Forums » Suggestions
Temporary Kill on Sight
"You have violated the local No-Fire zone regulations. Temporary Kill On Sight standing set. Leave the sector immediately, or be destroyed!"
This is what you are told when you violate the NFZ. However, you are not given the opportunity to "leave the sector immediately". In fact, the Strike Force is launched instantly. I suggest that instead of launching the strike force instantly, a 20 second grace period is given. A counter appears, counting down from 20. If you're still in the sector when it gets to 0, a Strike Force is spawned. This would also give a bit of time to "buy off" the Strike Force, if such an option were ever implemented...
This is what you are told when you violate the NFZ. However, you are not given the opportunity to "leave the sector immediately". In fact, the Strike Force is launched instantly. I suggest that instead of launching the strike force instantly, a 20 second grace period is given. A counter appears, counting down from 20. If you're still in the sector when it gets to 0, a Strike Force is spawned. This would also give a bit of time to "buy off" the Strike Force, if such an option were ever implemented...
Given any half decent ship can evade the SF, adding a 20 second period instantly turns into station-camping scenarios.
You can blow someone in less than 5 seconds.
You can blow someone in less than 5 seconds.
the SF doesn't need gimping. i think the warnings are good enough as is.
Think of the children.... err, newbies!
Seriously, one of my first times out, I saw a red dot on my radar, and I went to investigate. In the area, I saw two "Strike Force" ships, and I assumed it was a Serco raiding party, so I opened up with my GovGun (though I was in a Cent). Suddenly, I get a nice big warning message, and immediately half a dozen ships scramble and blow me to bits.
Seriously, one of my first times out, I saw a red dot on my radar, and I went to investigate. In the area, I saw two "Strike Force" ships, and I assumed it was a Serco raiding party, so I opened up with my GovGun (though I was in a Cent). Suddenly, I get a nice big warning message, and immediately half a dozen ships scramble and blow me to bits.
I just find it annoying because in an asteroid-rich area and a heavy ship, you -can't- evade the SFs. If somebody attacks you and you fire back inside the NFZ, pirates tend to be able to escape better than 60000kg behemoths...
I'd say have the SF launch, but only shoot at you 2 or 3 times per NFZ violation. So if you keep violating the NFZ they'll keep trying to boom you, but if you stop & try to leave the sector they'll also stop shooting & escort you out.
But if you actually destroy a ship they should do their best to destroy you, like they do now.
But if you actually destroy a ship they should do their best to destroy you, like they do now.
I made a mission at Ineubis stations to show a possibly behavior. It's on the test server.
so you are one of those people who got them.... !!
I'd say: link the Temp KoS to faction standing as well as licenses. If you don't have any combat/weap lisences above 2, then they give you a fair heads-up warning, with no faction loss. If you have above +600 with that station, then the same applies. But in either case, if you actually destroy the ship, then you lose a significant amount of standing (somewhere in the 200-300 range, perhaps).
Here's a suggestion:
If one player not labeled Temp KOS shoots another player not labeled Temp KOS, the NFZ violator is labeled Temp KOS. Simple enough. If a player not labeled Temp KOS shoots a player labeled KOS, then nothing happens to the non-Temp KOS player.
It's a concrete way of establishing who gets labeled Temp KOS, and conditions for other players to defend themselves.
If one player not labeled Temp KOS shoots another player not labeled Temp KOS, the NFZ violator is labeled Temp KOS. Simple enough. If a player not labeled Temp KOS shoots a player labeled KOS, then nothing happens to the non-Temp KOS player.
It's a concrete way of establishing who gets labeled Temp KOS, and conditions for other players to defend themselves.
"Here's a suggestion:
If one player not labeled Temp KOS shoots another player not labeled Temp KOS, the NFZ violator is labeled Temp KOS. Simple enough. If a player not labeled Temp KOS shoots a player labeled KOS, then nothing happens to the non-Temp KOS player.
It's a concrete way of establishing who gets labeled Temp KOS, and conditions for other players to defend themselves."
I've suggested this before. Thanks crip.
