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Thyro
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Posted - 2003.09.08 19:00:00 -
[1]
I believe that in real world we would have to call the police to defend from an attacker...
Also this applies to any sci movie that exists...
So why this doesn't apply in this game?
I wonder if CCP had implemented this rule because started to receive complains from those who leave their ships in well secured systems while mining way from the game for long hours!
CCP/GMS get real!... that's why exists insurance and clones ... Beside this is a game to play not a game to leave it playing by it self.
My suggestion (AGAIN) goes for a DISTRESS CALL... which you could give the option to a player to switch on/off the automatic police call for support or not... (My preference goes for NOT)
My objective here is to get this game to be slightly real... otherwise this game will no pass a mediocre unrealistic game.
Please remove the automatic police protection and implement the distress call!..
If a player is active on his ship, then he would use the radio to call for support... if not!... well too bad!... don't abandon your ship while you are in space... or just make an insurance for it and a clone. AFK mining NO thanks!
DISTRESS CALL FOR SUPPORT PLEASE! and remove the police action to respond to a ship that got a single shot because is UNREAL!
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Nelia Hawk
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Posted - 2003.09.08 19:46:00 -
[2]
look at my CALL THE POLICE ideas here
Quote:
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CALLING THE POLICE: when you get attacked in a "RACE" controlled sector then it is possible that the police notices the attack!
.............
when the police notices it you get a message like this: The "RACE" Police has noticed aggressive actions to your ship or to an object that you or one of your FRIENDS (GANG) or CORP members has anchored. you have the chance to CALL THE POLICE now!!!"
(the police notices WHAT happenes i.e. a gang member get attacked = "the police notices an attack to one of your gang members...")
you get the option to CALL THE POLICE (right click on your ship -> call police) you can just call the police ONCE for every act of aggression! and you cant call the police when there are already police ships in the area (to prevent calling the police every minute)
..............
---------------------------------- some of my ideas: Very Long Balancing Suggestion !!! and My Ideas for EVE |

Thyro
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Posted - 2003.09.08 19:53:00 -
[3]
cool I'm not alone ;-)
coz this is my 2nd/3rd post on the same subject to open CCP eyes
my previous with a hand full of ideas was this one 
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Thyro
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Posted - 2003.09.08 20:23:00 -
[4]
nice ideas u have there. However I have to point out the following regarding police/concord whatever...
Thats all good to have them defending from pirates and negative players.. (if one day they start shooting to the pirates that share the same jump point!!!!) however..
Its unrealistic to have concords jumping into player ship that are attacked in a secured system AUs away from them... specialy if no one has called them... this is very unrealistic that someone has forgoten to include when they have a cleaver idea of include police.
Therefor, for police to act, then they should receive a distress call for support otherwise they shouldn't move a finger like in real world (because how they knew that u have been attacked if no one told them!!!!). That is my point... my quest is to get more reality and fair play in this game... nothing else!
And no excuses about AFK mining because this game is to be played while in front of the monitor and keyboard and not way from it (try chess instead if u want to be AFK) :-)
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Lycan
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Posted - 2003.09.08 21:00:00 -
[5]
Distress call gets an yes from me would make the game more fun add an bit more risk in the 0.5 + places |

KIPPAN
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Posted - 2003.09.08 22:26:00 -
[6]
I vote YES!
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Michel Licari
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Posted - 2003.09.09 10:31:00 -
[7]
Edited by: Michel Licari on 10/09/2003 11:30:27 I already see an exploit with that: Set up a bunch of ppl to do a distress call and attack some target.
Update: I did not explain the exploit idea well enough.
A bunch of players call the police to some remote area in the solar system. They respond. Meanwhile another location is left unpoliced. The rest of my gang, attack that "unpoliced" area. It's the old "diversion" tactic seen in so many movies.
'To fight when others fold, pursue while others retreat. conquer while others quit and make right when all else is wrong' |

