Forums » Suggestions

enemy jump location and addion idea

Mar 03, 2019 scared star link
so this idea came from the in progress fireside chat #3

when you target a player/NPC and they warp you can see where they warped to (under 1km), what if that was changed to 500m and less and if you wanted to see 1km and less you'd need an addon scanner?

I don't know rough idea here, we were talking about how its just to easy for people to escape, I know this is contradictory of this question is just an idea

same with if you warp a lot you warp drive overheats and you need to use more energy to warp, so like 25% and after you warp x amount of times in x amount of seconds quite fast you need to use like 45% to 60%, that will hurt the guy trying to escape.
Mar 03, 2019 Rejected link
(edit: I misunderstood the suggestion)

+1

The pendulum has been shifting much too far in favor of the pursuer. I would love to see something that actually gave the runner a fighting chance of escaping unless the pursuer decided to reduce their firepower to increase their chasing ability.
Mar 03, 2019 Whistler link
Maybe 500 is too drastic. 800?
Mar 03, 2019 look... no hands link
The idea of a warp tracking scanner is an interesting one. What the numbers should be I don't know. But there are times when I'd be willing to sacrifice some offensive power for better tracking ability.
Mar 04, 2019 IronLord link
+1
Currently the runner has many things in their favor:

Random chance of being teleported 1.5k-2k away when you both jump at almost the same time when chasing them.
By the time you jump in and get through the animation you can already jump again.
Sometimes the tracking doesn't even work. It'll show you where someone jumps SOMETIMES but not always. So it's never a guarantee to be able to keep up with someone.
I've tested this many times, even capital ships can escape a pack of greyhound players because the distance gap between them is so ridiculously huge a goliath can reach 25% before a hound gets within 1k but they were already on my tail. Currently, runners are so privileged when it comes to escape. And chasers have a broken leg when it comes to chasing.
Mar 04, 2019 csgno1 link
-1

This myth that all advantage goes to the person fleeing is getting silly.

By all means, fix any bugs.
Mar 04, 2019 Aryko link
EDIT : Had misunderstood the post and somehow thought the OP intended to increase the range from where you could see the persons jump location.

Still a -1 though, there's already a limit to weapons you can carry to deal enuf damage to a capship while maintaining a chase. This would make it worse for chasers who intend to hunt capital ships.

Mar 04, 2019 Captain Spry link
+1/-1

I think people in this thread seem to be confused.

The way it currently works is that players can see the destination of their targets if they are within 1000m or less. The suggestion is to change this to 500m, and have an add-on that increases the distance to 1000m (+1). However, people here seem to think that the change is to make it such that upon warping into a sector, the chasing player would be placed within 500m, rather than some larger distance (-1). That was another suggestion mentioned in the fireside chat and I vehemently object to that.

I support the suggestion as described as there have been a bunch of changes that have significantly favored griefers/pirates (power cell changes, pcb turret). Running is plenty difficult as is when you're in a heavy & slow trading vessel against a light attack fighter. I have no idea who IL is chasing, but I have never been able to shake a pursuer when I was in a goli (even when they are in slower fighters, such as the raptor UDV). This is true even when I pre-plot 10+ empty sectors to route through and spam the jump button. Especially in nation space, running is basically my only option, as defending myself risks tanking my standing, whereas a pirate/griefer wouldn't care as much and would have an alt to assist in picking up my cargo.

People seem to forget that a successful escape isn't the end of a pursuit. The player now needs to either make a mad dash for a station (where the pirate could be waiting to blast them anyway). Or they try to pick another wormhole where they think the pirate/griefer isn't waiting. Or call for back-up while sitting in an empty sector. It's not as though a player who escapes is now totally safe. They still need to pilot their ship to safety while sitting exposed in open space. So making it easier to run will only increase strategy/game-play options.

Since we've buffed the abilities of pursuers to catch and immobilize their targets, let's give runners an actual chance to escape.
Mar 04, 2019 rkerst link
+1
Mar 05, 2019 Gruumsh link
This thread is getting confusing because one of the suggestions is positive for the runner (the distance thing) which some people are +1ing for the runner; However, the second suggestion is positive for the chaser(the increase jump thing) which other people are +1ing for the chaser. So the whole +1/-1 system is getting a bit blurry here.

Also @IronLord, the whole "Currently, runners are so privileged when it comes to escape. And chasers have a broken leg when it comes to chasing." is player by player. you seem to have trouble catching goliath's and tridents when you are in a greyhound. But I have never had that issue, and other more experienced pirates are much better at it than i am. Especially when you say a goliath can escape from a "pack" of greyhounds? that sounds like a skill check, not an issue with a game mechanic
Mar 05, 2019 Gruumsh link
Also something i didn't think about, is decisions to balance need to think about cross platform. someone on a tablet (who isn't utilizing plugins perhaps) is going to have a much harder time chasing because of the time it takes to plot a course compared to pc. so if this chase scenario is based on pc vs pc, chasing is much easier than pc vs tablet/phone.

Making the chase comparable for a phone using pirate probably makes a pc using pirate completely unstoppable.
Mar 05, 2019 Savet link
-1

Distance is already affected by lag. You may be within 1000m but the game may think you're at 1001 and you don't see the jump coordinates.

Nerfing this range in favor of an add-on to get what we already have would mean giving up a valuable weapon slot for a situational add-on.

This suggestion might make sense if ships had dedicated scanner ports that added no weight and didn't force a trade-off for firepower, but that isn't the reality and that isn't what this suggestion is proposing.
Mar 05, 2019 SR_7134_HELLCAT link
-1

I like to imagine the look on people's faces when i inevitably plot 20 sectors in a row and escape by spam-jumping :D
Mar 07, 2019 greenwall link
-1 we don't need more ways to evade tracking, quite the opposite
Mar 17, 2019 JADE2156 link
-1