Forums » Suggestions

Make Cargo/Lewts shootable.

Aug 26, 2012 yodaofborg link
Sometimes I don't wanna save the loot, sometimes I think I would prefer it was just gone, because I know I cannot use it, but at the same time I know someone might want it back. Also, an afterthought, it would also make killshots with rockets a bit more risky if you are after loot. You know, shoot 1 too many rockets and you might just blow up the loot you are after.

Anyways, make loot's shootable. Might be fun!
Aug 26, 2012 Pizzasgood link
+1, but have a variable delay before the loot becomes destructable based on the max armor of the craft that dropped it. Otherwise it could be very hard to actually get loot out of a Levi. Maybe also make it immune to NPC fire, since NPCs are retards.
Aug 26, 2012 Death Fluffy link
So basically what your saying is you want a way to create more scrap?
Aug 26, 2012 redotter link
hmm. 15 minutes to try get back, fight off the person who killed you and save you 100 mil cred trident parts is tough enough. Dont need griefers destroying the loot too.
Basically if you dont want them to have the loot, stick around and kill them again..mine it, etc.

I think the grief of losing a trident part that has taken months to build isn't really fair to the poor guy flying the XC who has busted his ass for months.

Also, if your loot was 'accidentally' blown up it could be very very bad. "Oh sorry, the samophlange got hit after the levi blew up... cuz I had some lag..."
My opinion.
Aug 26, 2012 Kierky link
I'm inclined to agree with redotter. Perhaps make only *some* cargo perishable. I can see this being abused by griefers otherwise, and the last thing we need is to give them a tool to do it better.
Aug 27, 2012 Pizzasgood link
Hostile playstyles in a game that is intended to be hostile do not count as griefing. Trying to imply that those who play the game in ways it was intended to be played are doing otherwise is deceitful.

Back on topic - the items should have HP, rather than being one-shot kills. Items like caphip parts or special drops could have significantly more HP than things like weapons, making them more resilient to accidents, and providing more time for people to attempt to recover them. It shouldn't take fifteen minutes of continuous fire to kill a capship part, but a few minutes from a single neutron blaster mkII would be reasonable. Should be long enough that somebody has at least one chance to return to the sector and either recover the item or kill the pirate. Because I do agree that a person shouldn't be able to immediately destroy a Trident hull or something if they're in a bad mood or know that the victim is simply not going to pay even if it means they never recover the item.

Also, stacks of items should behave in some logical manner, so that you can't wreck 120 stacked units of ore in the same time as it takes to wreck a single unit of ore. The HP could be cumulative, so that the damage is effectively being spread evenly accross all items in the stack. Or it could apply the damage to one item at a time, so that as you fire into the stack you gradually and steadily destroy item after item. Or the damage could be distributed randomly to the items within, so that you gradually destroy them, but at a seemingly slower initial rate, and not steadily. That's my preference.

For simplicity, damage to items should simply be reset when picked up by a ship - handwave it away by saying the damage was done to the crate rather than the item or something. Having to actually get the items repaired or something would excessive I think.
Aug 27, 2012 TheRedSpy link
*Men wearing t-shirts marked 'carebear patrol' enter the room and remove red otter and kierky*

Without risk all your tridents are meaningless, it's not like they're useful for anything else. This is the third time I've quit VO, the first time I was bored of the game, so I decided to build a trident and the associated political drama kept me interested for like a whole year, but now that the stark reality sets in, there is no gameplay left in Vendetta.

Everything that has been done is happening again, carebear alliance is back in full swing ready for another pirate to come and make a trident and cause more drama, but there has not been any new content or any changes to core content to produce a different outcome.

If we don't have something like this mix up the equation, it's just going to fizzle out into nothingness, so +100000000000 to stuff that mixes up the action.
Aug 27, 2012 yodaofborg link
Yeah, I guess higher CU items should take longer to shoot, but 15 minutes is a LONG assed time. I don't think the timer should be reduced, so this leaves shooting stuff (and we all like shooting stuff).

People who do this stuff, usually tend to home along the route, so if they really want the cargo back, all they have to do is return fast enough that I stop shooting the cargo, and fire at them instead. And no, this idea wasn't thought up because some trader got his cargo back - in fact historically - that's only happened to me a couple of times. I actually considered it as a way to make shooting a 'moth up that's full of cargo you want a bit more technical.