Yes, if someone breaks the NFZ regulations, they should be fair game to ANYONE in the sector, not just the SF. Traders should be permitted to defend themselves from an agressor within the NFZ, and perhaps even reewarded for killing them. They are, after all, KOS.
and what's the stink about newbs incurring the wrath of the mighty SF? last I checked, there were friendly fire restrictions that prevented anyone from breaking the NFZ regulations within their own nation anyway... I'm not saying that the FF regs as of now are a good thing, but I think in the best interest of the newbs, FF should be maintained within their own nation space until they reach a combat level indicative of them knowing what to shoot and what not to.
If one player not labeled Temp KOS shoots another player not labeled Temp KOS, the NFZ violator is labeled Temp KOS. Simple enough. If a player not labeled Temp KOS shoots a player labeled KOS, then nothing happens to the non-Temp KOS player.
It's a concrete way of establishing who gets labeled Temp KOS, and conditions for other players to defend themselves."
I've suggested this before. Thanks crip.
Yes, if someone breaks the NFZ regulations, they should be fair game to ANYONE in the sector, not just the SF. Traders should be permitted to defend themselves from an agressor within the NFZ, and perhaps even reewarded for killing them. They are, after all, KOS.
and what's the stink about newbs incurring the wrath of the mighty SF? last I checked, there were friendly fire restrictions that prevented anyone from breaking the NFZ regulations within their own nation anyway... I'm not saying that the FF regs as of now are a good thing, but I think in the best interest of the newbs, FF should be maintained within their own nation space until they reach a combat level indicative of them knowing what to shoot and what not to.
I agree with the warning. I was in a noob ship once and the game had an error and thought i attacked someone. I was blown up immediantly. I didn't even get to read the strike force message.
so? make the SF message BIGGER, and BOLDER across the screen like a jump message... it would be kinda hard to miss that.
and eliminate bugs... if they don't have bugs to make the game think you attacked someone, then it's nobody's fault but your own... I expect it's already fixed by now, and if not... well, you better get posting on that bugs forum!
and eliminate bugs... if they don't have bugs to make the game think you attacked someone, then it's nobody's fault but your own... I expect it's already fixed by now, and if not... well, you better get posting on that bugs forum!
It still stands that the warning message makes no sense. It implies that you have time to leave the sector, where you really do not. If y'all don't want to change the NFZ behavior, then you must change the message.
Layman's version:
"You have violated No-Fire Zone Regulations. The 1337, super ninja ass-kicking Strike Force of DOOM is on its way to pwn your puny ship. RUN AWAY!"
"You have violated No-Fire Zone Regulations. The 1337, super ninja ass-kicking Strike Force of DOOM is on its way to pwn your puny ship. RUN AWAY!"
The Strike Force and related faction stuff (eg. being able to attack a NFZ violator without being considered a violator yourself), are definitely due for an overhaul.
As some of you know, I've already built a Deliverator-based SF mission. The key feature of Deliverator missions is that NPCs and PCs can both take them together, and that when PCs aren't available in time, the NPCs take the mission alone. So my 21-line StrikeForce mission causes a similar NPC SF to be spawned under the same circumstances as the current SF (though about 15 seconds later), but any players that are ready in that period can also take the mission and be given a temporary "license to kill" in the NFZ. I intend to also make it escalate to include nearby stations when the first wave or two is unsuccessful. This probably won't go into production until we overhaul the faction system, though, since doing it right (and making it unexploitable) requires features that the current faction system lacks.
At any rate, we're aware that the current SF sucks, and we have plans for making it better, including most of the suggestions I saw in skimming this thread.
As some of you know, I've already built a Deliverator-based SF mission. The key feature of Deliverator missions is that NPCs and PCs can both take them together, and that when PCs aren't available in time, the NPCs take the mission alone. So my 21-line StrikeForce mission causes a similar NPC SF to be spawned under the same circumstances as the current SF (though about 15 seconds later), but any players that are ready in that period can also take the mission and be given a temporary "license to kill" in the NFZ. I intend to also make it escalate to include nearby stations when the first wave or two is unsuccessful. This probably won't go into production until we overhaul the faction system, though, since doing it right (and making it unexploitable) requires features that the current faction system lacks.
