I Was just mining near a Friendly POB, when i accidentally hit it with my mining lasers, as usual it went hostile and started shooting at me, now normally this hostility would only last for 10-20 miniutes, but no, this POB decided it would be hostile for 4 hours, big problem for me, i cant mine anywhere near this base, and the POB i want to dock on is right next to it, another big problem, if you need anymore details (like base name or other things) just ask me, but i just found this a bit strange and annoying too!!!
(06-06-2015, 06:43 PM)Scourgeclaw Wrote: This is why POBs shouldn't be in mining fields, among other reasons.
No, just wait for a server restart, and it should go back to non-hostile.
ok thanks!
The other way around is is to ask the Owner of the Base to add your Ship's Name to the Base. You will still end up activating the Shield, if you hit it, but the Weapon Platforms/Base will not shoot you.
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(06-06-2015, 06:43 PM)Scourgeclaw Wrote: This is why POBs shouldn't be in mining fields, among other reasons.
No, just wait for a server restart, and it should go back to non-hostile.
ok thanks!
The other way around is is to ask the Owner of the Base to add your Ship's Name to the Base. You will still end up activating the Shield, if you hit it, but the Weapon Platforms/Base will not shoot you.
im allowed to dock with one of the POB's, but the other one beside it, the guy who owned it wouldnt let me dock with it, but being honest in my opinion, it should take a good bit of damage to activate the shields on a base, maybe like 100 or somthing, rather than 1 and your mining laser activating it!
(06-06-2015, 07:15 PM)TheFreelancer Wrote: (...) it should take a good bit of damage to activate the shields on a base, maybe like 100 or somthing, rather than 1 and your mining laser activating it!
I think we need to ask Alley why the very same script as to NPC bases is not applied, if you know what I mean.
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(06-06-2015, 07:28 PM)Fluffyball Wrote:
(06-06-2015, 07:15 PM)TheFreelancer Wrote: (...) it should take a good bit of damage to activate the shields on a base, maybe like 100 or somthing, rather than 1 and your mining laser activating it!
I think we need to ask Alley why the very same script as to NPC bases is not applied, if you know what I mean.
To apply consequences to actual attackers. People who accidentally trigger the shields are just unfortunate collateral.
(06-06-2015, 07:15 PM)TheFreelancer Wrote: (...) it should take a good bit of damage to activate the shields on a base, maybe like 100 or somthing, rather than 1 and your mining laser activating it!
I think we need to ask Alley why the very same script as to NPC bases is not applied, if you know what I mean.
To apply consequences to actual attackers. People who accidentally trigger the shields are just unfortunate collateral.
Jammi. If someone is to assault POB, he is to delive more than these 100 hit points though.
(06-06-2015, 07:15 PM)TheFreelancer Wrote: (...) it should take a good bit of damage to activate the shields on a base, maybe like 100 or somthing, rather than 1 and your mining laser activating it!
I think we need to ask Alley why the very same script as to NPC bases is not applied, if you know what I mean.
Well, my first and foremost guess to it would be that NPC bases are not PoBs, are nothing like PoBs, and while PoB behavior is entirely coded into a plugin executed via FLHook, NPC base behavior is hardcoded into the game itself, written in code to which nobody outside Microsoft has access to. I would expect people trying to compare one to the other to know the most important differences between the two.
That's why I wanted someone else, dev preferably, to answer that question. I'm no coder, mind you. I have no single ability in any programming language (perhaps some simplified Python in RenPy).
The question is, if the "hit margin" can be raised via FLHook.
Or just move bases entirely from the mining fields.