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Mashka Cybertrona
Vanishing Point. The Initiative.
3
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Posted - 2014.07.08 12:24:00 -
[1] - Quote
With the new "power projection thread" in full swing I wanted to separate this idea in the hopes of drawing opinions regarding this proposed mechanic.
Simply put, allow any jump capable ship to use the in-game capital navigation tool (you have to bind a key for it) to allow them to jump to systems instead of cyno use, This kind of jump would use the sun as jump point.
Why? it puts capitals that move at risk.
Current senario for moving down a cyno chain; Jump, dock, undock, repeat.
The existing mechanics not only allow practically instantaneous travel, it allows for virtually 100% safe instantaneous travel. What I propose gives people the option to make mistakes, Do you scout the systems or just jump blindly? It also opens the door for capital choke points which can be camped similar to conventional gates.
Just a small Idea :P
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Vayn Baxtor
Brutor Tribe Minmatar Republic
134
|
Posted - 2014.07.08 13:03:00 -
[2] - Quote
The idea is not bad. There should be several options for capital ships to do FTL.
I don't know if "Jumping to Star" is a good one though. I fancy that idea of using the Stars, hands down (also had that idea in earlier suggestions of mine), but I have doubts that cap pilots would really use it - and if, they'd only abuse as a swifter way to overpower any opposing forces that may not have such.
Counter proposal: Instead, I'd say more of a Blind-Jump as several had suggested over time, with the small twist of the server randomly tossing you somewhere in the system around a random xxx AU radius or so. You can toss your fighters/fighter bombers around, but you'd be a sitting duck for some 5 mins. The other guys should have the time probe you down. Using tablet, typoes are common and I'm not going to fix them all. |

Abrazzar
Vardaugas Family
4050
|
Posted - 2014.07.08 13:07:00 -
[3] - Quote
Destination locations could be generated the same way planetary launches are generated on a planet. So you end up somewhere close to the star and not in a predictable location and not together with any other ships that may jump into the system, too. Anyone waiting for caps to jump in can hit analyse on the probes set around the star and have a hit on you in seconds. It would provide a risk/reward balance. Sovereignty and Population New Mining Mechanics |

Soldarius
Deadman W0nderland Test Alliance Please Ignore
727
|
Posted - 2014.07.08 13:26:00 -
[4] - Quote
So you want to turn power projection from an account-bound option (requires a character online with cynosural field operation skill and properly fit ship (even if it is a noob ship), to an option that has no such limitation and allows them to jump to literally every system in range with absolutely no effort?
Hell no.
Idiots will die in droves, which is good. But the good players will abuse the crap out of this. GÇ£I personally refuse to help AAA take space from itself so it can become an even shittier version of itselfGÇ¥ -Grath Telkin, 2014. |

Nikk Narrel
Moonlit Bonsai
4299
|
Posted - 2014.07.08 13:38:00 -
[5] - Quote
Soldarius wrote:So you want to turn power projection from an account-bound option (requires a character online with cynosural field operation skill and properly fit ship (even if it is a noob ship), to an option that has no such limitation and allows them to jump to literally every system in range with absolutely no effort?
Hell no.
Idiots will die in droves, which is good. But the good players will abuse the crap out of this. It's a game.
One of the key points to me, is that we don't shelter the idiots, we teach them through experiencing the consequences of being stupid.
If everyone abuses it, then I believe we have balance. It is perverse, to some views, but still effective. Upgrading Local to Eliminate All AFK Influence What if Local Chat changed, Hunting the Cloaked... |

sci0gon
Kaira Innovations Superior Eve Engineering
25
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Posted - 2014.07.08 13:52:00 -
[6] - Quote
Mashka Cybertrona wrote:Simply put, allow any jump capable ship to use the in-game capital navigation tool (you have to bind a key for it) to allow them to jump to systems instead of cyno use, This kind of jump would use the sun as jump point.
been playing bsg lately?
they have something similar there already, as well a similar kind of skilling as is done on eve, might cause either company to flare up with a lawsuit for copyright infringement.
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Reaver Glitterstim
Dromedaworks inc Test Alliance Please Ignore
1663
|
Posted - 2014.07.08 15:28:00 -
[7] - Quote
I don't see a problem with capitals jumping to the sun without help. I think they should all land at the sun beacon so that it can be camped and/or bubbled to trap them when they arrive. Fit a warfare link to your tech 1 battlecruiser. Train Wing Commander. Get in the Squad Commander or Wing Commander position. Your fleets will be superior to everyone else's. (had this sig BEFORE Odyssey BC rebalance) "What if [climate change is] a big hoax and we create a better world for nothing?" -comic on Greenmonk |

