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- Existing Mechanics
- Cynosaural Beacons
- Activating a Cynosaural Beacon prevents targetting.
- When a Jump Bridge is opened to a Cynosaural Beacon, a Cynosaural Trace is generated.
- Relighting a Cyno with an existing Cynosaural Trace will not create a new Cynosaural Trace.
- Whenever a ship bridges to a Cynosaural Beacon, Cynosaural Trace gains Volatility.
- Whenever a Cynosaural Trace reaches maximum Volatility, a Cynosaural Flare is generated.
- A Cynosaural Flare will Disrupt the Cynosaural Beacon it originated from.
- A Cynosaural Flare can be bridged to by any pilot who has Acquired the Cynosaural Trace.
- Bridges can not be initiated by pilots with combat timers.
- Passengers who are in the process of Bridging to a Cynosaural Beacon when it is Disrupted are returned to their origin.
- 50% of the Fuel Cost of Passengers returning to thier origin is refunded.
- Four Cynosaural Field Generator Types
- Industrial Cyno
- Base cycle time is 8 minutes
- 500% Maximum Volatility Bonus
- Applies "High Energy Conduit Residue" status effect for 60 minutes
- Shield can not exceed 0.
- Can not recieve logi.
- Can not cloak.
- 400% Sig Radius.
- High Energy Conduit Residue status effect elapses 2 times faster while Tethered
- High Energy Conduit Residue status effect elapses 4 times faster while docked at a fully powered station
- Combat Cyno
- Base cycle time is 5 minutes
- 120 Second Combat Timer
- Black Ops Cyno
- Base cycle time is 12 minutes
- -60% Jump Range.
- Passenger must be cloaked to take Black Ops Bridge
- Activating cyno does not break cloak
- Cynosaural Trace is not visible until it has an effective radius of 1 LY (Increased by skills)
- Pilots who Bridge to a Covert Cynosaural Beacon while cloaked, do not lose cloak.
- Pilots who Bridge to a Covert Cynosaural Beacon while cloaked do not appear in local until
- They warp
- They decloak
- Their cloak stabalizes
- Expeditionary Cyno
- Base Cycle time is 2 minutes.
- Requires Lighting pilot to be in Siege.
- Fuel Requirements of Bridge are provided by Lighting pilot.
- -60% Jump Range.
- New Skill: Cynosaural Tolerance - Jump Fatigue and Jump Activation incurred from the first Combat Bridge does not take effect for 120 Seconds
- Additional levels in this skill increase the number of consecutive Combat Bridges before Jump Fatigue takes effect
- Sub Cap Bridging
- Black Ops Battle Ships can bridge to Covert Cyno
- Porpoise can bridge to Expeditionary Cyno. 200% penalty to Fuel Cost for non Industrial Hulls
- Force Recon can bridge to Expeditionary Cyno
- Bowhead can bridge to Industrial Cyno. Only the contents of its Maintainence Bay
- Subcapital Ships which initiate a bridge can only take a limited number of ships with them.
- The limit is determined by the total fuel cost to initiate the Bridge.
- To get an approximate sense of what a bridge group might look like imagine a point system
- Each hull size has an assigned value which is summed to find the gangs size
- Frigates - 2
- Destroyers - 2
- Hauler - 2
- Barge - 3
- Exhumer - 4
- Cruiser - 4
- B Crusier - 5
- B Ship - 8
- A Blops BS could bring approximately 20 points worth of ships for the ride
- A Porpoise could bring approximately 15 points worth of ships for the ride (non industrials are doubled so no BSs)
- A Force Recon could bring approximately 12 points worth of ships for the ride
- Bowhead Changes
- Bowhead's may fit and initiate Jump to Industrial Cynos
- The Bowhead may transfer its Maintainence Bay to the Maintainence Bay of the Lighting pilot if possible.
- The Bridging and Lighting Bowhead each get 50% of the Jump Fatigue when transferring Maintainence Bays.
- Propoise Changes
- -10% Jump Fatigue when Bridging per skill level of Industrial Command Ships
- While in Siege, the Porpoise may initiate a Bridge to an Expeditionary Cyno
- At the end of the Siege cycle, the Bridge will activate
- Fuel Consumption for Bridging is doubled for non-industrial hulls
- Force Recon Changes
- -5% Jump Fatigue when Bridging per skill level of Recon Ships
- Force Recon ships may initiate a Bridge to an Expeditionary Cyno
- Notes
- All cynos now have a limit to the amount of mass they can move in a given amount of time.
- Cynoing has three stages
- Beacon is lit
- Bridging begins
- Bridge is overwhelmed and a Flare occurs
- Industrial Cyno is the intended method for moving any large mass of ships and cargo.
- Industrial Cynos do not have hull restrictions, however, bonuses encourage certain ships.
- Industrial Cynos can carry any ship. It just won't be combat ready upon arrival.
- Combat Cyno is the intended method to allow a force to rapidly move from its staging area to the fight.
