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Author |
Thread Statistics | Show CCP posts - 0 post(s) |
Kain Spero
Imperfects Negative-Feedback
907
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Posted - 2012.12.17 21:48:00 -
[1] - Quote
I was thinking about the friendly fire thing in high-sec and had a thought. What if the weapons had IFF locks instead of firing into friendlies and doing no damage?
Example: You throw a nade into a group of friendlies and the nade doesn't go off due to friendlies being nearby. Your shooting and a friendly passes infront of you sight and locks up and doesn't fire until the friendly moves.
Feedback welcome, I'm just trying to think of something that can give us friendly fire without feeling so artificial. Personally I really think their should be friendly fire even in high sec. |
Tiel Syysch
Imperfects Negative-Feedback
634
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Posted - 2012.12.17 22:00:00 -
[2] - Quote
Wouldn't stop me from lobbing a long distance mass driver round and you walking into its path, especially considering I rarely have my crosshair ON the target. Or your forge gun leading shots on moving targets.
I'd honestly rather sacrifice the blue dot to a grenade than have it dud itself and not kill the reds I threw it at, though. Wrong place at the wrong time, blue. |
Kain Spero
Imperfects Negative-Feedback
907
|
Posted - 2012.12.17 22:03:00 -
[3] - Quote
Yeah, indirect explosive weapons would make this hard to implement. I'd just like to see something more elegant than "my bullets magically don't hurt you." |
R F Gyro
ZionTCD Legacy Rising
315
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Posted - 2012.12.17 23:09:00 -
[4] - Quote
I like this. It would also help to get players thinking about the need to avoid shooting into crowds of reds & blues, so that they aren't a complete and utter liability when they first get to nullsec. |
WHz DS9899
Doomheim
136
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Posted - 2012.12.17 23:29:00 -
[5] - Quote
Just make it apply to guns, and if there are no enemies, they all lock. But if there is a enemy in earshot, then oepn season! |
Telcontar Dunedain
Imperfects Negative-Feedback
328
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Posted - 2012.12.17 23:31:00 -
[6] - Quote
Kain Spero wrote:I was thinking about the friendly fire thing in high-sec and had a thought. What if the weapons had IFF locks instead of firing into friendlies and doing no damage?
Example: You throw a nade into a group of friendlies and the nade doesn't go off due to friendlies being nearby. Your shooting and a friendly passes infront of you sight and locks up and doesn't fire until the friendly moves.
Feedback welcome, I'm just trying to think of something that can give us friendly fire without feeling so artificial. Personally I really think their should be friendly fire even in high sec.
This sounds positively rage inspiring.
Everyone would be constantly cursing their weapons for being unresponsive and the blueberries in their way.
Not fun gameplay.
I look forward to real friendly fire however. |
R F Gyro
ZionTCD Legacy Rising
315
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Posted - 2012.12.18 14:43:00 -
[7] - Quote
Telcontar Dunedain wrote:This sounds positively rage inspiring.
Everyone would be constantly cursing their weapons for being unresponsive and the blueberries in their way.
Not fun gameplay.
I look forward to real friendly fire however. I suspect that most of the people who would rage at this are the people who would prefer to play in nullsec with FF enabled anyway.
Cursing the unresponsive weapons could be largely dealt with by making the shields of the appropriate blueberry flash blue or something, converting it into cursing the blueberry.
Cursing the blueberry would, of course, be entirely justified and appropriate |
Vrain Matari
ZionTCD Legacy Rising
404
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Posted - 2012.12.18 15:16:00 -
[8] - Quote
It's an attractive idea Kain, it's realistic and plausible, and it would be easy to implement for 'projectile' type weapons.
For AOE weapons like grenades and mass drivers it wouldn't be much harder - just do a simple calculation to see if a freindly is inside the explosion radius at the moment of explosion. Make a sound and visual effect to let the player know that an IFF failsafe stopped his weapon from triggering.
I was thinking along the same lines and came up with this: what if CONCORD imposed an ISK 'fine' or a 'tax' on hisec FF kills? This 'tax' could apply to both the team and the individual. A chronic TK'er would become persona non grata pretty quickly.
For pub matches, the two pieces of functionality we'ed need to protect ourselves from taxes would be the ability to join matches based an the TK ratio of other players and publicly availiable TK stats for players. I like the tax mechanic because it lets us avoid implementing a player kick feature for hisec, which is sure to get abused.
With a TK ratio filter TK'ers would prolly find hisec a lonely, lonely place.
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Shijima Kuraimaru
WarRavens
168
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Posted - 2012.12.19 20:56:00 -
[9] - Quote
Just what I need, to be fined/"taxed" because some idiot team mate decides to jump into my stream of HMG fire because they want to shoot at the same target I'm firing at. Friendly fire yes, fines and "taxes" no.