Nikk Narrel
Moonlit Bonsai
4301
|
Posted - 2014.07.08 15:40:00 -
[8] - Quote
Reaver Glitterstim wrote:I don't see a problem with capitals jumping to the sun without help. I think they should all land at the sun beacon so that it can be camped and/or bubbled to trap them when they arrive. A simple yet elegant solution.
Systems with players willing to make the effort can easily maintain a 'Sun Guard' posting.
Upgrading Local to Eliminate All AFK Influence What if Local Chat changed, Hunting the Cloaked... |

Lady Rift
What Shall We Call It
28
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Posted - 2014.07.08 15:50:00 -
[9] - Quote
cyno's still work? as in this would just be an alternative if one was wanting to gamble? |

Nikk Narrel
Moonlit Bonsai
4301
|
Posted - 2014.07.08 15:59:00 -
[10] - Quote
Lady Rift wrote:cyno's still work? as in this would just be an alternative if one was wanting to gamble? Just my opinion, but like anything else in EVE, if you choose to operate solo or simply with less help on this detail, you can and should be able to do so. The additional risk present for solo or small group activity is an expected thing.
Add in to this, jumping caps can use this to have a different style of help, in the form of more dedicated support clearing the LZ, not a cyno ship specifically taking the place of a better fighting option. (Be it fitting choices or actual ship hull for cyno use itself) Upgrading Local to Eliminate All AFK Influence What if Local Chat changed, Hunting the Cloaked... |

Lady Rift
What Shall We Call It
28
|
Posted - 2014.07.08 16:03:00 -
[11] - Quote
Nikk Narrel wrote:Lady Rift wrote:cyno's still work? as in this would just be an alternative if one was wanting to gamble? Just my opinion, but like anything else in EVE, if you choose to operate solo or simply with less help on this detail, you can and should be able to do so. The additional risk present for solo or small group activity is an expected thing. Add in to this, jumping caps can use this to have a different style of help, in the form of more dedicated support clearing the LZ, not a cyno ship specifically taking the place of a better fighting option. (Be it fitting choices or actual ship hull for cyno use itself)
I'm still not sure if a normal cyno would work and this addition is just that an addition or is this the only way to jump caps?
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Phoenix Jones
Isogen 5
492
|
Posted - 2014.07.08 16:15:00 -
[12] - Quote
Lady Rift wrote:Nikk Narrel wrote:Lady Rift wrote:cyno's still work? as in this would just be an alternative if one was wanting to gamble? Just my opinion, but like anything else in EVE, if you choose to operate solo or simply with less help on this detail, you can and should be able to do so. The additional risk present for solo or small group activity is an expected thing. Add in to this, jumping caps can use this to have a different style of help, in the form of more dedicated support clearing the LZ, not a cyno ship specifically taking the place of a better fighting option. (Be it fitting choices or actual ship hull for cyno use itself) I'm still not sure if a normal cyno would work and this addition is just that an addition or is this the only way to jump caps?
I've always wondered why there even needed to be this "cyno alt" person in a noob ship with a lightbulb equipped and water in their hull to "shine a light" for a capital to lock on and jump to. It would just be simpler. Capital locks onto a system, spools their drive, then jumps.
If the system is a sov owned system and the owners have a Jump Portal Generator in a pos, the person would jump to that. If not, just randomly in the system (nearby some celestial, but the sun's probably optimal). This would not stop people from using an alt to scout the system, this just would not require them to have a cyno alt (or in some cases, several dozen) just to jump a ship. Afraid a system in camped, ask your buddy to check it. If its clear, target the system and jump your boat.
Yea the location is random. Yes you run the risk of losing the ship, but you are no longer required to maintain this chain of cyno people just to move your carrier/freighter/supercap around in.
I just found this "you need a cyno alt" to move a capital silly. A scout should be the only thing you need if you want to move your ship around safely, not some sub 900,000 skill point character in a noob ship with a lightbulb attached. Yaay!!!! |

