Forums » Suggestions
I guess it kind of removes the *insta-travel* feature too, the amount of tims i've blown myself up rather than fly for 5 to 10 mins is just bloody silly.
Plus, I can hear the whining this would add already...
"Yoda, you bastard, why did you blow up my ship?"
"Why not?"
"Arrgh, Yoda you bastard, why did you blow up my escape pod?"
"Why not?"
Yay!
Plus, I can hear the whining this would add already...
"Yoda, you bastard, why did you blow up my ship?"
"Why not?"
"Arrgh, Yoda you bastard, why did you blow up my escape pod?"
"Why not?"
Yay!
Supplement:
'Pod Shots' Badge. Awarded for killing pilots in their pods. Shows a counter, starts with 1. Niki already posted a badge suggestion for this in the main thread.
Apologies for the bad pun.
Edit: Forgot to voice my approval. Consider it voiced. >_>
Edit, take 2: I hadn't read Niki's post in the thread over in General before posting this. Sorry about that.
'Pod Shots' Badge. Awarded for killing pilots in their pods. Shows a counter, starts with 1. Niki already posted a badge suggestion for this in the main thread.
Apologies for the bad pun.
Edit: Forgot to voice my approval. Consider it voiced. >_>
Edit, take 2: I hadn't read Niki's post in the thread over in General before posting this. Sorry about that.
Surb: Good stuff, though the acceleration on that may be a little high. These should be hard to catch but definitely not uncatchable. Either bump down the armor (to 2000), the max speed (to 220), or the thrust (to 180N), and those stats would work wonderfully.
Edit: Or make them slightly less than infiniboost, that would probably work too. Just want to make sure that the pod is somewhat at the mercy of the killer.
Edit: Or make them slightly less than infiniboost, that would probably work too. Just want to make sure that the pod is somewhat at the mercy of the killer.
why would your escape pod go back to a capitol station? that doesnt make any sense. Unless you'r trying to say capitol stations are the only stations with cloning devices....
Lets all give up PvP and go play eve!
Lets all give up PvP and go play eve!
As in the first post about this, Hell yes!
Eventually, make 'em capturable but right now, IMPLEMENT.
Eventually, make 'em capturable but right now, IMPLEMENT.
Breazle makes a good point. there are plenty of cloning devices all across the galaxy, so maybe the player could choose to pay a premium upon death to have their body cloned at one the local stations, or their home stations. that way if the battle is important enough, you'd have the option to drop more credits to get back quicker and destroy your assailant.
Escape pods are good idea but Surbs speculations about stats made me lmao.
Let's stop for a sec and think... this is what Surb proposed:
Escape Pod
Armor: 3000
Cargo: None
Weapons: None
Mass: 2000kg
Length: *blah*
Thrust: 300N (or something that gets 2000kg to 225m/s in 3 seconds or around there)
Max Speed: 100m/s
Spin Torque: 10.0 Nm (or something that allows 2000kg to zip around)
Max Turbo Speed: 225m/s
Turbo Energy: 35/sec
Includes a self contained Fast Charge Battery.
2000 kg, armor, FC battery, 225 max speed, spin torque 10, thrust 300N..... are you all completely nuts?
Lets presume escape pod is an integral part of your ship. Cockpit + life support + manouvering thrusters. So.... get real!!!! It is a small cocoon (2 m long) floating in space at the speed of thrusters, max 60 m/s. Armor, turbo, spin, speed, my ass!!!
Best what you can hope for is that someone picks your pod and unloads it at the station. If not.... you are in for a loooong floating to the nearest station.
In case pod gets popped, I propose you respawn at the station you have cloning contract with. If you do not have a "cloning contract" with any station/faction you get respawned at Nation capital cloning facility.
Now from a RP point of view this opens a myriad of opportunities.
