The "Friendly Fire" Issue

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It does happen, but what your describing is more like fighting in a conflict zone instead of in a belt or nav beacon. In combat zones, SOME friendly fire is tolerated albeit without any warnings(do it enough and green goes red). Nav beacons and extraction site are pretty much just random areas where you'll have authorities, civilians, criminals, and bounty hunters together. It's not a military operation. No one really knows your intention there so there's not much tolerance. I posted much earlier in this thread suggesting something based solely off of your reputation with the police faction that may work. The real issue though is NPCs ignoring the players location and blindly cutting them off and getting shot by accident.

I believe using reputation may also be another opening to cheaters. Getting the NPCs to act more intellegently would be the ideal option, but when I've learned one thing, than it's that faulty computer AI seems to be the hardest thing to get solved. Placing the decision process on the damage you do to the ship you hit, and maybe factoring in whether you had it targeted when you hit it, and whether you hit it only once or multiple times in a certain time span should be relatively hard to predict and exploit in actual combat because you can never be sure how much damage you will do, and let's face it, if you attack someone on purpose you want to destroy him anyway.
- Hit once without target lock - no damage/slight shield damage - no bounty
- Hit once without target lock - little damage/heavy shield damage - no bounty but fine
- Hit once without target lock - heavy damage or destroyed - bounty (e.g. hit by some heavy gun)
- Hit several times without target lock - bounty
- Hit WITH target lock - bounty

I'm reasonably sure this would lower the number of times an issue like this would occur. But as in real life s**t happens, and you still MIGHT get a bounty if you accidentally hit someone, though it won't happen EVERY time.

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Same issue just cost me 1.4 million CR because even though I paid the 300CR fine at the station, and cleared my wanted status, the station shot me up on exit :-
http://youtu.be/4d7ugr9UnLk

I'm somewhat relieved. Similar thing happened to me today. However I only had a fine and was not fired upon entry. Also payed the fine and was shot while leaving the station. Was "only" some 250.000Cr but was almost all I had ... :(
 
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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 already happens. NPC feds constantly land shots on my ship (I am clean) and don't get bounties.

I'd simply like this put back the way it was. If I get a bounty when they decide to fly in front of my ship, then I'd certainly like NPC's (especially authority vessels) to cop a bounty when they hit me (and they don't really seem to make any effort at all to to not hit me...).

Z...
 
While I agree it might be harder to fix the AI than to implement some kind of damage to bounty model, I'm sure FDev can pull it off. You should've seen how suicidal NPCs were in beta. You had to be so careful to avoid being rammed and even then, more times than not, you'd get some crazy kamekaze NPC slamming into you full speed from a blind spot. Sure it's not perfect and you still get rammed occasionally but they managed to make them less suicidal. This was supplemented with slightly reduced collision damage so it wasn't nearly as fatal for all parties involved. It's obviously still not perfect otherwise I don't think we'd have so many people with such polar views on accidental fire.

I think FDev has done well so far and think they could manage to change the pathing behavior of the AI. It might not be perfect but I'm betting they can make it viable. They may even have to supliment it with another mechanic or slight change to the bounty system but we'll see when they decide what to do. I think they're more than capable of changing the flight AI though, which I feel is the big problem with this issue.
 
While I agree it might be harder to fix the AI than to implement some kind of damage to bounty model, I'm sure FDev can pull it off. You should've seen how suicidal NPCs were in beta. You had to be so careful to avoid being rammed and even then, more times than not, you'd get some crazy kamekaze NPC slamming into you full speed from a blind spot. Sure it's not perfect and you still get rammed occasionally but they managed to make them less suicidal. This was supplemented with slightly reduced collision damage so it wasn't nearly as fatal for all parties involved. It's obviously still not perfect otherwise I don't think we'd have so many people with such polar views on accidental fire.

I think FDev has done well so far and think they could manage to change the pathing behavior of the AI. It might not be perfect but I'm betting they can make it viable. They may even have to supliment it with another mechanic or slight change to the bounty system but we'll see when they decide what to do. I think they're more than capable of changing the flight AI though, which I feel is the big problem with this issue.

Well that sounds promising. Let's hope something gets done here.
Nevertheless my opinion remains that Elite law enforcement is a tiny bit too strict and should at least give you the opportunity to avoid committing an infraction like illegal parking. :)
 
This already happens. NPC feds constantly land shots on my ship (I am clean) and don't get bounties.

Because they are authority.

Other NPCs can get bounties if they shoot you, even if you are being a jerk and deliberately flying into mining beams or the like.
 
I was having lots of fun slaughtering NPCs in an extraction zone earlier - wanteds only - and an errant cannon round of mine went off a couple KM thataway and hit a System Authority Vessel.

Slice it however you like, I made a mistake with a gun. Seriously, if you're not going to get in trouble for that, why even have a police-force in the first place?
 
Well.... here's what happened to me a couple of hours ago. My friend Teezo had just left the scene moments before having accidentally hit a security ship which decided to fly through her line of fire. As I was commiserating with her.... THIS happened. BEHOLD, friends! BEHOLD the security ships of maddening woe!

[video=youtube_share;G2jtqJG6tKg]http://youtu.be/G2jtqJG6tKg[/video]

And all those who say "watch your scanner" and "it's all your fault"... the ship that intercepted the line of fire was on the scanner only briefly. We don't have two sets of eyes. We have to divert our focus from the sights to the scanner, we can't do both at the same time. You would literally have to be flicking you eyes from sights to scanner, from sights to scanner, from sights to scanner, every two seconds... to avoid the scenario above. Crazy!
 
