Fulcrum Suicide! Fulcrums Safety Feature is needed!

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Fulcrum Suicide! Fulcrums Safety Feature is needed!

Post by Star King »

This is a suggestion:
Fulcrums should have a safety feature which does not allow the person or alien to fire them if they are going to die in their own fulcrum blast!
This ruins PvP, people running contracts and really upsets people and aliens.
Before you could hit the escape button and survive the blast now with the 10 second delay your dead.
Fulcrum suicides just make people angry!
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Fulcrum Suicide! Fulcrums Safety Feature is needed!

Post by MiaZ »

I dont like that idea but I would like to see some kind of a penalty if you die in those kind of situations.
What about if all missiles hardpoints would be empty if you respawn after a self inflicted death, either by self destruct or fulcrum?
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Fulcrum Suicide! Fulcrums Safety Feature is needed!

Post by Star King »

Something has to change because people are PvPing or running contracts and someone decides to fire a fulcrum ruining the fun of the innocent knowing they are going to die (but they don't care).
People then log off the game because they are ticked! Then let us go back to the instant escape? The 10 second delay once you hit escape is instant death when a fulcrum is fired!
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Fulcrum Suicide! Fulcrums Safety Feature is needed!

Post by Marvin »

From post: 152865, Topic: tid=10231, author=Star King wrote:The 10 second delay once you hit escape is instant death when a fulcrum is fired!
Actually, that's not true. You get a warning. Long enough to jump out of the sector. Granted, it does ruin PvP ... or any other planned event (it could even mess up our Christmas get-together on the 27th). But it can also bring down the rath of all other pilots ... atop the head of whoever is using the FTs. Which has also been the case in the past.
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Fulcrum Suicide! Fulcrums Safety Feature is needed!

Post by Rubber Chicken »

A feature that calculates your flight path and determines whether you will die by your own FT would (I'm guessing) be rather complex and nearly impossible to make exploit-free.

I'd rather suggest that when a pilot launches an FT (in multiplayer), a quicksave feature activates. The feature would also be able to activate if there was a mission link in the sector, preventing pilots from activating a mission before their FT attack.

The Pilots would then have to choose to launch as they would have to consider some factors:

A) "If I launch - live or die - I lose my FT." - effectively making the FT a one-use weapon.

B) "If I die then the opponent will know the approximate location of my spawn point when I rejoin."

This would also apply to Proximity Mines.

*** It would also be GREAT if the FT launch warning for an FT in the chat text was highlighted in RED as well as the Station Detonator wraning. Perhaps a specific alarm sound could be used as well. (Being that some alarm sounds are applied to multiple situations, it can be hard to tell what the alarm is refering to if many alarm events are happening at once).
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Fulcrum Suicide! Fulcrums Safety Feature is needed!

Post by Marvin »

I like the idea of a qucksave feature. But it would probably need to encompass the employment of any and all weapons.
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Fulcrum Suicide! Fulcrums Safety Feature is needed!

Post by littleboy »

no warning please

noobs just need to change weapons or LEARN how to use them
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Fulcrum Suicide! Fulcrums Safety Feature is needed!

Post by Rubber Chicken »

From post: 152873, Topic: tid=10231, author=Marvin wrote:I like the idea of a qucksave feature. But it would probably need to encompass the employment of any and all weapons.
Programming-wise if the FT and ProxMine fall into the same parameters as the other Secondary weapons/hardpoint pods, then I could see how it would be quite a sticky-wicket for Vice.

The quicksave activating when any secondaries are fired though would be quite a pain. I could imagine Vice being inundated with pilots asking him to save their profile because they accidentally fired a missile and are now stuck in a 'spawn and die, spawn and die' situation.
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Fulcrum Suicide! Fulcrums Safety Feature is needed!

Post by littleboy »

guys wanna play with big toys, but with no risk to do so... ahah

seriously dudes...

stay with Class 1 missile
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Post by Rubber Chicken »

From post: 152884, Topic: tid=10231, author=littleboy wrote:guys wanna play with big toys, but with no risk to do so... ahah

seriously dudes...

stay with Class 1 missile
Actually the biggest toy in the game has no risk in it's use - for the user. Fire a Fulcrum, die as well as your target, respawn with Fulrum back on the hardpoint, ad infinitum.

