Here is an new proposal I just came up with during a discussion in my corp.
The idea is to renew the cynosural beacon to make it a more interactable meaningful experience for all involved without changing its main purpose and use.
Let me introduce you to the “Hellkustinda”:
The general idea is that a cynosural field is created wich is targetable and can then either be stablized by other ships with the scripted module or attempted to be closed. The situation now can turn into a “tug of war” for ships trying to keep up the cyno or close it down. The Cyno stays open until a threshold is met that closes the cyno. If the cyno is not contested it stays up just like it would at the moment, but should a situation arise where the cyno is contested but not closed, then a field of influence will be going up in the area around the beacon. This field would give all ships in its area of influence a debuff (reduction of tank resistances, less local and remote repping power, maybe other interesting stuff) much like the Abyssal effects work atm.
The strenght and range of this tug-of-war field would increase with the number of “Hellkustinda” modules fighting for control of the cyno field.
It is an active cyno module much like the one we already have but with three different use cases.
It can be scripted and works much like the HIC bubble.
Unscripted: A normal Cynosural Field Beacon is created, module consumes LO and disallows warp and sets your own speed to 0.
Scripted for Support (Green): the Module adds to the strenght of the Cynosural field making it harder for offenders to force a collapse of the field. Cycle time maybe around the 15 to 20 second mark. Range of the module is made so that you are always in the field of effect of the beacon. Movement and Warp allowed as normal.
Scripted for Collapsing (Red): The module attempts to destabilize the cynosural field to force a collapse and to make a debuff Zone appear. Cycletime, range etc. same as the Green script.
so different situations with this module would look like this:
A single ship sets up a cynosural field, uncontested: the cyno goes up just as normal and consumes LO. No AOE effects appear.
A ship with the intent to close the cyno warps in: The opposing ship locks the cyno beacon and activates its “red” scripted “Hellkustinda” module. A tug-of-war begins wich creates a debuff zone around the cyno affecting all ships in range including incoming jumping ships.
-The Opposing Ship is able to keep up the attempt to close the cyno: After a while the tug-of-war will be won and the cyno will be forcefully closed. The ship that intially opened the cyno is free from debuffs and the AOE field goes down.
- Other ships help stabilize the cyno field: another ship with the “Hellkustinda” module scripted green comes in and helps stabilize the cyno field. The tug-of-war status will stabilized and the cyno will stay up but the strenght and range of the debuff field will grow. this works for each additional ship coming to aid the field or force a closure.
it would need some balance as to where the thresholds are set. but a general idea would be that in a 1 to 1 situation the cyno will be slowly closed (maybe 4 cycles of the attacker 60 seconds). Another threshold could be that if there are 3 more attacking modules than defending the cyno would close in a single cycle (15secs).
Love to hear your opinions on this idea