Forums » Suggestions

Limited invunerability...

Jul 08, 2003 paedric link
[Quote eldrad: "you also can't shoot while inv."]

As it should be.

*goes back to quietly lurking*
Jul 08, 2003 Eldrad link
you also can't shoot while inv.
Jul 08, 2003 paedric link
I have manually searched and gave up around page 12 or 13 and so apologize is this has been addressed or is already in effect (haven't noticed it).

This forum needs a search feature really bad.

I think that there needs to be a (very) short period of invunerability after leaving a station or upon entering a new sector. By short, I mean 1 to 2 seconds max. Just enough time to (perhaps) give you a fighting chance should someone decide to camp the station, warp zones, or you have the misfortune to exit/arrive into the middle of a firefight. There is no doubt that there WILL be campers when the game goes gold if it isn't happening already.

Just my $0.02

Batteries not included. Your milage may vary. Do not fold, spindle or mutilate. US.REG.US.PAT.OFF.

Jul 08, 2003 The Kid link
you have 5sec invul at station and 3sec when you enter a sector.
Jul 08, 2003 paedric link
I stand corrected. I just never noticed it. Did I mention that I'm new in town?

*hangs head in shame*
Jul 08, 2003 roguelazer link
Alas, there are still ways for campers to kill you before you can escape. Good thing most of them haven't found them yet!
Jul 08, 2003 Arolte link
I'm hoping that they'll eventually take invulnerability out completely, once they find a way to get rid of exploits/cheating etc. I just don't like the idea of some magical force making your ship indestructable.
Jul 08, 2003 paedric link
[Quote Arolte: "once they find a way to get rid of exploits/cheating etc"

You are kidding, right? Has anybody found a reliable way to keep exploiters from exploiting? I realize that this is a test, so exploiters do have a place in Ventetta [at the moment] IF they are honest about it and report the possible exploits to the devs. But after the game goes gold, the EULA will only keep the honest people honest. Cheaters/exploiters will always find a way.

*fails miserably at quietly lurking*
Jul 08, 2003 Phaserlight link
Even more frustrating is when players wait inside a docking bay, fire all their missiles, and immediately dock when someone targets them.

It would be easy to prevent this type of exploiting by simply making it impossible to fire when you are within docking range.
Jul 08, 2003 paedric link
[Quote Phaserlight: "It would be easy to prevent this type of exploiting by simply making it impossible to fire when you are within docking range."]

A possible solution would be to make the immediate area around the entire station a no fire zone or safe zone in which NO weapons would function for any ships. Just in a sphere around the immediate area of the station. It could be explained away ingame as some form of high frequency jamming or the like.

*realizes that the lurk feature is nonfunctional*
Jul 08, 2003 WatercooledCT link
a no-fire zone around the station? um, no.
cause if that is the case, I'll simple step just outside the zone, fire, then run like hell back into the zone. this is no better than peopel going just outside the dock and firing.
a better idea would be to make it so you must wat 5 seconds after firing to dock.
that way if you are simply being chased, you stop firing for a few seconds as you boost towards base.
Jul 08, 2003 Eldrad link
The devs have said that some station will have a "no fire zone" or "no mine/nuke zone" you can still shoot, but if you do mean bots will come and kick your.....

Don't think the ai is at a point where this feature is ready but that's a lot better than inv. and or an inability to shoot near the station.
Jul 08, 2003 Arolte link
Let's not assume that every one of the current game's functions will be in the final release. Docking may end up being similar to the wormhole jumping animations for all we know. Or you may have to pass several security checkpoints to dock safely. What we know so far is that advanced station defenses ARE planned but have not been implemented yet. You'll need to be patient.

You also need to keep in mind that the current AI is in its infancy. The devs are learning how to use the new AI code as they go along. So I hardly doubt NPCs will be as useless or as impossible as they are now. It's not something that happens overnight.

And yes, there are ways of fixing exploits. Don't automatically throw your hands up and say it's impossible. We're beta testing the game to not only find these exploits but to also give the devs ideas for possible solutions. If the devs have any intention of selling many copies of Vendetta, they know that fixing exploits and making the game properly balanced should be high on their list as development begins to wrap up (albeit it's not up to that point yet).
Jul 13, 2003 vx link
This is a bunch of daydreaming, just to warn you...

Regarding no-fire-zone, I like Eldrad's idea of a frightening-weapons-array enforced no fire zone. Just to make it clear, make that a no fire sector containing stations and possibly other facilities. I can imagine bots flying out to intercept you the moment you jumped in and if you were not an identified enemy notifying you of the by-law and escorting you towards the base. Something like this would add a nice military-controlled feel to an area.

Ideally, all of the stations, constructions, bots and everything would be capable of taking damage, though, (and being rebuilt/repaired) so with a sufficient force it would be possible to take over the area, but defenders would make it difficult. The game dynamic this would generate would be great. So long as there are enough players in each nation, complete takeover wouldn't be possible, yet areas near the borders might shift during conflicts. It is important to make sure however, that it is somewhat more profitable to defend than attack at the cost of not defending. We wouldn't want the nations spinning around in circles on the overall map constantly. (I think a recent MMOG had this problem, along with a bunch of others, don't recall what it was though.) It's also likely somewhat important to realise that controlling the factors here shifts the emphasis on war in the game a *lot*. Probably the most serious balance issue to tackle, if things go this route. This can either be a game where everyone spends all their time fighting, or relatively little time fighting, and more time interacting with players in other ways, depending on the balance between the value of success and the cost of defeat. Reaching a middle ground, where outright war sometimes occurs, but where peace between nations also occurs would be my preference, but is also maybe the trickiest to accomplish.
Jul 14, 2003 Demonen link
I'll do a bit of daydreaming too.

What if a base is destroyed? Not completely gone, but badly damaged. The team that destroyed it can then claim the sector, but it'll cost them a bundle to repair the station so it can be docked to again. Also the stocks of weapons, engines, batteries and trade goods should be destroyed and would need to be replenished by trading or "produced" over time.

The race that attacked might not WANT to claim and repair and they would just gather the attack team and depart, leaving the defenders/owners of the sector to tidy the mess.

All this would, ofcourse, need some sort of "team money".
How about the team controlling the station get the credits spent there? There would be furious fights for the only station where you can buy a spesific (super-expencive, yet worth it) weapon.

-
Demonen (Zathras ingame)