Forums » Suggestions

forcefields should block weapons

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Nov 09, 2003 IceD'Bear link
What do you think about a forcefield arond the entire station, not only the exit ports? And disabled weapons inside it of course? I think that woul solve all problems.
Nov 09, 2003 toshiro link
the bubble of safety? i don't know. sounds abuseable.
i'd rather see a bot/turret enforced no-fire zone.
fire if you want, but be minced meat if you do.
Nov 01, 2003 Sovereign link
the forcefields on the exits made me think a bit, especially after i fired gravitons through them each way. i'd like to see them block all incoming and outgoing fire. i'd also like to see them deny entry into the exit bay entirely. this has the benefit of causing any lightening mines in range to waste their energy and allow the player a chance at living when he sees he's surrounded by mines. the player can form a strategy before acting. it would also keep flag cappers out of them so they don't hide behind the protective field.
Nov 01, 2003 Renegade ++RIP++ link
hey dont steal my plans of misusing the forcefield :(.

I so wanted to file a bugreport about it, so the devs at least saw me doing something for my living in stead of just enjoying it :D
Nov 01, 2003 roguelazer link
It'd be nice if lmines couldn't penetrate the forcefields (along with all other weapons, of course). Then if you're being mined, you can sit inside the exit dock and wait for an opportunity to escape. However, that would require the institution of LOS code for weapon damage (rockets shouldn't shoot through walls like they do now, etc) and stuff.
Nov 01, 2003 Vlad link
The force fields were originally intended to do all that, but a few last-minute problems cropped up and we didn't have time to make them fully functional. We figured it was better for the force fields to be totally benign than to be broken.

Nov 01, 2003 Smurfy link
Not only keep weapons out, but when a ship is inside,other ships should not be able to fly inside like they can now.
Nov 01, 2003 Sovereign link
Smurfy: i already said something similar that can't be abused like your suggestion.

what i wrote:
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i'd also like to see them deny entry into the exit bay entirely.
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Nov 01, 2003 Smurfy link
Sovereign: And I already said something entirely different and more useful.

what i wrote:
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but when a ship is inside,other ships should not be able to fly inside
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This means that if it is empty, you may fly in and be defended from a group of pirates, npc's, or whatever is hunting you down. This protects people hauling cargo who coast into a station on their last 10% of hull points, and are presented with an exit port in front of them, rather than an entry.

This would also be very usefull for sitting around to plan an attack, defense, or cargo run. You run for a station, plop into an exit port, sit and chat, totally defended, without the need to go through the station to do so. Or if you just need to go grab a snack or make a bathroom run, hop into a port, go do what you need, come back. No problems.
Nov 01, 2003 Arolte link
Something may have been overlooked with the new exit system. What if you get a bunch of players to block the spawn points of every exit? If a player spawns inside another one, they're pretty much screwed. There's no way to avoid the FPS droppage of doom when you can't redock, let alone escape within the bounds of the other player's ship model.

Collision could maybe be reworked to push the player out of the way that's occupying your space. And I think preventing players from re-entering that barrier may help too.

Also... rather than locking the player's firing period based on time (when exiting), it could be changed so that the moment you leave that protective barrier it would allow you to fire (but not inside) instantly. I hate that fire delay.
Nov 01, 2003 Sovereign link
Smurfy, your method can be easily abused. it's one of those things that looks great on paper but people screw it up. in a nutshell, people will exploit it to their advantage. besides, it's an exit for a reason. when driving a car on a highway, you don't go up the exit ramp because it could and quite possibly would result in the deaths of yourself and the passengers of the other car. putting this into play in vendetta: why would you run back into the exit? it doesn't make any sense.
Nov 01, 2003 Skyfox link
Well, i see that it would be hard to block the forcefeild to ships going one way, and not the other. I say that just make it impermeable to weapons, and permeable to ships.

I know this allows for some exploits, but none are really bad. If you are resourcefull you can outdo anyone exploiting the sheild.

Traider-10%, runs inside the force sheild, huddeling there. The pirate, knowing the player is out of missiles, zooms in for the kill, the pirate squezes through the forcefeild and into the bay right next to his target, BLAM!!!!! and takes him out. I see that as a fair kill.

