| Pages: [1] 2 :: one page |
| Author |
Thread Statistics | Show CCP posts - 0 post(s) |

Aki Ross
|
Posted - 2003.09.13 12:03:00 -
[1]
I'm a bit bothered about current the use of Pods as spies in CorpWars, etc. Especially with the upcoming 0.0 Law changes.
A Pod is meant to be strictly a life-support capsule, a fragile shell with a basic engine and guidance to get to a Station.
Its NOT meant to survive in deep space like a Ship could.
Why not limit a Pod's life-support so it expires in 10-15 minutes?
This would make Pods what they're meant to be... your last, fragile chance of survival, rather than a mini-Ship you could spy in.
This would also allow warring Corps to lighten up on spy-Podkilling. Comments?
|

SW nomad21
|
Posted - 2003.09.13 13:13:00 -
[2]
good idea but you need more that 10-15 minutes some time.. if you are out scouting 50 jumps from a station and get your ship killed by npc pirates, it may take 60 min to get to nearest station...
one idea is to give it a sort of auto-auto pilot.. when you get your ship blown you it gives you a list of the nearest systems w/ stations and it auto pilots you there automatically, (can't turn off auto pilot)
a flaw there of course is what if you are going to the station and a blockade gets thrown up between you and it.. once sec hits for pod kills are in that may not be an issue tho....
|

Aki Ross
|
Posted - 2003.09.13 14:10:00 -
[3]
Good points, but 
Why not let a Pod's life-support be extended by visiting/docking with friendly Mobile Refineres and similar Structures?
Vague I know... just a thought 
|

Drutort
|
Posted - 2003.09.13 21:33:00 -
[4]
great idea... and i would like to add to this...
when you use a jump date you could get exteded time...
that way... this works out perfectly!!
think about it...
you only need X amount of time between each JUMP!!
every jump would extend your time just enough for you to make another jump or DOCK and get a ship!!
you should take our add-ons and put it in the main one 
because i mean a jump gate has a NPC crew and im sure they would replenish your life support system even the enemy would do that... they do not want to be responsable for just leting someone die because there life support ran out 
so we got it now...
you get X time when you are in pod... that time is enough for you to jump or dock... then every jump would add just enough time for you to keep on jumping until you find a station.... that way no more spy's in pods and it gives more of a threal to being in a pod as of a risk of dieing  support Idea: QuickInfo an alternative to ShowInfo
my MoBlog |

Aki Ross
|
Posted - 2003.09.13 22:19:00 -
[5]
Edited by: Aki Ross on 13/09/2003 22:21:10 I like the Jumpgate idea.
Of course you have to prevent the Pod from just returning and spying.
Perhaps a Pod could only jump once thru a Jumpgate - forces it to continue travelling to a Station.
But having said all that, the simplest and most effective method would be SW nomad21's - automatic autopilot to a Station.
|

Drutort
|
Posted - 2003.09.14 08:45:00 -
[6]
ya my vote is either auto system... or the timer timer for just enough to jump... from system to system...
you could enforce that timer idea that once there is a system with a station that they must go and dock there 
the other idea i got was that friendlies or ppl that have good standing with your corp can scoop you up into there cargo some how?
that would be nice idea... and if hte person logs off then you are back in your pod... otherwise you go with that person until they dock to an area your you pick to eject from the ship and be in your pod
I think that cruiser should have room for more then 1 pod... and BB's shoudl have more room... etc i mean if you look at how many workers/crew they got etc... you would think those guys should get a pod too eh? or at least you have enough room for 1 other pod
btw this brings me to the idea that you could take someone else for a ride hehe cool eh?
btw were is that bus system that we should have been getting? support Idea: QuickInfo an alternative to ShowInfo
my MoBlog |

