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Thor Kerrigan
Guardians of Asceticism
33
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Posted - 2012.04.19 19:27:00 -
[1] - Quote
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, cyno's 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. |

Thor Kerrigan
Guardians of Asceticism
33
|
Posted - 2012.04.19 19:33:00 -
[2] - Quote
hermot wrote:low sec pirate angry?
The answer to this question is quite irrelevant to the discussion.  |

Thor Kerrigan
Guardians of Asceticism
33
|
Posted - 2012.04.19 19:36:00 -
[3] - Quote
hermot wrote:masternerdguy wrote:hermot wrote:low sec pirate angry?
He obviously hasn't discovered you can get free kills by popping cyno frigs on stations with something as small as a destroyer and STILL get out before the station guns pwn you. Nothing screams pro pvp like shooting a cyno alt. /sarcasm
Considering how easy it is to destroy/pod a logged off cyno, the danger remains the same if the ship was 15 km away from the station. (you can't dock either after getting exploded due to session change ;..;)
We are discussion the vulnerability of the true prize here a.k.a. the capital ships, please continue. |

Thor Kerrigan
Guardians of Asceticism
33
|
Posted - 2012.04.19 19:44:00 -
[4] - Quote
Markus Reese wrote:gates are catapaulting themselves across galaxies, ships with varying masses and the like. A cyno jump drive is precise. Also, cannot be right on station with a cyno, need to be 5km away or enjoy playing pinball
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... |

Thor Kerrigan
Guardians of Asceticism
33
|
Posted - 2012.04.19 20:04:00 -
[5] - Quote
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? |

Thor Kerrigan
Guardians of Asceticism
33
|
Posted - 2012.04.19 20:12:00 -
[6] - Quote
Mara Villoso wrote: describing current cyno mechanics make your case without resorting to "EVE is too easy."
simple: "uninteresting". |

Thor Kerrigan
Guardians of Asceticism
33
|
Posted - 2012.04.19 20:52:00 -
[7] - Quote
masternerdguy wrote:KrakizBad wrote:Thor Kerrigan wrote:Mara Villoso wrote: describing current cyno mechanics make your case without resorting to "EVE is too easy."
simple: "uninteresting". So nothing's actually wrong with it then? It makes logistics so easy a caveman can do it. It removes all risk from moving assets from Jita -> nullsec hub of choice. It makes it easier for alliances to import from hisec than setup their own proper industrial backbone. It encourages players in alliances to import from hisec rather than rely or contribute to the alliance backbone.
Pretty much.
There is also no reason to penalize only JF`s though. Moving any capital ship should require a combination of planning, scouting and timing.
As long as you can catch any cap ship if you immediatly warp to a cyno (before checking if it is at a POS) then i think the system would be more balanced and fun for both parties. At first, some might lose their ships being cynoed, but then, pirates will start losing their ships by blindly warping to cynos. |

Thor Kerrigan
Guardians of Asceticism
33
|
Posted - 2012.04.19 22:10:00 -
[8] - Quote
Gogela wrote:Herping yourDerp wrote:just give JF moar tank and maybe a warp strength bonus so that it takes more then 1 scram to lock it down. maybe even a immune to bubble on top of that... they are expensive as hell after all. That would be fine with me too... I own a handfull of JFs. I could see how others who have JFs might feel a little more burned by this but I for one would be just fine with this as a solution since it would fix a big problem in the game. Not sure I agree with bubble immunity. Better +6 to warp core.
I like the idea of warp-stabbed jump freighters to compensate, especially since they can't fit a cloak like the other caps. It would take a semi-coordinated attack to catch one at least. Or a heavy interdictor ready. Either case would be worthy of a counter.
In the case of a cloaky capital ship... you would KNOW there is a capital ship cloaked SOMEWHERE in a 15 km radius of the cyno. It cannot warp away. Sounds like fun to me . Of course, if it cloaks long enough for it to recharge it's cap before it is found, there is a chance of escape with proper timing. |

Thor Kerrigan
Guardians of Asceticism
33
|
Posted - 2012.04.19 22:14:00 -
[9] - Quote
Fish Hunter wrote:If you change the jump mechanic so that ships are pushed into danger or far outside docking range, the new standard for small/solo groups will just be to jump right before Downtime. A couple jump freighters die every day, why would you want it to be a common occurence to get a shot at a 6 bil isk hull that is a loot pinata. The logistics part of EVE is definatelly the least "fun", and i'm glad the current jump mechanics make the trips go quick.
They would still take relatively the same amount of time. However, there would be a window for a coordinated offensive.
I'm pretty sure part of the logistics boring part is that they can be done solo fairly easily, which becomes a mundane time sink for the designated corp/alliance JF pilot. |

