The "Friendly Fire" Issue

Status
Thread Closed: Not open for further replies.
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.

If players kept flying in front of other players, it could be considered griefing.

But yes, the game cannot err. All problems, now and forever, are the fault of the player. Amen.
 
Last edited:
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.

Noone ever shoots you for a fine. It's only bounties that get you shot.

You do NOT get a bounty for a "parking ticket." You get a small fine of abotu 400-500cr if you violate docking regulations. You do not get shot unless you commit the further offense of continued trespass after the warning.

What this thread is about however, is the act of shooting a clean ship. An act that in the world of Elite: Dangerous does attract an instant bounty. It's not like we don't all know that that is the case. Flying in a way that doesn't take into account the actual environment you're in, and protesting that it should be different is not rational.

- - - - - Additional Content Posted / Auto Merge - - - - -

If players kept flying in front of other players, it could be considered griefing.

But yes, the game cannot err. All problems, now and forever, are the fault of the player. Amen.

It's just as important to not shoot other players you're fighting alongside. No difference at all.
 
Noone ever shoots you for a fine. It's only bounties that get you shot.

You do NOT get a bounty for a "parking ticket." You get a small fine of abotu 400-500cr if you violate docking regulations. You do not get shot unless you commit the further offense of continued trespass after the warning.

What this thread is about however, is the act of shooting a clean ship. An act that in the world of Elite: Dangerous does attract an instant bounty. It's not like we don't all know that that is the case. Flying in a way that doesn't take into account the actual environment you're in, and protesting that it should be different is not rational.

You know what I mean. A minor bounty shouldn't result in a faction wide death warrant. Execution for traffic violations is silly as well.

You can blame the player for nonsensical design decisions all day, it's missing the point though. With with turrets and AI that simply doesn't know how to fight, it might be a good idea for them to grow a brain and not learn how to say "Check your fire, Pilot!" at least once before having an entire faction try to murder you.

It's just as important to not shoot other players you're fighting alongside. No difference at all.

Yep and I could fly in front of you and turn the entire faction against you. It's really, really badly designed and the people defending it should take a step back and actually think for a few seconds.
 
Last edited:
So if you kill these ships, they will pay you, but they do not want you to kill the ships? What?

They are paying you to do what there aren't enough authority to do (make sure as few wanted ships get through nav points, or as few miners get podded at extraction sites, as possible), or what they cannot do (reliably shoot down Elite Anaconda without dying like flies).

If the authority can handle it, it's better, from their perspective, if you don't help, because you probably get paid an order of magnitude more. The authority pays bounties, they don't collect them. So when authority vessels do their jobs, they make out far better. This is probably why they don't cut you any particular slack...it's generally not in their best interest to.

Anyway, people should be tagging wanted vessels and dragging them away from authority (before authority can scan them), and set "report crimes against me" to off, so your ship isn't calling 911 for you when you pick a fight. This way you can kill your bounties over here, while the authority can continue to do a lack luster job near the beacon.

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.

Yes.

That gif shows a pilot firing at a ship, ignoring an incoming vessel, and maintaining constant fire. The gif includes 3 seconds of warning, and there is clearly additional time before it starts, that likely means there was a minimum 5-6 seconds warning.

Also, upgraded sensors, more pips in sys, and adjustment of sensor scale, can amount to significantly more warning time, for those who need it.
 
Last edited:
You know what I mean. A minor bounty shouldn't result in a faction wide death warrant. Execution for traffic violations is silly as well.

You can blame the player for nonsensical design decisions all day, it's missing the point though. With with turrets and AI that simply doesn't know how to fight, it might be a good idea for them to grow a brain and not learn how to say "Check your fire, Pilot!" at least once before having an entire faction try to murder you.

You'll never see a post where I claim that the AI pilots perfectly. There's always always scope for improving the capabilities of an AI. But in every situation presented in the videos posted here, the pilot was hyper focussing on the target and ignoring other ships, despite having several seconds to react.

A bounty is a bounty. I'd kill an NPC or player with a 5 credit bounty.
 
That gif shows a pilot firing at a ship, ignoring an incoming vessel, and maintaining constant fire. The gif includes 3 seconds of warning, and there is clearly additional time before it starts, that likely means there was a minimum 5-6 seconds warning.

It really is cute how no matter how bad the AI is, no matter how badly they fly, no matter how stupid the system is setup, it's always the player's fault. Always.

How do you guys get like this? I seriously don't understand it at all. It's not like having npcs give a warning for accidental fire is something new to the genre...
 
Last edited:
It really is cute how no matter how bad the AI is, no matter how badly they fly, no matter how stupid the system is setup, it's always the player's fault. Always.

How do you guys get like this? I seriously don't understand it at all. It's not like having npcs give warning for accidental fire is something new to the genre...

No one is saying the AI isn't , but I cannot control the AI. I can control my ship and my weapons.
 
That gif shows a pilot firing at a ship, ignoring an incoming vessel, and maintaining constant fire. The gif includes 3 seconds of warning, and there is clearly additional time before it starts, that likely means there was a minimum 5-6 seconds warning.