Lady Rift
What Shall We Call It
28
|
Posted - 2014.07.08 18:19:00 -
[13] - Quote
Phoenix Jones wrote:Lady Rift wrote:Nikk Narrel wrote:Lady Rift wrote:cyno's still work? as in this would just be an alternative if one was wanting to gamble? Just my opinion, but like anything else in EVE, if you choose to operate solo or simply with less help on this detail, you can and should be able to do so. The additional risk present for solo or small group activity is an expected thing. Add in to this, jumping caps can use this to have a different style of help, in the form of more dedicated support clearing the LZ, not a cyno ship specifically taking the place of a better fighting option. (Be it fitting choices or actual ship hull for cyno use itself) I'm still not sure if a normal cyno would work and this addition is just that an addition or is this the only way to jump caps? I've always wondered why there even needed to be this "cyno alt" person in a noob ship with a lightbulb equipped and water in their hull to "shine a light" for a capital to lock on and jump to. It would just be simpler. Capital locks onto a system, spools their drive, then jumps. If the system is a sov owned system and the owners have a Jump Portal Generator in a pos, the person would jump to that. If not, just randomly in the system (nearby some celestial, but the sun's probably optimal). This would not stop people from using an alt to scout the system, this just would not require them to have a cyno alt (or in some cases, several dozen) just to jump a ship. Afraid a system in camped, ask your buddy to check it. If its clear, target the system and jump your boat. Yea the location is random. Yes you run the risk of losing the ship, but you are no longer required to maintain this chain of cyno people just to move your carrier/freighter/supercap around in. I just found this "you need a cyno alt" to move a capital silly. A scout should be the only thing you need if you want to move your ship around safely, not some sub 900,000 skill point character in a noob ship with a lightbulb attached.
cyno alts are scouts. they are just better scouts cause they keep your capital safer.
As long as its random anywhere in system then I'm already with it cloaks are easy to fit plus no one would have any time to do anything as they have no notice someone is jumping. |

Linkxsc162534
Traps 'R' Us Advanced Amateurs
83
|
Posted - 2014.07.08 19:20:00 -
[14] - Quote
Give this jump a 30-45 second delay (locking onto the sun or some jazz) and put a warpable beacon in the target system somewhere ongrid with the spot the ship will pop out (not right on top though). Defenders can respond in time. So this cant really be used offensively ( aside from as a distraction tactic) |

Nikk Narrel
Moonlit Bonsai
4302
|
Posted - 2014.07.08 19:44:00 -
[15] - Quote
Linkxsc162534 wrote:Give this jump a 30-45 second delay (locking onto the sun or some jazz) and put a warpable beacon in the target system somewhere ongrid with the spot the ship will pop out (not right on top though). Defenders can respond in time. So this cant really be used offensively ( aside from as a distraction tactic) The delay I can appreciate.
The warpable beacon, I am thinking put it at the default grid for the star itself, and skip the extra beacon entirely.
If you see a name appear, you can check at a gate, or if you think it might be a capital, at the sun.
If you see a cyno beacon, then you know where to go then as well. I would suggest the sun itself acts as the beacon, giving a permanent thing to lock onto which a cyno beacon imitates for that exact reason.
Seeing that name in local should be enough to let you know something is up, and if it is by itself, you don't need the cyno beacon to tell you a familiar name is in a cap, at that star. Upgrading Local to Eliminate All AFK Influence What if Local Chat changed, Hunting the Cloaked... |

Lady Rift
What Shall We Call It
28
|
Posted - 2014.07.08 19:58:00 -
[16] - Quote
All stations should have a cyno beacon that anyone can fuel and light. bam problem of noob ship cynos solved for normal caps. |

