Forums » Suggestions

How to fix running

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Aug 17, 2005 mcduff link
Rather than retype WAY more than I'd like to I'll just do this:

1) Give the person an reason not to run; like something better to do.
http://www.vendetta-online.com/x/msgboard/1/10788?page=2#132336

2) Nerf running in a way taht dosent screw new players.
http://www.vendetta-online.com/x/msgboard/3/11218?page=4#132302

I also like the idea of a trackign device launcher but would like to build upon it. Why not have it so your navcom automatically plots a course to follow the targeted person?
Aug 17, 2005 Martin link
I see a problem with this idea. Even if it does make running by jumping through sectors harder it won't stop running in the same sector. All someone has to do is choose an appropriate ship and they'll still be able to run.

However I also think it's an interesting idea in that it does force you to think ahead a bit. No more bailing when the queen gets close and opens up, no more leaving fights you can't win (if you're in a slowish ship). It could work really well and make the game a lot more tense on occasions.
Aug 17, 2005 Will Roberts link
I've seen a lot of complaints about running and runners (who, it seems, lack some unspoken VO social graces and don't shower often), and wonder: How did these guys get the Queen Hunter Badge? Duking it out toe-to-toe with the queens and her horde, never jumping even to reload, becuase they used an EC-88 and an ion blaster? If that's the case, I sure got the wrong mentor when I signed up for VO... Sounds like this is all more of a pyssing contest between a few players that got way too much press.
It does, however, bring up a couple of the many (imo) inconsistancies in the game.
- 'Does or doesn't jumping between sectors require energy?'
It sure does depletes the battery, yet it's possible to make as many empty-sector jumps as will fit in the navroute. Even with a drained battery, regardless of type. I'd like to get a railgun that works on the same principle... it fires if there's juice, if not, that's cool too.

- 'Why do I have to have a 'full' battery to use a worm-hole?' Shouldn't there be some quantified amount of energy required? Gov-battery, heavy battery or ultracharge... it's all the same. A Moth with a gov-battery has the same WH jump requirements as an EC-88 with an FC. Hmmm.
Aug 17, 2005 Arolte link
Well said, WIll Roberts. That's what I was trying to point out earlier. That running does have its purpose and that it will have its tradeoffs once meaningful missions are in place. But I couldn't quite find a good example to use until you mentioned yours. Very well said.

Duels already have a penalty for running. It counts as an automatic forfeit. And once some real mission structure is added to the game, randon non-duel fights will slowly begin to vanish in favor of meaningful missions with rewards. I have a feeling that once we've reached that point, the strong complaints of running will vanish as well.
Aug 17, 2005 johnhawl218 link
I'd have to agree completely with the last two comments! =)
Aug 17, 2005 roguelazer link
Spy missions also have a penalty for "running".
Aug 17, 2005 johnhawl218 link
yes but they shouldn't, spys run, that's what they do, they get in, get what they need, and get out, they are not fighters!!! If the system is penalizing you for running while spying then that is what needs to be fixed, cause it should not.
Aug 17, 2005 roguelazer link
You've never actually played those missions, have you?
Aug 17, 2005 johnhawl218 link
Yes I have, but I'm saying that the mission is bad, poorly designed and not really a spy mission if you ask me.
Aug 17, 2005 Beolach link
There's really only one "spy" mission, the others in that misstion tree aren't "spy" missions. In the "Corporate Espionage" mission, you can run all you want - but if you run before you got the info the mission requires, you fail the mission. Makes perfect sense to me.
Aug 17, 2005 TNAtits link
My idea is fixes all of these problems...ill repost it not to sound repetitive and stuck on it, but just so you guys can read it, its from a dif post on this.