In this situation it's kinda hard to look at your radar, as the enemy is just in-front of you and you are able to fire on him without missing a shot. I can understand why they haven't seen the incoming vessel, you can't jsut predict what the AI is going to do...
 
They are paying you to do what there aren't enough authority to do (make sure as few wanted ships get through nav points, or as few miners get podded at extraction sites, as possible), or what they cannot do (reliably shoot down Elite Anaconda without dying like flies).

If the authority can handle it, it's better, from their perspective, if you don't help, because you probably get paid an order of magnitude more. The authority pays bounties, they don't collect them. So when authority vessels do their jobs, they make out far better. This is probably why they don't cut you any particular slack...it's generally not in their best interest to.

Anyway, people should be tagging wanted vessels and dragging them away from authority (before authority can scan them), and set "report crimes against me" to off, so your ship isn't calling 911 for you when you pick a fight. This way you can kill your bounties over here, while the authority can continue to do a lack luster job near the beacon.

Kind of crazy how the friendly AI is far more of a threat than the hostile AI, don't you think?

You have to plan how you handle them far more carefully than you handle hostiles.

Do you seriously believe this a well implemented system?
 
In this situation it's kinda hard to look at your radar, as the enemy is just in-front of you and you are able to fire on him without missing a shot. I can understand why they haven't seen the incoming vessel, you can't jsut predict what the AI is going to do...

The separation between the incoming vessel and the line of fire was constantly shrinking. What wasn't predictable?

- - - - - Additional Content Posted / Auto Merge - - - - -

Kind of crazy how the friendly AI is far more of a threat than the hostile AI, don't you think?

You have to plan how you handle them far more carefully than you handle hostiles.

Do you seriously believe this a well implemented system?

It really is cute how no matter how bad the player is, no matter how badly they fly, no matter how stupid their behaviour, it's always the AI's fault. Always.

How do you guys get like this? I seriously don't understand it at all. It's not like having players pay attention to where they shoot is something new to the genre...
 
The separation between the incoming vessel and the line of fire was constantly shrinking. What wasn't predictable?

To you, it's impossible for the game to err. You should probably just move on as your opinion seems predetermined. That npc flew like it was trying as hard as it could to get hist, this is part of the problem that you refuse to see.

Again, friendly targets are more of a threat than hostile ones. The system needs a LOT of work.
 
Last edited:
The separation between the incoming vessel and the line of fire was constantly shrinking. What wasn't predictable?


That the AI is going to fly past the guy's ship. It's just an AI fault, we are in space where you can literally fly everywhere. But the AI is made so it will try to get as close to the enemy's ship as possible, leading it to being a useless chunk of metal blocking your sight from the enemy and if you accidentally shoot it when it comes whooping in your face, shoot you until you are dead.
 
To you, it's impossible for the game to err. You should probably just move on as your opinion seems predetermined. That npc flew like it was trying as hard as it could to get his, this is part of the problem that you refuse to see.

*laughs* Okay, well, if you've run out of arguments on the issue and have to target me personally....... well, I don't need to say it do I.

As to the game being perfect - there are many many ways it could be improved. Letting the player get away with shooting friendlies is not one of those ways.
 
It really is cute how no matter how bad the player is, no matter how badly they fly, no matter how stupid their behaviour, it's always the AI's fault. Always.

How do you guys get like this? I seriously don't understand it at all. It's not like having players pay attention to where they shoot is something new to the genre...

You're doing it wrong. You need to have a point, like how you are trying to blame that absurd npc flying on FFace. It looked like it might go past him, not dip in front like an idiot. Only someone who's completely lost their ability to be objective would even suggest that wasn't stupid.

See, this is why you need to think before posting. It's causing you all kinds of problems.

As to the game being perfect - there are many many ways it could be improved. Letting the player get away with shooting friendlies is not one of those ways.

Yep, a single warning, something found in most games, is "letting the player get away with shooting friendlies". All these games in the past were letting them get away with it. Yep.

Less white knighting, more brain usage please.
 
Last edited:
Earlier in Beta the police ships got wanted tags for stray shots perhaps we should return to this system.

I'm all in favour of that.

That the AI is going to fly past the guy's ship. It's just an AI fault, we are in space where you can literally fly everywhere. But the AI is made so it will try to get as close to the enemy's ship as possible, leading it to being a useless chunk of metal blocking your sight from the enemy and if you accidentally shoot it when it comes whooping in your face, shoot you until you are dead.

Your gun, your bullet, your fault.
 
Do you seriously believe this a well implemented system?

I believe NPC ships are reckless.
I believe missions telling you to go kill this or that should be sending you to areas where there is not a strong police presence (otherwise what the hell do they need you for?).
I believe that if you are working directly in conjunction with authorities (rarely implied in the game) that they should assign you a specific jurisdiction and that they should keep out of it (at least beyond an observation role where they don't chase down stuff you are supposed to kill).
I believe that NPC vessels should generally treat even minor FF harshly, because it's plausible (not to mention probably part of doctrine/training) for individuals to put their safety over that of a potential hostile's and because the likelihood of taking fire in open space from someone not intent on your harm should be minimal.
 
Status
Thread Closed: Not open for further replies.
Back
Top Bottom