Aki Ross
|
Posted - 2003.09.14 11:03:00 -
[7]
Edited by: Aki Ross on 14/09/2003 11:04:20 But unless you combined Pod scooping with the time limit, you'd just end up with people dropping off spy Pods again 
Pod Idea Mark 2:
When your Ship is destroyed, you get 2 options:
1) Automatic Pod Navigation:
Autopilots your Pod to the closest Station. It shuts down EVERYTHING except Autopilot and Life-Support (boosted with the extra energy).
The Pod is uncontrollable but survives much longer (no time limit).
2) Manual Pod Navigation:
Obvious. Of course Pods aren't meant to operate like Ships, and Life-Support will only last about 15 minutes 
The Pod could be Scooped by a Gang or Corp Ship - but could ONLY be dropped off in-Station.
A Ship doesn't have the Technology to repair a Pod - if its destroyed, the passenger Pod jettisons and continues with its Life-Support time.
Tough luck if your Pods only had 5 minutes left when Scooped... next time do Autopilot instead of faffing about with your Corp
Comments?
|

Jojin
|
Posted - 2003.09.14 11:30:00 -
[8]
I really like the idea of the Autopilot forced implementation.
The destination system should be set in a fashion similar to the way one chooses the location of their clone or perhaps by default the clone location is the default for the capsule location. The main objective is to have the pilot choose the safe location before hand. It would also be a good idea to have it where the destination station can only be set by actually being at the station. This would prevent pods from docking in enemy systems unless the pilot is actually at the system to register at the station.
Also, the autopilot should not be able to be disabled. After all, it is a lifesaving device not another vessel type. If you want to fly around for recon in a weak vessel, buy a shuttle. This way, when you get destroyed you are ushered away in your pod and have to put forth an effort to return.
As far as being destroyed during the flight back to safety in your pod, it is a risk you will have to take. If someone is out to destroy you, then they should be given a chance.
|

SW nomad21
|
Posted - 2003.09.14 14:22:00 -
[9]
the thing i don't like about a timer is that with as much lag and CTD's as you can get in this game, you can really get screwed if the server is hiccuping when you need to be traveling.. also, while people can't directly kill a pod, all they need to do is stasis web a pod at a gate long enough for the time to run out...
about the auto-auto-pilot.. it would be better i think if you chose the destination when your ship is destroyed, this way you don't have to make 100+ jumps to the region you were in when you determined your clone destination. also what happens when jump drives are here.. if you set your destination in jove space then get your ship killed in empire space, there is no way for the pod to jump back to the station in jove space... what then?
good ideas all... always my pleasure to be involved in a positive thread
|

Aki Ross
|
Posted - 2003.09.14 20:11:00 -
[10]
CTDing is a problem. You could freeze the timer on disconnect... but not 100% certain how open that would be to exploiting 
Jovian space? Interesting point.
Perhaps the Jovians would offer a Pod a Jump to a Solar System bordering Jovian Space, once its Docked and explained it needs help
Better than letting us non-Jovians hang about gawking 
|

Lardarz B'stard
|
Posted - 2003.09.14 20:11:00 -
[11]
Why have pods at all?
Why not just get transported instantly back to the last station you docked at when your ship blows up?
I know that sounds a bit 'Freelancer' but it would solve a lot of these problems
E.T. Radio - designed to enhance your flying experience.... http://radio.evesound.net:8000/evetrance.ogg.m3u |

Aki Ross
|
Posted - 2003.09.14 20:13:00 -
[12]
Elimating Pods would indeed be much simpler.
But!
Pods mean risk. I'd rather have a bit of risk, keeps the game fresher 
|

TimeKeepr
|
Posted - 2003.09.14 21:32:00 -
[13]
ok...so a player could indirectly kill a pod by webbing it long enough for it to die (when on the autoauto pilot system)...but why not just make pods immune to webbing or warp scrambling?
|

