Forums » Suggestions
I think members of the same guild should have a no friendly fire option as to prevent unnecessary deaths and problems. On top of that, I think that Nation friendly fire should be removed entirely, or be placed as an option. As there have been far too many times that I could not destroy a person because of nation limitations. It also makes more sense to have it this way, as guild contain far fewer members than nations, and this allows for far more PvP to go on......such as nationwide tournaments.
Has been suggested before,
cf. http://www.vendetta-online.com/x/msgboard/3/18620#232532 and
http://www.vendetta-online.com/x/msgboard/3/16468#233501
cf. http://www.vendetta-online.com/x/msgboard/3/18620#232532 and
http://www.vendetta-online.com/x/msgboard/3/16468#233501
Remove all fire protection, and make people have to worry about not lighting up their buddy.
No magic forcefields. For anyone.
No magic forcefields. For anyone.
Yeah except then you get the problem of good PvPer's dominating newbs at the stations.
Whats wrong with that? removeing FF doesnt have to affect faction standings let em blow you up then wait for the strike force to clear the air
I'm pretty sure FF is going, and has been going for some time. Should be gone when the faction system is in place i guess?
ratty, we were popping n00bs at the stations ages ago. This just sorta helps keep us from doing it to our own faction unless we want to tank it before going n00bing.
Trust me, that's not very effective ;)
Trust me, that's not very effective ;)
FF is going away entirely. I'm just spending too much time posting to the messageboard, and doing other ancillary tasks.
Faction system?
/me wants more juicy details
/me wants more juicy details
/me waits for an awesome link/post from whistler...
I'm sorry I'm not Whistler, and the link may not be awesome, either.
Faction System Changes - Request for Comment
Faction System Changes - Request for Comment
Going back though, one Friendly Fire option I'd REALLY REALLY like to have is Guild Friendly Fire. I belong to a Guild, as many people do, and would not have to worry about accidentally destroying a fellow member when furballing with fun (lmines, flares, swarms and pmines :-)) weapons.
Now I know this causes problems when applied to Nation Wars, but there is a simple and easy solution. Allowing players to turn Guild Friendly Fire on and off would resolve this issue.
Now I know this causes problems when applied to Nation Wars, but there is a simple and easy solution. Allowing players to turn Guild Friendly Fire on and off would resolve this issue.
"FF is going away entirely."
wooo, nice, at last.
wooo, nice, at last.
I belong to a Guild, as many people do, and would not have to worry about accidentally destroying a fellow member when furballing with fun (lmines, flares, swarms and pmines :-)) weapons.
Uh, no. Which part of no magic forcefields did you not comprehend? You're supposed to have to worry about that stuff, you lazy, inaccurate asshat.
Uh, no. Which part of no magic forcefields did you not comprehend? You're supposed to have to worry about that stuff, you lazy, inaccurate asshat.
Apparently you didn't understand the fact that nothing is set in stone. It is a work in progress.
In no way is that a magic forcefield, as guided missiles and other weapons with embedded AI ALWAYS have a disarm function for just that purpose, to prevent friendly fire. Of course it wouldn't make sense for blaster-type weapons to have this ability, as after they've left the ship, they are no longer controllable. However, for mines/rockets, this idea makes sense and would add to the complexity of the game.
To make it more realistic, only the act of detonation would be affected by this, not the splash....such that if a fellow guild member was within range of the splash, they'd be damaged by the explosion, but if the guild member was within range of the detonation radius, the mine/rocket would not detonate.
@Dr. Lecter if you have nothing useful to say, don't say anything at all......I didn't post this so that dimwits like you could throw tantrums.
In no way is that a magic forcefield, as guided missiles and other weapons with embedded AI ALWAYS have a disarm function for just that purpose, to prevent friendly fire. Of course it wouldn't make sense for blaster-type weapons to have this ability, as after they've left the ship, they are no longer controllable. However, for mines/rockets, this idea makes sense and would add to the complexity of the game.
To make it more realistic, only the act of detonation would be affected by this, not the splash....such that if a fellow guild member was within range of the splash, they'd be damaged by the explosion, but if the guild member was within range of the detonation radius, the mine/rocket would not detonate.
@Dr. Lecter if you have nothing useful to say, don't say anything at all......I didn't post this so that dimwits like you could throw tantrums.
And as a work in progress, the game-play is best advanced by rejecting your idiotic suggestion out of hand and implementing a "all weapons hot" approach. Since you're apparently too dense to understand why, I'll spoon feed you:
1. "Weapons Hot" forces players to think while engaged in group combat, which is in keeping with VO's twitch based, skill rewarding combat model. Contrary to your assertion, it is having all weapons harm all targets that "add[s] to the complexity of the game." Being able to spray n' pray does not.
2. What you claim to suggest wouldn't actually lower the risk to guildmates much:
a. All energy weapons would still harm any target upon which they impacted;
b. All rails would still harm any target upon which they impacted; and
c. All exploding muntions (flares/rockets, guided missiles, and mines) would still harm any target within the splash radius.
3. There's a complex point to be resolved in what you suggest re: no detonation of exploding munitions if there's a guildmate within the detonation radius--and neither possibility works well.
a. Either you mean that there would be no detonation if an exploding munition had both an enemy and a guildmate within detonation range (very annoying, but an added complexity with gameplay opportunities, I'll concede, since the enemy could exploit this to avoid detonation), or;
b. There would still be detonation if both were in range of the detonation radius--which ends up not preventing any harm anyway.
