's
You want to create a opportunity to kill a 7 bill isk capital ship (empty) with 5 cruisers.

THen simply put a timer on how long a ship must wait to dock after jumping through a cyno.
So how much time do you need ?
1 minute, 5 minutes, 10 minutes ?
I am being serious.

How about the ship can't dock as long as the cyno is up and on grid.
Hmmm how about nobody can dock or undock while a cyno is up on a station grid.
Dangerous conditions and all that.
Then you could lock people out of stations or lock them in.
I actually like that idea, it would kill lots of issues.
But CCP would have to make the cyno collapse when the cyno ship is destroyed.

That would fix everything and add in a new twist.


That's pretty hardcore, especially considering a JF takes less than a minute to enter warp. It just seems that from a realistic perspective there should be a minimum distance a cyno can be lit from celestial objects, especially stations. Same deal as with smartbombs and whatnot.

The idea is to make cynoing a better option "in space" rather than "on station". Sure, the standard will switch with big alliances switching to a POS chain to ensure safety of their logistics. This tactic would create two things:

1- An unkeep cost for a healthy logistics route
2- A clear and specific target to attack if you wish to cripple an alliance's logistics (the POS itself)

If you buff JF's during this change, they would not necessarily become easier to kill, but there would be a clear window if you manage to get excellent intel beforehand.
Alavaria Fera
GoonWaffe
#66 - 2012-04-21 17:17:14 UTC
Whambot wrote:
Alavaria Fera wrote:
Lanasak wrote:
i love it when empiredwellers talk about nullsec logistics so authoritatively from the perspective of the veldspar belt

It's fine, as long as they package that veldspar into 425mm Railgun Is (or whatever we use now) and sell them to us to JF down to make more supercapitals !


Goons haha being a goon is easier than starting fron scratch in highsec yet every goontard has that elitist sense of superiority over highseccers that I love.
Sorry I didn't have a corp hand me everything when I created my acct. Roll

Nothing to feel sorry about.

Triggered by: Wars of Sovless Agression, Bending the Knee, Twisting the Knife, Eating Sov Wheaties, Bombless Bombers, Fizzlesov, Interceptor Fleets, Running Away, GhostTime Vuln, Renters, Bombs, Bubbles ?

Lanasak
Doomheim
#67 - 2012-04-22 04:59:05 UTC
Citrute wrote:
Lanasak wrote:
i love it when empiredwellers talk about nullsec logistics so authoritatively from the perspective of the veldspar belt

I love it when nulsec nap bears post with their alts and think they know anything but how to lock a primary and press f1.


i love it when non-spaceholding alliances talk about the activities of spaceholding alliances
Siva Surya Kshatriya
Brutor Tribe
Minmatar Republic
#68 - 2012-04-22 05:01:03 UTC
Thor Kerrigan wrote:
Why are cynos allowed within docking range?
Why are cyno jumps more precise than stargates?

For one, the "sphere of arrival" should be similar - if not greater - to a stargate. With that in mind, cynos should not be allowed within at least 15 km from any celestial object such as stations, stargates or POS bubbles (...wait). Why are we risking the lives of all those station dwellers? The last thing I want when enjoying CONCORD advertisements on WiS TV is Jimbo001's Titan jumping onto/into my sorry ass. boom.

If you disagree, please provide another argument than something along the lines of "I don't want EVE to become harder", thanks. There is currently no challenge when travelling using cynos - I doubt anyone complains about the cyno kessy ganks.

If you agree, I'd like to hear how you think this should be implemented and what other restrictions/changes could follow.


I honestly wouldn't mind Jimbo001's Titan jumping in on your sorry ass.
Thor Kerrigan
Guardians of Asceticism
#69 - 2012-04-22 15:14:38 UTC
Siva Surya Kshatriya wrote:

I honestly wouldn't mind Jimbo001's Titan jumping in on your sorry ass.


Lol are you Jimbo001's alt? I would not mind either, as long as it is happening in space and not when I am bangin' Jimbo001's sister in station. That would be rather unexpected.
Markus Reese
Deep Core Mining Inc.
Caldari State
#70 - 2012-04-23 14:12:27 UTC
Thor Kerrigan wrote:

you can be "at 0" (within dock range) even though you are physically 20ish km away from the bumping zone. C'mon you can do better than that...


