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This topic has 15 replies, 8 voices, and was last updated 16 years, 6 months ago by Avanga.
Viewing 14 posts - 1 through 14 (of 14 total)
    • Avanga Member
      August 12, 2009 at 12:59 am #1159

      Why should this give sectors? Things were a lot more interesting before that was possible. It wasn’t completely impossible to consider hiding in uncharted.

    • Ilyena Participant
      August 12, 2009 at 1:59 am #10834

      Agreed.

      A possible change I thought up:

      Have locateship show the distance from the landing pad that the person last used, rather than from the person using the skill. It would mean you could get a rough idea where a ship was if it was in a known sector, but if it was in uncharted, it could be a bit harder to find.

      It would also mean that you could see how far away a carrier for a fighter was.

    • Drel Member
      August 12, 2009 at 2:40 am #10835
      "Ilyena":2nscgxrv wrote:
      Agreed.

      A possible change I thought up:

      Have locateship show the distance from the landing pad that the person last used, rather than from the person using the skill. It would mean you could get a rough idea where a ship was if it was in a known sector, but if it was in uncharted, it could be a bit harder to find.

      It would also mean that you could see how far away a carrier for a fighter was.[/quote:2nscgxrv]
      +1
      At first glance, this changes nothing (you can still figure out what exact planet they’re around); however, it prevents triangulation.

    • Walldo Keymaster
      August 12, 2009 at 3:47 am #10837

      Locateship showing distance is awful and has ruined a lot of the mystique of the mud. Make seeing sector distance a level 150 slicer feat

    • Avanga Member
      August 12, 2009 at 3:52 am #10839

      Or remove it altogether!

      The problem is that locateship, as is, can be very powerful, and in some instances even game-breaking. Take a look at how quick the Empire triangulated Hoth. If that hadn’t been a charted system, things would have become very messy very fast. As it is, the way locateship works really really really benefits major clans over minor clans. What we need is a counter.

      Here’s my suggestion for how locateship should function.

      On it’s own, locateship will list the ship registration and last known dock. When combined with a planted beacon, courtesy of the espionage class, it will allow the player to locateship and get a reading on how many sectors away it is. Of course, espionage mains will also be able to find and remove beacons, so it’ll be a back-and-forth struggle to protect your ships, and it makes smugglers a little more useful for clans.

      And then down the line, there’s always room for skills to remove_transponders to make the ship unsearchable. Could turn cappie AI against the ship in question, (show up as a pirate vessel?) and all sorts of other fun things.

    • Gathorn Participant
      August 13, 2009 at 6:02 pm #10866
      "Avanga":ji6hltu1 wrote:
      Or remove it altogether!

      The problem is that locateship, as is, can be very powerful, and in some instances even game-breaking. Take a look at how quick the Empire triangulated Hoth. If that hadn’t been a charted system, things would have become very messy very fast. As it is, the way locateship works really really really benefits major clans over minor clans. What we need is a counter.

      [/quote:ji6hltu1]

      Didn’t really "triangulate" it. it was only like, 30 sectors from Korriban. Didn’t take much effort.

    • Drel Member
      August 13, 2009 at 8:24 pm #10869

      The only thing that the Empire did that was "game breaking" was when they did the bit with the droids to monitor every channel.

    • Locksharp Participant
      August 14, 2009 at 2:48 pm #10887
      "Ilyena":32gazzsq wrote:
      Have locateship show the distance from the landing pad that the person last used, rather than from the person using the skill. It would mean you could get a rough idea where a ship was if it was in a known sector, but if it was in uncharted, it could be a bit harder to find.[/quote:32gazzsq]

      "Avanga":32gazzsq wrote:
      On it’s own, locateship will list the ship registration and last known dock. When combined with a planted beacon, courtesy of the espionage class, it will allow the player to locateship and get a reading on how many sectors away it is. Of course, espionage mains will also be able to find and remove beacons, so it’ll be a back-and-forth struggle to protect your ships, and it makes smugglers a little more useful for clans.[/quote:32gazzsq]

      "Walldo":32gazzsq wrote:
      Make seeing sector distance a level 150 slicer feat[/quote:32gazzsq]

      Out of these three ideas, I’m more inclined to see the first put into action. The idea of a homing beacon is a really interesting idea, but as for detection and removal… eh. I don’t know. It seems like it needs something else to it rather than just that, or else someone could have their ship tagged.. say.. while they’re launching, and then everyone and their halfwit brother ( as long as they had locateship ) would be able to track down the ship. In the case of chasing killers/thieves/kidnappers, if you have the right levels, nothing really changes. Because realistically at least, after the homing beacon’s made, all you have to do is stick it to something. I dunno… I like the idea, but I don’t see how it could be put into action very well yet. >_<

      Making sector distance a /feat/ seems like a good idea, but as soon as the trainer is found, the information about it will inevitably leak around and then — again — it’s a matter of just having the right level combination and nothing really changes as far as locating goes. The value of a slicer goes up, but if you have even one of these slicer-types, the game doesn’t really change. It just starts to take longer, in some cases.

      The skill’s just overpowered. Returning it to solely last dock and ship information, even adding Ilyena’s idea about its distance from the last dock puts a lot of that mystique back in ship travel and turns sectors into vast amount of space instead of just a number sequence to be cracked. Even /with/ having a vague, general idea of where the ship might be could have the same effect, but being able to track down a ship so easily now takes running/hiding/keeping secrets a nigh impossible thing.

    • Walldo Keymaster
      October 29, 2009 at 3:15 am #12205

      I’ve reconfigured locateship. It now works like it used to do (IE no distance). I have created a level 150 slicer feat called ‘ping ship’ that will show the distance, like it did last timeline.

      I sent the code to Rojan and it is pending implementation.

    • Avanga Member
      October 29, 2009 at 3:22 am #12207

      This is balls deep in bacon. I want to kiss you, Walldo. Can I kiss you?

    • Walldo Keymaster
      October 29, 2009 at 6:33 am #12208

      Only if you juggle for me again.

    • Fishy Participant
      October 30, 2009 at 8:36 pm #12228

      Awww.. I’ll miss my Rhino-powered quick triangulations.

    • Avanga Member
      November 15, 2009 at 11:39 pm #12425

      Something that just occurred to me… we’ve got all these wonderful hidden pads in game, but locateship tends to ruin that by showing the exact name of the pad and the planet you can land on to get it, so all a person has to do is locate the ship, copy and paste it after ‘land planet’ and it’ll automatically land them there. Any chance we can get a change so as to conceal the exact wording of hidden landing pads?

    • Avanga Member
      November 23, 2009 at 11:28 pm #12588

      I’d say Help Explore. We didn’t even have locateship back in the day but that didn’t stop the smugglers from knowing the hidden pads. And they were actually used more often back then.

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