Thor Kerrigan
Guardians of Asceticism
35
|
Posted - 2012.04.19 22:35:00 -
[10] - Quote
Dirk Culliford wrote:Yes, please take away cyno freighter and give it warp stabs instead. (protip - you don't need a point to 'tackle' a freighter)
I agree that cyno hauling has damaged eve, but that proposal simply consigns t2 freighters to the bin. (this may be a good thing)
Not everybody knows this. However, assuming perfect timing on the cyno/jump/warp to station, let's assume it takes a solid 45 seconds for the freighter to enter warp once the cyno is lit. Your ganker has exactly 45 seconds to realize there is a cyno, align, warp, land, move 10ish kms to bump. Some timers might need to be revisited, I agree.
The point is, if done right, a pirate should have less than 5 seconds to initiate warp to a new cyno if he wants to have any hopes of catching what comes through. The best part, he won't know 100% what is coming through because once he does, it is already too late: he either lands in time and tries to tackle or arrives too late.
|

Thor Kerrigan
Guardians of Asceticism
35
|
Posted - 2012.04.19 23:03:00 -
[11] - Quote
Vaal Erit wrote:I think the main point of this is that right now you cannot really interfere with an enemies cyno logistics chain since they can use any low sec station that is not a kickout. This way people will be forced to risk it and light a cyno in a safespot or light cynos on POSs and those are attack-able.
Good luck getting CCP to realize this.
Chances are they are aware of the issue. It might not be on the top of their list, hence the discussion to see what people think. Honestly, I think they will revisit it when they revisit other stuff like WTZ, docking radius, warp speeds, autopilot, station games. |

Thor Kerrigan
Guardians of Asceticism
36
|
Posted - 2012.04.19 23:46:00 -
[12] - Quote
Citrute wrote:If cyno's were to be changed as suggested in this thread, most would adapt fairly easy. I for one would make op not only light my a cyno with his alt, but also force him to bring his main and web me out.  But its true, jump drives and titan bridges has made logistics and moving caps a minor inconvenience.
teamwork > solo
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.
Of course JF's will be the hottest topic here since the other caps are actually needed on the field and have plenty or opportunities to get blown up. Just not while traveling. |

Thor Kerrigan
Guardians of Asceticism
36
|
Posted - 2012.04.19 23:50:00 -
[13] - Quote
Arugas Koken wrote:Herping yourDerp wrote:just give JF moar tank and maybe a warp strength bonus so that it takes more then 1 scram to lock it down. maybe even a immune to bubble on top of that... they are expensive as hell after all. Wouldn't change much tbh. People would just use carriers, rorquals and titan bridges instead.
And why not, if they so choose? a JF would still remain as the most effective option in terms of sheer m3 quantity. Once vulnerable, they could easily be put on par with regular freighter loads too. |

Thor Kerrigan
Guardians of Asceticism
36
|
Posted - 2012.04.20 12:44:00 -
[14] - Quote
Zleon Leigh wrote:Sure, let's make it even harder for small corps to live in nullSec.
0/10 for the troll
0/10 for your post indeed, try harder. |

Thor Kerrigan
Guardians of Asceticism
41
|
Posted - 2012.04.21 09:16:00 -
[15] - Quote
Has anyone actually tried to catch a JF or another traveling capital ship? Is there a way to catch them effectively without requiring some sort of gimmick involving being extremely unlucky or mobilizing a 1000 people?
Seems like the ones who disagree to this have no intention of catching their enemies in the first place and care only about their own survival. Would an unkillable ship with infinite HP be acceptable in EVE? It seems that, for those who do not wish to PVP at all, it would be. |

Thor Kerrigan
Guardians of Asceticism
42
|
Posted - 2012.04.21 14:49:00 -
[16] - Quote
March rabbit wrote:Thor Kerrigan wrote:Mara Villoso wrote: describing current cyno mechanics make your case without resorting to "EVE is too easy."
simple: "uninteresting". won't work. so simple and regular task as travelling doesn't need to be 'interesting'. It needs to be fast and easy. Elsewere why travel at all?
I Agree 50%. Travel needs to be fast, just not as easy (safe) as it currently is. The jump freighter's role is to make logistics faster at the cost of m3 capacity. With current mechanics it also has the side effect of requiring no escort at all, unlike the regular freighters.
If you increase the risks, rewards should also follow. Give jump freighters more m3... Make them harder to pin down... Give them the ability to cloak... reduce their cost... anything really. I simply think it's time to take a look at cynos and remove their automatic iWin button. Nobody wants ships with automatic iWin buttons unless all they care about is to only fly that ship.
Why not allow cynos within POS shields then? There is already a 15 km minimum distance for the reasons above. Stations should be no different, but at least rebalanced the affected ships so they are not automatic iLose buttons either. |

