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Jowen Datloran
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Posted - 2003.07.29 19:51:00 -
[31]
They'll proberly make it so if you're on friendly terms with the corp owning the station or gate you can pass any time. ---------------- What's a rumor on page one is a fact on page two |

illuminati
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Posted - 2003.07.29 19:52:00 -
[32]
Yes, finally...
if (responsive fire) { boolean lagSome = True; int otherEffects = 0; }
if (initiating PvP fire) { if ( target has been blocked by gate ) { Lets get it on! } else { boolean closeUpLikeAnAgressiveNun = True; int setBlockTimer = 10 minutes; } }
Try abusing that one
MWD nerfing was expected, CCP want us to watch gates, no surprise really. Remember m0o might pod you but CCP is the enemy.
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Joshua Calvert
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Posted - 2003.07.29 19:52:00 -
[33]
Ywev,
Interesting point.
Makes me believe the non-agressor will not suffer any penalty from jumping.
LEEEEERRRRRRRRRRROOOOOOOOOYYYYYYYYYYYYYYY! |

Ywev
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Posted - 2003.07.29 19:56:00 -
[34]
well for one, more kills will come from the non mwd usage out of warp. ya, so what if a large battlefleet comes in, ya can warp to a planet, or just sit there and let some peeps fire on ya and jump.
Pod ya later.. Ywev
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Endyl
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Posted - 2003.07.29 20:09:00 -
[35]
Yep, from reading the different replies, I can't stop myself thinking that's a very bad solution.
In any case, the issue seem screwed.
If you only need to shoot at someone to stop him from jumping, that's prolly the most dumbest option that could be choosen, that mean that anyone bringing a solid enough force to a gate can keep it CLOSED with almost 85% efficiency for hours.
That's no more a blockade, but a death trap.
If that only stop the attacker and not the other one, you can see lots of others options to screw the things up that completely cancel the reason for what the change was made.
So -> Keep the base docking limitation, but remove the jump limitations.
Jumping doesn't bring you to a safe place, just to another place, so let us use jump gates in peace, the true problem is docking, since once docked you are 100% safe and far from arm.
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Joshua Calvert
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Posted - 2003.07.29 20:12:00 -
[36]
Yeah, keep everything but the "non-aggressor gets jum-blocked" part - it means anyone in an alt can just hit and run to create HUGE queues at busy jumpgates.
LEEEEERRRRRRRRRRROOOOOOOOOYYYYYYYYYYYYYYY! |

Gravedancer
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Posted - 2003.07.29 20:23:00 -
[37]
"If you have recently initiated aggression against someone stargates and stations will refuse to allow you to jump and dock respectively, once aggression has ceased between the two parties for a period of time, usage will be allowed again."
Read the quote again. If YOU have initiated aggression, then YOU will be unable to jump until a period of time after agression ceases between BOTH of you.
Im reading that to mean that if person A fires at person B first, then person B can jump or dock whenever they want, but person A will not be able to stop until a while after hostilities ends. That means that if person B decided to pursue the matter, then person A is trapped (being the initiator).
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Ywev
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Posted - 2003.07.29 20:23:00 -
[38]
Just another ccp quickfix, which they don't look at the long term problems it produces.
Pod ya later.. Ywev
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drunkenmaster
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Posted - 2003.07.29 20:33:00 -
[39]
guys, you're getting ahead of yourselves.
all we had was the quote at the top of the page to go on.
Now you're calling CCP names over stuff we have merely speculated...
.
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Ywev
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Posted - 2003.07.29 20:34:00 -
[40]
Edited by: Ywev on 29/07/2003 20:35:34 Takes two or more people to agress.
Pod ya later.. Ywev
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Joshua Calvert
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Posted - 2003.07.29 20:36:00 -
[41]
Edited by: Joshua Calvert on 29/07/2003 20:37:00 I think Gravedancer has hit the nail on the head.
This, of course, means he can't jump but the nail can 
LEEEEERRRRRRRRRRROOOOOOOOOYYYYYYYYYYYYYYY! |

