Forums » Suggestions

Navpoints

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Sep 22, 2006 Capt.Waffles link
So I was mining this nice 'roid and jumped to a station and unloaded, but when i got back i could not find my great 'roid! Then it hit me, why not have some kind of navpoint that i could set and name, something like "loaded 'roid". I have a few ideas of how to make this work.

Navpoints can only be seen by the player who dropped them. They never are out of radar range, kinda like wormholes and storm exit points, maybe orange in color. Have a tab on the PDA, some thing called, oh i don't know, "Navpoints". You could make a hot key to make it quick, I don't think P is being used. Subtabs woudl also be useful, one for setting a navpont and one for managing them. Each player can only have a set number of points, say 20. You can name them anything you want, like "79% Dentic" or "My 2500th kill was here!" or "Cheap hooks here" ect.

The "Manage Navpoints" tabs could look like the "invitory" tab. You can see all you points, where they are and what they are called. You could be able to delete a napoint anywhere, but you can only rename one if you are in the same sector. If you click on a navpoint a route will automaticaly be placed on the nav map to that navpoint. When you reach that sector the navpoint should be placed on the top of the target list so all you have to do is hit ] to target it and see how far you way, and see what it's named.

That about does it.
Sep 22, 2006 upper case link
that's been requested a lot of times and refused as many. apparently, adding such navpoints would make it too easy to hack lua to automate routes and mining, thus bringing unfair advantage to script kiddies.
Sep 22, 2006 toshiro link
We just have to wait until the devs implement an autopilot themselves (as I understand it's only a matter of time) and then hope for the best.

I'm still for nav points.
Sep 22, 2006 Zed1985 link
I think it sucks that we have to forego nvpoints because of script kiddies... You EVIL SCUM OF THE EARTH... or Itan... or w/e the planet is called...
Sep 22, 2006 drdoak007 link
you have to make your own "navpoints"

dump one or two pieces of ore (the ore that you are really mining, not the shite ore), so when you come back in, you can easily locate your roid.
Sep 22, 2006 Capt.Waffles link
I figured that this has been suggested, but once again the search let me down. I usually do drop some ore, but one time some one stole it, or it timed out (how long do they last?). Yeah it sucks that people would hack the system.
Sep 22, 2006 toshiro link
They last 15 minutes (after drop) in a sector where there are players present, 5 in an empty one.

Widgets are only a makeshift solution to this.
Sep 22, 2006 LeberMac link
Waffles, it's not all your fault. The Search function on the forums is essentially (no, not useless) severely limited.
Sep 22, 2006 roguelazer link
How is the search function broken? Two threads that came up after <15 seconds of searching:

http://www.vendetta-online.com/x/msgboard/3/13980
http://www.vendetta-online.com/x/msgboard/3/12275
Sep 22, 2006 genka link
Actually, the time widgets last in empty sector went up to fifteen as well after some newbs complained about how it took them more than five to get back to a sector after they killed a levi.
Sep 22, 2006 drdoak007 link
were you one of those noobs, genka?
Sep 22, 2006 genka link
Thanks for the +v!
Sep 22, 2006 Dr. Lecter link
Nobody has explained why nav points with a randomized, built in error range of 100m or so (think civilian GPS) would not work. It could be laid on the bones of the old grid system, never provide sufficient precision for scripting of any of the parade of horrors I hear every time this is brought up (uber auto aim, bots, etc).
Sep 22, 2006 Zed1985 link
100m is more than enough. All you would have to do is back up the script with picture recogntion, which admitedly is a bit hard but quite possible.
Sep 22, 2006 Dr. Lecter link
100m, 300m, 500m... I don't care. A sufficient distance when combined with a randomizer will prevent any meaningful use of scripting, and will especially prevent the most damaging abuses (such as uber-auto aim). However, it will more than allow for finding yer roid in the fucking dark.
Sep 22, 2006 genka link
I think the real point isn't some dubious possibility of exploitation. It's just that miners deserve every inconvenience they get, and then some.

PS: Thanks for the +v!
Sep 23, 2006 toshiro link
*checks the sky*

No pigs.

Still, I agree with Dr. Lecter. There are numerous ways to make a player not be able to read the data. But the 'imprecision' one is certainly very elegant.

Another thing would be that you cannot parse the location data in any way, you only get it visually (on the HUD, and squares on the sector map that are tinted in a different colour. Pink, for instance).

Oh, and I think the benefits of having navpoints would outweigh the drawbacks.
Sep 23, 2006 Zed1985 link
I am all for nav points. But if they have an imprecision of 500m there are almost useless. and if not they can be use to script! Vicious circle I tell ye!
Sep 23, 2006 incarnate link
I only briefly read the start of this thread.. but.. FYI, we aren't foregoing nav points because of hackability. We just haven't implemented it yet. It's something I wanted for the new tutorials too, actually. anyway, it'll be coming soonish. They'll be important for other new features.

(Note: Displaying X/Y/Z coordinates in space would be the hackable part, which we had to remove in Alpha. Having a separate nav concept that's largely server-side is not a problem as far as I can tell).
Sep 23, 2006 toshiro link
Let me be the first to say...

Sweet! Navpoints! Dev-certified ones!