Forums » Suggestions
Give key owners ability to turn off/on station attack alerts
Give key owners the ability to turn on or off station attack alerts. Three selectable options:
[ ] Alerts for Attacks on Station guards: On/Off
[ ] Alerts for Attacks on Turrets: On/Off
[ ] Alerts for Any Player pilot entering sector: On/Off
Currently Station guards sometimes run into roids and this sends an alert to station holders. If I have an owner key, I frankly don't care if the guards are being shot. I would rather ignore all those alerts.
[ ] Alerts for Attacks on Station guards: On/Off
[ ] Alerts for Attacks on Turrets: On/Off
[ ] Alerts for Any Player pilot entering sector: On/Off
Currently Station guards sometimes run into roids and this sends an alert to station holders. If I have an owner key, I frankly don't care if the guards are being shot. I would rather ignore all those alerts.
Agree that it gets tiring running to stations to check, but what happens when one owner wants them off and another wants them on. Are you suggesting it be off for you as owner and on for all other owners and users?
That's how I read it, NC-Crusader. Float seems to be suggesting adding some personal settings to keys.
I think it's a good idea, at least the option to toggle alerts for attacks on guards. As Float says, often, the rather silly station guards take offense at innocent asteroids, and such alerts are effectively the guards crying 'wolf'. Can be very frustrating.
+1 from me.
I think it's a good idea, at least the option to toggle alerts for attacks on guards. As Float says, often, the rather silly station guards take offense at innocent asteroids, and such alerts are effectively the guards crying 'wolf'. Can be very frustrating.
+1 from me.
Umm. Okay. So, I don't have any problem with adding selectable attack alerts.
But, that isn't really the correct solution to the underlying problem inspiring this Suggestion.
Can someone please point me to the Bugs thread describing how you're all getting "frustrating" false-positive warnings from NPCs running into asteroids?
I have zero recollection of ever hearing about this issue before. I do get busy and forget things, but usually not quite to this extent.
But, that isn't really the correct solution to the underlying problem inspiring this Suggestion.
Can someone please point me to the Bugs thread describing how you're all getting "frustrating" false-positive warnings from NPCs running into asteroids?
I have zero recollection of ever hearing about this issue before. I do get busy and forget things, but usually not quite to this extent.
+1
I just figured it's part of the game and one of those things. Never realized it could be a bug.
I've got the alert and been just a single jump away. You get there and all turrets are at 100% as are the guards. We always joke that the guard ran into a turret/roid.
I'm pretty sure I've actually been *in the conq station sector* and received the alert. Look around, and no one is there. Just drunk-ass guards. (don't leave the snyth tequila lying around).
I just figured it's part of the game and one of those things. Never realized it could be a bug.
I've got the alert and been just a single jump away. You get there and all turrets are at 100% as are the guards. We always joke that the guard ran into a turret/roid.
I'm pretty sure I've actually been *in the conq station sector* and received the alert. Look around, and no one is there. Just drunk-ass guards. (don't leave the snyth tequila lying around).
1+ on options for alerts. I’ve been dealing with people hitting guards then disappearing like they were never there. so I rather them have to deal with 8 turrets shooting at them as they try to get close to turrets to even hit it. so making it worse and harder for them to ping these stations ONE holds stations 1000 years.