# Mobile Industrial Cyno

**URL:** <https://forums.eveonline.com/t/mobile-industrial-cyno/299885>\
**Category:** Player Features & Ideas\
**Created:** [March 11, 2021, 7:25pm UTC](https://forums.eveonline.com/t/mobile-industrial-cyno/299885 "2021-03-11T19:25:13Z")\
**Posts on this page:** 12\
**Page:** 1

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**Author:** ![Corvex](https://sea1.discourse-cdn.com/eveonline/user_avatar/forums.eveonline.com/corvex/32/256947_2.png) [@Corvex](https://forums.eveonline.com/u/Corvex)\
**Post date:** [March 11, 2021, 7:25pm UTC](https://forums.eveonline.com/t/mobile-industrial-cyno/299885/1 "2021-03-11T19:25:13Z")

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The mobile cyno is probably one of the best things you did in 10 years.

Please make a cheaper version of the mobile cyno for industrial ships @ ~5-10m isk. It is not really profitable to haul right now with the mobile cyno.

Gone will be the days of the really bad designed mechanic of needing 10 accounts with suicide cynos. This is the road block that always stopped me from skilling a JF.

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**Author:** ![Zhalyd\_Lyehin](https://sea1.discourse-cdn.com/eveonline/user_avatar/forums.eveonline.com/zhalyd_lyehin/32/358574_2.png) [@Zhalyd\_Lyehin](https://forums.eveonline.com/u/Zhalyd_Lyehin)\
**Post date:** [March 11, 2021, 7:40pm UTC](https://forums.eveonline.com/t/mobile-industrial-cyno/299885/2 "2021-03-11T19:40:30Z")

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> [@Corvex](#):
>
> The mobile cyno is probably one of the best things you did in 10 years.

You know that you could light cynos on rookie ships in the past that cost you nothing, right? :facepalm:

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**Author:** ![Corvex](https://sea1.discourse-cdn.com/eveonline/user_avatar/forums.eveonline.com/corvex/32/256947_2.png) [@Corvex](https://forums.eveonline.com/u/Corvex)\
**Post date:** [March 11, 2021, 7:42pm UTC](https://forums.eveonline.com/t/mobile-industrial-cyno/299885/3 "2021-03-11T19:42:21Z")

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I suggest reading the OP again. :facepalm:

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**Author:** ![Zhalyd\_Lyehin](https://sea1.discourse-cdn.com/eveonline/user_avatar/forums.eveonline.com/zhalyd_lyehin/32/358574_2.png) [@Zhalyd\_Lyehin](https://forums.eveonline.com/u/Zhalyd_Lyehin)\
**Post date:** [March 11, 2021, 7:45pm UTC](https://forums.eveonline.com/t/mobile-industrial-cyno/299885/4 "2021-03-11T19:45:58Z")

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I read it. You still need those 10 chars because it’s much more convenient than flying 1 char to tons of different places. Your suggestion just makes it more expensive compared to the times when cynos cost you virtually nothing, which means that the MCG is decidedly not the best thing CCP did in the last 10 years.

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**Author:** ![Corvex](https://sea1.discourse-cdn.com/eveonline/user_avatar/forums.eveonline.com/corvex/32/256947_2.png) [@Corvex](https://forums.eveonline.com/u/Corvex)\
**Post date:** [March 11, 2021, 7:48pm UTC](https://forums.eveonline.com/t/mobile-industrial-cyno/299885/5 "2021-03-11T19:48:56Z")

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No. It would mean I can pop a mobile cyno on my other chars and dock up, instead of sitting in space and die and waste character slots to dedicated cyno chars.

I could also jump clone to another location and drop the second mobile cyno instead of sitting in space wasting my time.

The pricing is determined by CCP.

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**Author:** ![Zhalyd\_Lyehin](https://sea1.discourse-cdn.com/eveonline/user_avatar/forums.eveonline.com/zhalyd_lyehin/32/358574_2.png) [@Zhalyd\_Lyehin](https://forums.eveonline.com/u/Zhalyd_Lyehin)\
**Post date:** [March 11, 2021, 7:51pm UTC](https://forums.eveonline.com/t/mobile-industrial-cyno/299885/6 "2021-03-11T19:51:55Z")

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And after you JC’d you are stuck for 20 hours. Dedicated cyno chars get you around much quicker than what you talk about because they are already in place and move around their dedicated places, not across the entire route you have to run. Another fun thing is that if your one cyno is intercepted on the way, your entire chain is dead.

