| Author |
Thread Statistics | Show CCP posts - 8 post(s) |

imbaRabbit
Suddenly rabbit
8
|
Posted - 2013.06.11 16:21:00 -
[1] - Quote
It's not even in their interest to leave the cans open. So they'll blow it up. The easiest way to blow them up is: turn on analyzer and close the game. Do that twice in a row and the can is destroyed. |

imbaRabbit
Suddenly rabbit
8
|
Posted - 2013.06.11 16:56:00 -
[2] - Quote
Yes, that's all what it takes. Tried it and it works.
But I see the next 'nerf': move containers 50 KM from each other in site, so you have to 'waste' time by moving from one to another. I think 50 KM is maybe optimal especially if you place it in a shape of a sphere. It's either burn to the next container or burn outside in the warp range which takes more time :P. |

imbaRabbit
Suddenly rabbit
10
|
Posted - 2013.06.11 19:46:00 -
[3] - Quote
Sipphakta en Gravonere wrote:I think you are misunderstanding the change. Before today's patch, when you completed one can, the Signature disappeared, i.e. you needed combat probes to find the ship doing the site. They have not changed the Site despawning when at least one can got completed and you warp out and stay off-grid for X minutes.
You're misunderstanding the change. If you open one can, the site will not de-spawn. All containers have to be opened or destroyed in order for site to de-spawn. |

imbaRabbit
Suddenly rabbit
21
|
Posted - 2013.06.12 12:26:00 -
[4] - Quote
Well, I've hacked a site. I got all containers which I wanted, and then I've went away in hope that it'll de-spawn. It did not, even after an hour when I was coming back down the pipe. I've found the same signals (I'm writing signals down, so I don't need to re-scan same signals). When I came in system, I've seen the same signal name which was odd to me. Luckily for me, I've saved few of those locations and guess what: they sites did not de-spawn, and it was totally same site. Well, then I've read the patch notes and have proceed to cause a de-spawn by destroying all the cans which I've left before.
I have no clue how did that happen or not, and I'm not sure when did you test it out. But after yesterdays patch, the sites don't de-spawn if you don't access\destroy all the cans. |

imbaRabbit
Suddenly rabbit
25
|
Posted - 2013.06.13 13:00:00 -
[5] - Quote
I find the lack of solutions disturbing. No clue how was the system created, but since you had "timed demolition" (as soon as someone has opened the first container) before and now have "controlled demolition" (all containers have to be exploded or accessed), what is the problem to combine both in one?
I think that you should create a timer (de-spawn rate) as soon as first container is opened (e.g. 20 minutes). In that time interval the explorer has to solve the puzzles (or hack containers). If he does not, well *BOOM*. I can see how someone will whine about the solution since they usually cloak-up while someone comes in a system, but hey ... I think it does have some logic to it. Some kind of protocol which sends all other containers about some kind of unauthorized access, hence starting the self-destruct protocol.
In case he clears the containers (hacks or destroys them) then proceed with deleting the timer which was started as soon as he has opened the first container. Remove site from the system. Destroy containers. |
| |
|