Drutort
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Posted - 2003.07.29 20:56:00 -
[42]
after 10 sec your MWD should be up to speed... I see no problem with this do you?
plus add another AB or some overdrives no problem at all...
so you cant turn them on in warp... so what... if you can still turn them on right when you finished warp you might still have the instant speed 
as your engines still dec and you just boost them with your mwd or ab's whatever...
NOW if they would make that the loading process be done a little bit before you warp all things would be great... i mean just a little bit... say when you are 1/2 in the decaccel from warp load all the stuff and then you would not have lag and when you are out of warp you have 10 sec and no loading freezing period...
ya that would solve even more problems  support Idea: QuickInfo an alternative to ShowInfo
my MoBlog |

Indesin
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Posted - 2003.07.29 21:05:00 -
[43]
Looks like CCP read this thread: Regarding Player Killers (like MoO and others) posted in the Idea Lab.
Note my post: ... However, I do agree that players engaging in combat should be forced to finish what they started. Either side 'good' or 'bad' should not be allowed to dock for a certain period of time IF they are the aggressor. Perhaps this rule may change in the case of corporate stations, in that players should be allowed to dock regardless if they belong to a corporate HQ based at the station they are attempting to dock with.
Whatever happens, it should not favor either side of the coin. EVE revolves around conflict, whether it is market competition, bounty hunting, senseless murders, assassinations, or corporate war. If you canĘt handle the combat, then stay within the policed regions of space.
But yes, players engaging in combat should be forced to finish what they started.
At least we know they are listening.
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Joshua Calvert
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Posted - 2003.07.29 21:10:00 -
[44]
Take care you don't strain something patting yourself on the back......
LEEEEERRRRRRRRRRROOOOOOOOOYYYYYYYYYYYYYYY! |

Indesin
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Posted - 2003.07.29 21:13:00 -
[45]
I'm good, I got one of those back-patting devices...
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Fusco T
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Posted - 2003.07.29 21:15:00 -
[46]
""after 10 sec your MWD should be up to speed... ""
Not sure which ship you're flying but mine doesn't accelerate that fast.
But by your own words 10 seconds. This added to every jump? Personally I have a huge problem with adding time to what can only be described as a grind. Missions, Trading, exploring etc...
I don't want to spend more time in travel, I want to spend more time DOING.
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Drutort
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Posted - 2003.07.29 21:25:00 -
[47]
i think it would be stupid for someone to fire at you and you cant jump...
lol what heck is that? i mean it is lame thats like just because someone is shooting you, you are at some kind of fault... oh ya your fault for being there 
also i dont think you should be able to use a web stasis on a MWD because as the name says its a micro warp drive... if you look at the name its not a normal ship engine, you would need something like a warp scrambler or something... but having a MWD scrambler would pretty much kill traveling and make for very big disadavatage or is it?
you know what is better for stations? and gates??
simple the gates and stations should care for them seleves only...
do this... station/gate says to the person fired on another player "move away of the sation's range safe distace or the guns will open fire" same thing will go for the person shot at...
that way you wont be able to stay by gates and stations and have battles and cause any form of dmg to the stations or gate and to anyone else who might be using them...

a good range would be out of docking or jumping range... that should be "safe" range. If you c an dock or jump then pretty much you could cause dmg to the station/gate
its like when there is a fight in the bar they say hey hey take it out side... that kind of idea  support Idea: QuickInfo an alternative to ShowInfo
my MoBlog |