Mabye it'd be better if alongside the 3000m from large objects rule that you have to be 1000m from any ships...although that would make it really hard to get away...so i propose 5 seconds after you are first shot or damaged by any such weapons that rule is lifted... (NOTE: WE CAN TWEAK THE 5 SECONDS AROUND TIL ITS FINE)

This makes it so the pirate has a fairly good chance of killing the trader, and if the traders good at dodgeing he has a fairly good chance at getting away. Furthermore...if they did get shot at and this rule was lifted it should give a little bit of danger to the pirate. Now i propose that there be a 25% chance of them warping right into the pirate taking the full ammount of the smaller ships health from the bigger ship and killing the smaller ship instantly, seeing as how most traders are in bigger ships this will give them a pk and ultimatly make them more vulnerable to being killed until theyre dock..(It will also give the killer the killer 25% chance to get their pk if the person is running from a battle) OF COURSE, all this can only happen once your out past the 3000m from large objects, that will solve pvp running also..

I hope we can build on it? Give me cons anyone i havn't been able to think of any....
Aug 18, 2005 Spellcast link
heres a con, I can harass you without ever doing ANYTHING truly hostile.

All i have to do is stay within 1000 meters of you and I can prevent you from ever going anywhere. If i never take a shot, you cant escape. Besides the whole "after you take damage the ability to jump returns" strikes me as, well, gamish.

yes I know this IS a game, but whatever the solution is will need to add to the immersiveness IMO to preserve the atmosphere of the game.

This is why i'm for a short delay where you cant make any control inputs before a jump. use a simple countdown timer until we have the balance correct so that jumping is neither time consuming OR insanely easy; then use that time as a baseline to create a new jump animation that takes the balanced amount of time before the ship "jumps" away, then remove the inveunerability from the ships when they are jumping OUT of a sector. Redo the WH animation so that it takes the same amount of time, and remove the inveunerability there as well.

Travel becomes more dangerous, but the danger and the timing of it are consistent everywhere. With some simple tweaks to the strike forces and the way nation spaces are monitored/defended by them, trading inside a nation that you are respected with becomes a bit safer than it is now even, but grey space becomes significantly more challenging, ESPECIALLY for those who choose to brave it on thier own. (at the same time the economy would need re-tweaked so that grey space was more profitable for traders than the safer nation spaces, greater risk = greater reward)

Jumping INTO a sector (from a WH or system jump) remains the same, you are inveunerable when ENTERING a sector simply because you have NO control over where you end up after the jump, and you dont have control during hte warp-in animation.
Since we learned in alpha how pitifully easy it is for a WH camper to get kills on a veunerable ship who's pilot isn't in control at a WH, lets not bring that back.

I would also like to point out that a short timer wont change the dynamic of jumping through several empty sectors to escape, since BOTH ships have the jump delay.

hmm this post has rambled somewhat off topic and gotten long so i'll stop now
Aug 18, 2005 TNAtits link
"All i have to do is stay within 1000 meters of you and I can prevent you from ever going anywhere. If i never take a shot, you cant escape. Besides the whole "after you take damage the ability to jump returns" strikes me as, well, gamish."

How so, they don't want you to jump because the safty of other piolots are at stake, once you get shot though your safty is at stake, so they urge you to get away.

There is a simple solution to the prob that you can harass them..If they are harassed out past 4000m the rule is voided due to the fact that nobody should be that far out into space without jumping, its just not normal, so the same effect is taken as if they were shot....
Aug 18, 2005 Spellcast link
TNA then all you've done is moved the jump range to 4k, something we allready decided wont solve anything at all.

also please pick one thread and stay with it, dont post the same idea multiple places if you can avoid it. makes the discussion much harder to follow. :)
Aug 18, 2005 LeberMac link
I still like the 5-sec delay timer idea. STILL.
Aug 18, 2005 Spellcast link
3 leber definitely 3.. maybe less. 5 is WAY too long.
Aug 18, 2005 LeberMac link
One...Two... FIVE!
Three Sir, THREE!
Er yes, THREE!
(Holy Hand Grenade of Antioch is lobbed at the viscious rodent)
Aug 18, 2005 Spellcast link
bring forth the holy book of ar.. oh no wait we're off topic cant have that... ermm where was I oh yes.

I really do like the idea of a short (3 seconds or less) time delay with no control input (you coast at last heading/speed), preferrably one that would be eventually part of a new warp animation with no inveunerability.

Coupled with some tracking devices ala john's posts in one of these other threads following someone could become possible, and actually doing damage to them once you find them would ALSO be possible.