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GoonFleet GoonSwarm
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Posted - 2008.03.10 23:21:00 -
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Originally by: Vitrael I think all of the decent, objective views of the Cynojammer in this thread are in agreement: cyno jammers should not be allowed to simultaneously silence all capital movements indefinitely and sit in POSes that can easily ravage enormous battleship fleets.
There are all kinds of viable changes that could be made:
There are some pretty good suggestions in this list.
Quote: 1. Decrease cynojammer HP to improve destructibility and make BS fleet attacks more viable.
Possible, although that makes it even easier for defenders to rep up their disabled jammer (or even blow it up and fit a new one) before the attacker can take full advantage. Giving the jammer less shield/armour HP and a vast amount of structure would at least reduce the 'blow up old jammer, anchor a replacement' trick and force the defender to carry out repairs.
Quote: 2. Increase cynojammer fitting to lessen shredder POS defenses and make BS fleet attacks more viable.
This is good, although it hints at a wider issue in EVE of the omni-POS. Like ships, POSs should be built to specialise in their assigned task and not fitted with everything and the kitchen sink. A cyno jammer (or for that matter jump bridges, moon mining equipment, cyno generators, CHAs or SMAs) should take up a more significant slice of available resources rather than leave space for huge stacks of hardeners and guns.
Quote: 3. Require constant fueling of cynojammers to restrict 23/7 operation.
Not so convinced here, it only takes 1 logistics guy to sit at the POS in an Iteron V full of ozone feeding the module, and most large alliances can spare at least one player for this around the clock. Its also one of those proposals which would make the game even less fun for the poor sap on cyno fuelling duty, and I'm not convinced that actively pushing logistics players to quit the game and/or kill themselves is the right approach to game balance!
Quote: 4. Disallow 23/7 cynojammer operation by some on/off mechanic so cynojammers can only be used in key hours.
Could work, but somewhat dependant on the timezone meta-game - for example a Euro-heavy alliance fighting against a US-heavy alliance can just time their cyno to operate during US primetime, whereas for two alliances operating in the same timezone this would be less effective.
Quote: 5. Move cynojammers away from defensive POSes entirely to improve their status as a medium gang objective.
Having them anchored at planets/safespots/the system star, you mean? Odd but workable. Might be a little too favourable for the attacker though if the defender has to watch the jammer 23/7.
Quote: 9. Cause cynojammers to disable jump bridges so cynojammed systems are not invincibly held by defending capitals.
Alternatively, stop capships from using jumpbridges (freighters would be an exception) and write up some technobabble explanation about jump drive - enabled ships being adversely affected by using jump bridges other than their own. Maybe this hurts things like Blackops BSs a little but the previously mentioned suggestion that covert cynos would be unaffected by cyno jammers would reduce the effect of this.
As an additional thought, how about an active cyno jammer preventing doomsdays? The fact that the doomsday used to require a cyno for remote activation means there's some precedent for technobabble explanations about a DD involving some sort of cyno-like effect in its activation and justifying it being inhibited by the jammer.
Quote: 10. Make cynojammers use CPU so reinforced towers do not continue to provide cynojamming.
Yeah this is one pretty much everyone can agree on, I think.
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