So, all in all, the MCG is decidedly not the best thing CCP did in the last 10 years compared to the good mobility we had before. 🙂

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**Author:** ![Corvex](https://sea1.discourse-cdn.com/eveonline/user_avatar/forums.eveonline.com/corvex/32/256947_2.png) [@Corvex](https://forums.eveonline.com/u/Corvex)\
**Post date:** [March 11, 2021, 7:56pm UTC](https://forums.eveonline.com/t/mobile-industrial-cyno/299885/7 "2021-03-11T19:56:59Z")

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If you want the mobility you can keep using your cyno chars. But for those people who haul once per week an indy mobile cyno is perfect to cover 2-3 jumps without having to sacrifice your mains. There we have a good trade off as everything in Eve.

And the current mobile cyno solved the force-recon-sit-in-space-and-die-250m-problem.

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**Author:** ![Salt\_Foambreaker](https://sea1.discourse-cdn.com/eveonline/user_avatar/forums.eveonline.com/salt_foambreaker/32/280119_2.png) [@Salt\_Foambreaker](https://forums.eveonline.com/u/Salt_Foambreaker)\
**Post date:** [March 15, 2021, 11:32pm UTC](https://forums.eveonline.com/t/mobile-industrial-cyno/299885/8 "2021-03-15T23:32:43Z")

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> [@Corvex](#):
>
> It would mean I can pop a mobile cyno on my other chars and dock up

Really, you can pop it and dock? I didn’t know this, they need to fix that! Off Grid is a 4 letter word!

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**Author:** ![Derath\_Ellecon](https://sea1.discourse-cdn.com/eveonline/user_avatar/forums.eveonline.com/derath_ellecon/32/289725_2.png) [@Derath\_Ellecon](https://forums.eveonline.com/u/Derath_Ellecon)\
**Post date:** [March 16, 2021, 2:35pm UTC](https://forums.eveonline.com/t/mobile-industrial-cyno/299885/9 "2021-03-16T14:35:17Z")

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> [@Corvex](#):
>
> The pricing is determined by CCP.

Maybe production cost, but not market pricing.

You can build them for under 20mil go build your own.

I don’t see how these are viable as an industrial beacon anyhow. 2 minute activation. has to be 50km from a “control tower”. Does that include all structures? That would suck for a JF beacon.

> [@Corvex](#):
>
> No. It would mean I can pop a mobile cyno on my other chars and dock up, instead of sitting in space and die and waste character slots to dedicated cyno chars.

No need for a dedicated cyno unless your e-peen can’t handle your mains KB having some cyno deaths.

> [@Corvex](#):
>
> I could also jump clone to another location and drop the second mobile cyno instead of sitting in space wasting my time.

And you can do that now by seeding some indy ships and indy cyno mods and a bit of fuel.

Personally I still wish the original idea of letting indy’s jump to a covert cyno would have been better.

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**Author:** ![Gerard\_Amatin](https://sea1.discourse-cdn.com/eveonline/user_avatar/forums.eveonline.com/gerard_amatin/32/481361_2.png) [@Gerard\_Amatin](https://forums.eveonline.com/u/Gerard_Amatin)\
**Post date:** [March 17, 2021, 8:54am UTC](https://forums.eveonline.com/t/mobile-industrial-cyno/299885/10 "2021-03-17T08:54:26Z")

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> [@Derath\_Ellecon](#):
>
> I don’t see how these are viable as an industrial beacon anyhow. 2 minute activation. has to be 50km from a “control tower”. Does that include all structures? That would suck for a JF beacon.

I’ve seen it can be dropped right on top of player structures like a Keepstar.

Having no experience with POS fields (control tower right?) I can imagine they wanted these mobile cyno beacons to be _easily killable_, which they are when they are right next to a structure, but aren’t when they are within a POS field. That’s why I think they cannot be anchored within a POS.

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**Author:** ![Derath\_Ellecon](https://sea1.discourse-cdn.com/eveonline/user_avatar/forums.eveonline.com/derath_ellecon/32/289725_2.png) [@Derath\_Ellecon](https://forums.eveonline.com/u/Derath_Ellecon)\
**Post date:** [March 17, 2021, 6:28pm UTC](https://forums.eveonline.com/t/mobile-industrial-cyno/299885/11 "2021-03-17T18:28:01Z")

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Yea that makes sense to it is outside the POS shield. I was unclear if it affected the distance from any other structures.

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**Author:** ![system](https://global.discourse-cdn.com/eveonline/original/3X/4/1/41ec4921cbaca7a6f9ea556e7cc20018461eae5e.png) [@system](https://forums.eveonline.com/u/system)\
**Post date:** [June 15, 2021, 6:28pm UTC](https://forums.eveonline.com/t/mobile-industrial-cyno/299885/12 "2021-06-15T18:28:05Z")

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