What do you guys think of a minimum timer locking you in for conflict zones and powerplay zones?

You're completely missing the point. I, and many others, don't mind losing, but I'll choose how and when to fight my battles, in some cases how I'll lose them - not some arbitrary game timer. Here's an example of how your suggestion would narrow, not broaden the options available to players:

The PP conflict zones, as they are, but in OOPP. My options include:
1. Chieftain - Bobstandard™ combat kitted, doesn't matter who is there, they die, maybe I need to retreat to protect merits if they're a superior pilot or in a wing, but I've got a great chance.
2. Krait - Bobstandard™ combat kitted, go to choice if I fancy fighter support and/or playing multicrew. Again, I fancy my chances of winning a 1v1, or escaping from a wing.
3. Clipper - Hybrid, fast blockade runner. I'd try my luck against a PvE ship or inexperienced PvPer, butI don't fancy my chances 1v1 vs a proper PvP build, however I can escape.
4. Phantom - Fast, cool-running, shieldless, tons of hull - built for hit and run. I don't fancy my chances against a PvP ship, but they'll never catch me and I'll dropping off their sensors. With no shields, no chance against a wing.
5. Courier - Lightning fast so do fancy surviving 1v1 for at least long enough to suss out my enemy, tgen decide to fight or flee. Not against a wing.

Your suggestion reduces my options to ship 1 or 2 (and hoping I don't run into a wing) or abandoning my current Clipper build for a similar combat meta (and hoping I don't run into a wing). Of course, those builds will all need to be brought in line with new ammo requirements - if I've been in a zone for 20-30 minutes, chances are I'm going to need to reload, but nope, four 100% ammo/shield/hull enemies have just dropped in and the magic thunderdome has been turned on, I'll need to fight this out with whatever hull & ammo I have left. Brilliant.




(note: all these ships are G5 engineered so, no I don't mmediately run, like you seem to assume everyone does)

I kind'a agree but I miss the Orca as option for a viable hit and run ship, that might be able to fight a 1v1 against some other pilots. : )
 
I feel it would be a waste of development time and resources. Next I suppose you want to put an invisible nothing around a certain radius to prevent people from flying out 1.5 million light seconds from the center marker and simply waiting out the timer so far away it would be basically impossible to find them as well?

It would also encourage people to simply log out when they didn't feel like waiting.

Once you're within a certain range of the conflict zone in normal space a timer would start yes.

But if those people are running and not fighting then they aren't really going to win anything here are they? But they also arent going to fight the other people in the instance, they will try to reset the instance or go somewhere else to complete their goals without opposition.
 
Once you're within a certain range of the conflict zone in normal space a timer would start yes.

But if those people are running and not fighting then they aren't really going to win anything here are they? But they also arent going to fight the other people in the instance, they will try to reset the instance or go somewhere else to complete their goals without opposition.

I think you missed the meaning here. Sure, within X distance, start the timer, but what happens when someone flies X+1.5 mls from where the timer started? Are they stopped from going any further by the Invisible Nothing? Here's another thing to consider - let's say I bring my heavy Warvette, with 8k MJ of 60% resist all Prismatic Shielding, 10k of 50% resist all hull, and some repair limpets. I sit in the middle blasting away at every and anything that comes near, but a few lucky shots managed to break my shield and inflict some hull damage while I withdraw a good distance, leaving wreckage in my wake, but not intending to leave the instance, just put enough distance between me and everyone else to allow my shields the 10 minutes they need to regenerate and the repair limpets to mend my hull, so I can wade back in and continue crushing skulls.

Not every withdraw is a retreat.

So I stand by my initial position - a waste of development time and resources and validation for logging out.
 
It boils down to this: By a combination of rewarding combat with a wanted player and reducing the cost of partaking in such combat, more players would see fewer barriers to taking part in PvP. Some people don't want to at all, and any changed should not alter their game play in the slightest. Some players don't because they expect to get blown up a lot, in this case the insurance reduction (as long as it was significant enough) could mean players willing to accept a few rebuys it see if they like it, can better at it or not. Have the reward there as an in game, tangible reason to do it. A career, one might say.