Let's stop for a sec and think... this is what Surb proposed:
Escape Pod
Armor: 3000
Cargo: None
Weapons: None
Mass: 2000kg
Length: *blah*
Thrust: 300N (or something that gets 2000kg to 225m/s in 3 seconds or around there)
Max Speed: 100m/s
Spin Torque: 10.0 Nm (or something that allows 2000kg to zip around)
Max Turbo Speed: 225m/s
Turbo Energy: 35/sec
Includes a self contained Fast Charge Battery.
2000 kg, armor, FC battery, 225 max speed, spin torque 10, thrust 300N..... are you all completely nuts?
Lets presume escape pod is an integral part of your ship. Cockpit + life support + manouvering thrusters. So.... get real!!!! It is a small cocoon (2 m long) floating in space at the speed of thrusters, max 60 m/s. Armor, turbo, spin, speed, my ass!!!
Best what you can hope for is that someone picks your pod and unloads it at the station. If not.... you are in for a loooong floating to the nearest station.
In case pod gets popped, I propose you respawn at the station you have cloning contract with. If you do not have a "cloning contract" with any station/faction you get respawned at Nation capital cloning facility.
Now from a RP point of view this opens a myriad of opportunities.
Then please don't include the word escape in the description of this stasis pod you envision.
Why not?
It is used to escape from the wreckage of your ship so you don't die when it explodes. Not like it's a concealed "super-superlight" you can happily zip around the universe.
Yes i know, wouldn't it be great to have a 2000kg super-superlight inside your 3000kg rev c, maybe a widowmaker pre-installed too?
And when someone booms your "super-superlight escape pod" then what? You get another "super-super-superlight escape-escape pod" at 1500kg and 300m/s turbo?
We can go with this forever. It's just stupid and unrealistic.
It is used to escape from the wreckage of your ship so you don't die when it explodes. Not like it's a concealed "super-superlight" you can happily zip around the universe.
Yes i know, wouldn't it be great to have a 2000kg super-superlight inside your 3000kg rev c, maybe a widowmaker pre-installed too?
And when someone booms your "super-superlight escape pod" then what? You get another "super-super-superlight escape-escape pod" at 1500kg and 300m/s turbo?
We can go with this forever. It's just stupid and unrealistic.
This idea seems specially crafted to pick on newcomers to the game. I mean, come ON. How many people will keep playing a game where every lost fight results in you being catapulted back to start? You would NEVER be able to practice your combat skills enough to actually play a game which is all about fighting!
This obviously is not a problem for established players who totally understand how to fight. But it seems like this would lose VO subscriptions, at the very least.
I won't pretend I have a completely unbiased position here either, though. As a viper recruit, every pirate I fight who kills me (which is most of them) will boom my escape pod. I'm not going to spend a game session flying back to grey from the capitol station again and again and again. That's all there is to that.
I like bojansplash's escape pod proposal with buying cloning contracts with stations, though. If someone pops my pod and I go back to capitol space in that model, it's my own damn fault for not buying a contract. A one time purchase is too easy, however.
How about paying a large fee to open a contract, then paying a smaller regular fee to keep that contract open? Like, 2m to open a contract, and maybe 300k per week to keep it open? You would have to be able to open and close contracts with different stations in that model to manage your payments. Perhaps you could even be given a choice of stations to clone at, or maybe it would simply clone you at the nearest contracted station.
This obviously is not a problem for established players who totally understand how to fight. But it seems like this would lose VO subscriptions, at the very least.
I won't pretend I have a completely unbiased position here either, though. As a viper recruit, every pirate I fight who kills me (which is most of them) will boom my escape pod. I'm not going to spend a game session flying back to grey from the capitol station again and again and again. That's all there is to that.
I like bojansplash's escape pod proposal with buying cloning contracts with stations, though. If someone pops my pod and I go back to capitol space in that model, it's my own damn fault for not buying a contract. A one time purchase is too easy, however.