You are right, I was bit biased there having done cynos to stations Roll

The issue is the station structure itself since it is essentially a bubble of influence, not sure the mechanics. I myself wouldn't mind reduced docking bubbles, or docking zones, still needs to ensure proper collision mechanics however.

To quote Lfod Shi

The ratting itself is PvE. Getting away with it is PvP.

Lucas Schuyler
Federal Navy Academy
Gallente Federation
#71 - 2012-04-23 14:37:04 UTC
Thor Kerrigan wrote:
Varesk wrote:
Thor Kerrigan wrote:


you can be "at 0" (within dock range) even though you are physically 20ish km away from the bumping zone. C'mon you can do better than that...



I think you answered your own question.



So you agree moving ships through a cyno chain poses very little risk? This is why It should be changed. Seems to me this system is as broken as the dramiel back in the day when only the pilot's mistake would put it at risk.

As long as you know what you are doing, you are never risking your ship. When was the last time you heard about a JF kill that was NOT due to the pilot's silly mistake?


You seem to be under the assumption that everything in Eve has to have some huge standard of risk, which is not strictly speaking, true. There is risk in everything, but not necessarily high risk. Risk can be mitigated by a number of factors, including Alts.

One function of "risk" in the Cyno chain is trusting the guy who is providing the cyno. However that risk is largely ameliorated by people being able to run multiple accounts and provide their own cyno.

However, that being said, I am not sure what your proposition provides? Clearly you want to blow up more caps. Other people don't want their caps exploded because they use them for critical infrastructure management/logistics.

Why is your demand the more compelling?
Eternum Praetorian
Doomheim
#72 - 2012-04-23 14:50:20 UTC  |  Edited by: Eternum Praetorian
Lanasak wrote:
Citrute wrote:
Lanasak wrote:
i love it when empiredwellers talk about nullsec logistics so authoritatively from the perspective of the veldspar belt

I love it when nulsec nap bears post with their alts and think they know anything but how to lock a primary and press f1.


i love it when non-spaceholding alliances talk about the activities of spaceholding alliances



You appear to be a lame NPC alt, just saying.




On Topic:



I recently lite a cyno, had it in the right spot and yet when my friend jumped he bounced off the station in his carrier. Since the session changes, he was able to dock up before his carrier (barreling into space like a bat out of hell mind you) cleared the docking perimeter. So, I guess he was perfectly safe wasn't he?



Fix:

Arrow Cyno's can't be lite within a certain range of a station.
Arrow Probing is more developed now, why should we be able to warp to a cyno in our overview?


Just remove the warp to function, and add a limit to cyno range around stations (like dropping giant secure containers). If the scouts do their job and the Cyno ships check Dscan, the cyno'd ship is still pretty safe, just not perfectly safe as they are now. That is more in the spirit of EVE imo.

[center]The EVE Gateway Blog[/center] [center]One Of EVE Online's Ultimate Resources[/center]

March rabbit
Aliastra
Gallente Federation
#73 - 2012-04-23 14:56:30 UTC
Thor Kerrigan wrote:
March rabbit wrote:
Thor Kerrigan wrote:
A bigger group does attract more attention though. I just find it a bit crazy that the only real counter to a JF is a DD Titan Squad. Cost-wise, that's equivalent to something like needing to jump 3-4 supercarriers in order to kill a single marauder.

Shocked

have you ever seen killboard? There is plenty of JFs dead without any titans around


But how many of those are not due to wardecs or unlucky bounces? You can catch one at a cyno generator, but it usually requires a force capable to attack a large deathstar POS.

i dunno what they did and what they didn't do....
check this little piece of eve-kills. just took "+5B kills".
Isn't it enough?

http://eve-kill.net/?a=home&scl_id=600

The Mittani: "the inappropriate drunked joke"

Lucas Schuyler
Federal Navy Academy
Gallente Federation
#74 - 2012-04-23 15:00:02 UTC
As is, most typical Cap kills (outside of big SOV Null battles I guess) are due to stupidity or laziness.

Changing the Cyno rules will not alter that, it will just make things a little bit more annoying for some people.
Urgg Boolean
Center for Advanced Studies
Gallente Federation
#75 - 2012-04-23 15:06:02 UTC
Correct me if any of this is wrong.

