Chaos Era Continues - Cyno Update

Can the Rorqual use the Industrial Cyno?

And when is CCP Rise getting kicked from CCP for this stupid folly?

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Not the way it looks now.

And don’t blame Rise for this. This was planned, and he caught flack for warning us. Rise is the good guy here.

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Okay, in that case: when is the EA or BO exec going to get the boot over this folly?

You mean the CEO? I wouldn’t expect anything before Q4 2020 on that.

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Disappointing.

And if I want to travel in my Rorqual using the Cyno I, I need to train cyno alts to racial Cruiser V to be able to fly the force recons to light my cynos! If CCP thinks I’m paying cash for skill injectors to accomplish that… NOT! What a lack of foresight this is, but to quote Hilmar - " act more and think less".

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As you went of topic, this should (although not 100% accurate - its good enough) help with that bloc stuff:

IMPERIUM
Membership: 45389
Total income: 19776
Income per head: 435m

LEGACY
Membership: 40470
Total income: 10691
Income per head: 264m

PANFAM
Membership: 26856
Total income: 6775
Income per head: 252m

Winter Co.
Membership: 19163
Total income: 7690
Income per head: 401m

So the 2 ‘blocs’ are (obviously its more complex than that, but for arguments sake):

Imperium/Legacy (frenemies - aid each other against ‘pandafam’)

85,000 members
29000 bn income (in July)

Pandafam (Panfam/Winter):

45,000 members
14500 bn income (in July)

Are these changes being included in the September 10th “Wormholes & Stars Visual Update”?

FRT’s officially joined PanFam. I don’t know where you’re putting Darkness, Ranger Regiment, and the rest of GotG/Deadco, but they’re pretty clearly not part of PanFam or aligned with them, given how they helped burn down Tribute and Tenal.

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Not included GotG/Deadco:

GotG/Dead Co.
Membership: 13302
Total income: 6979 bn

I’ve alluded to difficulties, and we’ve talked about this before :slight_smile: - for example: snuff is closely aligned to Init (part of Imperium), but regularly kills Goons (Imperium) and GotG (sort haha of Imperium pets) and almost everyone else for that matter (but alot of GotG atm)

and what’s left of ProviBloc?

Also, do your numbers take into account that some of the July MER’s statistics include a chunk of August? (June and July MERs were kinda… slipshod in that, probably because they came so late.)

Provi:

Provi Block
Membership: 5309
Total income: 1544 bn

There are lots of other entities, but I’m not sure of how to ‘bloc’ them, if indeed they warrant it.

Good point, I was in a hurry and just input all the figures from July MER regardless, should make the next MER even more interesting (better pay more attention next time!)

So these blocs account for 150k characters, how many real players that makes would be interesting to know (but we dont have the data from CCP to do that - each of the alliances could probably pool data (ESI etc) - but thats not going to happen!!!)

Varies by alliance, but as a rough estimate, I’d say use about 1/4 the number of characters, and expect that to be… high.

I’d tend to agree, especially on the ‘high’ bit

Also remember that just looking at null income doesn’t even begin to scratch the surface of alliance/null player incomine. A lot of us have considerable trading or other revenue streams in HS, LW, FW, j-space… TEST, for example, has production facilities in Perimeter, so they make money off of everyone who’s using their low-cost Engineering Complexes to push that ‘Total Production by Region’ higher… in The Forge. And they own the Tranquility Trade Towers, etc.

Basically, like any large organization, there’s a huge amount of diversification going on with all of the significant null blocs (even smaller ones like DeadCo).

Also very true, I’ve just used Mining and NPC data in null - I’m not looking at sinks and faucets, obviously, or at the trade/industry figures

The TTT stuff is not just TEST though, profits are shared with Panfam and Imperium…

Which means that only very rough generalised data can be drawn, but there is always worth in large ‘macro’ level data, even if the ‘micro’ level stuff is a bit off…

They are, but TEST gets the lion’s share of it, having assumed the risk and basically absorbed the majority of the costs.

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I’m talking about making it difficult to move a large number of supers quickly. If they make the massive effort to move a large number days in advance for a timer, they make themselves vulnerable elsewhere. This is just a way of ignoring what I’m actually proposing.

Maybe that was a poor design decision, maybe it should be reversed. Stuff like that happens in games all the time.

I’m talking about anchorable bubbles, which, as far as I’m aware, CD’s can’t jump. Place a large T2 bubble on the gate. It’s got too much HP for a single CD (or even a small fleet of them) to burn quickly, and has enough range to make diving toward a gate a long, slow process. If you need to go, say 10 jumps to an objective, that is going to take an awful long time, especially if the objective suddenly changes because you got baited into committing to a diversion.

Actual experience living in nullsec, though some of it is hypothetical of course, no one has ever been introduced to these sorts of mechanics. I can’t know for sure how people will react.

It would only be super tedious for large numbers of ships in a short time frame, extend the timeframe or reduce the number of ships and it doesn’t change much. Also, there are limits to what players will do. Committing multiple battleship fleets each spread over thousands of kilometers to serve as cynos probably passes that limit, not to mention the fact that such a fleet is directly counterable with stuff like stealth bombers and it leaves your capital fleet scattered all over the place, out of range of reps.

Even assuming people will do whatever it takes to win, it would have to be asked: Is committing our entire super force to this fight worth supers not being available for anything else?

If you’re talking about timers, no, you’re not. You’re talking about something people know about at least a day in advance, and have time to plan for. And again: Gating supers is not as slow as you seem to think it is. No, this is not a way of ignoring what you’re proposing. I am telling you that what you are proposing will only result in people taking more time to make more preparations, or the fights simply not happening.

And if this was one of those games, I’d agree. But this is a game where the developers can’t even remember to iterate on things for over a year, and keep insisting ‘that won’t happen’ when the players outline exactly how they’ll respond to things.

“Stop bubble” and “drag bubble” refer only to their position, ie: a bubble that drags you past the gate, or stops you before the gate. It can be a dictor bubble OR and anchorable bubble. You’ll notice I didn’t say use the CDs to kill it. You use the F/Bs to kill it, and use the CDs to bounce out to a perch so the fleet can warp sideways, then back down to the gate.

Do you actually have any experience with using bubbles, fleet travel, or moving supers?

Not really.

That battleship fleet is carrying destroyers with defender launchers. They all do, because bombers already exist and already need to be countered. Multiple cyno locations actually means the bombers have less chance to focus on a single target area to attack.

Each capital fleet comes in with its own faxes, and unless you bubble them up (which won’t last long), the FCs will just all fleet warp to a specific bookmark that’s been set up ahead of time.

Which is why…

And if they’re not being risked, that means the supercapital fleets will keep growing. Battlefield conditions will be more and more stacked toward defense. Stagnation will increase. As you’ve been told multiple times already.