Forums » Suggestions
A few Items for the key system
When a key is revoked and the player is in the sector they should be given 2 minutes to leave the area before the turrets open fire.....
Also can we have the option to hide the inactive keys?
Also can there be an annoucement of who the owner of the sector is if theres no key active?
"This area is the property of %KeyName% Tresspassers will be shot!
Also can we have the option to hide the inactive keys?
Also can there be an annoucement of who the owner of the sector is if theres no key active?
"This area is the property of %KeyName% Tresspassers will be shot!
I'm assuming they currently open fire immediately? IMO, immediate is preferable to delayed, in case somebody is being traitorly but not attacking the turrets (e.g. I manage to get a key, and then pirate other keyholders outside the station). Immediate does mean the station owners can play games, but it's their station so that is their right.
+1 to the latter two suggestions though.
+1 to the latter two suggestions though.
I was in an XC when RED realised I had a key and promptly revoked it.
Bet they wished they could get a kill credit for it - the timing was perfect.
If Someone attacks a turret I believe keys are auto revoked already.... this is player revokation
Bet they wished they could get a kill credit for it - the timing was perfect.
If Someone attacks a turret I believe keys are auto revoked already.... this is player revokation
Personally, I don't think it should announce who controls the station. This should be left up to the deployable beacons that incarnate was talking about a while ago.
+1 to Draugath
As per the norm, -1 to Pak's self serving bullshit.
As per the norm, -1 to Pak's self serving bullshit.
Why would I want my station's defenses to give an enemy a 2 minute warning?
That's a bug, not a feature; if my weapons engineer brought me that design, I'd make him watch a few of his loved ones get popped out an airlock before I had him try for a Mk II version.
That's a bug, not a feature; if my weapons engineer brought me that design, I'd make him watch a few of his loved ones get popped out an airlock before I had him try for a Mk II version.
^ what Doc said.
-1 OP for reasons other players have already noted.
"I was in an XC when RED realised I had a key and promptly revoked it."
http://sercodominion.org/Beg_for_conquerable_station_access
http://sercodominion.org/Beg_for_conquerable_station_access
Okay, then that was pretty much what I had assumed happened. Sucks to be you.
And when I talked about traitors, I was not talking about attacking turrets. I even said that. Please develop some literacy.
Elaboration: Imagine if you give a key to somebody. Then as you're getting ready to dock your behemoth, they shoot you down. The turrets will not respond to that. If your suggestion were implemented, even if you manually revoked their key, they could sit out there attacking any other player who shows up for two minutes before they'd have to worry about anything as long as they stay away from the turrets. That is ridiculous.
What is not at all ridiculous is for the station owners to trick you into thinking you are safe, and then order their turrets to shoot you in the back. Hell, that is a classic move from real life, and perfectly appropriate for Vendetta.
And when I talked about traitors, I was not talking about attacking turrets. I even said that. Please develop some literacy.
Elaboration: Imagine if you give a key to somebody. Then as you're getting ready to dock your behemoth, they shoot you down. The turrets will not respond to that. If your suggestion were implemented, even if you manually revoked their key, they could sit out there attacking any other player who shows up for two minutes before they'd have to worry about anything as long as they stay away from the turrets. That is ridiculous.
What is not at all ridiculous is for the station owners to trick you into thinking you are safe, and then order their turrets to shoot you in the back. Hell, that is a classic move from real life, and perfectly appropriate for Vendetta.
+1 to an option for hiding inactive keys.
While this should be technically possible, some keys still get marked as inactive according the return values of the GetKeyInfo() function.
http://www.vendetta-online.com/x/msgboard/16/27615
^ This plugin automatically deletes inactive keys, I spose with some interface code it could be made to hide those keys instead, interesting...
^ This plugin automatically deletes inactive keys, I spose with some interface code it could be made to hide those keys instead, interesting...
That reminds me - Can we have the keys automatically expire after about 90 days or so of inactivity?
Only as an optional feature, because some people might want to go for a long period without owning a particular location but still have the option to easily reassign ownership when they do reclaim it.
And how long should we carry these keys for?
I can live with even 6 months but at some point the keys need to be culled by the system.
I can live with even 6 months but at some point the keys need to be culled by the system.
No they don't. I mean, if that logic were legit, you should be making a companion suggestion that anything people store in their station inventory for more than six months should automatically be sold back to the station, because at some point items need to be culled from the system!
It's not like the game is being served out of a TI-83+ or something. If some people want to opt to hold on to old keys for years, who cares? What is wrong with that? It has no noticeable negative impact on anybody else.
It's not like the game is being served out of a TI-83+ or something. If some people want to opt to hold on to old keys for years, who cares? What is wrong with that? It has no noticeable negative impact on anybody else.