I missed this one earlier, it describes how sov works thanks to resource compression via moonmining, anom spawns and exploration. Except you still have cynos (apart from systems with jammers) so its like the worst of both worlds
Pretty sure thats not happening here.
But how do you get utility apart from krabbing out of a capital that cant jump?
Capitals offer innate utility smaller vessels donât possess. Fleet hangars, corp hangars. They are flying suitcases you can refit from if you die. Theyâre marginally more useful combat vessels than normal ships.
But thatâs what they are, a fighter carrier. A gunship dreadnought. A gunship Titan. Are they supposed to be utility vessels or are the fringe benefits just there for convenience? Supers get projected EWAR and FAX have the strongest reps in the game. That TEST muppet was concerned about his carrier ⌠when by all indications I cant even see any evidence he can even fly one.
No, go away.
In that case, the benefits of using those services should be increased to offset the removal of the most useful reason to have them atm; transporting group assets large distances rapidly.
Its pretty tragic the best reason to own a cap is to haul other ships around. Is that purely your opinion or the general consensus?
Whilst it is a reason for first-time independant cap owners (Ive known many), my description pretty much includes any activity where a carrier is in a corp or alliance and is jumping with items in its fleet or ship hangars.
Now, I havent dropped on anyone myself, so that particular activity may not require the use of those bays, and so is excepted from the above statement.
We are talking their removal due to dropping on folk, arent we? Or is the reason for them not being present not relevent, and so we can discount drops from the go in our reasoning?
Put it this way, I proposed to run a fleet with comp X, first response I got was âyou gonna get droppedâ. Repeat ad nauseum. Central problem I identified was the idea that cynos were present in nearly every reason to not do X or Y. Iâm still going ahead with my original idea, come hell or high water. My main interest is seeing if a world without cynos would actually be better in general because right now the reasons to keep them seem to amount to âmuh jumpdrivesâ in a game that doesnât even work that way anymore.
Im just considering your point of view, but clarifying that you dont feel that a Capitalâs primary activity should involve using a jump drive, or more specifically not using the mechanic of a cyno?
I will spend some extra hours gating, for you.
I only use cynos to not gate my fax. Mostly I am missing the fleet and have to gate anyways. There are many uses for cynos. If it bothers you ask CCP for EVE Online Classic (2004 edition) you will have much less choices nor any of the caps you hate.
None, insta travel is the bane of all MMOâs. Itâs game breaking and allows one to avoid/circumvent content.
In EVEâs case it creates massive swaths of no manâs land because of the power projection and is the main cause of massive coalitions. Without it weâd have tons more smaller groups and alliances doing their own thing. WITH it it will always default into just a few powerblocks or (as was the case on Serenity) just one.
Iâd severely limit cynoâs to only be able to jump you to an adjacent system and to remove the portal system completely (BO exempted but still only adjacent systems).
Removing them from Lowsec would probably make sense, but the whole game ? No.
The cyno was put in place because CCP wanted to ensure that Capitals were mainly âCorpâ assets that required team play.
But, I think CCP has found that since then that many players have doubled their subs so they can move their Capitals safely by themselves, when needed, which equals more revenueâŚ
I doubt CCP will ever remove cyno simple because of the added revenue.
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