A case presented to change Cynosural mechanics.
I’m sure most of us have seen the surprise cyno. It doesn’t matter which side of the drop you’re on, it’s always not the most fun. You’re either overwhelmed or you use overwhelming firepower on one target and it’s dead before you can get a lock.
Black ops
The latest blobbing tactic in null seems to be the black ops blobs. I can’t imagine the concept of the black ops battleship involved it being the main battle fleet. Yet, here we are. Here are some examples.
19 black ops battleships to kill 1 Praxis and a frigate.
https://zkillboard.com/related/30000741/202507130100/
Here are 35 ships, 99% of them Battleships, to kill 1 dread. The thing that should counter being hot dropped, also on the report. A cyno inhib.
https://zkillboard.com/related/30001109/202507122200/
I myself love the theory of the black ops gangs. But they are a far cry of the one or two black ops battleships bridging covert ops equiped ships to battle. With the cost, low risk, and the ever decreasing skill gap in using these ships, there’s going to be more and more cases as above.
Eve is about play and counter play. You bring sniper ships, we probe you down bubble and kill you. You bring capitals, we bring more capitals. But unless you have a fleet on standby and a cyno handy, you have zero real counter other than being faster than the tackle. Not to mention the blue on blue potential.
Let’s also look capital engagements.
Currently, you can surprise drop a single ship with capitals, (I’m looking at ya’ll in supers lol) with much of the same risk mitigation of blops, with the exception of there is a way to counter. With normal Cyno’s you can mitigate by anchoring inhibs.
But the counter to normal cyno, you still run into the blobbing escalation of capitals. Right now you have blocks that can field a lot of capitals. For example, the fight in HB-1NJ. You have large amounts of capitals in one system, on one grid, and on one node.
Watch Galaxier’s video on the fight. The view on the Keep at the beginning has a huge blob of purple. Every single ship there is a dread and a fax. Every single one of these ships can jump to one cyno. There is no gradual growth to these fights. One cyno ship has the power of super blocks capital fleets that can be summoned with one button click. One module can drop hundreds of ships at once. There’s very little chance to avoid the Tidi, the lag, and to react. This ability to field large amounts of capitals in seconds is counter to the rock, paper, scissors aspect that Eve is based on. The only counter to this, is to use the same method. The tactic is numbers.
Numbers as a weapon
When I started playing Eve in the early 2000’s, nullsec was sniper battleships. I remember the 200Km slug fests between fleets. The ECM scorpions and the goal to alpha ships off the field before they could be repped. The tactics today are similar, but there’s fewer opportunities to fight larger alliances with fewer numbers by using superior tactics. There are alliances who field nothing but Ferox’s, because numbers work. The venerable ferox is not an amazing ship. It has a decent passive tank. But it’s not special in any way. They’re cheap and require next to no skills to be somewhat effective. There’s very little in the way of tactics in this regaurd.
The same goes for capitals, right now the biggest threat to capitals are the black ops fleets. When you have 30 ~1,200 dps battleships instantly ontop of you, there’s little you can do. If you do manage to tank the ~36,000 dps long enough for help to start coming to you, they warp off and cloak. They wait out their jump timer then off to the next drop. If you don’t have numbers waiting to counter drop, one ship essentially weilds ~36,000 dps at the click of a button. This makes covert cyno equiped ships the most powerful sub super ship in the game. Once again, you end up with ~30 vs 1-2 or even ~30 vs 10. (Note: In mathematics, the tilde symbol (~) typically signifies approximation, similarity, or belonging to the same order of magnitude.)
Numbers win the battles with the only counter being numbers or don’t play.
Effect on the game
How does the current state of instant and low risk ganking effect gameplay?
For those not lucky enough to live outside range of jump drives, it requires a choice. Don’t play certain content, or risk blobs.
As it stands, there is no incentive to play capitals except in very large alliances under an protective umbrella. There’s no incentive for alliances to try and field capitals that aren’t part of a major block. This means fewer capitals undock for any content. This means the opportunity for escalation with capitals are few and far between. The days of capitals being rare are gone. Most older players have multiple. But they’re hardly ever used, they’re the “break glass in case of emergency” ship. And when they are used, it has the potential to be so large that you can click your weapon, go mow the yard and come back to it just now firing.
The black ops gangs are the other content killer. What was intended to be the center of a fleet of bombers and recon ships are now the fleet. The mechanic has bloomed into Frankenstien’s monster and cannot be taken down unless the whole village is involved. And with multiboxing and the software that makes multiboxing easier, this method of low risk pvp is even more stiffling for the game. Why would you risk your marauder doing null sec or low sec sites? What this means is fewer marauders enter null or low sec to do content there.
Current Cyno meta mechanics are content killers, it makes the game boring.
Solution proposed
The solution, with theoretical basis can be as simple as this. Jumping to a cyno is a large amount of energy expended, creating a distortion field around the cyno beacon.
What does this mean?
A cyno beacon is a static location in space, every object that can use a cyno is static when the cyno beacon is active.
When a ship jumps to the beacon, it’s ‘wake’ from the jump creates unstable space around the cyno. The more ships, the larger the ship, the more unstable the space is around the beacon.
