Forums » Suggestions
Currently the player entered sector event has an unlimited range. This allows bots to sit beyond any danger and monitor the traffic.
A 10k range is more realistic and will limit the ability of all players to remotely monitor sectors.
A 10k range is more realistic and will limit the ability of all players to remotely monitor sectors.
Awww, poor little trader.
What's the problem there, Dr. Lacky? You might actually have to work for once?
This type of proposal helps pirates avoid spy bots as well as traders. The OP was simply stating something which is realistic. Given the nature of our "reconnaissance" tools (primarily radar and Lua code sampling ForEachPlayer), a 10,000m limit is reasonable. Outside that, it is insupportable that any player (including NPCs) would be able to determine anything.
Try thinking, not just reacting for once.
This type of proposal helps pirates avoid spy bots as well as traders. The OP was simply stating something which is realistic. Given the nature of our "reconnaissance" tools (primarily radar and Lua code sampling ForEachPlayer), a 10,000m limit is reasonable. Outside that, it is insupportable that any player (including NPCs) would be able to determine anything.
Try thinking, not just reacting for once.
I seem to recall that the devs have totally said that they wanted to do something like this one day.
+1
The alternate was to simply remove the event completely which is also liveable....
+1 to limit announcements to 10KM, maybe 20KM most.
-1 to remove completely, since plugins would do the same role and makes things worse to newbies.
Makes sense, since our radar are mere 5km range...
For me, the best would be to increase radar range to 10km, and entry announcements to 20km.
-1 to remove completely, since plugins would do the same role and makes things worse to newbies.
Makes sense, since our radar are mere 5km range...
For me, the best would be to increase radar range to 10km, and entry announcements to 20km.
I can't really agree with that Alloh. As much as I think it's a good idea the pirate players need actually to work occasionally, given the average run-in distance to a jump point is only about 2000-3000m and there is virtually no terrain which would allow them to sneak up on people (outside the jump in point), I should think that a 10000m range for radar is a bit TOO free. (especially in light that it would take something moving at the highest possible speed of 225m/s nearly 44.5s to move the radial detection distance) The end result would be that pirates couldn't catch traders, but anti-pirates couldn't catch pirates either. Somehow that doesn't seem very exciting to me. Or at the very least, should we finally have equipment ports, radar could become merely another item to load. If you can mount 10km radar (and want nothing else in that port), then go for it, otherwise we could come up with deficiencies which would offset such long ranged radar.
Ye should only have access to information provided within yer radar range: 5k (even fer player enter/leave sector event).
Me thinks Incarnate wrote in some ol' thread (active player page removal?) about planning on reworking the sector list as well.
It should be not showing more information than the one that could be detected within player's radar range: Ships off player's radar range should not be listed at all on sector list (and corresponding lua functions) .
Maybe fer groups, an extended sector list range defined by the envelop of each member own radar range could be implemented if they remain within 5k range from each others.
more suspense/adrenalin added this way : )
Me thinks Incarnate wrote in some ol' thread (active player page removal?) about planning on reworking the sector list as well.
It should be not showing more information than the one that could be detected within player's radar range: Ships off player's radar range should not be listed at all on sector list (and corresponding lua functions) .
Maybe fer groups, an extended sector list range defined by the envelop of each member own radar range could be implemented if they remain within 5k range from each others.
more suspense/adrenalin added this way : )
Limit to radar range
Me thinks Incarnate wrote in some ol' thread (active player page removal?) about planning on reworking the sector list as well.
It should be not showing more information than the one that could be detected within player's radar range: Ships off player's radar range should not be listed at all on sector list (and corresponding lua functions) .
+1
It should be not showing more information than the one that could be detected within player's radar range: Ships off player's radar range should not be listed at all on sector list (and corresponding lua functions) .
+1
This suggestion (and those like it) would make sense, if Vendetta had a population in the hundreds rather than the dozens online at once. As-is, it would only serve to make the game feel even more empty.
I agree with slime.
Same ol' excuse ye plugins whores be throwin' out again and again anyway.
The game IS EMPTY, nothing ye say will change this.
Newbs havent any plugin by the time they start, they see da void of VO on 'em very first day and this suggestion won't change this simple fact.
Yer argument is irrelevant, please door ass dont let...
: ]
The game IS EMPTY, nothing ye say will change this.
Newbs havent any plugin by the time they start, they see da void of VO on 'em very first day and this suggestion won't change this simple fact.
Yer argument is irrelevant, please door ass dont let...
: ]
plant man is more correct than slime
Really, radar range should be a hell of a lot farther. 21st century fighter jets have better than 5km. Heck, even commercial airliners have transponders that go farther than that.
Newbs can check their sector list with 'u' I used to do it all the time before I installed TCS and started using AlertMachine. I still tell them to always check 'u' every time they jump to a new sector to see who is there. So, you dont *really* have to have a plugin in order to see this information.
Newbs can check their sector list with 'u' I used to do it all the time before I installed TCS and started using AlertMachine. I still tell them to always check 'u' every time they jump to a new sector to see who is there. So, you dont *really* have to have a plugin in order to see this information.
The game IS EMPTY, nothing ye say will change this.
True, but if I as a WH-camping pirate can get alerts as to player passage elsewhere in Grey, there's a much higher chance an interaction will end up occuring. Ditto if I'm a Grey-patrolling VPR.
What we badly need are persistent, destructable sensor drones we can deploy.
True, but if I as a WH-camping pirate can get alerts as to player passage elsewhere in Grey, there's a much higher chance an interaction will end up occuring. Ditto if I'm a Grey-patrolling VPR.
What we badly need are persistent, destructable sensor drones we can deploy.
Perception and reality can be very different things, Blood Thirsty. With changes like this, the perceived activity in the game will drop (as well as potentially fewer real interactions, as Lecter pointed out). That's not something the game needs right now.
The player entered sector event is tied to the game's actual interface and gameplay code, it's not there for the convenience of plugin authors.
The player entered sector event is tied to the game's actual interface and gameplay code, it's not there for the convenience of plugin authors.
Actually Lecter this just forces you to keep yer bot within a reasonable distance. You wont be able to simply allow it to fly off into infinity and still be able to monitor the worm hole. It also means your bot can be found and destroyed.....
Oh and Lecter - not everyone really wants to meet you. Yer only a legend in your own basement no matter what yer mother said.
Oh and Lecter - not everyone really wants to meet you. Yer only a legend in your own basement no matter what yer mother said.
I like the idea of persistant destroyable sensor drones. They should have a long, although limited life span and an increased detection rage, say they become visible at 10km and can detect things out to 10km.
My figuring on their visibility is they would use a strong active radar.
My figuring on their visibility is they would use a strong active radar.