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Daald
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Posted - 2004.09.17 14:35:00 -
[1]
Quote: Simply put - who is more important CCP: those of us who play the game, or those who don't?
From CCPs perspective:
Those who always pay but never use it :) So basically those who don't 
Also a knee jerk reaction like forcing ships to persist when the player is logged is simply wrong.
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Daald
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Posted - 2004.09.17 14:35:00 -
[2]
Quote: Simply put - who is more important CCP: those of us who play the game, or those who don't?
From CCPs perspective:
Those who always pay but never use it :) So basically those who don't 
Also a knee jerk reaction like forcing ships to persist when the player is logged is simply wrong.
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Daald
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Posted - 2004.09.17 16:58:00 -
[3]
What about this idea:
If you are locked by another player, your ship persists but at an invulnerable state for an x amount of time. After that time expires and you are not back yet the invulnerability comes off and that's it. The ship is at your attacker's mercy. If the attacker neglects it for say....10 minutes then the ship disappears and you are safe.
If the person does come back within that time, the invulnerability comes off (10 secs to get your bearings and allowing the screen to load) and you should just re-engage. You should have lost all your target locks and nothing recharged while you were away.
Otherwise, just do it as it is done now. Have the ship disappear.
This solves most problems I think.
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Daald
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Posted - 2004.09.17 16:58:00 -
[4]
What about this idea:
If you are locked by another player, your ship persists but at an invulnerable state for an x amount of time. After that time expires and you are not back yet the invulnerability comes off and that's it. The ship is at your attacker's mercy. If the attacker neglects it for say....10 minutes then the ship disappears and you are safe.
If the person does come back within that time, the invulnerability comes off (10 secs to get your bearings and allowing the screen to load) and you should just re-engage. You should have lost all your target locks and nothing recharged while you were away.
Otherwise, just do it as it is done now. Have the ship disappear.
This solves most problems I think.
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Daald
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Posted - 2004.09.17 17:12:00 -
[5]
Edited by: Daald on 17/09/2004 17:16:06 You can make it a bit more advanced where everything that is incoming will hit (missles).
As for the second problem...don't the attackers have friends?
As a matter of fact more huge battles will occur so you might consider it a feature :)
To prevent over exploitation you can allow a maximum of y logons so it forces you to become vulnerable for long enough to be killed. Also you could make it so that everytime you log off within an hour, the time you stay invulnerable becomes less and less and less :)
*edit* The point is that a hybrid solution is needed. No one system can cover both PvP and other reasons for logoff,.
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Daald
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Posted - 2004.09.17 17:12:00 -
[6]
Edited by: Daald on 17/09/2004 17:16:06 You can make it a bit more advanced where everything that is incoming will hit (missles).
As for the second problem...don't the attackers have friends?
As a matter of fact more huge battles will occur so you might consider it a feature :)
To prevent over exploitation you can allow a maximum of y logons so it forces you to become vulnerable for long enough to be killed. Also you could make it so that everytime you log off within an hour, the time you stay invulnerable becomes less and less and less :)
*edit* The point is that a hybrid solution is needed. No one system can cover both PvP and other reasons for logoff,.
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Daald
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Posted - 2004.09.17 17:17:00 -
[7]
Also..let me define by this "Invulnerability" a bit better.
When this state kicks in, a person can no longer fire at you (so whatever is on the way will hit), and no other person can lock you.
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Daald
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Posted - 2004.09.17 17:17:00 -
[8]
Also..let me define by this "Invulnerability" a bit better.
When this state kicks in, a person can no longer fire at you (so whatever is on the way will hit), and no other person can lock you.
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