4. This eats up a lot of Dev time to implement, where as just removing friendly fire protection is itself not a difficult piece of work.
So, what you propose actually detracts from the complexity of combat piloting; does little but protect guildmates from the occasional stray explosive munition... and only so long as they are far from any enemy pilots; and is much more time consuming to put in place in a game where Dev time is a scarce commodity.
Gee, we should definitly do what you suggest! How dimwitted I was to ever suggest otherwise!
1. "Weapons Hot" forces players to think while engaged in group combat, which is in keeping with VO's twitch based, skill rewarding combat model. Contrary to your assertion, it is having all weapons harm all targets that "add[s] to the complexity of the game." Being able to spray n' pray does not.
2. What you claim to suggest wouldn't actually lower the risk to guildmates much:
a. All energy weapons would still harm any target upon which they impacted;
b. All rails would still harm any target upon which they impacted; and
c. All exploding muntions (flares/rockets, guided missiles, and mines) would still harm any target within the splash radius.
3. There's a complex point to be resolved in what you suggest re: no detonation of exploding munitions if there's a guildmate within the detonation radius--and neither possibility works well.
a. Either you mean that there would be no detonation if an exploding munition had both an enemy and a guildmate within detonation range (very annoying, but an added complexity with gameplay opportunities, I'll concede, since the enemy could exploit this to avoid detonation), or;
b. There would still be detonation if both were in range of the detonation radius--which ends up not preventing any harm anyway.
4. This eats up a lot of Dev time to implement, where as just removing friendly fire protection is itself not a difficult piece of work.
So, what you propose actually detracts from the complexity of combat piloting; does little but protect guildmates from the occasional stray explosive munition... and only so long as they are far from any enemy pilots; and is much more time consuming to put in place in a game where Dev time is a scarce commodity.
Gee, we should definitly do what you suggest! How dimwitted I was to ever suggest otherwise!
Interestingly enough, you seem to want to stray as far as possible from having the game be realistic....but no matter, I've dealt with stubborn people before...
What the purpose of the 'selective detonation' would be to prevent accidental deaths of 'friends/buddies/fellow guildmembers'....where in a fight f/b/fg wouldn't need to worry as much about being hit by their own side. It'd be a boon to pirating, furballing, botting, PvP and anything else that requires more than one side.
I understand that the Dev's valuable time need not be wasted...but I honestly think this will add far more than you think to the game. Especially since one of the biggest themes is PvP and combat, this would make life much easier for groups seeking such activities. Is VO not an MMORPG?
" Either you mean that there would be no detonation if an exploding munition had both an enemy and a guildmate within detonation range (very annoying, but an added complexity with gameplay opportunities, I'll concede, since the enemy could exploit this to avoid detonation)" - that could be a very interesting idea....I hadn't thought about it that way...could be interesting
If the Devs don't have enough time to implement the 'selective detonation' I suggested, I do request that they implement some form of guild-wide friendly fire....
I agree that the guild-wide friendly fire wouldn't lower the risk of fellow guildmembers getting damaged, but it would prevent unnecessary deaths and accidents from ruining fights.......
What the purpose of the 'selective detonation' would be to prevent accidental deaths of 'friends/buddies/fellow guildmembers'....where in a fight f/b/fg wouldn't need to worry as much about being hit by their own side. It'd be a boon to pirating, furballing, botting, PvP and anything else that requires more than one side.
I understand that the Dev's valuable time need not be wasted...but I honestly think this will add far more than you think to the game. Especially since one of the biggest themes is PvP and combat, this would make life much easier for groups seeking such activities. Is VO not an MMORPG?
" Either you mean that there would be no detonation if an exploding munition had both an enemy and a guildmate within detonation range (very annoying, but an added complexity with gameplay opportunities, I'll concede, since the enemy could exploit this to avoid detonation)" - that could be a very interesting idea....I hadn't thought about it that way...could be interesting
If the Devs don't have enough time to implement the 'selective detonation' I suggested, I do request that they implement some form of guild-wide friendly fire....
I agree that the guild-wide friendly fire wouldn't lower the risk of fellow guildmembers getting damaged, but it would prevent unnecessary deaths and accidents from ruining fights.......
Holy christ, are you for real?
Just kill friendly fire protection all together, maybe have it still be there for 0/0/0 newbs so they don't accidentally shoot up a station guard trying to get the hang of flying, but other than that get rid of it.
I kinda like the safety fuse idea with the flares. What would be really cool is a remote detonation option for the rockets (and probably proximity and concussion mines). That was doable with 1950's technology, so it should be a small issue thousands of years in the future.
L mines, given the way they work really shouldn't target guild mates. It's smart enough to shoot a weapon at an enemy, reading a guild tag should be a simple matter.
I kinda like the safety fuse idea with the flares. What would be really cool is a remote detonation option for the rockets (and probably proximity and concussion mines). That was doable with 1950's technology, so it should be a small issue thousands of years in the future.
L mines, given the way they work really shouldn't target guild mates. It's smart enough to shoot a weapon at an enemy, reading a guild tag should be a simple matter.
Someone please tell me how I agree that the guild-wide friendly fire wouldn't lower the risk of fellow guildmembers getting damaged, can logically be followed by
but it would prevent unnecessary deaths and accidents from ruining fights.
but it would prevent unnecessary deaths and accidents from ruining fights.