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

Maraner
The Executioners Capital Punishment.
212
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Posted - 2012.10.05 11:56:00 -
[661] - Quote
I have to say I like what I see for the most part.
The logi aggro makes me nervous tbh but I think I can live with it (as an almost daily logi pilot), I've been expecting this for a while and been flying my scimi's off gate routinely. They're going to be everyone's favourite primary, in small gang warfare ships that can web and hold down off gate logi are going to be vital. As for the guardians and basi's - could be in deep trouble, have to see how it goes.
Hopefully both will be up for a buff pretty soon. I suspect that I may chose to fly t1 logi for a week or two post winter expansion to see how they roll.
as to the other high points, the NPC aggro - fantastic. Thanks CCP for that one. Also liking the T3 no eject option. and thank **** finally those ass-holes swapping their agressed ships into Orca's and carriers.... the fire is coming for you.
All in all an exciting change up, more than willing to see how this rolls.
Cheers CCP Masterplan. It looks like it is. |

TrouserDeagle
Beyond Divinity Inc Shadow Cartel
64
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Posted - 2012.10.05 12:06:00 -
[662] - Quote
Naibasak wrote:Will this mean no way of getting 1v1 frigate fights outside stations in highsec while waiting for trade orders to go through unless youGÇÖre in the same corp?
If so, that's kinda dull.
lol high sec pvp
lol |

Sturmwolke
295
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Posted - 2012.10.05 12:12:00 -
[663] - Quote
Generally nice changes, but the NPC timer at 15mins is probably too long. I can understand why this was implemented, but seriously, if someone's hunting a PVE fitted ship, 5 mins is more than plenty to drop combat probes (scan within 1mil km) and tag the ship with a PVP flag. The longer period penalizes legit disconnects, increasing the likelyhood bad things happening to your ship while you struggle to get back online (if at all possible).
|

Rek Seven
Probe Patrol Project Wildfire
441
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Posted - 2012.10.05 12:12:00 -
[664] - Quote
CCP Masterplan wrote: This is not just oddly intentional, it is very intentional. If we didn't want to penalise T3 death, we simply wouldn't have the skillpoint-loss mechanic in the first place
I have no issue with loosing skill point but i do not like the idea of not being able to eject to save your pod no matter what ship you are in.
With T3's why not make it to where if you eject from a T3 and thatT3 gets destroyed while the pilot has a pvp flag, that pilot automatically loses skill points.
The are many engagements in eve where one player will almost certainly lose their ship and their pod if they don't perform specific actions...
For example, a hauler may get tackled by a combat ship and the only option he has available is to attempt to ecm jam the aggressor, and if that doesn't work, eject to save their pod. With your proposed change, that hauler would be an fool to attempt to escape using ecm as he will gain a weapons flag and be unable to eject for 60 seconds. You have just reduced that pilots options to - sit there and take it or lose everything.
How is that an improvement? They see me trolling, they hating... |

Proddy Scun
Renfield Inc
1
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Posted - 2012.10.05 12:16:00 -
[665] - Quote
Naibasak wrote:Will this mean no way of getting 1v1 frigate fights outside stations in highsec while waiting for trade orders to go through unless youGÇÖre in the same corp?
If so, that's kinda dull.
Naw that is one of the points they said that they are working on at end of blog - and its nickname is already Dueling system. Apparently they are thinking of LE flags mutually set by players through chat option. -- like trade option.
LE flags apparently just mark you as legal target for specific pilot and carry no penalties themselves.
I think it should work as long well as long as they copy LE flags to any neutral assistance ships. Neutral repper becomes legal target for whatever ships have LE flags on the ship its tries to assist. ( I am thinking LE flag includes identity of ships that can legally attack the target ship - no supsect or criminal flags as long as target has LE flag matching attacker - copy to indirect assisting ships).
But maybe they will do it different. |

Maraner
The Executioners Capital Punishment.
212
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Posted - 2012.10.05 12:23:00 -
[666] - Quote
As someone who has shot up a few ships over the years people very rarely seem to eject. I notice it on the T3's ofc but apart from them it's a reasonably infrequent event. Haulers in 0.0 have no chance usually.
Given how bloody hard it is to tackle most T3's and that the majority are cloaky with nullifiers then I can't but agree with this change. I fly the T3's myself, so....
Oh and as to the people complaining about the NPC aggro I am sure you will be able to adapt your Bots quite quickly around it, at least the rest of us will get half a chance to nail you for a little while.
|

