Forums » Bugs

Critical capital ship exploits

Sep 16, 2011 CrazySpence link
Before I invest time in one of these I want to make sure a few things get resolved that are highly exploitable by the owner of the trident or attackers of the trident and therefore bugs

#1 - Owner can just bail on guild once ship is built and be like hahahahaha all the way home

An entire guild can invest in building a ship yet whoever runs the mission owns it, this person once they have the ship can just flip off their colleagues and take the ship with them. Making guild names act as player objects in the game so they can be assigned as owners to keys would be a potential solution

#2 - Enough hull to survive logoff counter

Capital ships should not be able to log off they should remain persistent in the universe even if the pilot logs or disconnects, this used to be a problem with fighters and that is why we have the log off timer but now that capships exist this needs to be revisited again otherwise every trident under attack will just logg

#3 - Only one place to go

Since the ship only has one home currently any attackers can co ordinate an ambush assault because the ship eventually has to return there to let off pilots or repair, this is an exploit against the trident.
Sep 16, 2011 PaKettle link
And now you know why i have not actually bothered to build a cappie - I cant properly share it with the rest of PA so I am waiting until GUILD fixes the key system to allow multiple owners and pilots for a cappie.
Sep 16, 2011 Pizzasgood link
I wouldn't call #3 a bug/exploit. A lame limitation that needs to be fixed sometime, sure. Also, that station is seriously freaking huge, with plenty of docking bays (at least 24). So it's not like we can guard the station making it impossible for them to dock for repairs. It would be easier to blockade all three wormholes.

That said, I wouldn't be opposed to them just dropping in a big ugly box of a docking bay at each capital station as a temporary measure until they get around to doing station upgrades. Or even just putting a temporary "mini" capship station, which sells only the free-bus, in an empty unmarked sector of each capital system (to avoid making capital station sectors ugly due to the unfinished untextured capship-station assets).
Sep 16, 2011 meridian link
You are incorrect, Pizza. The capship station has 24 EXIT bays. The only 3 docking bays are grouped together in fairly close proximity.
Sep 17, 2011 Pizzasgood link
Oh. Good to know.