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Thread Statistics | Show CCP posts - 12 post(s) |

Tharrn
Amarr Epitoth Fleetyards Vigilia Valeria
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Posted - 2008.05.20 19:36:00 -
[1]
Two things:
I talked to agents in Sosala (Bleak Lands) and a level 1 sends me 14 jumps for 25 LP, a level 2 19 jumps for 157 LP. That seems a bit excessive even if the LP reward goes up.
Even worse: I travel 19 jumps to do the level 2 mission and the acceleration gate won't let my HAC in... either state which ships can enter in the mission description or remove the limitation as per normal missions.
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Tharrn
Amarr Epitoth Fleetyards Vigilia Valeria
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Posted - 2008.05.20 20:12:00 -
[2]
Edited by: Tharrn on 20/05/2008 20:15:29 Edit: nvm - my bad :P
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Tharrn
Amarr Epitoth Fleetyards Vigilia Valeria
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Posted - 2008.05.21 07:35:00 -
[3]
I had been promoted to Lieutenant Templar or somesuch last night and now the rank shows as Paladin Crusader again.
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Tharrn
Amarr Epitoth Fleetyards Vigilia Valeria
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Posted - 2008.05.21 09:29:00 -
[4]
Originally by: Daan Sai Just a quick note, while I wait for the the corp leaving cooldown...
When a new player reads the enlisting information, it says:
Quote: Pilot, this is your chance to fight for the Amarr Empire as part of the 24th Imperial Crusade in the continuing struggle against our enemies. <p> Before you enlist with the 24th Imperial Crusade, you need to be aware of some of the consequences of this choice. Please read the following carefully! <p> ò You will be at war with our enemyÆs militia. ò Entering enemy-controlled high-security space will result in your being attacked by the powerful navies of that faction.
It fails to mention exactly who the enemy are. Now I know it is likely to be Minmatar, but for complete beginners it may not be so obvious. Also, it might like to mention that some militias may not be at war with us.
In fact I'd add that you can be podded for good measure. It may look trivial to most of us, but it might prevent pages of whine-threads by people who have only been mission running for years and want to test it. I am sure some people will not want to risk their precious, precious implants.
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Tharrn
Epitoth Fleetyards Vigilia Valeria
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Posted - 2008.05.21 11:53:00 -
[5]
Originally by: MotherMoon I hope you read my thread about how easy it is to exploit the NPC with a fast ship and how NPCs should have to be cleared out before the timer starts, or should get some AI and deagrro ships that are moving too fast or are too far away form the control point they are there to protect.
Well, the point of FW is that *players* should actually help defend these installations, isn't it?
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Tharrn
Epitoth Fleetyards Vigilia Valeria
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Posted - 2008.05.21 23:07:00 -
[6]
Edited by: Tharrn on 21/05/2008 23:08:57 As I can't reproduce it right now I'll post it here rather than in a bug-report:
I crossed an Amarr system that showed as contested (I am in the Amarr militia) and decided to un-contest it by securing an Outpost. When I was halfway through the timer a Minmatar cruiser turned up. I was in a frig and decided to go and get an Arbitrator next door. So I fetch the Cruiser, move back to the Outpost and kill the Thorax. I noticed that the timer went back, probably because the Minmatar player was close to the beacon. I continued to contest the site and the Minmatar returned, returning the favor and killing my Arbitrator. When I returned to the Outpost I was all alone in system again and all Amarr NPCs had been killed. I continued to contest the site. When the bar was full the site did not switch - the bar just stood at contested but no message in local that it had been secured. I warped out and back in and got close to the beacon again - the site switched and I was DEMOTED for crimes against the Empire! Local showed 'This location has been secured' though (not captured!). I suppose all the back and forth somehow confused the system. As that will be rather common it should be working though I guess :P
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Tharrn
Epitoth Fleetyards Vigilia Valeria
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Posted - 2008.05.21 23:26:00 -
[7]
And regarding the defense side:
It makes sense that you get no points for securing your own sides complexes in uncontested systems but I foresee that people will just use alts in the opposing militia, will find a quite pocket of systems and will contest them for their main to farm victory points nonetheless.
It's not like I'd have a solution but I am pretty sure that it's bound to happen :P
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Tharrn
Epitoth Fleetyards Vigilia Valeria
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Posted - 2008.05.22 13:57:00 -
[8]
Originally by: Arkady Sadik My comments (with some repetitions, I hope that's ok):
- "Contestet" states of system changes depending on your position. A few times, I was in a system, Occupancy: Amarr Empire (Contested), and when I warped to the system bunker (I'm TLF), that changed to Occupancy: Amarr Empire. Warping away restored it 50% of the time. No complexes were active in local, and I was alone. (Might of course be some kind of weird mechanic that I don't know of :-))
Yup. Very confusing as it sometimes blinks on and off while I am contesting a site (defense) while perfectly alone in system. As you get no points for defending sites in non-contested systems it's pretty much difficult to assess when it's worth to contest sites of your own faction.
