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I'm Down
Macabre Votum Against ALL Authorities
104
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Posted - 2012.09.28 01:36:00 -
[1] - Quote
There's not very many ways to get logistics on to kill mails from a practical design standpoint. So rather than look at offensive statistics for logistics pilots, lets add a portion to current killmails called:
Save Attempts
On a death mail of friendly pilots, save attempts will categorize a logistics pilot's attempt to save the pilot from death and include total shield or armor contributed before the pilots death.
If a logistic mistakenly applies both reps and some form of damage, he/she would appear in both the kill mail portion and the Save Attempt portion.
This would allow logistics to show statistically what they are doing, how productively they are doing it, and provide them a new form of bragging rights. It would also help to separate what a Defensive action is on a pilot versus an offensive action.
Kill boards could then be set to track both offensive and defensive actions of pilots and make everyone have those happy feelgood moments.
Mail would look like the following:
Quote: 2012.09.02 20:26
Victim: I'm Down Corp: Macabre Votum Alliance: Against ALL Authorities Faction: None Destroyed: Vengeance System: CZK-ZQ Security: 0.0 Damage Taken: 6821
Involved parties:
Attackers:
Name: Bambam Security: -1.7 Corp: Bedrock Alliance: 2150 AD Faction: None Ship: Cynabal Weapon: Republic Fleet Warp Disruptor Damage Done: 6821
Save Attempts:
Name: Onery Security: -1.7 Corp: House Of Fools Alliance: Bamo Faction: None Ship: Oneiros Tool: Large Armor Repairer II Support Recieved: 2100
Destroyed items:
Caldari Navy Nova Rocket, Qty: 41 'Limos' Rocket Launcher I, Qty: 3 Limited 1MN MicroWarpdrive I Damage Control II Ballistic Control System II Caldari Navy Nova Rocket, Qty: 497 (Cargo) Small Auxiliary Nano Pump I, Qty: 2
Dropped items:
Salvager II 'Limos' Rocket Launcher I Caldari Navy Nova Rocket, Qty: 41 Cap Recharger II Warp Disruptor II Adaptive Nano Plating II Centii C-Type Small Armor Repairer
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Aiifa
My Little Pony - Friendship Force
48
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Posted - 2012.09.28 07:08:00 -
[2] - Quote
the best logistics pilots may never have a ship they are repping die.
though there would be other uses for these statistics. Sadly kms are unwieldy enough as is. |
I'm Down
Macabre Votum Against ALL Authorities
104
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Posted - 2012.09.28 08:01:00 -
[3] - Quote
Aiifa wrote:the best logistics pilots may never have a ship they are repping die.
though there would be other uses for these statistics. Sadly kms are unwieldy enough as is.
Yes, but that's more a need to tone down how logistics work. Unkillable should never be possible. There should be some form of erosion over time that this game is sorely lacking. Logistics were never intended to prevent death, only prolong it. |
Lavayar
Russian SOBR SOLAR FLEET
18
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Posted - 2012.09.28 09:58:00 -
[4] - Quote
Nice idea
It's not about killmails. Just to evaluate logistic pilot contribution |
Mars Theran
Caldari Provisions Caldari State
318
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Posted - 2012.09.28 10:15:00 -
[5] - Quote
I think they should just flag a ship as active if it is participating in the battle, and then pile it on to the end of the kill-mail. Same goes for gang boosters and the rest. No need to tell how much or exactly what it did, just the fact it was active and is now visible on the killboard should be enough.
Save the 3rd party sites a lot of work too. Maybe I was actually sleeping in front of my computer and dreamed I posted. Certainly, it's not there now. |
Nikk Narrel
Infinite Improbability Inc Mordus Angels
587
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Posted - 2012.09.28 15:04:00 -
[6] - Quote
Try this idea: Saved Mails
If a ship takes more damage than it repaired / regenerated on it's own, and still survived due to a logi making up that difference, send a 'Saved mail' out.
Ship XXXXX took more damage than it could handle, but Pilot XXXXXXX flying a XXXXXX kept it alive and flying.
List top damage repper, followed in order by those repping lesser amounts. Cloaking being on a ten minute manual cycle timer? (Author: Bree Okanata) Fine. As long as there is a ten minute timer for being docked in a station. Also, you can't stop moving in the game. Just add in a way so every ten minutes you are randomly warped to the nearest other player. Keeps people from going AFK. |
I'm Down
Macabre Votum Against ALL Authorities
105
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Posted - 2012.09.28 15:17:00 -
[7] - Quote
Nikk Narrel wrote:Try this idea: Saved Mails
If a ship takes more damage than it repaired / regenerated on it's own, and still survived due to a logi making up that difference, send a 'Saved mail' out.
