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Night Epoch
Stimulus Rote Kapelle
57
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Posted - 2012.01.30 12:56:00 -
[1] - Quote
Old, oft-repeated request - but worthy of another repeat.
If players have damaged a ship that has self destructed, a killmail should be generated.
It's absolutely rage inducing to have a Dreadnought in structure when it self destructs.
+1 if agreed. |
Roime
UNFRL Fleet Operations CONSORTIUM UNIVERSALIS
149
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Posted - 2012.01.30 13:05:00 -
[2] - Quote
The conditions you present are not implementable as is:
- player A damages player B's ship - player B self-destructs his ship -> generate killmail for player A
Now that obviously need more conditions to make sure that player A's actions resulted in B's decision to SD. The events need to connected by something.
Ship locations? Time? |
Joe SMASH
You Got A Purty Mouth
82
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Posted - 2012.01.30 13:13:00 -
[3] - Quote
Once SD is pressed, you have two minutes to kill the target. If you cannot kill within 2 min of button pushed, you do not deserve a killmail. |
Akirei Scytale
Test Alliance Please Ignore
548
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Posted - 2012.01.30 13:15:00 -
[4] - Quote
Joe SMASH wrote:Once SD is pressed, you have two minutes to kill the target. If you cannot kill within 2 min of button pushed, you do not deserve a killmail.
You forgot supercaps. |
baltec1
516
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Posted - 2012.01.30 13:17:00 -
[5] - Quote
Given that SD now voids the insurance I am quite content to see something blow itself up as I know we just make the loss even more painfull. |
Yahrr
The Tuskers
10
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Posted - 2012.01.30 13:22:00 -
[6] - Quote
Akirei Scytale wrote:Joe SMASH wrote:Once SD is pressed, you have two minutes to kill the target. If you cannot kill within 2 min of button pushed, you do not deserve a killmail. You forgot supercaps. If you mean that the timers should be longer for bigger ships then I fully agree. The same goes for the re-dock timers. But if you fail to kill the target within that timeframe, then you shouldn't get a killmail! |
Liam Mirren
203
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Posted - 2012.01.30 13:22:00 -
[7] - Quote
Joe SMASH wrote:Once SD is pressed, you have two minutes to kill the target. If you cannot kill within 2 min of button pushed, you do not deserve a killmail.
The only thing I'll +1
If it's worth doing, it's worth doing right.
My guides: http://mirren.freeforums.org |
Akirei Scytale
Test Alliance Please Ignore
548
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Posted - 2012.01.30 13:25:00 -
[8] - Quote
Yahrr wrote: If you mean that the timers should be longer for bigger ships then I fully agree. The same goes for the re-dock timers. But if you fail to kill the target within that timeframe, then you shouldn't get a killmail!
I disagree. The battle to kill a supercap can be a long, drawn out thing. A super can know it won't ever make it off grid 20+ minutes before it has taken a single point of damage. "Get out of lossmail free" cards simply shouldn't exist. |
Klezmer
In Praise Of Shadows
2
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Posted - 2012.01.30 13:26:00 -
[9] - Quote
Because you get mad is not a valid argument for anythings implementation, otherwise ECM would have been removed ages ago, along with everything else that gets people mad, which basically would be the entirety of the game. |
Liam Mirren
203
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Posted - 2012.01.30 13:27:00 -
[10] - Quote
Akirei Scytale wrote:Yahrr wrote: If you mean that the timers should be longer for bigger ships then I fully agree. The same goes for the re-dock timers. But if you fail to kill the target within that timeframe, then you shouldn't get a killmail!
I disagree. The battle to kill a supercap can be a long, drawn out thing. A super can know it won't ever make it off grid 20+ minutes before it has taken a single point of damage. "Get out of lossmail free" cards simply shouldn't exist.
OHNO, MY K:D RATIO! Cultural victory right there.
On a more serious note; why are killmails so important?
If it's worth doing, it's worth doing right.
My guides: http://mirren.freeforums.org |
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Ya Huei
Imperial Collective
50
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Posted - 2012.01.30 13:27:00 -
[11] - Quote
Joe SMASH wrote:Once SD is pressed, you have two minutes to kill the target. If you cannot kill within 2 min of button pushed, you do not deserve a killmail.
While this might be true in nullsec blobfest country, small gang wormhole skirmishes frequently end up being shafted by this attitude.
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Kessiaan
Greater Order Of Destruction Happy Endings
50
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Posted - 2012.01.30 13:30:00 -
[12] - Quote
Night Epoch wrote:Old, oft-repeated request - but worthy of another repeat.
