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

Rayemmi B'tes
Red Federation RvB - RED Federation
3
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Posted - 2012.10.04 15:59:00 -
[1] - Quote
Mizhir wrote:My fellow RVBer had a great suggestion Quote:No kidding. I wish that ganglinks would be treated the same way... it would make a good difference in high sec. That and I would love to see all the flashy T3's start popping up in local.
+1 to shen's idea. I'm guessing other hisec entities besides RvB have the same issue, where the wardeccers get a massive advantage from their boosts, but we can't do anything about their neutral boosters.
Perhaps similar to logis, do a check like this
Pilot A is in a legion and has a neutral boosting Pilot B in a damnation.
It seems like neutral boosters should receive the same penalties as logistics (or 'assist module' using ships, as you called them) for assisting an agressed ship. |

Rayemmi B'tes
Red Federation RvB - RED Federation
4
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Posted - 2012.10.04 16:34:00 -
[2] - Quote
CCP Masterplan wrote:Jita Bloodtear wrote:Just to clarify some scenarios that we encounter regularly:
1.) A nullsec mining fleet sees a hostile roam coming their direction, they crash the clients to prevent being seen. Right now, all the non-pvp aggressed ships would leave space after 60 seconds. With the changes the ones who had been shot by belt rats recently would remain in space for up to 15 mins where they'll easily be scanned down and killed?
2.) A supercarrier fleet is going around creating sov timers, reinforcing ihubs/stations unopposed, destroying offline towers, attacking POCOs. Their internet fails and their clients DC. Right now they would vanish in 60 seconds. With the changes they would persist in space for 15 mins where they can easily be scanned down and killed?
3.) A super capital fleet is involved in a pvp skirmish while out on operations but they're almost done. They cyno back to their staging system, warp off to their own towers, and log. Right now they'd vanish after 60 seconds. With the changes they'd persist for up to 15 mins with renewable pvp aggression?
Yes I'm pretty sure we're going to make shooting structures owned by players give the attacker a PVP flag. So probably yes They'd persist for 15 minutes after they were last involved in PVP, and that time can be extended after they log
Oh, sweet. More dead supers is always a good thing. What, like 2 die every week? Hopefully that number'll go up. |

Rayemmi B'tes
Red Federation RvB - RED Federation
4
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Posted - 2012.10.04 16:35:00 -
[3] - Quote
Masterplan, any comment on our bit about offgrid boosters getting agression? |

Rayemmi B'tes
Red Federation RvB - RED Federation
4
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Posted - 2012.10.04 16:44:00 -
[4] - Quote
Aiden Mourn wrote:Rayemmi B'tes wrote:Masterplan, any comment on our bit about offgrid boosters getting agression? Shhhhh!! The first rule of off-grid boosting club is....
Death to the offgrid boosters in pvp! Someone actually found a couple when we got wardec'd last time...our solution was alpha nados I believe :P can't find the killmail, but it would be nice to be able to kill our enemies' booster without a concordokken.
And MP, thanks for the response. However, boosting should be considered an 'assist module' in the same way that a repper is. They do just as much, if not more, harm to the enemy fleet by augmenting their own in a vast way. |

Rayemmi B'tes
Red Federation RvB - RED Federation
4
|
Posted - 2012.10.04 16:47:00 -
[5] - Quote
Odin Shadow wrote:so ill ask again.
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?
That's what happens when you D/C while scrammed now, if I'm not mistaken. So nothing changing there. |

Rayemmi B'tes
Red Federation RvB - RED Federation
4
|
Posted - 2012.10.04 16:49:00 -
[6] - Quote
Odin Shadow wrote:Rayemmi B'tes wrote:Odin Shadow wrote:so ill ask again.
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? That's what happens when you D/C while scrammed now, if I'm not mistaken. So nothing changing there. nah, currently you vanish after 30 sec's
Ah, good to know. Thanks for the heads up. I guess we've just killed people too fast before they D/C  |
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