Proddy Scun
Renfield Inc
1
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Posted - 2012.10.05 12:26:00 -
[667] - Quote
Rek Seven wrote:CCP Masterplan wrote: This is not just oddly intentional, it is very intentional. If we didn't want to penalise T3 death, we simply wouldn't have the skillpoint-loss mechanic in the first place
I have no issue with loosing skill point but i do not like the idea of not being able to eject to save your pod no matter what ship you are in. With T3's why not make it to where if you eject from a T3 and that T3 gets destroyed while the pilot has a pvp flag, that pilot automatically loses skill points? The are many engagements in eve where one player will almost certainly lose their ship and their pod if they don't perform specific actions... For example, a hauler may get tackled by a combat ship and the only option he has available is to attempt to ecm jam the aggressor, and if that doesn't work, eject to save their pod. With your proposed change, that hauler would be an fool to attempt to escape using ecm as he will gain a weapons flag and be unable to eject for 60 seconds. You have just reduced that pilots options to - sit there and take it or lose everything. How is that an improvement?
It expedites the outcome of combat with obvious outcomes - eject early and don't spoil a perfect ambush by petty revenge using drones to kill their drones or tackler. |

Dierdra Vaal
Koshaku Gentlemen's Agreement
193
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Posted - 2012.10.05 12:29:00 -
[668] - Quote
Proddy Scun wrote:Dierdra Vaal wrote:Question:
At fanfest you guys said that ship killing (but not pod killing) in low sec would only drop your sec status to -5, not -10, and that you'd change high sec so that you can still go anywhere at -5, unlike the gradual system of exclusion that currently exists. Essentially, this would allow people to be low sec pirates without locking themselves out of high sec, provided they don't podkill.
Is this still happening? (please say yes!) Wow! Did that mean a -5 cap on how far sec status could drop no matter how many ships you killed? That would be huge change. For some reason I was thinking ships kills dropped you a fixed amount (-3?) but were cumulative and that was to remain true.
This was my understanding. But I'd like to hear from CCP if they're still planning this. Keep in mind that ship killing in high sec would still drop you below -5.
Veto #205 * * * Director Emeritus at EVE University * * * CSM1 delegate, CSM3 chairman and CSM5 vice-chairman |

Reicine Ceer
Blue Republic RvB - BLUE Republic
84
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Posted - 2012.10.05 12:32:00 -
[669] - Quote
But what if i want to lock two people fighting off a station/gate/etc, just to see how the fight is balancing up? I got bored reading at page 13 so have not seen this answered yet.... would it give me a criminal/suspect flag just because i want to watch two randoms fight? |

War Kitten
Panda McLegion
1285
|
Posted - 2012.10.05 12:35:00 -
[670] - Quote
Reicine Ceer wrote:But what if i want to lock two people fighting off a station/gate/etc, just to see how the fight is balancing up? I got bored reading at page 13 so have not seen this answered yet.... would it give me a criminal/suspect flag just because i want to watch two randoms fight?
Merely locking someone has never given any kind of aggression or flag. That shouldn't change.
I find that without a good mob to provide one for them, most people would have no mentality at all. |
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Myra Rodan
Borderlands corp True Reign
0
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Posted - 2012.10.05 12:35:00 -
[671] - Quote
so...
For T3 cruisers, if you are piloting the ship when it explodes, you lose a related skill level.
You used to be able to eject to avoid the loss of SP in any situation, but now that will not work if engaged in pvp? Is that intentional?
In my experience, most people prefer to go down fighting, and not eject for the pride factor, but still.
/edit I did not read any of the thread, so this may well have been answered before |

War Kitten
Panda McLegion
1285
|
Posted - 2012.10.05 12:36:00 -
[672] - Quote
Sturmwolke wrote:Generally nice changes, but the NPC timer at 15mins is probably too long. I can understand why this was implemented, but seriously, if someone's hunting a PVE fitted ship, 5 mins is more than plenty to drop combat probes (scan within 1mil km) and tag the ship with a PVP flag. The longer period penalizes legit disconnects, increasing the likelyhood bad things happening to your ship while you struggle to get back online (if at all possible).
Problem is, CCP Masterplan says that you can't apply any new flags if the target is logged off.
So you can't apply the PvP flag after you probe them out - you have to probe them and kill them all in one 15min NPC flag timer.
I find that without a good mob to provide one for them, most people would have no mentality at all. |