Amin
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Posted - 2003.09.09 10:50:00 -
[8]
I agree with the distress call idea but think that it would be better served in <0.5 space where concords presence is low. If a player is attacked he/she can send out a distress call (via a button like autpilot). Distess calls could work like an open invite gang, so anyone in the system can join and warp to the victims location.
This will help bounty hunters and player policing of unsecure systems and add a bit of realism to the game.
Drink StarsiÖ Relation Co-ordinator Caldari State Citizen ------------------------------------------------------------------------
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Vel Kyri
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Posted - 2003.09.09 13:19:00 -
[9]
YES YES YES!!
Distress beacon -
When you set it, anyone in the same system can join gang with you (like open invite) and any police ships will respond to the call.
it also works in low sec systems - although if no-one else in in the system, you are in trouble :(
-----
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Thyro
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Posted - 2003.09.09 13:29:00 -
[10]
There isn't any exploir if its well programmed. :-)
At moment if ur are the victim, police doesnt shoot at you but to the agressor... This distress call acts in the same way... but the only difference is ... police doesn't act if you don't tell them to do so. So if they don't receive your call for help they wouldn't know.
Now better than this... once they arrived they warn the agressor to leave the zone in X seconds or else... (be podded).
So the distress call is valid if you call the police/navy to support you... if u don't call they will not come in your help (if they aren't in the same zone as you are)
If they are near you in the same local and if you are attacked they respond imediatly... because they "saw" the agression.
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Amin
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Posted - 2003.09.09 13:45:00 -
[11]
The only problem i see with that is if a large pirate corp come to secure space in bs and cruisers and take out ships even before they have a chance to send out a distress call. Afterall good hits from battleship guns can take out frigates in 1 shot and with a few you could take out larger ships with ease.
Of this was to happen then secure space would be...well unsecure 
(puts hand up to being a sleep miner )
Drink StarsiÖ Relation Co-ordinator Caldari State Citizen ------------------------------------------------------------------------
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Thyro
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Posted - 2003.09.09 13:56:00 -
[12]
Distress call idea:
Reason: to give more realism to the police. And not to have police that shoots to kill without ask any questions!
How it works:
Situation: A player ship attacked in a secured system by other player/pirate (NPC)
1. Police/navy away from the local aggression will not act until they receive a distress call from the victim. 2. Police/navy presence the aggression do the following actions:
2.A - Warn the aggressor to leave the system/local in x seconds and fine the aggressor 2.B - If the aggressor doesn't leave and keep firing at the victim, then they open fire at aggressor (but never before the warning)
Exceptions:If the aggressor is pirate/player with a bounty on his head
Since EVE doesn't have jails .. they fire immediately at the aggressor (including pirates)
Fines:
Player with money to pay the fine: The fine is automatically deducted from his wallet Player without money to pay the fine: His account jumps to negative. So he will have always to pay the fine when e earn money.
Modules (low slot) - (or a menu option button in the ships console)
Basic Radio(range = local) Extend Radio(range = system)
(the module option will require to review the ship slots what could be a small pain for the Devs :- however I reckon that gives more realism to this game)
Regards
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Thyro
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Posted - 2003.09.09 14:06:00 -
[13]
Amin that's a good point. However that reveals a fault in the police actions and well commented in several posts in this forum... and that his....
The police/navy don't act when pirates or players with negative points jump to a system or are near them.
Because if Development had looked at that and solved it... your suggestion that a pirate corp may come and do a rampage in a secured system would be quite difficult to happen :-)
So distress call still remains as real addition to the game instead of the current unrealistic police awareness of all aggressions
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Amin
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Posted - 2003.09.09 14:30:00 -
[14]
Not really, the police only chase u at certain sec ratings :
You can enter systems with lower security status than 0.6 if your standing is -4.5 You can enter systems with lower security status than 0.7 if your standing is -4.0. You can enter systems with lower security status than 0.8 if your standing is -3.5. You can enter systems with lower security status than 0.9 if your standing is -3.0. You can enter systems with lower security status than 1.0 if your standing is -2.5.
So i could have a rating of -1.0 and a bounty, enter Yulai for example with my small griefer fleet and destroy ships without people having chance to send out a distress call. (Im not a pirate btw this is just to get my point across)
Also they would have to change the whole security rating system for it to work, as currently cops come after u if u lose sec rating, which happens when u fire on some1. In order for your idea to work either a player doesnt lose sec rating when attacking or the cops behave differently to how they do now.
Drink StarsiÖ Relation Co-ordinator Caldari State Citizen ------------------------------------------------------------------------
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Nelia Hawk
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Posted - 2003.09.09 18:11:00 -
[15]
Edited by: Nelia Hawk on 09/09/2003 18:14:14 lol nice ideas peps but it looks like noone reads my link because there i have written alot about calling the police and about how the ploce will act at what standing in a system with X secutity.
for all who are too lasy ill quotecopy it here: and i BET some are to lasy to read it all even when i copy it but here it is (btw HERE is the link to my long post where i have written alot ideas about nearly everything)
ahh the quote is too big plz take a look at the HERE link above and scroll to post NR 9 + 10 there i have written about standing and police calling ---------------------------------- some of my ideas: Very Long Balancing Suggestion !!! and My Ideas for EVE |

