(09-28-2013, 09:00 AM)Jack_Henderson Wrote: What is so hard about the general rp rule: "Offer something substantial in your initail move"? Like: A nicely written line with > 5 words after you CDed him. A full sentence, with correct typing and a full stop in the end.
If the trader then doesn't reply with rp (which would lead to conversation and a demand), you are free to blast him and the eerie silence in combination with a timestamp will also keep your ass covered in case the trader wants to sanction you for blowing him up without a demand (always assuming you give enough time for a reply).
If he's running away, then we don't have time to write a well written sentence, we're too busy chasing him, that's the point of this thread...
I am more than happy to RP for as long as they want, providing they don't try to escape. This is RP, the pirate would not just sit there on a comm channel talking to someone that's trying to flee, they would concentrate on making him stop at all costs., don't forget, to a pirate, this could be his next meal...
CBA to read these 5 pages, but I DO feel that the whole "halt is not a demand" thing was put in so that pirates wouldn't be like "you stop right there, and don't move until I leave in 30 minutes".
It's more of a "don't be a butt-hole" type of rule than it is a "make sure you RP before shooting" type of rule.
I'm quite pragmatic about this, I might be breaking some rules but haven't been sanctioned (yet).
I'll start out with a "Cut your engines"/"Stop"/"Halt" depending on how much time I've got, if they do that I'll RP with them and take my time (quite often resulting in traders calling in backup but whatever); if they don't stop (even if all I said was "halt"), I shoot the trader and only stop when he starts talking and/or his ship stops moving.
If there were as many rules to force traders to play "the way they are meant to be played", just like pirates have rules to force them to play in certain ways, the sanction section of the forum would be flooded with traders.
That is enough in my eyes.
.
The trader should stop in 10s or I'will engage him or her.
But I remember one time I got instant replay from trader..
(he was still flying away from me) He wrote: Am flying on engin kill.
Didn't kill him becouse it was kind of funny to me
Now I prefer; Cut your engines to full stop.
But on the other hand HALT is not sufficient for me if it is written alone.
Should- must be more then just HALT.
Perhaps: Halt your ship or I will open fire...or something like this
Reading over these replies, it seems a vital component was missed. Time. That is the reason short 1, 2 or 5 word demands originate (other than pure laziness).
The time it takes to issue the demand while the trader futilely attempts to escape. The time they realise they aren't getting away and mash the keyboard with their fingers in a belated attempt to communicate (often resulting in spam of control keys). The time they are about to lose if they blow up, probably the last 30 mins of game-time. Some players know how to take advantage of the time, attempting to run while the pirate is mid-sentence in his grammatically correct RP, punctuation and all. This results in half-sentences of RP often followed by "WWWWWWEEE" or something similar. Not really satisfying for anyone except the pirate's pewpew feel-good value.
SUGGESTION:
Have a minimum time on an RP encounter, say 1 full minute. If you get CD'ed, you have 1 minute to respond, if you try to flee during that minute, you forgo the "grace period". This would ensure a number of things. Good quality RP. The "fight or flight" response and heartrate of the transport pilot slows enough for the player to make a rational decision (and might actually respond with some RP of their own - imagine that!).
(09-28-2013, 10:09 PM)Izu Riekon Wrote: SUGGESTION:
Have a minimum time on an RP encounter, say 1 full minute. If you get CD'ed, you have 1 minute to respond, if you try to flee during that minute, you forgo the "grace period". This would ensure a number of things. Good quality RP. The "fight or flight" response and heartrate of the transport pilot slows enough for the player to make a rational decision (and might actually respond with some RP of their own - imagine that!).
Just enough time for IMG| to have two Repair ships on scene to ensure an escape... No thanks.
(09-28-2013, 10:09 PM)Izu Riekon Wrote: SUGGESTION:
Have a minimum time on an RP encounter, say 1 full minute. If you get CD'ed, you have 1 minute to respond, if you try to flee during that minute, you forgo the "grace period". This would ensure a number of things. Good quality RP. The "fight or flight" response and heartrate of the transport pilot slows enough for the player to make a rational decision (and might actually respond with some RP of their own - imagine that!).
Just enough time for IMG| to have two Repair ships on scene to ensure an escape... No thanks.
Yeah or just enough time for the Navi to bring 4 fighters a BS and 2 GBs to deal with one bomber.
(09-28-2013, 07:17 PM)Anaximander Wrote: I'm quite pragmatic about this, I might be breaking some rules but haven't been sanctioned (yet).
I'll start out with a "Cut your engines"/"Stop"/"Halt" depending on how much time I've got, if they do that I'll RP with them and take my time (quite often resulting in traders calling in backup but whatever); if they don't stop (even if all I said was "halt"), I shoot the trader and only stop when he starts talking and/or his ship stops moving.
If there were as many rules to force traders to play "the way they are meant to be played", just like pirates have rules to force them to play in certain ways, the sanction section of the forum would be flooded with traders.
i agree with anaximander. there needs to be a balance, because currently its not balanced. there are plenty of rules to force pirates to play "fairly" but a trader can just keep flying or respond with "//just kill me anyway".