Get the hell out of the line of fire if you don't want to get hit!

Getting a 9min bounty and fine isn't a big deal but the problem is that if you are still in the res when that ship gets destroyed, you cop a murder charge... I doubt this is being fixed in 3.0

Best thing you can do? Get the out of dodge the second you get a bounty in a res. In the new system, you may go from a fine, to instant bounty... Well see.
 

Deleted member 115407

D
Getting a 9min bounty and fine isn't a big deal but the problem is that if you are still in the res when that ship gets destroyed, you cop a murder charge... I doubt this is being fixed in 3.0

Best thing you can do? Get the out of dodge the second you get a bounty in a res. In the new system, you may go from a fine, to instant bounty... Well see.

In my beta tests assault was still assault. No change there. The difference is there is no expiration. You have to actively go clean your ship.
 

Deleted member 115407

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My turrets behave themselves, and I generally stay out of places with Authority ships in them. Where I've run into trouble is.. well, I like really big and really potent weapons. Big fan of a Huge Plasma Accelerator, Overcharged + Thermal Conduit. Let one rip at 200% heat and watch things just go away.

Problem is, every so often, you'll find that NPC ship that has the most amazing maneuvering - like being able to come to a full and sudden stop, change directions, or continue on - just enough to make that blazing ball of destruction sail past them and into a crowd - or perhaps there's some hero out there going "I got this!" trying to catch these, but they inevitably result in someone taking some serious damage, and me having to go stand in the corner somewhere.

In the beta, the outcome was a brutal fine - over 6 m for a 100 cr offense. I understand this was toned down, though I hadn't had any other mishaps to test.

It certainly happens. I've negligently shot the wrong ships due to not minding my distance and shot speed. When it has happened to me I've owned it.

In Beta 3 the IF no longer inflated prices, so the payoffs should be just a minor inconvenience going into live
 
It bears pointing out that
"Person A claims they are certain event B never transpired."

/=

"Event B never transpired."

Absent logs etc, Occam's Razor suggests stray shots.
 
The daftest thing about a friendly fire incident is the NPC, particularly the miners, become relentless blood thirsty combat junkies the moment a stray shot glances them. Lol

I've tried just sitting and waiting to see how long they kept shooting before they go back to doing what they normally do.

They don't. They're determined to kill you. Even though you long since stopped firing. And have retracted weapons. And have flown 30km.... Lol

Miners hold grudges.
 
The daftest thing about a friendly fire incident is the NPC, particularly the miners, become relentless blood thirsty combat junkies the moment a stray shot glances them. Lol

I've tried just sitting and waiting to see how long they kept shooting before they go back to doing what they normally do.

They don't. They're determined to kill you. Even though you long since stopped firing. And have retracted weapons. And have flown 30km.... Lol

Miners hold grudges.

they almost ignore you if you park next to them and open their cargo with hatch breakers.
pirates not belonging to the miners faction will not go for your stolen cargo.

but a single stray shot makes you the top target :D
 
When I go RES mining, this is literally how I operate, and my turrets have never once triggered a friendly fire bounty.

Your story states that it was many moons ago, so possible that it occurred before the fix.

Possibly. It certainly seems that things have either changed or I was mistaken. Time to bolt some turreted weapons on the ol' girl and see for myself!

The point is somewhat moot now but I was thinking about the "git gud" remarks and I guess it depends on how you think the turrets work. If you think of them as like gimballed weapons but with a wider arc of fire then it makes sense - You need to have better fire control. However I, and I suspect some others, think of turrets as autonomous. They aim and shoot so I don't have to. As such, one should be able to rely on them having the sophistication to know friend from foe and not get you into trouble. Anyway, as I say, its moot now.
 
Hello Commanders!

for clarity:

Turrets should never attack ships unless they are either:

* Legal targets

* Have already committed assault against you.

Stray shots against uninteded clean targets should not trigger hostility or crimes.

If you find this is not working, please submit bugs, with as much detail as possible (which weapons were turreted, the class and status of the shipr triggering the crime etc.)


Guess - Turreted weapons set to "target only" may be fired prematurely by pressing the trigger immediately after selecting a target resulting in a bounty. When set to "fire at will" the weapons will only fire when they are good and ready.

TL;DR

Tested this out yesterday (17/2).

Went to a low res site in my Type 10 fitted with turreted weapons only. Set them to "fire at will". Pirates who scanned and fired at me were destroyed. My weapons did not fire until the pirates did. No bounties or fines gained. I then set them to "target only". Pirates who scanned and fired at me were then selected and destroyed. Again, generally speaking, no bounty or fine gained. However, on one occasion received a 127 Cr local faction bounty for assault on a pirate who was attacking (or threatening to attack) me. I was then attacked by system security ships and destroyed before completing high wake [ouch!].

My guess. It seemed with turreted weapons set to "target only", I could fire on a wanted NPC prematurely. So, for example, if a wanted NPC starts attacking, but you select the NPC and return fire immediately, the game may see this as you attacking before completing a scan. I would stress this is a only guess, but normally a scan would be required. In contrast, when my weapons were set to "fire at will" they fired only after the NPC fired at me. In some cases not at all, even when the NPC had scanned me and was being attacked by system security, because the NPC didn't actually fire at me. Anyway, have submitted a bug report with my results as Sandro requested.

