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Dufas
Amarr Catalyst Reaction Xelas Alliance
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Posted - 2007.03.03 18:42:00 -
[1]
I'm not sure where it started or with who...but the idea that you set off the cyno beacon then are glued to that particular spot for 10 minutes its utterly riduclous...even in recon ships or given the ability to cloak its just got to change....perhaps give a skill that at lv5 will last only 30 sec or soemthing or better yet give us the ability to turn it on then turn it off....its not like your in a dread in sige mode shooting a pos or station.....its a waste of game time to have to sit there for 10 minutes with a beacon that says on overview 'hi..im defenseless come shoot me' and no i didnt just lose an alt like this im just sick of being stuck for 10 minutes doing nothing.
..just my opinion..i could be wrong  __________
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Thor Xian
Vertigo One E.A.R.T.H. Federation
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Posted - 2007.03.03 18:51:00 -
[2]
As opposed to spending 10 minutes jumping in a node crash? _________________________ ~Thor Xian, Material Defender
Got Corp? |

Natalie Capello
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Posted - 2007.03.03 19:00:00 -
[3]
yup, u should be able to turn them off when your done. it is a bit boring waching the clock tick for 10 mins!
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Reggie Stoneloader
eXceed Inc. INVICTUS.
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Posted - 2007.03.03 19:08:00 -
[4]
The cyno should last ten minutes, so it can be seen on the overview and the map by the defenders of the territory.
But there's no need for the ship to be stuck there that long.
I think Cyno generators should launch a probe that runs the cyno, and the ship that fired it should be free to move around the grid. If you leave the grid, dock or jump, then you lose your connection to the cyno and your gangmates can no longer lock it with their jump drives, but it stays in space for the rest of the ten minutes.
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Sarah Meiskin
Fatalix Inc. Schism.
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Posted - 2007.03.03 19:10:00 -
[5]
Hm, never bothered me too much to make them. I usualy just get lost in the pretty glowing and special WHOOOSH Jumping effects when capitals come to me, then go back to being lost in the glowing blob of shiney light. I really think there's a face in it, but 10minutes just isn't long enough for me to really make it out.
Increase it to 20 minutes!!! --- Those who say the blind cannot lead cannot see beyond their own noses. |

Elenit
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Posted - 2007.03.04 13:16:00 -
[6]
Originally by: Reggie Stoneloader The cyno should last ten minutes, so it can be seen on the overview and the map by the defenders of the territory.
But there's no need for the ship to be stuck there that long.
I think Cyno generators should launch a probe that runs the cyno, and the ship that fired it should be free to move around the grid. If you leave the grid, dock or jump, then you lose your connection to the cyno and your gangmates can no longer lock it with their jump drives, but it stays in space for the rest of the ten minutes.
I like this idea. The only change would be to allow the cyno probe from recon ships to be destroyed (ie open scanner -> Destroy probe).
I'd also like the Show Info of the cyno to list who owns the cyno - as you currently can with wrecks, etc.
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