Za'kerak
0
|
Posted - 2012.10.05 12:36:00 -
[673] - Quote
If you replace usage of loot-theft as a way to initiate consensual 1v1s, it could be another way to do "friendly PVPs" for example with friends from alliance or friendly alliances.
Otherwise great job. bd |

Tychus Von
Posthuman Society Elysian Empire
0
|
Posted - 2012.10.05 12:37:00 -
[674] - Quote
TheBlueMonkey wrote:SunTsu Rae wrote:Hint to CCP , drop the non-eject clause . . . . .  but retraining the same skills everytime you lose a ship is fun 
I don't see you loosing BS 5 each time you get killed in navy apoc... |

War Kitten
Panda McLegion
1285
|
Posted - 2012.10.05 12:38:00 -
[675] - Quote
Myra Rodan wrote:so...
For T3 cruisers, if you are piloting the ship when it explodes, you lose a related skill level.
You used to be able to eject to avoid the loss of SP in any situation, but now that will not work if engaged in pvp? Is that intentional?
In my experience, most people prefer to go down fighting, and not eject for the pride factor, but still.
/edit I did not read any of the thread, so this may well have been answered before
Yes, they confirmed that was very intentional, back in the first few pages of CCP replies.
The best way to catch up, at least on CCP replies, in a thread like this is to go click on all the blue bars underneath the CCP portraits and read all the CCP replies.
I find that without a good mob to provide one for them, most people would have no mentality at all. |

Proddy Scun
Renfield Inc
1
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Posted - 2012.10.05 12:40:00 -
[676] - Quote
Dierdra Vaal wrote:Proddy Scun wrote:Dierdra Vaal wrote:Question:
At fanfest you guys said that ship killing (but not pod killing) in low sec would only drop your sec status to -5, not -10, and that you'd change high sec so that you can still go anywhere at -5, unlike the gradual system of exclusion that currently exists. Essentially, this would allow people to be low sec pirates without locking themselves out of high sec, provided they don't podkill.
Is this still happening? (please say yes!) Wow! Did that mean a -5 cap on how far sec status could drop no matter how many ships you killed? That would be huge change. For some reason I was thinking ships kills dropped you a fixed amount (-3?) but were cumulative and that was to remain true. This was my understanding. But I'd like to hear from CCP if they're still planning this. Keep in mind that ship killing in high sec would still drop you below -5.
Heh! that would make all their work on the wardec system fairly useless anywhere but hi sec. Not sure I see much use for hi sec only wardec system as that probably means only baby corps in general. mature corps would prefer lo sec for semi-surprise attacks. But I guess getting everyone to move PVP to lo sec is the CCP objective. |

Tychus Von
Posthuman Society Elysian Empire
0
|
Posted - 2012.10.05 12:40:00 -
[677] - Quote
Sedilis wrote:Thank you thank you thank you.
No more capitals logging off in sites when a new wormhole opens up to the system.
<3 you CCP
Pretty much what I thought too  Caps and wrecks on d, dropping combats, someone is dying.
Great change... |

Proddy Scun
Renfield Inc
1
|
Posted - 2012.10.05 12:45:00 -
[678] - Quote
crazy idea - if you are throwing suspect flags on any one assisting LE combatants...how about warping anyone bumping ships with PVP flags to random point in system off grid? Bumpers provide lots of assistance in ganking large ships at zero risk. Too much accidental bumping at stations and busy gates to put suspect or criminal flags on. But safety system emergency warp would limit bumper fleet action. |

OMGFRIGATES WARPOUT
Dirt Nap Squad Dirt Nap Squad.
36
|
Posted - 2012.10.05 12:51:00 -
[679] - Quote
Myra Rodan wrote:so...
For T3 cruisers, if you are piloting the ship when it explodes, you lose a related skill level.
You used to be able to eject to avoid the loss of SP in any situation, but now that will not work if engaged in pvp? Is that intentional?
In my experience, most people prefer to go down fighting, and not eject for the pride factor, but still.
/edit I did not read any of the thread, so this may well have been answered before
Then stop being a lazy ******. |