If players have damaged a ship that has self destructed, a killmail should be generated.
It's absolutely rage inducing to have a Dreadnought in structure when it self destructs.
+1 if agreed.
+1, but for now you should get used to the fact that if you fly in smallish gangs (and are reasonably decent at it) you're going to kill a lot more caps than you'll get mails for. My killboard - http://eve.battleclinic.com/killboard/combat_record.php?type=player&name=Kessiaan |
Xanatia
Mindelan Heavy Industry
8
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Posted - 2012.01.30 13:30:00 -
[13] - Quote
i thought the whole point of shooting somebody's ship was to make them lose said ship. if they self destruct: mission accomplished.
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Akirei Scytale
Test Alliance Please Ignore
548
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Posted - 2012.01.30 13:30:00 -
[14] - Quote
Liam Mirren wrote:Akirei Scytale wrote:Yahrr wrote: If you mean that the timers should be longer for bigger ships then I fully agree. The same goes for the re-dock timers. But if you fail to kill the target within that timeframe, then you shouldn't get a killmail!
I disagree. The battle to kill a supercap can be a long, drawn out thing. A super can know it won't ever make it off grid 20+ minutes before it has taken a single point of damage. "Get out of lossmail free" cards simply shouldn't exist. OHNO, MY K:D RATIO! Cultural victory right there. On a more serious note; why are killmails so important?
It isn't about K/D ratio, its about an alliance being able to basically say "lol never happened" whenever the battle is brought up.
When a titan goes down, its usually kind of a big deal. Hiding that sort of thing is plain silly. |
baltec1
516
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Posted - 2012.01.30 13:31:00 -
[15] - Quote
Liam Mirren wrote:
On a more serious note; why are killmails so important?
We get to laugh at stuff like supers dieing to rats, fleet tempests with 2 t2 bpos in the cargohold and shuttles with 19 plex in them. |
Liam Mirren
203
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Posted - 2012.01.30 13:34:00 -
[16] - Quote
baltec1 wrote:Liam Mirren wrote:
On a more serious note; why are killmails so important?
We get to laugh at stuff like supers dieing to rats, fleet tempests with 2 t2 bpos in the cargohold and shuttles with 19 plex in them.
The only important and honest answer, all the rest is just K:D related nonsense. The game would be better without killmails. If it's worth doing, it's worth doing right.
My guides: http://mirren.freeforums.org |
Klezmer
In Praise Of Shadows
2
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Posted - 2012.01.30 13:39:00 -
[17] - Quote
You only deserve a killmail if you actually kill a ship. |
Zytani
The Motley Crew Reborn
0
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Posted - 2012.01.30 13:50:00 -
[18] - Quote
Roime wrote:The conditions you present are not implementable as is:
- player A damages player B's ship - player B self-destructs his ship -> generate killmail for player A
Now that obviously need more conditions to make sure that player A's actions resulted in B's decision to SD. The events need to connected by something.
Ship locations? Time?
If player A damages player B's ship by more than 50% and player B self destructs then Player A should still get a killmail. |
Yahrr
The Tuskers
10
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Posted - 2012.01.30 13:51:00 -
[19] - Quote
Akirei Scytale wrote:Yahrr wrote: If you mean that the timers should be longer for bigger ships then I fully agree. The same goes for the re-dock timers. But if you fail to kill the target within that timeframe, then you shouldn't get a killmail!
I disagree. The battle to kill a supercap can be a long, drawn out thing. A super can know it won't ever make it off grid 20+ minutes before it has taken a single point of damage. "Get out of lossmail free" cards simply shouldn't exist. It's not lossmail free. In fact, when someone successfully self-destructs his ship, then the player who had the last blow on the ship still gets a mail. In this case it's the owner of the ship. |
Klezmer
In Praise Of Shadows
2
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Posted - 2012.01.30 13:55:00 -
[20] - Quote
Maybe you should make up some fake killmail so you can still feel secure in your ability to blow up space pixels. |
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Roime
UNFRL Fleet Operations CONSORTIUM UNIVERSALIS
149
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Posted - 2012.01.30 13:56:00 -
[21] - Quote
Zytani wrote:
If player A damages player B's ship by more than 50% and player B self destructs then Player A should still get a killmail.
What if the ship escapes, and SDs in another situation 7 days later without repairing the damage?
Might sound naive, but my point is that there needs to be a mechanism that explicitly connect two separate events. Things that are easy for humans to put into context can be very difficult for CPUs.