Drutort
|
Posted - 2003.09.15 07:35:00 -
[14]
Quote: ok...so a player could indirectly kill a pod by webbing it long enough for it to die (when on the autoauto pilot system)...but why not just make pods immune to webbing or warp scrambling?
nah it doesnt matter to much the podd has like no front it like warps instantly too...
also they could make it that a pod cant be webed like you say etc... and you could also argue that trying to warp jam a pod could not work? just say that its some warp core that is very basic and very strong vs jamming? cause not much is needed for a life pod?
you can always come up with some logical reasons that would flow in the game  
at least i can  support Idea: QuickInfo an alternative to ShowInfo
my MoBlog |

Darsk'hul
|
Posted - 2003.09.15 07:37:00 -
[15]
You've got my vote. __________
No more CEO of Placid Partners Inc. Contact for this corp is now Yilo.
Freelancer at Lost Order |

minesweeper
|
Posted - 2003.09.15 07:58:00 -
[16]
Why shoudln't you be able to web or scramble a pod? Webbing and scrambling already are aggressive actionsa dn for concord that is enough to lower your security rating or attack you if the system rating is high enough.
And what does it matter if the other player destroys your pod or kills you slowly? you die anyway :)
|

Drutort
|
Posted - 2003.09.15 08:30:00 -
[17]
Quote: Why shoudln't you be able to web or scramble a pod? Webbing and scrambling already are aggressive actionsa dn for concord that is enough to lower your security rating or attack you if the system rating is high enough.
And what does it matter if the other player destroys your pod or kills you slowly? you die anyway :)
lol he is right... if the people wish to pod you it doesnt matter if the web you or not... even in teh current state 
so really we are only preventing the use of a pod of means to go and spy etc... only making it a true LIFE BOAT as it was always meant to be... support Idea: QuickInfo an alternative to ShowInfo
my MoBlog |

Reah
|
Posted - 2003.09.15 08:41:00 -
[18]
why not just stop ppl from having clones in 0.0 (non empire) space
that way u could kill a guy and take a sec hit, and it would actually be worth it because the spy wouldent be back after 30seconds and it would actually be a ***** getting suicide spys into war zones far from empire space(like fountain/venal/stain etc)
Also this would make stuff alot less open to abuse etc and no tricky odd ways to force the pod to go back to a station(altho i liked the idea of being scooped/saved) by another ship, or perhaps taken hostage? :P
|

Manfred Doomhammer
|
Posted - 2003.09.15 09:48:00 -
[19]
hmm.. ill try it with another approach towards the pod/spying issue... so, a pod is basically live support and engines.. right? the problem when you limit its life time are various (CTD, far out in 0.0) and when you let the timer reset at a jump for example someone could come back..
so.. why not take the easier way.... a pod isnt a real spaceship, so just give it a very limited scanner... it wont show anything but solar objects/stations/gates on your hud... if the guy in the pod cant see anything, it will be hard for him to relay any spydata
and i guess it is kind of hard to find out the whereabout of ships if you dont get any targetbrackets or target info from them....

also, who says that pods got sophisticated communication equipment? it would be enough if he can cry for help in the local channel, he doesnt need access to high lvl subspace communication and mail systems... that way the pods value for spying would be additionally reduced, right? and everybody knows instantly if that dork in the pod really spies.... and can respond accordingly
well,, just my 2 cent
----
Manfred Doomhammer Fleet Admiral CEO ShadowTec Inc.
|

StealthNet
|
Posted - 2003.09.15 11:33:00 -
[20]
30 jumps away from a station in a pod. That trip would take at least 3 hours.
about spying: if the info is really worth it, the guy simply destroy himself: back to the clone base instantly. That's a low cost to pay in *certain* conditions. For me it's expensive to do  _______________________________________________
|

Caelum Atra
|
Posted - 2003.09.15 14:19:00 -
[21]
What about an AP whenever you are in your pod to go to a station to get your noob ship. And you have to pick the station so you wont go through hostile areas that you dont want to
|

