Forums » Suggestions
Capships in system show up in sector list at stations
This proposal also has a balanced counter weapon and creates opportunities for teamwork and increased player interaction.
When you are docked to a station, I propose all npc and player capships in that system show up at the bottom of the Nearby ships list with the ship type and sector coordinates. If you have a key to that ship, the ship name appears instead of the type. This would allow teams to form that would hunt each others cap ships. One team member would have to be docked at a station to receive real time updates of locations of cap ships.
To counter this, create a large port weapon that drops a mine like object that appears like as a trident type M for 30 minutes or until destroyed in the stations nearby ships list in that system. This way, the trident owner and his team can put decoys in sectors allowing the trident team to regroup and/or escape while sectors are being checked. Dropping decoys in advance of working in a system or logging off would also make it harder for an enemy to find the trident especially if the decoy/ship is in an ion storm.
When you are docked to a station, I propose all npc and player capships in that system show up at the bottom of the Nearby ships list with the ship type and sector coordinates. If you have a key to that ship, the ship name appears instead of the type. This would allow teams to form that would hunt each others cap ships. One team member would have to be docked at a station to receive real time updates of locations of cap ships.
To counter this, create a large port weapon that drops a mine like object that appears like as a trident type M for 30 minutes or until destroyed in the stations nearby ships list in that system. This way, the trident owner and his team can put decoys in sectors allowing the trident team to regroup and/or escape while sectors are being checked. Dropping decoys in advance of working in a system or logging off would also make it harder for an enemy to find the trident especially if the decoy/ship is in an ion storm.
I like the motivation behind your idea, but this is a bit too extreme. I would be ok with having a list of player tridents detected in the system, but specific locations of those tridents wouldn't be right.
Yeah, this makes it a little too easy. Maybe if it only had a range of four sectors from the station? I like the idea of giving the topography of a system more meaning.
How about the sector given in the nearby ships list is in the vicinity of the trdent, say a from a single sector near a station and up to a 4x4 grid the further from the station the trident is located? That way the accuracy of the sector given falls off the further it is from the station.
Most Trident owners are traders and they are very skittish when it comes to their ships so, if implemented, this will just force them to leave their ships in M7.
Besides, there is a big difference between monitored and non-monitored space.
If the space is unmonitored - faction station can't see whats out there. Are you suggesting this to be changed?
If we get rid of unmonitored sectors in the whole VO, we might then as well get a list of all players and all ships in all systems with all their locations, why just Tridents?
Besides, there is a big difference between monitored and non-monitored space.
If the space is unmonitored - faction station can't see whats out there. Are you suggesting this to be changed?
If we get rid of unmonitored sectors in the whole VO, we might then as well get a list of all players and all ships in all systems with all their locations, why just Tridents?
Well, it wouldn't be just tridents. It would be all capital ships; capital ships being significantly larger and thus easier to detect than my little Corvult.
Heh, I was just trying to go with the current game mechanics.
If you are UIT KOS and went on a stroll through UIT monitored sectors... strike force will come after your little Corvult - they are monitoring those sectors and they know you are there.
We can go even further, lets say Serco have a long range scanner array at Intros/Ukari wh and can see all ships in Ukari. If they detect presence of Itani ship there, they can send strike force to eliminate him.
Another option - Itani have a long range scanner array at Edras/Jallik wh that covers the whole Edras. They detect known pirate in the area and send strike force to eliminate him.
There are no unmonitored sectors and you can't hide anywhere. SF will go after you thru complete VO universe. If you die and respawn they will go and camp your station and kill you again.
Oh, and one more thing... since the whole VO is now monitored, Itani pirate pirating Itani traders anywhere in VO universe will get instant Itani KOS, bye-bye valkyrie and homing in Jallik for the pirate dude.
This is a game breaking pandoras box.
If you are UIT KOS and went on a stroll through UIT monitored sectors... strike force will come after your little Corvult - they are monitoring those sectors and they know you are there.
We can go even further, lets say Serco have a long range scanner array at Intros/Ukari wh and can see all ships in Ukari. If they detect presence of Itani ship there, they can send strike force to eliminate him.
Another option - Itani have a long range scanner array at Edras/Jallik wh that covers the whole Edras. They detect known pirate in the area and send strike force to eliminate him.
There are no unmonitored sectors and you can't hide anywhere. SF will go after you thru complete VO universe. If you die and respawn they will go and camp your station and kill you again.
Oh, and one more thing... since the whole VO is now monitored, Itani pirate pirating Itani traders anywhere in VO universe will get instant Itani KOS, bye-bye valkyrie and homing in Jallik for the pirate dude.
This is a game breaking pandoras box.
I'm not opposed to other ships being detected at a longer range. I'm all for increasing player interaction. It would be fun to be surprised while I was farming for sss. Maybe small ships should be detectable within a few sectors radius, medium ships further out, and moths even a little further. Make the range of detection and the accuracy dependent on distance and ship mass. Space is to big and this could offset the size. Maybe the Tridents radar should have a multi sector range as well since it is larger and could have a better system than the smaller ships.
Having the ability to scan a longer range passively can be different than actively monitoring and enforcing a sector. The stations have limited resources. They could be able to scan further than they are willing to monitor and enforce transgressions and kos players.
@bojoansplach "Most Trident owners are traders and they are very skittish"--- lol they have shields now, capitals swarm turrets and access to firecracker turrets. combine the two and the dent can be unapproachable. There are not many groups of players sitting at wormholes with a pcb waiting to pin down and take out a trident. And the way things are set up now, it's not even worth looking for the needle in the haystack. Players in moths and XC's have a reason to be skittish.
--- edited to add that if people felt more vulnerable in space, they'd also be more likely to team up and work together
Having the ability to scan a longer range passively can be different than actively monitoring and enforcing a sector. The stations have limited resources. They could be able to scan further than they are willing to monitor and enforce transgressions and kos players.
@bojoansplach "Most Trident owners are traders and they are very skittish"--- lol they have shields now, capitals swarm turrets and access to firecracker turrets. combine the two and the dent can be unapproachable. There are not many groups of players sitting at wormholes with a pcb waiting to pin down and take out a trident. And the way things are set up now, it's not even worth looking for the needle in the haystack. Players in moths and XC's have a reason to be skittish.
--- edited to add that if people felt more vulnerable in space, they'd also be more likely to team up and work together