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EVE New Citizens Q&A

 
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Crime and Politics

First post
Author
J'Poll
MUSE LLP
RAZOR Alliance
#41 - 2014-09-23 09:36:49 UTC
Nevil Oscillator wrote:
So the reason some NPC pirates will not shoot until you shoot at them is nothing to do with CONCORD.

It is because they are scared and are hoping you will leave them alone.


No it has to do with triggers (fire upon them, get within 'x' km of them, etc.)

Not everything can be explained from the wiki / lore, some things happen as they do because of how its programmed.


Edit: Sniped Page 3

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Nevil Oscillator
#42 - 2014-09-23 09:50:03 UTC
J'Poll wrote:


No it has to do with triggers (fire upon them, get within 'x' km of them, etc.)




I would call that an AI mechanical process, not a reason, why does the ship need to explode to create a point they can warp to ?
J'Poll
MUSE LLP
RAZOR Alliance
#43 - 2014-09-23 11:12:47 UTC
Nevil Oscillator wrote:
J'Poll wrote:


No it has to do with triggers (fire upon them, get within 'x' km of them, etc.)




I would call that an AI mechanical process, not a reason, why does the ship need to explode to create a point they can warp to ?


Yeah, and the reason it works that way, because CCP programmed the AI like that.

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Nevil Oscillator
#44 - 2014-09-23 11:19:34 UTC
J'Poll wrote:


Yeah, and the reason it works that way, because CCP programmed the AI like that.


Yes but my question was - Does that follow any Eve logic or is it just plagiarism of Space Invaders ?
Ralph King-Griffin
New Eden Tech Support
Transgress
#45 - 2014-09-23 12:29:45 UTC
Nevil Oscillator wrote:
J'Poll wrote:


Yeah, and the reason it works that way, because CCP programmed the AI like that.


Yes but my question was - Does that follow any Eve logic or is it just plagiarism of Space Invaders ?

just simple ai.

the content in eve is the other players
Gizznitt Malikite
Agony Unleashed
Agony Empire
#46 - 2014-09-23 16:54:34 UTC
Nevil Oscillator wrote:
My point was just that knowing that they are FW players and what side they are on could potentially be useful nothing more.


FYI: You can add militia to your overview, which allows you to easily identify if they are in FW and which militia they belong to.
You can also show info on them, or their corp, or their alliance, and again, if you know where to look, the info window tells you which militia they belong to (if they belong to a militia).

J'Poll
MUSE LLP
RAZOR Alliance
#47 - 2014-09-23 18:47:20 UTC  |  Edited by: J'Poll
Nevil Oscillator wrote:
J'Poll wrote:


Yeah, and the reason it works that way, because CCP programmed the AI like that.


Yes but my question was - Does that follow any Eve logic or is it just plagiarism of Space Invaders ?


Of course it follows EVE logic, as it's part of EVE.

Unless you like to warp into a mission / signature / incursion and be instant primary of entire pocket and dead before you can do anything, if that floats your boat....

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Nevil Oscillator
#48 - 2014-09-23 19:44:30 UTC
Gizznitt Malikite wrote:


FYI: You can add militia to your overview, which allows you to easily identify if they are in FW and which militia they belong to.




That will be the answer to that then
Nevil Oscillator
#49 - 2014-09-23 23:18:05 UTC
Star Gates seem to be of a different design depending on which faction sovereignty the system is but am I correct that only CONCORD are able to lock access to any of them ? and this only occurs when you are criminally flagged for initiating PVP aggression ?
Paranoid Loyd
#50 - 2014-09-23 23:23:56 UTC  |  Edited by: Paranoid Loyd
No, it is the weapons timer that locks the gate (also stations). The criminal flag does not matter in this case(except that you will get a weapons timer for 60 seconds whenever you have a criminal flag)
It should be noted however, if you are in anything but your pod and have a criminal flag you can not warp.

http://community.eveonline.com/news/dev-blogs/73443

"There is only one authority in this game, and that my friend is violence. The supreme authority upon which all other authority is derived." ISD Max Trix

Fix the Prospect!

Nevil Oscillator
#51 - 2014-09-23 23:36:59 UTC
Paranoid Loyd wrote:
, however, if you are in anything but your pod and have a criminal flag you can not warp.



You can't warp or you get warp scrammed when C arrives ?
Paranoid Loyd
#52 - 2014-09-23 23:52:26 UTC
It is hard coded that when you get a criminal flag you are globally warp disrupted until you are in your pod.
It just makes it easier than the GMs trying to police people who are evading concord (this is considered an exploit).