Rek Seven
Probe Patrol Project Wildfire
441
|
Posted - 2012.10.05 12:53:00 -
[680] - Quote
Proddy Scun wrote:Rek Seven wrote:CCP Masterplan wrote: This is not just oddly intentional, it is very intentional. If we didn't want to penalise T3 death, we simply wouldn't have the skillpoint-loss mechanic in the first place
I have no issue with loosing skill point but i do not like the idea of not being able to eject to save your pod no matter what ship you are in. With T3's why not make it to where if you eject from a T3 and that T3 gets destroyed while the pilot has a pvp flag, that pilot automatically loses skill points? The are many engagements in eve where one player will almost certainly lose their ship and their pod if they don't perform specific actions... For example, a hauler may get tackled by a combat ship and the only option he has available is to attempt to ecm jam the aggressor, and if that doesn't work, eject to save their pod. With your proposed change, that hauler would be an fool to attempt to escape using ecm as he will gain a weapons flag and be unable to eject for 60 seconds. You have just reduced that pilots options to - sit there and take it or lose everything. How is that an improvement? I suppose you can argue it expedites the outcome of combat with obvious outcomes - and that those pilots should eject early and don't spoil a perfect ambush by petty revenge using drones to kill their drones or tackler. PVP bait situations are even worse. Pilot goes after lone intruder and once he fires on it he gets tackled, can't eject and a ton of reinforcments begin arriving. if he could eject as soon as tackled or as first reinforcements show on directional...he could escape most bait tacklers that only have one warp jammer.
I don't know, i considered the eject function to be an emergency escape option... What i wrong?
Why would my own ship not allow we to eject when i wanted to?
They see me trolling, they hating... |
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OT Smithers
BLOMI
194
|
Posted - 2012.10.05 12:59:00 -
[681] - Quote
Swidgen wrote:CCP Explorer wrote:EVE is not a simple game, but at least there will now be charts describing how it behaves!  Please make sure the GMs are aware of these charts, how things are supposed to work, and that all these flags and timers are Logged. You're doing a re-design of a huge part of the game. "The Logs Show Nothing" will no longer be an acceptable excuse  Also, wardecs. Since war targets are always legal to shoot at, what flags will combat trigger and for how long? The Charts Show Nothing. The word "wardec" doesn't even appear on them. Will parties at war still be able to employ neutral remote-reppers without any consequences?
The only flags you get for shooting at a legal WAR target:
A. Weapons tag -- just as it is today. You cannot redock / jump for 60 sec B. PvP flag -- if you log in space you will remain in space for 15 minutes |

DJ Xaphod
Eve Radio Corporation
17
|
Posted - 2012.10.05 13:06:00 -
[682] - Quote
I'm interested to see what happens if you repair or transfer cap to someone who isn't globally flagged but is nonetheless a valid target for someone else. -áGëí>Gëí Radio, Bringing Music to the Masses. http://eve-radio.com I play Rock & Metal Thursday Nights 2200 GameTime Sunday Evenings 1800 GameTime |

Lathaniel
Stimulus Rote Kapelle
0
|
Posted - 2012.10.05 13:08:00 -
[683] - Quote
ok why do you hate interdictors so much? first you bug them then fix it then you go and change this sigh |

OT Smithers
BLOMI
194
|
Posted - 2012.10.05 13:31:00 -
[684] - Quote
Bart Starr wrote:What I don't understand is this:
Why is it illegal to board a new ship for 60 seconds with a weapons timer?
Suppose a ninja in a frigate is attacked by a mission runner.
Ninja is able to survive the new NPC AI - and no outside help arrives for the mission runner.
Ninja is capable of holding the mission runner - but not breaking the tank. (a common situation)
Boarding a new ship (with more DPS) is key to breaking the mission runner. What happens to the bait ship is largely unimportant.
Lets go pre-Orca oldschool: Suppose an alt brings a Typhoon to the mission space, and ejects. Under CW 2.0, the ninja is not allowed to board the Typhoon. Why is this?
Even in the context of Crimewatch, this restriction makes no sense.
-Ninja's bait ship isn't leaving the field of battle or evading the consequences of combat. (locked = not scoopable) -His Typhoon clearly isn't going anywhere until the battle is over. -There is no 'hiding and escaping' going on, just bringing more firepower to the table to kill the carebear.
Its a simple matter of the carebear starting a fight that didn't end up being the fight intended.
Yet, for some reason - its now illegal.
I see a lot of smokescreens about T3's and 'evading consequences with Orcas.' But none of this justifies arbitrarily preventing a player from boarding a new ship for 60 seconds.
But it seems that this is really about completely defanging ninjas (those who bait mission runners into shooting.)
Because forcing a ninja to turn off his guns for 60 seconds before being allowed to bring more DPS to the fight - well, the mission runner is going to dock up.
Is this really about providing consequences for 'criminals'? Or really - just coddling carebears?
It's about removing a whole bunch of really lame asshatery folks have been using to exploit the current system. In high-sec in particular, games like you are talking about are penalized in two obvious ways:
1. Your prey will be better able to evaluate the threat. If you arrived in a Rifter that's what you will have to stay in. 2. It will now be possible for mission runners in high sec mission-hubs to have anti-ninja protection on stand-by. White Hat corporations will be able to set up shop in mission hubs offering protection (for a fee of course) to mission runners. If you flag suspect on one of their protected corps, they will then be able to warp in and kill you.
You will be able to recieve remote assistance from anyone you like as well, but anyone providing that assistance will inherit your suspect tag. |

