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

Durzel
The Xenodus Initiative.
68
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Posted - 2012.10.04 16:50:00 -
[1] - Quote
CCP Masterplan wrote:War Kitten wrote:CCP Masterplan wrote:Mizhir wrote:Sounds like a great solution, but i got a question.
If I in lowsec attacks a player, who is an illegal target for me, and I destroy his ship I will get Suspect flag and the Sentry guns will shoot me during the combat. But if I warps out and warps back again (while still under the S flag) will they resume attacking me? No. They'll always shoot Criminals on-sight for as long as the Criminal has the flag, but for other acts they will only shoot you for as long as you stay in their vicinity after whatever action gave you a Suspect flag. I need a clarification on this example too. From reading the charts, I see that shooting at a player ship only generates the suspect flag. The suspect flag consequences do not include sentry gun fire. So will the sentry guns even fire at all if I shoot an illegal target player ship at a gatecamp in lowsec? I got the warp out and back thing... but why do I even need to warp out? All I have is Suspect, Weapons and PvP flags. That's the " Sec hit = Yes" and " Incurring Sec-status penalty" entries interact. If a sentry sees you do something bad, it will shoot you until you go away. After that, it will only shoot you again if you do something else bad, or are a Criminal If I understand this correctly gate camps will then be possible in near glass cannon ships because a pirate can just warp to an off grid (but still very close) TAC from the gate and back again, and effectively be reset? |

Durzel
The Xenodus Initiative.
68
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Posted - 2012.10.04 16:58:00 -
[2] - Quote
Nalha Saldana wrote:So if I understood this correctly suicide ganking will be nerfed quite hard because there is no way to scoop the loot without getting a suspect flag. Not in a freighter at any rate, nor anywhere busy.
Undecided whether this is "good" or not, since the gank victim can't do anything anyway (they're in a pod) and unless they have an escort (really, who actually does this?) then the neutral scooper is untouchable. |

Durzel
The Xenodus Initiative.
68
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Posted - 2012.10.04 17:00:00 -
[3] - Quote
Daneel Trevize wrote:So sentries, can they see the whole grid or just their lock range (150km?)? If you bounce an or offgrid bookmark and come back, will they have stopped shooting you until you trigger them via aggression again, even if it took less than 60s to warp off and back? From what's been said off-grid certainly, so you could warp off gate and back again in <60 secs in any reasonably fast ship. Dunno if you could warp to an on grid tac (so sentries lose lock) and be safe or not? Does the reseting happen on entering warp, or being invisible to the sentries? |

Durzel
The Xenodus Initiative.
68
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Posted - 2012.10.04 17:01:00 -
[4] - Quote
June Ting wrote:CCP Masterplan wrote:Odin Shadow wrote:Tippia wrote:Odin Shadow wrote:when running a mission, you are scrammed. ccp have one of the network issue that have happened of late, so you D/C and cant reconnect. you ship just sits there and dies now? If it does now, it will in the future, only for a longer time. if the npc's are shooting you, that time will never expire? No flags can be created after log-off. The only flag that can be extended after log-off is the PVP flag. Please re-think this, or wait until the player successfully makes ewarp before stopping further application of flags. Otherwise any lowsec camp can be evaded trivially if a ship can tank for 30 seconds-1 minute simply by holding cloak and logging off before breaking cloak. This is nothing new. What you describe is and has always been the case. |

Durzel
The Xenodus Initiative. Ministry of Inappropriate Footwork
85
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Posted - 2012.11.02 09:57:00 -
[5] - Quote
I'd like some clarity on the "safe logoff" function.
The implication from earlier in the thread is that it is something that you activate (right click on ship, select option?) and then wait for it to "wind up". If any of the variables previously mentioned exist then you won't be able to initiate "safe logoff", or it'll be cancelled mid-windup.
The dev post linked above suggests by saying "Weapons/PvP flag" specifically that someone with a 5 minute NPC timer could warp to a safe spot, activate the "safe logoff" option and disappear from space, potentially before their NPC timer would otherwise allow them to. Is this correct? In other words - I'm imagining it that if someone Ctrl+Qs as soon as a hostile appears on grid, when they have an NPC timer, then they will e-warp and hang around in space for ~5 minutes. If on the other hand they manage to warp out before getting aggressed by the player, and are able to "safe logoff" before the hostile can find them with probes, then they will disappear even if they would've had an NPC timer running?
Is this accurate? How long is the windup on "safe logoff" ? |
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