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blankseplocked [Proposal] Cyno Cancels Self Destruct
 
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Marlona Sky
Caldari Provisions
Posted - 2011.01.18 14:44:00 - [1]
 

Edited by: Marlona Sky on 18/01/2011 14:46:34
Two things.

A lot of people get around not appearing at the cyno when jumping in their super capital by timing the opening of the cyno with a self destruct of the ship. Players wait till just a few seconds before their throw away cyno ship is about to self destruct, light the cyno and hit the jump with their super capital. So before the super loads the system, the cyno ship has exploded and they appear in some random safe spot in system, totally 100% safe and they can simply cloak up immediately.

Super capital owners have been using this tactic to sneak into systems, run level 5 missions among other things. All to avoid possibly being caught.

I say that if you light a cyno, any self destruct timer you have going is immediately cancelled.

Marlona Sky
Caldari Provisions

Posted - 2011.01.18 14:51:00 - [2]
 


Skanthra
Minmatar
Bath and Body Works
S I L E N T.
Posted - 2011.01.18 15:08:00 - [3]
 

Why not make it more interesting? If the cyno ship gets destroyed during jump, simply throw the jumping ship into a random system within their jump range Twisted Evil

Zilberfrid
Posted - 2011.01.18 15:38:00 - [4]
 

I support this, but what the poster above me stated would be much more fun!

De'Veldrin
Minmatar
Norse'Storm Battle Group
Intrepid Crossing
Posted - 2011.01.18 16:16:00 - [5]
 

Originally by: Skanthra
Why not make it more interesting? If the cyno ship gets destroyed during jump, simply throw the jumping ship into a random system within their jump range Twisted Evil


I support this idea more.

MNagy
Posted - 2011.01.18 16:29:00 - [6]
 

Ill support both ideas and add to it that the jumping ship should take damage!


Val'Dore
Word Bearers of Chaos
Word of Chaos Undivided
Posted - 2011.01.18 16:32:00 - [7]
 

Originally by: Skanthra
Why not make it more interesting? If the cyno ship gets destroyed during jump, simply throw the jumping ship into a random system within their jump range Twisted Evil


Oh hell yeah

Gallians
Posted - 2011.01.18 18:10:00 - [8]
 

Originally by: De'Veldrin
Originally by: Skanthra
Why not make it more interesting? If the cyno ship gets destroyed during jump, simply throw the jumping ship into a random system within their jump range Twisted Evil


I support this idea more.


I support both

Maxsim Goratiev
Gallente
Imperial Tau Syndicate
POD-SQUAD
Posted - 2011.01.18 18:18:00 - [9]
 

Originally by: Skanthra
Why not make it more interesting? If the cyno ship gets destroyed during jump, simply throw the jumping ship into a random system within their jump range Twisted Evil

can get behind that!

Tydus Akash
Posted - 2011.01.18 18:40:00 - [10]
 

Edited by: Tydus Akash on 18/01/2011 18:41:21
Edited by: Tydus Akash on 18/01/2011 18:41:05
It's no random spot in system. From what i have seen and tested it's always the same spot.

So get some cloaky dictors there and bubble the sucker the next time he does it...

Edit: Supported though as this could be called an exploit imo

Pod Amarr
Posted - 2011.01.18 18:42:00 - [11]
 

I like both proposals. The random system is great it would allow to defend against hot dropping.

Maybe add 30 second heat up time for the cyno as well.

Ephemeron
Caldari Provisions

Posted - 2011.01.18 18:45:00 - [12]
 

This does sound bad.

The whole cyno system should be redesigned. Teleportation should not be instant.

Kazuo Ishiguro
House of Marbles
Posted - 2011.01.18 19:09:00 - [13]
 

Originally by: Ephemeron
This does sound bad.

The whole cyno system should be redesigned. Teleportation should not be instant.


Ahem - if it isn't instant, it hardly counts as teleportation, now, does it? Razz

That aside, there are plenty of other delays already built into the system - waiting for cap recharge, getting cynos into place etc - why add another one at this point?

Marlona Sky
Caldari Provisions
Posted - 2011.01.18 19:18:00 - [14]
 

Originally by: Skanthra
Why not make it more interesting? If the cyno ship gets destroyed during jump, simply throw the jumping ship into a random system within their jump range Twisted Evil


I like this but what it does is still put the ship that jumped into a safe setting. Perhaps with any upcoming cyno changes CCP does they can do something like this. I am just asking for a (hopefully simple) coding change to have the cyno cancel the self destruct.

