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Cemial
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Posted - 2007.02.16 14:54:00 -
[1]
At the moment, your ship ejects your pod at the very moment it blows up. What is left behind is a wreck.
I would like the ejection system to have two possible states:
Auto-eject OFF : You stay with your ship right to the end, and when the ship explodes the pod is destroyed along with your clone.
Auto-eject ON : Your ship spits your pod when the ship is rendered useless, but not destroyed. Your clone is saved, but you leave behind a ship, extremely damaged, that can not be boarded, but that is not yet a wreck.
Why?
The idea is that when you decide to save your clone's life in a pod, you are going to leave behind a ship that a logistics ship should be able to repair remotely with the right modules. This way a pod could re-boar the ship.
Yes, I want to kick you out of your ship, and when you run away in your pod, I will repair it, and bring a friend along to board it. And yes, I want to keep your ship, your modules and your rigs.
Any comments?
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Reggie Stoneloader
eXceed Inc. INVICTUS.
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Posted - 2007.02.16 17:20:00 -
[2]
I'd prefer to have the ship be boardable when "derelict", and for your pod to stay inside. Give the disabled ship a substantial amount of hull HP and break all current locks on it. Mods all offline, engines dead, no shield regen or sensors. Let the pilot sit quietly inside it, preventing others from boarding it, eject and leave it to be patched up and carried off by the next guy, or self-destructed for immediate insurance payout in accordance with your insurance level.
That way, it can be destroyed by the aggressor to get at the pod, rescued by friendlies, abandoned and recovered by another party, or detonated for insurance and to keep it out of enemy hands.
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Marcus TheMartin
Gallente Tuxedo.
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Posted - 2007.02.16 17:32:00 -
[3]
I would like salvage ships to be able to force eject non capital pilots when the ship is at a certain hp percentage. and for any ship to enter self destruct there is a 90% increase in the chance of force ejecting a ship. Never again are you allowed to whine about not training Combat Skills |

Reggie Stoneloader
eXceed Inc. INVICTUS.
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Posted - 2007.02.16 17:52:00 -
[4]
Originally by: Marcus TheMartin I would like salvage ships to be able to force eject non capital pilots when the ship is at a certain hp percentage. and for any ship to enter self destruct there is a 90% increase in the chance of force ejecting a ship.
I don't get it. You mean if I se my ship getting down to where I could get the boot, and then hit the "kablooie" button, I'm almost sure to get ejected? Then what, someone else can board it and cance the self-destruct? Then I'm screwed out of my insurance and the rat bastard who jumped me gets the full value out of all three of my strip miners?
Why would anyone ransom? It would seem so impersonal without even a convo from the pirate, and as long as the "salvage ship" or one of the tackling ships costs less than my fitted barge, there's no reason to hesitate.
I don't like it.
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Marcus TheMartin
Gallente Tuxedo.
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Posted - 2007.02.16 17:59:00 -
[5]
Originally by: Reggie Stoneloader
Originally by: Marcus TheMartin I would like salvage ships to be able to force eject non capital pilots when the ship is at a certain hp percentage. and for any ship to enter self destruct there is a 90% increase in the chance of force ejecting a ship.
I don't get it. You mean if I se my ship getting down to where I could get the boot, and then hit the "kablooie" button, I'm almost sure to get ejected? Then what, someone else can board it and cance the self-destruct? Then I'm screwed out of my insurance and the rat bastard who jumped me gets the full value out of all three of my strip miners?
Why would anyone ransom? It would seem so impersonal without even a convo from the pirate, and as long as the "salvage ship" or one of the tackling ships costs less than my fitted barge, there's no reason to hesitate.
I don't like it.
Well my statement was more so directed at the capital ships that self destruct Never again are you allowed to whine about not training Combat Skills |

Cemial
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Posted - 2007.02.17 09:11:00 -
[6]
Do we want to steal other players' ships, rather than just destroy it for the salvage, and steal it with modules rigs and the name if you want?
I do.
How?
I think the only way you should be able to steal a ship is if you beat the ship+pilot in combat. That is why I thought of using the ejection system as a way of deciding that the combat was lost plus giving the pilot a choice, whether they want to stay with the ship until it explodes destroying the pod along with the clone or to leave the ship behind. For the ejection system to spit the pod, the ship must be "really damaged"*. So badly that it is not safe for a pilot to stay in it any longer. Thus it should not be possible to re-board it until it is remotely repaired, and this should take a while.
Really Damaged: I mean something like hull down to 1-10%, some modules destroyed, no energy at all... but with some structural integrity remaining. Perhaps with subsitem targeting this could be achieved going just for the reactor of the ship...
Would you ever consider flying with Autoejection-ON knowing that someone could steal your ship?
I would probably fly allways with Autoejection-OFF, unless my clone is more expensive than what I would get from the insurance of the ship, or if I love my ship so much that I prefer to see it stolen than destroyed...I could allways hope of recovering it if I hunt the pirate down to find out where it is and then, recover it in a fight. In any case. I think the game should allow it, and then let players decide.
Does anyone know a pirate movie in which no ships were stolen?
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Tarron Sarek
Gallente Solid Industries Inc.
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Posted - 2007.02.17 09:20:00 -
[7]
Boarding enemy ships has far too much grieftastic potential to be easily implemented. You'd have to make sure it can't be exploited.
___________________________________ _/_/ Game balance isn't just a luxury \_\_ |

