At this point, I can only pity you.Mechanism is difficulty, grasshopper.
At this point, I can only pity you.Mechanism is difficulty, grasshopper.
So... how should it be?
1) How much weapons fire should you be able to deliver another (clean) ship before its a fine?
2) How much weapons fire should you be able to deliver another (clean) ship before its a bounty?
If someone scratches my car in RL the cops dont try and kill them...
Once for the 1st and a max of 3 for the 2nd.
It depends - if the person scratched your car by unloading an AK in a random direction, I'd imagine they'd be doing their upmost to deal with the offender.![]()
Once for the 1st and a max of 3 for the 2nd.
So three railgun hits before bounty? You got a deal.
How many films have you seen where a random car gets hit by weapons fire, how often does everyone else in the movie then stop what they are doing and try to kill the "evil car damaging maniac"? Now imagine the car is protected by magical shields which isolate it totally from weapons fire.
Well, to be fair, he did say a max of 3...
But your post shows why it cannot really be a simplistic calculation, and is actually calculated on the amount of damage inflicted before you get a bounty for FF, taking into account weapon strength, distance from target and so on.
You just won the thread. And all the countless others.
Funny so many who thinks FF something that can be "fixed". Any relaxed mechanic will bite anyone in the back once they are under fire.
By this I mean the gameplay never made me feel I needed to exit the game.
Friendly fire is just that! It can happen to anyone, especially if they are a bit too trigger happy. It has happened to myself, once. No point in whining about it, just pay the fine and carry on. It would be good if people learn from the experience and maybe it won't happen again, because they have become more aware of their surroundings.
As to the game mechanic being wrong? As has been stated, FD have made it easier to get away with being trigger happy and hitting a friendly combatant. Time has been given to go and sort things out, where as before, you were just executed. Cries for more time are just silly for those who lack the discipline, because the more time they are out there squeezing the trigger, the more chances of doing it again and really becoming wanted, bountied etc. It is for your own good and allows the chance to calm down a bit. IMHO.
You have a lot to say about any solution to the 'friendly fire' problem. Like it or not, the problem is the weapons you are using, are not always hitting the intended targets. If you look a page back in this forum, you will see that I have stated that this is an 'American' problem, (and no not all yanks have this issue, most are very accurate) by this I mean, the 'yanks' have done everything possible to make it politically correct, to justify a major lack of discipline with weapon control. The term Collateral damage was 1st used by the yanks, in Vietnam to excuse 'overkill' (another American word invention) tactics. They have done such a good job, it is now in the public psyche; that is 'OK' or 'just one of those things' or even, 's*it happens', in response to friendly fire instances. The attitude of 'fire and forget' or the 'bigger the weapon the better' have grown up in the American and therefore, western culture, over the last century and the acceptance of the risk friendly fire, has grown along side it.What time has been added? The timer is until you can pay off a bounty, not time until the bounty takes effect. I agree that actions should have consequences but the actions already had a consequence of giving you a bounty which you will have to pay off to avoid being shot at by police. Leaving where you were to go pay off the bounty both gets you away from what you doing and takes time, satisfying your stated need for a cooling off period. How does adding additional time in the form of a need for a timer to expire to be able to pay the bounty add positively to the gameplay experience for minor infractions? All it seems to add is the need to either leave the system (which incurs additional inconvenience) or stop playing for a period of time. If the only time you could incur this effect was due to your lack of trigger discipline and not something moving into your fire before you can stop your fire then this might be more acceptable to a larger number of players. All it would take to discriminate between accidents (that should be a lesser fine/bounty with no timer) and severe carelessness/purposeful attacks (that should be a bounty, possibly with timer) is additional code that looks at how long the the hit ship was in your field of fire, whether the hit ship had moved between you and your selected target, whether you have a selected target and that target is not the hit ship, if you continue attacking the hit ship after 2.5-3 times the average human reaction time, and if the additional hits were caused by projectiles already in flight before the 2.5-3 times average human reaction time, and other mitigating factors. As it stands the currently implemented system can be exploited by players purposely coming into your cone of fire to give you a time period where you can't pay your bounty, which can effectively shut you out of a system for a while. That same player could also then follow you from system to system and continue to do the same exploitation, locking you out of more systems. A mechanic that can be so easily exploited in that way is not a mechanic that will have many players liking it, either after having someone exploit it against them or knowing that it can be thus used against them. Granted FD has increased the amount of damage before a friendly fire offense occurs, but that limit is easily passed by damage done in one trigger instance of multiple weapon fire groups, and additionally only applies if the ship you hit has friendly or allied status with you. The friendly fire damage buffer before incurring a bounty/fine does not apply if the ship you hit is anything other than friendly/allied to you.
