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Warp-Kill
Wasn't "warp-killing" removed?? I just got warp-killed.
Could you be more specific? It's hard to tell if this is an old problem or a new one without details.
I was helping a friend with his Serco standing, and we met in an empty sector so I could repair him. He hit me when he warped out and I exploded (warp-kill).
It was an accident, but I thought that warp-killing was removed from the game...
It was an accident, but I thought that warp-killing was removed from the game...
On a related note. Yesterday a by serco admired itani player seemed to have warpkilled me (an by serco admired uit player) on purpose in serco monitored space while I was semi-afk. He didn't seem to have gotten any penality for that. Even though it showed "mr_spuck killed by itaniscumbag"
Not that I care too much about that death. I guess it's kinda my fault for parking in open space.
But ...you know somebody could run around warpkilling random people in homesectors if that's still possible...
EDIT:
Wouldn't the most simple solution be to just switch off the collision detection for warping ships? So that they go straight through anything in their path.
Not that I care too much about that death. I guess it's kinda my fault for parking in open space.
But ...you know somebody could run around warpkilling random people in homesectors if that's still possible...
EDIT:
Wouldn't the most simple solution be to just switch off the collision detection for warping ships? So that they go straight through anything in their path.
Ships are out of phase with matter in space when they warp anyway, so it would seem fitting that you would simply pass through ships, asteroids, stations and such. Good idea. :)
would also solve the problem of the capship warping into an asteroid...
me hopes that the capship can actually blast roids that are in its way...
me hopes that the capship can actually blast roids that are in its way...
Actually, having the Nemesis have set warp-in points would be nice. Just so that it never warps in anywhere near a roid. Ever.
as i understand it the fix was, that warp killing no longer grants the warper credit for killing a hive queen. the idea is that warp killing a manuvering fighter is not an efective tactic.
also when the cap. ship warped into a 'roid it was in an ion storm. however i do agree that deactivating colision detection during warp is the simplest (maybee not best) way to totaly eliminate warp killing.
also when the cap. ship warped into a 'roid it was in an ion storm. however i do agree that deactivating colision detection during warp is the simplest (maybee not best) way to totaly eliminate warp killing.
I always thought warp-killing refered to getting shot as you were entering a wormhole? And that jump-ramming refered to killing someone by jumping into them. Jump-ramming's a good strategic manuerver, (spelling?) and I personally think it should be left in the game. Besides, it would be unrealistic for ships travelling at such speeds to remain unnafected and not affect their surroundings. Jump-ramming is in no way outrageous, and it adds an extra demension, if a very small one, to the emersiveness and strategy of the game.
Yes but this would cause people to just end duels by warping into someone who they are fighting if they're loosing. Also the cap ship would get warped to death where as the person warping would take no damnage. It wouldn't add any extra demension, it would just add something that people would complain about. Like "some noob *insert name hereI* keeps warp killing me *insert insults and curses here". Other wise if people didn't exploit it i'd say leave it in the game.
Warp Killed the Nemesis twice... but wait... don't fix as its fun :D