We are discussing ADDING RISK for the one who is firing the torpedo as there currently is NONE.
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Fulcrum Suicide! Fulcrums Safety Feature is needed!

Post by Rubber Chicken »

From post: 152874, Topic: tid=10231, author=littleboy wrote:no warning please

noobs just need to change weapons or LEARN how to use them
OH, and BTW... This has NOTHING to do with learning how to properly fire a Fulcrum.

It has EVERYTHING to do with players of ALL skill levels who wish to exploit the 'FULCRUM SUICIDE ATTACK' as a TROLLING method.
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Fulcrum Suicide! Fulcrums Safety Feature is needed!

Post by littleboy »

just avoid playing with that kind of players..
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Post by Rubber Chicken »

From post: 152887, Topic: tid=10231, author=littleboy wrote:just avoid playing with that kind of players..
I would give you a demonstration of exactly how 'easy' (not) avoiding TROLLS with Fulcrums is, but I am thoroughly against reducing myself to prove a point.
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Fulcrum Suicide! Fulcrums Safety Feature is needed!

Post by Star King »

You can't avoid players that want to mess with you because they fire a fulcrum and laugh. When people get bored they do the devils work, thus aggravating people.
Its not just new players that use them its experienced pilots who know there is no penalty for suicide.

Rubber Chicken is right with a quick save and so is Miaz in that a penalty of losing your hardpoints or a 10 minute log-out (time-out) imposed.
Extend the Fulcrum explosion time from 10 seconds to 30 seconds, thus making their use minimal.
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Fulcrum Suicide! Fulcrums Safety Feature is needed!

Post by Cindy »

Fulcrum suicide does get annoying, but I'd like to point something out if I may with my blunt honesty. My apologies if this seems a little harsh, but I'm tired and a little bit grouchy right now, so take it or leave it.

All you guys want to do is make Vice reprogram the game to fix your problem. I remember when I started playing and players would hunt me down for things that I did wrong. Now no one does that except for Kat and I it seems. Players don't want to make others mad so instead they complain about it on the forum.

I think that maybe instead of complaining to Vice every time someone does something you don't like, you should give them a taste of they're own medicine. I seem to remember a couple of times after I shot FTs at a group of Veteran players ... oh wow... I never knew how many times I could die from correctly launched FTs. :P

But seriously, you guys complain and rant and rave about FTs. I know I've heard about it from several people way too much in the last 2 weeks. It makes me think about something... I remember firing FTs at a group of players engaged in PvP a couple times (the players had made me mad) and I didn't die most of the time. The players learned to hide in escape menu. Now they can't do that because they complained to Vice about me hiding in escape menu when they would return the favor. Now you guys want to add more changes to the already difficult coding because you can't deal with stuff. Maybe, just maybe, this is good for ya'll. It just might teach you guys to stand up to other players instead of no one (other than a few select players) going against the waters.

You guys want war? Then fight for what you think is right and stop complaining on the forum or to others every time something doesn't go your way. Learn to counter it or learn to deal with it. Your choice. Of course there is option 3 as well... ignore what I'm saying and just keep complaining. :cool:

Edit: As for complaining to the server admins to get certain players banned, I could write a whole 'nother page on that. Don't ya'll think that the server admins do enough as it is? :o

[Edited on 12-24-2012 by Cindy]
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Fulcrum Suicide! Fulcrums Safety Feature is needed!

Post by littleboy »

i like FT how they are now, i used them wisely

just ban those stupids, why asking for re-programing a game for a bunch of idiots ? report them to server admin and make them banned for 1 week

[Edited on 12-24-2012 by littleboy]
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Post by MiaZ »

I still thinks a death penalty of losing your loaded secondary weapons might help.
At least players would not then be able to do it over and over.

