Forums » Suggestions

Yet Another Running Suggestion

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Aug 16, 2005 terjekv link
for the record, BLAK could track players with the 1K limit automatically, it doesn't really help. a decent pilot plotting through a few empty sector still gets away since you eventually end up (with lag and random placements when getting into sectors) 1K away sooner or later. sadly enough, sooner.

if you wish to be able to track people, add something to track people from more than 1K away, like an S-port tracking device (which'll also promote teamwork, since it takes up a weapon port).
Aug 16, 2005 johnhawl218 link
yes, make it like the rail gun, you tag them and it updates you in the hud every time they jump or dock for a set amount of time, say 10min.
Aug 16, 2005 momerath42 link
Cool idea:) Like you're sticking a bug to their hull. And maybe there's a tool for detecting if you've been stuck and one for zapping them. Maybe they each take up a small port (or an as yet unmade utility-port). Maybe to zap them, you have to shut down your engines while your friend explodes an EM pulse bomb nearby. Now we're talking :)
Aug 16, 2005 johnhawl218 link
perhaps have a maintnance tab at stations, (bring back paying for repairs) and have to pay to have you ship checked for bugs. This way the tracker would only know the last station you visited, if you were to clean your hull. Should be enough time for the tracker to get to the station to see them leave.

I like emp mines, once detinated, all ships in an area around it are temp. shut down 5 sec. wheile everything is rebooting, would knock out any tracking device as well, but could be used by pirates to slow trade ships etc as well. Make it though that when hit you kick into FA off so you are adrift not just a sitting target.
Aug 16, 2005 Arolte link
Damnit!! I SO had that idea in my head. The tracking beacon projectile idea that is. I KNEW I should've posted. Oh well, as long as someone said it, hehe. But yeah I think it's a cool idea.
Aug 16, 2005 johnhawl218 link
Sorry, didn't come up with it, it's been suggested a few times by many people, just brought it up again. =)
Aug 16, 2005 TNAtits link
momerath42: where did you get that quote "tna shove it up your ass" etc...
Aug 16, 2005 KixKizzle link
Aug 16, 2005 momerath42 link
johnhawl's post halfway down page 3 of this thread. Please be cool, though, I'd really like this thread to stay on topic and not get locked.
Aug 16, 2005 Forum Moderator link
D'oh! I missed that one! Sorry TNA.

For future reference, if I spot posts that are over the top like that, I'm going to delete the whole post, rather than locking the thread or editing. In this case, it's become an inextricable part of the thread.

/me jangles keys menacingly
Aug 16, 2005 TNAtits link
YOUR FIRED MODERATOR!! :) Dw we still like your good work...i just dont like john nemore..so back on topic...

Ive still not seen any comments on my suggestion on page 3...its a good one that i think would help..Havnt heard a word about it yet. Atleast shooot it down :)
Aug 16, 2005 momerath42 link
I read it TNA, and I can't think of a definite reason for shooting it down. In fact, it allows for a finer grained balancing than a number of seconds before jumping (well, I suppose you could use fractions of seconds). And instead of adding another jump-limitation to explain, it actually removes an exception to the rule which I noticed right away when I started playing. (Why do you have to be far away from stationary asteroids, but not players with their gravity drives and all? They seem more likely to interfere with jumping) It seems so obvious, that I expect its been suggested before, and that the other guys have already thought about it. So maybe there's a major con that I haven't thought of. We'll see:)
Aug 16, 2005 smittens link
Glad this thread has got so much replies and FM thanks for approaching it with a "Delete bad posts" method instead of "lock the whole thread cause of a few people"

Lord Q, did you read the original idea? I was saying that you have to be damaged to get the timer so travelers and talented traders wouldn't be hurt.

I like the idea of a tracker, but if you can just get it removed at a station IMO its still easy to run from a fight and jump to a station. Maybe I'm not the most experienced station-killer (what do I mean "maybe"? Of course I'm not!) but I have never been even close to getting a station kill. Maybe the solution would be to have a 3-5 second docking timer (suggested before I think) so that its more advantageous to try to lose someone than to merely run to a station.

I would love to see either Tracker + Station Timer or my original idea (^_^) put into the game.
Aug 16, 2005 RelayeR link
johnhawl218 "TNA shove it up your ass, ..."

TNA, I had to laugh...you deserved that. The last thing that should be tolerated here is stopping a player's ability to speak his opinion.

