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Mindecho
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Posted - 2003.12.05 00:30:00 -
[1]
Please change the way the targeting invulnerability timer works when players arrive at destinations where it is enabled. There is a problem with PC pirates using this timer to constantly get away from anyone hunting them. I'll explain the scenarios:
Scenerio #1: A PC pirate pods an Indy as they always do. The pirate hunters come to respond. Soon as they show up the pirate hunters can't lock and after five seconds or so the pirate has already warped away to some midspace bookmark; of which that whole time no one could lock due to the timer. Then the pirates proceed to talk smack with nothing the pirate hunters can do about it. The current game mechanics do not support warping to them even if you do get lucky enough to find them on your scanner.
Scenario #2: The pirate hunters are protecting a gate so that the miners can travel through safely. Joe pirate unknowningly warps into the force. Ten seconds go by at which the pirate hunters don't have a clue as to when the ten seconds of invulnerability is up so they madlessly keep clicking lock target to no avail. By the time the ten seconds is up the pirate has again warped away to their special place to start talking smack again.
Scenario #3: Joe Pirate uses the grid to scout safely (100km + from a gate) to see what is going on at a gate using a scanner, but yet none of the forces at the gate can't see them. Soon as the pirate hunters try another gate the pirate warps towards the gate. The pirate hunters come back, but again can't target and the pirate either jumps or warps to their special system bookmark.
The problem is unless you are in a lone indy the pirate players run nine times out of ten. It's almost like pirate hunters need a module that causes their cruiser or BS to appear as an indy to the pirates so they won't run *Joke*. I understand the reason you orginally made the timer, but currently the mechanics to hunt down PC pirate players is broken. There needs to be a way to track down pirates and have a fair shot at killing them. A fair shot meaning the pirate doesn't jam them, the pirate hunters targeting skills are good enough, the pirate hunters have the proper equipment (i.e. the right scramblers mounted +1 , +2), and in some cases have a webbifier mounted. I have no problem having a pirate get away from me if it's due to my lack of skills or my lack of preparing equipment wise, but to have them constantly get away by exploiting this timer is junk.
Suggestion: 1. Come up with a lower timer duration or a new method to achieve the same goal.
2. If the timer is kept put a visibile way that players can see when the timer has finally expired so they know when to attempt to target lock.
3. Make tracking down a pirate in midspace possible. I think it would be cool to add a special class of ships to do it. The ships would have heavy defense, but low offensive capability. That way forces can have specialists that track down pirates within a system. After the pirate is tracked down then rest of the fleet can warp to them. Giving this tracking ship the ability to warp scramble and webbify will be key. I think other ships should have this tracking ability, but not as good as the ship specifically designed for it.
Mind  |

Cyther
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Posted - 2003.12.05 02:44:00 -
[2]
Quote: 2. If the timer is kept put a visibile way that players can see when the timer has finally expired so they know when to attempt to target lock.
Maybe a good way would be to prevent the ship brackets (I.E. Squares around battleships or rectangles around industrials) from showing until the timer has expired. This would apply to both defender and attacker.
Might make battle more interesting too if each side couldn't instantly recognize what the other force is made of.
--just a thought
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Serge
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Posted - 2003.12.05 10:23:00 -
[3]
AFAIK there once was suggested to add a warp-timer meaning that if you come out of warp you have to pass the invul timer, then pass the warp timer and then are able to warp again. This would be a great help for again both rats and rathunters. The proper window for the warptimer would have to be tested on chaos.
Warp-to-ships ... would be cool of course :)
Midspace bookmarks: Due to CCPs reference on the physics of jumping / warping midspace BMs should simply NOT be possible. They are in game due to?? However, better tracking of hiding ships is very much needed! ***********************************************
... "we suddenly have a good 2 dozen Chicken Littles running about proclaiming tha |

Ruffles
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Posted - 2003.12.05 10:49:00 -
[4]
Serge, I was just about to suggest something like that. There needs to be a way of delaying the warp out, like your drives need time to recover from the last warp operation, some reason or other I am sure they can consider.
The other thing that they really really really need to do, is change the Warp Drive Active element.
This neeeeeeeeds to ONLY Disconnect locks on the ship, etc, WHEN the ship Actually starts warping in that direction.
Not 10-20 seconds before the ship actually warps off. That, I feel, is the real killer. You are basically immune again as soon as you have activated it, during which time your ship can wobble around to line itself up.
If they could change it to so that when it accelerates off to that 2au/s type speed, then you can't do anything. Prior to that, its still in danger AND Lockable.
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Ruffles
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Posted - 2003.12.05 10:56:00 -
[5]
Sorry, forgot to add the bit about the module to track them.
Been asking for that forever.
As far as I know, and this is just from memory of some conversations, they are implementing this in a seperate ship type that someone will have to have the skills to fly. Then perhaps a group can chase someone down, but then comes the bad news. You guessed it, they are planning a module to prevent you being tracked.
If you have to train a whole new line of ship skills to be able to try to track someone down, I think it kinda defeats the purpose if you then just introduce a module to hinder someones ability to track you, doesn't it? :)
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Mindecho
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Posted - 2003.12.06 19:47:00 -
[6]
Edited by: Mindecho on 06/12/2003 19:48:48 I'm not so keen on having a module to track on every ship. I would rather have a specific ship class to track. Maybe add modules that can only be mounted to that kind of ship to help it track better... |

Serge
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Posted - 2003.12.09 10:08:00 -
[7]
np with the modules for search and hide a ship to be strictly specific for certain types of ships like dedicated support vessels.
Does cloaking make you ship un-scannable btw? have to try this on chaos ...
Ruffles - targeting and warping: I agree, atm you approach a gate, find it camped, hit the warp-to, this will be active long be4 your invul timer times out and get out each time ... 100% escape chance!! no need to specify this issues as crap ... ***********************************************
... "we suddenly have a good 2 dozen Chicken Littles running about proclaiming tha |

Ariesj
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Posted - 2003.12.09 22:37:00 -
[8]
I completly agree with all of you. Its in need of some work. Looking forward to seeing some positive changes in these directions.
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