Zahn Seul
Deep Axion Ushra'Khan
0
|
Posted - 2012.10.05 13:33:00 -
[685] - Quote
Changes look great, I love it. Simpler, sensible and readily understandable, without changing the actual operation too much.
The difficult obstacle is, as you point out, limited engagements and allowing the dastardly among us to defend themselves. What about a system which gives an ID to each engagement, with a "green light" system indicating "okay to attack target" or even better, a global check to tell a pilot when some other pilot is "green light." to engage. You would then have two types of flags, the global flags, and a single "Incident" flag.
So say Evil Jack loots from Nice Bob's jetcan in hisec. Evil Jack can now be shot by all because he is a suspect. Nice Bob shoots Evil Jack to defend his loot. Evil Jack is naturally scared of becoming a criminal. Say when Evil Jack steals the loot, the "suspect" act gets an "incident ID" number. Let's say given the location, time and whatever is relevant it's ID#43. Evil Jack gets the global "suspect flag" when he steal from Nice Bob's jetcan, and the incident ID #43 is genrated. He gets that flag too. Nice Bob shoots Evil Jack and gets a weapon flag, and also inherits the suspect flag #43. He is now "in" the incident #43. He does not get a "suspect flag" because he's done nothing wrong, but because he's flagged with the same Incident ID as Evil Jack, he is "green light" for Jackto shoot. Nice Bob will not progress to criminal for defending himself.
Now, corps should probably be able to help each other, but you don't really want one junior member of your corp to steal from another and put your whole corp in a virtual 15 minute wardec, that would be abuuuuuused! Maybe lets take it one logical step further. Let's say there's an "Opt-In" system. "Yellow Light" and "Green Light."
Evil Jack steals from Nice Bob generating event flag ID 43. Nice Bob's corp- mate Amicable Bert is hanging around nearby Their friend, but not corp-mate Mundane Malcolm is also there. Evil Jack is yellow-light to Nice Bob and his whole corporation, so he can opt in, and so can Amicable Bert. Nice bob and Amicable Bert are nothing to Evil Jack. Nice Bob shoots Evil Jack and is now Green Light, in the fight. He is now Green Light to Evil Jack. They fight like hardcore pvp folk fight. Evil Jack's corp-mate Nefarious Ned warps in. Now, because Nice Bob is Green Light for incident #43, Nefarious Ned can help Evil Jack, and can shoot Nice Bob (who is yellow flag, opt in to him). He decides to go get some popcorn however, and Amicable Burt is really annoyed! He could shoot Evil Bob if he wanted (Evil Jackhas engaged in the incident) but Nefarious Ned, while he could opt-into the fight has gone to get popcorn. Nefarious Ned comes back, and shoots Nice Bob. He is now Green Light to incident 43, and Yellow Light to all Nice Bob"s corpies. He is no-flag to Mundne Michael, because he's not in Bob or Burt's corporation. You could extend this to alliance of course.
So, that sounds stupidly complex to me. I suspect I've done a crap job of explaining what I mean. But basically any crime creates an incident ID, and anyone partaking of the opportunity to blap a participant in that crime also inherits participation in the incident, but not the associated 'global' flags. I think that's a sensible logic |

Griffin Omanid
IntersteIIar Moneymakers
13
|
Posted - 2012.10.05 13:50:00 -
[686] - Quote
Sounds nice, the new system make it better to assist other players, who got attacked. But its obviously a little bit harder for ganker to strike now, cause they need to be sure that no other combat ship is near them when they attack a miner.
Also one on one fights no longer will be in front of some stations, they have to fly to a save spot to use can flipping to start a battle. |

