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blankseplocked [Proposal] Cyno Cancels Self Destruct
 
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Bagehi
Association of Commonwealth Enterprises
Posted - 2011.03.23 18:28:00 - [31]
 

Shouldn't be able to self destruct while a cyno is lit.

Sfynx
Caldari
The Arrow Project
Morsus Mihi
Posted - 2011.03.24 23:24:00 - [32]
 

Edited by: Sfynx on 24/03/2011 23:25:31
I propose that a ship lands at the cyno when the cyno is still there, and the jump is denied when the cyno is destroyed. A.k.a. simply fixing this bug.

There is no problem with self-destructing while lighting a cyno. The problem lies with jumping to a cyno that's disappearing. I suspect it's simply a race condition between checking if a jump can be done, and actually performing the jump.

Anah Karah
Drama Llamas
Posted - 2011.03.27 06:42:00 - [33]
 

i had no idea you could do this, as you can't SD with cyno up. Its really annoying sitting there for 10 mins waiting to be blown up.

THANKS OP!! Very Happy

not supported sorry, although i do like some of the other ideas in this thread.

PS: If your biggest problem with this mechanic is that people are getting supers into level V missions, there is something seriously wrong.

Equinox II
APEX ARDENT COALITION
Posted - 2011.03.27 11:45:00 - [34]
 

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


That would be great!


Marconus Orion
D00M.
Northern Coalition.
Posted - 2011.03.27 15:26:00 - [35]
 

Originally by: Equinox II
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


That would be great!




I think I commented on this before but; That could put them in a bad situation, which I think would be great. Or it could put them out of harms way which would be rewarding them for the cyno guy dying. This I think would be bad. I think odds are that if there is a fight going on, most pilots will be in the destination that the cyno guy was in, or at least in the adjacent system. So unless they land in one of those systems, they would be in a safe system. Odds are if it was random it would be in a safe system for them.

Could be other penalties involved, like if you don't compete the trip, landing on grid with the cyno ship alive, all of your cap is put to zero, no matter if you were at 100% when you jumped.

Anyhow, if the cyno ship dies before you load system, it should put you in a bad situation of some kind. Either way, I am still for the self destruct canceling the moment the ship lights a cyno.

Marlona Sky
Caldari Provisions
Posted - 2011.05.13 20:13:00 - [36]
 

Given the recent JB nerf coming and many people wanting super caps to get some nerf bat love, please consider this proposal again. Granted it is not a silver bullet fix, but a step in the right direction.

Gizznitt Malikite
Agony Unleashed
Posted - 2011.05.13 23:05:00 - [37]
 

Edited by: Gizznitt Malikite on 13/05/2011 23:06:27
Hmmm.... I will support the following change: lighting a cyno cancels self destruct.

But I'm a huge fan of using collapsed cyno's to explore a solar system, and would be a sad-panda if such a mechanic disappeared.

*edit*
Its a lot of fun to appear in the middle of the sun, and be ejected out at some insane velocity.... don't take that simple pleasure away from me!!!!

Cheekyhoe
Posted - 2011.05.14 01:00:00 - [38]
 

Neutral

Rather than saying no self destructs, how about the obvious one of leave the beacon visible even after the ship is destroyed.

Personally I ask in local to be blown up, people always think it's a trap but I hate being stuck in a frigate for 10 minutes.

Marlona Sky
Caldari Provisions
Posted - 2011.05.14 02:32:00 - [39]
 

Originally by: Cheekyhoe
Neutral

Rather than saying no self destructs, how about the obvious one of leave the beacon visible even after the ship is destroyed.

Personally I ask in local to be blown up, people always think it's a trap but I hate being stuck in a frigate for 10 minutes.


You can always initiate self destruct after you light the cyno.

Assassin126
Minmatar
Posted - 2011.07.11 22:37:00 - [40]
 

this sounds kinda exploity so yeah something should be done, i like the evil idea of random system within jump range

Sinikka Huiputti
Posted - 2011.07.11 22:53:00 - [41]
 

does this mean the old online pos and jump just before it's online doesn't work?????

or you can no shoot cyno with other t1 frig no?

foksieloy
Minmatar
Rockets ponies and rainbows

Posted - 2011.07.14 11:04:00 - [42]
 

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


And have them land at a gate.

Argus Kell
Gallente
Lost Enterprises...
SOLAR WING
Posted - 2011.07.14 11:58:00 - [43]
 

I've never used Cynos so I may be way off the mark with this; but why not just make it that you can scan out Cynos? That way it doesn't matter if the ship gets destroyed; you can still scan out and warp to the intended entry point.

Argus

Darryl Ward
Posted - 2011.07.14 20:00:00 - [44]
 

I'm not familiar with this mechanic. But if it's true it has my full support. Cyno shows on overview for a reason....

AllYourBaseAre BelongToUs
Posted - 2011.07.16 11:37:00 - [45]
 


Kazuo Ishiguro
House of Marbles
Posted - 2011.07.16 12:35:00 - [46]
 

Originally by: Sfynx
I propose that a ship lands at the cyno when the cyno is still there, and the jump is denied when the cyno is destroyed. A.k.a. simply fixing this bug.

There is no problem with self-destructing while lighting a cyno. The problem lies with jumping to a cyno that's disappearing. I suspect it's simply a race condition between checking if a jump can be done, and actually performing the jump.


Or alternatively, if the cyno ship is destroyed after the check is made but before the jump takes place, have the jumping capital ship appear at the point where the cyno ship was last located (i.e. at the time the check was made) instead of at a random location.

Last Star Fighter
Posted - 2011.07.16 16:29:00 - [47]
 

10 MINUTES TO KILL THE CYNO SHIP IS NOT ENOUGH TIME? TIME TO PLAY A DIFFERENT GAME DUE TO YOUR TERRIBLENESS ME THINKS.

Bugsy VanHalen
Posted - 2011.07.16 16:59:00 - [48]
 

Edited by: Bugsy VanHalen on 16/07/2011 17:03:13
I support this.

As far as I know you can not start self destruct after you lite the cyno. but you can activate the self destruct and then lite the cyno.
This makes it so you can control how long the cyno is up by how long is left on your self destruct timer when you lite it.
It defeats the whole purpose of having cyno show on over view,the 10 minute time lapse, and having the one liting the cyno locked there for 10 minutes.
This is an exploit that needs fixed.

Sabre Tek
Posted - 2011.07.17 07:37:00 - [49]
 

Thanks for the tip, didn't know I could do this trick ;-)

Duchess Starbuckington
Posted - 2011.07.17 11:46:00 - [50]
 

Signed.

Marlona Sky
Caldari Provisions
Posted - 2011.08.14 11:30:00 - [51]
 

Back up.

Malcanis
Caldari
Vanishing Point.
The Initiative.
Posted - 2011.08.14 14:20:00 - [52]
 

Originally by: Marlona Sky
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.


Agreed.

However I still think that there should be a skill to reduce cyno duration.

Marlona Sky
Caldari Provisions
Posted - 2011.08.14 22:06:00 - [53]
 

Originally by: Malcanis
Agreed.

However I still think that there should be a skill to reduce cyno duration.


Well, you can always self destruct after you light the cyno. So 2 minutes iirc. Laughing


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