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anter
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Posted - 2005.04.24 12:02:00 -
[1]
When logout happens ship dissappear in 10 second, but ship wouldn't warp out. Ship would put all active modules like repairers/shield boosters off.
After 3 mins ship appear back unless owner have logged back when ship would appear instant. Targetting that ship after it came back would be almost instant for like 10 second period.
After 3 mins and when ship have appeared if owner haven't came back then ship would stay there 3-5 mins or more. After that ship would warp out.
There would be 10 minutes or more between uses of this after each full cycle.
This would give time to log back to game for these who crashed, but without allowing players avoid loss by loggin off.
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Infrared Raven
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Posted - 2005.04.24 12:09:00 -
[2]
I see what you mean, i am recently having problems with a 1 man and his alt corp trying to get money off me, but declared war. Whenever we go to do the business though he either jumps a gate and logs off or takes a battering then logs off. This guy is more experienced than us all, but has to resort to sloppy tactics just so he can bind his time and wait for a noob to be found alone so he can take it out and act big.
Saying that, i would be very upset if i lost a ship because of a connection loss, but these days there are so many dishonest people its hard to find a fix to it.
There should be some sort of way to sort it, but i am not intelligent to think of one. :)
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trumansho
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Posted - 2005.04.24 13:29:00 -
[3]
iknow how to fix it. have someone make a isp thats 100 pc reliable 100pc of the time andmake everybody join that isp. then if they log ,they cant blame their isp
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Danton Marcellus
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Posted - 2005.04.24 13:40:00 -
[4]
Have crashed or logged ships in combat dissappear as they do now but yank a random number of modules from their ships, jettisoning these.
That would save the ship for those unfortunate enough to CTD and still give the victor some spoils.
Convert Stations
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Fellhand
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Posted - 2005.04.24 13:58:00 -
[5]
Originally by: Danton Marcellus Have crashed or logged ships in combat dissappear as they do now but yank a random number of modules from their ships, jettisoning these.
That would save the ship for those unfortunate enough to CTD and still give the victor some spoils.
Good idea. Problem is, it still allows players to see logging as a valid tactic, which they shouldn't. We don't want to penalise those who genuinely crash, it happens to all of us sometimes but logging shouldn't even be a tactic. _______________________________________________ There is no such thing as too much cynicism
Flame me if you wish, I laugh with scorn at threats...
Beware of geeks bearing gifs
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anter
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Posted - 2005.04.24 14:33:00 -
[6]
Originally by: Danton Marcellus Have crashed or logged ships in combat dissappear as they do now but yank a random number of modules from their ships, jettisoning these.
That would save the ship for those unfortunate enough to CTD and still give the victor some spoils.
Would penalise these who crash too much like when they were traveling and they crashed and someone near just picked these modules or crashing in 0.0 some place where there is no station nearby, so you would have to go back and dock. In fleet battle if you crash you would automaticly be out of game if your modules just dropped after crashing/ocn loss.
I would rather keep it like it is now than having to pick up modules when I get con loss or crash.
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Harry Voyager
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Posted - 2005.04.24 15:34:00 -
[7]
Have the log out timer connected to the scan probe timer.
Basicaly, if scan probes take 5m to scan, then it takes 5m to disapear from the game. If scan probes are changed to take 10m to scan, then it takes 10m for a ship to disapear. This is to prevent players from being able to scanner trap players who have had to log for legitamate reasons, but should provide a more reasonable time to kill a logged ship before it vanishes.
Additionally, players should not be allowed to log into a different character until said ship has disapeared of its own accord.
Harry Voyager
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Bozse
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Posted - 2005.04.24 15:54:00 -
[8]
Dont think it's that hard to solve actualy.
1. give the npc's there own scrambling code, if player is "warpscramble" then make npc's have "nwarpscramble"
2. when u crash/logout have the server check , if player = warpscramble 1 set timer 300sec else if player = nwarpscramble 1 set timer 120sec else set timer 0sec
The coding is probobly way more complex but dont think the good people at ccp will have any dificultys with actualy implementing a system like that.
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Miner's Bane
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Posted - 2005.04.24 17:36:00 -
[9]
If you get warp scrambled by a player, your ship does not disappear.
Look, I just fixed logging forever. Go team. ------------------------------------------------------------------
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Ithildin
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Posted - 2005.04.24 17:55:00 -
[10]
It's so simple. A ship doesn't dissapear from game if it is actively targeted by someone.
If someone logs out in combat to save ship and leaves the reps on - his ship doesn't dissapear unless attackers cease locking or unless the attackers fail to scramble the ship long enough (cap running dry or WCS or something)
Only problem is NPC targeting, which should be handled differently. Most legitimate combat crashes are during NPC combat, and this is only to punish those who wish to exploit (as the GMs put it) the players freedom of exitting game.
Legitimate crashers still have a chance of logging back in and continuing the fight. Exploiters still loose their ship. NPCers do not have to be TOO afraid of node crashes. --
If TC causes you discomfort that you feel is unwarranted or may be outside TC's current contract - contact me, please. |
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