Mark is not the only one who believes that running is a viable option to players and he is not the only one to believe that the problem is not "too" intolerable.

I like his ideas to balance the issue as well as some other ideas I've seen here.

Michael, I wondered the same thing...but, I've also wondered why we are still upsidedown (a different story). I've made myself believe that the gravity fields created by the jump engines are harmonic and the jump drive is able to sync with the harmonics so multiple jump drives can be enabled in close proximity. A large object, however, has a gravity well that is static. The proximity of the well yeilds unexpected results with the jump so, to enable accurate jumps, the threshold for the strength of the well necessitates the 3000m buffer zone.

Now to my suggestion... Remove the harmonics of the jump engine. Make it impossible to jump or warp while a WH is active or a jump is in progress.
[edit] ALSO, make it possible to piggyback on another player's jump or warp. A pursuer that is within a given range of their quarry (700m?) gets sucked into the same warp as their quarry and pulled to close proximity.[/edit] (sry, Beo.
Aug 16, 2005 Beolach link
Eh? Wouldn't that make it harder to chase runners, RelayeR? If they're jumping or warping, I can't jump or warp to follow them? Or maybe I'm not understanding what you mean...
Aug 16, 2005 RelayeR link
Sorry, Beo...edited it while you were posting...forgot to add the pro.
Aug 17, 2005 mcduff link
I'm not entirley sure this is possible within the current engine but, why not have different ships jump differentley? Since trading ships would be optimized for moving crap around then let them jump at 3k. make large combat ships (loads of big guns and lots of armour) have to be 5 or 6k and slower. Make fighters faster like 300m/s turbo and 100 set speed (I mean really the fighters are only about 20% faster than a ragnerok wich would equate to a destroyer in naval terms, fighters = coast gaurd boats) also make fighters jump at about 3k. Your midrange ships (like the hornet roughley a corvett class ship) are well somewhere in the middle say a 3500-4k jump. I'm fairley sure the reason we are seeing Arolte having so much sucess is partley from ships needing some tweeking.
Aug 17, 2005 TNAtits link
Arr, i've thought about my other post alot trying to think of any cons, couldnt think of any, but if there are feel free to post em peeps.. And i guess i did deserve the TNA shove it up your ass...but i do not withdraw my earlier statment!! ARR!!

EDIT: I like McDuffs idea to, it might not be a good solution though
due to the fact that the combat ships are faster and can turbo out farther faster.. and still won't be able to be caught up to.
Aug 17, 2005 johnhawl218 link
I'm not sure I agree with your comparisons to ships mcduff, and making heavier, slower ships have to travel farther to jump will just get them killed quicker by light fighters, it needs to be an even playing field as far as jumping.

I do like the idea a lot about the piggybacking a wh jump, that would be very cool to do, perhaps have the opening more of a tube then a point in space, and actually have to enter it for the jump to actually send you though, that way others could quickly boost in as well before it closed.

I still feel that the best way to hand jumps is the make it based on the ammount of available energy in your batter. Perhaps, make smaller fighters only able to equipe certain size batteries, while the larger ships are capable of equiping larger or more batteries. This way you can only jump if your battery is at full power. So if your a quick light fighter and you try to run, you have to stop turboing to gain back your power then you could jump. Give everything a little more energy drain, particularly rockets and missles (at least a little) so that even those drain some power thus not giving the heavies too much of a jump advantage over the light fighters.

And as far as the tracker, Being able to remove it at stations just makes sense, but that's only if your even aware that you have one on you. I think that the animation for the tracker should NOT be seen, or notified in the hud of the victum, that way if they wished to see if they had a tracker they would either have to have a friend tell them as it's happening or they would have to pay a station to do a scan. Make the scan cost a fair amount of money, this way you wouldn't always check, only if you were sure or nervous. Else it drops off after 10 minutes, that should be more then enough time to track a person down and get your revenge.

/note
trackers could be a fun tool for spy missions or recon missions where you needed to find out where a ship is going. You could tag them and track them from a distance.
Aug 18, 2005 momerath42 link
TNA: As spellcast pointed out in another thread you crossposted to (and I can't believe I didn't think of it immediately)... you could *really* annoy someone just by following them around so they can't jump. I also don't like the exception for being damaged- as spell said, it feels to "gamey"

I'm still digging the tracker idea.