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Valtuda
Team: Rank: Officer Main: Valtyda Level: 7130 Joined: Sun Jan 29, 2006 1:59 am Posts: 101 Location: Zuidland -- Farmerland
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Re: March 16th 2009 - Dev Update 7
PvP flags sound lame..
Any team that has warred or is being warred by another team should get a perm PvP flag for those teams... Else I can list about 50 ways to break the system.
~Valtuda
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Wed Mar 18, 2009 12:59 pm |
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-wex-
Team: Rank: Officer Main: Lychee Level: 5590 Joined: Tue May 08, 2007 1:35 pm Posts: 137
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Re: March 16th 2009 - Dev Update 7
Valtuda wrote: PvP flags sound lame..
Any team that has warred or is being warred by another team should get a perm PvP flag for those teams... Else I can list about 50 ways to break the system.
~Valtuda Didnt read what he wrote but. i agree 100%!
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Wed Mar 18, 2009 1:00 pm |
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pip8786
Site Admin / Dev Team
Main: PhoenixSun2 Level: 1392
Joined: Mon Jan 03, 2005 12:07 am Posts: 1935
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Re: March 16th 2009 - Dev Update 7
PvP Flags, as I understand it, would only affect PVP that is outside of war. If someone doesn't have their PvP flag set, you can't attack them. However, you can attack their perm drones, trade slaves, and bases. If they retaliate, their PvP flag would automatically be set. I believe this was dreamed up so that situation like the one with Ventigo wouldn't arise again where the rules are grey, and just have something built into the game for people who do not want to participate in PvP. Obviously you would still be able to war that person if you wanted to fight them, but it would take down on some griefing since you can declare and undeclare continuously. We were thinking about making it so Perilous space was open to PvP even without flags set, since it is Perilous
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Wed Mar 18, 2009 1:05 pm |
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kunta
Team: Rank: Main: your mother and i Level: 3336 Joined: Sat May 14, 2005 12:27 pm Posts: 775 Location: upper marlboro maryland
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Re: March 16th 2009 - Dev Update 7
hydros still make space oats when i tell the extract rate to stop at a certain point
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Wed Mar 18, 2009 2:39 pm |
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Yoko_Kurama
Press Corps
Team: Rank: Officer Main: DragonGod (Slaver) Level: 4263 Joined: Thu Aug 23, 2007 10:12 pm Posts: 742 Location: Houston, TX
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Re: March 16th 2009 - Dev Update 7
Wiki wrote: Pip Create "Play as Guest" option. Huh?
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Wed Mar 18, 2009 3:18 pm |
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pip8786
Site Admin / Dev Team
Main: PhoenixSun2 Level: 1392
Joined: Mon Jan 03, 2005 12:07 am Posts: 1935
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Re: March 16th 2009 - Dev Update 7
Yoko_Kurama wrote: Wiki wrote: Pip Create "Play as Guest" option. Huh? What are you confused about, exactly?
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Wed Mar 18, 2009 3:29 pm |
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thebattler35
Team: Rank: Main: thebattler36 Level: 2015 Joined: Sun Apr 24, 2005 3:24 am Posts: 2211 Location: Glasgow, Scotland
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Re: March 16th 2009 - Dev Update 7
Bana is just the same as before. "Add PVP flag for people's ships (You won't be able to attack a person or their combat slaves when the person is not plagged PvP, but you can still attack bases, perm drones, and trading slaves. Attacking any of those things will turn your PvP flag on, as well as attacking someone who is already PvP.)" sorry but this idea is stupid... just completely eradicate any decent/proper PvP, or random Pirate PvP... Stupid and a wrong move imo. SS and i think he's confused as the hyperlink you placed there requires a login (not sure if it's admin only) to view, dont see why it is unless admin only, which means the hyperlink is pointless.
_________________
Octo wrote: QFT Octo either owned the fish initially, or scooped it when he podded any/all of the above.
