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Remove Player List

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Aug 24, 2004 Phaserlight link
Arolte: "Anyway, I gotta disagree with any sort of artificial countdown timer. I think we have enough of those already. The jump distance makes sense, since you can say it's a safety feature to avoid causing your ship to crash while going into warp drive. Timers, however, don't."

Sure they do! As we all well know from Star Wars, jumping from point to point at faster than light speeds requires very careful calculations which are made by your nav computer. The countdown timer is simply the nav computer making the jump calculations from your current position :D
Aug 25, 2004 toshiro link
then again, that was "Long ago in a galaxy far, far away...". surely we'd have better CPU hp than them.
Aug 25, 2004 Arolte link
Toshiro, as a Marathon fan surely you understand the near instant capability of folding space for both Pfhor and UESC vessels, don't you?! We must not let the non-Marathon fans (read infidels) take over with their primitive ideas!
Aug 25, 2004 RelayeR link
Starfisher, the sector list is generated by my sensors. Radar returns are generated by my radar. While radar has a 3km limit, sensors are able to receive transponder signals in a sector (like radio).

If transponders are able to be turned off so someone wants to not show on the sector list, link them to the targeting system so that if someone turns off their transponder, they can't use their targeting system (no locking onto a target or having their leadoff reticle) nor should they be able to receive transponder signals.
Aug 25, 2004 Celkan link
So if I turn off my transponder, I can't use the targeting system? Fair enough to me. Fly blind to others, fly blind to yourself.
Aug 25, 2004 Darthmonkeyman link
yea that seems like a fair trade off and this way both sides will be happy and less confusion on where the list should be instated and where it shouldn't... make it a choice if u want to be on the list.
Sep 01, 2004 Agonizer link
Am i too late? :)

I like the transponder-idea. If you enter a sector with another player (who has the transponder switched off) and u press 'u' for your player-list, then the player-list would display 'unknown' instead of the players name. Identification should be done by the target-computer (which is only possible when the unknown player is in radar range, perhaps making it only possible to identify when beyond 2500m or so).

Another nice 'feature' would be the possibility to 'cloak' (invisible on radar) by switching off the ship's system. This means you cannot turbo, fire, or use your own target computer / radar. Maximum maneuverable speed could be limited to 10 or 15m/s. If you switch your system back on you may use your turbo again, but weapons will have the same delay as they have at the moment when you enter a sector. Well, its rather off-topic here anyway.
Sep 01, 2004 Demonen link
Active/Passive radar, toggled like the flight model.

Active:
Color radar like we have now. 4000m range
People in passive mode show up as roids until under the 2000m range.
Pressing 'u' brings up a larger version of the radar, not as two half-spheres, but as a single sphere.
Names are displayed under the ship "blips".

Passive:
Black-and-white radar. Everything is a roid. 2000m range.
Pressing 'u' does the same thing as above, only everything is a roid (grey) and no names, except for the ones with active radar. They are still grey, but not a round dot: a ship shaped object that's blinking.

This may sound like it's impossible to tell what's a ship and what's a roid, but how meany roids move at 200m/s?
In action it's easy to see (atleast in the 3D-mode of the radar) wich blips are moving and wich are not. It should also not take long for a trained eye to see what ships are on intercept cource.

To balance this I think flipping between active and passive mode should disrupt targeting (loose target and cannot fire weapons for a couple of seconds) and 200 units of battery charge should be gone.

I think the playerlist as it is now is artificial and should not be there, except maybe for sectors with friendly stations in them.
They would have a huge sensor array and could relay that information to you.

Also being grouped with a ship on active sensors while being passive should give something in between active and passive as information can be relayed from the active ship.

[edit]Let's call the active ship "The scout of the convoy/raiding party"[/edit]
Sep 01, 2004 Hoax link
On the idea of transponders:

If a person enters guarded space with thier transponder off I would expect the defense bots to attack.
Sep 01, 2004 Celkan link
Include monitored space in that and you have a deal.
Sep 01, 2004 Phaserlight link
Hoax and Celkan, why?

