Forums » Suggestions
Adjust Trident Pilot Hang-Time
It takes a lot of firepower to destroy a capship, surely longer than the normal timeframe that a /logoff or quitting the VO client leaves one hanging in space ripe for destruction.
For /logoff, I understand that being shot resets the 10 second timer, so no need for adjustment there.
However, trident pilots must not be able to escape combat or being chased simply by quitting VO or dropping their connection. Thus, for anyone flying a cappie, there should be a much longer "hang time" when after quitting the cappie sits there in space for shooting at. I have no idea what the right time span is, but based on the armor of a trident and some weapons' DPS stats, I'm sure you can figure it out.
For /logoff, I understand that being shot resets the 10 second timer, so no need for adjustment there.
However, trident pilots must not be able to escape combat or being chased simply by quitting VO or dropping their connection. Thus, for anyone flying a cappie, there should be a much longer "hang time" when after quitting the cappie sits there in space for shooting at. I have no idea what the right time span is, but based on the armor of a trident and some weapons' DPS stats, I'm sure you can figure it out.
The problem with this suggestion is that there will eventually be more than just Tridents flying around, and a HAC would obviously need to stick around longer than a Trident after a dropped connection. Rather than try to come up with the correct amount of time for each type of capship (and who's to say what the correct amount of time is?), I say keep it like it is where the ship disappears after a minute. The difference for capships should be that if it takes damage during that minute, then extend it for another 30 seconds and keep extending it in 30 second intervals, etc. It probably would be a good idea to set some sort of upper limit, though.
I would also add that it should only be player-inflicted damage that extends the timeout. It would be silly to lose a capship to a single collector due to a dropped connection. Bump damage shouldn't extend the timeout either.
I would also add that it should only be player-inflicted damage that extends the timeout. It would be silly to lose a capship to a single collector due to a dropped connection. Bump damage shouldn't extend the timeout either.
Making it function like the /logoff timer makes sense to me.
In the future I can see something like this being needed. I think it should be a very low priority until capships (plural) are realistically available to players.
Aye - we can fret over this when it actually is a problem
lol you don't think they're going to ever fix the logoff cheats do you?
Yes mulle, because this is such a time consuming exploit to fix. Implementation of shields might get delayed by a whole sixty minutes! End of the entire universe!
And PaKettle, it is "actually a problem" now. A trident does already exist, ergo it is already a problem. Pay more attention dude.
And PaKettle, it is "actually a problem" now. A trident does already exist, ergo it is already a problem. Pay more attention dude.
This entire logoff thing is fixable whenever the devs get around to it. In the mean time, just wait until the sob logs in again an blast the hell outta them. Not like I've ever done that before.. heh.
Thus, for anyone flying a cappie, there should be a much longer "hang time" when after quitting the cappie sits there in space for shooting at. I have no idea what the right time span is, but based on the armor of a trident and some weapons' DPS stats, I'm sure you can figure it out.
+1
+1