Drutort
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Posted - 2003.07.29 21:29:00 -
[48]
Edited by: Drutort on 29/07/2003 21:31:08
hmm on my moa i use a good ab and a good mwd and i have skills that add to both.. and hmm i do 3km/s i think i might add a overdrive but anyway if my ship can do it then others can too 
so it means you need to add more speed to your ship that all... ya i will miss the instant 3km/s and then jump under 10 sec of travel... so be it...
maybe they should add to missions more reward as travel will be longer?
as far as Player stuff well prices will go up as it will take longer time to travel 
maybe you miss the instant dock that was in beta   
also maybe now you will be looking for a ship that can use a mwd and can accel fast and has high speed etc... now there is more trade off and other ships that might not be used have at least some form of advantage over others...
did you people ever think of that? support Idea: QuickInfo an alternative to ShowInfo
my MoBlog |

Molly
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Posted - 2003.07.29 21:39:00 -
[49]
PARTIES BEING ATTACKED AND DEFENDING THEM SELF CAN STILL JUMP.
So the patch made gate camping harder.
Go figure it out on the test server and stop the whining! ---
"Molly > funny thing is, if they warn me for attacking in 1.0, why does a GM wish me luck doing so? Jash Illian > perverse sense of humor? Molly > lol Jash Illian > honestly tho, because he prolly doesn't know bships" |

Indesin
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Posted - 2003.07.29 21:42:00 -
[50]
Everyone with a female character should angle the camera down like Molly does upon character creation.
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Joshua Calvert
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Posted - 2003.07.29 21:46:00 -
[51]
This hasn't made gate camping harder.
It's made getting away with gate camping MUCH harder.
Everyone knew the "camp within jumping distance" tactic was too foolproof for it to remain untouched for long.
I think pirates will still find a way around it - depends on the length of time between agression and being allowed to jump.
LEEEEERRRRRRRRRRROOOOOOOOOYYYYYYYYYYYYYYY! |

Dragon Emperor
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Posted - 2003.07.29 21:49:00 -
[52]
Edited by: Dragon Emperor on 29/07/2003 21:50:51 active MWD before out of warp is the way to anti web, because even somebody webbed you, he can only slowly decrease your speed, now if you start from basic speed and speed up, when somebody web you, you are screwed.
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Kerago
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Posted - 2003.07.29 21:51:00 -
[53]
Quote: well for one, more kills will come from the non mwd usage out of warp. ya, so what if a large battlefleet comes in, ya can warp to a planet, or just sit there and let some peeps fire on ya and jump.
That's what is so frigging fantastic about this idea. If you want to run, you still have a chance to. What you can't do is fight to try and kill a cruiser or two or a weak battleship, then jump as soon as your shields drop (as has been my experience so far in PvP). A decision has to be made and stuck to: Fight or run. No more really annoying gate jockying, no escape for people who have bitten off more than they can chew.
The outcome of this patch should be that more ships actually get destroyed in combat.This is a GOOD THING. The game needs a higher turnover to stimulate the economy. Non-pvpers who complain about this patch are stupid. Sure, they'll die more if they do stupid stuff like fly solo into a blockade, but they'll also have a much bigger market for ships and gear. More ships lost will result in corps being forced to capitulate when they can no longer afford to die. All in all this will add greatly to the depth of combat in eve.
Additionally, there is actually a point in warp scrambling as the only way to escape from a gate if you've been in combat is to warp out. Sure, that makes the EW ships more of a target, but that's just common sense. This is going to add a lot more fun to combat, in that it adds a lot more risk. A smaller force cannot simple flaunt the game mechanics by jumping and docking as soon as they feel they may take losses. ________________________________________________
Ya Hya Chouhada, Long live the fighters. |

Molly
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Posted - 2003.07.29 21:56:00 -
[54]
The way around it will be to jump/dock as soon as a larger fleet warps in and no to try to do ANYTHING against them.
Until now we have been at least fighting a bit before jumping away from a superior fleet. I think this is history now. The timer is too long to risk ships :P.
If the intention of the patch was to enforce some level of combat... I don't know, it takes also a lot of potential combat out.
But I like it anyway, I have been always asking for docking / jumping timers.
Next improvement should allow us to warp to all deep space scanner results. ---
"Molly > funny thing is, if they warn me for attacking in 1.0, why does a GM wish me luck doing so? Jash Illian > perverse sense of humor? Molly > lol Jash Illian > honestly tho, because he prolly doesn't know bships" |

