#Enemies warp away when the player flies to far

93 messages · Page 1 of 1 (latest)

north sentinel
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[Idea of the original post: Adding a rod that only affects ships which passed the border into the circle around missions would be a good way to discourage kites. It would disappear after no more enemies are in the rod.
This could either be optional or added on higher difficulties.]

edit: @umbral citrus suggested that enemies warp away and you get no bounty when you run to far away. I think that instead of a damaging circle we could just have enemies warp when you leave the circle.
That would be more immersive and would still allow you to retreat a threat thats to great to deal with.
Also add a second pretty small ring around enemies: #1134199545417437184 message

brave canopy
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Ok but what if almost half your ship is destroyed and you need to go to a station to repair

north sentinel
brave canopy
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I mean fair I guess lol

north sentinel
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On a serious note thats a valid concern which is why it should be optional

light bloom
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I also want to point out this wouldn't be very immersive

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If you want to prevent kiting id rather the pirates call reinforcements or something

light bloom
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But also would be a bit silly to hard block kiting when there are kiting pirate ships

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Would be funny to see them fly into sudden RoD I suppose

north sentinel
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its not a hard block

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look at pvp

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we have a rod but kites stil exist

light bloom
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In pvp you just have to win, it doesn't matter how much damage you take

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In career if you take damage that's more than like 10% of the value of the ship it's a net loss

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I'm pretty sure a career RoD would be a hard block cause of how low that profitability threshold is

north sentinel
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but the rod is so big that it will barely affect gameplay in most scenarios

north sentinel
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thats how some pvp matches go too

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Of course you cant just fly backwards in a stright line anymore thats the point

light bloom
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I'd still rather defeat kite cheese in other more immersive ways, that don't prevent you from aborting and repairing

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Because with an RoD like this, if you realize you bit off more than you could chew you're screwed, game over

north sentinel
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The problem is that if you are able to abort and repair you will also be able to cheese

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I agree that its not very immersive

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I personally dont care but I can see why people would dislike it

light bloom
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Also how would it interact with other sets of ships in the same system? Is my factory ship sitting next to the station gonna melt now? Or a second set of combat ships going after a different nearby bounty

north sentinel
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As I wrote "that only affects ships which passed the border into the circle"

light bloom
north sentinel
umbral citrus
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Could have bounty ship use hyperdrive and escape if you run to far away

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Would be a bit more immersive and still have the negative affect

north sentinel
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Thats actually a cool idea if you want to prevent players from running and repairing but it doesnt help against kiting

umbral citrus
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Ship escapes you get no bounty

light bloom
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So there's a threshold where the pirate will turn around and fly back toward the bounty origin in current behavior

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(I know from kiting cheese)

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Make something happen when that threshold gets hit to discourage kiting

north sentinel
light bloom
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I like the pirate ftl jumps away and you lose the bounty

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I'd also propose a fast pirate rammer spawns (offscreen) and goes after you as reinforcements

north sentinel
umbral citrus
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Ye

north sentinel
light bloom
umbral citrus
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Well yes, but less cheesy to kite in circle

north sentinel
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Its not reasonable to reduse the threshhold bellow the range that would be needed

umbral citrus
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No good way to discourage kites tbh

light bloom
umbral citrus
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Antikiting behavior might also appear with better ai

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Like escaping/calling backup

north sentinel
north sentinel
umbral citrus
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Ye, so my idea is ship has circular bounty area where if you are out of its weapon range when you cross it ship warps away and you loose bounty

umbral citrus
north sentinel
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They would have to spawn almost right on you

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which would not be much fun

umbral citrus
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True ig, but could be punishing if you dont notice them

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Kiting will always work tho, no great way to stop it

north sentinel
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Fullfills the same purpose is immersive and allows you to retreat with a downside

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But I think that area should be around the mission not the ship

light bloom
umbral citrus
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Yeah, ideally 2x rings smaller one around ship and bigger one around bounty area, and if out of both it runs away

light bloom
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Just use that same threshold (for the bigger circle around the bounty area)

umbral citrus
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Since it warping away from being right ontop of you would be funny

north sentinel
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Wow did you just come to a constructive solution?

light bloom
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Good point on needing the 2 circles

weary sinew
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Better AI would definitely hurt the majority of kites

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As there is a big weakness to a kite, called ramming, Ul fast walls for example have killed many kites

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And those ships do it by ramming

north sentinel
light bloom
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There are a lot of newer ships that are rammers and get a lot faster yhan before, but still not to pvp standards

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I think you have to beat ~90 mps now to outrun everything in career

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Vs it used to be ~75 mps (not long after steam launch) in my experience

north sentinel
light bloom
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If a reinforcements idea gets implemented in any shape for whatever reason I'd definitely vote the reinforcements are always faster ships (makes sense thematically and better at countering stuff)

north sentinel
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I think youd need ~110

light bloom
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Idk I don't think career should have to force pvp meta (speed meta) to do well

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At least on normal

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If we want a harder mode with faster ships I'd vote add speed to the difficulty sliders

north sentinel
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I agree

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Thats why Im for a different solution

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Than just fast ships

light bloom
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Btw id change the idea title if we're switching to pirates warp away based on the two distance rings idea

north sentinel
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Yea Ill do that

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Enemies warp away when the player flies to far

weary sinew
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There are problems to this idea as there are to miniature rod's, for example a long drawn out fight between 2 ships happens, you aren't kiting but the enemy ship is faster than yours, and as you try to ram it, the enemy ship kites you, and the result is you reaching the edge of the bounty Zone and the bounty ship disappearing in a warp

umbral citrus
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The enemy ships bubble would prob be determined by its weapon range so as long as it could hit you it wouldn't warp away

weary sinew
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And if the only weapon on a ship is pd? Where the range is 100

light bloom
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I don't think any enemy ships have default attack commands to stay out of range of their weapons?

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An enemy kite would stay in range of you, so you'd be in the smaller circle from said ship (the one based on its longest range weapon) and it wouldn't warp away