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Sister Immacolata
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Posted - 2004.07.20 07:58:00 -
[1]
have thought about the log-on/log-off problem. First thing one could do was to make a "reality anchor" for each person logged off in space. This "reality anchor" is an object that indicates where a person has logged off.
Map browser must be altered so you can see how many persons are logged out in a given system (like number of pilots in space option that exists currently), or number of pilots logged out within the last 60 minutes (to try and sniff out an ambush).
The "reality anchors" would not show up on the hud, but would need some scanning to reveal themselves. With sufficient survey skill, a person should be able to sniff out when the anchor was deployed, and perhaps even the strenght of the anchor (frigate, indy, cruiser, battleship).
This would solve one side of the problem.
There's still the remaining problem of people logging in to mass-gank in an ambush. I cannot figure out how to solve that one, except to have a rule that says no player can initiate pvp-combat within 1-2 minutes after logon. But they can respond to hostile actions and initiate NPC combat.
Hows that for a fix?
. . . Awaiting more and hi-bit rate music - with bated breath ... |

Sister Immacolata
|
Posted - 2004.07.20 07:58:00 -
[2]
have thought about the log-on/log-off problem. First thing one could do was to make a "reality anchor" for each person logged off in space. This "reality anchor" is an object that indicates where a person has logged off.
Map browser must be altered so you can see how many persons are logged out in a given system (like number of pilots in space option that exists currently), or number of pilots logged out within the last 60 minutes (to try and sniff out an ambush).
The "reality anchors" would not show up on the hud, but would need some scanning to reveal themselves. With sufficient survey skill, a person should be able to sniff out when the anchor was deployed, and perhaps even the strenght of the anchor (frigate, indy, cruiser, battleship).
This would solve one side of the problem.
There's still the remaining problem of people logging in to mass-gank in an ambush. I cannot figure out how to solve that one, except to have a rule that says no player can initiate pvp-combat within 1-2 minutes after logon. But they can respond to hostile actions and initiate NPC combat.
Hows that for a fix?
. . . Awaiting more and hi-bit rate music - with bated breath ... |

t00r
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Posted - 2004.07.20 08:10:00 -
[3]
never fallen victim to this kinda gameplay, but i think your idea is pretty good. How about on login a player gets some variables like... Player logged in: 2 minutes and counting... player can use ship slots = 0 / would stop the login attack player can be attacked = 0 / obvious player can use gates = 0 / stop exploit where ppl login & jump to avoid gatecamp etc. player can dock-undock = 0 / stop exploit if station was camped & used this to avoid combat.
Just some ideas, not sure what other exploits this would bring.
oh, and can u change BUGS = 0 while ur at it :)
__________________________________________ 1.9 How can I participate in beta testing EVE? |

t00r
|
Posted - 2004.07.20 08:10:00 -
[4]
never fallen victim to this kinda gameplay, but i think your idea is pretty good. How about on login a player gets some variables like... Player logged in: 2 minutes and counting... player can use ship slots = 0 / would stop the login attack player can be attacked = 0 / obvious player can use gates = 0 / stop exploit where ppl login & jump to avoid gatecamp etc. player can dock-undock = 0 / stop exploit if station was camped & used this to avoid combat.
Just some ideas, not sure what other exploits this would bring.
oh, and can u change BUGS = 0 while ur at it :)
__________________________________________ 1.9 How can I participate in beta testing EVE? |

DeFood
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Posted - 2004.07.20 08:42:00 -
[5]
With sufficient survey skill, a person should be able to sniff out when the anchor was deployed, and perhaps even the strenght of the anchor (frigate, indy, cruiser, battleship).
and then? lay in a minefield?
|

DeFood
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Posted - 2004.07.20 08:42:00 -
[6]
With sufficient survey skill, a person should be able to sniff out when the anchor was deployed, and perhaps even the strenght of the anchor (frigate, indy, cruiser, battleship).
and then? lay in a minefield?
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Pychian Vanervi
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Posted - 2004.07.20 08:57:00 -
[7]
I still think the anchor ship in space will work. Before you log you have to anchor your ship, takes 1 minute. If this is not done your ship will show up on scans and can be found in space. If its anchored then it can't be seen on any scanners at all when logged. Map will show ships anchored in space to give ideas of ships there but no locations in the system itself. This covers CTDs as your ship will warp away to a spot but it will not be anchored so you will still need to log back on to anchor if you stay off line.
It not an idea I had myself but in my oppinion its one that is close to a good solution for log off and on tactics to gain an upper hand.
-----------------------------
It's all about the fortune and glory, fortune and glory!
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Pychian Vanervi
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Posted - 2004.07.20 08:57:00 -
[8]
I still think the anchor ship in space will work. Before you log you have to anchor your ship, takes 1 minute. If this is not done your ship will show up on scans and can be found in space. If its anchored then it can't be seen on any scanners at all when logged. Map will show ships anchored in space to give ideas of ships there but no locations in the system itself. This covers CTDs as your ship will warp away to a spot but it will not be anchored so you will still need to log back on to anchor if you stay off line.
It not an idea I had myself but in my oppinion its one that is close to a good solution for log off and on tactics to gain an upper hand.
-----------------------------
It's all about the fortune and glory, fortune and glory!
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Vel Kyri
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Posted - 2004.07.20 09:19:00 -
[9]
actually - that anchoring sounds like an idea :)
also unanchoring as well :)
so - if a ship is "anchored" it effectivelly dissappears.
if a ship is unanchored, it is still there, and can be shot at etc - but will do the whole random warp away thing (but not dissappear)
make anchoring take 1 min, and all mods have to be offline and the ship not be interacting with anything (ie, cant be taking damage/scrambled)
same for unanchoring... takes a minute to do, and while happening you are visable and cannot activate any module/move.
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Vel Kyri
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Posted - 2004.07.20 09:19:00 -
[10]
actually - that anchoring sounds like an idea :)
also unanchoring as well :)
so - if a ship is "anchored" it effectivelly dissappears.
if a ship is unanchored, it is still there, and can be shot at etc - but will do the whole random warp away thing (but not dissappear)
make anchoring take 1 min, and all mods have to be offline and the ship not be interacting with anything (ie, cant be taking damage/scrambled)
same for unanchoring... takes a minute to do, and while happening you are visable and cannot activate any module/move.
-----
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Pacman
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Posted - 2004.07.20 15:27:00 -
[11]
So what happens and u get kicked or maybe ur power goes out? |

Pacman
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Posted - 2004.07.20 15:27:00 -
[12]
So what happens and u get kicked or maybe ur power goes out? |

Brather
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Posted - 2004.07.20 18:43:00 -
[13]
then eve know you crashed and your ship warps away just not anchored.
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Brather
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Posted - 2004.07.20 18:43:00 -
[14]
then eve know you crashed and your ship warps away just not anchored.
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