Has anyone else fiddled around with "target only" mode? Would be interested to hear from players using "target only" mode to confirm the exact mechanics (selecting, scanning, firing etc.). This mode may in fact require more pilot care than fire at will, but I'm not sure ATM about my conclusion re need to complete a scan before pressing the trigger.

UPDATE: Went back to a hi res site today (18/2). Different ship, but all turreted weapons. Stayed for 2 hours. "Fire at will" for 1 hour - worked without incident. If anything, had trouble getting the pirates interested despite a "tasty" cargo. Then went over to "Target only" for 1 hour. Made sure the NPC was scanned before opening fire and made a thorough nuisance of myself getting in the way of the system authorities - again, worked without incident.
 
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The most important thing here not clarified is: does the OP have reporting crimes on?
.
Because what actually can happen is:
- You get hit by stray fire.
- You do NOT report crimes, so the one hitting you by accident remains clean.
- Your turrets retailiate on the attacker. As he still is clean, it's you who becomes wanted.
.
Mind you, that also already requires some extreme flying. NPCs generally don't fire if they don't have line of sight to the target, but you can manage to collide with their projectiles if you try really hard or are extremely unlucky.
.

BTW..with my test above (post #75) had crimes report on. :)
 
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Guess - Turreted weapons set to "target only" may be fired prematurely by pressing the trigger immediately after selecting a target resulting in a bounty. When set to "fire at will" the weapons will only fire when they are good and ready.

TL;DR

Tested this out yesterday (17/2).

Went to a low res site in my Type 10 fitted with turreted weapons only. Set them to "fire at will". Pirates who scanned and fired at me were destroyed. My weapons did not fire until the pirates did. No bounties or fines gained. I then set them to "target only". Pirates who scanned and fired at me were then selected and destroyed. Again, generally speaking, no bounty or fine gained. However, on one occasion received a 127 Cr local faction bounty for assault on a pirate who was attacking (or threatening to attack) me. I was then attacked by system security ships and destroyed before completing high wake [ouch!].

My guess. It seemed with turreted weapons set to "target only", I could fire on a wanted NPC prematurely. So, for example, if a wanted NPC starts attacking, but you select the NPC and return fire immediately, the game may see this as you attacking before completing a scan. I would stress this is a only guess, but normally a scan would be required. In contrast, when my weapons were set to "fire at will" they fired only after the NPC fired at me. In some cases not at all, even when the NPC had scanned me and was being attacked by system security, because the NPC didn't actually fire at me. Anyway, have submitted a bug report with my results as Sandro requested.

Has anyone else fiddled around with "target only" mode? Would be interested to hear from players using "target only" mode to confirm the exact mechanics (selecting, scanning, firing etc.). This mode may in fact require more pilot care than fire at will, but I'm not sure ATM about my conclusion re need to complete a scan before pressing the trigger.

UPDATE: Went back to a hi res site today (18/2). Different ship, but all turreted weapons. Stayed for 2 hours. "Fire at will" for 1 hour - worked without incident. If anything, had trouble getting the pirates interested despite a "tasty" cargo. Then went over to "Target only" for 1 hour. Made sure the NPC was scanned before opening fire and made a thorough nuisance of myself getting in the way of the system authorities - again, worked without incident.

hmm, i don't understand you fully.
"target only" makes turrets fire the moment you command them to fire. so if youre target is not yet identified as "wanted", you get the fine. thats working as intended.

your Wall of text there reads like you expect the turrets in "target only" still work like "fire at will" but only on your target - which they don't do.
 
hmm, i don't understand you fully.
"target only" makes turrets fire the moment you command them to fire. so if youre target is not yet identified as "wanted", you get the fine. thats working as intended.

your Wall of text there reads like you expect the turrets in "target only" still work like "fire at will" but only on your target - which they don't do.

Agree on both counts - on testing both turret modes worked as per my/your post.

There was only the one exception I mention and my best guess is the scan was not complete when I fired. Had a lingering doubt because I felt sure that the NPC had started to attack (it's shown in the log and journal as an "attack"), but I must have got in first. Anyway, submitted the bug report (with the log and journal) as per Sandro's post just in case.
 
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hmm, i don't understand you fully.
"target only" makes turrets fire the moment you command them to fire. so if youre target is not yet identified as "wanted", you get the fine. thats working as intended.

your Wall of text there reads like you expect the turrets in "target only" still work like "fire at will" but only on your target - which they don't do.

I guessed AD has deploy turrets when fire button pushed or whatever the option is called, the one where if you press fire your weapons deploy. Given you have get your turrets out to use KWS ....
Do not get me wrong, once you know it can do it, you ca configure controls and fire-group around it. I was just trying to clarify what I think AD meant - its tempting when you know something is Wanted to KW scan while the "what are they scan is completing".

Simon
 
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