The next Chaos related change (coming in September) has been announced. The standard Cynosural Field Generators are being restricted to Force Recon Ships (the ones that use Covert Ops Cloaks and are harder to tank) and Black Ops Battleships.
Cynos were called an oppressive activity with limited options to disrupt.
Considering the obvious impact to logistics, to offset this change CCP will allow Jump Freighters to use Covert Cynos. These can be fitted to cheaper hulls, such as the Prospect, Stealth Bombers and Covert Ops.
Oddly each time CCP has talked about Chaos, they have proposed changes which please the very same sort of players, are most easily circumvented or moderated by the largest and most organised in game and seem to be the most negatively impactful on the solo and smaller groups of players who prefer being self-sufficient.
You would assume this change is about disrupting the capital umbrellas the Superpowers can wield. Catch a Rorqual in a belt? It won’t be able to light a Cyno by itself and call in the cavalry. More kills for the unsated. Having fun in a battle? It won’t be as easy for a side to safely escalate with more Capitals. All good – except the larger groups and richer players will be able to adjust and get around this imposition. It might even result in less fights, as it seems to help the more organised defender.
A (cynical) bonus for CCP is that it means players will need to invest more time and ISK into their Cyno chain.
I have used Capitals in Null Sec, NPC Space, and Low Sec – primarily to move ships and supplies in and out of areas. I have done this mostly solo. It means I have been able to live and operate in quiet areas of dangerous space that I might not have been able to if needing to rely on moving those supplies though choke pointed gates or waiting for suitable wormholes to open. This sort of logistics is much more dangerous for the solo player as we usually don’t have access to Intel channels or friends nearby. I can still do the same now – but it will be at the high risk of Hundreds of Millions of ISK every time I try.
Ironically this change is oppressive for my game style with limited options for me to counter it.
How many interesting things could they have done here – instead of or in conjunction with their change?
. Have a cyno module that has a much shorter cycle – 1 or 2 minutes, but that only allows one ship to jump through?
. If you jump through a cyno, have a session change timer that stops you opening a cyno of your own for 5 minutes or more.
. Require Cyno ships to use fuel to open the cyno, and then additional fuel for each ship that jumps through.
. Adjust the time a Cyno ship is locked in space based on the number and / or size of ships that pass through, and / or the longest distance the jumping ships have travelled from.
If I have to risk so much ISK every time I open a Cyno to jump my Solo Carrier or Dread through, give me options CCP. Give me something that is not predictable.
Hunting for skill points