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HypoConDreAct
Shits N Giggles
23
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Posted - 2015.06.16 12:24:35 -
[1] - Quote
I am making this suggestion after the second time been victim to a logoff trap, So whats the problem
Its not the fact that you log off and your ships disappears as this does need to be there for failed connections etc its more the fact that it's hidden completely. We have been wiped out twice now due to a full feet logon trap, and in wormhole space with no local no way of telling your been watch and no way of telling that there are 3 dreads logged off in your wormhole. I'm all for Tactical game play but there should be a counter to everything and at the moment there is no way to defend against "Seeding"
My suggestion to this would be a Long Range scanner like Dscan, This scanner shows all ships your current system that are either logged in or out, maybe has a slow refresh rate so it can't be spammed to cause excessive server load. this would have its advantages and disadvantages like all things. but the fact you can hide things without having to set up a POS or station is rather lame Especially if its in the capital class ship range (believer in caps stay in space)
This would give the seeder information on the ships logged off in the system they are trying to take and the defender and idea that they might be about to be sieged, all tactical benefits form this would improve both sides of the game play.
Keen to hear what you guys and girls think and if you have better ideas or not. like all things one person can't possibly see all the problems or the benefits of an idea.
Fly Deadly HypoConDreAct |
Zimmer Jones
Aliastra Gallente Federation
212
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Posted - 2015.06.16 13:10:16 -
[2] - Quote
-1 from me, space is big enough to hide a lot of things, and Intel should be gathered by fellow peons or glory happens for someone else. I've not been a wh person for a very long time, but what you describe as a problem is one of the positive selling features of wh space. Sounds like its working mostly as intended.
You are content to be content. This is not a jedi mind trick, you're just the game
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Agondray
Avenger Mercenaries VOID Intergalactic Forces
308
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Posted - 2015.06.16 13:15:35 -
[3] - Quote
Zimmer Jones wrote:-1 from me, space is big enough to hide a lot of things, and Intel should be gathered by fellow peons or glory happens for someone else. I've not been a wh person for a very long time, but what you describe as a problem is one of the positive selling features of wh space. Sounds like its working mostly as intended.
One can not simply just hide a POS tower. Which im guessing is what they are losing due to being wiped out in a WH, and a fleet slowly filtering in over days and logging off to give you the shaft embedded with shards of glass and no lube.
I would be for this feature since Pos's are restricted to 1 spot on a moon, and they cant be hid and are easily picked up by probes or simply by using DSCAN.
"Sarcasm is the Recourse of a weak mind." -Dr. Smith
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FT Diomedes
The Graduates Get Off My Lawn
1108
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Posted - 2015.06.16 13:32:03 -
[4] - Quote
Posting in a covert "death to all Supers" thread.
Insanity: doing the same thing over and over again and expecting different results. So, why do I post here?
I'm stubborn.
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Donnachadh
United Allegiance of Undesirables
320
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Posted - 2015.06.16 13:37:22 -
[5] - Quote
I would be inclined to say this is working as intended.
-1 to your idea as posted. There are significantly greater rewards for living in a W/H and there need to be significantly greater risks to counter that. Your idea would make worm holes as safe to live in as low sec and in some ways as safe as high sec yet you would still receive the significantly increased rewards for living there.
It is not that I am against your idea, it is simply that you do nothing to bring the risk versus rewards aspect back into balance, all you are doing is reducing the risk. |
Black Pedro
Yammerschooner
1097
|
Posted - 2015.06.16 13:54:22 -
[6] - Quote
HypoConDreAct wrote:I am making this suggestion after the second time been victim to a logoff trap, So whats the problem
Its not the fact that you log off and your ships disappears as this does need to be there for failed connections etc its more the fact that it's hidden completely. We have been wiped out twice now due to a full feet logon trap, and in wormhole space with no local no way of telling your been watch and no way of telling that there are 3 dreads logged off in your wormhole. I'm all for Tactical game play but there should be a counter to everything and at the moment there is no way to defend against "Seeding" Sounds like Eve is working just fine. There needs to be a counter (AKA risk) for you locking down your wormhole and farming significant ISK. One of the tradeoffs for all that is you get to be content for other groups who get to smash you into pieces. You are not entitled to safety or advanced knowledge of an attack so plan accordingly.
