Forums » Suggestions
Invulnerability and jump animation
Further to discussions here:
http://www.vendetta-online.com/x/msgboard/2/26096
I suggest that invulnerability should be applied when jumping OUT as well. I know many pirates and perhaps some avid PVPers will not be happy with this suggestion, but I think it makes total sense that, if you can't move your ship due to animation, you shouldn't be vulnerable to attack either.
I haven't tested this out much, but I do know that sometimes ships ARE invulnerable once they've started the jump sequence. But certainly if you are shot repeatedly from right before the sequence until the sequence stops, vulnerability continues.
Or, alternatively, our ships should be fully controllable all the way up until they dissappear from the sector.
It doesn't make any sense whatsoever that we would be protected jumping in, but not jumping out.
http://www.vendetta-online.com/x/msgboard/2/26096
I suggest that invulnerability should be applied when jumping OUT as well. I know many pirates and perhaps some avid PVPers will not be happy with this suggestion, but I think it makes total sense that, if you can't move your ship due to animation, you shouldn't be vulnerable to attack either.
I haven't tested this out much, but I do know that sometimes ships ARE invulnerable once they've started the jump sequence. But certainly if you are shot repeatedly from right before the sequence until the sequence stops, vulnerability continues.
Or, alternatively, our ships should be fully controllable all the way up until they dissappear from the sector.
It doesn't make any sense whatsoever that we would be protected jumping in, but not jumping out.
+10
-1
In fact I'd go so far as to suggest the opposite. Remove the invincibility from the jump-in sequence.
In fact I'd go so far as to suggest the opposite. Remove the invincibility from the jump-in sequence.
-1 to invincibility at any time including departing stations
I do think initiating a jump should make it more difficult rather than easier to be hit. Perhaps have the ship begin a rapid acceleration rather than being held at a near dead stop.
I do think initiating a jump should make it more difficult rather than easier to be hit. Perhaps have the ship begin a rapid acceleration rather than being held at a near dead stop.
+1 fluffy's suggestion about acceleration
If you take invincibility away from undocking, also take away the cutscene that prevents you from moving. +1 fluffy.
No. The reason it was changed (it used to be exactly as you suggest) was because it was too easy to escape.
The only reason you "can't move your ship" is because you chose to jump then and there. Choices have consequences. If you enter a jump near a threat, you deserve to die.
The only reason you "can't move your ship" is because you chose to jump then and there. Choices have consequences. If you enter a jump near a threat, you deserve to die.
I understand that reason Lecter, I just don't understand why there is not a reciprocal vulnerability in the Jump In sequence. Why have one and not the other?
Eh... i guess there are more important things that need to get fixed. But at least this discrepancy has a post now.
Eh... i guess there are more important things that need to get fixed. But at least this discrepancy has a post now.
I think you're misunderstanding the discrepancy.
Players can always damage you when you jump/warp.
Bots can not damage you when you jump out/warp out, but can damage you when you jump/warp in. (Although I think I have heard that damage being dealt by bots before you have control of your ship is not the intended behavior)
This benefits the newbs of the world, since it is as a beginner that you are likely to be closely followed by hostile bots as you jump out of a sector. On the other hand, jumping into a hostile sector (such as one full of border turrets) is something you do when you're a little more experienced, and don't need as much hand-holding.
My conclusion:
This thread makes no sense. "So, sometimes I'm invulnerable when I'm jumping out, and sometimes I'm not, but I just can't trace the pattern! INVULNERABILITY FOR EVERYONE!"
Players can always damage you when you jump/warp.
Bots can not damage you when you jump out/warp out, but can damage you when you jump/warp in. (Although I think I have heard that damage being dealt by bots before you have control of your ship is not the intended behavior)
This benefits the newbs of the world, since it is as a beginner that you are likely to be closely followed by hostile bots as you jump out of a sector. On the other hand, jumping into a hostile sector (such as one full of border turrets) is something you do when you're a little more experienced, and don't need as much hand-holding.
My conclusion:
This thread makes no sense. "So, sometimes I'm invulnerable when I'm jumping out, and sometimes I'm not, but I just can't trace the pattern! INVULNERABILITY FOR EVERYONE!"
Yeah, I've killed/damaged plenty a player while they are un-warping. Only time you are ever immune is to Hive AI fire. Turrets can and will still kill you while you are warping into a sector.
I'll expand on Lecters point about why it was changed. We had a few players who liked to sit in places like Sedina B-8 at the 3000m mark spamming missiles at people. They didn't even bother to run around, as soon as anyone engaged them they would simply warp, becoming immune to all fire and then hop around empty sectors/reload/rinse/repeat.
Anyway, yeah, you can be killed both directions in warp, it's just more unlikely that you will be shot while un-warping due to the randomness of placement.
I'll expand on Lecters point about why it was changed. We had a few players who liked to sit in places like Sedina B-8 at the 3000m mark spamming missiles at people. They didn't even bother to run around, as soon as anyone engaged them they would simply warp, becoming immune to all fire and then hop around empty sectors/reload/rinse/repeat.
Anyway, yeah, you can be killed both directions in warp, it's just more unlikely that you will be shot while un-warping due to the randomness of placement.
We had a few players who liked to sit in places like Sedina B-8 at the 3000m mark spamming missiles at people. They didn't even bother to run around, as soon as anyone engaged them they would simply warp, becoming immune to all fire and then hop around empty sectors/reload/rinse/repeat.
Oh yeah. And the OPer would NEVER dream of doing such a thing!
Oh yeah. And the OPer would NEVER dream of doing such a thing!
-1 to OP for reasons Dr.Lecter already covered.
Dream is a strong word TRS. Certainly, as things now stand, I would take advantage of any opportunity to swarm a FAMY member, or those former members who have taken their poison to other guilds. Furthermore, it's quite interesting that you can't seem to contain your assholedness to your RP. Maybe you should talk to someone, it doesn't seem healthy.
Admittedly I fell into the trap of pointing out a logical inconsistency within the game, of which there are too many to count, and to which there will likely never be a change in the foreseeable future. So I'm fine with this thread being locked.
Admittedly I fell into the trap of pointing out a logical inconsistency within the game, of which there are too many to count, and to which there will likely never be a change in the foreseeable future. So I'm fine with this thread being locked.
Until further notice, then...