PROBLEM:
It’s TOO EASY now to catch Battleships and Marauders with cynosural drop-teams on stargates.
Most of unwanted catches happened within stargates. This crippling PVP activity for such type of ships - less people are wanting to use them on daily basis, casually. Making the gameplay ONE-DIMENSIONAL (bad!)
However, it’s still possible to fly Marauder in remote space, like Syndicate, with relative safety, but you can’t do this in, say, Black Rise lowsecs.
Another, more general side of a problem is that it’s too easy to deliver forces RIGHT INTO THE BATTLEFIELD, at your weapon’s optimal range. In real world, troop logistics wins the war, so, I feel, such huge advantage should COST MORE or be restricted in some way.
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WHAT DO:
Number of solutions to choice from:
1)) Restrict lighting a CYNO at the same grid with a stargate.
In this case all incoming ships should re-warp to the desired destination.
2)) Restrict lighting a CYNO within 75km-200km-400km from a stargate.
In this case incoming ships land in the same grid and have the ability to open fire instantly, but tackling from a CYNO ship is impossible due to long range.
3)) Implement “SENSOR RECALIBRATION TIME” modifier - 60sec - to all teleported ships, so, defending force can either withdraw or destroy the CYNO ship.
Remember: instant delivery of forces right into battle should COST more! Since this is a huge advantage.
4)) Boost “Mobile Cynosural Inhibitor” module.
Reduce anchoring time to 5-6seconds.
Increase HP pool 2-3 times.
Decrease signature radius, so bigger ships should spend more time to lock on and ONE-SHOT.
Decrease production costs 2-3times.
Allow to anchor it EVERYWHERE notwithstanding of stargates, structures or another MCI proximity.
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P.S.: Please, tell what you think. I recently was participating in so-called drop-ops and this is disgusting. I will continue to do this to harden the matter, so more people will complain and DEVS might eventually fix this diabolic problem!!1