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What happens if i DC in a mission?

Author
PUNISHER MK9
Mara Draven Institution
#1 - 2014-10-07 18:58:21 UTC
Will my ship just stay there until it explodes? or will it warp out after xxxx amount of time?
Paranoid Loyd
#2 - 2014-10-07 20:07:06 UTC  |  Edited by: Paranoid Loyd
You will warp immediately unless you are disrupted by NPCs or if you are using a Marauder and are in Bastion mode.

In most cases you will be fine but, don't fly what you can't afford to lose applies.

"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!

Lil' Brudder Too
Pistols for Pandas
#3 - 2014-10-07 21:04:09 UTC
In theory, unless CCP changed something, the regular NPC scram/disrupt does not hinder the E-Warp that your ship will initiate upon losing connection. However, if you get stuck on something or are otherwise mal-aligned, you will not warp. You will however re-warp back into the pocket upon logging back in.

Also, there was an issue with bastion, where your ship would only make one attempt to leave, so if you were in bastion, you'd be stuck with your tank essentially 'off'. I believe CCP has since rectified this by having the ship make repeated attempts to get out, so when bastion ends it's cycle, you would warp.

However, i have not tested this theory, as the only way is to put said shiney into harms way.
DeMichael Crimson
Republic University
Minmatar Republic
#4 - 2014-10-07 21:08:15 UTC  |  Edited by: DeMichael Crimson
I thought CCP made changes a while back to stop people from escaping loss of their ship by doing log outs. I could be wrong and if so, please list the correct info but I think these are the current timers for logging out while in space.

No Combat = ship will stay there for 1 minute before warping to a random location 1 mill km's away and then disappear.

NPC combat = ship will stay there for 5 minutes before warping to a random location 1 mill km's away and then disappear.

PvP combat = ship will stay there for 15 minutes before warping to a random location 1 mill km's away and then disappear. (If ship is destroyed, pod warps to location and stays there for 15 minutes before disappearing.)


If ship is warp scrammed it won't be able to warp away. Defensive Modules stop working when their cycle is completed or after 1 minute of client disconnect / log off, whichever comes first.



DMC
Lil' Brudder Too
Pistols for Pandas
#5 - 2014-10-07 22:22:34 UTC
DeMichael Crimson wrote:
I thought CCP made changes a while back to stop people from escaping loss of their ship by doing log outs. I could be wrong and if so, please list the correct info but I think these are the current timers for logging out while in space.

No Combat = ship will stay there for 1 minute before warping to a random location 1 mill km's away and then disappear.

NPC combat = ship will stay there for 5 minutes before warping to a random location 1 mill km's away and then disappear.

PvP combat = ship will stay there for 15 minutes before warping to a random location 1 mill km's away and then disappear. (If ship is destroyed, pod warps to location and stays there for 15 minutes before disappearing.)


If ship is warp scrammed it won't be able to warp away. Defensive Modules stop working when their cycle is completed or after 1 minute of client disconnect / log off, whichever comes first.
DMC

The timers are not how long before the e-warp, but how long the ship sits at the new location before it disappears. Able to be scanned out and subsequently destroyed.
Chainsaw Plankton
FaDoyToy
#6 - 2014-10-07 23:18:53 UTC
afaik active modules stay active until you do disappear. I've been meaning to test this with the new NPC aggro timer (especially with regard to bastion mode) I just haven't gotten around to it. And I suppose it would also be relevant if warp scrammed by npcs

@ChainsawPlankto on twitter

DeMichael Crimson
Republic University
Minmatar Republic
#7 - 2014-10-08 00:09:08 UTC  |  Edited by: DeMichael Crimson
Well, if the ship automatically goes into warp when the client loses connection to the server then the NPC timer doesn't mean anything in high sec, especially if NPC scram/disrupt doesn't affect the E-Warp.

The NPC's definitely aren't going to chase you in high sec and the chance of another player scanning you down to do combat is very small.

Given the choice between staying in the NPC pocket resulting in ship loss verses logging out and maybe lose the ship to player action, I'll take the log out option every time. Besides that, after a minute can just log back in and be in ship as it's warping back to the mission location. If it's a gated mission site, won't even see any NPC's and can just warp to a station for repairs.

Maybe I'm misunderstanding the entire mechanics governing this but it seems to me that would pretty much negate CCP's attempt to stop players from using the log out option to save their ship.

Gotta say I'm confused. Definitely need some clarification on this.



