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friendly fire issue.

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Aug 02, 2006 LeberMac link
At least they admit the Search is FUBAR.

Oh yeah and I'm glad to see Incarnate saying (in effect):
Hey Hey,
Ho Ho,
This Friendly Fire's Got to Go!
(repeat while banging bongos)
Aug 03, 2006 Snax_28 link
Bongos or Djembes?
Sep 21, 2006 Antz link
/me casts resurrect thread

I just did a search for more explanations to this friendly fire issue, but could find none. Could a dev in a couple of lines explain^W list what needs to be implemented before FF can go? (this is so it can serve as a progress bar to the impatient of us for the feature to be implemented) :-)

(Personally I don't see any reasons, but I have no clue to the game's internals and have not given this issue much thought.)
Sep 21, 2006 Gavan link
Probably some sort of Nation Space protection for noobs?
Sep 21, 2006 Antz link
I thought that already existed by getting sf on you when you shoot a noob in nation space? Also it isn't too effective, as experienced pirates can go kill noobs in nationspace despite kos status with the nation, so ff does not actually provide any protection that can not be worked around relatively easily.
Sep 22, 2006 Zed1985 link
I want FF to remain. During BS being shot by an ennemy frigate sucks, being shot by a friendly one would suck even more.
Sep 22, 2006 Professor Chaos link
Of course it would suck. Friendly Fire is supposed to suck. But, it's a tactical element that should be dealt with. Besides, a lot of gameplay is prohibited by FF. For example, if a Serco player wants to do some pirating on the side, he can't pirate other Serco even if he wants to, because of FF. Or, if a Serco and a UIT are doing a mission and another serco starts shooting up the UIT, there's no way for the Serco player to defend his UIT buddy.
Sep 22, 2006 Zed1985 link
if he wants do do pirating all he ahs to do is get Serco KOS... somehow, and then he can kill them as much as he wants.

No FF offers definite noob protection. The zone /could/ be reduced (say only Itan and Eo) and w/e for UIT and Serco. But I think it should remain. I think it is fair to ask for a relative safe heaven, for either when I want to trade or mine in tranquility.

Remeber Station Guards can't do shit right now. A spam taur for example can very easily kill you and then get out of the station.
Sep 22, 2006 Professor Chaos link
Yeah, I know station guards can't do shit. If they were improved, then they could - and should - be who provides the "safe haven," plus whatever players want to help. Station owners should be able to make the rules for their station sector (not to violate rules set by the nation they belong to if any), and build the guards that defend that area. Much better, more realistic way to protect anyone in nation space, especially newbs, who I agree need some sort of safe place to start. FF just isn't the answer. The idea also is to be able to pirate without becoming KOS, if you can get away with it.
Sep 22, 2006 Antz link
if he wants do do pirating all he ahs to do is get Serco KOS... somehow, and then he can kill them as much as he wants.

And then you are a serco who can neither fly into serco territory nor use any serco equipment. That does not seem like too much fun...

The only real use I found for FF is to practice PvP without taking damage. I am not sure that is the intended use of FF, and once it is removed perhaps some "tag" weapons could be added (like a practice neut, same as a normal one but deals no damage).

I agree that station guards need to get better though, noob protection should be provided by them, not by FF.
Sep 22, 2006 Professor Chaos link
Ditto on the tag weapons. Maybe if ships came standard with a safety mode with an option to simulate weapons. This would be especially helpful to newbies, as they could safely practice. Maybe in nation space at stations it would be required that you have the safety on, or action is taken against you. This would make the police action preventive instead of reactive, so that newbies can't complain that "yes, the guy who blew me up got hit by a strike force, but he still blew me up first."
Sep 23, 2006 Antz link
Yes, I like this idea. It is conceptually simple and yet does all that is required of it. A simple key for powering weapons systems up/down is all it will take. Radar can then also reflect that, marking ships that have weapons systems active.
Sep 23, 2006 Zed1985 link
NOOOOO! I bet I would keep presssing it during real combat! Just like the bloody caps lock key...
Sep 23, 2006 FatStrat85 link
I really like this idea of being able to power down your weapons. Just put the key far away from the left of the keyboard and make sure there is a clear indicator on the HUD so you know when it is on or off. Good idea also to make it required to have your weapons powered down in certain sectors.

Good call on making weapon status visible on radar Antz! That would help people to see an unknown player's intentions, especially if they don't hail. That'll add a nice extra dynamic.

Will this only work with energy weapons you think? Maybe missiles, rockets, and projectiles just won't work at all if you're powered down. Or maybe with missles and rockets you can just say the detonator is disabled so they still work but just don't explode or do any damage. That wouldn't quite work with proximity weapons or rails though. I guess it'd be easiest to just work the way FF works now but it's less realistic. Oh well, fun over realism I guess.