Dominon
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Posted - 2003.09.09 19:32:00 -
[16]
Sounds like a good idea.
But I like the idea of having the beacon call fellow corp members giving them a message pop up and if they accept it would auto set waypoint to you and track where you are constantly, when you enter into the system the beat up corp member is in you would warp to him like you would be able to in Gang Options and Warp to member.
That would be better, adding to a bigger better corp experiance.
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Nelia Hawk
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Posted - 2003.09.10 07:19:00 -
[17]
hmm perhaps they could make BOTH!?!
in my topic i talk about that the police has to notice the attack: 100% in a 1.0 system 50% in a 0.5 system 10% in a 0.1 system before you can call the police.
when the police notices the attack then you can CALL THE POLICE to you (costs a bit isk too like i wrote in my topic )
when the police dont notice the attack on you, then there could be the option to YELL FOR HELP (rofl) when you press on the button (call the police and yell for help are both avaible when you rightclick on your ship) then you make a new gang and every other player who is atm in the same system (exept the player/players) who shot at you) gets a "Someone is under attack!! do you want to reponse on his YELL FOR HELP??? YES/NO its like a ganginvite when you press yes you are in the gang and can warp to him when you press no then you can continue whatever you do atm
and even when the police notices an attack but i.e. you dont have enough isk to pay the police to help you or you would like more to yell for help then you dont need to press the CALL THE POLICE button, then you just hit the YELL FOR HELP button. ---------------------------------- some of my ideas: Very Long Balancing Suggestion !!! and My Ideas for EVE |

Darsk'hul
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Posted - 2003.09.10 07:44:00 -
[18]
You've got my vote.
Indeed, there's cons (like attracting PC pirates ) but, it's the risk. |

Baldour Ngarr
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Posted - 2003.09.10 09:12:00 -
[19]
Quote: Distress call gets an yes from me would make the game more fun add an bit more risk in the 0.5 + places
Which is *exactly* why it won't, and should not, happen. High security space is *supposed* be no-risk.
_______ "Soon" is an ancient Icelandic word meaning "some time before the next Ice Age." |

Nelia Hawk
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Posted - 2003.09.10 11:11:00 -
[20]
Quote:
Quote: Distress call gets an yes from me would make the game more fun add an bit more risk in the 0.5 + places
Which is *exactly* why it won't, and should not, happen. High security space is *supposed* be no-risk.
hehe dont PANIK this CALL THE POLICE & YELL FOR HELP is for the RACES police!!! (Amarr/Gallente/Caldari/Minmatar Police) so when someone/something attackes you (dont need to be a low sec player!)in amarr space they have a chance to notice the shootings and you can call them for help (costs some isk. depends on system sec status. look in my topic for more infos!)
low sec players (pirates) are handeled different!!!!! like i have written in my topic the RACE police checks if there are fights in there sectors. CONCORDE is "used" then to handle pirates!
here another little quote of my IDEAS TOPIC
---------------------------------- some of my ideas: Very Long Balancing Suggestion !!! and My Ideas for EVE |

Nelia Hawk
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Posted - 2003.09.10 11:12:00 -
[21]
Quote:
CALLING THE POLICE: when you get attacked in a "RACE" controlled sector then it is possible that the police notices the attack! the chances that they notice it are: 100% in 1.0 sectors 90% in 0.9 sectors 80% in 0.8 sectors 70% in 0.7 sectors 60% in 0.6 sectors 50% in 0.5 sectors 40% in 0.4 sectors 30% in 0.3 sectors 20% in 0.2 sectors 10% in 0.1 sectors
when the police notices it you get a message like this: The "RACE" Police has noticed aggressive actions to your ship or to an object that you or one of your FRIENDS (GANG) or CORP members has anchored. you have the chance to CALL THE POLICE now!!!"
(the police notices WHAT happenes i.e. a gang member get attacked = "the police notices an attack to one of your gang members...")
you get the option to CALL THE POLICE (right click on your ship -> call police) you can just call the police ONCE for every act of aggression! and you cant call the police when there are already police ships in the area (to prevent calling the police every minute)
but you have to pay some isk to call the police: 5000 isk in 1.0 sectors 10000 isk in 0.9 sectors 15000 isk in 0.8 sectors 20000 isk in 0.7 sectors 25000 isk in 0.6 sectors 30000 isk in 0.5 sectors 35000 isk in 0.4 sectors 40000 isk in 0.3 sectors 45000 isk in 0.2 sectors 50000 isk in 0.1 sectors
and then some "RACE" police ships warp to your position to defend you (and your friends) form the aggressor (and his friends).
how much and what type of police ships arrive depends again on the sector security: so that a battleship warps in a 1.0 sector with some frigates and in a 0.3 system just 2 "RACE" police frigates or 1 cruiser or something like that
when you (and your friends) can handle the aggressor alone than you dont need to call the police and to pay the isk but its your fault when you die then 8-)
(when the agressors are too strong and destroy some police ships too after you called them then it is possible that police reinforcements warp in (the chance that reinforcements come are: 100% in 1.0 sectors 90% in 0.9 sectors 80% in 0.8 sectors 70% in 0.7 sectors 60% in 0.6 sectors 50% in 0.5 sectors 40% in 0.4 sectors 30% in 0.3 sectors 20% in 0.2 sectors 10% in 0.1 sectors how strong the reinforcements are depands again on the security of the sector (but they are a bit stronger then the 1st wing) ) (you just call in "RACE" police NOT concord!) (you cant call the police when theres a war between your and the attackers "race" (citizen))
---------------------------------- some of my ideas: Very Long Balancing Suggestion !!! and My Ideas for EVE |

