Chaos Era Continues - Cyno Update

No - Just NO

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Oh god no. Development by committee is a terrible idea.

Yeah it’s basically the fact that one of the 3 capital pilots I have is rendered useless as a cyno alt instead of mining or krabbing or doing whatever a Capital pilot does, unless a 4th Omega account is used to have on grid so my fax alt can cyno in to my other 2 mining/ratting alts.

Do you see where I’m going here?? I’m essentially forced into a 4th account just to use my Capital ship pilots effectively and have the proper cyno in place in the event they get dropped.

Or, I guess I just have the fax alt chilling out on grid with the other pilots. Then I won’t need a 4th cyno pilot. My fax alt will jus be useless elsewhere in the alliance if it’s needed. That must be the master plan. I’m sure of it.

bahaha - hidden again for more rubbish that Rise posts.

Yay, now jump freighters need to move industrial ships through low sec and null sec to move around? Are you kidding me? How completely dense can you possibly be?

:rofl: Yeah, affordable. An industrial ship cyno to jump in a JF. And with these fitting requirements you can’t even fit a ā€œtankā€. I can’t even …

Has anybody ever heart of a warrior being burried in a trade ship ?

The idea that we’d honor fallen friends in bloody T1 industrials with industrial cynos is absurd and very cheap and insulting.

Read this:
https://en.wiktionary.org/wiki/vigil
Vigils are taken for a reason, ignorant louts

actually liked the part of a jump freighter jumping to a covert cyno, being able to supply behind enemy lines.

I agree, memorial cynos as a new mod would be a worthwhile addition. At this point they are more than than just a re-purposing of in game mechanics they are a ritual in their own right and a core part of our community when sending off the fallen.

I have zero issue with the actually Industrial Cynosural Field Beacon being a thing. Great points on the logistics behind positioning industrial ships due to weight. I was seeing red and had not even considered this since my whole logistics network is setup using them already. There really isnt a reason why a module dedicated to being used for one ship should be able to be fit on any ship. Please for the love of all that is holy make them work in cyno jammed systems.

Now back to raging about wasting my time and SP…

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I would applaud the committee coming up with bullshi* equal or greater to what :ccp: is doing.

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You can still do this, it’ll just be more expensive for the first trip.

Bridge a blockade runner to your covert cyno, use blockade runner to jump in the freighter.

BR can already drop medium structures, so once you have one anchored the JF will be fine.

Just bring in some T1 industrials with the first jump in and you can supply the citadel with cheap cynos.

I’m aware of that, hence my post. Please read all of it, friend.

I’m pretty sure the original plan was to disrupt capital umbrellas as much as possible… So yes.

Make us. What’s the point. You are not listening and instead post even more rubbish. Serves you right for getting your own forum turned against you.

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@CCP_Rise Industrial Cyno duration?

This. A million times this.

15 minutes. It’s a slow indy ship, after all…

Until someone kills it of course.

While I can understand the desire to make changes to the impact prolific capital ownership has caused (though we won’t comment on the fact CCP brought it on themselves with skill injections, plex, and rorqual changes), it’s foolish to think as Eve matured that eventually the rarest of ships would eventually become common place with time.

Assuming that cyno limitations are the direction CCP wanted to take, they simply could have studied the underlying issue, instead of thinking to whack the head off of the hydra. A FAR better implementation of a cyno module, one that is sensibly explained, would be to have the cyno’s spool and effect be dependent on the mass displacement on it’s surroundings. The total TIME of a lit cyno would not change, BUT the time that it reaches critical ā€œignitionā€ and the time it stays ā€œlitā€ is related to the mass. This would mean (and would allow for a balanced choice of use) the following…

A frigate, being light, would have a total 10 minute cyno cycle. Due to the low mass, the critical ignition delay is near nil, so it can be jumped to within 2 seconds. It stays lit for the remainder of the 10 minutes. It also is paper thin, so it’s easily destroyed, to mitigate the cyno.

A titan on the other hand, has an emmense mass displacement, so it also has a full 10 minute cycle; however, the mass prevents critical ignition for 9 minutes 30 seconds. Once lit, the remainder of time (in this case 30 seconds) it can be jumped to, not before. So for a huge capital ship, they would have to strategically plan it’s implementation, wait, and then there’s a small window. This offsets the tank on it, and requires more involved strategic use instead of fast response.

In all cases a ship that starts the cyno cycle, no matter how long the lit portion of time is, cannot move or dock.

That’s how CCP used to design gameplay - rock paper scissors.

This guy cynos.

So, now that we are required to use expensive T2 ships to light T1 cynos, can we finally get full T2 resists on those particular ships so that they can survive long enough for the bridging ships to actually get people on grid? tia.

Yay now we get to fly around eve in t1 industrials to light cynos. GG good fun. Please just go back to the covert cyno system because this is going to make moving jump freighters around complete and utter ass.