How about paying a large fee to open a contract, then paying a smaller regular fee to keep that contract open? Like, 2m to open a contract, and maybe 300k per week to keep it open? You would have to be able to open and close contracts with different stations in that model to manage your payments. Perhaps you could even be given a choice of stations to clone at, or maybe it would simply clone you at the nearest contracted station.
Suggestion: Nerf some of the crazy awesome stats, and make it so when your ship explodes the pod zips off in some direction at max turbo speed, just like it had been ejected from the ship. Makes it a bit harder to immediately kill again, and makes sense given what it is.
As for the place of respawning, I'm of two minds. On the one hand, if every time your pod got blown up you were sent back to your respective nation space I can definitely see how nobody would ever go into Grey again. As Shlim says, most pirates are going to kill most pods, and not really care if people do the same to them because lots of them are triple KOS and thus would get sent back to...Grey. Thus Grey space empties of everyone but pirates and then they leave as well because there's nothing to do.
On the other hand, if you could just contract with whoever you want, it wouldn't change much from the current configuration. So someone kills your pod in B-8, but you've contracted with D-14! Such progress we've made! The only way I can see that working is if you could only contract with Capitols, which would at least send people to Odia.
Tackling the problem from the other end, penalties could be enacted for people who shoot down pods. I mean, it's reasonable to think that most of the factions would look down on anyone who went about shooting escape pods out of the sky. There are some things that people just won't accept. Perhaps adding in a podkill-forgiveness thing like for the faction standings, and making podkilling give a temporary system-wide KOS, or something like that, unless forgiven. And longer penalties, or penalties requiring difficult missions to lift, for people who kill large numbers of pods. Then you have a situation where most people wouldn't kill the pods on purpose unless they're really pissed at someone or trying to be really evil, and doing it a lot would bring about sanctions that should not be taken lightly.
As for the place of respawning, I'm of two minds. On the one hand, if every time your pod got blown up you were sent back to your respective nation space I can definitely see how nobody would ever go into Grey again. As Shlim says, most pirates are going to kill most pods, and not really care if people do the same to them because lots of them are triple KOS and thus would get sent back to...Grey. Thus Grey space empties of everyone but pirates and then they leave as well because there's nothing to do.
On the other hand, if you could just contract with whoever you want, it wouldn't change much from the current configuration. So someone kills your pod in B-8, but you've contracted with D-14! Such progress we've made! The only way I can see that working is if you could only contract with Capitols, which would at least send people to Odia.
Tackling the problem from the other end, penalties could be enacted for people who shoot down pods. I mean, it's reasonable to think that most of the factions would look down on anyone who went about shooting escape pods out of the sky. There are some things that people just won't accept. Perhaps adding in a podkill-forgiveness thing like for the faction standings, and making podkilling give a temporary system-wide KOS, or something like that, unless forgiven. And longer penalties, or penalties requiring difficult missions to lift, for people who kill large numbers of pods. Then you have a situation where most people wouldn't kill the pods on purpose unless they're really pissed at someone or trying to be really evil, and doing it a lot would bring about sanctions that should not be taken lightly.
No to cloning contracts, special penalties, etc. Too complicated to implement, doesn't add any realism. You can't convince your killer to leave your pod intact, you go All The Way Home, end of story.
Edit: diqrtvpe: see the line above. Then read the tl;dr section. The point is to make death somewhat expensive. Grey is a dangerous but potentially profitable place to go. Right now, it's just potentially profitable because death means nothing. This fixes that.
Surb's escape pod is overpowered and bojan's is underpowered. I've thought a bit more about this and I'm starting to think the stats should look a lot like the Observer bots, as I originally suggested. Move the max velocity up to 220 if it isn't already, but they should absolutely die if i hit them with a couple of neutron bolts. This is an Escape *Pod* after all, not an Escape Corhound. As surbius said, these should have a reasonable chance to escape. The observer bot pod would; his suggestion would be impossible to catch.