If you don't like that risk, then go back to known space where you will get less reward, but more safety.
Play the game in the client, not on the forums by begging CCP to stack the deck in your favour.
-1 |
FireFrenzy
Satan's Unicorns
463
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Posted - 2015.06.16 14:32:19 -
[7] - Quote
Or you know... deploy bhaals, neut the dreads and all praise be to bob...
Then they dont need to alter how the database works because you cannot be bothered to keep eyes on all wormholes into your hole... |
Elenahina
Agony Unleashed Agony Empire
752
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Posted - 2015.06.16 14:44:57 -
[8] - Quote
Assume your space is full of hostile people you can't see, and plan accordingly.
Agony Unleashed is Recruiting - Small Gang PvP in Null Sec
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Enya Sparhawk
Black Tea and Talons
57
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Posted - 2015.06.16 19:31:54 -
[9] - Quote
HypoConDreAct wrote: like all things one person can't possibly see all the problems or the benefits of an idea. Hahaha... depends on the idea...
Elenahina wrote:Assume your space is full of hostile people you can't see, and plan accordingly. I agree. I believe the old addage applies, "Fool me once, shame on you; fool me twice, shame on me."
Although...
Some sort of mobile ship counter structure (something like bouncers working the front door of a bar use for max capacity issues) counting passing ships in and out of an exit would be an interesting idea...
They wouldn't tell you what type of ship or where they are, only that they entered/exited past the structure (they would only give you a 'number')
At least until someone destroyed it, but even then that would tell someone something...
Fíorghrá: Grá na fírinne
Déan gáire...Tiocfaidh ár lá
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HypoConDreAct
Shits N Giggles
23
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Posted - 2015.06.16 21:28:28 -
[10] - Quote
Interesting Feedback of course this applies to Know space not just wormholes. but if you seem to think it's fine for 20 man fleets to log off and not be able to be found until they log in again so be it.
space is big yes i agree. but in eves respect it's not that big.
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Danika Princip
GoonWaffe Goonswarm Federation
3491
|
Posted - 2015.06.16 22:01:18 -
[11] - Quote
HypoConDreAct wrote:Interesting Feedback of course this applies to Know space not just wormholes. but if you seem to think it's fine for 20 man fleets to log off and not be able to be found until they log in again so be it.
space is big yes i agree. but in eves respect it's not that big.
What do you think would happen when someone used this scanner in jita? Or in [nullsec staging system of your choice.]?
Why do you think logging off should be penalised? |
HypoConDreAct
Shits N Giggles
23
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Posted - 2015.06.17 02:57:13 -
[12] - Quote
How is knowing what you're in penalising logging off? like Dscan you cant tell whos in the ship or where it. the only thing you would learn is that it is in that system. in the case of jita you would end up with a large list of ships. it would be hard to tell whos is whos unless there is a ticker with in the name. If you don't want them to show up on a scanner put them in a ship array or station.
Also please keep it about the idea and not about what you think we are doing not doing. If you can't make a statement about why this is a bad idea without some sort of example that backs up your statement then don't bother posting please. |
Joe Risalo
State War Academy Caldari State
807
|
Posted - 2015.06.17 04:05:42 -
[13] - Quote
HypoConDreAct wrote:How is knowing what you're in penalising logging off? like Dscan you cant tell whos in the ship or where it. the only thing you would learn is that it is in that system. in the case of jita you would end up with a large list of ships. it would be hard to tell whos is whos unless there is a ticker with in the name. If you don't want them to show up on a scanner put them in a ship array or station.
