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Thread Statistics | Show CCP posts - 0 post(s) |

GavinCapacitor
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Posted - 2009.12.08 21:39:00 -
[241]
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Vaneshi SnowCrash
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Posted - 2009.12.10 06:36:00 -
[242]
People seem convinced that docking games are limited to high sec and low sec, 0.0 is somehow to pure to engage in this tactic.
WRONG.
End these shinannigans and let the good times roll.
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Gaogan
Solar Storm Sev3rance
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Posted - 2009.12.11 03:38:00 -
[243]
Yes! Let there be an end to docking games once and for all! Once you agress you should be comitted to the fight, win or loose.
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Tozmeister
Digital Fury Corporation
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Posted - 2009.12.11 07:59:00 -
[244]
supported
+++????+++Out of Cheese Error. Redo From Start+++ |

Ozone71
Caldari Kamikaze Fleet Command
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Posted - 2009.12.11 12:28:00 -
[245]
Originally by: Gaogan Yes! Let there be an end to docking games once and for all! Once you agress you should be comitted to the fight, win or loose.
Not at all!
Pilots should be allowed to make a fighting withdrawal where offensive tactics, such as ECM or taking out drones reduce your DPS just long enough to make their escape.
Stop putting forward these ideas that are just about making kills easier for you.
If you want a quick kill, get a better ship and choose an appropriate target. "Ozone is blue and smells faintly of geraniums." (Qi, BBC TV) |

Comari Vokha
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Posted - 2009.12.11 18:31:00 -
[246]
supported
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Omega Flames
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Posted - 2009.12.11 18:53:00 -
[247]
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Raspar
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Posted - 2009.12.11 20:35:00 -
[248]
I support the original post. This would be as much desired in null-sec as I'm sure it would be in empire space.
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Allan Sheperd
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Posted - 2009.12.19 09:38:00 -
[249]
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Voddick
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Posted - 2009.12.22 08:06:00 -
[250]
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Mocam
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Posted - 2009.12.22 10:22:00 -
[251]
You could reverse it in a fashion. This comes from a "practical" bug standpoint. Bugs crop up and cause problems for folks at times... This suggestion of yours is decent (thus my support for it) but a bug... someone could get locked out of a station -- until a GM responds (which has been known to take days with some issues)
Instead of locking them out, you'd lock them in for the duration of the aggression timer -- up to 15 solid minutes locked inside or locked from a gates use. They cannot undock or use that gate again until the timer expires.
So if they want to run, you have to hunt them in a gate situation. At a base, you have up to 15 minutes until they can undock to do anything you feel like in that system -- including flying off to another system to get repairs because they *CANNOT* leave that station (extended ship undock timer).
The information would be stored at the station/gate. Dock with an aggression timer -- that's recorded at the station. Undock and redock before that first timer is expired -- with a refreshed timer -- and you are stuck there until that timer is completely gone. You know how long they'll be stuck because it'll be 1 minute shorter than your timer...
IMO, from a "something bugged out" perspective... It'd be better to be locked in a station than locked out of one. You can do things in a station but what happens if you cannot get back into a station to get another ship, get parts, etc? Once you undock, you're stuck in space... The reverse and you'd be stuck in the station -- not good but at least you can access jump clones, buy stuff, sell stuff, fiddly fart around with your ships, etc... vs being stuck in space -- potentially in a pod.
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KrazyTaco
Shadows Of The Federation
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Posted - 2009.12.22 12:30:00 -
[252]
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yani dumyat
Pixie Cats
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Posted - 2009.12.22 12:59:00 -
[253]
+1, pure common sense solution to docking games and easy to code too. _________________________________________________ Lifeboat ----> + Human |
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