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I don't run until quite a few of them turn red and attack me and I am not even Wanted its easy in nav beacon area I just Jump out then go straight back in and it resets - got a 55k wanted random asp kill today -
 
You would literally have to be flicking you eyes from sights to scanner, from sights to scanner, from sights to scanner, every two seconds... to avoid the scenario above. Crazy!

My eyes tend to run in a triangular pattern from crosshair to sensors to bandwidth meter (because much activity here means there is another CMDR in the instance).
 

Remiel

Banned
And all those who say "watch your scanner" and "it's all your fault"... the ship that intercepted the line of fire was on the scanner only briefly. We don't have two sets of eyes. We have to divert our focus from the sights to the scanner, we can't do both at the same time. You would literally have to be flicking you eyes from sights to scanner, from sights to scanner, from sights to scanner, every two seconds... to avoid the scenario above. Crazy!

Briefly my hairy backside, he was there for long enough to see coming. I've got a video incoming that shows competent fighting alongside non-hostiles.

In the meantime, here's a vid with lots of close-quarters with non-hostiles everywhere, and not a single bounty from a stray shot in sight. You can see clearly how I check my fire when non-hostiles are at risk of entering my firing solution. Should start from 7:30, that's the good stuff:

[video=youtube_share;wOq0VAL4HYg]http://youtu.be/wOq0VAL4HYg?t=7m30s[/video]
 
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I avoid most fines/bounties by using the following technique.

1. Aim
2. At the target.
3. Not the Feds.

Check your fire.

A very inexperienced and short sighted reply.

With the way turrets and AI work, they are going to get hit. Nobody can use turrets in any crowded environment thanks to this moronic one hit = faction wide death warrant nonsense. The poor turret functionality doesn't help either.

I know it's cool to be like "Don't make the game easier!", but it's important to actually think first. This has little to do with difficulty, it's just a badly designed system. It doesn't happen often and it's a minor annoyance when it does. You just leave and clear the fine, it's stupid.

Please, more thinking, less fashionable prattling. Ironically, having pilots say something like "Check your fire" is a far more sensible, intelligent and "realistic" solution as turning on former allies over a single stray shot makes no sense at all.
 
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This already happens. NPC feds constantly land shots on my ship (I am clean) and don't get bounties.

I'd simply like this put back the way it was. If I get a bounty when they decide to fly in front of my ship, then I'd certainly like NPC's (especially authority vessels) to cop a bounty when they hit me (and they don't really seem to make any effort at all to to not hit me...).

Z...

The big difference here is that the authority ships are the cops, it is their job to chase down wanted ships so you should not be in their way if you get in their way and get hit that was your fault you should not be there, as for you hitting them, you have no 'right' to hunt wanted ships you are not a sheriff or a deputy and have no authority so if you do hit another ship you pay the price.
 
The big difference here is that the authority ships are the cops, it is their job to chase down wanted ships so you should not be in their way if you get in their way and get hit that was your fault you should not be there, as for you hitting them, you have no 'right' to hunt wanted ships you are not a sheriff or a deputy and have no authority so if you do hit another ship you pay the price.

System security is offering bounties which encourages people to assist. They are paying for you to be there.

See this is what happens when people to to rationalize broken mechanics. Faction wide death warrants for a lone stray shot is simply nonsensical.
 
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Nobody can use turrets in any crowded environment thanks to this moronic one hit = faction wide death warrant nonsense. The poor turret functionality doesn't help either.

Turret functionality is poor, but it's not terribly difficult to deselect a target when you know they are getting near a non-hostile, retract weapons while you cycle through targets, or leave the right panel on the mode option so switching to forward fire can be done very quickly.

At the very least, I would like to see a hotkey for the mode change, as well as an option/mode to have turrets track automatically, but only fire when triggered.

System security is offering bounties which encourages people to assist. They are paying for you to be there.

They are paying you to be where authority is ineffectual, not to hang around authority vessels, or call them in to assist you.
 
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I had been stealing a lot of the Fed kills too so they get peed off turn red and call me a Boot leger xd Jump out jump back in
 
Turret functionality is poor, but it's not terribly difficult to deselect a target when you know they are getting near a non-hostile, retract weapons while you cycle through targets, or leave the right panel on the mode option so switching to forward fire can be done very quickly.

At the very least, I would like to see a hotkey for the mode change, as well as an option/mode to have turrets track automatically, but only fire when triggered.

Yes, being able to simply turn those insane turrets off in a reasonable manner (firegroups would be a decent way) would be a good start. Having to use the functions menu in combat is awkward.

But at some point, we should realize that maybe the AI could be a little smarter than this binary nonsense. At least put some kind of low limit on fines before you become the universe's most wanted over a parking ticket.

They are paying you to be where authority is ineffectual, not to hang around authority vessels, or call them in to assist you.

So if you kill these ships, they will pay you, but they do not want you to kill the ships? What?

If they are paying you to kill ships and yet consider you "in the way" when you do so, that seems like quite the design flaw.

I think that's just bending over backwards to rationalize some really bad AI.
 
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On that video, the first thing that occured to me was that Teezo clearly didn't understand the difference between a fine and a bounty.
The second thing was that the security eagle was on scanners and approaching the rear of Mixxi's target for a full 5 seconds before crossing his line of fire.
The third thing was that Mixxi's weapons fire was constant. While there's no reason not to fire constantly when you have a clear shot to the target, it's often the case that firing constantly is a symptom of hyperfocusing on the target, and not paying attention to the surrounding area.
The 4th thing was that Mixxi continued firing after hitting the eagle the first time, only reacting after hitting it a second time. This to me suggests a lack of awareness of other ships.
 
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