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Admin notice: cruise is fleeing rule is removed - Printable Version

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+--- Thread: Admin notice: cruise is fleeing rule is removed (/showthread.php?tid=29021)

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Admin notice: cruise is fleeing rule is removed - Guest - 10-30-2009

' Wrote:I figured you would whine Dr. Beardface, but what I believe this encoruages is RP. Real honest RP. I fly a transport and had been CD'ed in Cali by two pirates yesterday and it was a hoot. If you want to know I ended up giving you both 400,001 k credits and two "solar system blow up Nukes," which they happly took and we all went our ways. Why? Because we all, three of us, Role played out a fun, enjoyable even that made our otherwise boring night, fun. You guys remember having fun right? With a bit more understanding, depth and actually Role play and not crash and burn, it's actually possible to make this modification work out. Lets try it out shall we?

Sarcasm, dear.

In any case, since you've popped my sarcastic bubble, let me clarify.
This isn't so bad.


Admin notice: cruise is fleeing rule is removed - Tomtomrawr - 10-30-2009

*Peers into thread*

I ain't touching this with a sixty foot pole...[/attempted joke]

Now if a Battleship comes to kill my fighter it can cruise to catch up with me and blow me into tiny little bits.

Brilliant....


Admin notice: cruise is fleeing rule is removed - Wilhelmine.Blamauer - 10-30-2009

First of all, I fully suport the energy drain in cruise, and would take it even further by slowing down cap ship cruise speed to 200 or 250.

But apart from that...

1: The 10k rule is a bit problematic.
Imagine a single battleship attacks your fighter who has no chance, but cant follow you.
You stay between 5k and 10 k distance all the time.

If you move away 10 k, you lost anyway and have to leave. You are practically stuck with the thing for ever, unless the cap ship loses interest in you and 'flees from you' and would then technically have to leave.
How do you resolve that situation?
Anti-cap ship laws to benefit fighters kinda lose their sense like that.

2: You only mention docking with a jumpgate, not a jumphole. Better write both in there no?


Admin notice: cruise is fleeing rule is removed - underd0g - 10-30-2009

I can see all kinds of situations that will lead to very boring gameplay. ZOI boundaries being one, where people will run to their respective 'sacred areas' and sit and mock their pursuers. It's all going to end up in long, boring yellathons, and the pursuers will always be the guys that in the end loses patience and either end up breaking some holy factionalized rule or gets too bored and leaves the area, hence fleeing the engagement for a 4 hour break.


Admin notice: cruise is fleeing rule is removed - Agmen of Eladesor - 10-30-2009

' Wrote:I can see all kinds of situations that will lead to very boring gameplay. ZOI boundaries being one, where people will run to their respective 'sacred areas' and sit and mock their pursuers. It's all going to end up in long, boring yellathons, and the pursuers will always be the guys that in the end loses patience and either end up breaking some holy factionalized rule or gets too bored and leaves the area, hence fleeing the engagement for a 4 hour break.

Actually, ZOI and posted bounty limits were something that we hunters actually approve of.

It gives the criminal that's fleeing a true sense of being able to 'run for the border' and head to where he can't be chased.

As for the whole topic - there's a reason why an assortment of comments are no longer present. If you aren't going to contribute anything useful, don't bother posting. Matt and the rest of the people behind this are trying to a) reduce the number of sanctions and b) improve gameplay and c) increase the realism. My Mako takes a long time to spool up to full cruise speed - and then I hit EK. So I have enough power left to shoot my main guns twice - big whoop. Until I stop, my power doesn't regenerate. Net result - perhaps you'll STOP chasing people and realize that blue message is NOT as important as ROLE-PLAYING on here.




Admin notice: cruise is fleeing rule is removed - underd0g - 10-30-2009

' Wrote:Actually, ZOI and posted bounty limits were something that we hunters actually approve of.

It gives the criminal that's fleeing a true sense of being able to 'run for the border' and head to where he can't be chased.

As for the whole topic - there's a reason why an assortment of comments are no longer present. If you aren't going to contribute anything useful, don't bother posting. Matt and the rest of the people behind this are trying to a) reduce the number of sanctions and b) improve gameplay and c) increase the realism. My Mako takes a long time to spool up to full cruise speed - and then I hit EK. So I have enough power left to shoot my main guns twice - big whoop. Until I stop, my power doesn't regenerate. Net result - perhaps you'll STOP chasing people and realize that blue message is NOT as important as ROLE-PLAYING on here.

I have nothing against ZOI. Nothing at all. It gives boundaries. What I have a problem with is that some peoples (not specifically mine) fun-time on the server will become anything but fun. Your RP end up in a big, fun chase, that ends just on the step on someone elses ZOI, and leads to the fun chase becoming a boring stalemate and eventually 4 hours of sleepytime.

Before the revision of this rule, I never really bothered about fleeing people, unless in-RP ordered to chase them. But then I knew that they were the ones having to leave the system. I aint about to start chasing 'fleeing' people now, I'm just worried they'll run to 9.9K and sit there and be childish about it.


Admin notice: cruise is fleeing rule is removed - Egon Bigmemes - 10-30-2009

People keep saying that the blue message isn't important as roleplay - This is very true, but can you explain that to the hundreds of people that don't read the forums except the rule changes, and then return to the game to lolwut even further?

Seriously.

Some people don't even check the forums at all.


Admin notice: cruise is fleeing rule is removed - Ozuse - 11-03-2009

' Wrote:Oh you cannot be serious?!

GBs and cruisers have just lost any advantage against battleships they had.

The energy drain thing will make no difference, as it seems that is why you are doing this.

I think there should be a time limit imposed on this. You need to have something to give the smaller ships a chance.



Admin notice: cruise is fleeing rule is removed - dead_shot - 11-03-2009

Only positive change from here would be adjusting energy recharge time according to the ship size. Bigger the ship - slower the energy recharge. Battleships and capital ships in general should not be cruising into battles. They are more of a stationary object (like NPC BS/bases) that protect certain part of space. Juggs are mobile Freeports right? I like this cruise drain and I like abolishment of the cruise/fleeing rule. All we need now is slight tune up. Not necessary but welcome.

P.S. I have to notice that number of OORP behaving players has decreased dramatically since this change was introduced. That justifies it more then anything else. Such game mechanics discourages pvp or cap whoring and has all my support.


Admin notice: cruise is fleeing rule is removed - Garuda - 11-04-2009

Bring nothing.

I have no chance with a small ship against big ships.

Ah Kusari Destroyer have no chance against a battleship.
Where is the tactic.

Anohter example with my BS against cruiser.
I can fire so much but bring nothing cruise and attack, cruise and attack.

Or alone no chance against a BS and a Fighter with CD.
The Fighter fire with CD and the BS cruise and attack and cruise and attack.
With a Destroyer,Cruiser or Gundboat no chance.

Is very realistic^^and rp.