At any rate, we're aware that the current SF sucks, and we have plans for making it better, including most of the suggestions I saw in skimming this thread.
How about instead of changing the warning, we implement a checkbox that says "You have violated the No Fire Zone, would you like to be escorted from the sector?" with a box that says "Accept" and "Cancel". When you click "Accept" the Strike Force deploys and flys beside you until you are jumping distance from the station, then gives you a million credits and the message "Terribly sorry, but rules are rules, ol' chap. Here's a bit o' coin for your trouble."
I'm sorry, but this thread disgusts me.
The warning means exactly what it says. It says "leave the sector immediately", not in 20 seconds, not in 10 seconds, not in 5. Now! You have from the time you commit the violation until the Strike Force reaches you to get out. The whole "or be destroyed" part implies that aren't flinging pink fluffy bunny pillows at you either. If your laden behemoth isn't fast enough to get out, tough sh*t. Don't fire back, set course to dock, let the Strike Force run the other person off. That's what they are there for.
In the real world, no government will allow you to pull a gun and shoot back, especially while the police are right there. They call this "civilization".
If anything needs changin here though it is having the capability to defend yourself, not the procrastination of Strike Force deployment or the warning message telling you it's coming after you.
I'm sorry, but this thread disgusts me.
The warning means exactly what it says. It says "leave the sector immediately", not in 20 seconds, not in 10 seconds, not in 5. Now! You have from the time you commit the violation until the Strike Force reaches you to get out. The whole "or be destroyed" part implies that aren't flinging pink fluffy bunny pillows at you either. If your laden behemoth isn't fast enough to get out, tough sh*t. Don't fire back, set course to dock, let the Strike Force run the other person off. That's what they are there for.
In the real world, no government will allow you to pull a gun and shoot back, especially while the police are right there. They call this "civilization".
If anything needs changin here though it is having the capability to defend yourself, not the procrastination of Strike Force deployment or the warning message telling you it's coming after you.
Just to clarify, Zyl, the reason for the 15 seconds in my mission is to give a player a chance to take it at all. What I could easily do is start one right away with just npcs and another in 30 seconds or something, which the players would take, but it feels inelegant. I need to make some bigger changes to handle mission posting in other ways (eg. mission starts as soon as the first player take it, mission remains available continuously.) At any rate, as I mentioned, the Strike Force will probably remain as is until we can address the faction system.
But the sentiment is understood, and I can assure you that we intend station defenses to be fast and effective.
But the sentiment is understood, and I can assure you that we intend station defenses to be fast and effective.
I'll shamelessly plug an older post I made regarding the reputation system...
http://www.vendetta-online.com/x/msgboard/3/10089
some of it no longer applies, but most of it is still pertinent.
http://www.vendetta-online.com/x/msgboard/3/10089
some of it no longer applies, but most of it is still pertinent.
momerath42,
what if taking the SF mission tags you as an SF pilot for that nation, and so you revieve a hail whenever a violation is commited and you are in the same sector?
so the timeline would look something like this:
player x: fires on player a
imideatly a warning is sent to player x and a hail is sent to all SF pilots in the sector.
5 seconds later the NPC SF launches and attempts to intercept player x.
that way taking the SF mission isn't a mater of timing, but rater a mater of singing up and the responding to emergency calls.
and if you want to be able to shoot back without fear of the SF all you have to do is take the local SF mission, and once somone attacks you and gets tem KOS you can fire at will.
what if taking the SF mission tags you as an SF pilot for that nation, and so you revieve a hail whenever a violation is commited and you are in the same sector?
so the timeline would look something like this:
player x: fires on player a
imideatly a warning is sent to player x and a hail is sent to all SF pilots in the sector.
5 seconds later the NPC SF launches and attempts to intercept player x.
that way taking the SF mission isn't a mater of timing, but rater a mater of singing up and the responding to emergency calls.
and if you want to be able to shoot back without fear of the SF all you have to do is take the local SF mission, and once somone attacks you and gets tem KOS you can fire at will.