Also please keep it about the idea and not about what you think we are doing not doing. If you can't make a statement about why this is a bad idea without some sort of example that backs up your statement then don't bother posting please.
I see where you're coming from with this idea. I find it game and immersion breaking that a ship/player can just appear out of the nether with no means or method from whence they came.
Using what is essentially a "save button" as a means to overpower players in an MMO game, is not only giving them an unfair advantage, but also more broke than a meth head..
A viable strategy for surprise attacks should be jumping through a gate or WH; not pretending to not be logged in to a persistent world. |
FT Diomedes
The Graduates Get Off My Lawn
1110
|
Posted - 2015.06.17 06:36:34 -
[14] - Quote
Joe Risalo wrote:HypoConDreAct wrote:How is knowing what you're in penalising logging off? like Dscan you cant tell whos in the ship or where it. the only thing you would learn is that it is in that system. in the case of jita you would end up with a large list of ships. it would be hard to tell whos is whos unless there is a ticker with in the name. If you don't want them to show up on a scanner put them in a ship array or station.
Also please keep it about the idea and not about what you think we are doing not doing. If you can't make a statement about why this is a bad idea without some sort of example that backs up your statement then don't bother posting please. I see where you're coming from with this idea. I find it game and immersion breaking that a ship/player can just appear out of the nether with no means or method from whence they came. Using what is essentially a "save button" as a means to overpower players in an MMO game, is not only giving them an unfair advantage, but also more broke than a meth head.. A viable strategy for surprise attacks should be jumping through a gate or WH; not pretending to not be logged in to a persistent world.
So, what is your solution?
Why can't you just pretend that someone who logs into your system came through a rift in the space/time continuum (i.e. a WH) that opened very briefly?
They also don't just appear out of nowhere, any more than someone coming on-line anywhere else would. They warp into the same general area they were when they had to log off. If you had eyes on them in the first place, then you would know to expect them. If you log off, I can use a locator agent to find the last system in which you were seen.
The problem here is not that someone else logged off Dreadnoughts in the OP's home system, but that he did not have any friends to detect them coming into his home system in the first place. That's one of the costs of having a 23/7 world-wide game. The benefits of 23/7 world-wide far outweigh the cons.
Insanity: doing the same thing over and over again and expecting different results. So, why do I post here?
I'm stubborn.
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FT Diomedes
The Graduates Get Off My Lawn
1110
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Posted - 2015.06.17 06:44:10 -
[15] - Quote
HypoConDreAct wrote:How is knowing what you're in penalising logging off?
Like I said above, posting in a covert "death to all supers" thread.
Not everyone can play this game all the time - in fact, most of us cannot. When I have to go away from the game for a bit, I don't need every Supercapital hunter being able to figure out where I have cached my Titan. There are plenty of people who will stick a character in that system with probes and a Hictor, then watchlist me to see when I become vulnerable again.
What is more immersion breaking? Being able to discover that there is a giant ship logged out in a solar system, but you cannot do anything about it, or not knowing that there is a giant ship logged out in the solar system and you cannot do anything about it?
Insanity: doing the same thing over and over again and expecting different results. So, why do I post here?
I'm stubborn.
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Joe Risalo
State War Academy Caldari State
809
|
Posted - 2015.06.17 07:23:44 -
[16] - Quote
FT Diomedes wrote:
So, what is your solution?
Why can't you just pretend that someone who logs into your system came through a rift in the space/time continuum (i.e. a WH) that opened very briefly?
They also don't just appear out of nowhere, any more than someone coming on-line anywhere else would. They warp into the same general area they were when they had to log off. If you had eyes on them in the first place, then you would know to expect them. If you log off, I can use a locator agent to find the last system in which you were seen.
