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Offline Kosa
03-31-2021, 02:56 PM,
#11
Member
Posts: 378
Threads: 82
Joined: Dec 2011

I didn't advise it for avoiding interactions. I thought it would be a nice easy-to implement feature.

If you want to avoid interaction while docked on a PoB you can always log out and log a different character on that PoB.
Or take off - dock again if you see danger. I don't see why this would help avoiding interactions.

But of course everyone's opinion is different. That's why I asked here Smile

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Offline Kosa
03-31-2021, 02:59 PM, (This post was last modified: 03-31-2021, 03:04 PM by Kosa.)
#12
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Posts: 378
Threads: 82
Joined: Dec 2011

If you're so worried about players mass-avoiding interactions we can implement this feature for base admins only. This way only few people will have this option on a very limited amount of PoBs.

I welcome any opinion Smile

[Image: unknown_alpha.png]
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Offline darkwind
03-31-2021, 03:13 PM,
#13
Frontier Sheriff
Posts: 1,170
Threads: 138
Joined: Oct 2019
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it can be actually turned into instrument of seeking the game activity
imagine it as module for Core 1 level bases only
which has super high range
but in return also pings where the base located and whom is listening
Listening Outpost
giggles
and if enemy approached the base
some additional things to happen
like scanner is not working during active shield
or even kicking the player from the base

it can be turned into fight for dominance over the outpost
as additional things:
making docking access locked to: anyone can dock and anyone could use its radar ;b
so it can be turned into a thing that goes from hands to hands

game mode King of the hill
Conquer the temporal dominance over the outpost
the winner gets its long range capabilities at his disposal


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Offline Kosa
03-31-2021, 03:21 PM, (This post was last modified: 03-31-2021, 03:22 PM by Kosa.)
#14
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Posts: 378
Threads: 82
Joined: Dec 2011

It can indeed be an activity seeker.
If you give it large enough range (30-40k) and make it list Player names with sector position you can actually check a not-too-distant jump gate or mining field for active players.

[Image: unknown_alpha.png]
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Offline Xenon
03-31-2021, 04:43 PM,
#15
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Posts: 2,137
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Many good ideas can come out of this mate, Nice one @Kosa Smile
It's good to see ya still around xD

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Offline Venkman
03-31-2021, 04:57 PM,
#16
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Posts: 3,498
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(03-31-2021, 03:21 PM)Kosa Wrote: It can indeed be an activity seeker.
you can actually check a not-too-distant jump gate or mining field for active players.

Or abuse it to scout for pirates/people that you don't like so you can avoid them more successfully. It also defeats the purpose of actual scanners.

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Offline Jeuge
03-31-2021, 05:04 PM,
#17
EFL Squad
Posts: 560
Threads: 10
Joined: Jun 2019
Staff roles: Economy Developer

Pob Thrusters soon

Let's be serious, stop with your absurd ideas.
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Offline CommodoreShawn
03-31-2021, 05:45 PM,
#18
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Posts: 238
Threads: 27
Joined: Dec 2020

(03-31-2021, 03:21 PM)Kosa Wrote: It can indeed be an activity seeker.
If you give it large enough range (30-40k) and make it list Player names with sector position you can actually check a not-too-distant jump gate or mining field for active players.

I like the idea of a listening post style station. It could make for a strategically useful asset.
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Offline Lusitano
03-31-2021, 06:22 PM, (This post was last modified: 03-31-2021, 06:23 PM by Lusitano.)
#19
Storm Chaser
Posts: 1,841
Threads: 195
Joined: Feb 2011

No. Terrible idea. Knowing where those players are in the sector and "what" are those players it is not good for the game.

Example: Unlawfuuls prepare to raid a system, lawfulls know who they are, what ships they have and where they are. unfair advantage .

Example 2: Group is preparing to raid the enemy home system, defenders know who they are, their locations and what ships they have, unfair for attackers since defenders can prepare for that attack.

Example 3: Mining group is mining and receives information that pirtes or other uwlawfulls are coming. they can run away, or simple canc stay with no problem since they know the enemy is too far and it is not going to their way.

In other words ... there are already soo much hate for pobs, i can't even imagine how it will be if this go ahead. Also interactions will be crap since some have more advantages thanothers, or they even will be even more avoided. Devs if you don't have nothing to do, well there is a lot of things to solve like bugs, and please don't waste your precious time, that we all thank you for wasting in favour the mod, on doing things like this and nerfing ships to the point they become useless.
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Offline Kosa
03-31-2021, 06:51 PM,
#20
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Posts: 378
Threads: 82
Joined: Dec 2011

Hey guys. If most of you don't like the idea I'm not pushing it Smile It didn't sound so absurd at first but Lusitano is making a point. And I knew I was touching a hornet's nest advising anything regarding PoBs given how many people hate them. Nevertheless I was still surprised by the amount of hate in this community after so many years. Most of us are probably adults in our 30s by now. I expected a somewhat more conservative tone. Looks like I was wrong. (Save the exception). If anyone's curious I wouldn't have benefited much of this idea as I don't have PoBs around hotspots. I was just trying to be creative.

I want to retract this idea and close the thread before it becomes a negative hotspot.


THREAD CAN BE CLOSED

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