Remove ~ enemy sector position - Stop the Madness!

Tips, tactics, and general discussion for Evochron Legacy.
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Bodega
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Remove ~ enemy sector position - Stop the Madness!

Post by Bodega »

I have one more idea to tweak to the earlier idea I had regarding gates/stations transmitting positions. May be really easy to implement, Vice makes it all seem easy because he's a great dev but it's probably not.

What about having gates broadcast to the regional news log, like the commodities and tech levels do? Maybe another button with a gate manifest? It could only work within a certain range, people worried about attack won’t be completely blindsided if people are using gates. And if a team of attackers wants to use a support ship loaded w/ metal and take the scenic route then they should be rewarded with the element of surprise. Just throwing ideas out there hoping to find a happy middle ground. I'm really interested to see how this current change pans out and if it's a failure or people are further interested in pursuing it.

Thanks for everyone's discussion, whether you agree or not, I do appreciate the civil debate and I think we all want the same thing, to keep improving upon the game we all love so much.
PaulB
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Remove ~ enemy sector position - Stop the Madness!

Post by PaulB »

From post: 185116, Topic: tid=12417, author=Vice wrote: It'd be worth some functionality analysis as well. I have been planning on adding the ability to screen sector locations in one of 3 ways (selectable by the server operator):

0 = Default, no screening, sectors are display in player list.
1 = Sectors are hidden from player list, only allied ships can see each other on the nav map.
2 = Sectors are hidden from player list and no ships are marked on the nav map

This will be in conjunction with global text alerts when a station is under attack along with the various changes to module dependency and command module armor increases. We can see how these types of changes work out. If enough players don't like them (or just don't use them), they can be left alone or removed as the need may arise. If popular and well used, they can be kept or expanded on. But this way, the group of players interested in this type of unlisted sector format can go ahead and test it out on a server they set up and see what they think of it.
Maybe this could be one possibility that would help.
If a player is in a non-gated (uncharted) system then the Tilde key would only display the player as online but not his sector location. That would give some anonymity to some unchated bases.
Misunderstood Wookie
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Remove ~ enemy sector position - Stop the Madness!

Post by Misunderstood Wookie »

From post: 185171, Topic: tid=12417, author=Marvin wrote:Even easier is to disable the "swap" function entirely. Especially since, when you duplicate or clone a pilot profile, it carries with it the selected SP faction.
Yes but Vice probably won't allow that because he considers it a feature to play with your mates on the other team.

Best case Vice may implement a disable option server side for the operator to decide if they want to allow i which tbh would be good enough until we can discuss it more and come up with something a bit better.
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_-Caleb-_
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Remove ~ enemy sector position - Stop the Madness!

Post by _-Caleb-_ »

The last server update has the hide the player position possibility .

As Vice Said some messages ago.
Misunderstood Wookie
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Remove ~ enemy sector position - Stop the Madness!

Post by Misunderstood Wookie »

Was not aware of this, thanks for the update.