Nelia Hawk
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Posted - 2003.09.10 11:12:00 -
[22]
Quote:
FACTION & "RACE" POLICE: (btw with "race" i mean A/C/M/G etc) "race" police is there to defend the "race" sectors from aggressors (when in WAR) and Pirates (= players with a BAD standing to that "race" police!!!!!) so you clound be a "friend" of amarr = +4.56 faction to amarr police but have a overall security status of -6.44 !!!!
to gain "RACE" standing you can: -destroy pirates (angels/guistas/...) in the "race" sectors -take part when its WAR and destroy the other "RACE" ships and police -do angent missions for agents of "race" -be a citizen of "race" (then it counts +10% "RACE" standing) -be member of a corp that has its headquater in "race" sector (then again +10% "RACE" standing)
the "end standing" to a "race" police is= (100% overall sec) + (50% (+10% when citizen and again +10% when corp HQ) "race" standing) i.e. when you are citizen and member of a corp that has their HQ in the "race" sector. so you would have: (100% -6.44) + (70% of +4.56) = (-6.44) + (+3.192) = -3.248
(and now i make it completly difficult hehe) when your "END STANDING" is positive to the "race" police then you have a higher chance that the police notices an attack on you: standing to "race" police= +% to chance that police notices an attack to you 0 to +1 = nothing changes +1 to +2 = +1% +2 to +3 = +2% +3 to +4 = +3% +4 to +5 = +4% +5 to +6 = +5% +6 to +7 = +6% +7 to +8 = +7% +8 to +9 = +8% +9 to +10 = +9% over +10 = +10% (the same system with negative standing i.e. -2 to -3 = -3%)
when your "END STANDING" is NEGATIVE then the police dont like you when you enter "RACE" sectors! what will happen depends on your "end standing" and the security status of the system! the chance that something will happen is: 100% in 1.0 sectors 90% in 0.9 sectors 80% in 0.8 sectors 70% in 0.7 sectors 60% in 0.6 sectors 50% in 0.5 sectors 40% in 0.4 sectors 30% in 0.3 sectors 20% in 0.2 sectors 10% in 0.1 sectors
endstanding is used to WHAT will happen: 0 to -2 = nothing happenes -2 to -4 = chance that the police warp in and scan your cargo for smuggle goods. (police frigates) -4 to -6 = chance that the police warp in and follow you (they warp with you, orbit you and attack you when you are attacking something!!!) (police frigates & sometimes police cruisers) -6 to -8 = high chance that they will attack you immediatly when you enter the system (police cruisers with police frigates) under -8 = you shouldnt enter the space of "RACE" anymore !!! high risk to get the whole police attacking you !!! (police battleships with cruisers and frigates)
how much and what type of police ships arrive depends again on the sector security: so that a battleship warps in a 1.0 sector with some frigates and in a 0.3 system just 2 "RACE" police frigates or 1 cruiser or something like that
CONCORDE: concorde is used to defend ALL "race" sectors from pirates (=players with negative overall standing) chance that they will attack you: 50% in 1.0 sectors 45% in 0.9 sectors 40% in 0.8 sectors 35% in 0.7 sectors 30% in 0.6 sectors 25% in 0.5 sectors 20% in 0.4 sectors 15% in 0.3 sectors 10% in 0.2 sectors 5% in 0.1 sectors
overall security: 0 to -1 = nothing changes -1 to -2 = +2% -2 to -3 = +4% -3 to -4 = +6% -4 to -5 = +8% -5 to -6 = +10% -6 to -7 = +12% -7 to -8 = +14% -8 to -9 = +16% -9 to -10 = +18% (under) -10 = +20%
how much and what type of concorde ships arrive depends again on the sector security: so that a battleship warps in a 1.0 sector with some frigates and in a 0.3 system just 2 frigates or 1 cruiser or something like that
---------------------------------- some of my ideas: Very Long Balancing Suggestion !!! and My Ideas for EVE |
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