What do we learn from Lugh?

This is total bumwash though, you and many other people (who presumably already made their fortune before rares/luxuries got nerfed) are just using the fact that some people are afking at the cap ship as an excuse to try and get combat income severely nerfed. I'm betting the proportion of players who are afking is tiny and even tinier still if you take out all the people who got killed trying it but even so, there are folks crying about the risk/reward and challenge and the devaluing of elite ranking and yadda yadda yadda, so we'd better break conflict zones so that nobody ever earns money there again.

Rather than awarding only part of the bond based on percentage of damage done, they should reward the entire bond to everyone who attacked the ship - bonds are ridiculously low compared to bounties anyway, so splitting them any further would be stupid.

+1 this^^^^^

The ones that made their fortunes, got their whizbang shiny ship and gear now would begrudge the rest of us from making some headway in catching up.
So what!...how does any of it affect in any snippet way YOUR game play...that argument is nothing but a pile of steaming horse offal.
 
On topic, I agree, it's sad for the players that the Federation is just gonna come in and smoke the Sons of Conn. Not that there should be autowins in the game, but this seems like an autolose situation. At best it feels like a bunch of bitter players will be the result. Unless this is a springboard for something really politically cool in 1.3 it's kind of disappointing as is.

Yeah, it is sort of a lesson to the 'Crimson...'. You can influence the game; but FD. does maintain executive control.
 
I see it as FD's first big test of the war mechanics. They're doing it in Lugh as it's the most famous of the "player controlled" background simulation changes.
 
I tried playing the conflict in open for the first few days but it was just utterly impossible to make any money or rake in enough combat bonds to get me up the ladder. This was while running both sides for the money.
Play for the feds: Too much competition with other fed commanders over kills, nobody wanted to wing up or was already in one, no bonds for me.
Play for CSG: Got killed 3 times being supremely outnumbered by federation players, almost lost my ship for good in the process. Organising with other CSG players, using small unit hit and run tactics, jumping instances or just scaring all the feds off never amounted to anything other than being riddled by fed reinforcements 10 minutes down the line.
So I switched to solo (for the first time in my playing career) and now I'm in the top 40%, looking to make enough money for an imperial clipper by the time the war ends. Playing the goal in open was a unique experience working with other players, either being part of a challenge-less turkey shoot or trying to run away from one, but it was absolutely impossible to make any progress on the goal itself. Some fixes to be done but I'm honestly not sure how exactly you would make it so one faction of players can't utterly dominate a conflict zone.
15% here all done in open for CSG. I lost 2 FDLs which basically nullified my combat bonds income and a bit more. And I compete with a guy hidden in solo farming NPCs while listening to some relaxation music or watching netflix. Great event, FD. Well done.
 
Butregardless of plant, sometimes ive had uncredited kills when i'm the only one at the end shooting at it. Often when it tries to go to SC. ill be the only one following it and shooting at it and maybe 30% of the time i ont get any credit. I surmised this might be because it blows up from overheating? In any case, it's REALLY frustrating. Especially since it's always the big ships. The kill crediting mechanics i'm afraid needs to be made even more forgiving than before. if you've done say 1% damage to hull or any component in the last 45 secs you should get credit.

I've had this happen too, it's always the Pythons or Anacondas that are running from the main battle. I chase them down and kill them maybe 8-10km out but then don't get the combat kill. Never thought it could be overheating though as I almost always remember them getting down to 0% hull.

I consider that up until now i probably have easily over half a mil of uncredited kills in Lugh in total. It's frustrating that you can spend ten minutes shooting at a ship non stop and it dies without me getting anything. And other times, i've shot a ship twice shrotly before they exploded and got the credit.... I remember that python once, barely made it in range before it died, fired two shots at it at the very last sec....got credit. Now that is a case when i felt i SHOULDN'T have had it.

Sounds about right, I got to top 15% in Lugh, about 8million CR from bonds and about 500k uncredited.
 
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