| Author |
Topic |
 Hippey Minmatar Brutor Tribe
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Posted - 2003.06.12 03:08:00 - [ 1]
Aren't I melodramatic?
Well this IS important :) This is regarding the invulnerability timers. I believe there is no longer a need for them and they need to go, FAST. 9 of us were trying to catch a pirate tonight and failed for two reasons
1) When he approached the gate, we couldn't lock on for 5 seconds. During this time, he was pumping his better version of the MWD and just jetting it for the gate
2) By the time we could lock and webify, he was slown down, but not enough and in the 12km reach of the gate and boom. He was gone
Now, the invulnerability timer is no longer needed. We got sentry guns at jumpgates and we got sentry guns at starbases. They will shoot pirates who wish to camp either. And as soon as you implement the ability for them to shoot negative people (the sooner the better :)) then you REALLY won't have a reason for the invulnerability timer.
Now.. second thing, the jumpgates. I reported this bug a while back but it still hasn't been fixed, and while I figure it's not really important back when I reported it, I believe it's now time to look at it.
The thing is, when you approach from the BACK of a stargate, you exit warp around 25km from it. Now, when you approach (exit warp I mean) a stargate from the FRONT, then you exit around 10km from it, and can IMMEDIATELY jump again.
This also needs to be fixed as it prevents pirates from being able to do their thing in 0.0 space and it prevents bounty hunters trying to catch the fleeing pirates.
One other thing I'd like to mention is to restore the jump distnace back to 7500m. It really is just unbelievably too easy to run past a "blockade".
Please, I beg of you, look into this soon please. There's a reason why no one has collected a bounty on any pirate since this game went live. There just isn't any tools or ways to do it :( |
 Myros Glimmbrand Ganja Co
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Posted - 2003.06.12 06:27:00 - [ 2]
IMO thats a very bad idea Hippey. Gates are not the only things that get warped too, the small protection it offers is needed. The small time buffer it gives helps protect against temporary server/line lag and helps, to some degree, with abuses of lag inducing cargo can fields.
Removing it would only lead to a few more 1000 newbs (and others) getting their ships blown to bits on the live server. For every pirate that gets away there are 100s of "innocents" that get away ...thats a fair trade off IMO.
Myros |
 Blackwood Amarr Viziam |
Posted - 2003.06.12 08:10:00 - [ 3]
The solution to this problem is to have the ability to select how far from a warp target you want to appear, between 20km and 150km. Then you could get rid of the invulnerability (except when leaving a station) and not worry about being a corpse before you have time to download the scene. If you are lagging just select to come out of warp 100km from your target - sure it slows you down, but better 5 mins extra flight time than 2 weeks worth of skills lost. |
 Mitchman Omniscient Order
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Posted - 2003.06.12 09:58:00 - [ 4]
Yes, a configurable option for how long from the target to come out of warp would be very useful. |
 Urfin Amarr |
Posted - 2003.06.12 11:09:00 - [ 5]
Blackwood, great idea. I fully support that. |
 Cardassius Seraphin Technologies KrautbreaK |
Posted - 2003.06.12 12:20:00 - [ 6]
a button that says "drop out of warp"
Makes it a bit more fun to play with ;) If you are good you drop out of warp close to the gate, if you aren't..oh well your loss..
If you use autopilot it will automaticly select a distance close to the gate. (not so close as you could do manually)
Edited by: Cardassius on 12/06/2003 12:23:18 |
 soltys Minmatar Brutor Tribe |
Posted - 2003.06.12 13:13:00 - [ 7]
I like Blackwood's idea pretty much as well.
But the other thing that hippey wrote about - approaching stargate from different sides, it should really be looked after, so distance to "jump point" is the same no matter from what dirrection ships approach. |
 Demangel Gallente |
Posted - 2003.06.12 13:22:00 - [ 8]
Why all the half measures guys?
My SECOND Biggest wish for CCP should they ever decide to listen:
This wish has two parts...