Cyno's require skills, fuel, and ships capable of utilizing the mods plus the specialized mods and deployables. They require coordination of two parties (minimum). So yes, they are more accurate than system gates that generically propel a very wide variety of loads across highly variable distances without requiring any special skills, fuel, mods, coordination, deployables or alignment.

It's like molding a piece of aluminum using a large bastard file versus a CNC machine.
Speaker4 theDead
Fusion Enterprises Ltd
Pandemic Horde
#76 - 2012-04-23 15:10:42 UTC
Thor Kerrigan wrote:
hermot wrote:
low sec pirate angry?



The answer to this question is quite irrelevant to the discussion. Lol



Which question was that?

It looks to me that you made a statement.

"I'm bad at pirating, and I want to chnage game mechanics to make it easier...." Oops


Thor Kerrigan
Guardians of Asceticism
#77 - 2012-04-23 23:12:01 UTC
Markus Reese wrote:

The issue is the station structure itself since it is essentially a bubble of influence, not sure the mechanics. I myself wouldn't mind reduced docking bubbles, or docking zones, still needs to ensure proper collision mechanics however.


I think most of us agree docking ranges should be revisited. Perhaps with the new tessellation demo we saw at fanfest this will be possible with something other than a sphere around the station. Perhaps it's time to revise them completely and make specific docking areas just as undocking is done. That would be a completely new idea for another thread though.

Lucas Schuyler wrote:

You seem to be under the assumption that everything in Eve has to have some huge standard of risk, which is not strictly speaking, true. There is risk in everything, but not necessarily high risk. Risk can be mitigated by a number of factors, including Alts.
[...]
Why is your demand the more compelling?


Not necessarily as "huge" as you might think. But I do go under the assumption that non-existent risk is generally unwelcome. If you know the exact time and route of a JF, there is still little you can do if the pilot knows what he is doing. The problem I see is that no amount of intel gives you a chance. There is no proper counter for a traveling JF. If you have what it takes, the pilot won't jump. If you don't, he will dock.

I would like to see a system where if you know the exact location and time of a JF jump (or any lone capital ship), you should be able to set a trap without it being too obvious.

If the area in question is guarded by POS guns, you should have to disable them beforehand.

Eternum Praetorian wrote:

Just remove the warp to function, and add a limit to cyno range around stations (like dropping giant secure containers). If the scouts do their job and the Cyno ships check Dscan, the cyno'd ship is still pretty safe, just not perfectly safe as they are now. That is more in the spirit of EVE imo.


Not a bad idea. You will then require to either be lightning fast or ready/cloaked at the area already. In either case, proper intel would then be the only tool to catch one.

The lone corp/solo player who jumps his JF/cap ship irregularly would be safer than an alliance JF which does the trip on a regular basis.

Since recons has a 5 minute delay, we might see more people trying to light these at safe spots with them hoping they don't get probed down. Your T1 frigate still remains the most cost effective cyno, but it at least gives players more incentive to use expensive ships without forcing them to.

Speaker4 theDead wrote:

Which question was that?
It looks to me that you made a statement.
"I'm bad at pirating, and I want to chnage game mechanics to make it easier...." Oops


To answer your post as eloquently as you did:

Learn to read.
Understand what you read.
Learn to write an appropriate response... Blink
scooter Kondur
Doomheim
#78 - 2012-04-23 23:18:11 UTC
masternerdguy wrote:
Ghoest wrote:
cyno freight ruined EVE



This.


agreed
scooter Kondur
Doomheim
#79 - 2012-04-23 23:19:10 UTC
Urgg Boolean wrote:
Correct me if any of this is wrong.

Cyno's require skills, fuel, and ships capable of utilizing the mods plus the specialized mods and deployables. They require coordination of two parties (minimum). So yes, they are more accurate than system gates that generically propel a very wide variety of loads across highly variable distances without requiring any special skills, fuel, mods, coordination, deployables or alignment.

It's like molding a piece of aluminum using a large bastard file versus a CNC machine.


cyno alt i light my own cynos for fear of ending up with my jf in a goon blob
Cipher Jones
The Thomas Edwards Taco Tuesday All Stars
#80 - 2012-04-23 23:50:35 UTC
Ghoest wrote:
cyno freight ruined freighter ganking



And that pisses people off because since it was low/null "PvP" it was "legit".


internet spaceships

are serious business sir.

and don't forget it