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Wed Mar 18, 2009 3:54 pm |
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kunta
Team: Rank: Main: your mother and i Level: 3336 Joined: Sat May 14, 2005 12:27 pm Posts: 775 Location: upper marlboro maryland
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Re: March 16th 2009 - Dev Update 7
ok colony glitch with ruins If you extract ruins rather early, they take too long to find other items and extract at normal speed
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Wed Mar 18, 2009 4:04 pm |
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Utumno
Member
Joined: Thu Nov 29, 2007 9:53 pm Posts: 696 Location: South-Western Germany
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Re: March 16th 2009 - Dev Update 7
pip8786 wrote: ... We were thinking about making it so Perilous space was open to PvP even without flags set, since it is Perilous In that case don't forget to set up an option for the autopilot to avoid open PvP areas - else the idea would loose quite some of its sense - especially considering the size and complexity of the universe now.
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Wed Mar 18, 2009 4:25 pm |
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Nukeacow
Team: Rank: Officer Main: NukeACow Level: 8120 Joined: Mon Mar 21, 2005 5:17 pm Posts: 220 Location: 4 Houses from Walter White.
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Re: March 16th 2009 - Dev Update 7
Fix 'The Emperor's Protector' It has 6k shields and is supposed to be 'the best'. It's dirt, worse than a Give and Take.
_________________ NukeACow!
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Wed Mar 18, 2009 4:35 pm |
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wzaerreazw
Team: Rank: Main: BaRR Level: 2416 Joined: Sat Mar 22, 2008 11:08 am Posts: 1064 Location: Everywhere and nowhere.
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Re: March 16th 2009 - Dev Update 7
thebattler35 wrote: sorry but this idea is stupid...
just completely eradicate any decent/proper PvP, or random Pirate PvP...
Stupid and a wrong move imo. SS I can understand getting killed in your fighting ship, but even if you don't lose a damn cent, getting killed in my Freighter for absolutely no reason just pisses me off. If it were possible to retaliate against the pirate, then that would be a different story. But they usually just kill your transport ships and then go hide. In other words, they piss you off for no reason and there's nothing you can do about it.
_________________ while (!asleep(sheep++)) {}
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Wed Mar 18, 2009 6:59 pm |
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yugioh124
Main: Nyarlathotep Level: 1854
Joined: Mon Aug 22, 2005 8:17 am Posts: 3978 Location: Classified
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Re: March 16th 2009 - Dev Update 7
kunta wrote: ok colony glitch with ruins If you extract ruins rather early, they take too long to find other items and extract at normal speed That's just bad luck. I got bule red orb as my first ruin, started extracting the tick after they appeared. I have gotten five other items in that ruin since then, and I waited over a day after reset to start my colony. All the items are total crap, but they appeared nonetheless.....
_________________
Dorin Nube wrote: Nipples aren't the only danger here.
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Wed Mar 18, 2009 7:08 pm |
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Utumno
Member
Joined: Thu Nov 29, 2007 9:53 pm Posts: 696 Location: South-Western Germany
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Re: March 16th 2009 - Dev Update 7
wzaerreazw wrote: .... But they usually just kill your transport ships and then go hide. In other words, they piss you off for no reason and there's nothing you can do about it. Isn't that what's PvP about (and meant to be) in Starsonata mainly? If this wouldn't be the case the PvP ranges would not be set just by your lvl.
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Wed Mar 18, 2009 8:47 pm |
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wzaerreazw
Team: Rank: Main: BaRR Level: 2416 Joined: Sat Mar 22, 2008 11:08 am Posts: 1064 Location: Everywhere and nowhere.
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Re: March 16th 2009 - Dev Update 7
Utumno wrote: Isn't that what's PvP about (and meant to be) in Starsonata mainly?
If this wouldn't be the case the PvP ranges would not be set just by your lvl. PvP isn't about pissing someone off. And if someone does piss you off, there should be some method of retribution.
_________________ while (!asleep(sheep++)) {}
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Wed Mar 18, 2009 9:43 pm |
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Gamepro08
Main: Gamepro07 Level: 2040
Joined: Fri May 16, 2008 8:03 pm Posts: 774
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Re: March 16th 2009 - Dev Update 7
pip8786 wrote: Hey folks,
During this meeting we worked on assigning some miscellaneous tasks as well as planning our next couple months of work.
Organization is key, thumbs up on this list, at least to stay informing the community and the dev team to keep everybody up to date and up to task.
_________________ Time flies when you're throwing clocks.
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Wed Mar 18, 2009 10:02 pm |
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