Freedom of movement: Obviously right now we can ONLY warp to known objects in sapce... We CANNOT for example decide to Warp to the other side of a planet, or into the middle of empty space.
I'm sure the main reasoning was: Space is so big, how would people find anything in the empty parts?
This actually has created the potential for a few NASTY exploits should anyone else use it... (if I could figure out how to make the blasted bug subbmission forum work, I'd submit it as in Exploit already, otherwise I won't be mentioning it here, but trust me, it's got potential to be a REAL doosey when it comes to finding a perosn your trying to kill.)
Anyway I propose that CCP CREATE a Homeworld Style Sensor map. This map would be a 3d representation of the system you are currently in, with large objects obviously located on it.
ANYTHING with a large enough mass will show on this map, from an asteroid belt to a station, to a planet to a titan. however things Battlship size or smaller would not be visible automatically.
Now depending on your ships Sensor strengths (sensor boosting modules included), your ship would be outlined with a highlighted spherical region around your ship that reaches out to the max range of your sensor equipment.
So for example your basic ship loadout might give you a sensor reading which reaches out as far as 1 AU in a spherical shape. ANY object that is not somehow masked (cloaking, ECM modules ETC) Will show up as a small blip WITHIN that highlighted region.
You CAN: Click on the blip and Warp to it... and MAYBE judge it's scale with your gravimetric sensors. However you CANNOT show the info on the blip, or get ANY other data about it. It is merely a way to find things, like sonar.
Now USING this Sensor Map, you could use a similar method that homeworld uses to warp to empty space in the system(select a point in space relative to your own and move to it).
Now this gives ECM and stealth and some other things MUCH more usefulness!
Imagine being able to warp out into empty space, imagine trying to hunt down a super rare object by scouring the system 1au (or more depending on your sensors abilities) at a time?
Now Also Make it so sertain areas can effect your ships visibility. for example If your trying to stay hidden you can warp into an asteroid field, or Gas cloud, or within a set range of a large body, and you will be all but invisible to these long range sensors. with these few things alone the system I'm describing is well worth the effort, just think of the Cat N Mouse chases you can have?
Asteroid fields could be much larger perhaps even full circles! (maybe...).
You could place stations on the far side of a moon, or see the face of a planet who's typical warp location is on the dark side...
If you "warp to" a Blip, you will warp to within 30-50 KM of the object selected.
More stuff to think about:
What if CCP could make it so that when you warp around, you expend different amounts of Cap based not just on distance, but general destination as well.
system: If you warp to a large gravity well (asteroid field, station, moon/planet ETC), It costs the normal amount of Capacitor power to warp there...
however warping into empty space or two a smaller object (like a ship thats shows up as a blip) would require maybe 50% more power?
Possible arguments:
It will be too easy to get away then: Well see my sensor ideas. Tweak it so people CAN be found.
Bah, you could then just warp right in on top of your destination, soyou could literally warp within 10KM of a gate: due to the sheer scale of the sensor map, this is unlikely as one pixel on screen at this scale, could represent 1000KM or more.
CCP SHOULD fix the warp points around gates ETC Regardless. But my system would make Most of our dreams come true. You could REALLY explore space, orbit planets, find rare debris and objects and track down players much more easily. Remember that exploit I was talking about? This idea would make that no longer an exploit at all but more of a feature!
We would also no longer need to worry about following a target through warp. the Warp scrambler WOULD remain supreme as the best way to keep a target where you can hit it... However NBot having one would not mean you cannot chase down someone and finish them. It would also still be hard to chase someone, but easier than following the warp trail and praying you chose the right desintaiton.
This system is MUCH more faithful to the Sci fi origins this game has.
As far as how would it work in EVE technology terms?
Simple... right now warping involved your computer computing the warp based on the gravity wells of the targets...