I think that there should be a mode that tracks when your hit from powered down weapons so you can have duels and know how much damage you would of taken or if you would have been killed if the weapons were powered up. This will make PvP less expensive and risky so we can jack up the prices of ships and equipment. Then real death will have more meaning.
Sep 23, 2006 Professor Chaos link
Your tracking idea is pretty much what started this, the idea that you can duel without killing someone, for practice. This would especially be nice if ship prices get higher, which I hope they will, but that's a different topic.

The first stage in implementing this would be to simply have a safety switch that turns all weapons on or off, and you show up on radar as having weapons on or off; and also your shipboard computer "simulates" your weapons in /duel mode so that you can still fire like normal but your weapons don't expend ammo or use energy and they don't cause any damage. Your duel opponent's ship computer also simulates damage from simulated weapons, but the damage isn't real and is removed when the duel is over.

The second stage would be a lot more strategic. It would involve deciding exactly what it means specifically for each weapon to be "powered down." Obviously nothing powered down would fire, even rockets and missiles. For projectile weapons other than rails, I'd say they work immediately when they're turned back on, but for energy-consuming weapons I think they should require a few seconds to warm up. The time they take would depend on the power/size of the weapon and how advanced it is. This adds one more level of customizability for weapons, so you can get a more advanced version of something that is exactly the same but powers up in half the time. Good feature for pirates. Maybe also some mods that simply improve your powerup time.

Having powered up weapons or powering up in a restricted zone would get you an immediate warning from whatever law inforcement, with five seconds to comply. If you don't, you get a second warning with a strike force on the way. You have until they reach you to power down. If you don't, you get a final warning, and they fire on you and kill you. If you power down before you die, they leave you alone. If you fire on anything in the zone that's not an enemy, they don't ever leave you alone until you die.

If the station is under attack, obviously an exception would have to be made, the violation being if you kill a friendly. Simply hitting a friendly would get you a warning, to let you know you did, since friendly fire is a fact of battle.
Sep 23, 2006 FatStrat85 link
I was thinking more of a universal 10-second power up time. Otherwise you could sneak up on anyone with weapons off and flip the switch as you fire and destroy him. Maybe bigger trade ships have a 5-second charge time instead of the 10-second time for the fighters.

I think it's best to keep it simple. Make it work just like FF is now so when your powered down you still go through ammo and everything.

Certain sectors that are no-fire zones should still allow you to be powered up, like Corvus. I wouldn't want to be anywhere in gray without my weapons powered up.
Sep 27, 2006 Antz link
I agree completely with that. Universal 10s power up time, make weapons work as FF does now when powered down, upon entering a protected sector players get a warning to power down weapons immediately, and if they do not comply in 5-10s send a strike force at them and/or destroy them with station-based wepons, which are coming (right?).
Sep 28, 2006 Zed1985 link
That makes no sence!
It makes no sence that a serco can get Admired Itani, and that after that I can't even blow him up without loosing faction.
It makes no sense to have to power down weapons we are a bloody nation at WAR we must always be armed and ready to fight, not have a 10 second cool down!
THE RIGHT TO BEAR ARMS, ARM BEARS AND ALL THE POINTS IN BETWEEN!!! FTW!!!

*cough*

Anyway I really don't want to see any artificial countdowns. All it would do is give advantage to the guy who is already sitting in sector waiting. And I see not a single advantage in that. If you want sparring then have sparring versions of the weapons made. They would cost 4x the price, and will cause all the apparent damage to the other ship (so you see how much you hurt the guy) but will never kill. After the end of the /spar both ships return to 100%. And there you go.

No to silly countdowns! A nation at war cannot have it's wariors with an added 10 second delay, we already ain't the sharpest tools in teh shed!
Sep 29, 2006 Professor Chaos link
I agree with Zed. Realistic powerup times for the weapons. If a weapon needs to charge before it's fired, its powerup time is how long it takes to charge. If it's just a guided missile system, a second or so to boot up the system, and fire. Just be aware that someone with weapons off could power them up unexpectedly, and so can you. The protection would be a zero tolerance FF policy in nation space, enforced by strike forces, who hopefully will be more fearsome in the future.

Three settings for every weapon: On (fires at everyone), No FF (won't lock on anyone your radar reads as friendly), and Off (won't fire at all).

Yes to a set of sparring weapons, no to them being expensive. They don't do damage, right? Make them cheap, since they're just simulations of weapons. A major market for these will be newbies who want to practice combat. Hopefully the main focus of combat for veterans will be a real nation war with real goals that change the universe.
Sep 29, 2006 Gavan link
Personally, I think that DaveJohn's suggestion for a sparring system, somewhat like the duel system would be better to address this practice issue.

http://www.vendetta-online.com/x/msgboard/3/14500#183189

And as much as I do like the idea of powering weapons down, I would rather see this first (warning, shameless plug ahead):

http://www.vendetta-online.com/x/msgboard/3/13262#167109

That said, to bring this sort of back on topic:

FF HAS GOT TO GO!