2.3 pvp, you can run, but can you hide?

What do you think how the quick scan wakes will affect pvp?

currently high waking out gives you a safe way to escape before your hunter cna scan your wake and follo charge you, you already left the system your waked into.

but will such a thing still be possible with the 2second wake scanners?

I wonder if this will impact pirates and murderers to hunt their prey a lot.
 
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[video=youtube;Z-pgEPceKA0]https://www.youtube.com/watch?v=Z-pgEPceKA0[/video]
:p :D

I would say, just low wake after jumping and you should be ok
 
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High wake, drop, boost 20km, high wake.

Of course its a moot point if you jump at your maximum range and the typically low jump range of PvP ships stops them from following you at all.
 

Powderpanic

Banned
Or just keep high waking until one of you runs out of fuel or gets bored of the most ill thought out mechanic to have been put in the game ( Submit, highwake ) and log out.
 
Depends on your range - If I high wake in my Explorer I'm certain no-one will be able to follow in a pew pew setup as I always wake max distance 59ly
 

Jex =TE=

Banned
I think we need to ask, why are FD making the wake scan quicker? What's the point? So that PVP's can always catch their prey? If we can't run away from someone and can always get caught, how's that going to improve the game considering how many people don't want to get ganked?

I really don't understand how they even made the decision if you stop and think about it. Who does this benefit? Let's say you run out of fuel and can't jump any further? Are you now at the mercy of this cat that's been chasing the mouse all over the place?

If you wanted to increase the combat loggers then well done!

There's an issue with the game that will never get fixed - Pirates cannot hold onto a player if the player wants to high wake out. The game mechanics allow anyone to escape right now making the task hard 9as long as the victim knows how to play the game that is).

So now FD are making it easy to follow other players because escaping players really want to be chased? Over and over? I'm going to stick my neck out here and say that no, most players do not want to be chased across the galaxy until they run out of fuel.

So they're making it easier to get ganked? What is the point of this?
 

Powderpanic

Banned
Well just switch to solo mode then.

No, you missed my point.

I only play in Open.

High wake stops me pirating and bounty hunting.

Anything I am hunting that can keep its shields for 30 seconds just jumps away.

I could follow them to watch them jump away again but I would rather find some paint to observe going from a liquid to solid form.
 
I think we need to ask, why are FD making the wake scan quicker? What's the point? So that PVP's can always catch their prey? If we can't run away from someone and can always get caught, how's that going to improve the game considering how many people don't want to get ganked?

Wake scanners are currently useless when players are involved, by the time you're finished scanning the wake and jumping to follow the player they are long gone and there's no new wake to scan since these are only displayed if the player low/high wakes while in your instance (and since by this time you're still in the process of jumping, you never see it). So the real question was, why even allow wake scanners to work against players if they can't be used? Now the real fix would be to have wakes persist across instances to allow you to follow the player (and in theory that should be possible, we know the wake scanner causes some magic to happen on the MM server to increase the likelihood of matching you with the player whose wake you're following, the same kind of magic could be used to have some communication between you and the other player even across instances to spawn the new wake on arrival). But shorter wake scans should alleviate the issue to the point where it's actually usable.
 
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Jex =TE=

Banned
No, you missed my point.

I only play in Open.

High wake stops me pirating and bounty hunting.

Anything I am hunting that can keep its shields for 30 seconds just jumps away.

I could follow them to watch them jump away again but I would rather find some paint to observe going from a liquid to solid form.

I probably should have been clearly with what I meant which was a player getting chased will just either CL or switch modes.

I don't think piracy can work in this game tbh - A player wants to be able to escape, right? If there is simply no way of escaping then they'll either combat log or switch modes. A pirate needs to be able to pirate or why bother? So to enable this to work correctly would mean adding in game mechanics where some skill or knowledge is used, pitted against each other til lyou have a winner? This way you know you lost or won fairly because you lost the minigames (use interdiction for example - the more skilled you are at that, the more chance of escape and it's a clear winner/loser scenario) - maybe they should just expand on the interdiction game and if you lose, touch luck on you prepared to be pirated?

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Wake scanners are currently useless when players are involved, by the time you're finished scanning the wake and jumping to follow the player they are long gone and there's no new wake to scan since these are only displayed if the player low/high wakes while in your instance (and since by this time you're still in the process of jumping, you never see it). So the real question was, why even allow wake scanners to work against players if they can't be used?

Well you tell me! LOL

I mean we come here and talk about it and the more we talk about it the more insane it becomes till we're all left scratching our heads? Why even bother with this stupid mechanic that clearly does not work!

For the pirate, it's useless 100% of the time. Now you make it useful and it means the prey gets ganked 100% of the time - how can they not see this? Am I missing something? If I'm in my T9 and you have a higher jump range than me and faster ship, what am I meant to do to get away on this new system?