For example:
I chase a pilot down who has 120cu of pure xith that I want, I fire a shitload of rockets at em, and damn, there's only 50cu left.

Or I chase down pilot b who has a hold full of capship parts, I use my rockets to get him to 10%ish and then Neut him to death, making sure I don't spoil any goodies.

The part where I get to say on 100 "Oi, I'll shoot these cargoes if you don't agree to pay me over 9000!!!!!!!!111oneone" is just a bonus.
Aug 27, 2012 redotter link
Ok, I can compromise on my position. <takes off his care-bear shirt.>

My concern was one shot kills of cargo seems wrong for items that take forever to make. Agreed invulnerable cargo is a bit silly. Also, it would make those carrying hard to make parts make sure they have backup, etc. You're right, more risk = more adrenaline = more excitement.

My only 'concern', if you put it that way is that as it is not implemented it may take a while to put something like that in.

While you're at it... make asteroids shootable, and ones with more volitile chemicals explode if you over heat them.

Is it me or is it chilly in here? <puts on my little pony shirt...>
Aug 27, 2012 USMC link
@TRS, game was here long before you came onboard & it will be here long after you quit and are forgotten. bit of a ego huh ....
Aug 27, 2012 yodaofborg link
It also does add a dimension to the game that isn't there and that's negotiation. Right now I decide I'm going to shoot you for whatever reason, but then I realise I have something you really want back. You currently have 15 minutes(Maybe even longer, I do like to make nice cargo piles) to come back and either kick my ass (alone or with friends) or forget it. You could try buy it back, but I'm a little too paranoid to sell back to someone I just shot with the current situation.

With the destroyable cargo route I could like go "Hey, you dropped this. If you want it back I won't shoot it, but you have to pay me over 9000 for it back!" right now you would probably just try shoot me, but what if I added "if you don't reply like now I'm a start destroying the cargoes!"?
Aug 27, 2012 ryan reign link
+ millions upon millions.

Certain types of cargo/all weapons carried as cargo should nearly always explode with one or few shots...
volatile chemicals, explosives, Serco Ale... etc... etc...

Also, certain types of cappie parts should also explode with fairly little effort, reactors for example.

In a similar vein, there really ought to be a chance that in cases of ships carrying certain types of cargo or weapons as cargo, that the cargo explodes with the ship and in these cases increase the blast radius and damage caused by the ship/cargo exploding.
Aug 27, 2012 yodaofborg link
Oh yeah, and NPC drops should be immune for a set time(2~4ish seconds?) to save us from retarded AI, but not player cargo.
Aug 27, 2012 ryan reign link
http://www.vendetta-online.com/x/msgboard/3/24087

Certain cargos should have a very high probability of exploding (whether in a ship that explodes 70 to 90% chance or shot, 100% chance)

The explosion, damage and blast radius should be affected by...

A. Type of cargo
and
B. amount of cargo

MINES:
Concussion: Blast radius: 200m + 5m per # of launchers.
Proximity : Blast radius: 80m 10 + 5m per # of launchers.
Lightning: Blast radius: 550m 4 + 5m per # of launchers. divided by 2.
BioCom Miniature Teller-Ulam: Blast radius: 100m + 5m per # of launchers. divided by 5.

ROCKETS:
Screamer: Blast radius:35m + 5m per# of launchers. divided by 3.
Jackhammer: Blast radius:60m + 5m per # of launchers. divided by 3.

Etc... etc... et al

Damage should obviously be high but not ridiculous. For example an XC with 200 Screamers SHOULD NOT do, 9,600,000 damage but it should still be very high.

This would make piracy more interesting and add some risk (similar risk to being to close to a queen when it explodes).

Could lead to kamikaze tactics.

Would give us really cool big explosions... assume that the war convoys/border battle cappies are loaded to capacity with weapons. They get killed, we get really great explosions that actually have a chance of damaging ships that are to close.
Aug 27, 2012 redotter link
So you drop your volatile chemicals... then shoot it with your rear turret...
awesome.
Ok. Can I change my vote? suddenly I like this idea.
+10