Reverberating Cascade Mines inside stations

Deploying Hardpoints in a station should result in a 5 second countdown before the station destroys you. Or simply have it so you cant actually deploy Hardpoints whilst inside (handwavium it's an inhibitor built into every ship or something).
 
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Deploying Hardpoints in a station should result in a 5 second countdown before the station destroys you. Or simply have it so you cant actually deploying Hardpoints whilst inside (handwavium it's an inhibitor built into every ship or something).

A bit like the way your SRV won't deploy its turret if you're within a certain range of your ship (and will stow it automatically when returning)?
 

Robert Maynard

Volunteer Moderator
Deploying Hardpoints in a station should result in a 5 second countdown before the station destroys you. Or simply have it so you cant actually deploying Hardpoints whilst inside (handwavium it's an inhibitor built into every ship or something).

.... similarly if attempting to enter the Station with hardpoints deployed.
 
Deploying Hardpoints in a station should result in a 5 second countdown before the station destroys you. Or simply have it so you cant actually deploy Hardpoints whilst inside (handwavium it's an inhibitor built into every ship or something).


New sport: Throwing mines through the letterbox :D
 

Robert Maynard

Volunteer Moderator
New sport: Throwing mines through the letterbox :D

New requirement: ship identification on all munitions to allow the station to identify the miscreant before destroying the munitions (and the deploying ship, of course)....

.... although Sandro did mention "no fire zone", not just inside the station - the mine throwing would have to be done from long range....
 
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.... similarly if attempting to enter the Station with hardpoints deployed.

Please only if the ship has actual weapons? It is annoying enough getting griped at by the station for having my wake scanner deployed in the no fire zone while hunting Datamined Wake Exceptions!

"Stow your weapons, Commander!"
"I don't have any weapons, Station!"
 
Hello Commanders!


I'll see if we can get a new heavy ordnance crime sorted out for no-fire zones, triggered by firing missiles, torps and mines, and carrying a bounty, for the next major update.

Sandro, please do bear in mind that executing the Wanted and Powerplay invaders within the no fire zone (though not inside the station) is now and has always been permitted without bounty and is a mechanic that currently confers a nice advantage on Clean bounty hunters and Powerplay system defenders.

I understand the problem about mines but please don't throw the baby out with the bathwater concerning missiles and torps. There is no obvious reason why a legit target should be considered legit executed with a rail gun or a gimballed multi, but not with a missile.
 
Sandro, please do bear in mind that executing the Wanted and Powerplay invaders within the no fire zone (though not inside the station) is now and has always been permitted without bounty and is a mechanic that currently confers a nice advantage on Clean bounty hunters and Powerplay system defenders.

I understand the problem about mines but please don't throw the baby out with the bathwater concerning missiles and torps. There is no obvious reason why a legit target should be considered legit executed with a rail gun or a gimballed multi, but not with a missile.
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Actually there is a difference. Just imagine, you are attacked by somebody at a train station or a similar place. It's perfectly fine if you defend yourself with a taser, but things might be seen different if you use handgrenades... :D
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.... similarly if attempting to enter the Station with hardpoints deployed.

Forbidding hardpoint deployment outright removes the possibility of killing someone inside a station. I'd have thought you were interested in adding consequences to the actions of the player, not outright prevent interactions. Is this an Open PVE discussion in disguise?
 

Robert Maynard

Volunteer Moderator
Forbidding hardpoint deployment outright removes the possibility of killing someone inside a station. I'd have thought you were interested in adding consequences to the actions of the player, not outright prevent interactions. Is this an Open PVE discussion in disguise?

To attempt to do so would probably result in destruction of the attacker (once the current loopholes of operating within the Station are closed) - not impossible, just unwise.

Destruction probably would not be instant either.
 
Being allowed to deploy hard points inside the station is ridiculous. Stations destroy ships for being to long at the wrong spot, but activating weapons should be OK? Doesn't make sense to me.

That said, stations should be equipped with very efficient and quick "point defense turrets" that almost instantly destroy any missile or mine inside the station.
Then it could be up to the station laws what happens to the CMDR firing these weapons inside a station.

That said, anything not involving the compete and utter destruction of that CMDR makes absolutely no sense in a setting where staying to long in the wrong space results in ship destruction.

All in my opinion.

The problem is, that wake scanning requires the hard points to be deployed - a very strange and not really helpful design decision in my opinion.
 
Being allowed to deploy hard points inside the station is ridiculous. Stations destroy ships for being to long at the wrong spot, but activating weapons should be OK? Doesn't make sense to me.

Now to nuance my previous post, that's one of many aspects where the game ought to make much better use of what is already there. We have a dozen government types, we have four security and five reputation levels. Certainly there is room for various responses. I always found it baffling that with the exception of police reponse time and strength and some anecdotical variations in how high a fine/bounty you get on your head and what goods are legal, all of these BGS factors don't play more of a role in the whole law and order system.
 
Now to nuance my previous post, that's one of many aspects where the game ought to make much better use of what is already there. We have a dozen government types, we have four security and five reputation levels. Certainly there is room for various responses. I always found it baffling that with the exception of police reponse time and strength and some anecdotical variations in how high a fine/bounty you get on your head and what goods are legal, all of these BGS factors don't play more of a role in the whole law and order system.

I agree that the station responses to various "crimes" should be different depending on various aspects of the system and station.
As I wrote in my first reply - the punishment for deploying weapons and firing weapons could be up to the station. I understand that a logical system might not be the best game system.
More variation in the way stations react to different types of "crime" would make the game more interesting (in my opinion).

I still think that firing weapons inside a station is something even an "anarchy" station would not allow as the impact on the "anarchy" faction would be big and they don't care what happens to "outsiders".
Actually I think punishment in anarchy systems for crimes against the faction or interests of the faction should be extremely harsh. I'm getting off topic - sorry.
 
I understand the problem about mines but please don't throw the baby out with the bathwater concerning missiles and torps. There is no obvious reason why a legit target should be considered legit executed with a rail gun or a gimballed multi, but not with a missile.

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Actually there is a difference. Just imagine, you are attacked by somebody at a train station or a similar place. It's perfectly fine if you defend yourself with a taser, but things might be seen different if you use handgrenades... :D
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Heh, understood but I think this is already catered for in game.

If one slightest iota of the (impressively wide) blast radius of a missile or torp so much as touches the merest pixel of the structure of the station, or an illegit target, the station will destroy the firer on the spot.

I really don't see the problem with missiles or torps, therefore - though mines may be different.
 
Heh, understood but I think this is already catered for in game.

If one slightest iota of the (impressively wide) blast radius of a missile or torp so much as touches the merest pixel of the structure of the station, or an illegit target, the station will destroy the firer on the spot.

I really don't see the problem with missiles or torps, therefore - though mines may be different.

One can lay a trail of mines on the way out of the station, and then boost away. Since mines in space just float where they were dropped, by the time one of them detonates the perp can be long gone.
 

Robert Maynard

Volunteer Moderator
One can lay a trail of mines on the way out of the station, and then boost away. Since mines in space just float where they were dropped, by the time one of them detonates the perp can be long gone.

At the moment - unless and until laying mines in the NFZ becomes a crime, punishable in the usual manner.... ;)
 
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