It would have to be balanced out correctly, but it should heavily favour 'the good guys' or just your PP faction if we are talking about PP and not the main game. Players cans still do everything they could do, just with another choice. I know, given the above scenario, I would consider a career in it. As it stands I suck at combat, asteroids can blow me up.

I think this is the better approach because it's rewarding players engaging into pvp, whilst OP's suggestion (which ain't a bad idea in itself I think) is more like forcing players to play a certain way.

I believe rewards are much more powerfull in games then any way that tries to force players down a certain path.
 
I think you missed the meaning here. Sure, within X distance, start the timer, but what happens when someone flies X+1.5 mls from where the timer started? Are they stopped from going any further by the Invisible Nothing? Here's another thing to consider - let's say I bring my heavy Warvette, with 8k MJ of 60% resist all Prismatic Shielding, 10k of 50% resist all hull, and some repair limpets. I sit in the middle blasting away at every and anything that comes near, but a few lucky shots managed to break my shield and inflict some hull damage while I withdraw a good distance, leaving wreckage in my wake, but not intending to leave the instance, just put enough distance between me and everyone else to allow my shields the 10 minutes they need to regenerate and the repair limpets to mend my hull, so I can wade back in and continue crushing skulls.

Not every withdraw is a retreat.

So I stand by my initial position - a waste of development time and resources and validation for logging out.

If you can manage to do that against another wing. I dont see a problem with that. At least you were engaged at one point or another. By that time the timer probably expired.

My point is there will be 0 engagement if people have the option to nope out as soon as someone else arrives or followed in.
 
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Nah not missing the point.

I want gameplay in conflict zones. Not running at the first sign of danger.

People are in war to stay and fight. So they should be staying and fighting up to a certain point.

Why do you assume everyone runs at the first sign of danger? I don't, but I'd never forcibly remove it from others.

Another question you keep dodging - if you chase someone off, you've stopped their progress (well done you!), but if you want complete victory over them, then why shouldn't the onus be on you to prevent them from handing in any merits? They low-wake, follow and interdict. They hi-wake, scan their wake and chase them down in the next system. The tools for this already exist, and if used as intended would then see battles range all over... combat zones, supercruise, into other systems.

People are not in War to 'stay and fight', they are there to win. If that requires a tactical retreat, then you need to find an ingame way to counter that, not try and force arena deathmatches.
 
Why do you assume everyone runs at the first sign of danger? I don't, but I'd never forcibly remove it from others.

Another question you keep dodging - if you chase someone off, you've stopped their progress (well done you!), but if you want complete victory over them, then why shouldn't the onus be on you to prevent them from handing in any merits? They low-wake, follow and interdict. They hi-wake, scan their wake and chase them down in the next system. The tools for this already exist, and if used as intended would then see battles range all over... combat zones, supercruise, into other systems.

People are not in War to 'stay and fight', they are there to win. If that requires a tactical retreat, then you need to find an ingame way to counter that, not try and force arena deathmatches.

Because I am talking about the conflict zone interaction. Nothing else. That other stuff is still possible.

Team fighting, comps and prolonged farming/fighting sessions people HAVE to be engaged in to win their wars.
 
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Because I am talking about the conflict zone interaction. Nothing else. That other stuff is still possible.

Team fighting, comps and prolonged farming/fighting sessions people HAVE to be engaged in to win their wars.

Great. If you manage to drive them off, whether by killing them or forcing them to retreat, they're going to lose and you're going to win. No need for a silly exit timer.
 
Great. If you manage to drive them off, whether by killing them or forcing them to retreat, they're going to lose and you're going to win. No need for a silly exit timer.

Sure there is. At least make people try. Is all im asking.

We all see how people dont try around here now dont we? Or do their best not to avoid any conflict what so ever. Thats fine, but only up to a certain point.

These zones can have a alot of depth to them.
 
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This is a game. Sometimes you're just going to die. Thats what rebuys and credits are for. Setbacks are important.