Drutort
|
Posted - 2003.09.15 19:09:00 -
[22]
Quote: hmm.. ill try it with another approach towards the pod/spying issue... so, a pod is basically live support and engines.. right? the problem when you limit its life time are various (CTD, far out in 0.0) and when you let the timer reset at a jump for example someone could come back..
so.. why not take the easier way.... a pod isnt a real spaceship, so just give it a very limited scanner... it wont show anything but solar objects/stations/gates on your hud... if the guy in the pod cant see anything, it will be hard for him to relay any spydata
and i guess it is kind of hard to find out the whereabout of ships if you dont get any targetbrackets or target info from them....

also, who says that pods got sophisticated communication equipment? it would be enough if he can cry for help in the local channel, he doesnt need access to high lvl subspace communication and mail systems... that way the pods value for spying would be additionally reduced, right? and everybody knows instantly if that dork in the pod really spies.... and can respond accordingly
well,, just my 2 cent
I like the idea of having the pod be what it should be without any kind of scanning system besides looking at stations and jump gates moonts belts etc...
the pod could be like without any form of scanners i mean... it is only to be used to save your ass and thats it... why should you see ship data and other stuff? you only need to be able to setup and warp to any of the things in space...
but i still like the idea of the limiting the time a person can be in a pod... and it can be reset/or keep last known value if you ctd/disconnect
it would give more risk for those people who go out far into space...
also the idea of being scooped is good... that would be a good way to make sure to go with a team or another pilot so that either of you can help the other out if something happens and you end up in a pod 
also i think the pod should have no ability to lock on as there is no reason at all... not sure if there is cause i dont spend a lot of time in a pod  support Idea: QuickInfo an alternative to ShowInfo
my MoBlog |

Hanns
|
Posted - 2003.09.16 13:04:00 -
[23]
The automatic auto pilot idea is horrible! yeah the computer diceides to take me to a station in a 0.5 system where im stuck as i have a -9.9 security rating!
id be in a pod again real soon trying to leave!
and the 15 minute idea is horrible to, imagine your up the top of venal and theres like 60 jumps till u can get to a friendly station!
they will never impliment this!
but i agree it must be fixed to stop spys!
but in some other way
|

Naran Darkmood
|
Posted - 2003.09.16 16:20:00 -
[24]
I vote for the auto pilot without any scanners. Destination is the last visited station.
This way, you can not spy, you are travelling to a station you should be able to dock at (without being shoot down by CONCORD). If you take a long trip and get killed, you will need a lot of time to get back. If you dock now and again to 'refuel', you should be resonablly save.
As you are unable to see anything and this is most likely a very unintresting part, make the auto-pilot continue when you are afk...
Scooping up is a great idea, btw! -----------------------------------------------
The following bonuses may be awarded to you: 27 units of Basic Expanded Cargohold at if you complete the mission |

Drutort
|
Posted - 2003.09.16 23:29:00 -
[25]
it isnt too bid of a deal so long as the clone stay the way they are...
most people would self destruct then rather go and jump and warp wayyy back and so slow...
hehe the item idea is always advanced in time... like every jump you get enough time to jump to next gate as each gate will replenish your life support system 
so you could do were ever you anted but you could not stay there doing nothing 
also i really do vote for a pod without any kind of scanner etc... so that it would only show none players IE only things that map only shows as or a normal scanner shows... which was programed into the pod from your ship....
so you would only be able to go to those areas and not really see the players around you... OR
you would see the SHIPs but you could not tell who is in the ship OR ANY OTHER INFO... support Idea: QuickInfo an alternative to ShowInfo
my MoBlog |

Gary Forthy
|
Posted - 2003.09.16 23:46:00 -
[26]
But if you don't have any scanners except basic so that you see planets, space stations and jumpgates, what would be the point of staying ANYWHERE? you can't see a **** except what you have to!
And I like the allied scoop suggestion! If I say a friend of mine in deep space trying to haul his as back to a space station in a pod I would help him any way I could, and this is supposed to be a realistic game right?
And for the autopilot and timers, to much can go wrong in my opinion.
Gary ------------------- Do it once! And make it count! |

