Forums » Suggestions
Currently if you jump into a guarded sector while you are KOS, and you fly out about 15k or so AND you kill all the strike force, the newly deployed strike force won't find you. You are then free to stream avs at the station to your hearts content (while reloading on your capital ship). I propose that in guarded sectors, strike force get access to radar that allows them to see much farther, and thus chase down hated pilots much farther.
+1
I dont think its a radar issue. Its more an issue of the gaurd being tethered to the station so players cant lure them far away.
-1 the gaurd needs to remain at thier posts.
How about limiting the range of avs instead?
-1 the gaurd needs to remain at thier posts.
How about limiting the range of avs instead?
How about making Avalons targetable and destructible?
+1 A-Dawg
A-Dawg ++
More Carebearism and MagicTM, +1
oh god pls no.
I think the correct behavior is warping in a strike team after a minute or so and keeping the regular gaurds tethered to the station.
I think a few people misunderstood what i was writing about. Perhaps I was not clear enough. I made zero mentions about station guards; this is completely about the strike force. To make things a bit more clear, i have made a short video. It is not edited, so if you are in a hurry, here are the important times:
00:00 I jump into Initros O-12
01:20 I clear the turrets
04:32 I launch avs. When i'm zoomed in, you can see the strike force swarming (they know i'm in the sector, but they can't detect me. )
05:42 My avalons hit the station. I get some kills. The strike force just has to watch it happen. Woe is them.
https://gaming.youtube.com/watch?v=euI8AgKTrmE
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Here is the thing, while i do love that i can park outside of the the strike force's range and stream avs in, it just doesn't seem realistic. Let's say I don't care about faction levels, then i can go to Nyrius F-6 and stream avs in at the station, and basically shut down manu there for as long as i want. Which honestly, for my play style, would be fun for me. But is probably not what should be happening. The strike force should instead be allowed to follow me out as far as they want (remember, that each pilot who is KOS/hate gets their own strike force that loves and cherishes them until they regain standing to dislike). And if i want to stream avs in, I should need to deal with the strike force at the same time.
00:00 I jump into Initros O-12
01:20 I clear the turrets
04:32 I launch avs. When i'm zoomed in, you can see the strike force swarming (they know i'm in the sector, but they can't detect me. )
05:42 My avalons hit the station. I get some kills. The strike force just has to watch it happen. Woe is them.
https://gaming.youtube.com/watch?v=euI8AgKTrmE
--
Here is the thing, while i do love that i can park outside of the the strike force's range and stream avs in, it just doesn't seem realistic. Let's say I don't care about faction levels, then i can go to Nyrius F-6 and stream avs in at the station, and basically shut down manu there for as long as i want. Which honestly, for my play style, would be fun for me. But is probably not what should be happening. The strike force should instead be allowed to follow me out as far as they want (remember, that each pilot who is KOS/hate gets their own strike force that loves and cherishes them until they regain standing to dislike). And if i want to stream avs in, I should need to deal with the strike force at the same time.
Sorry I meant the strike force should warp in close to the player around 500m or so.
The only other solution is to limit the range of the weapon to the limits of radar.
I am sure the strike force use to be able to chase a player even at rediculous ranges but I suspect that was nerfed as it was rather unrealistic behavior.
I am also wondering if the avs is actually acting correctly.It should have a time limit which maybe setup wrong or being ignored.
.02
The only other solution is to limit the range of the weapon to the limits of radar.
I am sure the strike force use to be able to chase a player even at rediculous ranges but I suspect that was nerfed as it was rather unrealistic behavior.
I am also wondering if the avs is actually acting correctly.It should have a time limit which maybe setup wrong or being ignored.
.02
Why would that be unrealistic? Queens will chase players in capital ships for an unlimited distance. Unrats in the WH sector give chase for an unlimited distance. Why would the strike force, who have a simple mission of killing hated/kos pilots, be limited in their chase distance? Especially in a guarded sector.
About the avs, they have a lifetime of 120 seconds. Which means depending on their launch speed, they can travel for a long distance (or you can travel backwards, and launch them which allows them to stand still, and act as a poor man's tu mine).
"remember, that each pilot who is KOS/hate gets their own strike force that loves and cherishes them until they regain standing to dislike"
Ah, okay then.
+1
Ah, okay then.
+1
-1 it'd be unrealistic, and as far as I know incarnate didn't intend for the sf to be a unstoppable force that can't be beat.
Queens do not chase if your 15k or so out. I have seen queens give up about 40-50k or so out (before the queen buff)
Unrats I mean they are fairly new. So I can't really say anything about that, they need more lethality anyway. And what? I've never seen a av stay still ever lol if you travel backwards they fly backwards. I mean I. Guess if you go 25 in reverse perfectly they stay still? Never seen it before though.
A better nerf would be to make station guards fly into the avs like they already do mines. Hence ending 15k+ station avaloning
Queens do not chase if your 15k or so out. I have seen queens give up about 40-50k or so out (before the queen buff)
Unrats I mean they are fairly new. So I can't really say anything about that, they need more lethality anyway. And what? I've never seen a av stay still ever lol if you travel backwards they fly backwards. I mean I. Guess if you go 25 in reverse perfectly they stay still? Never seen it before though.
A better nerf would be to make station guards fly into the avs like they already do mines. Hence ending 15k+ station avaloning
Two posters so far have stated that this would be unrealistic, but not one of them has said why. Iron Lord, could you please explain why?