Well it should be entirely possible then to triangulate a location down to 50KM in empty space.~Fin |
 Hippey Minmatar Brutor Tribe
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Posted - 2003.06.12 14:06:00 - [ 9]
Well what else is camped OTHER then starbases and jumpgates? I've neither encountered anything else nor heard about it.
Do you mean asteroid belts? Well if it's high security space, pirates won't be able to be there due to police.
If it's relatively low sec space (0.1-0.4) then the pirate who camps will also have to deal with NPC pirates at the belt AND have to wait a long time for you to CHOOSE that specific belt since most systems have a lot of belts.
I really don't see a problem. If stargates and starbases can't be camped (except in 0.0/0.1 space for example) then they won't it. And really, nothing else gets the same amount of usage as those two types.
I know this is a multiplayer game and we have to worry about lag, but limiting the PvP aspect of a PvP game is a bad way to go. Sentry guns will take care off any pirate that wishes to camp. |
 Cyvil |
Posted - 2003.06.12 14:21:00 - [ 10]
I don't like the idea of a scanner within 1 AU.
Remember, 1 AU is ~ 8 light minutes. What you're seeing happened 8 minutes ago. The existing ship radar covers what can really be considered the effective scanning range based on current game mechanics.
As for using it to scour space for interesting landmarks, I don't think it would be terribly useful for that, or wanted. I would rather that killing NPC pirates would give you a chance at information about local interests, especially if that faction is guarding that system. Either an item in their cargo "datacore or somesuch" that you can read for their ships log or something. I don't think the game hinges on this or anything though, I think Eve's strength is with PC interaction, not NPC things. |
 Ruffles |
Posted - 2003.06.12 14:32:00 - [ 11]
Sadly I think you have a nice system, and are forgetting those that suffer quite silly load times.
You are also at a disadvantage when jumping into a new system at a gate, even with guns, we have no idea just yet how effective they are against current gate-camping pirates. After all player pirates could dispatch police patrols until recently, lets wait and see just how effective these guns really are.
Yes I think that the loading issue still requires a short amount of something, I would hate to call it immunity, but perhaps sensors not working on targetting ships at a certain range from the gates that have just jumped in, and likewise an inability for those new ships to warp out immediately without a little range between them and the gates. That way all parties still have issues to face and deal with. |
 Hippey Minmatar Brutor Tribe
|
Posted - 2003.06.12 15:29:00 - [ 12]
Well if the invulnerability timer MUST stay, then how about something like not being able to use the MWD and any of it's variations while you are invulnerable. call it a warp field alignment |
 Morkt Drakt Caldari Black Omega Security |
Posted - 2003.06.12 15:37:00 - [ 13]
<-- Strong supporter of being able to drop from warp at Zero (normal) 25, 45 and 75km from destination.
Key component to strategic use of scouts and AVOIDING forcing everybody and every ship into having to warp to the same spot - be it a gate, base or combat.
No way in EVE would I, as a battleship Captain, want to warp into a frigate furball - I would drop 75km from it and pound the buggers at long range.
Conversely a frigate would want to drop as close as possible (unless a scout - in which case as far as possible).
You want strategy? Provide the tools.
Edited by: Morkt Drak on 12/06/2003 15:37:17 |
 Myros Glimmbrand Ganja Co
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Posted - 2003.06.12 16:49:00 - [ 14]
Now that I would agree with Hippey, its already partialy implemented in that when you come out of warp you cant target anything for a few seconds due to "magnectic interference" from your ships warp drive. That same intereference stops you being locked on to. Having the same sort of thing prevent the activation of onboard electronics isnt a stretch at all, and actualy makes sense. Course it would have to be tested and examined for further loop-holes for griefer abuse but I think there is potential there.