Drutort
|
Posted - 2003.09.17 08:03:00 -
[27]
Quote: But if you don't have any scanners except basic so that you see planets, space stations and jumpgates, what would be the point of staying ANYWHERE? you can't see a **** except what you have to!
And I like the allied scoop suggestion! If I say a friend of mine in deep space trying to haul his as back to a space station in a pod I would help him any way I could, and this is supposed to be a realistic game right?
And for the autopilot and timers, to much can go wrong in my opinion.
ya im looking more toward the basic scanners for the pod... that will solve quite a bit...
I mean you would have to be like 1km away to see a ship... hehe face to face but then you might be killed ahaha...
so i think it works out since you cant look up any info on the ships as if they are not there because your sensors are limited it should work well...
there is no other advantage that an alt cant do by just being in a station so the pod with this basic scanner/sensors can be at least 1 step away from spying...
now im all for skills of spying and stuff just as long as there are counter measures in the game and some form of warrant to be able to fire up on or discover a spy... but that is way too far out...
im sticking with the limiting of the pod's sensors at least this idea can be put in very easyà and later down the road they can do the other 2 ideas that most of us have elaborated on.
btw, i hope it doesnt take too long for my "quickInfo" idea i want to see it in... and its not cause i came up with it i just want to be able to have that feature in!!! it makes so much sense and is needed bad!! support Idea: QuickInfo an alternative to ShowInfo
my MoBlog |

Roshan longshot
|
Posted - 2003.09.17 11:11:00 -
[28]
Ok try out these ideals.... 1. Pod should auto-auto pilot to nearest station, gate, or safe area. 2. There should be a "life saving" bounty on the pods. 1,000isk. Allowing you to scoop up pod and take to station. 3. players with negative rateings could be taken to nearest empire space and turned in to a station to spend some "jail time" 4. should be extra bounty for Pod killing added 5. Pods should broadcast system wide for help, (rescue beacons) Free-form Professions, ensure no limetations on professions. Be a trader, fighter, industialist, researcher, hunter,pirate[/i] or mixture of them all.
[i]As read from the original box and from this site.
|

Gary Forthy
|
Posted - 2003.09.17 12:08:00 -
[29]
Quote: Ok try out these ideals.... 1. Pod should auto-auto pilot to nearest station, gate, or safe area. 2. There should be a "life saving" bounty on the pods. 1,000isk. Allowing you to scoop up pod and take to station. 3. players with negative rateings could be taken to nearest empire space and turned in to a station to spend some "jail time" 4. should be extra bounty for Pod killing added 5. Pods should broadcast system wide for help, (rescue beacons)
I think that the autopilot would do more harm then good, and I would dislike it if I couldn't control my own ship (pod in this case). If you have negative sec rating and the autopilot took you somewhere inside empire space you have no chance of getting out alive. Eand if you can choose your destination from a list, it would also involve a certain risk since you can't control it!
And the life saving bounty is a bit risky too. then your enemy can pick you up, and just keep you in his ship. demand ransom or something. witch would be cool, but not for the one in the pod. the game play will be halted on his part until he is rescued or the ransom is payed, and this would lower my good opinion on this great game. But people from your corp should be able to pick you up. or if someone tries to scoop you this menu could appear: "****** is trying to scoop you. will you accept? "YES" "NO" "start conversation")!
Gary ------------------- Do it once! And make it count! |

Drutort
|
Posted - 2003.09.18 03:47:00 -
[30]
i like the idea of a beacon or whatever hehe... that way spy's cant get away that easy 
btw it should req you to like completly stop and then be scooped up, you shouldnt be letting anyone scoop you up anyway... hehe
THOUGH a cool idea would be if someone does scoop you up and there was a skill to have a chance to take over the ship... that would rock... it would take a lot of time and many tries etc... but if that pilot is stupid enough to keep you in his ship that long then you could do it   support Idea: QuickInfo an alternative to ShowInfo
my MoBlog |
| |
|
| Pages: [1] 2 :: one page |
| First page | Previous page | Next page | Last page |