DMC
PUNISHER MK9
Mara Draven Institution
#8 - 2014-10-08 06:42:23 UTC
hah oddly enough i am using a maurauder so i am really interested in the issue with bastion mode, I really only looking to hope for some sort of dc protection so i dont sit there forever until i eventually die.
Sentenced 1989
#9 - 2014-10-08 09:45:08 UTC
On disconnect following happens:

a) all your highslots turn off, medium slots and low slots continue running until you disappear from space, die or cap out
b) your ship initiates e-warp, if you are scrammed/disrupted by something or if you are in bastion, bad news, you are not going anywhere

bI) there is some strange behavior regarding bastion where sometimes it stays on whole time (doesn't turn off like rest of highslot modules), sometimes you do get e-warp after bastion cycle has ended, etc... so whole bastion thingy is still unclear, but rest of the rules stand.
afkalt
Republic Military School
Minmatar Republic
#10 - 2014-10-08 09:54:25 UTC
DeMichael Crimson wrote:
Well, if the ship automatically goes into warp when the client loses connection to the server then the NPC timer doesn't mean anything in high sec, especially if NPC scram/disrupt doesn't affect the E-Warp.

The NPC's definitely aren't going to chase you in high sec and the chance of another player scanning you down to do combat is very small.

Given the choice between staying in the NPC pocket resulting in ship loss verses logging out and maybe lose the ship to player action, I'll take the log out option every time. Besides that, after a minute can just log back in and be in ship as it's warping back to the mission location. If it's a gated mission site, won't even see any NPC's and can just warp to a station for repairs.

Maybe I'm misunderstanding the entire mechanics governing this but it seems to me that would pretty much negate CCP's attempt to stop players from using the log out option to save their ship.

Gotta say I'm confused. Definitely need some clarification on this.



DMC


It was to stop logoffskis by null* [anom] ratters to allow a quick scanner some time to get a hold of them and pop them.



*Probably applies to low too, but who rats in low?
Chainsaw Plankton
FaDoyToy
#11 - 2014-10-09 04:02:45 UTC
PUNISHER MK9 wrote:
hah oddly enough i am using a maurauder so i am really interested in the issue with bastion mode, I really only looking to hope for some sort of dc protection so i dont sit there forever until i eventually die.


I've been meaning to test that, but I accidentally +5 to -10 Pirate

at some point you do disappear though as I found out when I had a mission 90% cleared but still came back in hull. Now I just run a medium deadspace rep as they are pretty dang cheap, and tank far more than enough with bastion. and haven't had an issue since, but I don't think I had a serious DC in that time frame either.

@ChainsawPlankto on twitter

Estella Osoka
Perkone
Caldari State
#12 - 2014-10-09 13:42:53 UTC
DeMichael Crimson wrote:
I thought CCP made changes a while back to stop people from escaping loss of their ship by doing log outs. I could be wrong and if so, please list the correct info but I think these are the current timers for logging out while in space.

No Combat = ship will stay there for 1 minute before warping to a random location 1 mill km's away and then disappear.

NPC combat = ship will stay there for 5 minutes before warping to a random location 1 mill km's away and then disappear.

PvP combat = ship will stay there for 15 minutes before warping to a random location 1 mill km's away and then disappear. (If ship is destroyed, pod warps to location and stays there for 15 minutes before disappearing.)


If ship is warp scrammed it won't be able to warp away. Defensive Modules stop working when their cycle is completed or after 1 minute of client disconnect / log off, whichever comes first.



DMC


The timers you are thinking about DMC only come into play after you e-warp. Once a ship e-warps out it is subject to those timers. Meaning depending on what timer you have, that is how long a combat prober will have to scan you down.
DeMichael Crimson
Republic University
Minmatar Republic
#13 - 2014-10-10 06:22:31 UTC
Yeah something just doesn't seem right to me. I thought the whole purpose of the log out timers was to stop people from using log off as a way to save their ship from being destroyed.

Guess from all the replies here the actual purpose of those timers is to allow a chance for PvP action to continue, mainly for low / null sec and War Targets active in high sec.

Now if NPC warp scram has no affect on E-warp, then that 5 minute NPC timer is useless, especially if the mid and low slot modules stay active for the duration of the log off timer until the ship disappears from grid.

The NPC timer definitely won't stop players from using the log out option to save their ship from being destroyed by NPC's and as I said before, the chance of someone probing their ship down within the 5 minute timer to do combat is very small, especially in high sec with Concord active.

Makes me wonder if the character of the disconnected player still shows as active in local chat for the duration of those timers??