I specifically limited this suggestion to guarded sectors BUT both guarded sectors and monitored are monitored. So example time: Let's say I fly out out 1.5 mil meters. Nothing is around me except an admired victim. And we are in a monitored sector. And I kill that victim. The victim does not forgive the kill, and I lose standing.
So my question to you(and Pakettle) is: Why can nation know where and who killed a pilot, no matter the distance, but they can't relay the coordinates and vector of the same hated pilot to their strike forces? What makes that so "unrealistic" ?
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About the queens: They most certainly still do give chase for an unlimited distance, even after the buff. I tested that the moment the queens were buffed.
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About the unrats: why should they be more lethal than the strike force, whose only goal is to kill kill kill.
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About the avs, pilots have been making avs stand still for ages. It's a VO pasttime.
If that's what you mean I retract my statement. But if they have no idea where the pilot is they shouldn't be able to just jump there and automatically head in that direction. I did notice however that when I was servo and -1000 that they sent seeker to my sector and a wave of sf followed next
Cutting the leash on the strike force makes good sense.
Furthermore, I would recommend that if there is an active strike force presence within say, 1KM of the target, the station guards should go back into what I'm calling 'patrol mode'. Just because there is ONE hated/KOS pilot around, doesn't mean there are not others. When the police get a report of a stickup at a liquor store in north Philly, they don't ALL go there and leave say Center City without a police presence and scramble to react to the next emergency call when it comes in.
Also, whenever a hated or KOS player has been sighted, actually seen on radar by anyone or anything that is also non hated, the station guard force should be increased to say 5 vultures. Pilots should have the ability to turn off auto reporting. I will give an example.
I am UIT KOS.
I jump into Ukari un-noticed, and begin milling about, botting, whatever. No new behavior.
Luxen chances upon me, and has his auto report turned off. No new behavior. The local UIT station has no way of knowing I am around, so they don't do anything about it.
IronLord spots me, gets me on radar, a true eyes on sighting, he has auto reporting turned ON. UIT now KNOWS I am in the area. The station guard force is beefed up as a precautionary measure for perhaps 10 minutes.
If I jump to the local UIT station, the station guards all glom onto me UNTIL the strike force arrives to deal with the situation. Then they go back into 'patrol mode' in case I have backup coming. This is quite similar to very basic ground tactics, you don't commit ALL your forces unless you have to, you keep a reserve to respond to problems or exploit unexpected opportunities.
I fully realize this would make my job somewhat harder, but not a whole lot. It also adds some suspense to the game. Someone flying past the station in an xc loaded with goodies could see the station guards are more numerous then normal, and might be just a bit more on edge trying to schlep stuff into Latos from Arta. Maybe they gamble that it's a false alarm, or that the pirate was just passing through. Perhaps they decide to hedge their bets, finish the run in a couple marauder or centaur trips. Maybe they hire an escort.
Furthermore, I would recommend that if there is an active strike force presence within say, 1KM of the target, the station guards should go back into what I'm calling 'patrol mode'. Just because there is ONE hated/KOS pilot around, doesn't mean there are not others. When the police get a report of a stickup at a liquor store in north Philly, they don't ALL go there and leave say Center City without a police presence and scramble to react to the next emergency call when it comes in.
Also, whenever a hated or KOS player has been sighted, actually seen on radar by anyone or anything that is also non hated, the station guard force should be increased to say 5 vultures. Pilots should have the ability to turn off auto reporting. I will give an example.
I am UIT KOS.
I jump into Ukari un-noticed, and begin milling about, botting, whatever. No new behavior.
Luxen chances upon me, and has his auto report turned off. No new behavior. The local UIT station has no way of knowing I am around, so they don't do anything about it.
IronLord spots me, gets me on radar, a true eyes on sighting, he has auto reporting turned ON. UIT now KNOWS I am in the area. The station guard force is beefed up as a precautionary measure for perhaps 10 minutes.
If I jump to the local UIT station, the station guards all glom onto me UNTIL the strike force arrives to deal with the situation. Then they go back into 'patrol mode' in case I have backup coming. This is quite similar to very basic ground tactics, you don't commit ALL your forces unless you have to, you keep a reserve to respond to problems or exploit unexpected opportunities.
I fully realize this would make my job somewhat harder, but not a whole lot. It also adds some suspense to the game. Someone flying past the station in an xc loaded with goodies could see the station guards are more numerous then normal, and might be just a bit more on edge trying to schlep stuff into Latos from Arta. Maybe they gamble that it's a false alarm, or that the pirate was just passing through. Perhaps they decide to hedge their bets, finish the run in a couple marauder or centaur trips. Maybe they hire an escort.
LNH++
and you know I'd have that turned off, too XD
and you know I'd have that turned off, too XD
LNH +1
That's actually pretty cool. It'd give players a reason to pay attention to their surroundings even if there isn't another player in the area. Itd also increase the difficult of farming rep if a player knows your coming to nationspace.
That's actually pretty cool. It'd give players a reason to pay attention to their surroundings even if there isn't another player in the area. Itd also increase the difficult of farming rep if a player knows your coming to nationspace.
Its unreaistic because chasing someone from 10k m is stupid and pointless.
It is simply too big a gap to close.
It is simply too big a gap to close.