There is one more issue I've thought of that could arise with this: how do NPC's treat pods? My suggestion is that
- Hive bots never attack them ("they aren't a threat")
- Strike forces never attack them ("the enemy has been neutralized")
- National military forces (Deneb people and whatnot) always attack them ("Go back to Itan/Sol you Itani/Serco scum!")
- Border turrets always attack them ("Is that pirate seriously trying to sneak into Dau in an escape pod?").
Obviously killing a pod shouldn't count as a second pk (I have a feeling that bug is likely to arise in the first iteration of this if you aren't careful)
***Begin tl;dr section
Shlim, I think you're missing the point. As was mentioned earlier, this is supposed to do two things: make death expensive when it should be without raising ship prices or making any stupid respawn timers, while keeping death cheap when it should be so as not to make furballs impossible.
You made this personal so I'm going to have to as well: it's silly for a newb who can't fight to go around proclaiming himself to be a vpr recruit. Or a pirate, or any other profession that will make some people mad at him. That's just asking for trouble. Also, there's a pretty good chance that I wouldn't pop your pod, unless you were actually in my way while I was trying to pirate, which hasn't happened yet.
As was mentioned earlier, the basic rules of "honorable" pvp will simply be expanded to "Don't swarm, don't gank excessively, don't kill pods" and that's that.
***tl;dr: don't worry about it ; )
Edit: diqrtvpe: see the line above. Then read the tl;dr section. The point is to make death somewhat expensive. Grey is a dangerous but potentially profitable place to go. Right now, it's just potentially profitable because death means nothing. This fixes that.
Surb's escape pod is overpowered and bojan's is underpowered. I've thought a bit more about this and I'm starting to think the stats should look a lot like the Observer bots, as I originally suggested. Move the max velocity up to 220 if it isn't already, but they should absolutely die if i hit them with a couple of neutron bolts. This is an Escape *Pod* after all, not an Escape Corhound. As surbius said, these should have a reasonable chance to escape. The observer bot pod would; his suggestion would be impossible to catch.
There is one more issue I've thought of that could arise with this: how do NPC's treat pods? My suggestion is that
- Hive bots never attack them ("they aren't a threat")
- Strike forces never attack them ("the enemy has been neutralized")
- National military forces (Deneb people and whatnot) always attack them ("Go back to Itan/Sol you Itani/Serco scum!")
- Border turrets always attack them ("Is that pirate seriously trying to sneak into Dau in an escape pod?").
Obviously killing a pod shouldn't count as a second pk (I have a feeling that bug is likely to arise in the first iteration of this if you aren't careful)
***Begin tl;dr section
Shlim, I think you're missing the point. As was mentioned earlier, this is supposed to do two things: make death expensive when it should be without raising ship prices or making any stupid respawn timers, while keeping death cheap when it should be so as not to make furballs impossible.
You made this personal so I'm going to have to as well: it's silly for a newb who can't fight to go around proclaiming himself to be a vpr recruit. Or a pirate, or any other profession that will make some people mad at him. That's just asking for trouble. Also, there's a pretty good chance that I wouldn't pop your pod, unless you were actually in my way while I was trying to pirate, which hasn't happened yet.
As was mentioned earlier, the basic rules of "honorable" pvp will simply be expanded to "Don't swarm, don't gank excessively, don't kill pods" and that's that.
***tl;dr: don't worry about it ; )
This game is too small to make death expensive.
Would the teleportation to nationspace then be applied to pirates as well? Or would all pirates pop back up in Odia?
I second diqrtvpe's idea of podkiller penalties. That way, there are both consequences for your pod being killed, and consequences for your pod's killer, which might make some think twice. I like that better than my proposal. I also like ladron's ideas for npc reactions to escape pods.
ladron, I understand the proposal. I think that proposal is imperfectly weighted. As for trouble, I don't mind it. What concerns me is the slog back to Grey. If I know that someone who just boomed my pod is worse off in standing, or maybe temporary KOS, then the idea becomes worthwhile.