Defense bots are programmed to attack those who achieve K.O.S. status with their particular faction and to defend players of their own faction. Flying with a transponder off wouldn't necessarily equate to hostility.
Sep 01, 2004 Darthmonkeyman link
yes suppose someone forgets to turn on their trasnpoder... would death be a equatible punishment for such a blatant expression of human nature? an as phaser said, the d bots are suppose to defend the area and killing who so ever comes into the are with the thing off isnt in that job description,(also they would be killing ppl on their own side(and because ff is off it would be funny to watch!))
Sep 01, 2004 Celkan link
Turning off your transponder is equivalent to having a power failure in an airplane, *as long as you keep talking to the tower.*

If you stop talking to the tower, they could think something went wrong. Turning off your transponder in vendetta is *almost* but not quite the same thing as setting your airplane transponder to the "hijack" setting. It's a hostile world out there.

If your transponder is off you cannot identify the ship/plane except by eye contact. Now imagine (I hate to have to use this image) a small airplane flying over Washington DC. Not necessarily near any monuments or any of that crap, but with a flight plan that goes *close* to the edge any one of the restricted airspaces. The pilot is talking with the tower of the local airport (I forget what it's called) and suddenly his/her transponder signal goes blank and the radio goes silent.

The tower operator has 3 possible choices for what happened:
1) He/she (the pilot) hit the wrong switch and shut off the master electronics.
2) He/she had a power failure and lost the radio as well.
3) He/she is a terrorist.

One guess as to which the tower control is going to pick.

In Vendetta, the TrafCon would certainly be on the lookout for terrorists if they were from a nation/faction that wasn't too high on their "Happy Happy" list.

In the situation above, you can safely bet your husband/wife and children that there would be several fighter jets up along that plane within three or four minutes.

If a Serco who even has an Admire rating with Itani comes in through Deneb with his transponder off, you can be sure that the defbots are gonna be on his ass like a bunch of Joe McCarthy clones on a Stalin voodoo doll. (sorry about the communism reference.)

Vendetta isn't a perfect world. There are pirates, and there are terrorists. (At least there should be in the final storyline.) There are traders, and there are heroes. Just because you're well-liked by a nation/faction, doesn't mean that you shouldn't be attacked for doing something potentially hostile.
Sep 01, 2004 Phaserlight link
"Turning off your transponder is equivalent to having a power failure in an airplane"

Hmm... I thought it would be more along the lines of turning off your active radar in an F-16 to make yourself less visible on enemy radar.
Sep 01, 2004 Celkan link
Let me reword that.

It's what usually CAUSES your transponder to turn off. But it's more equivalent to forcing the TrafCon to decide what is going on.

Your transponder has nothing to do with being visible or not on radar. It's just a method of identifying your ship from others.
Sep 01, 2004 Phaserlight link
Okay, that makes sense.

But real world examples aside, give me a *gameplay* reason why someone (as darthmonkeyman said) should be punished by death for choosing not to show up on the player list. If they were already K.O.S. with that faction, sure... but then they would've already been attacked anyway. If they started killing innocent newbs sure... but NPCDEFS guard against that too. If a player choosing not to be on the list starts killing, they will be hunted down. Why is not showing up on the list a reason to be shot at if the moment they step out of line they will be shot anyway?
Sep 01, 2004 Forum Moderator link
Not that I am advocating either way, but gameplay reasons why a transponder-less ship might be shot at could be:

1) because there's a war on!

2) because that pilot might be about to step out of line and is using anonymous status to prepare for a kill.
Sep 01, 2004 Celkan link
Thanks, FM for getting my point across.

And phaserlight, when you "quoted" me, you missed something important.

"...*as long as you keep talking to the tower.*"

If you don't continue to talk with the tower, they have every reason to assume the worst.
Sep 01, 2004 Hoax link
Yeah, what FM said, I figure if a station can't identify you as friendly they must assume you to be an enemy. There are many more reasons for an enemy to hide thier identity than a friendly.

I suspect only a sucker would let someone with there transponder off get too close to them (who me? no I'm not Phoenix, why do you ask ... BLAM!)

Also as I see it the station wouldn't know if you were KOS or not if your transponder was off so they would err on the side of caution.

Besides, if you forgot to turn it on and you're not KOS, then TURN IT ON when you see the def bots flying at you. It's not like they insta-nuke you or anything.

Plus: what Celkan says below
Sep 01, 2004 Celkan link
I think it would work pretty well if there was a broadcast that was to you only in the white text, stating that if you refused to turn on your transponder within 30 seconds you would be fired upon.

The message would go to all chat tabs of the person in question, and preferably cause a noise to occur, to reinforce the fact that the TrafCon was trying to contact the player.