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Question about new command bursts

Author
Bronson Hughes
The Knights of the Blessed Mother of Acceleration
#1 - 2016-12-08 12:58:03 UTC
Currently, if Player A is offering any kind of direct remote assistance to Player B (remote sensor boosting, remote reps, etc.) and Player B enters into a limited engagement, Player A will go suspect unless they have their safeties set to green, in case their remote assist modules will stop cycling. (Incidentally, this is a very handy way to remotely speed up lock times without committing the boosting ship to the fight.)

What happens if, instead of providing targeted assistance, Player A is firing off a Command Burst while fleetmate Player B has a limited engagement set? Will Player A go suspect, will Player A's safety prevent the burst from firing, or does the burst go off as normal? I suspect that it's the last answer because that would be most in line with the previous boosting mechanic, but I'd like to know before trying it out.

I plan to test this out this weekend, but I wanted to check to see if anyone had any insight into this first.

Thanks.

Relatively Notorious By Association

My Many Misadventures

I predicted FAUXs

SurrenderMonkey
State Protectorate
Caldari State
#2 - 2016-12-08 14:25:40 UTC
Bronson Hughes wrote:
Currently, if Player A is offering any kind of direct remote assistance to Player B (remote sensor boosting, remote reps, etc.) and Player B enters into a limited engagement, Player A will go suspect unless they have their safeties set to green, in case their remote assist modules will stop cycling. (Incidentally, this is a very handy way to remotely speed up lock times without committing the boosting ship to the fight.)

What happens if, instead of providing targeted assistance, Player A is firing off a Command Burst while fleetmate Player B has a limited engagement set? Will Player A go suspect, will Player A's safety prevent the burst from firing, or does the burst go off as normal? I suspect that it's the last answer because that would be most in line with the previous boosting mechanic, but I'd like to know before trying it out.

I plan to test this out this weekend, but I wanted to check to see if anyone had any insight into this first.

Thanks.



I haven't tested this, but unless something changed, the devs had flatly stated that boosting would not give a crimewatch flag (suspect). There were some objections to this, so if that changed, I'm sure someone will be along to correct me shortly, per Cunningham's Law.

"Help, I'm bored with missions!"

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Bronson Hughes
The Knights of the Blessed Mother of Acceleration
#3 - 2016-12-08 15:41:10 UTC
SurrenderMonkey wrote:
I haven't tested this, but unless something changed, the devs had flatly stated that boosting would not give a crimewatch flag (suspect). There were some objections to this, so if that changed, I'm sure someone will be along to correct me shortly, per Cunningham's Law.

I vaguely remember this as well, but I've learned that "trust but verify" is good policy when it comes to EvE updates. Big smile

Relatively Notorious By Association

My Many Misadventures

I predicted FAUXs

Bronson Hughes
The Knights of the Blessed Mother of Acceleration
#4 - 2016-12-16 18:13:50 UTC
Bronson Hughes wrote:
SurrenderMonkey wrote:
I haven't tested this, but unless something changed, the devs had flatly stated that boosting would not give a crimewatch flag (suspect). There were some objections to this, so if that changed, I'm sure someone will be along to correct me shortly, per Cunningham's Law.

I vaguely remember this as well, but I've learned that "trust but verify" is good policy when it comes to EvE updates. Big smile

Posting to confirm that hitting a fleetmate with a command burst does not produce any kind of flag for the boosting ship in the scenarios I've tried. The rest of the fleet can ****, murder, and pillage their merry arses off with no kind of consequences for the booster.

Relatively Notorious By Association

My Many Misadventures

I predicted FAUXs

Kolinthia Lincoln
Caldari Provisions
Caldari State
#5 - 2016-12-17 00:20:07 UTC
Bronson Hughes wrote:
Bronson Hughes wrote:
SurrenderMonkey wrote:
I haven't tested this, but unless something changed, the devs had flatly stated that boosting would not give a crimewatch flag (suspect). There were some objections to this, so if that changed, I'm sure someone will be along to correct me shortly, per Cunningham's Law.

I vaguely remember this as well, but I've learned that "trust but verify" is good policy when it comes to EvE updates. Big smile

Posting to confirm that hitting a fleetmate with a command burst does not produce any kind of flag for the boosting ship in the scenarios I've tried. The rest of the fleet can ****, murder, and pillage their merry arses off with no kind of consequences for the booster.


Does this apply to fleet members at war as well?