Forums » Suggestions

"Weapons Safe" Setting

Mar 06, 2013 DE-1414h link
A new, player controllable setting, "Weapons Safe", that when turned on will only allow weapons to fire when a target is selected that is hostile to the local faction.

The setting may be toggled with /weaponsafetytoggle, and is set to on by default on character creation.

When this setting is on:
Has no effect when there is no local faction, or player is kos to local faction.
Has no effect on repair modules, mining beams, scanners, or other non weapons type addons.
Attempting to fire on a non valid target will result in a message "Weapons safeties are ON. Select a valid target"
If the current target's status changes from faction friendly to faction hostile, a message will be displayed: "Target is now hostile! Fire at will!"

Turning it off will result in a message "Weapon Safeties: OFF"
Turning it on will result in a message "Weapon Safeties: ON"
Mar 06, 2013 Faille Corvelle link
Rephrasing the same unnessecary idea doesn't make it a good idea. This suggested feature is simply not needed.

Faille.
Mar 06, 2013 TheRedSpy link
We have this feature already - you just have to make a bind for it, you could also easily make it in plugin form.

The devs don't implement features that are easily achievable with plugins and you know that.
Mar 06, 2013 meridian link
This is not a good idea considering the suggestion is aimed at the newbies, and throwing a command into the mix that they will most likely forget and probably won't even know exists in the first place just doesn't work.

A better implementation would be to have a prominent icon displayed on the HUD, perhaps even text like "DO NOT SHOOT" overlaying the targeted ship. Nothing would actually prevent them from shooting, but it would be much more obvious that there will be a penalty for doing so. Making it an option enabled by default that can be disabled from the options dialog would be much more newbie friendly. I suppose having a command in addition wouldn't be bad since it would allow for easily creating a key bind.
Mar 06, 2013 DE-1414h link
@Faille Corvelle:
This idea was presented as part of a larger idea in another thread. I am suggesting it here separately, because I feel it is useful on it's own, even if the other idea is not implemented.

Turning off autoaim and firing in the direction of another player is a common tactic to trick them into returning fire, and being flagged as the aggressor. This is commonly used in a station no fire zone, causing the tricked player to be flagged temp kos. A player may then chase them down and kill them, with no faction penalty. It normally only works on noobs, but I have used it to kill even vets in faction space.

It may not be needed. Perhaps I am the only one that uses this trick. But I doubt it. Do you even pvp?

@TheRedSpy: We have a weapons safety lock? or we can make a plugin? most noobs do not load plugins. vets don't need this feature. noobs need this feature. a plugin is not a suitable solution for noobs.

@meridian: most noobs will not even need to know this command, for as long as they are noobs. Only intentional aggressors have any need to turn this command off. I am not opposed to a better interface, but your argument that a noob is too stupid to be burdened with an extra command to protect them from their own stupidity is a little ironic. Especially when they only need to know the command when they cease to be too stupid to qualify as noobs.

I am amazed at how many people are opposed to a command they really has zero negative impact on their game play, unless they are in the practice of griefing noobs, in the most dishonorable ways possible. Am I reading this right? Are you all opposed to protecting noobs because you prefer to grief noobs? Because that is the way you are coming across.
Mar 06, 2013 TheRedSpy link
Yes I am opposed to protecting noobs because they are never going to learn to protect themselves if the game does it for them.

But that is not why I think this is not a good suggestion. You can apply the same rationale to targetless - noobs need two things that targetless provides: 1) situational awareness 2) the realisation that the interface and the game doesn't suck as much as it seems to at first, but the devs won't integrate it into the core game.

We shouldn't have any sort of mandated weapons lock anyway, so if you're suggesting that there be a mandatory weapons lock then i'm opposed, and if you're suggesting there be an optional weapons lock then there already IS an optional weapons lock. Newbies get all sorts of indications that they should be using plugins, when they watch videos for instance or they talk to other people.
Mar 06, 2013 Faille Corvelle link
DE said:
This idea was presented as part of a larger idea in another thread. I am suggesting it here separately, because I feel it is useful on it's own, even if the other idea is not implemented.

Fairy Nuff. I was in kinda a bad mood when I posted that earlier.

Turning off autoaim and firing in the direction of another player is a common tactic to trick them into returning fire, and being flagged as the aggressor. This is commonly used in a station no fire zone, causing the tricked player to be flagged temp kos. A player may then chase them down and kill them, with no faction penalty. It normally only works on noobs, but I have used it to kill even vets in faction space.

I'm aware of the tactic, and I'm cool with it. Its one of the dastardly acts that identifies one as a pirate, and the one who falls for it as prey. This only works in a NFZ, and if you're silly enough to fall for it, well, thats just good Darwin-ing. Also, even once the "prey" is T-KoS, if you shoot them in the NFZ you'll get the guards on you, for what thats worth.

Faille.
Mar 06, 2013 meridian link
No, what you fail to consider, DE, is a situation where the newbie would want to shoot an unsavory character or defend themselves but is not able to due to the safety. And the middle of combat is not a good time to enter an obscure console command. Now newbies aren't just easy targets but can't even shoot back, assuming the aggressor is in good local standing.
Mar 07, 2013 DE-1414h link
@meridian: I did not fail to consider.

What you may be failing to consider, is that ESPECIALLY when the aggressor is in good local standing, being able to shoot back is a situation worse than not being able to shoot back.

If the newbie triggers a station no fire zone, or worse, actually kills the pirate,
they may face a fate worst than destruction.

Typically, a noob can recover from a lost ship far faster than lost faction standing.

The fact that a newb does not know the command is to a degree, evidence that they are a newb, and in need this type of "protection from self".

I have in other threads attempted to resolve the issue that an aggressor can be an aggressor in faction space, while retaining factions protections, and I ask you to join me in those other threads.
Mar 07, 2013 abortretryfail link
If the newbie triggers a station no fire zone, or worse, actually kills the pirate,
they may face a fate worst than destruction.

+1 for THIS ^

If the aggressor was in bad local standing, this safety switch wouldn't apply, now would it?
Mar 07, 2013 tarenty link
This suggestion is making more and more sense, at least as a temporary semi-fix, which is all we're likely to get for the moment. Stick it in game options with a description and more warnings about killing people in NFZs. +1
Mar 07, 2013 Dr. Lecter link
As long as you're no longer dumb enough to try and tie the deactivation of this carebear mode into a tempKOS setting with the local faction, I could care less what useless but harmless dreck you suggest.