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Due to numerous reports of this happening, including pictures, lets talk about end of warp obstacles and ramming in general. Here is an example of a net placed exactly in front of a warp exit. You have about 10-15 seconds to change direction right after end of warp, but most people won't pay attention and ram into whatever is in front of them. This has been a thing for a while now, but we now have some reports of ship destruction due to warp destination constructs being purposefully placed in the way. One way to get around it is of course to pay attention and maneuver the ship immediately after warp destination is reached. However, there is a lot of discussion to be had about warp obstruction and ramming in general. For example: 1) disabling collisions between cores: this has already been done with trees so I imagine it can be disabled for static / dynamic cores, probably will increase server performance too, but also an effective way of getting rid of warp traps. 2) disable damage on collision with constructs: an alternative of the above, except collision will cause velocity changes as expected between collisions. We don't have bumper car physics, could be a bit strange, but this also gets rid of warp traps. My personal favorite and very biased option: 3) reverse ramming logic (THE RIGHT LOGIC): it's really strange to consider that an L core going at 30,000km/h can be obliterated by a stationary xs core. It just doesn't make any sense from a logic perspective, although the reason for this implementation probably has roots in server performance considerations. I think collision damage should be shared between constructs and distributed according to mass and voxel logic. Added benefits are: COMPLETELY LAG FREE MARKETS... because naturally people will start ramming, hence a necessity for garages / safe parking facilities, opportunities for business, etc. I would go so far as to say that static cores should be rammable as well. This has huge ramifications for space stations... there will be a need for space mine fields or wreckage around stations to prevent people from completely destroying stations with ramming dynamic cores. Space stations will need engagement rules such as: if dynamic construct is going faster than X amount inside a certain radius around space station, fire all weapons at dynamic core. There are all sorts of interesting ramifications for this gameplay. There is something important here I think: it is not ok to simply add a rule to the EULA saying warp traps are illegal. This is a sandbox, emergent gameplay will always happen, and a bunch of players can give a hell of beans about what the rules are. It's in poor taste when a game cannot / will not implement systems to prevent certain actions from happening but simply adds a "RULE" of conduct. In some cases it is certainly appropriate (abuse, discrimination, etc) but in this case, this is emergent gameplay and adding a RULE will not solve this issue. In this situation NQ actually has an opportunity to capitalize on the situation and create game mechanics to either solve this issue or enable ramming AND add mechanics in order to counter ramming. On the other hand, warp traps such as these can be cancerous. This is a tactic used extensively in Eve, see here: Do you think warp traps are an acceptable emergent gameplay mechanic? What are your issues with it? What can be done to solve it? Again, to reiterate, simply adding a rule of conduct doesn't work here in my opinion. NQ should really capitalize on this opportunity... I think they failed in the district 15 drama, they could have done some epic stuff there... problems can be turned into opportunities, lets contribute to the discussion and find opportunities Edit: After writing this post, I have received confirmation that players are "netted" both when: 1) player finishes warp, comes to a complete stop, then accelerates/or planet gravity pulls the player, and they end up in a strategically placed net 2) player finishes warp and gets damaged in net BEFORE coming to a complete stop from the warp