PLEASE for the love of all things holy fix the friend/foe system!

I'm flying an anaconda with 3 beam laser turrets and 1 multicannon turret. If some dumbass security officer flies into my beams then he and is entire wing come to attack me. What am I supposed to do? You can't stop turrets from firing once they started.

And if I have a fighter set to the DEFAULT defend then if I fly in front of someones gun fire and get hit then my fighter will go and attack them, turn their entire wing red, and then come and attack me. The only way I've found to stop this is set the fighter to attack at will which causes them only to shoot things that are red.

I've died 5 times in the last 3 days to this rubbish. At 20mil each time that is 100mil credits lost, not even counting the millions in vouchers.

What moron coded this system? It literally means large ships are completely nonviable. Or anything that has a turret or a fighter for that matter. Because it doesn't matter what your rep is with anyone, YOU WILL DIE because they will shoot things they shouldn't and it will be your fault and there is NOTHING you can do about it.

I don't even want to do the combat in this game anymore until this is fixed. Is this why everyone goes on endless exploration missions?
 
Me hitting my fighter (thus the name Maxim 5) and police does happen though so far only 3 times the police went red - and that was my signal to abandon the fighter and start the FSD.
Possibly it depends on the position of your turrets. In my Krait II I use the size 2 as turret (located left and right to the cockpit.
And I believe it depends on how much you are liked by the local power.
 
I had this problem too, recently. Didn't die, but had to make 60 jumps to visit the nearest Interstellar Factor (10 jumps away, 3 round trips).

I now have "report crimes" switched off. When I get attacked, the cops no longer show up.
 
You can't stop turrets from firing once they started.
Actually, you can. My Conda has multiple fire groups, with turrets (fire at will) on the same trigger as my fixed beam in one fire group but not the other. This allows me to toggle turrets on and off depending on the situation. For example, when enemies start spamming chaff, I turn off the turrets and use my fixed beam and seekers. When shields are up on a larger ship, I'll turn off (via fire group cycling) my MC turrets to save ammo. If I'm in a situation where cops come flying in front of me, I take all turrets offline until they get out of my way.

I might glance a cop on occasion, but never enough times to earn anything more than a, "Hey, watch where you're firing!" message. It's more likely my SLF catches a stray shot, but nothing devastating.
 
Actually, you can. My Conda has multiple fire groups, with turrets (fire at will) on the same trigger as my fixed beam in one fire group but not the other. This allows me to toggle turrets on and off depending on the situation. For example, when enemies start spamming chaff, I turn off the turrets and use my fixed beam and seekers. When shields are up on a larger ship, I'll turn off (via fire group cycling) my MC turrets to save ammo. If I'm in a situation where cops come flying in front of me, I take all turrets offline until they get out of my way.

I might glance a cop on occasion, but never enough times to earn anything more than a, "Hey, watch where you're firing!" message. It's more likely my SLF catches a stray shot, but nothing devastating.
Are you implying gitting gud is the solution? Instead of changing the C&P? Ridiculous.
 
Don't use turrets.
It's the OP's first post!!

Explain exactly why then...or were you just decreeing how the OP - nay the entire player-base - should play from your own haughty, constricted dogma?!

In future, don't just drop an hubristic directive like that, you Teutonic twonk! (not my first choice of alliterative vituperative noun, I can assure you)
 
It's the OP's first post!!

Explain exactly why then...or were you just decreeing how the OP - nay the entire player-base - should play from your own haughty, constricted dogma?!

In future, don't just drop an hubristic directive like that, you Teutonic twonk! (not my first choice of alliterative vituperative noun, I can assure you)

Perhaps the OPs first post would have been better spent in the Newcomers section asking for assistance in using turrets, rather than in the Suggestions forum demanding changes.

Also, they're flying a 'Conda, so they've got at least 5 hours in the game ;)
Perhaps learning to fight in a smaller ship might have been wise.
 
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It's the OP's first post!!

Explain exactly why then...or were you just decreeing how the OP - nay the entire player-base - should play from your own haughty, constricted dogma?!

In future, don't just drop an hubristic directive like that, you Teutonic twonk! (not my first choice of alliterative vituperative noun, I can assure you)
You are right, let me rephrase.

Ahem.

Don't use turrets and don't get used to them.
 
Hey OP--one word of advice. Watch your radar. If all the green blobs turn red, forget your fighter (you do not lose your fighter pilot unless YOU die), put away your guns, and low wake the heck outta there. There's no reason you will die unless you get so focused on your target that you ignore everything around you and before you know it, ten ships are raining on your parade.

I'm currently training a low end pilot and she's incurred the wrath of the police a few times lately from poor beam control. Doesn't matter if I have my target just about dead--no bounty is worth a possible rebuy. Come back and fight another day / instance.
 
I have always wondered if a quick fix for this would be to just set friendly fire to only accrue on hull damage, not shields. Engineering of certain sorts could see this not help but I suspicion it would affect a marked reduction in this occurring. This is mostly a turret problem but not entirely. I have this issue in my all-fixed weapons Chieftain pretty regularly. Skill has helped reduce it but it still happens and, honestly, it's just frustrating because it makes so little sense. I don't want easy-mode either but surely we can get a better detection system?

To me, I would think friendly fire in a combat zone or similar area of high volatile activity would be expected. In the real world, yeah, friendly fire is a BIG deal that can create massive diplomatic headaches. This is a game, first and foremost, and exists to be fun before it is real. So set it to hull damage only, or even remove it entirely and just leave in murder. Set it to only affect NPCs to prevent PvP exploits and viola, you have a system that doesn't hurt gameplay but still has penalties.

It's not a great solution but it might be easy to implement?
 
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