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Full Version: A FLhooked engagement notice warning.
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I like it.


Can't think of any suggestions to improve it.

But I'm all for it.
Nice idea... I hope it would be easy to do
Not really sure if that's doable. At least "Warning: player NAME engaged by player NAME is 7k away from his opponent. Fleeing range is 10k." part.
Quite simple, yet good idea.

Showing all the messages in local chat might not be the best solution.
It would be difficult to explain them in roleplay and making them OOC would be mild metagaming.

If it's possible, everyone should have their own messages that aren't sent to others. (Sounds like a lot of work, and I don't know the capabilities of FLHook).
To explain the messages in roleplay: For example, an A.I. or something similar would keep the pilot(s)/crew on the tracks of combat to enhance the survivability of the said pilot(s)/crew.
I'd remove anything related to distances... WILL cause too much rule lawyering and such.

However, the first and third parts of the main post are interesting, and do-able I think.
Interesting, but what happens if a fight momentarily stops before resuming. Will it say it again?

I don't think it's a good idea for group fights though because there would be a message spam whenever people join the fight. Or changes target? Will there be a cooldown period? If so, for how long?
' Wrote:playername was engaged by playername This will appear if the ship has caused 50% shield damage. It will also show if you have dealt atleast 5% hull damage in the case of a ship openinng fire when your shields are already down.


I think this may result in less RP and more pew pew, because RP would be less-needed.
seems good. however, the

Quote:You have died. We remind you, reengaging the party involved on any of your accounts in the course of 4 hours will result in a sanction. You must now leave the system within 10 minutes.

bit, might confuse some traders and escorts.
I can see a problem with the distance related command. How does it tell who is fleeing from who? Here's an example from what you appear to be saying: An LN sees a rogue on a tradelane. After adequate RP, the rogue snipes the LN's shields with a SNAC. The console gives the "X has engaged Y" message. The rogue then activates cruise and flees, without giving the LN a chance to retaliate. At 7k, the only message shown is "LN is at 7k from Rogue, remember fleeing distance is 10k". At 10k, the only message shown, since the LN hasn't engaged, is "LN has fled the battle". Here, we have a problem.

The dying message part might even be possible to code as a replacement to the "You have died, better luck next time" message, so instead you would have "You have died. If this was in a PvP fight, you may not re-engage on any character or enter this system for 4 hours. Please either leave the system in the next 10 minutes or log off/switch characters"
what about mutual disengagements?

what if its a practice match?

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