- Combat Cynos have far more restrictive threshholds on Volatility, which will interrupt the bridging process.
- However, reacquiring the resulting Flare allows bridging to continue unrestricted, with the added risk of getting counter dropped.
- Black Ops Cynos have been redesigned to force commitment and to prevent camping tackle from always guaranteeing a kill.
- It is still completely poosible for a gank to appear from nowhere as it is currently.
- But the order in which the cyno occurs and the tackle is landed is now reversed, giving prey a chance to flee or fight tackle like a normal engagement
- It also means that some black ops drops will be wasted from poor planning or impatience
- Expeditionary cynos are in someways like a reverse Cyno.
- They allow a capital to "recall" its expeditionary forces back to itself.
- This is designed to give roaming small gangs organized around a force recon ship to maraud into enemy territory
- It also means moving and Sieging caps several systems away from the front line to provide the umbrella for these gangs to operate under
- It further expands the support role and "floating citadel" role of Captial ships
- And it get capitals undocked for engagements that aren't as rare and one sided, even with relative safety of a few lightyears.
- This operational range and ability to recall your small gangs also increases the strategy behind geography when in contested space.
- It requires the coordination to secure, and hold a beachhead where caps can safely deploy
- Finally, multiple force recons/porpoises can recall to the same cyno. It just all contributes to the same Trace.
- Trace Mechanics
- Cynosaural Traces have a max Voltaility. Affected by factors on the Lighting pilot such as
- Role Bonuses
- Hull Bonuses
- Skills
- Modules
- Rigs
- Bridges adds an amount of volatility to a Trace. Affected by factors on the Passenger pilot such as
- Role Bonuses
- Hull Bonuses
- Skills
- Modules
- Rigs
- Traces have a visibility which determines the number of LYs at which a Bridging pilot can detect the Trace
- Visibility increases as percent of max Volatility increases
- Bridging pilots may Acquire a Trace if they are within its visibility range
- Acquiring a Trace is required to Bridge to its corresponding Flare
- Pilots may begin acquiring a visible trace before a Flare occurs in order to Bridge instantly in the event of a Flare
- When a Flare occurs, the Trace is visible at maximum range regardless of skills
- Time required to acquire a Trace is determined by the skills of the Bridging pilot.
- Covert Cynosaural Traces are visible system wide after a Flare occurs
- Covert Cynosaural Traces have a large bonus to decrease the range at which they are visible
- Covert Cynosaural Beacons have considerably reduced maximum Volatility
- Black Ops Battleships have a bonus to the range and speed at which they can lock onto a Cynosaural Trace.
- Lighting Pilots
- New Rig: Cynosaural Field Stabalizer - Adds Max Volatility to Cynosaural Trace
- New Skill: Cynosaural Field Optimization - Adds Max Volatility to Cynosaural Trace
- New Skill: Cynosaural Field Modulation - Required to use Cynosaural Modulator
- Cynosaural Modulators
- New Skill: Cynosaural Cryptologics - Skill at using Cynosaural Encrpytors
- New Module: Cynosaural Encryptor - Decreases range at which Cynosaural Trace is visible. Increases cycle time on Cynosaural Beacon
- New Skill: Cynosaural Preconfiguration - Skill at using Cynosaural Configurators
- New Module Cynosaural Configurator - Decreases cycle time on Cynosaural Beacon. 50m/s activation threshold. Decreases Volatility.
- New Skill: Cynosaural Staging - Skill at using Cynosaural Support Units
- New Module: Cynosaural Support Unit- Increases Volatility. Increases range at which Cynosaural Trace is visible.
- Passenger Pilots
- New Rig: Cynosaural Laminar Slip Field - Decreases the Volatility added to Cynosaural Trace upon Bridging, Increases Jump Fatigue
- New Rig: Cynosaural Strain Deflector - Increases the Volatility added to Cynosaural Trace upon Bridging, Decreases Jump Fatigue
- New Skill: Cynosaural Field Rigging - Rigging Skill for Cyno Rigs
- New Skill: Cynosaural Entanglement - Decreases the Volatility added to Cynosaural Trace upon Bridging
- New Skill: Covert Cynosaural Entanglement - Decreases the Volatility added to Cynosaural Trace upon Bridging to a Covert Cyno
- Bridging Pilots
- New Skill: Cynosaural Reverse Entanglement - Skill at using Cynosaural Reverse Entanglement Array
- New Module: Cynosaural Reverse Entanglement Array - Decreases time and range needed to acquire a Cynosaural Trace
- Other Pilots
- New Module: Cynosaural Destabalizer - While active, if target activates Cynosaural Beacon, instead a Cynosaural Flare is generated.
- Cloaking
- Cloak disruption field applies "Large Ion Residue"
- Can not cloak
- Cancels existing cloak
- -40% Sig Radius
- New Deployable: Large Mobile Cloak Disruptor
- New Deployable: Small Mobile Cloak Disruptor
- New Charge: Cloak Disruption Probe
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