If I can't possibly win this, why should I bother playing it?

When interdicting other players, does the ship your in give an advantage for winning an interdiction? A T9 vs a Vulture is the T9 just useless because it can't turn as fast? Basically, is it a fair fight when interdiction slow ships that can't turn?
 
I probably should have been clearly with what I meant which was a player getting chased will just either CL or switch modes.

I don't think piracy can work in this game tbh - A player wants to be able to escape, right? If there is simply no way of escaping then they'll either combat log or switch modes.

That's because the game lacks a lot of mechanics that would make that possible. A simple mechanic to occlude you on sensors when hiding behind a planet or star would do wonders on that front. As usual the shallow implementation of most aspects of the game hold us back to get trully great things.
 
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Jex =TE=

Banned
That's because the game lacks a lot of mechanics that would make that possible. A simple mechanic to occlude you on sensors when hiding behind a planet or star would do wonders on that front. As usual the shallow implementation of most aspects of the game hold us back to get trully great things.

I always loved the idea of a hide and seek mechanic. That our ships would have sensors and we'd have things to use to hide or seek that we could develope tactics and gameplay around.

So what will changing the wake scan time acheive?
 
It's a shame the game doesn't have plasma storms or nebulae that we can hide in. It would be excellent to be able to play cat and mouse, using limited sensors to evade or catch an opponent.

[video=youtube;GPzE76C5XXk]https://www.youtube.com/watch?v=GPzE76C5XXk[/video]
 
Wake scanners are currently useless when players are involved, by the time you're finished scanning the wake and jumping to follow the player they are long gone and there's no new wake to scan since these are only displayed if the player low/high wakes while in your instance (and since by this time you're still in the process of jumping, you never see it). So the real question was, why even allow wake scanners to work against players if they can't be used? Now the real fix would be to have wakes persist across instances to allow you to follow the player (and in theory that should be possible, we know the wake scanner causes some magic to happen on the MM server to increase the likelihood of matching you with the player whose wake you're following, the same kind of magic could be used to have some communication between you and the other player even across instances to spawn the new wake on arrival). But shorter wake scans should alleviate the issue to the point where it's actually usable.

I wonder if FD even considered wakescanner changes and their effect on PvP, the yprobably just thought, what mods cna we do for scanners and applied them to all of them.

The major issue is still traders run because they don't know who is a pirate and who is a murderer. For a pirate you could drop 3t cargo, and jump off. he may not follow you, or do so because of beeing greedy. But if High wake would help you tracking the same player it is going to be more of an evil tool for the griefers and murderers as well.
 
Player bounty hunting might actually become a thing. Interesting. Also luring your pursuers into an ambush might become possible. Double interesting.

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It's a shame the game doesn't have plasma storms or nebulae that we can hide in. It would be excellent to be able to play cat and mouse, using limited sensors to evade or catch an opponent.

https://www.youtube.com/watch?v=GPzE76C5XXk
That would be great. I've always been dissapointed that we still do not have even a single plasma storm or a gas cloud or a space anomaly out there in the big black. The plasma storms in Freelancer for example were quite compelling and spooky. I loved navigating through them to see if I could find some treasures or well hidden pirate bases. And I just loved the atmosphere they created. If done right it can be one of the most thrilling and compelling things in the game.
 
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Jex =TE=

Banned
Player bounty hunting might actually become a thing. Interesting. Also luring your pursuers into an ambush might become possible. Double interesting.

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That would be great. I've always been dissapointed that we still do not have even a single plasma storm or a gas cloud or a space anomaly out there in the big black. The plasma storms in Freelancer for example were quite compelling and spooky. I loved navigating through them to see if I could find some treasures or well hidden pirate bases. And I just loved the atmosphere they created. If done right it can be one of the most thrilling and compelling things in the game.

This! So much of this and more. I can only imagine the game we could have had if FD had gone down this route.
 
Like with most PvP encounters.

Your attacker is not likely to chase you if you high wake.

Add that to;
•PvP ships having low jump ranges
•Instancing
•Drop out of SC after a jump.

I think it won't make a shred of difference. Lol
 
Player bounty hunting might actually become a thing. Interesting. Also luring your pursuers into an ambush might become possible. Double interesting.

- - - Updated - - -


That would be great. I've always been dissapointed that we still do not have even a single plasma storm or a gas cloud or a space anomaly out there in the big black. The plasma storms in Freelancer for example were quite compelling and spooky. I loved navigating through them to see if I could find some treasures or well hidden pirate bases. And I just loved the atmosphere they created. If done right it can be one of the most thrilling and compelling things in the game.

I think in the persuit of realism things like that are planned for gas giant environments, so don't give up the hope :)
 
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