What time has been added? The timer is until you can pay off a bounty, not time until the bounty takes effect. I agree that actions should have consequences but the actions already had a consequence of giving you a bounty which you will have to pay off to avoid being shot at by police. Leaving where you were to go pay off the bounty both gets you away from what you doing and takes time, satisfying your stated need for a cooling off period. How does adding additional time in the form of a need for a timer to expire to be able to pay the bounty add positively to the gameplay experience for minor infractions? All it seems to add is the need to either leave the system (which incurs additional inconvenience) or stop playing for a period of time. If the only time you could incur this effect was due to your lack of trigger discipline and not something moving into your fire before you can stop your fire then this might be more acceptable to a larger number of players. All it would take to discriminate between accidents (that should be a lesser fine/bounty with no timer) and severe carelessness/purposeful attacks (that should be a bounty, possibly with timer) is additional code that looks at how long the the hit ship was in your field of fire, whether the hit ship had moved between you and your selected target, whether you have a selected target and that target is not the hit ship, if you continue attacking the hit ship after 2.5-3 times the average human reaction time, and if the additional hits were caused by projectiles already in flight before the 2.5-3 times average human reaction time, and other mitigating factors. As it stands the currently implemented system can be exploited by players purposely coming into your cone of fire to give you a time period where you can't pay your bounty, which can effectively shut you out of a system for a while. That same player could also then follow you from system to system and continue to do the same exploitation, locking you out of more systems. A mechanic that can be so easily exploited in that way is not a mechanic that will have many players liking it, either after having someone exploit it against them or knowing that it can be thus used against them. Granted FD has increased the amount of damage before a friendly fire offense occurs, but that limit is easily passed by damage done in one trigger instance of multiple weapon fire groups, and additionally only applies if the ship you hit has friendly or allied status with you. The friendly fire damage buffer before incurring a bounty/fine does not apply if the ship you hit is anything other than friendly/allied to you.
How can this be implemented in Elite Lore which has no concept of CMDRs or NPCs?Bounty if you hit a CMDR, cash fine if you hit an NPC.
How about just changing the first shot (of any weapon) into a warning and any shots after that a fine. Keep firing and now you get a bounty. Have the warning on a long timer or something (like a minute) so once it passes you can get away with another FF. The delay should be long enough to neutralize the damage to the shield from the FF so people can't use high power 1 shot weapons. Hull damage will not give a warning though, but it should still be just a non kill on sight fine. Only constant neglect and intentional actions should give you a bounty worth dying for.
I'm trying to think how this could be abused but can't think of it. If anyone else can by all means be my guest so I can try and make a better suggestion.
I also think bounties should be connected to the damage you do. A single bullet from a multicanon and a shot from a PA should not both be a 200cr fine. This gives a scaling bounty to bigger ships due to larger health pools as well.
*Further thinking let me realize multicanons would easily blow through the warning since it shoots so many bullets. Maybe a .5-1 second grace period would do the trick on the warning.
I'm mainly saying to just simply remove the damage threshold (I personally have never NOT got a fine for FF no matter what weapons.) and make it a per hit thing. 1st hit is a warning that pops up a message like a fine/bounty. 2nd shot within the time frame before the warning expires is a static fine. Any shots after that in the same time frame are bounties and scale depending on how much damage you do.What you are proposing is essentially what the FF allowance already does.
There is a threshold of damage that you can inflict on a shielded ship, that if you are below it results in... nothing happening. Obviously, more powerful weapons cross this threshold quicker than less powerful weapons. Unshielded ships do not give you this allowance. Hit the hull and it's a bounty.
Devs have stated all along that assault with weapons will be a bounty not a fine. It's considered serious to shoot ships that you are not aiming at.