Ilia Volyova
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Posted - 2003.07.29 21:58:00 -
[55]
Edited by: Ilia Volyova on 29/07/2003 23:50:52 It would be quite dumb to get just a fleet to the pirate.
As was said (and ignored), you need to work with a bait.
Take a ship - for example a indy with some good items in it's cargo, mins or trade goods. Best would be a badger 2 or iterion m5.
The Indy captain refuses to stop or eject his cargo - pirate starts shooting - into the shield hardeners of the indy. At this moment a attack force warps in from the other side of the gate and arrives just in the face of the pirate.
Just as the first attack ships arrives the indy activates it's warp scrambler - the bait has turned predator. The pirate cannot flee - by the time he has killed the indy (if he even manages) another ship of the attack force has already scrambled him. He's history...
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Dragon Emperor
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Posted - 2003.07.29 22:04:00 -
[56]
What makes you guys think people camping at gate can not warp out to no where when superor force arrive? They have plenty of time to decide fight or warp.
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Reventlov
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Posted - 2003.07.29 22:11:00 -
[57]
Edited by: Reventlov on 29/07/2003 22:12:53 Two things.
Can't jump or dock for certain amount of time after preemptive aggression. Fine, depending on time frame. 2 minutes, good. 5 minutes, goof.
Not being able to activate MWD in warp. Hmm, yeah, cuz activating a secondary warp field, inside the primary one would make real sense... And it means that aggreesors are actually stuck in systems they attacked if cornered. So to me it makes sense both from a gamplay/balance perspective, and more importantly from an rpg perspective.
People who still haven't discovered how local chat or the map works, really deserve to run into Zap, Stavr0s or other lamers.
GG ccp. ------------------ Reventlov Officer, TacDiv The Collective Stain Alliance |

Skillz
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Posted - 2003.07.29 22:15:00 -
[58]
I don't think that people with a negative security status should be able to use any stations in Imperial Space, at all.
The ban for aggressors to use system facilities and risking being trapped there is a long over due remedy against gatecampers that risks nothing since they so heroically just sit < 15 km from the gate ready to jump thru and go to that bookmark so no one can get them.
Keep on flaming, lamers.
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Ulstan
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Posted - 2003.07.29 22:15:00 -
[59]
I'm getting tired of people saying this will make it harder on the bounty hunters.
First of all - the scenario where the big good guy fleet jumps in, fires on the pirate vessel, and the pirate vessel simply jumps out leaving the good guy force cooling it's heels. If the good guy force is this dumb, they deserve it.
If you outnumber the enemy that much, *don't* have everyone open fire - one guy will do. If the pirate doesn't return fire, the one guy can kill him. If he does, then everyone else gets to fire too, knowing the pirate can't escape.
And please remember that depending on how long the timer is, it is very likely a large force of ships could show up while the pirate is still unable to jump due to the last trader he stopped. If necessary the blockade busting force could even try to send in a decoy indy to entice the pirates into firing, then warp in immediately afterwards.
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Molly
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Posted - 2003.07.29 22:18:00 -
[60]
This will shorten the negotiation time.
All your ISK are belong to us. 10 seconds to comply.
10... 9... 8... 7... 6... 5... 4... 3... 2... 1...
Sound of ship destruction.
Sound of pod destruction.
I have been once negotiating for like 40 minutes with an indy driver. I don't think I will do it again at a gate :P. ---
"Molly > funny thing is, if they warn me for attacking in 1.0, why does a GM wish me luck doing so? Jash Illian > perverse sense of humor? Molly > lol Jash Illian > honestly tho, because he prolly doesn't know bships" |
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