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Thread Statistics | Show CCP posts - 81 post(s) |

Bienator II
madmen of the skies
946
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Posted - 2012.10.04 15:10:00 -
[1] - Quote
why can't i eject when i have a weapon timer? thats was a often used strategy in low sec to safe your pod if you know that a instant locker is around you.
eject short before you explode and warp while everyone is pointing your ship.
edit: but ohterwise.. good stuff! a eve-style bounty system https://forums.eveonline.com/default.aspx?g=posts&m=359105
You fail you fail you fail you fail you fail you fail you fail to jump because you are cloaked |

Bienator II
madmen of the skies
946
|
Posted - 2012.10.04 15:38:00 -
[2] - Quote
EvilweaselFinance wrote:So this expansion is called "Retribution"? nope. don't believe your wrong intel a eve-style bounty system https://forums.eveonline.com/default.aspx?g=posts&m=359105
You fail you fail you fail you fail you fail you fail you fail to jump because you are cloaked |

Bienator II
madmen of the skies
946
|
Posted - 2012.10.04 15:57:00 -
[3] - Quote
whats the point of having a not working eject button? a eve-style bounty system https://forums.eveonline.com/default.aspx?g=posts&m=359105
You fail you fail you fail you fail you fail you fail you fail to jump because you are cloaked |

Bienator II
madmen of the skies
952
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Posted - 2012.10.04 22:34:00 -
[4] - Quote
CCP Masterplan wrote:Tippia wrote:@-áCCP Masterplan
In regards to the T3 SP loss situation, could you care to comment on the thinking and on the possibility (or downsides) of a solution to that change in mechanics. I made a short remark on it earlier but it was kind of buried in a different post.
Right now, you list GÇ£WeaponsGÇ¥-flagging as causing a 60-second inability to dock, jump, abandon ship (by ejecting or storing the ship), and board ships (be it in space or from a corp hangar) unless it's done from a capsule. This is to remove the whole GÇ£ship-swapping to avoid destructionGÇ¥, I presume, and the capsule exception is hidden behind the rule that makes it impossible to enter a capsule without being destroyed?
What if you adjusted the weapons-flagging rules so that: -+ It does not have that capsule exception: in other words, you cannot board ships while you have a weapons flag, period. -+ You are allowed to eject from (but not store) a ship while weapon-flagged. -+ Ejecting resets your weapon flag timer to the full 60 seconds. -+ Getting blown up clears your weapon flag timer to 0.
As far as I can see, this would maintain the ban on ship-swapping: you can't swap ships mid-battle GÇö yes, you can eject, but it will take 60 seconds for your weapons flag to clear out, and before that, you're not allowed to board a new ship. Have fun orbiting ye olde Orca in a pod for a minute while everyone around you is allowed to shoot you. If you are destroyed, you can board a new shipGǪ but then, that was possible under the suggested rule set as well and you have to lose a ship to get there, so this is no different than what you're proposing. If you are destroyed, you can also (almost) immediately jump through a gate or dock up, but those are still restricted by the session timer that triggers on destruction so the exploitation potential from those (re)added abilities should be minimal. Finally, this means you once again can get out of your T3 to save your SP, but you have all the weapons-flag restrictions for the next 60 seconds so the only possible thing to do is warp off and hope for the best.
Is there anything I've missed in this that would go against what your goals are? Are there any obvious loop-holes? When you've ejected from your expensive gatecamp ship, what's to stop a conveniently-placed alt-orca scooping it and insta-jumping to highsec, where it will be untouchable?
a scooping timer. add the timer to the orca where the exploit actually happens a eve-style bounty system https://forums.eveonline.com/default.aspx?g=posts&m=359105
You fail you fail you fail you fail you fail you fail you fail to jump because you are cloaked |

Bienator II
madmen of the skies
952
|
Posted - 2012.10.04 22:45:00 -
[5] - Quote
CCP Fozzie wrote:TrouserDeagle wrote: Also, am I right in reading that if I attack someone in space in low sec and don't pod them, there might not be any sentry guns involved at all, if it doesn't happen at a gate? I might have read wrong, and I'm way too lazy to check other people's posts to see if they answer my question.
This is correct. No more having to sit in a safespot for 15 minutes after shooting someone in a lowsec belt/FW plex. thats awesome! a eve-style bounty system https://forums.eveonline.com/default.aspx?g=posts&m=359105
You fail you fail you fail you fail you fail you fail you fail to jump because you are cloaked |

Bienator II
madmen of the skies
1017
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Posted - 2012.10.14 01:04:00 -
[6] - Quote
@devs what was the reason why the no-eject-if-weapon-timer rule was introduced?
only because of the t3s or something else? a eve-style bounty system https://forums.eveonline.com/default.aspx?g=posts&m=359105 You fail you fail you fail you fail you fail you fail you fail to jump because you are cloaked |

Bienator II
madmen of the skies
1020
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Posted - 2012.10.14 18:56:00 -
[7] - Quote
Roll Sizzle Beef wrote:Bienator II wrote:@devs what was the reason why the no-eject-if-weapon-timer rule was introduced?
only because of the t3s or something else? Saw your point in the locked GD thread. I agree in the loss of options in scenarios of slow death. That self destruct should carry a perk to the denial of more items to the enemy. A self destruct should also give a capsular time to escape as he planed it. 3-5 sec invul time for lag. Yet SP loss was part of the cost for flying such a tough SOB if it went down. Yet it is kind of a hard punch for those who have made use of the eject maneuver for so long. Yet I wouldn't mind giving said pilots a real safety net for a cost. What would you think of a hardwire implant that protects your head from a rapid t3 disconnect, slot 10. Or even a high tier only combat booster , slot 1. that will protect your head for a op.
well i simply see it this way: you can't fix something without knowing the issue.
if the issue of self destruct where caps... fix it for caps if the issue of eject was the orca problem + the t3 problem. fix the orca problem and let you lose SP in any case if your t3 explodes
however fixing it by restricting the eject feature can cause more harm as it fixes. Thats why i asked for a dev response to have a clearer picture behind the motivation of that rule change. a eve-style bounty system https://forums.eveonline.com/default.aspx?g=posts&m=359105 You fail you fail you fail you fail you fail you fail you fail to jump because you are cloaked |

Bienator II
madmen of the skies
1027
|
Posted - 2012.10.15 21:03:00 -
[8] - Quote
Gizznitt Malikite wrote: one of the reasons for limiting the eject mechanics is to prevent ship scooping into carriers / orca's, which is commonly used by pirates to save their precious shiny ships when they bite off more than they can chew..
so fix scooping. You shouldn't be able to scoop a 200m long ship and jump INSTANTLY. This makes no sense. Many things which simply make no sense are also the cause of a problem. Thats why we have docking games and other stupid effects in the game. Fix them - but not at the wrong end a eve-style bounty system https://forums.eveonline.com/default.aspx?g=posts&m=359105 You fail you fail you fail you fail you fail you fail you fail to jump because you are cloaked |
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