Ephemeron
Caldari Provisions
Posted - 2011.01.18 19:18:00 - [15]
 

Originally by: Kazuo Ishiguro
Ahem - if it isn't instant, it hardly counts as teleportation, now, does it? Razz

That aside, there are plenty of other delays already built into the system - waiting for cap recharge, getting cynos into place etc - why add another one at this point?
There are other threads discussing problem with current cyno mechanics. The fact that it takes ships only 3-5 seconds to appear after cyno is lit, with no prior warning and no way to scout the incoming forces introduces large random factor into combat. Large random factors are bad for strategy and tactics.

So the changes are needed to make PvP better. And the OP's problem is related to the larger problem of cynos.

Garst Tyrell
No.Mercy
Merciless.
Posted - 2011.01.18 19:50:00 - [16]
 

Im not sure what you would hope to practically accomplish with this. Im not inherently opposed to the idea but unless you are already prepared to catch the super at the cyno anyway (and the super pilot doesnt know this and goes in), this is a fairly moot point.

If you want to know where a super is logged at, run a locater agent on the pilot.

Double Dee
Caldari
Perkone
Posted - 2011.01.18 21:11:00 - [17]
 

this is just another lame proposal to take sand out of the sandbox. sounds like some poor little ex-tri mk XXIII or XXIV missed out on a super cap kill. go cry somewhere else!

Marlona Sky
Caldari Provisions
Posted - 2011.01.19 14:12:00 - [18]
 

Anymore support/comments/rage about this idea or should I let it sink to the bottom of assembly hall?

CarnegieSteel
Posted - 2011.01.19 16:51:00 - [19]
 

Its an exploit, it should be fixed.

Hirana Yoshida
Behavioral Affront
Posted - 2011.01.19 17:13:00 - [20]
 

Much easier to let the beacon stay for the duration, and add a clause saying without a character attached to beacon one cannot jump to it.

Plus, slap an aggression timer on cyno pilot for as long as field is open so he can't log-off/disappear immediately .. same as if stuck on beacon for duration.

Jovan Geldon
Gallente
Lead Farmers
Kill It With Fire
Posted - 2011.01.19 17:29:00 - [21]
 

Originally by: Skanthra
Why not make it more interesting? If the cyno ship gets destroyed during jump, simply throw the jumping ship into a random system within their jump range Twisted Evil


Yes please

steave435
Caldari
Sniggerdly
Pandemic Legion
Posted - 2011.01.21 20:50:00 - [22]
 

Originally by: Skanthra
Why not make it more interesting? If the cyno ship gets destroyed during jump, simply throw the jumping ship into a random system within their jump range Twisted Evil

If this gets implemented, I predict a high sec filled with caps due to :CCP:

Laechyd Eldgorn
Caldari
draketrain

Posted - 2011.01.21 22:48:00 - [23]
 

Edited by: Laechyd Eldgorn on 21/01/2011 22:48:42
Should be fixed asap. It's a wonder that it is not fixed yet after x years.

Not only does it prevent warping to cyno but no one can kill and loot the cynoship. :sadface:



Artisan Botanist
Minmatar
Hysteria Nexus

Posted - 2011.01.22 19:12:00 - [24]
 

Marlona Sky for CSM

Skanthra
Minmatar
Bath and Body Works
S I L E N T.
Posted - 2011.01.30 12:28:00 - [25]
 

Edited by: Skanthra on 30/01/2011 12:29:39
Edited by: Skanthra on 30/01/2011 12:28:26
Originally by: Marlona Sky
Originally by: Skanthra
Why not make it more interesting? If the cyno ship gets destroyed during jump, simply throw the jumping ship into a random system within their jump range Twisted Evil


I like this but what it does is still put the ship that jumped into a safe setting. Perhaps with any upcoming cyno changes CCP does they can do something like this. I am just asking for a (hopefully simple) coding change to have the cyno cancel the self destruct.


Let's make it more juicy then. The cyno ship gets blown up, and the ship making the jump appears in a random system in their jump range, at 'jump speed' from which it takes a looong time to actually slow down and be able to turn, and with a 'heavy spatial field distortion' thingy, that shows up on overview Twisted Evil

//typos
///omg more typos

Fournone
Posted - 2011.01.31 03:07:00 - [26]
 

Originally by: Skanthra
Why not make it more interesting? If the cyno ship gets destroyed during jump, simply throw the jumping ship into a random system within their jump range Twisted Evil


Twisted Evil

+1 to both

Crazy KSK
Posted - 2011.03.22 01:19:00 - [27]
 


nathanica
Posted - 2011.03.22 14:27:00 - [28]
 

Combat probes, use them.

-1

Bumblefck
Kerensky Initiatives
Posted - 2011.03.22 15:17:00 - [29]
 

Stop whining


Marconus Orion
D00M.
Northern Coalition.
Posted - 2011.03.23 17:10:00 - [30]
 

Originally by: nathanica
Combat probes, use them.

-1


Not sure if you actually read the proposal...

Originally by: Bumblefck
Stop whining




Rolling Eyes


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