But they are pointless if they cannot be avoided.

So you jump in to a CZ, and run out of ammo as you don't want to just run lasers.

So you have to either suicide or hang around for 45 minutes whilst the NPCs finish the scenario.

That sounds like riveting game play.

How about you demonstrate that,

Fly in to a high intensity CZ with no ammo, stay in it until the npcs finish the scenario, and show us how much fun it will be not being able to jump away.

Will await the YouTube video

Just because it is a game doesn't me we need to rush in guns blazing and ignore deaths

Deciding when to retreat is part of combat, and part of the game

"I have extra lives so I can just die" doesn't mean removing the option to retreat to rearm adds to the game but rather detracts, as you are limiting options, and choices rather that broadening them.

NPCs already wake out if damaged and disarmed.

And those that do, dont count towards the progress counter, so why cant we as players.

If you want a timed PVP fight, there is CQC

The discord is still active, and with the lower minimums you can get those 1v1 duels, which I am sure you would never quit out of early
 
But they are pointless if they cannot be avoided.

So you jump in to a CZ, and run out of ammo as you don't want to just run lasers.

So you have to either suicide or hang around for 45 minutes whilst the NPCs finish the scenario.

That sounds like riveting game play.

How about you demonstrate that,

Fly in to a high intensity CZ with no ammo, stay in it until the npcs finish the scenario, and show us how much fun it will be not being able to jump away.

Will await the YouTube video

Just because it is a game doesn't me we need to rush in guns blazing and ignore deaths

Deciding when to retreat is part of combat, and part of the game

"I have extra lives so I can just die" doesn't mean removing the option to retreat to rearm adds to the game but rather detracts, as you are limiting options, and choices rather that broadening them.

NPCs already wake out if damaged and disarmed.

And those that do, dont count towards the progress counter, so why cant we as players.

If you want a timed PVP fight, there is CQC

The discord is still active, and with the lower minimums you can get those 1v1 duels, which I am sure you would never quit out of early

You can have so many reloads now in this game its unbelievable. Learn to use them.
 
Dont be a fish.

This would require people to learn and fight back. This has nothing to do with seal clubbing or killing weaker ships or anything like that at all.

It has everything to do with that. You are demanding that all players who find themselves in your barrel must fight, must participate, it doesn't matter if they have other things to do, or entered the zone for the wrong reason. You want targets, preferably easy ones since that is what you normally ask for. And now you don't want them to even have a chance to evade but just wait their turn until you can kill them. Have you thought that maybe not all players who want to do PP fly meta build ships, they might just be starting out in the game. Yet you want those to be forced to visit the rebuy screen just so you can force your way of playing the game on everyone else.
 
It has everything to do with that. You are demanding that all players who find themselves in your barrel must fight, must participate, it doesn't matter if they have other things to do, or entered the zone for the wrong reason. You want targets, preferably easy ones since that is what you normally ask for. And now you don't want them to even have a chance to evade but just wait their turn until you can kill them. Have you thought that maybe not all players who want to do PP fly meta build ships, they might just be starting out in the game. Yet you want those to be forced to visit the rebuy screen just so you can force your way of playing the game on everyone else.

Jesus, this is a terrible mindset to have.

If I wanted to run around killing randos and weaker ships I can do that already.

Im talking about legit competition here.
 
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Don't play dumb.


Show us an example of what you want

Join a CZ

And stay in it until it is over
But simulate running out of ammo by going in with no weapons.

Show us how much more enjoyable and fun it will be having to stay in a CZ until the end even if you have run out of ammo

Record that and put it on YouTube and let us see the exciting promise of your suggestion
 
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Don't play dumb.


Show us an example of what you want

Join a CZ

And stay in it until it is over
But simulate running out of ammo by going in with no weapons.

Show us how much more enjoyable and fun it will be having to stay in a CZ until the end even if you have run out of ammo

Record that and put it on YouTube and let us see the exciting promise of your suggestion

Im not going to be a that runs out of ammo ;)

Go farm. Be prepared. Use some lasers in your builds.
 
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