I think the game needs more or a death penalty anyway.
Losing your cargo hold would be going to far I think
but a penalty for dieing could be greater even when not due to suicide death.
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Post by Munshine »

If you want a safety, let's make the fulcrum friend or foe.It would prevent at least someone firing them on newbies in the safest systems like Sapphire.
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Post by Rubber Chicken »

@ Star King

Extending the time would cancel the new 10 seconds to exit feature.....

If any penalty should be imposed for dying, IMHO it should be financial. A credit penalty of some sort - proportional to the players bank account and waived for the starting rank - should be empoyed.

Once a player ranks-up to the second tier either civilian or military then the condition applies.

If a player ranks up, then loses all of his credits due to death, then they should be able to respawn for free, but be left with just enough credits to count a 'gas money'.

It's not perfect, but it's an idea....

[Edited on 12-24-2012 by Rubber Chicken]
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Post by littleboy »

From post: 152899, Topic: tid=10231, author=Rubber Chicken wrote:Extending the time would cancel the new 10 seconds to exit feature.....

If any penalty should be imposed for dying, IMHO it should be financial. A credit penalty of some sort - proportional to the players bank account and waived for the starting rank - should be empoyed.

Once a player ranks-up to the second tier either civilian or military then the condition applies.

If a player ranks up, then loses all of his credits due to death, then they should be able to respawn for free, but be left with just enough credits to count a 'gas money'.

It's not perfect, but it's an idea....
so if i die in a mission or whatever happen, i lose all my cash ???
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Post by MiaZ »

Losing credits isn't really much of a penalty when playing.
A player can make a copy or his player profile and use that for his terrorist suicide attacks.

When in clan battles it doesn't seem right that a player can reload quickly, easy and for free, simply by self destructing or losing a particularly pvp dogfight.

I guess losing all your secondary weapons when against AI might be a bit hard on new players though : (
.
Overall I think Cindy is right and anyway I haven't seen much of a problem with fulcrums to be honest,
maybe that's because of the timezone I play in?
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Post by Rubber Chicken »

@ Cindy - I am standing for what I believe in by participating in a discussion here. I am not complaining, just offering my opinion.

The reason I won't give a taste of their own medicine in relation to FT suicides is that - if I troll the person who's trolling me, then I become a Troll as well. So in that respect the original Troll becomes the victor by (in principal) making me just like them.

Jeez. I just quit a CLAN due to FT suicide attacks, do you think I have any interest in employing the tactics I felt were that wrong to use now? Would kinda cancel the choice I made and the principal I've chosen to stand by.

Heck, if that's the case, the reinstate my clan commision, load me up with FT's, - and when does the holiday cease-fire end? (not)
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Post by Marvin »

I never quite liked the idea of respawning with all the weapons you had prior to blowing up. When you trade with another player, your game is automatically saved. But trading happens at times which are few and far between ... so it doesn't have a major impact on lag, FPS or whatever. Auto-saving after every single missile launch would be a different kettle of sardines ... it would have an impact. But, if there was a way to auto-save a pilot's current inventory during log-off ... just maybe ....
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Post by zex »

I consider myself in the thick of the war, but I haven't seen an FT suicide attack since the Cerulean Conflict last week.
Even when they *were* happening, it didn't seem like much of a problem.. We handled it by firing a couple of fulcrums back and then moving the offensive to another sector.

This game is special in that there is no tangible reward for killing people. In the war, we get a .25% territory adjustment (I think). There is also no real penalty for dying. I feel like this keeps trolling and griefing to a minimum.
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Post by Rubber Chicken »

From post: 152907, Topic: tid=10231, author=zex wrote:I consider myself in the thick of the war, but I haven't seen an FT suicide attack since the Cerulean Conflict last week.
Even when they *were* happening, it didn't seem like much of a problem.. We handled it by firing a couple of fulcrums back and then moving the offensive to another sector.

This game is special in that there is no tangible reward for killing people. In the war, we get a .25% territory adjustment (I think). There is also no real penalty for dying. I feel like this keeps trolling and griefing to a minimum.
The Cerulean Conflict was the day Percival left the war. Shortly after, both sides ammended their R.O.E. policy. I fear however if Percival would have stayed on, and merely filed a complaint, it would be business as usual.


[Edited on 12-24-2012 by Rubber Chicken]
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