Forums » Suggestions
Let me mark guild members hostile, and let me mark hostile ships friendly
Right now a guild member will never show as hostile, even if I try to use commands to mark them as such. This can be a problem when I'm sparring or taking part in events like nation war. Inversely, if there's someone who I consider friendly but is hostile to my nation, they are marked red. This can be a problem for anyone whose friend doesn't play nice with their native government.
My suggestion is to make those current rules defaults, rather than hard coded systems. My guild (and group) members, by default, should be friendly, and people with poor standings should be marked hostile. However, let the /designateenemy and /cleardesignateenemy commands override those. As an additional level of control, you could modify the defaults in the UI screen:
Always mark guildmates friendly
Always mark buddies friendly
Always mark low-reputation players hostile
Edit: Just remembered another situation. Conquerable station turrets and guards are always marked hostile, making using "nearest target" or any form of automatic targeting near them something much riskier than it has to be. Allowing my own selections for designating hostiles/friendlies to override the automatic designations would mitigate this too.
My suggestion is to make those current rules defaults, rather than hard coded systems. My guild (and group) members, by default, should be friendly, and people with poor standings should be marked hostile. However, let the /designateenemy and /cleardesignateenemy commands override those. As an additional level of control, you could modify the defaults in the UI screen:
Always mark guildmates friendly
Always mark buddies friendly
Always mark low-reputation players hostile
Edit: Just remembered another situation. Conquerable station turrets and guards are always marked hostile, making using "nearest target" or any form of automatic targeting near them something much riskier than it has to be. Allowing my own selections for designating hostiles/friendlies to override the automatic designations would mitigate this too.
Most of this should be pretty feasible. We should probably default conquerable turrets based on whether you hold a key, and if they're actually hostile to you.
Always mark low-reputation players hostile
Low reputation with what? Your home faction? The local faction where you're currently located?
Always mark low-reputation players hostile
Low reputation with what? Your home faction? The local faction where you're currently located?
I think the intent is that targets be marked as hostile based on the player's nation faction. This, however, implies a specific type of play which may not apply to everyone. I am, however, in favor of this.
Until there are mechanics that make attacking a local faction's enemies something with a purpose, I don't see any problem with such a change.
Until there are mechanics that make attacking a local faction's enemies something with a purpose, I don't see any problem with such a change.
Low reputation with what?
Sorry, I'm not 100% on the system, but my understanding was that if a character is low reputation with my nation, they're marked automatically hostile. An option could exist to toggle that for people who have cross-nation friends.
Sorry, I'm not 100% on the system, but my understanding was that if a character is low reputation with my nation, they're marked automatically hostile. An option could exist to toggle that for people who have cross-nation friends.
Sounds like serco friendly fire issues to me. :P
Stopgap fix for this issue is to use "target next in front" bound to b by default.
Doesn't fix the radar but yeah that's how I nation war, that said it would be a nice feature.
Stopgap fix for this issue is to use "target next in front" bound to b by default.
Doesn't fix the radar but yeah that's how I nation war, that said it would be a nice feature.