Lyric Lahnder
Noir. Noir. Mercenary Group
110
|
Posted - 2012.10.05 13:52:00 -
[687] - Quote
Two questions
1. Will this help with undock games at all?
2. Nothing was mentioned about how these flags effect contraband or the responses from npc police, will we finally have the promised system for smuggling boosters etc. this winter?
Noir. and Noir Academy are recruiting apply at www.noirmercs.comI Noir Academy: 60 days old must be able to fly at least one tech II frigate. I Noir. Recruits: 4:1 k/d ratio and can fly tech II cruisers. |

Chi'Nane T'Kal
Interminatus Aeterna Anima
12
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Posted - 2012.10.05 13:58:00 -
[688] - Quote
Solstice Project wrote:Steijn wrote:Quote:NPC Flag: This flag is activated when a player uses offensive modules against an NPC (or vice-versa). Having this flag will prevent a ship from being removed from space if the pilot logs off. This flag functions in all areas of space. thats just shafted anyone who does missions and not PVP because they have a weak internet connection. It's fair because COMBAT is COMBAT, no matter against whom. The PvPer could have a weak internet connection too, but of course, mission runners want a special piece of the cake everybody gets ...
The reason MIGHT just be that people refrain from voluntarily participating in PvP as long as they are subject to a potentially weak internet connnection?
I've lost numerous drones to disconnections already. If I start losing SHIPS, I will unscubscribe. It's as simple as that, really.
|

OT Smithers
BLOMI
194
|
Posted - 2012.10.05 14:09:00 -
[689] - Quote
Havegun Willtravel wrote:I'll reserve judgement unitl Super Friends blog comes out, but atm it's being implied that just the simple act of shooting first results in Kill Rights.  So if someone who's -4.9 charges me in a low sec belt and I do the intelligent thing and shoot, no matter the outcome they get kill rights ? Thus, even in low sec, the only way i can avoid looking over my sholder for a month is to flip a can ? Or put myself at a distinct disadvantage by always having to wait for someone else to shoot first ? Sorry, but if left unchanged you've very severly damaged low sec pvp. The existing system, quite frankly, works perfectly. If you never get a chance to defend yourself ( ie: you get blobbed ) you can get payback 1 v 1. These proposed changed completely inbalance that. I can see a great many people who principaly live in high sec, but who do random roams into LS, stopping under these circumstances. The risk to their main activities would be to great to warrant giving out kill rights to every target. Low sec doesn't need fewer people pvp'ing it needs more, and this is a recipe for to kill that. ** Edit: Perhaps I've answered my own question. " Performing an action against another player that gets you a Criminal flag will also award a kill-right " On a more careful reading, Criminal flag would only apply to High sec agression ? So a failed suicide gank would carry the consequence of dealing killrights, but low sec agression would fall under the new PvP/LE flag and kill rights would apply only if the target couldn't/didn't defend themselves ?
Respectfully, you are over-complicating this. It is simpler, it's intuitive, and in-game it will be OBVIOUS who you can and cannot engage and what the repurcussions will be. It only becomes complicated when one tries to write it all out in text form. |

OT Smithers
BLOMI
194
|
Posted - 2012.10.05 14:20:00 -
[690] - Quote
Rhavas wrote:My detailed take on these changes is on my blog, here. Here's the TL;DR - In my opinion, CCP has made a solid start, at least at the things I use regularly. I particularly am very happy with the changes to separate Suspect from Criminal in Lowsec (although I think further tweaks to gate guns are required to fully address the issue) I would like to see them do the following to polish it off before release: [list=1] Remove the eject lock, at least for T3s. Forcing people to stay in and lose skills is BS, and cuts off a great Gǣsteal the T3GǦ gameplay mechanic.
Debatable. The loss in SP is one of the disadvantages that accompany the many advantages you gain from flying a T3.
Quote: Reduce the Criminal timer to 5 minutes plus a full 15-minute Suspect timer after that.
The GCC (criminal) flag is 15 minutes now. Why reduce it?
Quote: Eliminate any affect to sec status below -2.0 (see Hans JagerblitzenGÇÖs original election proposal) for triggering the Suspect timer. Only Criminal acts should drive you under -2.0.
This is essentially already in place.
Quote: Do not trigger Criminal flags unless the pod dies. Shooting it without killing keeps you at Suspect only.
Why? Let me reverse this. Today you get GCC (criminal flag) the second you activate your modules. As soon as you turn on your guns Concord is coming. In any case this is a bad idea. It would allow you to scram a pod and lock them permanently in place.
Quote: Review neutral RR approach flagging approach to ensure loopholes are closed.
More on the eject lock in a separate reply.
The neutral RR changes are okay, and too long delayed as is. The eject and dock changes are fine and as they should be.
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