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Author Topic: 1 bug, 1 request.  (Read 2873 times)
AdmiralTigerclaw
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« Reply #30 on: March 17, 2009, 11:47:11 PM »

Balance for one.

The fact that it was not an intended feature for second.

When you are parked in Q space, you are invulnerable.  Invisible, and can see everything that's going on.

Allowing Q park to be nothing more than Q space delux allows players to have a slightly unfair tactical advantage without taking as much risk.

You get to spot your enemy, potentially stalk them, and get all lined up for an attack, without having to risk return fire or detection.

Also, because Q park would be used as both a tactical feature, and a sort of in-game 'timeout' , creating and utilizing an effective countermeasure would be disruptive.


Imagine if we leave Q park as a regular Q-drive mechanism.  You engage, stalk, and kill several people as you wish.  Then you have to take care of something, so you go AFK.  Well... in the mean time, we created the Q-jump inhibitor as a countermeasure to Qdrive and Qparking tactics.  Someone doesn't realize you're away and is actively hunting for you, manages to narrow down that 'there's an enemy in Q park right around... here.' and pops the inhibitor on and flushes your idle ship out of park.

You walk in five minutes later to find you've been killed three times.  Once when they dumped you out of park, and two more times when people saw your ship orbiting your spawning planet and took passing swipes (like we all tend to do from time to time.)

Are you going to be very happy about that?  The obvious 'safe' way to deal with it like that would be to fly your ship out of the system and park, but do you want a mechanism that essentially is the SF Internet Cafe box in all but name... all over again?  Do you want to go through all that hassle we're trying to AVOID to be able to go AFK at a moments notice without risk of getting seriously messed up in your absence?


Q park has been primarily a 'go idle' or 'pause' kind of use for the game, never intended, but found useful for people to take a break from combat and chat.

We're going to employ it as a FEATURE, specificly FOR that desperately needed function, and make sure that it is not linked to tactical gameplay options so that we do not have to screw it up by trying to balance it with all the other tactical options.

In that light.

One more thing to add to Q park.

Ship does not repair/recharge itself in Q-park.  Qparking should essentially freeze the shipstate.  If you're badly damaged with your shields down and your weapons trashed up, you still be trashed, with your shields down when you come out of Q park.  That will greatly limit that abuse factor as well.  The only tactical use it would be good for would be cowering out of a fight, which is something you can do with a regular Q jump anyway and would only circumvent a jump in hibitor, but be otherwise completely useless unless your plan of action is to sit there and wait an hour.  (Because you won't be able to swap to a normal Q jump, so you can't move, your enemy knows you're still there, and you will be in exactly the same shape as you were before, and he'll be getting better, which will be advantage him at all times.)
« Last Edit: March 17, 2009, 11:54:16 PM by AdmiralTigerclaw » Report to moderator   Logged

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« Reply #31 on: March 18, 2009, 02:50:28 AM »

I'm curious. Why do you guys object to people being able to hide where they can't be hit so they can line up a good shot before they pop out and kill everything/one?

It's not that... many players lame/cheat with it even if you can't resync Tongue
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« Reply #32 on: March 18, 2009, 04:19:14 AM »

As well I don't agree with fully removing it, but being balanced. Right now warp drives are ment to be for warping, not for sitting. If it was to be invisible and sitting, use cloak instead.

Warp drives are just ment for travel, the reason why you cannot get HIT is simply because it's a grace for travelling so you don't get hit by moving bombs. It was never ment to be used as a alternative for cloaking aka dead stop.
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