Uriel Paradisi Anteovnuecci
Umbrarum Paradisi
860
|
Posted - 2014.07.08 20:06:00 -
[17] - Quote
Seeing as I made a thread with a similar suggestion a week ago, I can't say "no" , but at the same time, I can't say I think this would be a good thing to implement for every jump-capable ship- it may serve better as an ability reserved for specific ship classes, like the Black Ops, given the more covert nature of this form of travel.
Even though needing cynos is bothersome, I don't think it should be able to be bypassed completely by any ship pilot, including super pilots..
Just my two cents  "A City made of Wood is built in the forest; A City made of Stone is built in the mountains; But a City made of Dreams....is built in heaven."
-Jovian Proverb-á |

Nikk Narrel
Moonlit Bonsai
4306
|
Posted - 2014.07.08 20:32:00 -
[18] - Quote
Uriel Paradisi Anteovnuecci wrote:Seeing as I made a thread with a similar suggestion a week ago, I can't say "no"  , but at the same time, I can't say I think this would be a good thing to implement for every jump-capable ship- it may serve better as an ability reserved for specific ship classes, like the Black Ops, given the more covert nature of this form of travel. Even though needing cynos is bothersome, I don't think it should be able to be bypassed completely by any ship pilot, including super pilots.. Just my two cents  I have empathy for your view, but I am thinking if the landing zone is the star's default grid, it can be gate camped, and bubbled.
This would give sov holders additional incentive to defend their space, as well as create a bottleneck to promote interaction. (The sun would effectively become the gate for caps, unless a cyno is used, and that has a beacon as well as a name in local to advertise it's potential)
Upgrading Local to Eliminate All AFK Influence What if Local Chat changed, Hunting the Cloaked... |

Uriel Paradisi Anteovnuecci
Umbrarum Paradisi
862
|
Posted - 2014.07.08 20:35:00 -
[19] - Quote
Oh, well if the default sun grid is the landing space, then that makes it a lot more reasonable 
I keep thinking of the 'anywhere within x AU of the star' idea from the other thread, I guess "A City made of Wood is built in the forest; A City made of Stone is built in the mountains; But a City made of Dreams....is built in heaven."
-Jovian Proverb-á |

Linkxsc162534
Traps 'R' Us Advanced Amateurs
83
|
Posted - 2014.07.08 20:46:00 -
[20] - Quote
Uriel Paradisi Anteovnuecci wrote:Oh, well if the default sun grid is the landing space, then that makes it a lot more reasonable  I keep thinking of the 'anywhere within x AU of the star' idea from the other thread, I guess 
My figuring was anywhere around 50km from the center of the sun grid. (That way one could land and cloak up and have some ability to escape detection.) A few bubbles around the area. And now the carriers and dreads will have to sloboat it out the area.
Perhaps another thought.
Carriers and dreads can land anywhere in a 50km radius. Moms would land in a 25km rad. And titans would land on point.
No bridging though. If you send someone in first with a cyno thats 1 thing. But no bridging to a sun. |

IceAero
Burning Napalm Northern Coalition.
28
|
Posted - 2014.07.08 21:42:00 -
[21] - Quote
Lady Rift wrote:All stations should have a cyno beacon that anyone can fuel and light. bam problem of noob ship cynos solved for normal caps.
Wow. This needs to happen. For any outpost your corp/alliance owns.
Why not?? |

Mashka Cybertrona
Vanishing Point. The Initiative.
6
|
Posted - 2014.07.08 22:08:00 -
[22] - Quote
deploy-able cyno jammers would work to prevent people jumping to a system, shutting down that systems ability to be used as a capital gateway.
Also, I believe that titans should be forced through a bridge it lights for sub-caps at the end of the bridge cycle. So if they want to bridge to a sun, that's fine, they now have to defend a titan at a beacon ANYONE else can jump to who are in range. |