Ship XXXXX took more damage than it could handle, but Pilot XXXXXXX flying a XXXXXX kept it alive and flying.
List top damage repper, followed in order by those repping lesser amounts.
You can't do that Easily as there is no definitive end to when the ship is saved. Killmails have a definitive end. |
Nikk Narrel
Infinite Improbability Inc Mordus Angels
587
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Posted - 2012.09.28 15:21:00 -
[8] - Quote
I'm Down wrote:Nikk Narrel wrote:Try this idea: Saved Mails
If a ship takes more damage than it repaired / regenerated on it's own, and still survived due to a logi making up that difference, send a 'Saved mail' out.
Ship XXXXX took more damage than it could handle, but Pilot XXXXXXX flying a XXXXXX kept it alive and flying.
List top damage repper, followed in order by those repping lesser amounts. You can't do that Easily as there is no definitive end to when the ship is saved. Killmails have a definitive end. A ship can be saved many times.
In this case, I would flag it to send a mail if the conditions were met, and the pilot either: Left the system Docked at an outpost or simply logged out.
Basically, any condition that takes the ship out of space that doesn't involve a kill mail on it. Cloaking being on a ten minute manual cycle timer? (Author: Bree Okanata) Fine. As long as there is a ten minute timer for being docked in a station. Also, you can't stop moving in the game. Just add in a way so every ten minutes you are randomly warped to the nearest other player. Keeps people from going AFK. |
I'm Down
Macabre Votum Against ALL Authorities
105
|
Posted - 2012.09.28 15:58:00 -
[9] - Quote
Nikk Narrel wrote:I'm Down wrote:Nikk Narrel wrote:Try this idea: Saved Mails
If a ship takes more damage than it repaired / regenerated on it's own, and still survived due to a logi making up that difference, send a 'Saved mail' out.
Ship XXXXX took more damage than it could handle, but Pilot XXXXXXX flying a XXXXXX kept it alive and flying.
List top damage repper, followed in order by those repping lesser amounts. You can't do that Easily as there is no definitive end to when the ship is saved. Killmails have a definitive end. A ship can be saved many times. In this case, I would flag it to send a mail if the conditions were met, and the pilot either: Left the system Docked at an outpost or simply logged out. Basically, any condition that takes the ship out of space that doesn't involve a kill mail on it.
You do know session change is one of the bulk contributors to game lag already as told by Developers. You're wanting to tie more to that load? |
Nikk Narrel
Infinite Improbability Inc Mordus Angels
587
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Posted - 2012.09.28 21:18:00 -
[10] - Quote
I'm Down wrote:Nikk Narrel wrote:I'm Down wrote:Nikk Narrel wrote:Try this idea: Saved Mails
If a ship takes more damage than it repaired / regenerated on it's own, and still survived due to a logi making up that difference, send a 'Saved mail' out.
Ship XXXXX took more damage than it could handle, but Pilot XXXXXXX flying a XXXXXX kept it alive and flying.
List top damage repper, followed in order by those repping lesser amounts. You can't do that Easily as there is no definitive end to when the ship is saved. Killmails have a definitive end. A ship can be saved many times. In this case, I would flag it to send a mail if the conditions were met, and the pilot either: Left the system Docked at an outpost or simply logged out. Basically, any condition that takes the ship out of space that doesn't involve a kill mail on it. You do know session change is one of the bulk contributors to game lag already as told by Developers. You're wanting to tie more to that load? 1>>> Ship destruction is a session change. 2>>> This adds no more than a kill mail already does, but obviously these are replacing kill mails for many ships. It is this specific exchange of this for the kill mail that is being recognized. Without the logi, it would have been a kill mail.
3>>> You are moving this action to what is most likely a non combat point for the pilot, so is less critical for the server than the heat of combat where the kill mail creating session change normally occurs. You are shifting the load away from a combat situation, which is a good thing. Cloaking being on a ten minute manual cycle timer? (Author: Bree Okanata) Fine. As long as there is a ten minute timer for being docked in a station. Also, you can't stop moving in the game. Just add in a way so every ten minutes you are randomly warped to the nearest other player. Keeps people from going AFK. |
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