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Team: Death Mental
Main: Valtuda
Level: 1564
Class: Speed Demon

Joined: Sun Jan 29, 2006 1:59 am
Location: Zuidland -- Farmerland
Post 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


Wed Mar 18, 2009 12:59 pm
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Team: UnderDawgs
Main: Ice Cube
Level: 2273
Class: Engineer

Joined: Tue May 08, 2007 1:35 pm
Post 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%!


Wed Mar 18, 2009 1:00 pm
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Team: Eminence Front
Main: PhoenixSun2
Level: 1392
Class: Shield Monkey

Joined: Mon Jan 03, 2005 12:07 am
Post 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 :P


Wed Mar 18, 2009 1:05 pm
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Team: The Unforeseen Colonies
Main: your mother and i
Level: 2647
Class: Speed Demon

Joined: Sat May 14, 2005 12:27 pm
Location: upper marlboro maryland
Post Re: March 16th 2009 - Dev Update 7
hydros still make space oats when i tell the extract rate to stop at a certain point


Wed Mar 18, 2009 2:39 pm
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Team: Aidelon
Main: DragonGod (Slaver)
Level: 1504
Class: Fleet Commander

Joined: Thu Aug 23, 2007 10:12 pm
Location: Houston, TX
Post 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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Team: Eminence Front
Main: PhoenixSun2
Level: 1392
Class: Shield Monkey

Joined: Mon Jan 03, 2005 12:07 am
Post 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?


Wed Mar 18, 2009 3:29 pm
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Team: None
Main: thebattler36
Level: 1791
Class: Shield Monkey

Joined: Sun Apr 24, 2005 3:24 am
Location: Glasgow, Scotland
Post 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. :P

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Wed Mar 18, 2009 3:54 pm
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Team: The Unforeseen Colonies
Main: your mother and i
Level: 2647
Class: Speed Demon

Joined: Sat May 14, 2005 12:27 pm
Location: upper marlboro maryland
Post 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


Wed Mar 18, 2009 4:04 pm
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Team: None
Main: Utumno
Level: 20
Class: None

Joined: Thu Nov 29, 2007 9:53 pm
Location: South-Western Germany
Post 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 :P


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.


Wed Mar 18, 2009 4:25 pm
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Team: Strawberry Pancakes
Main: NukeACow
Level: 1760
Class: Speed Demon

Joined: Mon Mar 21, 2005 5:17 pm
Location: Chillin with Rick
Post 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.

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Wed Mar 18, 2009 4:35 pm
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Team: Aidelon
Main: BaRR
Level: 2417
Class: Speed Demon

Joined: Sat Mar 22, 2008 11:08 am
Post 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.

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Wed Mar 18, 2009 6:59 pm
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Team: Eminence Front
Main: yugioh
Level: 1854
Class: Fleet Commander

Joined: Mon Aug 22, 2005 8:17 am
Location: Classified
Post 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.....

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Wed Mar 18, 2009 7:08 pm
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Team: None
Main: Utumno
Level: 20
Class: None

Joined: Thu Nov 29, 2007 9:53 pm
Location: South-Western Germany
Post 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.


Wed Mar 18, 2009 8:47 pm
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Team: Aidelon
Main: BaRR
Level: 2417
Class: Speed Demon

Joined: Sat Mar 22, 2008 11:08 am
Post 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.

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Wed Mar 18, 2009 9:43 pm
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Team: None
Main: Gamepro07
Level: 1818
Class: Seer

Joined: Fri May 16, 2008 8:03 pm
Post 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.

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Wed Mar 18, 2009 10:02 pm
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