Those git gud guys haven't a clue. They need to get off their high horses and get real. I'd like to see them miss this one:
https://www.youtube.com/watch?v=mRewG0WxaZU
Those git gud guys haven't a clue. They need to get off their high horses and get real. I'd like to see them miss this one:
https://www.youtube.com/watch?v=mRewG0WxaZU
A few thoughts-
"Guilt by Association" is not a crime.
If they haven't fired upon you first, they have committed no crime. If you fire upon them first, (unless they have a bounty in that system) you have committed a crime. (in that system)
When you carry weapons that have "spread"- you will sometimes (even if unintentional) hit things you're not aiming at... so choose your weapons wisely before using them.
BTW, there's also a separate key bind for "hostile target" and "target" for a reason.
Spatial awareness. Accidents happen folks, shake it off and come back when the wanted status goes away, which is usually after 10 minutes and a hyperspace jump. It's an annoyance, but if you are paying attention it shouldn't happen very often.
You're only wanted for 8 minutes, the fine is only 400 credits. So what's the problem?
.....or just psychopathic tunnel vision.It finally hit me.
I think I decoded what is actually going on in the minds of such people. We think that they are maybe inexperienced, have slow reflexes, weak awareness of their surroundings, etc.. but no, what is really happening, I think, is that they are WELL AWARE of the ships that are moving into their line of fire. But they just don't want to release the finger from the trigger. And they are mad with the game because it PLACES OBSTACLES between them and "fun" (aka shoot until my barrels melt) And that's the reason these threads exist. They want NPCs to move, not their trigger finger.
Which is also the reason why it is absolutely pointless to point out to them what they are doing wrong and what they should do instead. They don't want to change their habits, they want to change the game.![]()
Disclaimer: I'm not a git gud advocate.
I've seen many video's like this, and it's a case of tunnel vision, I'm sitting here thinking "what the hell, he's right there, should be easy to avoid!"; unfortunately the player has their focus set on the target(tunnel vision), they don't see anything else.
A little OT but did you know "tunnel vision" is a proper physiological thing?
This is absolutely something Fdev needs to work upon. There's all kinds of strange things that happen in Multicrew related to this. And using a beam weapon still means instant-wanted status if you hit the wrong target.
It makes sense to me that if a ship is wanted - scanned or not - then firing upon it shouldn't result in making *you* wanted.
Scanning a ship before firing shouldn't be a hard requisite to lawful combat - it should instead be a means of making sure your target isn't Clean.
It shouldn't be up to the players to continue having to work-around this.
It makes sense to me that if a ship is wanted - scanned or not - then firing upon it shouldn't result in making *you* wanted.
Heh, I didn't mean YOU. I'm well aware of the nature of your posts.
I meant that article. I can't believe that really happened.
This is absolutely something Fdev needs to work upon. There's all kinds of strange things that happen in Multicrew related to this. And using a beam weapon still means instant-wanted status if you hit the wrong target.
It makes sense to me that if a ship is wanted - scanned or not - then firing upon it shouldn't result in making *you* wanted.
Scanning a ship before firing shouldn't be a hard requisite to lawful combat - it should instead be a means of making sure your target isn't Clean.
It shouldn't be up to the players to continue having to work-around this.
So guilty (wanted) until proven innocent (clean)? Really?
Not really.
If it worked as V'larr suggested it'd be more a case of no offence being committed as long as your judgement was accurate.
You see a ship, open fire on it and then, if it turns out to be wanted, you're in the clear.
If it turns out to be a clean ship, you have committed a crime.
I want different levels of "Wanted" to add greater depth to the C&P system, & to ensure that Cops will always preference the bigger fish over the smaller fish. So they won't turn & kill the guy with the 200Cr assault bounty (petty criminal) when they've got 2 ships with 500KCr bounties each (notorious criminals) to deal with. Once they're gone though.......
In my suggestion a while back, I think I had it go Petty Crim->Minor Crim->Major Crim->Heinous Crim->Most Wanted Crim.....or something to that effect.
As a cynical old git, I always look at proposed changes with an eye to how they might be used as an exploit.
Thing is, i don't really see any potential for exploitation if they changed it so you only ever got a bounty for firing on clean ships, regardless of whether you'd scanned them or not.
I guess the only possible down-side might be that people would get used to blasting away randomly and then they'd whine when they couldn't figure out why they ended-up with a bounty.
I know it's silly but when I'm in a HazRes I really do make an effort to protect the other clean ships that are there.
I'll see laser-fire off in the distance, target a ship and see that it's clean, it's shields are down and it's taking hull-damage.
I'll boost toward the firefight, target the attackers and start shooting at them immediately, even though I know it'll get me a bounty, because I want to distract them from the clean ship.
Since they're attacking a clean ship, I know they're likely to be wanted (although that isn't always the case) so it's a judgement call.
It'd be nice if, in those sort of situations, you didn't incur any bounty as long as your judgement was good.
Perhaps they should find a way, but I'm not sure what would make sense since positive identification is a thing in real life as well. Firing based just on what you think can get you into a lot of trouble. Sure, we can reasonably discern something in the game from outside of it, but the game doesn't want you to make the assumption, it wants you to 100% positively identify the target. Playing by that rule is simple. However, perhaps they could look at extending the amount of tolerable damage done before a wanted status is triggered and perhaps it is reasonable to assume that if a target is wanted they wouldn't report you firing on them, regardless of your scan status, since it would be calling out to the very thing they are trying to avoid, the law. Work can be done and it can make sense, but I also don't think there should be too much room for just lazily holding down the trigger as you maneuver about. There should be some tactical analysis, trigger discipline, and overall awareness that the player needs to engage in.