I do like the security flagging on friendly fire idea someone brought up in another forum.
Suggested scale for each match.
High sec / public battles. TK 3: Marker turns yellow for team mates advising them to be cautious of possible TKer. TK 5: Flagged as hostile for both teams. Marker turns orange making one a viable, and rewarding, target for everyone on the battle field.
Low sec battles. TK 2: Marker turns yellow for team mates advising them to be cautious of possible TKer. TK 3: Flagged as hostile for both teams. Marker turns orange making one a viable, and rewarding, target for everyone on the battle field.
Null sec battles. TK 1: Marker turns yellow for team mates advising them to be cautious of possible TKer.
This is just a thought for skirmish modes. I'm sure something similar could be worked out for ambush modes. Either way, FF should be on. |
Myles Aarne
Amarrican Ground Forces I Whip My Slaves Back and Forth
22
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Posted - 2012.12.19 22:08:00 -
[10] - Quote
Shijima Kuraimaru wrote:Just what I need, to be fined/"taxed" because some idiot team mate decides to jump into my stream of HMG fire because they want to shoot at the same target I'm firing at. Friendly fire yes, fines and "taxes" no.
I do like the security flagging on friendly fire idea someone brought up in another forum.
Suggested scale for each match.
High sec / public battles. TK 3: Marker turns yellow for team mates advising them to be cautious of possible TKer. TK 5: Flagged as hostile for both teams. Marker turns orange making one a viable, and rewarding, target for everyone on the battle field.
Low sec battles. TK 2: Marker turns yellow for team mates advising them to be cautious of possible TKer. TK 3: Flagged as hostile for both teams. Marker turns orange making one a viable, and rewarding, target for everyone on the battle field.
Null sec battles. TK 1: Marker turns yellow for team mates advising them to be cautious of possible TKer.
This is just a thought for skirmish modes. I'm sure something similar could be worked out for ambush modes. Either way, FF should be on.
This idea, along with a safety that you have to disable in high or low sec, would probably fit right into EVE.
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Skihids
Tritan-Industries Legacy Rising
969
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Posted - 2012.12.19 22:55:00 -
[11] - Quote
I could see a case for locking an AOE weapon based on position, but even that could fail at range with moving targets. A MD round takes several seconds to travel at maximum range and that's enough time for any forecast to become invalid.
In low and null sec you should have the ability to override the safety. You would have to explain yourself after, but it might be required for the win. |
R F Gyro
ZionTCD Legacy Rising
315
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Posted - 2012.12.20 00:24:00 -
[12] - Quote
Shijima Kuraimaru wrote:Just what I need, to be fined/"taxed" because some idiot team mate decides to jump into my stream of HMG fire because they want to shoot at the same target I'm firing at. Friendly fire yes, fines and "taxes" no.
You should run with better teams then, or do you plan to spend your time in hisec instant matches with groups of randoms once the game goes live?
More seriously, you'll probably be playing with a team of corp-mates, properly organised into squads and acting as a unit. In this case either FF will be on, in which case your team mates need to keep out of your way to avoid being killed, or it will be off in which case your team mates need to keep out of your way to avoid blocking your kill. And if you don't trust your team mates then being denied the odd kill is probably the least of your worries.
Quote:I do like the security flagging on friendly fire idea someone brought up in another forum.
Suggested scale for each match.
High sec / public battles. TK 3: Marker turns yellow for team mates advising them to be cautious of possible TKer. TK 5: Flagged as hostile for both teams. Marker turns orange making one a viable, and rewarding, target for everyone on the battle field.
Low sec battles. TK 2: Marker turns yellow for team mates advising them to be cautious of possible TKer. TK 3: Flagged as hostile for both teams. Marker turns orange making one a viable, and rewarding, target for everyone on the battle field.
Null sec battles. TK 1: Marker turns yellow for team mates advising them to be cautious of possible TKer.
This is just a thought for skirmish modes. I'm sure something similar could be worked out for ambush modes. Either way, FF should be on. Flagging might work in lowsec, but it is kind of irrelevant for hi and null. Hisec won't have FF, and nullsec won't care. |
Rayan Storm
ZionTCD Legacy Rising
358
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Posted - 2012.12.20 00:51:00 -
[13] - Quote
What i hate about friendly fire, is those poor sick kittens who would kill me just to get the hack or lav. they would ruin the whole game. of course, in a corp, that would NOT be tolerated
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Odiain Suliis
ZionTCD Legacy Rising
112
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Posted - 2012.12.20 04:47:00 -
[14] - Quote
Just make it so that yone kan kill anyone in anyplace and be delt with it. And having added bonus of making gameplay more thoughtfull and not this triggerhapy/slugfest.
There will be griefers and TKers, but meh.... Thats New Eden. Atleast you know that you can exact revenge on them. |
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