DMC



Balshem Rozenzweig
24th Imperial Crusade
Amarr Empire
#14 - 2014-10-10 10:46:45 UTC
Cannot provide the math, but I did loose a prophecy to a mission due to loosing connection. Cannot say how much it took the drones to kill me but they did. I e warped in my capsule just to stare at my 80M wreck. I almost shed a tear that very moment.

"NUTS!!!" - general McAuliffe

Starrakatt
Celtic Anarchy
Dead Terrorists
#15 - 2014-10-10 11:47:17 UTC
DeMichael Crimson wrote:
Yeah something just doesn't seem right to me. I thought the whole purpose of the log out timers was to stop people from using log off as a way to save their ship from being destroyed.

Guess from all the replies here the actual purpose of those timers is to allow a chance for PvP action to continue, mainly for low / null sec and War Targets active in high sec.
Yes

Quote:
The NPC timer definitely won't stop players from using the log out option to save their ship from being destroyed by NPC's and as I said before, the chance of someone probing their ship down within the 5 minute timer to do combat is very small, especially in high sec with Concord active.
If the player is logging off to escape death when seeing another player coming in his/her mission/DED plex to attack his/her ship, maybe the fact that your ship has been probed down already should be considered, so probing a logged off and NPC or PVP agroed ship will take no time at all. This includes your pod.

I know.Blink

Quote:
Makes me wonder if the character of the disconnected player still shows as active in local chat for the duration of those timers??

No, character disappears from Local, that's how you know he actually logged off.
Chainsaw Plankton
FaDoyToy
#16 - 2014-10-10 18:32:45 UTC
DeMichael Crimson wrote:
Now if NPC warp scram has no affect on E-warp, then that 5 minute NPC timer is useless, especially if the mid and low slot modules stay active for the duration of the log off timer until the ship disappears from grid.


any source on that? honestly I get warp scrammed so rarely in pve I'm not sure I could even test it. if I ever get around to doing that, probably going to try and fix my sec status first.

@ChainsawPlankto on twitter

Jenn aSide
Worthless Carebears
Pandemic Horde
#17 - 2014-10-10 18:50:34 UTC
I lost a machariel last week to a disconnect because I was scrammed. I had a cap stable tank but it was a minimal tank (because mach speed tanks), logged back in still scrammed and in hull, couldn't save the ship. A damage control would have save me.

Replacement machariel hss damage control on. I got sloppy after 7 years of missioning and paid for it.
Dersen Lowery
The Scope
#18 - 2014-10-10 19:04:01 UTC
Chainsaw Plankton wrote:
DeMichael Crimson wrote:
Now if NPC warp scram has no affect on E-warp, then that 5 minute NPC timer is useless, especially if the mid and low slot modules stay active for the duration of the log off timer until the ship disappears from grid.


any source on that? honestly I get warp scrammed so rarely in pve I'm not sure I could even test it. if I ever get around to doing that, probably going to try and fix my sec status first.


Once you buy up your sec status, the Sisters of EVE arc has a mission where you're pointed. If you get a warp-speed-rigged frigate or destroyer you can blitz through the other missions to get to it.

Proud founder and member of the Belligerent Desirables.

I voted in CSM X!

Estella Osoka
Perkone
Caldari State
#19 - 2014-10-10 23:09:39 UTC
If you are warp disrupted by an NPC or player, you do not e-warp.
DeMichael Crimson
Republic University
Minmatar Republic
#20 - 2014-10-11 06:24:49 UTC  |  Edited by: DeMichael Crimson
OK, hopefully I'm on the same page as everyone else in regards to logging off.

Blink


Quote:
When the client disconnects from the server :

No Combat = ship will E-Warp to a random location 1 mill km's away and stay there for 1 minute, then disappear.

NPC combat = ship will E-Warp to a random location 1 mill km's away and stay there for 5 minutes, then disappear.

PvP combat = ship will E-Warp to a random location 1 mill km's away and stay there for 15 minutes, then disappear.

No E-Warp if ship is Warp Scrammed by Player or NPC. If ship is destroyed, Pod will E-Warp to random location 1 mill km's away and stay there for timer duration (5 min NPC, 15 min PvP), then disappear.

Any aggression against the disconnected ship extends the timer duration indefinitely until ship is destroyed or remains in space untouched for full timer duration.

All high slot modules turn off when client disconnects, all mid and low slot modules stay active for timer duration until ship disappears.

In Bastion Mode, ship will E-Warp after Bastion Module completes it's cycle.

Now if that's not correct then please post correction so that everyone, especially me, has the correct info.

Thanks.



DMC
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