Greifer-Waits in the docks, in the top left corner, waiting for someone to undock in his bay so he can shoot it to bits. The player apperes, and the greifer fires. The player, thinking fast, makes his way out past the barrier and into safety, or the hands of other greifers. Or the player sits there and dies.

Remember, an exploite is using an error or bug or something other people don't have acess to, to abuse other players. I don't see this as an exploit, because as soon as you appear, you are a ligement target, and can be shot at. This barrier will block the most common types of greifing, but the more resourcefull will still find ways around the system.
Nov 01, 2003 Sovereign link
when i said "exploit," i meant "use" as in "use to their advantage."
Nov 01, 2003 Magus link
I think they could get rid of the invulnerability period after you undock and just put the same timelimit on how long you can stay inside the forcefield. That way, you're invulnerable inside teh forcefield, but if you stay in there too long, it ejects you automatically.
Nov 01, 2003 Hunter Alpha link
They put the no fire timelimit on because certain people would undock, fire rockets, redock and repeated it endlessly then the invulnerability was put in because people didn't like the fact they couldn't fire after undocking but could be killed but also consider station mining and spawn camping. So, removing these two things is an insanely bad idea.

They ought to put a push around exit bays that keeps ships out.
Nov 01, 2003 Smurfy link
---The pirate, knowing the player is out of missiles, zooms in for the kill, the pirate squezes through the forcefeild and into the bay right next to his target, BLAM!!!!! and takes him out. I see that as a fair kill.---

And I definately do NOT see this as a fair kill. Any cargo ship, fighter, player in general, should be able to feel safe once they have reached a station.

Perhaps inside the forcefield zone's would be an area best for "You cant fire while your inside one", And "You cant die when your inside one" That would keep people from hiding inside and firing on people outside. And it would keep people from firing in and killing people who just needed a minute to do something and happened to be sitting in a dock, or were typing something to someone...

This leaves it open for future defense area's to just use a forcefield as a.. come here to be safe. Sort of thing.

And Sovereign, basically everything in a game can be abused, easily or otherwise. People are always going to hide in stations, or find other ways to pop out of nowhere, stay safe for a kill, that only means we need a system to report and take care of such things, not that the rest of the players should have less choices and features because things might be abused.


/me peeks at hunters post and laughs...

Exit and entry doors.. just picture it, and giant, slowly rotating door, like department stores have. One ship per compartment, Keeps you inside and safe till you undock, then turns and spits you out again! Lol
Nov 01, 2003 Hunter Alpha link
What's so funny? I meant an invisible push that keeps people out of the bay.
Nov 01, 2003 Jm262 link
Alright here's what i suggest, at least for now.

The entry and exit docks were a good idea. What needs to be done now is...

1) For the Exits, when someone presses leave the station, they will be automatically transported to any exit dock that is clear as of that moment. If all the docks are full then the person must wait. *to avoid losers from just sitting in the docks all day making everyone pissed, there would be a maximum of 20 seconds allowed in the dock and you would then be pushed out.

2) Another one for the exits, no matter what, once your outside of that blue barrier you cannot go back in, sort of like a one sided door, you can exit but you can't enter.

That should clear up some of the problems and make traffic more smooth for vendetta.
Nov 02, 2003 paedric link

I honestly don't like the idea of a dedicated exit only bay. I prefered the random docking bay spawn (of the old s9 station) to the dedicated exit bay spawn. At least if someone was camping the old docking bays, you stood a chance of redocking.

I can just see the campers congregating around the exit only bays, with no way for the player in the bay to get back into the station except through the campers.

And... you want to enforce a time limit on the hapless pilot in the bay. Swell. Not only can't they get back in the station, but they will then they will be forced into an unwanted and costly confrontation. Not my idea of fun, I can tell you.

If the dedicated exit bay stays, I would like to see it as a permenant no fire zone. ALL weapons should be nutralized while inside this dock to mitigate the griefer who would spawn in the bay and camp, waiting for hapless pilots to spawn and then pounce. This should not pose a problem when the force field is functional as no ordinance will pierce the field from the outside the barrier anyway.
Nov 02, 2003 Magus link
We managed just fine back before the modular station when we had only 2 or 3 exit/entry bays. If the docks were covered, you ran. There is an invulnerability period for that reason.