Thor Kerrigan
Guardians of Asceticism
42
|
Posted - 2012.04.21 14:58:00 -
[17] - Quote
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.
 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. |

Thor Kerrigan
Guardians of Asceticism
42
|
Posted - 2012.04.21 15:51:00 -
[18] - Quote
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. |

Thor Kerrigan
Guardians of Asceticism
42
|
Posted - 2012.04.21 17:06:00 -
[19] - Quote
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. |

Thor Kerrigan
Guardians of Asceticism
49
|
Posted - 2012.04.22 15:14:00 -
[20] - Quote
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. |

Thor Kerrigan
Guardians of Asceticism
50
|
Posted - 2012.04.23 23:12:00 -
[21] - Quote
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...." 
To answer your post as eloquently as you did:
Learn to read. Understand what you read. Learn to write an appropriate response... 
|

Thor Kerrigan
Guardians of Asceticism
51
|
Posted - 2012.04.24 15:48:00 -
[22] - Quote
Misanth wrote:hermot wrote:masternerdguy wrote:hermot wrote:low sec pirate angry?
He obviously hasn't discovered you can get free kills by popping cyno frigs on stations with something as small as a destroyer and STILL get out before the station guns pwn you. Nothing screams pro pvp like shooting a cyno alt. /sarcasm Some PvP is about tears, not chestbeating, isk, killboards or other irrelevant drivel. I farmed cyno frigs in a lowsec area for some time, not to pad killboards (it doesn't affect your efficiency anyhow, based on isk as it usually is), it doesn't make me look good (in fact, I've gotten alot of insults, similar to yours). But it also got some of them so annoyed they cyno'd in other systems, allowing me to get a few JF/capital kills. But I wouldn't expect a blobing killboard-masturbating elite PvPer to understand such things. And of course, the tears, they are delicious, the amount of hatemails you get from certain people, claiming they will violate your mother and sister, just because you kill his cyno frigs repeatedly.. is priceless.
No matter the reasons, PVP is not only allowed, it is expected. Anyone who lights cynos in a lowsec system expects getting ganked. If one trully expects otherwise, they are only fooling themselves. Albeit quite entertaining, it is extremely paradoxal to receive those mails if you think about it. Betrayal is the only real motivator in such a response, but why would you trust pirates in the first place? |

Thor Kerrigan
Guardians of Asceticism
51
|
Posted - 2012.04.24 16:41:00 -
[23] - Quote
oprime wrote:It actually takes an enormous amount of time, planning, and isk to move items to/from nullsec. Just cuz lowsec and empire noobs see a high priced capital ship and want to kill it, doesn't mean they should be able to.
It's actually already extremely easy to kill a carrier or jump freighter off a station dock. Really is unfortunate that people who don't fly cap ships don't truly understand how to kill them. Look at orphanage or privateers killboards and see how many jump freighters they kill. They make a living off killing JF's.
If you really wanna kill high cost ships in your own realm go wardec an incursion runner or something. Gank them with 3 or so T1 fitted blackbirds even xP. Or better yet leave empire and do some real pvp.
I completely agree with the post above except the underlined statement. I think it is quite the opposite. Cynoing at a lowsec caldari station is much safer than at a large deathstar POS. No ammount of ewar can prevent the target from docking if he is within range, only alpha counts. I have no doubt the mentionned corps can field that alpha. We are back to the comparison of requiring supercaps to kill a single marauder. Every ship has a cost-efficient counter, except the JF. Once you leave lowsec, you have bridges/cyno gens which only require a scout.
Don't be so quick to assume too much, I am quite familiar with game mechanics anywhere in EVE. I do see where you are coming from though since you bring valid points.
And again, I don't think such a change can be done without revisting the JF's a bit either. Some buffs should complement an obvious nerf so the net result is a positive result. |

Thor Kerrigan
Guardians of Asceticism
51
|
Posted - 2012.04.24 19:20:00 -
[24] - Quote
leich wrote:FYI only a nutter would cyno directly onto a POS bubble takes to long to slow boat in you cyno 150+ off the POS so you still in range of defences but able to warp directly to the tower.
Same idea if you want to warp to the station. |
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