GodsWork
Realm of God Triple Penetration Empire
1
|
Posted - 2014.07.08 22:22:00 -
[23] - Quote
Mashka Cybertrona wrote:With the new "power projection thread" in full swing I wanted to separate this idea in the hopes of drawing opinions regarding this proposed mechanic.
Simply put, allow any jump capable ship to use the in-game capital navigation tool (you have to bind a key for it) to allow them to jump to systems instead of cyno use, This kind of jump would use the sun as jump point.
Why? it puts capitals that move at risk.
Current senario for moving down a cyno chain; Jump, dock, undock, repeat.
The existing mechanics not only allow practically instantaneous travel, it allows for virtually 100% safe instantaneous travel. What I propose gives people the option to make mistakes, Do you scout the systems or just jump blindly? It also opens the door for capital choke points which can be camped similar to conventional gates.
Just a small Idea :P
this would work to the advantage of the blob mentality... big NNNNNNNNNOOOOOOOOOOOOOOOO We need to break the we are larger we own the win button in this game otherwise only a few dozen people will control who gets all the shinny toys.... not fair the isk distribution in this game is skewed... |

Mashka Cybertrona
Vanishing Point. The Initiative.
6
|
Posted - 2014.07.09 02:46:00 -
[24] - Quote
GodsWork wrote:Mashka Cybertrona wrote:With the new "power projection thread" in full swing I wanted to separate this idea in the hopes of drawing opinions regarding this proposed mechanic.
Simply put, allow any jump capable ship to use the in-game capital navigation tool (you have to bind a key for it) to allow them to jump to systems instead of cyno use, This kind of jump would use the sun as jump point.
Why? it puts capitals that move at risk.
Current senario for moving down a cyno chain; Jump, dock, undock, repeat.
The existing mechanics not only allow practically instantaneous travel, it allows for virtually 100% safe instantaneous travel. What I propose gives people the option to make mistakes, Do you scout the systems or just jump blindly? It also opens the door for capital choke points which can be camped similar to conventional gates.
Just a small Idea :P
this would work to the advantage of the blob mentality... big NNNNNNNNNOOOOOOOOOOOOOOOO We need to break the we are larger we own the win button in this game otherwise only a few dozen people will control who gets all the shinny toys.... not fair the isk distribution in this game is skewed...
nerfing all the big toys just means the next largest toy becomes the thing to complain about. There is a problem, it isnt that capitals are overpowered its that they can travel extremely fast across eve without risk :) |

Nikk Narrel
Moonlit Bonsai
4306
|
Posted - 2014.07.09 13:51:00 -
[25] - Quote
GodsWork wrote:this would work to the advantage of the blob mentality... big NNNNNNNNNOOOOOOOOOOOOOOOO We need to break the we are larger we own the win button in this game otherwise only a few dozen people will control who gets all the shinny toys.... not fair the isk distribution in this game is skewed... I believe your philosophy expressed here has a fatal flaw.
That flaw being this, the assumption that any mechanic which scales with participation favors that added participation. This assumes too much, I believe.
What we have currently, a system that demands a separate account to initiate a cyno, penalizes small groups and solo operations by placing an obstacle between them and this ability. By example and operation, THIS is what favors large groups or alliances, since it is an obstacle they can always handle more easily than a smaller group. They ALWAYS have enough accounts available to spare one or more for cyno duty.
By leveling the requirements, this idea would open up opportunities for more smaller group options and tactics. That clone vat on the titan or rorqual? It has meaning if the pilots cannot slow boat inties across the gates to the system in question.
The concept of a sun grid being the new bottleneck like a gate, will do more to promote interaction by far than requiring a cyno. We have already seen how the cyno need is often being met, with alt puppets rather than additional players.
Knowing that the caps will land in certain systems, however, and gate camps can grow to meet the opportunity. Upgrading Local to Eliminate All AFK Influence What if Local Chat changed, Hunting the Cloaked... |

