Smuggler Archive
Thread: FD/Evasion/DNA Death Sample 2.2 updated version!!
yimaz wrote:
Im not say the BH does a little dance and flys away. It's not a big stretch to think a BH would check a pulse then kill his mark, come on really now, for the bigger picture of fun and interaction it really is not some grand leap of faith.
riotcontrol wrote:
Ternque01 wrote:
I agree with Daturaze. I'm not trying to be harsh on your idea Yimaz.
Same here. And no, it's not only because I've been on the BH side of the conflict.
The thing is - game mechanics that require a significant suspension of disbelief just to work simply aren't designed properly. It might be justified by roleplaying, it might be justified with your character not knowing the metagaming information you know but... it's always better to design a system in which the player doesn't have to think about game mechanics much, and instead is able to naturally do what his character would do.
Funny - that would mean that the only profession that checks a pulse is the Bounty Hunter. The Doctors, Medics, Combat Medics they all can diagnose and get a readout of all the FDer's stats from afar, but the poor Bounty Hunter has to walk up, put himself in a compromised position to do it ??
beating dead horseIF a BH knows that it's a possiblity that by checking the FDer's pulse that he can set himself up to be attacked then there's no way the BH will do it - they'll simply shoot from afar to assure their own safety./beating dead horse
Cheers
Dat
Daturaze wrote:
yimaz wrote:
Im not say the BH does a little dance and flys away. It's not a big stretch to think a BH would check a pulse then kill his mark, come on really now, for the bigger picture of fun and interaction it really is not some grand leap of faith.
riotcontrol wrote:
Ternque01 wrote:
I agree with Daturaze. I'm not trying to be harsh on your idea Yimaz.
Same here. And no, it's not only because I've been on the BH side of the conflict.
The thing is - game mechanics that require a significant suspension of disbelief just to work simply aren't designed properly. It might be justified by roleplaying, it might be justified with your character not knowing the metagaming information you know but... it's always better to design a system in which the player doesn't have to think about game mechanics much, and instead is able to naturally do what his character would do.
Funny - that would mean that the only profession that checks a pulse is the Bounty Hunter. The Doctors, Medics, Combat Medics they all can diagnose and get a readout of all the FDer's stats from afar, but the poor Bounty Hunter has to walk up, put himself in a compromised position to do it ?? It makes sense since the BH is the only profession that GETS PAID TO KILL PEOPLE,lol
beating dead horseIF a BH knows that it's a possiblity that by checking the FDer's pulse that he can set himself up to be attacked then there's no way the BH will do it - they'll simply shoot from afar to assure their own safety./beating dead horse
Cheers
Dat
Message Edited by yimaz on 02-04-2005 03:59 PM
Cloudchasing wrote:
Yim,
This idea is good, and I like where you were going in the BH forum, but this seems a little bit too "scripted"
Unless the smuggler really has a lot invested in combat, then it will ALWAYS be, avoid, attack, FD, run. If not the FD, then we run (or win?) Earlier. Here's the question, really. How do we win? Other than killing the BH, which few of us can do most likely, how do we win?
When is the BH's mission over?
Maybe if there was a time limit, but if there was, then many of us would simply log off and come back on after the mission timer is expired. Do we have to meet somebody? If so, how does that stop the mission. Maybe we have to pay a guy, but how much? A full mission worth? Like, if we fail a mission for 100k, do we have to pay the crime-boss 100k? or do we need to pay him whatever the BHs mission is?
Just curious, and I don't have a good answer. I just want to play a little devil's advocate
JTGAlpha wrote:
Eh. Campers don't hang around forever...especially when you hit the /afk button. Besides...ya disco/reco they'll go away real quick.
WesBelden wrote:
Great post Yimaz, I like the vehicle pull and maskdroid skills, although I would prefer to see them further up the skill tree. I'd also like to see a BH's chance to detecta pulse be directly tied in to the BH's and Smuggler's ability; i.e. A BH at investigation 2 has next to no chance of detecting a Master Smuggler, while a M BH has a very good chance of detecting a Smuggler with just DF 1.
WesBelden wrote:
JTGAlpha wrote:
Eh. Campers don't hang around forever...especially when you hit the /afk button. Besides...ya disco/reco they'll go away real quick.
Or better yet FDing successfully breaks combat with everyone bar the BH, who if is fooled aswell has combat broken aswell. Then up gets your Smuggler, fresh as a daisy and ready to hi-tail it out of there.
Great post Yimaz, I like the vehicle pull and maskdroid skills, although I would prefer to see them further up the skill tree. I'd also like to see a BH's chance to detecta pulse be directly tied in to the BH's and Smuggler's ability; i.e. A BH at investigation 2 has next to no chance of detecting a Master Smuggler, while a M BH has a very good chance of detecting a Smuggler with just DF 1.
Smuggler see's a BH comming, pulls his rige hits the /mask tracking and is off away fromthe BH. who now will have a hard time locating said smuggler. To make it automatic the BH will never find the smuggler and he is supposed to find him that is the point of being added to the system on the BH's end. This has to be fair to both smugglers and BH's and if they can never find us whats the point.
Ternque01 wrote:
I still think you need to change the /masktrackingdroid to be an automatic, fulltime skill to always disrupt tracking droids.
Even with an accuracy error of 800 meters it will still be very easy to find a stationary smuggler. With droid update times being very quick at MBH, it would be possible for a BH to map out the waypoints that are scattered and estimate a smuggler's real location. - they are supposed to find the smuggler. is just not supposed to be easy.
This /masktrackingdroid skill would be most effective for a smuggler who stays mobile and on the run (like it should be). - in my system that is exactly how it works.
I believe 100% that if you keep this as a skill that the smuggler themselves will activate, most smugglers will die to BH before they can ever use it because they never even knew they were being hunted until it's too late. If you choose to let smugglers know beforehand that a BH is actively tracking them, a smuggler could just hide in a private house or jump into space, and the bounty mission will be meaningless and broken by this mechanic. - smugglers need to have one eye over their shoulder if they are told they are being tracked the system (as you stated) will be broken.
That is why I strongly think that you should never alert a smuggler that they are being tracked, and that the skill needs to be automatic. For the paranoid/wary smuggler who has recently broken the law, staying on the move would be best for them.
Message Edited by yimaz on 02-06-2005 04:23 PM
not bad
JTGAlpha wrote:
Perhaps it could work like this...
The tracking droid is launched...
The smuggler gets an email from a "Spynet Friend" or a "Slicer" that says they intercepted a transmission...
The smuggler hits the /maskbiosig button...
The tracking droid finds the planet that smuggler is on, but loses the signal...
The tracking droid is confused for a period of time equal to the smuggler's time to use the skill again...
Meanwhile the bounty hunter can launch a second probe that can narrow the search a little...enough to extrapolate the nearest spaceport...
The smuggler can, if he's quick, find a way off planet, or place to hide.
After the proscribed time, the cycle can begin anew.
For instance if I was a smuggler in this incident I would simply keep hopping starport to starport.