Oh?
and you are talking IMO and not addressing anything to a sufficient degree.
Uh-huh. You know what, I'm tired of my leg being pulled and continual ad hominem instead of meaningful discussion. You don't seem to like the rebuttals I've brought up for your concerns, and rather than form a coherent argument, you've resorted to insults, repetition, and acting like you're "above it all".
I could write another wall of text here (mostly repeating answers I've already given for points you're just repeating again), but frankly put, I've lost my patience. Congratulations on being the newest addition to my ignore list.
The least I can say is that yes, it might indeed be worth making a dedicated thread for the idea. For now I will wait and see what Fdev is planning with this next update.
Quite possibly true, almost certainly the majority, but I was deliberately trying not to quantify. I know that in the past I've read posts from PVP players who claimed to interpret a disconnected ship as akin to a hyperspace jump and thus "a win" but maybe even they've got fed up with it by now. Either way "some" covers everything other than zero, and we know it's not zero!
You could well be right, but again I'm not trying to quantify groups or to judge the merits of various play styles. I'd just rather see a solution that works for all than one that only works for a subset, especially if it has the potential to further annoy a different subset. The game already has enough of that.
When that subset exists to disrupt all the other subsets as much as possible & thrive on making sure the others suffer...?
I tend to disregard the importance of any social group with those characteristics.
Having said that, I still suspect there are technical issues common to both the "full clone of player" and "NPC replacement" scenarios that would make either difficult to achieve with 100% success. The disconnected player being the island controller may be one of them. Perhaps that is what Sandro was alluding to; that they could do it, but not guarantee it would work in every case. I kind of wish he'd used words other than "take control of a player's ship" which sort of implies there's only one "real" ship, when of course each client renders a separate ship that just happens to share its characteristics with all the other clients. But it was on a Q&A live stream and not a tech conference so a bit of shorthand is probably forgiveable.
There's no doubt that it would have to exist entirely clientside, "Player B"'s client specifically. I wager it's as simple as changing how the client reacts to detecting that a ship controlled by another player has disconnected; right now, it does the simplest and most straightforward thing possible: it ceases to exist. If they didn't make the client behave this way, strange behaviors could indeed happen -
if they try to preserve that ship as a player's ship, one that a player can return to if they reconnect quickly, and so on.
But by doing the behind-the-scenes NPC replacement swap, those issues ought to go out the proverbial window.
I mean...if any given game client has no problem rendering any given NPC ship in general, with little-to-no input from the main servers (as far as I know?), then there's no reason that NPC ship can't have identical characteristics/orientation to that of a player's, right?
But at this point we're back to assumption and speculation. It's frustrating because I'd really like to understand the technical issues behind this but it's mostly experience-based guesswork occasionally modified by a small but potentially ambiguous clue from FD. Kind of like the in-game mysteries in a way, but with no big reveal at the end.
True.
In addition there is an additional concern I have picked up on, the surrogate NPC approach could be used as a tool by griefers and gankers to frustrate players by initiating the attack and then logging off leaving NPCs to incur the major part of the in-game bounties and effectively cause griefing by proxy. I would not put it past certain groups to capitalise on this kind of exploit.
Meh. Partly a non-issue because whoever shoots first becomes the wanted one, partly comes down to proper balancing of ships to not be exponentially better the bigger you go. For most players that aren't totally new to Elite, I imagine it would be mildly amusing and lead to either an easy escape or a fun NPC kill.
Would be further mitigated by the crime/karma system Fdev seems to be cooking up, too.