So we spend 4 hours of excellent gameplay and teamwork trying to neuter one carrier. One person swoops in and takes all the data, then when data is finally divided sudden NPC kills everyone and data despawns.
Lots of effort to get cheated out of any payoff.
Hmph. I can see why IRG just swoops around and exploitatively nabs all the base data without doing any PvE whatsoever.
THE SYNDIC LEAGUES
(A co-operative of Rheinland's Shipping Unions, retired from a life of piracy.)
The issue with the base runners is deffinantly a problem, As i was watching the fight, many of the ships were not paying attention to the fight so the death is their fault. The teamwork was well co-ordinated yes, but almost everyone was going after the loot, i think the loot should scatter within a 7k radius from eachother so the loot isn't all clustered together.
That's what happends when you have large groups. Always some kind of risk involved in uncharted systems. but i feel your sympathy, i'd get angry too if i lost my hard work, as have done plenty before with allies taking them.
The ships aren't a problem, though. There are enough and they drop enough loot. The only problem is the PoB-racers.
(05-27-2017, 11:53 AM)Sombra Hookier Wrote: JM| too. You can just put a cloak on your ship, dock with the PoB, loot what you can and then wait for the event to be over. With the loot on the PoBs and not on the boss NPCs, people can just use cloaks or spam snubs to get the stuff.
So there are three options on how to prevent that:
1. Put the loot on the boss NPCs.
2. Dev-Option, currently looked into: Placing a spherical shield model around the PoBs that need to be destroyed first before the PoBs can be docked with. This can be done by giving a planet a transparent texture (like nomad texture) and not giving it kill-zones, as they can't be placed that easily. The problem is that people would /stuck all over the place to circumvent it, which would be an exploit-abuse. In other systems, that was handled by killzones, like Major, however here it could only be handled by either making the shields rotating and give them insane amounts of mass, so anything trying to stuck into it would take both insane damage and couldn't stuck a second time, as the ship would be moved with great force. Down side is that the object rotation is a non-static value that is altered the moment the object gets touched by something else - so battleships could theoretically stop the object from rotating, if the values aren't insanely high. The alternative would be altering the PoB model to not allow quickdocking, so the Carriers will definitely kill the docker. However, all that deving effort could be avoid by placing the loot on the carriers, as they need to be destroyed anyway.
3. Throwing a tantrum and not doing any events anymore because the vets turn them into crap. That's why we can't have nice things.
(05-27-2017, 12:06 PM)Sombra Hookier Wrote: The ships aren't a problem, though. There are enough and they drop enough loot. The only problem is the PoB-racers.
(05-27-2017, 11:53 AM)Sombra Hookier Wrote: JM| too. You can just put a cloak on your ship, dock with the PoB, loot what you can and then wait for the event to be over. With the loot on the PoBs and not on the boss NPCs, people can just use cloaks or spam snubs to get the stuff.
So there are three options on how to prevent that:
1. Put the loot on the boss NPCs.
2. Dev-Option, currently looked into: Placing a spherical shield model around the PoBs that need to be destroyed first before the PoBs can be docked with. This can be done by giving a planet a transparent texture (like nomad texture) and not giving it kill-zones, as they can't be placed that easily. The problem is that people would /stuck all over the place to circumvent it, which would be an exploit-abuse. In other systems, that was handled by killzones, like Major, however here it could only be handled by either making the shields rotating and give them insane amounts of mass, so anything trying to stuck into it would take both insane damage and couldn't stuck a second time, as the ship would be moved with great force. Down side is that the object rotation is a non-static value that is altered the moment the object gets touched by something else - so battleships could theoretically stop the object from rotating, if the values aren't insanely high. The alternative would be altering the PoB model to not allow quickdocking, so the Carriers will definitely kill the docker. However, all that deving effort could be avoid by placing the loot on the carriers, as they need to be destroyed anyway.
3. Throwing a tantrum and not doing any events anymore because the vets turn them into crap. That's why we can't have nice things.
Option one would be nice, but then we'd circle back to the problem of players clustering to get the loot. What if, some of the loot HAS to be carried by a transporter? ( 2-4k cargo space it takes up )
4. Place cultist cruise/cloak disruptor platforms around the PoBs. Place something static but hostile to them in their range, so they constantly both disrupt cloaks and cruise.
(05-27-2017, 12:10 PM)Sombra Hookier Wrote: 4. Place cultist cruise/cloak disruptor platforms around the PoBs. Place something static but hostile to them in their range, so they constantly both disrupt cloaks and cruise.
I remember hearing of cloak & cruise inhibitors which persistently fires a pulse making it impossible for them to do much in the area, perhaps these could be given a test drive in it?
(05-27-2017, 12:10 PM)Sombra Hookier Wrote: 4. Place cultist cruise/cloak disruptor platforms around the PoBs. Place something static but hostile to them in their range, so they constantly both disrupt cloaks and cruise.