The problem here is not that someone else logged off Dreadnoughts in the OP's home system, but that he did not have any friends to detect them coming into his home system in the first place. That's one of the costs of having a 23/7 world-wide game. The benefits of 23/7 world-wide far outweigh the cons.
1) it's not up to me to create the solution. I'm not a game designer
2) I can't pretend that the ship came from some imaginary place or a WH with a 2 second life span because the game does not support that theory... If the game spawned WHs with a 2 second window, we would be having a different conversation.
3) they come out of no where.. If not, then how come you can't prove them down or see them on d-scan? Without this, they technically don't exist. A non-existent entity popping up out of no where to overpower you is just messed up.
4) No, the problem is that a single covert cloak fitted ship can be the death of an entire fleet without using and in game tactic, but instead a tactic that requires everyone else in the fleet to not even be in game....
So, let's say your fleet finds a nice quite null sec system, with on guy in it... You've checked all the stations, have Spotters on the far side of each gate, and there are no WHs in the system. You know the person in system is covert cloaked, which isn't a threat to your fleet, based on potential dps..... All the sudden, he de-cloaks and drops your fleet in a bubble, to which a massive fleets logs in and drops on you...
See, cynos have potential counters, but a log on tactic is undetectable..
There should be something in game that can give you a chance at determining a potential risk, just like everything else in game. |
Mara Pahrdi
The Order of Anoyia
1005
|
Posted - 2015.06.17 07:27:58 -
[17] - Quote
HypoConDreAct wrote:Interesting Feedback of course this applies to Know space not just wormholes. but if you seem to think it's fine for 20 man fleets to log off and not be able to be found until they log in again so be it.
space is big yes i agree. but in eves respect it's not that big.
How would you handle logging off cloaked? Currently there is no intel in whs with an activated cloak. Logging off would reveal you were there since there's no way doing it with your cloak enabled. It's a complete shift in wh game play balance. Not a good idea imo.
Remove insurance.
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Joe Risalo
State War Academy Caldari State
809
|
Posted - 2015.06.17 07:52:24 -
[18] - Quote
Mara Pahrdi wrote:HypoConDreAct wrote:Interesting Feedback of course this applies to Know space not just wormholes. but if you seem to think it's fine for 20 man fleets to log off and not be able to be found until they log in again so be it.
space is big yes i agree. but in eves respect it's not that big.
How would you handle logging off cloaked? Currently there is no intel in whs with an activated cloak. Logging off would reveal you were there since there's no way doing it with your cloak enabled. It's a complete shift in wh game play balance. Not a good idea imo.
But a fleet of 50 ships coming out of no where, none of which being cloak capable is fine? It's one thing if you get slapped around by a fleet of black/covert Ops ships, as there was potentially Intel that can or could avoid this. In the case of log off, you can't counter what doesn't technically exist. |
Mara Pahrdi
The Order of Anoyia
1005
|
Posted - 2015.06.17 08:56:38 -
[19] - Quote
Joe Risalo wrote:Mara Pahrdi wrote:HypoConDreAct wrote:Interesting Feedback of course this applies to Know space not just wormholes. but if you seem to think it's fine for 20 man fleets to log off and not be able to be found until they log in again so be it.
space is big yes i agree. but in eves respect it's not that big.
How would you handle logging off cloaked? Currently there is no intel in whs with an activated cloak. Logging off would reveal you were there since there's no way doing it with your cloak enabled. It's a complete shift in wh game play balance. Not a good idea imo. But a fleet of 50 ships coming out of no where, none of which being cloak capable is fine? It's one thing if you get slapped around by a fleet of black/covert Ops ships, as there was potentially Intel that can or could avoid this. In the case of log off, you can't counter what doesn't technically exist. In a wormhole with current wh game mechanics? Sure, it is fine.
Every ship able to fit a prototype cloaking device is cloak capable. So if I care enough to bring a ship with a cloak, no matter which, and take all precautions, so that the wh regulars dont get to see me by whatever means of intel, then the time I'm detectable in space while logging off should be sufficient exposure. The fact that I was there should not be broadcast all over the place for hours or days and give free intel that wh are not designed to give.
