Not long after that Houston incident, he vamooshed again during combat. Except this time he landed in Bastille. Admin have spoken with him, I do expect there to be repercussions but that won't change the fact that we have a problem here with the prospect of endless battles which simply cannot be won.
Even though I don't even have any ships with a jump drive myself, I would consider jumping in and out of combat to be a legitimate strategy.
It's an actual logical conclusion of the use of the jump drive, after all. You get into a combat, you're starting to get beat up pretty bad - use your jump drive and get somewhere safe so you can re-arm and re-load.
Under the current rules, you can leave the system or flee the combat now via jump holes or jump gate and then return - the only time you're down due to a PvP death is if someone you're fighting against sees you dock.
So why is using a jump drive any different from using a jump hole or jump gate? Because you didn't think of it first? Heck, it's a great tactic and strategy - think about the resupply ship, follows the fleet, they start to run out of regens, it fills them up and then jumps out - reloads on regens, jumps back in. Rinse, repeat.
Certainly the manner in which this thread is discussing that it was being used by someone shooting friendlies is a violation of OTHER rules - but using the jump drive in this way - hey, that's a novel and neat way of fighting in combat. Might make you think about tactics now, instead of just a pure blue message.
(11-21-2013, 12:53 PM)Jihadjoe Wrote: Oh god... The end of days... Agmen agreed with me.
Sorry but I disagree.
This particular behaviour/tactics is abusive to me: Someone jumps out, commits suicide and respawns back in the system where the fight happened.
It would be a nice tactics to jump in, cause some fighting, jump out and dock somewhere to restock and then jump back.
The difference is that suicide thing which makes it abusive in my opinion.
Not only do they spawn in the same system, worse is that they spawn on Baltimore whereupon they immediately "cleanse" any cops loitering around Fort Bush, whom were otherwise merrily munching away at some jammy doughnuts without a care in the world because that carrier is a friendly craft. So they thought.
A legitimate tactic is the jump drive, I agree, but I can foresee problems with groups of battleships doing this over and over and over and over again. Seriously, this went on all morning with just one carrier. Previously we could pin them down with bombers and eventually destroy them, but now there is no chance because as soon as their nanobots are used, they initiate a jump and their hull will hold out until the cycle is complete because they have a ridiculous amount of armour, unless there is a sizeable opposing fleet, which is not always practical when there are only 70 active people throughout the stars.
I feel that there are two options here; a) restrict the time between separate jumps just like how we can't reuse a hole/gate for 30 seconds (even a half-hour would help) or b) implement a tackling method, possibly by use of a FLHook command to be used only by select ships (maybe bombers).
(02-09-2013, 05:07 PM)Daron Wrote: Sorry but I disagree.
This particular behaviour/tactics is abusive to me: Someone jumps out, commits suicide and respawns back in the system where the fight happened.
It would be a nice tactics to jump in, cause some fighting, jump out and dock somewhere to restock and then jump back.
The difference is that suicide thing which makes it abusive in my opinion.
Well, I believe committing suicide while still being engaged (which the jumper would actually still be) would could as a PvP death, which entails the 4-hour and re-engagement rules.
This should probably be edited in the rules. Though specifying whether a ship that jumped out of a fight is actually coming back after committing suicide would be rather difficult.
If the ship jumps out and commits suicide so that he can respawn, then his death is the result of a PvP action and should be subject to a 4 hour delay.
If the ship simply jumps from, say, Texas to New Berlin, so that he can then dock, conduct emergency repairs and refill his regens, then it's a legitimate tactic.
In other words, let's say you're in combat with RM-SuperTurtle near Planet Houston. You have TIMESTAMPED screenshots of this combat. Then RM-SuperTurtle jumps out - and less than a minute later, you see on the screen 'RM-SuperTurtle is dead' in some other system. RM-SuperTurtle has died under rule 5.8 - it was self killing during a PvP fight BECAUSE if he comes back in afterwards, the fight continues. (Rules lawyer 101 - if the fight was over, he could self-kill. If he comes back, then it's not over and is a continuation of the same fight - thus the rule applies.) If he did that, screenshot everything and file a sanction report - he violated existing server rules.
Now, RM-SuperTurtle COULD just jump to near Planet New Berlin, dock there with no one to see him do it that he was fighting against, get repaired, restock on regens, and come back. He didn't die - and since no one was around, rule 5.6 wouldn't apply. Welcome to the world of tactics due to the consequences of jump drives.
It sounds like someone was using a ship to shoot his own allies, which is an abuse of the ID and should be stomped on, hard. That particular case does not invalidate the tactic itself - simply shows that someone was being a jerk.
(11-21-2013, 12:53 PM)Jihadjoe Wrote: Oh god... The end of days... Agmen agreed with me.
I think adding a 4-hours cooldown to Jump Drives will help Discovery more than being used in the manner discripted in the OP (A bit unrelated to the topic I know)
-First it will nerf jump trading GREATLY
-It will give sense to build Jump Gates and use Jump Holes inRP, why have jump gates or use the risky Jump Holes that have range limit when you can freely jump from Omicron Gamma to Languedoc?
-Jumping in and out of battles won't be possible anymore, if it was inRP why should armies in FL universe try to flank other armies using Jump Holes? Just jump in and out with your fleets to their capital and be done with it.
Perhaps add a cooldown that is based on distance jumped with a minimum time of cooldown?
Why are people always so hell-bent on nerfing everything when they don't get their blue message / when a new mechanic that wasn't available in 4.83 is introduced?
Heck, why don't we go play vanilla FL or simply just pure forum based RP?
It's a game, and jumpdrives is one of the few new additions to the mod that adds value. New strategies, new possibilities and new money sinks.
If you think jumping BS's are so terribly overpowered, go make one yourselves.
(02-09-2013, 06:49 PM)Agmen of Eladesor Wrote: It sounds like someone was using a ship to shoot his own allies, which is an abuse of the ID and should be stomped on, hard. That particular case does not invalidate the tactic itself - simply shows that someone was being a jerk.