The cyno change was ill thought out and confusing. JF’s already have low cargo capacity. Making them haul around T1 industrials, or worse, try to move one into position for a LoSec cyno, is going to be a lot harder and cut into their bottom line.
Nobody outside of an Alliance or wealthy NulSec corp is going to risk a Blops or Recon to light a conventional combat cyno. The whole point of corvette cynos was cheap, disposable anchors for just moving any type of caps. The point of putting them on other ships was to summon support if needed in PvP. I have never seen a corvette being used as a combat cyno.
When you affect logistics it means fewer deployments in Null. Change and limit the ability to cyno jump PvP support, and it becomes a lot harder to engage in an escalating cap fight, too. First caps on grid are going to smoke the other side’s expensive cyno piñata. Leaving the support to flee.
The industrial cyno should be accessible to Rorquals and JF’s. Honestly, the only benefit here is that a corvette km becomes an industrial. Not something that will suddenly revitalize the game.
Covert cyno available at IV would also reduce some of the training pain for alts. Remember, they will also have to skill the ship in order to use the mod.
The Astero and Stratios are, in effect, a Covops and a Recon. Please let them fit covert cynos and balance them with the other ships in the class wrt alignment and warp speed.
If we have an industrial cyno we should also have a combat cyno. I would really like to see an invulnerable timer while the cyno is lit. The host ship should also have its cap drained. 10 minutes waiting to get ganked is a real time sink. Why not 5? Everything that is going to jump in will show up in the first couple of minutes. After the invulnerability timer expires, you better have logi on grid.
I play two accounts, which did give me a selection of 4 cyno alts. Only 2 of them can fly T1 industrial and I’m not rushing to double skill or buy injectors. So while I can move a jump freighter, I can no longer easily move combat caps around.
I’m not keen on risking 300mil to bring a dread or carrier out to play. The month long covert cyno training is going to end up on only one or two characters.
Hopefully some sense will break out. If the blackout and cyno changes are an effort to go after the Goons, it’s fail. You are going to affect the smaller operations. An uptick in T1 industrial km’s will not be offset by capital pvp destruction. Hard to bring the fight when the devs are making it expensive and needlessly complex to get on grid.