![]() |
![]() |
|
|
|
|
Cadet
Pilot Name: SlimPickns
Joystick: marble trakball
Join Date: Aug 2007
Location: Wyoming
Posts: 79
![]() |
Re: A twist on civ-ripping
Nice idea, lol but how does the game know the civ rip is not a KOS between squads. And if the civ is hauling from oct space to quant space, it would be a short cut home. I have a real problem with cargo not going poof when the ship is blown up. But hey what do i know..
![]() |
|
|
||
|
|
|
Re: A twist on civ-ripping
What if the combat pilot belongs to a squad at war with another squad and the civ is knowingly stocking said former squad? He just gets blown up, returns to station and launches again. Eventually the combat pilot gets bored and logs.
I see where your coming from but I would have to vote no. Civ-ripping in some form must be allowed. Just my two peneth. Smeg |
||
|
__________________
Rimmer: That’s it I’m invoking Space Corp Directive 68250. Kryten: 68250? But sir surely that’s impossible without at least one live chicken and a rabbi. |
||
|
||
|
|
|
Re: A twist on civ-ripping
Quote:
The short cut thing might be a problem. You could make them go back to their last dock instead. I kinda have the same problem, but it's the first thing that occurred to me that actually would make dying in a miner or hauler as meaningless as dying in a fighter. Quote:
Additionally, the combat pilot could also burgle the equipment rather than civving the civ...and if the rip happened in unreg the equipment could be destroyed as usual. |
|||
|
||
|
|
|
Quote:
Ship destroyed = cargo destroyed just be lucky if Jumpgate doesnt spells Game Over. ![]() |
||
|
__________________
Solrains Nova Engine |
||
|
||
|
|
|
Re: A twist on civ-ripping
Seriously? You think so?
All station strippers in the last 2.5 years of the wws have been pvp'rs. The only people they seriously effected were pvp'rs. (Splashed Oct bcu anyone?) And with a 24/7 AI, mining, building and hauling the effects of stripping will matter even less so and anyway, I expect the markets of Jumpgate Evolution to be far more robust than the one in Jumpgate Classic is. All other asshattery has involved people abusing tags in reg, one way or another and civing (normally for very weak reasoning's). Something I trust will be resolved on a pve server with consensual only combat in reg space - wrought though game mechanics like beacon flipping, mt vs mt, factional MT mercs, bounties for acts on civilian AI's, illicit cargo carrying and other such mission based player choices. And while I am sure there will also be some new way people find to annoy each other, they will at least have to be imaginative and not just a rehash of the same old asshatteries of the past. PVP is often scarce in Jumpgate Classic because there is no new blood entering the field, or existing people experimenting with it on a regular basis. Why? Because new blood cannot easily ease themselves into it without someone somewhere suddenly denouncing them as evil and civing them, their sister and friends for 'RP' purposes even after they have switched tags back to civ or left unreg. On a pve server theoretically people can experiment with pvp through the game mechanics and mission choices without the weight of asshattiness swinging over their heads. That is what I think anyway and time will tell If I am bonkers in the nut or sane. |
||
|
||
|
|
|
Re: A twist on civ-ripping
your bonkers in the nut.
Everything is scarce in Jumpgate Classic. There arent any new people entering at all. And why is the population declining everytime something doesnt work on PVP. Because thats the heart of the game. You mess with PVP you kill the game. When Eu server shut, people left, because US had not enough equip for long, to long., Lag/ping issues, and the last brick was the MT patch witch killed multifactional pvp squads.. BTW GG, I dont see the point of magicly having your cargo after you are destroyed. |
||
|
__________________
Josip Broz Tito |
||
|
||