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Akirei Scytale
Test Alliance Please Ignore
548
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Posted - 2012.01.30 13:59:00 -
[22] - Quote
Roime wrote:Zytani wrote:
If player A damages player B's ship by more than 50% and player B self destructs then Player A should still get a killmail.
What if the ship escapes, and SDs in another situation 7 days later without repairing the damage? Might sound naive, but my point is that there needs to be a mechanism that explicitly connect two separate events. Things that are easy for humans to put into context can be very difficult for CPUs. **** like this happens anyway, though. Once I was being silly and stole some random t1 frigate that someone left at our hub's undock. I got bored with it, ejected, and re-docked. Like 2 weeks later I notice I had a lossmail for it. |
J Kunjeh
356
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Posted - 2012.01.30 15:12:00 -
[23] - Quote
Nope. If you didn't kill it, no KM for you. "The world as we know it came about through an anomaly (anomou)" (The Gospel of Philip, 1-5)-á |
Bootleg Jack
Potters Field
15
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Posted - 2012.01.30 15:17:00 -
[24] - Quote
Liam Mirren wrote:Akirei Scytale wrote:Yahrr wrote: If you mean that the timers should be longer for bigger ships then I fully agree. The same goes for the re-dock timers. But if you fail to kill the target within that timeframe, then you shouldn't get a killmail!
I disagree. The battle to kill a supercap can be a long, drawn out thing. A super can know it won't ever make it off grid 20+ minutes before it has taken a single point of damage. "Get out of lossmail free" cards simply shouldn't exist. OHNO, MY K:D RATIO! Cultural victory right there. On a more serious note; why are killmails so important?
Because some people measure their RL self worth by what they do in this game, so they need an accurate measure...
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Nova Fox
Novafox Shipyards
3023
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Posted - 2012.01.30 15:28:00 -
[25] - Quote
I think its absolutely messed up when a pilot honestly belvies that a kill mail is much more valauable than elemininatinga hostile cap or super cap.
Seriously if you that effing worried about what modules they 'had' fitted you should bring a ship scanner.
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Tippia
Sunshine and Lollipops
4664
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Posted - 2012.01.30 15:48:00 -
[26] - Quote
Why should you get a killmail for a ship you didn't kill? Why should you get intel you didn't earn?
I can understand the sentiment of wanting to dissuade K:D-ratio-saving SDs, but that still leaves the SDs done to deny the target loot and fitting information. Would you still want the KM if it was completely devoid of any information (i.e. no damage record, no fitting information, nothing but a big GÇ£Self-DestructedGÇ¥-tag)? GÇ£If you're not willing to fight for what you have in GëívGëí you don't deserve it, and you will lose it.GÇ¥
If not, contact Miss DSA to shed your wardecs. |
Herzog Wolfhammer
Sigma Special Tactics Group
1172
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Posted - 2012.01.30 15:50:00 -
[27] - Quote
Night Epoch wrote:Old, oft-repeated request - but worthy of another repeat.
If players have damaged a ship that has self destructed, a killmail should be generated.
It's absolutely rage inducing to have a Dreadnought in structure when it self destructs.
+1 if agreed.
So the one last respite against you KM-hores you want taken away?
-1
KMs should be replaced with Incident Reports but that's another story. |
Cryten Jones
Advantage Inc The Matari Consortium
62
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Posted - 2012.01.30 15:59:00 -
[28] - Quote
-1, sorry.
Self-Destructed ships should go bang with a damage mod and range scaled by the sig radius of the ship so that a dred can get kill mails for all the attackers he just sacrificed his ship to kill :-)
How that I would +1
-CJ
edit: in fact all ships should do damage when they pop as that would just be cool... may even help with blobs somewhat if you have leg it before your anchor explodes in your face...however it's the self destruct that should really be a big pop. |
Muad 'dib
The Imperial Fedaykin
122
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Posted - 2012.01.30 16:03:00 -
[29] - Quote
I think there should be a normal killmail produced, but the self destruct mail has no modules/cargo shown, just those involved. |
Lyron-Baktos
Selective Pressure Rote Kapelle
36
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Posted - 2012.01.30 16:08:00 -
[30] - Quote
+1 If you are attacking a ship and that player self destructs, you effectively caused that ship to be killed. So a killmail should be awarded. SD's already leave no loot behind On holiday. -áIn some other world. Where the music of the radio was a labyrinth of sonorous colours. To a bright centre of absolute convicton. -áWhere the dripping patchouli was more than scent. -á It was a sun |
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