At what point is the "kill-shot" triggered?

Just wondering about this.
Usually when I'm shooting up some NPC criminal, and he gets to 0% hull, then he starts to sputter and tumble through space for a few seconds (where you can continue to shoot him) before he finally blows up with a "sometimes" satisfying little POOFF!

Anyway, since I noticed in one of the FD Dev posts that if you are in a Wing and your wing AND the police are shooting, then if the police get the "kill-shot" then the wing gets no reward. But at what stage does this illusive kill-shot occur?
Usually, when the NPC gets to 0% and starts wigging out, I go look for something else to kill before hearing the pop and then getting the bounty. But Since normally you only have to have shot the NPC within the last 10 seconds or so to get the reward, I'm wondering if I need to now keep shooting until the explosion?
 
Just wondering about this.
Usually when I'm shooting up some NPC criminal, and he gets to 0% hull, then he starts to sputter and tumble through space for a few seconds (where you can continue to shoot him) before he finally blows up with a "sometimes" satisfying little POOFF!

Anyway, since I noticed in one of the FD Dev posts that if you are in a Wing and your wing AND the police are shooting, then if the police get the "kill-shot" then the wing gets no reward. But at what stage does this illusive kill-shot occur?
Usually, when the NPC gets to 0% and starts wigging out, I go look for something else to kill before hearing the pop and then getting the bounty. But Since normally you only have to have shot the NPC within the last 10 seconds or so to get the reward, I'm wondering if I need to now keep shooting until the explosion?

I do not see the point that you are making as the system is exactly the same as it is now. If you or your fellow wing commanders are shooting up a pirate (as long as its not human) and NPC ships are also shooting at it them 9 times out of 10 you, and your commanders in the wing (if they have also shot it) will get a share of the reward.

I can understand the confusion but it should not be a problem.

The problems only come once we all log in and everybody blows up due to bugs in the game.
 
From the thread here :
https://forums.frontier.co.uk/showthread.php?t=69795&page=4&p=1159799&viewfull=1#post1159799

"
So for example, a wing of three ships and a number of police ships are attacking a wanted criminal. If a police ship gets the kill-shot, no bounty is awarded. If any ship in the wing gets the kill shot, all members of the wing who damage the criminal get a bounty claim for an equal share of the bounty.
"

This is where my confusion comes from. It's pretty clear on the fact that it is now back to a "last hit gets the kill" which is DIFFERENT to how it is in 1.1...

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From the thread here :
https://forums.frontier.co.uk/showthread.php?t=69795&page=4&p=1159799&viewfull=1#post1159799

"
So for example, a wing of three ships and a number of police ships are attacking a wanted criminal. If a police ship gets the kill-shot, no bounty is awarded. If any ship in the wing gets the kill shot, all members of the wing who damage the criminal get a bounty claim for an equal share of the bounty.
"

This is where my confusion comes from. It's pretty clear on the fact that it is now back to a "last hit gets the kill" which is DIFFERENT to how it is in 1.1...

Link broken.
Quote from Sammo Reads:

"Hello Commander Zenicetus!

I'm not sure I follow with the concern (I think I'm missing something).

The concept we are looking at is that a wing is treated as a single entity with regards to bounties and non wing ships, and as an equal share group (assuming that all players at least damage the bounty target) for ships in the wing.

So for example, a wing of three ships and a number of police ships are attacking a wanted criminal. If a police ship gets the kill-shot, no bounty is awarded. If any ship in the wing gets the kill shot, all members of the wing who damage the criminal get a bounty claim for an equal share of the bounty.

I don't really see this as inconsistent - it's just one of the benefits of being in a wing (of course, there is an internal trade off in the wing - you accept lower bounty rewards because you share the bounty, but you increase the chance that you will get at least something, as there is an increased chance that the kill shot will be by someone in your wing).

Wings won't be without risk however. As an example, we're looking to do something like, "when you get a bounty issued against you for attacking or destroying a ship, it is multiplied by the difference between the number of ships in your wing and the number of ships in the target 's wing (if any).

So this means that if a four ship wing (likely to initially be the maximum wing size) goes around attacking lone ships, the bounties on them would be four times as big. This should make them more appetizing to would be bounty hunters, and pose a bigger credit penalty for paying them off.

Of course, apologies if I have misunderstood you!

Hello Commander Aurazor!

Of course, Sammo Hung - legend!

With regards to voice coms: we already have a group chat capability, which we want to try and finesse for wings, so that a wing has a chat channel that operates over any distance and has an easy to use opt in/out interface.

Hello Commander Oppenheimer!

To clarify: we definitely are doing wings. We're going to make it as good as we possibly can."
 
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