Remove insurance.
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Danika Princip
GoonWaffe Goonswarm Federation
3492
|
Posted - 2015.06.17 11:42:39 -
[20] - Quote
FT Diomedes wrote:HypoConDreAct wrote:How is knowing what you're in penalising logging off? Like I said above, posting in a covert "death to all supers" thread. Not everyone can play this game all the time - in fact, most of us cannot. When I have to go away from the game for a bit, I don't need every Supercapital hunter being able to figure out where I have cached my Titan. There are plenty of people who will stick a character in that system with probes and a Hictor, then watchlist me to see when I become vulnerable again. What is more immersion breaking? Being able to discover that there is a giant ship logged out in a solar system, but you cannot do anything about it, or not knowing that there is a giant ship logged out in the solar system and you cannot do anything about it?
It's not just titans and supers, it's literally anything blingy. If your loggoff scanner is full of vindicators and machs when you roll through a system, you're going to leave probing dictor alts there just waiting to catch them all.
Who hasn't logged ratting ships off when hostiles roll through in force? Why should they know there are carriers, tengus, pirate BS and all kinds of other blingy things logged off waiting for them to go away?
And as an aside, rather than thinking of the ships coming in through sekrit wormholes or something, think of them lighting up systems after running silent for a while. |
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HypoConDreAct
Shits N Giggles
25
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Posted - 2015.06.17 11:44:51 -
[21] - Quote
Cloaking is one of the harder points of this. Should you still be cloaked while logged off? In my opinion yes. but only if you have Covert ops cloak. do i think it's fair that someone in a cloaky ship can gather intel for a logged off fleet without any risk of been seen or discovered until that cloaky intell collector tells them to log in a spring the trap . No no i don't.
As for the "death to all supers" well you could put it in a pos with an XLSA and to be honest most supertoons are already tracked and traced. |
Samillian
Angry Mustellid The Periphery
843
|
Posted - 2015.06.17 12:25:42 -
[22] - Quote
I might believe this proposal had a point if it wasn't for the fact that EVERYONE who plays has exactly the same ability to log off and remain undetected.
NBSI shall be the whole of the Law
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Joe Risalo
State War Academy Caldari State
809
|
Posted - 2015.06.17 15:21:10 -
[23] - Quote
Samillian wrote:I might believe this proposal had a point if it wasn't for the fact that EVERYONE who plays has exactly the same ability to log off and remain undetected.
Yes, but not everyone uses it as a combat tactic...
My suggestion goes the other way around, instead of intel provided that tells you which ships are logged off in system, it would instead simply tell you there are 0 or 89 pilots logged off in system. This should only apply to pilots logged in space.
With this, you have no idea, who, in what, or for how long. However, if they're logged in station, perhaps they're hidden from this intel, making stations more viable for tactics such as this, as there are some risks involved in undocking, but none involved in logging in and warping to a dead spot. |
McChicken Combo HalfMayo
The Happy Meal
791
|
Posted - 2015.06.17 15:44:41 -
[24] - Quote
Inclined to side with the OP on this one. Logging off should not have such obvious benefits. You get a cloak, d-scan immunity and removal from local. Once you login in you arrive at your destination within less than a dozen seconds when flying a cruiser or below.
None of these are a problem on there own but combined it stacks a bit high. It's not like having the ships logged off is such a problem. You'd be waiting somewhere else for your bait alt to catch something anyways. There is also the problem of receiving these benefits without many of their drawbacks. You are cloaking without fitting a cloak, d-scan immune without flying a Combat Recon, and arriving in local at a predetermined grid without a jump drive or bridge.