Lady Rift
What Shall We Call It
33
|
Posted - 2014.07.09 19:03:00 -
[26] - Quote
Nikk Narrel wrote:GodsWork wrote:this would work to the advantage of the blob mentality... big NNNNNNNNNOOOOOOOOOOOOOOOO We need to break the we are larger we own the win button in this game otherwise only a few dozen people will control who gets all the shinny toys.... not fair the isk distribution in this game is skewed... I believe your philosophy expressed here has a fatal flaw. That flaw being this, the assumption that any mechanic which scales with participation favors that added participation. This assumes too much, I believe. What we have currently, a system that demands a separate account to initiate a cyno, penalizes small groups and solo operations by placing an obstacle between them and this ability. By example and operation, THIS is what favors large groups or alliances, since it is an obstacle they can always handle more easily than a smaller group. They ALWAYS have enough accounts available to spare one or more for cyno duty. By leveling the requirements, this idea would open up opportunities for more smaller group options and tactics. That clone vat on the titan or rorqual? It has meaning if the pilots cannot slow boat inties across the gates to the system in question. The concept of a sun grid being the new bottleneck like a gate, will do more to promote interaction by far than requiring a cyno. We have already seen how the cyno need is often being met, with alt puppets rather than additional players. Knowing that the caps will land in certain systems, however, and gate camps can grow to meet the opportunity.
the cyno alts just turn into scouts to make sure system is empty if not find one in range that is empty. |

Nikk Narrel
Moonlit Bonsai
4310
|
Posted - 2014.07.09 19:20:00 -
[27] - Quote
Lady Rift wrote:the cyno alts just turn into scouts to make sure system is empty if not find one in range that is empty. This exactly.
The wise players will always scout before exposing a high value asset. Upgrading Local to Eliminate All AFK Influence What if Local Chat changed, Hunting the Cloaked... |

NearNihil
Dreddit Test Alliance Please Ignore
140
|
Posted - 2014.07.09 19:54:00 -
[28] - Quote
Jump to system. Cloak. Wait for cap to regenerate. Have sandwich in meantime. Decloak. Jump. Repeat. Don't forget to stock up on sandwiches.
I kinda like it, but if I jump to a system like this with no randomness (i.e. land anywhere on a grid or closer) I'm pretty much guaranteed to die (there will be hictors/dictors cloaked on grid and an assassination squad waiting). If it is to any great degree random, it is safe (the cloak). I do not feel this solution addresses the proposed problem. |

Nikk Narrel
Moonlit Bonsai
4310
|
Posted - 2014.07.09 20:29:00 -
[29] - Quote
NearNihil wrote:Jump to system. Cloak. Wait for cap to regenerate. Have sandwich in meantime. Decloak. Jump. Repeat. Don't forget to stock up on sandwiches.
I kinda like it, but if I jump to a system like this with no randomness (i.e. land anywhere on a grid or closer) I'm pretty much guaranteed to die (there will be hictors/dictors cloaked on grid and an assassination squad waiting). If it is to any great degree random, it is safe (the cloak). I do not feel this solution addresses the proposed problem. If the problem is relying on a puppet alt to cyno for you, it fixes that.
If it is wanting to be safe, then no, absolutely not. This is risk by virtue of the fact you would be jumping into the unknown, if you had no scout. Upgrading Local to Eliminate All AFK Influence What if Local Chat changed, Hunting the Cloaked... |

Lady Rift
What Shall We Call It
35
|
Posted - 2014.07.09 22:00:00 -
[30] - Quote
Nikk Narrel wrote:NearNihil wrote:Jump to system. Cloak. Wait for cap to regenerate. Have sandwich in meantime. Decloak. Jump. Repeat. Don't forget to stock up on sandwiches.
I kinda like it, but if I jump to a system like this with no randomness (i.e. land anywhere on a grid or closer) I'm pretty much guaranteed to die (there will be hictors/dictors cloaked on grid and an assassination squad waiting). If it is to any great degree random, it is safe (the cloak). I do not feel this solution addresses the proposed problem. If the problem is relying on a puppet alt to cyno for you, it fixes that. If it is wanting to be safe, then no, absolutely not. This is risk by virtue of the fact you would be jumping into the unknown, if you had no scout.
a puppet alt cyno or a puppet alt scout. I don't see a difference other than the scout can be in a shuttle and move faster for cheaper. |
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