Myros |
 Aras Reikoku |
Posted - 2003.06.12 17:32:00 - [ 15]
*quote ______________________________________ The solution to this problem is to have the ability to select how far from a warp target you want to appear, between 20km and 150km. Then you could get rid of the invulnerability (except when leaving a station) and not worry about being a corpse before you have time to download the scene. If you are lagging just select to come out of warp 100km from your target - sure it slows you down, but better 5 mins extra flight time than 2 weeks worth of skills lost. _____________________________________________
Muliply that extra 5 minutes per jump for a 70-70 jmp run and you have a VERY dangerous and VERY VERY boring trip.
I say leave it like it is. Find other ways to do your deeds |
 Demangel Gallente |
Posted - 2003.06.13 00:30:00 - [ 16]
@Cyvil
heheh I know what one AU is ;)
I am suggesting it use the gravitmetric sensors in particular.
In the end if we can have FTL comunication and travel, FTL sensors are also likely to be a possibility.
As I said it would likely be skill based.
In the end I can't argue a matter of taste with you. If you like the near linear nature of space travel in EVE, then so be it... But it is very limiting, and there is that potential exploit to think about (which I refuse to share with anyone but a DEV or moderator)...
Anyway It would only add to the options you would have in EVE, it wouldn't limit them, and if you can read the blasted star map, you will be able to read the sensor map as I'm sure it would work with a similar interface. |
 Big Al The Aftermath
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Posted - 2003.06.13 08:38:00 - [ 17]
I'm sorry Hippey, I think that reducing the range to 7500 before you can jump is a very bad idea.
As you said in your own post, the player pirates have super Micro Warp Drives.
I believe you can jump now at somthing between 12km and 13km.
The extra 5km travelling time will delay the pirate by a maximum of 5 seconds when the afterburners, etc kick in.
However, for a n00b, that 5km could be an extra 2 1/2 minutes of watching your ship blow up and then your pod...
BTW, I like what you are doing on the TEST server. I go on it myself quite often, it's just any issues I have are already posted... |
 Sarkos Minmatar
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Posted - 2003.06.13 12:28:00 - [ 18]
I think the answer is a simple one. Have a jump gate interfere with the MWD. Any MWD will stop working within 25KM of a jump gate. Simple.
I tire of pirates that have every advantage to get away. I believe that anyone with a security rating in the negatives should not be allowed to dock in any but 0.0 space. The security rating of a system represents how well patrolled and safe it is, however, the stations are pockets of civilization within the wilderness and should only be available to people with 0.0 and above security ratings.
What would this mean, well it would keep the majority of pirates where they belong, in 0.0 systems, keeping the hubs of society relatively pirate free. What pirate would go to 0.4 space knowing there was no place to hide? The PC pirates are supposed to be in the rim, the frontier. Lets get them there.
On another note, last night we were hunting some PC pirates, had two of them in a system yet after checking everywhere, we found nothing. Every warpable location was checked. We need special long range scanners for ships, perhaps ones that even limit what else that ship can carry do to the power and CPU use, but they are needed. As a Pirate I can buy a cargo cannister, spend time MWDing to a section of the system away from normal scanners, drop and bookmark the cannister then hand the bookmarks to my fellows. We could then all sit there laughing at anyone trying to find us.
I'm not asking to stop PC piracy, only for the means of combating it on an even balance.
Sarkos - CEO / Oracle Corporation
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 Samurai Jack Caldari N.E.R.D. Inc |
Posted - 2003.06.13 13:02:00 - [ 19]
I agree with the pirates in 0.0 space completely. I think part the this situation exists simply because there is no concord response in 0.0 to 0.4. If the only deterrent is a sec hit, so what? Police response should be quick down to 0.5 and tail off from there with maybe a 30 sec response at 0.4 and dropping by 10sec from there. The current system is akin to having a riot in the city centre and the authorities joining the party...
However I strongly disagree with the '25km no MWD zone' my whole reason for having one is to zip about, not be bored stiff on long hauls.
I think part of the reason for the invulnerablity was to prevent ship deaths when warping into pirate infested belts. The pirates were often shooting you before the client had actually loaded the belt and you were greated by a pod... |
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