I second diqrtvpe's idea of podkiller penalties. That way, there are both consequences for your pod being killed, and consequences for your pod's killer, which might make some think twice. I like that better than my proposal. I also like ladron's ideas for npc reactions to escape pods.
ladron, I understand the proposal. I think that proposal is imperfectly weighted. As for trouble, I don't mind it. What concerns me is the slog back to Grey. If I know that someone who just boomed my pod is worse off in standing, or maybe temporary KOS, then the idea becomes worthwhile.
Let's make the 'last chance' stations be selectable, but only of capitol stations that you have high standing with. So, If I'm a grey-space roaming Serco but don't have the standing for Corvus yet, I'd have the option of setting the respawn-base to one of the Pyronis capitol stations, or Eo if I'm itani..
Basically, make it capitol stations only, but be able to choose WHICH capitol station if you have the standing for it..
*my 2c*
Basically, make it capitol stations only, but be able to choose WHICH capitol station if you have the standing for it..
*my 2c*
Fusion: That's not a bad idea, but honestly it won't make any sense until we get the faction redux. since it doesn't make sense for a Corvus station to reclone a UIT pilot who was just flying around shooting the Corvus-sponsored pirates off of a UIT convoy, for instance. Which will cause an indefinite delay in the implementation of this system. That being said, if this compromise makes the playerbase as a whole happy, go for it. Hopefully we can get the pod system implemented in the next couple of weeks, and the faction redux is coming Soon (TM) anyway, so once that is put in place the pod system will be even better (along with the rest of the game).
Shlim: The slog back to Grey *is* the trouble you're asking for. You're taking a disappointingly care-bear approach to this, essentially making the assumption that a pilot in good national standing should be able to do as he pleases in grey with no repercussions. This is a patently incorrect assumption; greyspace is supposed to be dangerous. I will say that again. Greyspace IS suppose to be dangerous. If you don't want to get sent back to Dau, either run fast in your pod, or don't piss people off enough that they shoot your pod. Faction reduction for killing a pod in unmonitored space doesn't really make sense, and temporary system-wide KOS makes even less sense (why would Orion, Xang Xi, and TPG all gang up on somebody who killed a Corvus pod in Latos?).
Shlim: The slog back to Grey *is* the trouble you're asking for. You're taking a disappointingly care-bear approach to this, essentially making the assumption that a pilot in good national standing should be able to do as he pleases in grey with no repercussions. This is a patently incorrect assumption; greyspace is supposed to be dangerous. I will say that again. Greyspace IS suppose to be dangerous. If you don't want to get sent back to Dau, either run fast in your pod, or don't piss people off enough that they shoot your pod. Faction reduction for killing a pod in unmonitored space doesn't really make sense, and temporary system-wide KOS makes even less sense (why would Orion, Xang Xi, and TPG all gang up on somebody who killed a Corvus pod in Latos?).
No, ladron. That's not what I'm saying. Don't put words in my mouth.
The idea of this is excellent. But I can also see what a huge pain in the ass it will be for everyone who isn't an ace pilot (obviously myself included). I can accept the need to trawl back from Dau after having my pod b00med, but I'd like to have some compensation for my inconvenience. Of course you don't like the idea of podkilling penalties ladron; you are most likely in that ace majority who would be the ones to benefit the most from this idea!
As for not pissing off the people who might boom your pods, for some people that's not an option. For example, Viper. CHRN is currently the largest and most powerful pirate guild in Grey. They are largely griefers and gankers and are led by Impavid; do you honestly think I'm going to believe you when you suggest that they might not boom every Viper pod they see? I might be a noob, but I'm not a moron.
This was my point when I said that "as a viper recruit, every pirate who kills me will boom my escape pod". I wasn't "proclaiming" anything; I was trying to make a point.
