' Wrote:a suggestion - give that command a repeat delay of some 10 seconds - and maybe make the player pay 10.000 credits.
we don t want players using /stuck to dodge in pvp, do we?
You have to be stopped (speed 0) to use the command. With this in mind do you still think PVP dodging would be a problem? (if so that's fine - I'm just checking)
Proud member of "the most paranoid group of people in the community"
' Wrote:a suggestion - give that command a repeat delay of some 10 seconds - and maybe make the player pay 10.000 credits.
we don t want players using /stuck to dodge in pvp, do we?
The 10m is barely noticable for anything larger than, I dunno, a Starflier? In all cases, it will be more effective to either dodge normally or fly straight.
It cuts down on the time spent stuck in bases, and as far as I can tell it does so well without being exploitable. Thank you Cannon!
and yes - 10 meters isn t much, but its "beaming" - i was just concerned about a ship spamming this... 10x 10 meters in a second ( and i guess someone might make a macro even if they shouldn t ) is then quite a lot already.
either way - being fully stopped works good enough.
Did we have a pin with all the FLhook commands and explanations for them? This needs to be added ASAP.
I guess we also need to clarify using /stuck while in a firefight is considered F1 with similar sanctions. But how to screenshot it? -.-
Edit: I see this being discussed already. I think it's exploitable using strafing and macros, or /setmsg. Perhaps a 5sec delay and a small "transfer" bill would discourage even those few ever thinking about it. Honestly, being stuck on a base means I try to strafe and manhandle the ship for minutes, 5-10sec is no biggie.