Reggie Stoneloader
eXceed Inc. INVICTUS.
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Posted - 2007.02.17 09:56:00 -
[8]
That's true. I'm all for nonconsensual PvP, but 100% loss/gain interactions is begging for grief play.
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Arcalane Celso
Caldari Merch Industrial We Are Nice Guys
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Posted - 2007.02.17 11:16:00 -
[9]
Edited by: Arcalane Celso on 17/02/2007 11:13:51
Originally by: Cemial Really Damaged: I mean something like hull down to 1-10%, some modules destroyed, no energy at all... but with some structural integrity remaining. Perhaps with subsitem targeting this could be achieved going just for the reactor of the ship...
Breached reactors tend to go critical after a while, so I'd say to allow prevention of quick cripple/salvage, make it so once the ship has been KO'd, you have 5/10/15 minutes to get to it before it goes up like a pod in the middle of a gankblob, and does significant damage to anything w/in a certain distance, much like a smartbomb. Of course, this also significantly reduces the chance of salvage afterwards, so it becomes a race to see who can get a salvage/repair ship out there to fix the reactor. 
Alternately you could just knock their engines offline and demand a ransom.  ~~ I'm in ur belts minin' ur roids. |

roBurky
StateCorp
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Posted - 2007.02.17 12:36:00 -
[10]
I made a suggestion the last time something like this came up.
If you eject from our ship before it dies, or maybe before it hits structure, your escape pod will be invulnerable for a few seconds.
It provides an opportunity for those with expensive implants from saving them from destruction, and an opportunity for pirates to loot whole ships. It provides a gain to both sides, and so it might be possible for the attacker to convince the victim to give up his ship. ---
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Reggie Stoneloader
eXceed Inc. INVICTUS.
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Posted - 2007.02.17 22:49:00 -
[11]
Invincible pods would be nice. Give them a whole minute after ejecting to avoid locks, so they can get clear out of the system in safety.
Of course, this would be a problem for ejecting and going to check out gate camps. Hrm.
It might be possible to balance it carefully.
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Tarron Sarek
Gallente Solid Industries Inc.
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Posted - 2007.02.18 07:04:00 -
[12]
Well, the pod could just warp off like your ship emergency warps after a disconnect. But there would have to be two rather similar options then: eject and emergency eject. Quite redundant and an additional load on the rightclick menu.
___________________________________ _/_/ Game balance isn't just a luxury \_\_ |

Reggie Stoneloader
eXceed Inc. INVICTUS.
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Posted - 2007.02.18 07:10:00 -
[13]
How about they just introduce the emergency eject command, which ejects you from your ship, makes your pod invincible for then seconds and auto-warps you a million km in a random direction?
Bind it to ctrl+q by default. 
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Cemial
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Posted - 2007.02.18 22:36:00 -
[14]
What I had in mind when I suggested a 1-10% hull left for the ship to drop the pod automatically, was first that once you set your auto-eject to ON, there is no choice, if your ship runs below the damage limit you are in your pod in space and your ship can not be boarded again until repaired, and second that if the attacker shoots the victimĘs ship once too many, or there were too many missiles in flight, after the auto-ejection system dropped the pod, the ship is going to explode anyway because the extra damage is going to take the shipĘs hull below 0 hps. So the attacker has to be really really careful if they are to get the big prize.
The question is, do we like the idea of having to choose between making sure that our ship is destroyed sacrificing our clone on the one hand, and saving our clone having to leave our beloved ship with our modules and rigs behind for the &@$+@rd who beat us on the other?
Do you think that being able to steal ships from other players that you beat in combat could be fun? Though, it is always going to be really hard to be so accurate with the damage that you deal as to not blow their ship after they run away anyway.
Because if you agree with me that it would be a good addition to the game, then we can just leave the details for the devs.
Also, I read a topic posted by someone speaking about legendary ships, with proper names and a legend of their owną In my opinion nothing would make a ship more legendary than having been rigged with some really expensive stuff, flown by this and that uber-elite-pirates, changed hands loads of times, and having ppl to fight each other over the ship. It would also be a way of showing off that you beat the guy who was flying it before.
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Imhothar Xarodit
Minmatar Wolverine Solutions Interstellar Alcohol Conglomerate
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Posted - 2007.02.19 02:04:00 -
[15]
Edited by: Imhothar Xarodit on 19/02/2007 02:00:41 Still I see one problem here:
You cannot board a ship if it drops below a certain percentage of Hull. It is already implemented, I know it, I lost a Myrmidon because I tried. Repairing armor to 100% didn't help.
And I've never heard of a remote hull repairer before....
So it would also require a complete new load of hull-repairer, from small to large and drones...
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Cemial
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Posted - 2007.02.19 19:08:00 -
[16]
Originally by: Imhothar Xarodit Edited by: Imhothar Xarodit on 19/02/2007 02:00:41 Still I see one problem here:
You cannot board a ship if it drops below a certain percentage of Hull. It is already implemented, I know it, I lost a Myrmidon because I tried. Repairing armor to 100% didn't help.
And I've never heard of a remote hull repairer before....
So it would also require a complete new load of hull-repairer, from small to large and drones...
Absolutely, and I think it would be good to require specific modules to repair a ship that has been taken below that safety level. |

scthes wench
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Posted - 2007.02.19 19:48:00 -
[17]
Remote hull repping was removed from game along time ago this thread has a definite point of interest but to make it possible without abuse would be nearly impossible for example your insured need isk have someone take you to hull insurance pays off and your buddy gets the possession of the ship trades back rinse and repeat. Not that there inst some basis for it to be done just making it a viable option and not subject to abuse would be difficult. Just the volume of petitions it would create may be ridiculous due to, I didn't have my eject set right and I blew up, had crashed and logged back in and forgot to reset, server crashed and I logged back in and it reset. Good line of thought but i don't see a possible way to work it in without abuse just my thoughts
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