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Navy station firing on navy players because they do not change name? - Printable Version

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+--- Thread: Navy station firing on navy players because they do not change name? (/showthread.php?tid=84475)

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Navy station firing on navy players because they do not change name? - Ipuvaepe - 07-25-2012

' Wrote:If it's by a jump gate (which is where I get the impression it is) where it's going to give people no time to see it's hostile before it starts shooting them, not so much.
Also not explicitly forbidden. In fact, I can think of two GRN battleships placed not 500m from a jump gate.


Navy station firing on navy players because they do not change name? - Loken - 07-25-2012

They're built into the mod, not placed by players.

According to you the situation I outlined before would be perfectly acceptable. There is no difference other than the fact that you don't actually need anyone to be there.


Navy station firing on navy players because they do not change name? - Miranda - 07-25-2012

' Wrote:If it's in the middle of a system then fine. If it's by a jump gate (which is where I get the impression it is) where it's going to give people no time to see it's hostile before it starts shooting them, not so much.

You can see the base from as far away as Norfolk, and even coming from the Alaska gate theres plenty of room in the mines clearing before you get to the hole exit where the base is. Its not like they put it right next to the gate. Though that would be a good idea to put at the O-5 hole to keep the Sairs from attacking Port Smallwood next time...


Navy station firing on navy players because they do not change name? - ryoken - 07-25-2012

' Wrote:Also not explicitly forbidden. In fact, I can think of two GRN battleships placed not 500m from a jump gate.

That GRN Battleship does not fire on GRN indies just because they are not on some players list of friendlies.

' Wrote:You can see the base from as far away as Norfolk, and even coming from the Alaska gate theres plenty of room in the mines clearing before you get to the hole exit where the base is. Its not like they put it right next to the gate. Though that would be a good idea to put at the O-5 hole to keep the Sairs from attacking Port Smallwood next time...

You can see it yes. But cannot get past it without being fired or, or going through mines unless on a players list of friendlies, even when ID claims you are allowed there.


Navy station firing on navy players because they do not change name? - Miranda - 07-25-2012

' Wrote:That GRN Battleship does not fire on GRN indies just because they are not on some players list of friendlies.
You can see it yes. But cannot get past it without being fired or, or going through mines unless on a players list of friendlies, even when ID claims you are allowed there.

I used to go through the mines all the time because I could never find the hole. At the very least the base makes that easier.


Navy station firing on navy players because they do not change name? - Daedric - 07-25-2012

This base is not built in a position to harm anyone exiting a Jump Gate. It is positioned at the entry into a mine-field.

This base does not prevent you from accessing Z21 or Alaska.

If fires on you for doing so unless you're on its whitelist. As Joe said, it is doing exactly what the development team inteded it to do. It is securing an area of space. It just so happens this area of space is a bottleneck. I coulda swore I saw an admin or a developer saying that was one of the purposes of player bases in another thread where people were whining about Kings Cross and Falster being built next to gates.

If there is a problem with a base protecting a area of space, then that defense mode needs to be removed.


Navy station firing on navy players because they do not change name? - gafwmn - 07-25-2012

Then add ALL of my navy/lsf ships to the list.
Joe,IF your part of this,you have me on skype,you can get my ship names there.

And I really hope this takes less time than it takes me to get there from norfolk,cause if it shoots me,I shoot back.


Navy station firing on navy players because they do not change name? - Ursus - 07-25-2012

' Wrote:According to Joe. Cannon said this would slow down the server having it scan all IDs.
Tha'ts why I said it should use reputation/IFF and *not* ID :rtfm:


Navy station firing on navy players because they do not change name? - gafwmn - 07-25-2012

' Wrote:This base is not built in a position to harm anyone exiting a Jump Gate. It is positioned at the entry into a mine-field.

This base does not prevent you from accessing Z21 or Alaska.

If fires on you for doing so unless you're on its whitelist. As Joe said, it is doing exactly what the development team inteded it to do. It is securing an area of space. It just so happens this area of space is a bottleneck. I coulda swore I saw an admin or a developer saying that was one of the purposes of player bases in another thread where people were whining about Kings Cross and Falster being built next to gates.

If there is a problem with a base protecting a area of space, then that defense mode needs to be removed.


Yeah..it just about dropped my shields.
Fix it,or I will siege it.

I been guarding that area longer than most have been on here,and I will not be held up by a piece of hardware thats gone haywire.


Navy station firing on navy players because they do not change name? - Jayce - 07-25-2012

Or, you could just... Like... Fly past the base and dodge.