Most important to me is that we are playing a video game. Let's not forget that. We really owe it to ourselves to make sure we aren't better off sitting at a login screen for an hour than we are logged in doing things in space. There are benefits from logging off that cannot be changed for the sake of keeping safe logoffs a viable alternative to docking. Then there are benefits from logging off that can be changed. If these changes make it a better choice to stay logged into the game when trying to play the game, I think that's the obvious choice to go with.
In terms of what I'd change I'd go with one of the following: - Logged off ships still appear on d-scan either permanently or for an extended amount of time before disappearing. - Logged off ships warp and cloak 100 AU from where they logged off. They travel back that same distance after login. - Module that allows you d-scan to detect logged off ships. Cannot be probed. Optionally ships eventually fully disappear.
There are all our dominion
Gate camps: "Its like the lowsec watercooler, just with explosions and boose" - Ralph King-Griffin
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Donnachadh
United Allegiance of Undesirables
323
|
Posted - 2015.06.18 01:09:32 -
[25] - Quote
McChicken Combo HalfMayo wrote:In terms of what I'd change I'd go with one of the following: - Logged off ships appear on d-scan for an extended amount of time before disappearing. - Logged off ships warp 100 AU from where they logged off. They travel back that same distance after login. - Module that allows your d-scan to detect logged off ships for an extended amount of time before disappearing.
Logoff traps and logoff seeding would still be possible, the latter especially, just with more stealth and patience required. Ships with cloaks fit would disappear from space immediately upon successful logoff.
Going to start with the second one here. When you log off or disconnect your ship DOES do a safe warp unless you are held in place by a module of some kind, scram, bubble, bastion etc so this is irrelevant And when you log back in your ship will warp back to the exact same place you were when you logged off or disconnected.
Looking at the first, how long in seconds / minutes do you consider an extended time?
Wondering how this would really help anyway. People who want to log off will simply fit a cloak, disappear and then log off so what would you gain with this?
And the answer is no you cannot have a module or changes to the d-scan that will allow you to detect cloaked ships at any time or for any length of time simply because they have logged off.
Overall the OP idea is basically completely worthless so why bother. With mechanics already in game to defeat this enhanced d-scan, mechanics that CCP has repeated indicate and stated that they will not change what do you hope to gain, other than catching people to stupid to fit a cloak? |
FT Diomedes
The Graduates Get Off My Lawn
1114
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Posted - 2015.06.18 02:01:02 -
[26] - Quote
Taking advantage of the fact that you cannot do a safe log off while cloaked is one of the few ways to catch someone who cloaks up and then logs off.
Insanity: doing the same thing over and over again and expecting different results. So, why do I post here?
I'm stubborn.
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Nyalnara
Dark Evil Undead Ponies Productions
21
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Posted - 2015.06.18 02:45:59 -
[27] - Quote
McChicken Combo HalfMayo wrote:In terms of what I'd change I'd go with one of the following: - Logged off ships appear on d-scan for an extended amount of time before disappearing. Remember CrimeWatch? That's how it works: either you logoff with combat timer and your ships show on DScan, either you have no timer and ship is not there. Working as intended.
McChicken Combo HalfMayo wrote:- Logged off ships warp 100 AU from where they logged off. They travel back that same distance after login. Was that way before. People abused it to create ultra-deep safes. Put it back and ultra-deep safes will come back, and you'll have an even harder time finding people, because they'll be 500+ AU from sun. Won't matter whether they disconnected with or without combat timer...
McChicken Combo HalfMayo wrote:- Module that allows your d-scan to detect logged off ships for an extended amount of time before disappearing. Remember CrimeWatch? that's how it works: logoff while you have no timer and ship is not there. Having a module allowing to find those ships is bypassing CrimeWatch mechanisms, and i'm pretty much sure it will not happen.
If you want to safely ensure no one enter your Wormhole, collapse all the all, then force all the holes to critical. Only way for others to enter is then through a random WH opening in your home, which does not happen that often. And if you have people logged all the time (as you should when living in dangerous space such as a WH), nobody should have enough time to find that random connection before you could collapse it.