So I definitely think that this idea should not be implemented as is. I agree with diqrtvpe when he said that almost everyone would end up leaving Grey, because nobody is going to keep hoofing it back over there every time their pod gets boomed. And do pirates want to lord over an empty wasteland? I could be wrong, but I think not. They'd go where the action is.
As for people considering podkilling to be against the "unwritten rules", well, I think everyone can see just how well the "unwritten rules" have kept CHRN from occupying b8 late in the evening for the past 3 or 4 days and ganking everything that moves. I imagine they would react similarly to podkilling.
The idea of this is excellent. But I can also see what a huge pain in the ass it will be for everyone who isn't an ace pilot (obviously myself included). I can accept the need to trawl back from Dau after having my pod b00med, but I'd like to have some compensation for my inconvenience. Of course you don't like the idea of podkilling penalties ladron; you are most likely in that ace majority who would be the ones to benefit the most from this idea!
As for not pissing off the people who might boom your pods, for some people that's not an option. For example, Viper. CHRN is currently the largest and most powerful pirate guild in Grey. They are largely griefers and gankers and are led by Impavid; do you honestly think I'm going to believe you when you suggest that they might not boom every Viper pod they see? I might be a noob, but I'm not a moron.
This was my point when I said that "as a viper recruit, every pirate who kills me will boom my escape pod". I wasn't "proclaiming" anything; I was trying to make a point.
So I definitely think that this idea should not be implemented as is. I agree with diqrtvpe when he said that almost everyone would end up leaving Grey, because nobody is going to keep hoofing it back over there every time their pod gets boomed. And do pirates want to lord over an empty wasteland? I could be wrong, but I think not. They'd go where the action is.
As for people considering podkilling to be against the "unwritten rules", well, I think everyone can see just how well the "unwritten rules" have kept CHRN from occupying b8 late in the evening for the past 3 or 4 days and ganking everything that moves. I imagine they would react similarly to podkilling.
shlimazel, if you're not up to fighting other people, you don't have to. It is usually ridiculously easy to avoid people who want to kill you, unless you're in a loaded trade ship jumping in at a bad point in space.
If you're a new player, you should not have any business going to Grey Space without having first tasted some action and learned the ways of the game a bit. If you do, you're asking for it.
But I agree with you, it would probably be wrong to implement it at the current state of the game. Faction redux and increased importance of the black/grey market might be prerequisites for this.
If you're a new player, you should not have any business going to Grey Space without having first tasted some action and learned the ways of the game a bit. If you do, you're asking for it.
But I agree with you, it would probably be wrong to implement it at the current state of the game. Faction redux and increased importance of the black/grey market might be prerequisites for this.
Thank you tosh.
If I had any confidence that the faction redux or the economy fix would ever actually happen within our lifetimes, I would be all for waiting for those to be put into place before implementing the pod system. As it happens, I have no such confidence. That stuff has been "3-6 months away" for the last 4 years and this trend will likely continue indefinitely. The pod system is an easy-to-implement mechanic that would greatly enrich the roleplaying environment of the game and provide direct advantages to the playerbase immediately upon implementation. These advantages would be magnified if the faction/economy redux ever does actually happen, but the redux is not a prerequisite for the pod system.
If I had any confidence that the faction redux or the economy fix would ever actually happen within our lifetimes, I would be all for waiting for those to be put into place before implementing the pod system. As it happens, I have no such confidence. That stuff has been "3-6 months away" for the last 4 years and this trend will likely continue indefinitely. The pod system is an easy-to-implement mechanic that would greatly enrich the roleplaying environment of the game and provide direct advantages to the playerbase immediately upon implementation. These advantages would be magnified if the faction/economy redux ever does actually happen, but the redux is not a prerequisite for the pod system.
How about picking up pods? It'd make the situation a bit more dire if, say, groupmates (or guildmates or whatever) could pick up pods and deliver them to a nearby station or capship. Quick respawns, but still not Space Quake.