So you would be happy if one shot to your shield doesn't give a bounty. I try if I find you and then I will shoot on you every 10 seconds. How long will it take until you become annoyed?
.
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This is called shifting the goal posts. You did not address the point I was making in response to your "it's only pretty graphics on his shields" comment. If you have a counter to the fact that reducing his shields makes him easier to kill by an enemy, then make that counter. Otherwise, you've done nothing but hurl a red herring at me.
And judging by your flippant dismissal of common sense, I doubt you could last longer than briefly on EVE anyway.
So you would be happy if one shot to your shield doesn't give a bounty. I try if I find you and then I will shoot on you every 10 seconds. How long will it take until you become annoyed?
.
So you would be happy if one shot to your shield doesn't give a bounty. I try if I find you and then I will shoot on you every 10 seconds. How long will it take until you become annoyed?
.
So you would be happy if one shot to your shield doesn't give a bounty. I try if I find you and then I will shoot on you every 10 seconds. How long will it take until you become annoyed?
.
Your comparison to EVE falls completely flat. There is no such thing as "stray shots" in that game, only intentional fire. Nobody here is arguing that we should be allowed to lay sustained fire on friendlies, or shoot them while no battle is going on. All people are saying is that it makes no sense for a little stray shot during a big battle to cause allies to turn on each other. STRAY SHOT, mind you. If somebody actually *targets* an ally and fires at them, like in your EVE example, then of course there should be immediate repercussions.
Your "point" is a false comparison.
It's not a fine, it's a bounty.
1000c fine per hit solves the problem just fine.
Probably longer than it'd take you to be annoyed if someone perpetually intercepted your munitions specifically to get a bounty on your head.
I think people are missing the greater point, which is...
How does accidental friendly fire affect the game as a whole, the player base as a whole?
We're talking about a matter of proportions here and its effects. If an accidental friendly fire generates an oversized punishment, then some players would cease performing that type of activity or would do it in the cheapest ship possible to minimize the punishment's effect. Some of those players would stop playing because they perceive that punishment to be unfairly disproportionate. After a long enough time, we'll see complaints about "nobody's doing that anymore, I feel so lonely around here". It's not what we want, as a whole.
Fines would successfully prove enough of a deterrent to prevent abuse, and those fines should be proportional to the value of ship being hit, weighted against the alpha damage of the shot. E.g if the ship I accidentally shot is worth 1M credits and took away 1% of its shields, the fine should be 10K credits. Of course, the exact formula is open for discussions and change, but it's at least a start.
If your toddler accidentally smashes that porcelain from grandma, you wouldn't chop his hand off, now, would you?
I'm sorry but those saying "check your fire" and "if you shoot at a cop" are being rather unrealistic to the "reality" of what the game would be here.
I'm allied with the Feds, we are all ganging up on a pirate anaconda, one of the feds on full burn flies right in front of my beam lasers, there is really NOTHING I could do to prevent that sort of thing. I'm using a oculus, I as good a situational awareness as you can have in the game but stuff happens.
So I'm their friend and ally, they fly in front of ME, and I get a 200 wanted bounty which makes every one of them instantly attack me as if I just blew up one of their own. With shields its simply a ding to the paint here, no one was even remotely hurt. Its not like firing on a cop, or punching one, its like a cop walking in front of you while you were running and then pulling his gun to shoot ya when you bump him.
Reckless behavior SHOULD be punished, but it should take at least 2 incidents before they decide to kill you. A fine for the first one would make logical sense, especially if you are in high standing with the faction.
That being said its not THAT big a deal, its just annoying after a long supercruise.
He'd be even less happy if 8 other commanders laid 1 accidental shot on him each with railguns.
Since switching to bounty hunting in anarchy systems I haven't had a singe stray shot fine.
Damage threshold sounds like a good idea in addition to frequency and amount of hull damage.A simple way to prevent that kind of abuse is to make railguns exempt from the changes and keep the instant bounty for them. Same for Plasma Accelerators and any other heavy hitting weapon. Turning everyone hostile over a stray laser or 1-2 multicannon bullets makes no sense, though. Especially not if you're "Allied" with the authorities. It'd even be alright to only give second chances if you're "Friendly" or higher with the faction, at least that way your reputation would at least make a difference.
I tend to focus a lot on the sensors while flying in and I've had two* cases where some authority Eagle on full burn pops out of nowhere, crosses across my flight path and gets hit before I had a chance to react.Situational awareness includes watching your radar. You can see them coming a mile away with that thing. It's also about knowing where stuff is in relation to you, knowing your environment. An average combat pilot can track four objects in his or her local aerospace, a good combat pilot can track eight or more. I can track six, and if I can track six without oculus, surely with your superior hardware that gives you the best situational awareness available you can track one.
Damage threshold sounds like a good idea in addition to frequency and amount of hull damage.
I tend to focus a lot on the sensors while flying in and I've had two* cases where some authority Eagle on full burn pops out of nowhere, crosses across my flight path and gets hit before I had a chance to react.
Point being, even with situational awareness, experience and using fixed weaponry for their accuracy, it still happens and the AI reaction is rather excessive.
*Technically it happened a third time, but it was a straight collision that sent me spiralling, wondering what just happened.
Damage thresholds have already been dismissed months before release as exploitative. And if that really happened, then you missed something on your radar.
And then there are those of us who know how to fly and shoot, and don't hit anything we don't intend to. Your outcome assumes everyone is incompetent enough to get so many friendly fire incidents for that to happen. Thing is, all I'm seeing is people who would prefer to continue being that incompetent and change the game to suit said laziness, when in fact the way it works right now was the result of months of alpha, beta, and gamma testing from players and devs all brainstorming together for the best, least exploitable outcome possible.
Situational awareness includes watching your radar. You can see them coming a mile away with that thing. It's also about knowing where stuff is in relation to you, knowing your environment. An average combat pilot can track four objects in his or her local aerospace, a good combat pilot can track eight or more. I can track six, and if I can track six without oculus, surely with your superior hardware that gives you the best situational awareness available you can track one.