What do you guys think of a minimum timer locking you in for conflict zones and powerplay zones?

Basically what happens is you are locked to the instance for a minimum amount of time. Lets say you were in a power play zone with people on each side. Where you farm and work against each other at the same time. Except you cant leave until the zone is won, or a timer expires.

This would promote friendly competition, working together, wing comps and more.

People usually spend a considerable amount of time in them anyways.

How do you guys feel about it? What would be a good time to set if any?
 

Deleted member 110222

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Sorry but the only thing that should prevent jumping out at any time is mass lock.

Running is valid tactic. Your proposal handwaves that tactic out of the window.

I'd go as far as saying it's outright broken for small ships, which have a much lower margin for error, and mistakes requiring earlier bug-out.

A timer saying no in zones based on simply what the activity...

It punishes the lower end of the skill spectrum for no good reason.
 
Sorry but the only thing that should prevent jumping out at any time is mass lock.

Running is valid tactic. Your proposal handwaves that tactic out of the window.

I'd go as far as saying it's outright broken for small ships, which have a much lower margin for error, and mistakes requiring earlier bug-out.

A timer saying no in zones based on simply what the activity...

It punishes the lower end of the skill spectrum for no good reason.

Well the point here would be not to run. Win or lose. At least use some skill to survive a time limit.

This also gives people personal goals in engineering to work towards, ship adjustments and basically playing the game to improve.

People are there to fight and farm.
 
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Deleted member 110222

D
Well the point here would be not to run. Win or lose. At least use some skill to survive a time limit.

This also gives people personal goals in engineering to work towards, ship adjustments and basically playing the game to improve.

People are there to fight and farm.

And for the many who consider knowing when to run as a skill?
 
And for the many who consider knowing when to run as a skill?

Thats why a time limit would be there. Whats the point in dropping in and noping out just because someone else is there. Possibly resetting the instance or going to another one just because people would be against you. Kind of defeats the purpose of winning and losing those zones tbh.

Like, they are pretty one sided as it is just filling the bar against NPC's. Those zones are pretty balanced with NPC's fighting each other. The point would be people intentionally working against one another to win them. If people just nope out, to me it kind of defeats the purpose. Especially in something like powerplay crime scenes. Assuming they get the same conflict zone rework in the future.
 
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90's - I have to ask, but what is your obsession with forcing people into conflict with each other actually about?

If I drop into an instance, find it's full of content I'm not particularly interested in, I'm going to leave whenever I wish. Putting a timer on me leaving will simply mean I avoid such instances and ignore such content.
 
90's - I have to ask, but what is your obsession with forcing people into conflict with each other actually about?

If I drop into an instance, find it's full of content I'm not particularly interested in, I'm going to leave whenever I wish. Putting a timer on me leaving will simply mean I avoid such instances and ignore such content.

And then you lose what youre fighting for in the first place.
 
Well the point here would be not to run. Win or lose.

Bad idea. While I play only Solo mode, I dropped into a Conflict Zone, just to see who was there and perhaps get some combat experience ... and it was empty. I could pick a side and when I did I received a message from that group saying thanks for your support, but there were no ships in the zone to fight. There was no way to win or lose.
 
If you have to ask after all this time. Then trying to explain it to you would be pointless. We both know the answer here.

So a yellow cardboard cutout can change an inexplicable undocumented number on a screen full of inexplicable undocumented numbers which relate to what a red cardboard cutout's minions were doing

Do I get a prize
 
Actually, thinking about it, I'm up for this - with one small change - the lock doesn't time out. Just leave all the PPers in there permanently

Or until its won. I was being generous with a time limit.

One thing about this community though. Is they really dont want to lose. I understand not wanting to lose something.

But not understanding why people need to lose is a whole different story.
 
I can think of at least two problems:

1. Immersion/realism. Retreating is a part of warfare, and if it's for repairs and re-arming, it isn't "losing": it's part of winning. What's being suggested is a sort of tournament, not a battle. Who is judging the tournament, who decides the "winner, and why should the loser abide by that decision? If my side whupped more of your ships than you whupped of ours because we ran away and got repaired/rearmed and you didn't, then you lost. Who has the authority to say otherwise?

2. Real life. You can't force players to commit to playing for a set duration, some people have other things to do. And who decrees the duration?
 
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