Forums » Suggestions

Expand Spawn Invulnerability

Mar 08, 2022 greenwall link
I could have sworn this has been discussed before but I can't find anything within the last recent years. (If someone finds one I'd appreciate the link)

Problem: Player ships can be killed before they have movement control when warping into sectors. This is inconsistent with undocking, which DOES provide invulnerability until control is possible.

This recently was an issue in Deneb battles, where jumping into a sector resulted in essentially what amounts to spawn killing (see my recent bug post). I can see it being exploited in any scenario in which people enter sectors, however.

I propose that the warp-in vulnerability be matched to the undocking vulnerability. I see no reason by undocking from a station or from a capship should provide it's own special invulnerability over other methods of entering active play in a sector.
Mar 08, 2022 We all float link
This recently was an issue in Deneb battles, where jumping into a sector resulted in essentially what amounts to spawn killing (see my recent bug post).

You can jump into the sector from a different vector, which negates this issue completely.
Mar 08, 2022 mAR!0 link
Honestly I don't care about any d@rn vectors, just fix the bug!!
Mar 08, 2022 12netjuan link
+1 because John waters made a really good point and it’s really useful now
Mar 10, 2022 SIGTERM link
First person mode gives you control faster than cinematic mode. Helped me evade blockades multiple times. But that is very different from a player attacking you.

So I suggest the player be unable to use weapons while they are invulnerable.
Mar 11, 2022 Anewold link
id like to point out pcbs also drain ur cell when undocking in a invinisable state, meaning unrats just pcb and kill u assoon as u gain control on ur undocked ship as u have no time to turbo from pcb in undock scene.
Mar 11, 2022 csgno1 link
+1

For example warping into Intrios, it's a worm hole so the 'different vector' work-around does not apply. If the sector is active you're dead before getting ship control. If the sector is not active you get just enough time to turn before the turret shots arrive and it can be done.

Maybe a solution could be that NPCs and defense turrets don't react until warp-in is complete, or at least delay it a bit. If so then the period of invulnerability can stay as it is.