"There is only one authority in this game, and that my friend is violence. The supreme authority upon which all other authority is derived." ISD Max Trix

Fix the Prospect!

Nevil Oscillator
#53 - 2014-09-23 23:55:06 UTC
Paranoid Loyd wrote:
It is hard coded that when you get a criminal flag you are globally warp disrupted until you are in your pod.
It just makes it easier than the GMs trying to police people who are evading concord (this is considered an exploit).



But you still get a criminal flag in low sec, so I assume it doesn't do it in that situation ?
Paranoid Loyd
#54 - 2014-09-24 00:16:20 UTC
You can only get a criminal flag in low sec attacking a pod that is not a legal target, can't say I have done that so I can't give you a definitive answer but since there is no Concord I think that is safe to assume.

"There is only one authority in this game, and that my friend is violence. The supreme authority upon which all other authority is derived." ISD Max Trix

Fix the Prospect!

ShahFluffers
Ice Fire Warriors
#55 - 2014-09-24 00:19:54 UTC  |  Edited by: ShahFluffers
Nevil Oscillator wrote:
Paranoid Loyd wrote:
, however, if you are in anything but your pod and have a criminal flag you can not warp.


You can't warp or you get warp scrammed when C arrives ?

The former.

In the past CONCORD used to "infini-point" people when their ships showed up (i.e. their warp disruptors had an "infinite" amount of strength to it, meaning Warp Core Stabilizers did not work)... however some enterprising people learned that if they warped out just before CONCORD arrived they could go to another place and gank again (in high-sec).
So the system was changed to basically disallow warp as soon as someone is criminally flagged.


Note two things about this though;

- Evading CONCORD punishment in any way, shape, or form is considered an exploit as per the EULA and is punishable with a ban. If you see someone doing this (or find a way yourself) file a petition immediately.

- There are two stages of criminal conduct;
----- suspect timer: If you attack someone in low-sec, attack a mobile depot, attack a mobile tractor unit, or flip a jetcan you will gain this status. No NPCs will attack (except maybe station/gate guns), but all capsuleers can engage someone with this status at will anywhere in the game. It will continue for about 10-15 minutes after your last "offensive act."
----- criminal timer: if you attack a player in high-sec, pod someone in low-sec, or attack player structures except for the ones listed under the "suspect timer" you will gain this status.
This means that in high-sec any ship you fly will be immediately blown up by CONCORD (exception: your pod)... in low-sec it will be no different from a suspect timer in terms of effects unless you enter high-sec. It will continue for about 10-15 minutes after your last "offensive act."


These two timers are NOT to be confused with...

- Weapon Timer: This only comes when you attack another player regardless of the legality of it. You will not be able to dock or use stargates for 60 second after your (or the person you are supporting) last offensive act.
- Aggression Timer: There are two versions of this one but both do the same thing; they keep your ship from "disappearing" in space if you log off for any reason. The NPC form of this one will keep you in space for 5 minutes. Player Aggro will keep you in space for 10 minutes.
- Limited Engagement Timer: I'm a little fuzzy on this one... but I believe it means that you can engage the people listed in it freely. This timer lasts for 10 minutes.
Nevil Oscillator
#56 - 2014-09-24 00:58:21 UTC
ShahFluffers wrote:

- Limited Engagement Timer: I'm a little fuzzy on this one... but I believe it means that you can engage the people listed in it freely. This timer lasts for 10 minutes.


It is to do with attacking someone with a suspect flag,it brings that flag up as soon as you engage, the result of which is that they can fire back. Given that it is 15 mins they could potentially go get a bigger ship.

If you shoot their frigate that stole from your wreck for instance then just sit there salvaging the rest of the battlefield. But from my experience they prefer to just use an indestructible frigate.

Paranoid Loyd
#57 - 2014-09-24 01:05:42 UTC
Limited engagement timers are 5 minutes

"There is only one authority in this game, and that my friend is violence. The supreme authority upon which all other authority is derived." ISD Max Trix

Fix the Prospect!

Nevil Oscillator
#58 - 2014-09-24 02:22:26 UTC
Paranoid Loyd wrote:
Limited engagement timers are 5 minutes


From when the shooting stops
Nevil Oscillator
#59 - 2014-09-24 15:46:24 UTC  |  Edited by: Nevil Oscillator
So the star gates belong to CONCORD ?

Or not because if you can't warp then you can't use them.. hmm not sure about these star gates, they are almost like a natural phenomenon or something left behind by an ancient civilization.
Toshiro Hasegawa
EVE University
Ivy League
#60 - 2014-09-24 15:59:16 UTC
i think the star gates belong to the empires in which they reside.

History is the study of change.