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Tharrn
Epitoth Fleetyards Vigilia Valeria
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Posted - 2008.05.24 01:07:00 -
[9]
Originally by: Arkady Sadik Problem
To defend a system (to reduce victory points), the defending side needs to find and defend plexes in it. Only the attacking side (or neutrals, apparently?) can actually find plexes. This leads to a special situation where it is actually benefical to have a "hostile" (alt) in your gang to find friendly plexes for you to "secure". This is, I believe, an unintended "feature".
Solutions
Not sure. The easiest solution would be to just make plexes findable by everyone (including "friendly" militias), removing the "bonus" gained from an alt. You still get a bonus for the alt in the hostile militia channel, but it's less of a bonus. Feels a bit weird, though.
Or you can just ignore the problem as not too problematic, or just rely on the general cluelessness level in the typical militia gang to shoot the friendly "hostile" right away.
Other ideas?
Can't confirm this. I have found and secured plenty of Amarr complexes in both contested and uncontested systems.
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Tharrn
Epitoth Fleetyards Vigilia Valeria
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Posted - 2008.05.24 01:11:00 -
[10]
A friend left his corp today and joined up with the Amarr Militia. We then went about and started to take Minmatar sites. He got the standing boosts but was still not promoted when he had already reached a standing of 2. He relogged and was promoted to rank 1 after the next site had been taken.
When I left my alliance and joined the Militia I still got the alliance mails of Vigilia Valeria while in the Militia. It thus looks like your old corp/alliance info is not completely cleared until you relog for the first time.
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Tharrn
Epitoth Fleetyards Vigilia Valeria
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Posted - 2008.05.24 09:17:00 -
[11]
I dearly hope that the standing boosts you gain for taking sites will be vastly decreased and are merrily this huge for testing purposes... After two days I am already Tribunus Colonel with a standing of 7.5. I want to WORK for my promotions :P
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Tharrn
Epitoth Fleetyards Vigilia Valeria
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Posted - 2008.05.28 13:57:00 -
[12]
Edited by: Tharrn on 28/05/2008 13:58:07
Originally by: Vim Edited by: Vim on 28/05/2008 11:42:59 I see no point fighting for a militia right now, you get no 'frontlines' but spreadout dots all over(Which is good since it should eliminate the blobtastics somewhat) but it gives no 'Wow great we pushed them back! Now we hold X, thats great for us' Someone said that if ccp would look at fw as a rts, it wouldnt even be a b-title right now.
Even if you could only take systems adjacent to a system already belonging to your faction there'd be severall frontline systems. The fighting would be more concentrated, but it would also allow for more strategy. Especially if there were actually any incentives to take a system at all other than bragging rights...
Imagine you could only attack systems adjacent to systems you occupy and imagine holding certain systems gives a bonus of some kind to your faction militia (reduced LP cost for gear from the militia's LP store being the first thing coming to mind... or improved bunkers in that constellation, access to certain station services like repairing only being available in the constellation if that strongpoint is held... whatever). We'd then see daring spearhead attacks, vicious defense of those 'strongpoints', scissor movements etc instead of a random dot pattern.
I fear it's all involving too much new code though :/
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Tharrn
Epitoth Fleetyards Vigilia Valeria
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Posted - 2008.05.28 15:02:00 -
[13]
Originally by: OneSock
Otherwise make FW something you can dip into somehow without actually having to leave your existing corp i.e. you sign up for a 1 day/1week tour of duty, where you can hook up with the militia corp on a temp basis. Do a bit of combat, lose a load of isk and then return to your normal corp to grind the isk back.
You can do that already: leave corp, join the NPC Militia corp, stay for a week or two, leave the NPC corp, rejoin your player corp. Just takes some administrative work.
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Tharrn
Epitoth Fleetyards Vigilia Valeria
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Posted - 2008.05.29 13:23:00 -
[14]
It doesn't work like that for all the other NPC corps players can end up in, so I'd assume it doesn't work for the Militia either.
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Tharrn
Epitoth Fleetyards Vigilia Valeria
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Posted - 2008.05.30 14:26:00 -
[15]
Originally by: Zhang Ramses
Is there any significant reason that all the missioning areas are lowsec?
If this were exclusively highsec, it would avoid all the problems of neutrals interfering.
It would also avoid the problems of the enemy faction interfering due to the beefed up Navies that would wtfbbq them.
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