In case of ponies, keep calm and start running.
French half-noob. Founder of [DEUPP]Dark Evil Undead Ponies Productions.
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HypoConDreAct
Shits N Giggles
27
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Posted - 2015.06.18 08:29:21 -
[28] - Quote
Nyalnara wrote:McChicken Combo HalfMayo wrote:In terms of what I'd change I'd go with one of the following: - Logged off ships appear on d-scan for an extended amount of time before disappearing. Remember CrimeWatch? That's how it works: either you logoff with combat timer and your ships show on DScan, either you have no timer and ship is not there. Working as intended. McChicken Combo HalfMayo wrote:- Logged off ships warp 100 AU from where they logged off. They travel back that same distance after login. Was that way before. People abused it to create ultra-deep safes. Put it back and ultra-deep safes will come back, and you'll have an even harder time finding people, because they'll be 500+ AU from sun. Won't matter whether they disconnected with or without combat timer... McChicken Combo HalfMayo wrote:- Module that allows your d-scan to detect logged off ships for an extended amount of time before disappearing. Remember CrimeWatch? that's how it works: logoff while you have no timer and ship is not there. Having a module allowing to find those ships is bypassing CrimeWatch mechanisms, and i'm pretty much sure it will not happen. If you want to safely ensure no one enter your Wormhole, collapse all the all, then force all the holes to critical. Only way for others to enter is then through a random WH opening in your home, which does not happen that often. And if you have people logged all the time (as you should when living in dangerous space such as a WH), nobody should have enough time to find that random connection before you could collapse it.
Well no you can't ever keep people out of your wormhole as people rage role statics to seed. if you're corp has the manpower to rage role holes 23/7 then maybe you could keep people out but then you would also be in the top 10 wormhole corps. The hole log of timers is nothing to do with this thread. keep on track. this is just a simple information tool you can't go kill them or find where abouts in the system they even logged off. All you will learn is there is a fleet in your system and you can make counters. this would work in nullsec front lines doing recon on cap fleets that have not docked, even if this is a module that they put on the New buildings that are coming out thats fine there just needs to be some sort of counter. We are all for fights even ones that we will lose but when people start farming you with log off traps then it's been abused. |
Nyalnara
Dark Evil Undead Ponies Productions
22
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Posted - 2015.06.18 09:05:00 -
[29] - Quote
So you were whining about Kspace? Just have more scouts. If a fleet randomly disappeared, it either logged out or jumped through a WH. By having more scouts & good intel gathering, you should be able to pinpoit in which system they disappeared. Then bring a prober: either you engaged them before, & some still have the timer and will be in space if logoff, either they WH jumped and you should find the WH.
In case of ponies, keep calm and start running.
French half-noob. Founder of [DEUPP]Dark Evil Undead Ponies Productions.
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HypoConDreAct
Shits N Giggles
27
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Posted - 2015.06.18 22:36:42 -
[30] - Quote
Nyalnara wrote:So you were whining about Kspace? Just have more scouts. If a fleet randomly disappeared, it either logged out or jumped through a WH. By having more scouts & good intel gathering, you should be able to pinpoit in which system they disappeared. Then bring a prober: either you engaged them before, & some still have the timer and will be in space if logoff, either they WH jumped and you should find the WH.
You're missing the point. you don't see the fleet log off. if they come through a Wormhole thats fine there are restrictions on how much you can bring due to the mass limits. but if you don't see the fleet log of you could have 100 scouts and still learn nothing about the logged off fleet. The logged off fleet then waits until you have your pants down then logs in and kills all of you as the have waited until they are just going to get an easy kill.
Log off trap
that is a battle report (poor indeed) now if we knew about that fleet we could have made sure we had more pilots on but we didnt. they came in to our wormhole either out of our time zone or when we weren't logged in. |
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