Chaos Era Continues - Cyno Update

OK, I’ll try a little more constructive suggestion…

How about:

Three types of cyno:

Capital - Carrier/Dread/Jump-Freighter
S-Capital - Super/Titan/Rorqual
Covops - as pre-announcement

New Cyno ships:

Destroyer hull - Capital cyno
Cruiser hull - S-Capital cyno

Then, add T2 varients!

Bingo - more ships, more variation, more expense than previously, boost to industry, more skills needed, more Skins(£$)

Of course, you could just leave it as it was before apart from banning corvettes and T1 frigates from using cyno module

God I love CCP, never have I seen anyone been this amazing at trolling 0,0 dwellers before.
Keep up the good work =)

HI. I do alliance logistics (the back-end of content creation) some of the time. This change has a problem with it.

I’m from a small lowsec alliance that’s basically all PvP, with no industrial backbone to speak of. (This is fine since lowsec isn’t exactly known for it’s premier rorqmining opportunities, and we don’t want to do miner-defense ops. All PvP!)

The problem is, this means we’re dependent on the local capital market for our caps. We buy caps locally, often one or two at a time, within 1-2 cyno jumps of our staging, and we jump them over, fit them up and steer them into battle.

Since this is usually done on a very small scale (“Ok, I got a rev in X today, and Niv got a nag and a thanatos in Y”) it’s fairly difficult to put together regular moveops for all of this, and it’d be pretty aids.

A lot of our line members also do this independently, buying their own capital and hauling it to staging. Solo moves will be impacted much worse, with it being almost impossible for people (like me) to move ships on their own, without bothering anyone else.

This isn’t the end of the world; I can ping my corp every 3 days to help cover a recon, and we can just accept cyno losses when we move caps further away from our main staging. (Sometimes we do things like set up 10 dreads in a temp staging for a specific op; usually I’d do this on my own, meaning now I’d lose a bunch of recons. Oh well.)

But I don’t think it’s necessary either; why make it harder to set up for fights? Why increase the back-end workload on content creators?

TL;DR HERE

There’s a better way: let any cap jump to an industrial cyno, but offline all its mods/weapons if it does! That way, they can’t be used for combat, but I’d still be able to move a dread without needing to ping a fleet to cover the cyno recon!

For the same reason this change isn’t meant to impact JFing, it also shouldn’t impact generic capital logistics outside of fights. Make industrial cynos an option for moving around, but still useless for fighting. This solves most of the problems and will make life easier on anyone who ever needs to solo-move a capital.

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I dont know why should you have a capital without investing in an infrastructure to move it tbh.
Maybe Indy cyno is a good solution to it, maybe not, but this is the best news I’ve heard since blackout.

Idk what you mean by infrastructure, unless you mean “live in null and put beacons everywhere”

but tl;dr let’s say I want a new dread and it’s 2 cynos out of staging

I can either:

A) ping my corp, form a t3d fleet and fly out to protect both my falcons

B) (probably) lose 600m worth of falcons to move it

In reality what we’ll end up doing is consolidating what would be fairly routine low-effort solo jobs into fairly routine high-effort team moveops, which is manageable but pretty aids. This is especially upsetting for me since I can make solo ops cost-effective by using all 10 of my cap alts at once, but doing this is bad for my sanity and I really don’t wanna.

What ever will be change, for everything can be inject by skill injectors. Not adding some new content. Delete skill injectors, and game will be more social. Now everyone can make character that in 5 minutes get every needed skill.
P.s. how it is can be, capitals to jump needed t2 ship, for JF need only t1. Need more chaoses

Ship there can use jump drive. But can not use modul to open modul for the jump drive. Most bigger ships can not protect himself from ships that summery cost less…

Fine, if covert cynos are too much for JFs, can we at least get short cycle on the industrial cyno? Make it T2 variant and require cyno V if you have to, but really - is there any reason we need char stuck in space for 10 minutes for moving a JF?

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CCP is doing its best (which really is a bit sad) to create PVP content - Cyno T1 industrial’s will create all sorts of PVP content, which should please Hilmar.

After all a dead ship is isk removed from the game - Removing 1 million isk at a time from the game, good job Hilmar - You hit on a winner.,.

Light cyno, JF jumps and docks - 1 million isk killmail sits in space for 9 min 45 seconds, or dies in 30 seconds.

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can Rorquals jump to a Industrial Cyno ?

since Rorqual is a Industrial ship :slight_smile:

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Jump Freighters exclusively.

Rorqs are Capital Industrial Ships.

It would be nice if Ventures could use the Industrial Cyno. Something easy hence every new player get the skill for free on 1, same as 1 industrial.

But it is with 2 warp core strength and beeing more agile the better thing to move to the destination. I would argue to allow it for a Prospect too, though.

Just ease the initial deployment.

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The Industrial Cyno is a terrible concept. Effectively, all it does is make the logisitcs of getting a cyno into position prohibitively more difficult. Industrials are slow and take time to move into position. Making my already difficult job of setting up a Cyno chain, more time consuming. Not to mention the frustration of jumping an industrial into lowsec and getting ganked before I can even light it just a nuisance. This doesn’t add any significance to game play. Sure, I can feed ganks to lowsec gate camps, they will get these ganks regardless. My JF will be just as safe as it ever was. I won’t jump until I am in position and ready to jump and then instadock like I always did.

The Covert Cyno concept for JFs was actually a decent idea. It gave me a significant gameplay option. I could choose between lighting a Cyno on a station and risk getting popped by a lowsec pirate. Or, I could light it in a Safe Spot and potentially risk my JF getting probed down and tackled before entering warp. Sure, the chances of this being successful is low, but I guarantee someone would try it. Maybe even successfully. It actually adds an element of risk versus reward to a JF pilots gameplay options.

With this change, it simply adds a layer of difficulty and forces people to feed to lowsec camps with no real choices in terms of meaningful gameplay options.

3 Likes

I’m just at a loss here. First CCP says one thing and before two weeks pass they say another.
What will two more weeks bring?
It’s clear that either CCP didn’t think their original proposal through and/or were coerced by decidedly pvp focused comments to change it.

If the reasoning here is truly to provide a cheaper option, then provide it. Don’t try to tell us otherwise while taking away what was suggested with the other hand.
We are already in a place of rapidly declining player activity, now CCP is directly adding to the frustration.

Also, cost is not a valid reason for this rework of a rework. A covert cyno lasts 1 minute. From there a pilot with one alt could, in theory, fly that alt to their next stop before their fatigue clears. One alt, one ship, one cyno.

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I am very enthusiastic to move my indu-cyno throu null and lowsec. No.

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My bad - calling a non Industrial cyno “Memorial” threw me a little and made it read like a wish post rather than a comment post.

They already are. Sure, this would have made them more convenient in some situations, but if you don’t already move them in perfect safety you are definitely doing it wrong.

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This change will be quite interesting!
Not really Industrial but would be interesting to have a specialized venture hull for the new cyno.
Would limit industrial cyno to industrial haulers and venture types myself.
Just think about hunting cyno ships in cloaky fleet waiting for the dropped ship.

Whassap Rise, dont really care about these changes, life will go on… what i do care about and many others spend a load of time bitching about this too, is the downtime cynos making stuff untouchable. Please fix this it feels like a massive exploit.

Suggestion for the Industrial Cyno: Put it on all ORE subcaps as well. (Venture, Prospect, Endurance, Porpoise, Noctis, Orca(??))

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