How does the unstable space mechanic work?
In a sphere around the cyno beacon (The graphical beacon, not the ship) is an bubble. This bubble is the area a ship can jump to, as ships jump into this bubble, the area becomes unstable. When a threshold is reached, when trying to jump to this beacon, the pilot would receive a message saying “The jump drive is unable to jump to the current location due to unknown interference”.
This sphere, would effect any beacon inside of it, but the ships space stabilization moderator would alter the sphere in space and increase the threshold. Meaning if you light a cyno, your ships moderator allows up to 1 black ops and 10 bombers to jump to the beacon before it becomes unstable. But the enemy also lights a cyno in the same sphere, at the same skill level but in the bubble of influence around the first cyno, theirs is weaker. This means they can only allow 1 black ops and 5 bombers to jump to the fight. In total, the maximum number of ships that can jump into this section of space, let’s use 40KM (a t2 large bubble’s range), is a total of 2 black ops and 15 bombers. However, if the counter drop places their cyno at 41km, they can drop the same 1 black ops and 10 bombers. Meaning, there’s more tactics to dropping a cyno than warp, decloak, mash f1.
How to apply space destabilization and stabilization?
Each cyno’s space stability moderator changes based on the ship size (and maybe ship bonus). Each jump drive capable ship gets a distortion field modifer based on mass.
Black Ops
For example, a covert ops frigate, can stabilize space around it at 15km at level 4 (5km per level over level 1). A black ops ship, with a mass of 141,700,000 kg would destabilize .005% of the space at black ops level 5. This includes the mass of the conduiting ship (carrier for example) and all ships that is included in the conduit if conduit is used.
So, 15km at level 4 space stabilization skill, this would mean a Sin with black ops 5, with a mass of 141,700,000 kg could jump and use 7,085km of stabilized space. Leaving 7,915km of stable space to allow other ships to jump to or conduit. This means, one frigate can jump in two black ops ships. Or one black ops battleship and 107 manticores, with a mass of 1,470,000 kg at .005% with black ops 5.
Capitals
An recon can stabilize 30Km at level 4 (5km per level over level 1). This doubles the amount of stabilized space the covert ops frigate can stabilize. The recon would get a 1% modifier to stabilized space strength per level that effects capital sized ships. This means an Arazu with a regular Cyno could at level 4 (most people have recons to 4 right?) would get 4% bonus to stabilization strength when a capital sized ship jumps to the cyno. This bonus would not apply to black ops, but the strength increase means that capability of the recon is double (as it should be) the covert ops. This means an recon can double the number of covert ships that can be brought to the fight via one cyno. But back to capitals.
The math could look like this for this class -
Possible stabilized space - 30Km
Revelation - Mass 1,290,000,000 kg
Destabilization base at level 4 - 64 500
Capital class modifier at level 4 (4%) - 2,580
30Km/2580Km destabilized space = 11.6 Revelations (one could argue rounding up or down)
This means that an Arazu pilot, with level 4 recon could with one click field 11 or 12 revelations within 30km of itself.
What does this mean?
Composition of ships matters when you jump. This would mean for all ships, black ops to miners.
This makes cyno a tactical option, instead of a numbers option. You need to coordinate more, more cyno’s more variables.
Can the larger alliances still blob?
Yes. But doing so requires cordination.
Making a change in this manner would make black ops more, black ops. It would change from everyone get on the titan to, let’s make sure this group goes first to ensure they all make it in. It changes the limiting factor of moving so many ships from point A to point B on a titan bridge from do you have enough fuel? To do we have proper cyno’s in place? Does the titan pilot have high enough skills to make it worthwhile to use him as a bridge? Is the cyno going to have level 1 and neuter the fleet?
Why should CCP consider this?
Think of the hamsters! This would force a more gradual escalation in instant transportation. Imagine a tactic where each side goes to the system closest to the objective to cyno people in to spread out the instability. What does that mean for the servers? You get fights in different systems. You spread out the load, you get opportunity for less Tidi and more actual fights.
Gameplay improvements, you uncap a large number of end game. Right now, for most of us in Null, we cannot use marauders to do stuff. We cant drop one carrier on a group and conduit is useless for most situations when a titan bridge does it better. This means you can take your Paladin out and have a chance to fight a gang that comes in. You can still die to a Redeemer and 100 manticores, but you have a better chance than trying to fend off 30 1,200 dps battleships. So this means more paladins undock. This means more Kronos are warping gate to gate to get picked off in small gang fights. This means MORE CONTENT for those not in major blocks.
This unchains smaller alliances. Not having 100’s of dreads dropped on your 20 dreads by ONE cyno means you stand a chance to participate in the end game content. Meaning players stay longer in the game. Do larger alliances still have the upper hand? Yes, but they have to supply more cyno ships. Meaning the numbers still plays a role, but to use these numbers they have to coordinate better.
I feel this would bring back smaller fights, would free up a lot of the end game content in null sec and would make players stay longer. I also think this would open up use for carriers, as they are vastly underused because they’re so vulnerable.
TLDR - Fix cyno’s by making them not jump everything with the only counter being kill the cyno before the whole fleet can mash jump.