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Dev blog: Introducing the new and improved Crimewatch

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Author
Suisidol Trenchcoat
Viziam
Amarr Empire
#921 - 2012-10-09 17:55:23 UTC
I would just like to know: Why do we still have bumping at all with regards to ships? Ships warping to 0 to gates sometimes bounce off the gate like a tennis ball. And then there's the "bumping gank" everyone knows about. Freighter pilots are absolutely HELPLESS against that. Sure...you could have a friend double web you...if you have any friends online at the time and in the same corp...and if you don't? Goons get to bounce freighter around in Uedema or neighboring systems until they got a sufficient amount of force to crack that walnut open and scoop out the remains with a "neutral and enterprising" freighter that just happened to be right there as it happened. So again...I have to ask why bumping is still around at all? Must be some in depth, nitty-gritty stuff that expounds upon the virtues of having it. To me I would think removing it with respect to ships would be the solution. Perhaps that would allow for people to bounce off wrecks, gates, containers, and what have you. Can someone enlighten me here?
CCP Masterplan
C C P
C C P Alliance
#922 - 2012-10-09 17:57:32 UTC
CCP Masterplan wrote:
Shandir wrote:
Oh - question:

I don't see a way to do it, but under these new rules, is there ANY way to extend/reset another player's timer while they're not present or docked? Or can you only affect your own?

Because unexpected timer-extension is bad.

If you can find a way to do this, then I've missed something. You speak the truth about surprise-timers being bad

Someone was asking me for more details about this. By "If you can find a way to do this..." I meant in the proposed new system, not the old one. I'm well aware of certain current issues on TQ, but these aren't easily fixable under the old code. With the new flagging rules, I'm aiming to eliminate this happening altogether.

Another player should only be able to modify your timers by interacting with your own piloted ship, nothing else.

"This one time, on patch day..."

@ccp_masterplan  |  Team Five-0: Rewriting the law

Pipa Porto
#923 - 2012-10-09 18:03:13 UTC
Suisidol Trenchcoat wrote:
I would just like to know: Why do we still have bumping at all with regards to ships? Ships warping to 0 to gates sometimes bounce off the gate like a tennis ball. And then there's the "bumping gank" everyone knows about. Freighter pilots are absolutely HELPLESS against that. Sure...you could have a friend double web you...if you have any friends online at the time and in the same corp...and if you don't? Goons get to bounce freighter around in Uedema or neighboring systems until they got a sufficient amount of force to crack that walnut open and scoop out the remains with a "neutral and enterprising" freighter that just happened to be right there as it happened. So again...I have to ask why bumping is still around at all? Must be some in depth, nitty-gritty stuff that expounds upon the virtues of having it. To me I would think removing it with respect to ships would be the solution. Perhaps that would allow for people to bounce off wrecks, gates, containers, and what have you. Can someone enlighten me here?


Bunch of reasons.

But, to strike at the heart of your complaint, why are you complaining that people who bring friends have advantages over those who don't?

EvE: Everyone vs Everyone

-RubyPorto

Suisidol Trenchcoat
Viziam
Amarr Empire
#924 - 2012-10-09 18:08:55 UTC  |  Edited by: Suisidol Trenchcoat
Pipa Porto wrote:
Suisidol Trenchcoat wrote:
I would just like to know: Why do we still have bumping at all with regards to ships? Ships warping to 0 to gates sometimes bounce off the gate like a tennis ball. And then there's the "bumping gank" everyone knows about. Freighter pilots are absolutely HELPLESS against that. Sure...you could have a friend double web you...if you have any friends online at the time and in the same corp...and if you don't? Goons get to bounce freighter around in Uedema or neighboring systems until they got a sufficient amount of force to crack that walnut open and scoop out the remains with a "neutral and enterprising" freighter that just happened to be right there as it happened. So again...I have to ask why bumping is still around at all? Must be some in depth, nitty-gritty stuff that expounds upon the virtues of having it. To me I would think removing it with respect to ships would be the solution. Perhaps that would allow for people to bounce off wrecks, gates, containers, and what have you. Can someone enlighten me here?


Bunch of reasons.

But, to strike at the heart of your complaint, why are you complaining that people who bring friends have advantages over those who don't?


Complaining about the lack of friends? Who says I am? It was merely a statement. What my complaint is about is that it's used to just bounce around a ship as large as a freighter who is helpless to do anything about it on it's own. No shots are fired (yet), nothing overtly hostile is done until later when the gang is all assembled, but meanwhile that freighter sure isn't going anywhere. And rather than "strike at the heart of the complaint" why not actually give information? "Bunch of reasons" just doesn't seem that informative despite all the details you gave

I'm all for people getting together and shooting up a freighter if they want to. If the gain outweighs the cost then by all means....warp scram that ship, launch the drones, and fire the missiles....but bumping seems like it's taking advantage of mechanics that I seriously doubt were intended to paralyze people.
Zandalar Catari
Doomheim
#925 - 2012-10-09 18:29:35 UTC  |  Edited by: Zandalar Catari
so is it true that in Retribution that if someone is out mining and has to kill some belt rats for survival sake, that they will get this stupid flag that let's anyone and their mother's brother come kill them??? X and if they do manage to find a station to sit in they won't be able to dock at it until the damned timer expires anyway... that...I can't even find the words to describe how ridiculous this is going to get.

And the only remedy I can see to this is a massive influx of card carrying Orca fleets invading 1.0 space where there are no belt rats, to mine in safety, which thereby shafts every new player just starting the game out of any chance to make some money from mining without risking themselves.

I'm not talking about carebears here, I'm talking about ripping off the brand new prospective subbers getting inconvenienced as they're JUST starting out on a trial, to the point where they all say, 'Screw this, if they're just going to let all these guys with years of experience keep me from even having a chance at starting out!' Boom...no sub-4-CCP.

WTH ... are you guys deliberately TRYING to lose thousands of players (and ensure trial players decide not to sub)? Do you have the millions of subs WoW has to be able to recover from a mass exit a few of these rules will create, I wonder.


Oops
MovealongnothingtoseehereI'manidiot!
CCP Masterplan
C C P
C C P Alliance
#926 - 2012-10-09 18:32:47 UTC  |  Edited by: CCP Masterplan
Zandalar Catari wrote:
so is it true that in Retribution that if someone is out mining and has to kill some belt rats for survival sake, that they will get this stupid flag that let's anyone and their mother's brother come kill them??? and if they do manage to find a station to sit in they won't be able to dock at it until the damned timer expires anyway... that...I can't even find the words to describe how ridiculous this is going to get.

And the only remedy I can see to this is a massive influx of card carrying Orca fleets invading 1.0 space where there are no belt rats, to mine in safety, which thereby shafts every new player just starting the game out of any chance to make some money from mining without risking themselves.

I'm not talking about carebears here, I'm talking about ripping off the brand new prospective subbers getting inconvenienced as they're JUST starting out on a trial, to the point where they all say, 'Screw this, if they're just going to let all these guys with years of experience keep me from even having a chance at starting out!' Boom...no sub-4-CCP.

WTH ... are you guys deliberately TRYING to lose thousands of players (and ensure trial players decide not to sub)? Do you have the millions of subs WoW has to be able to recover from a mass exit a few of these rules will create, I wonder.

Hi there. You appear to have missed the very first post in this thread and the dev blog that it links to.

"This one time, on patch day..."

@ccp_masterplan  |  Team Five-0: Rewriting the law

Gizznitt Malikite
Agony Unleashed
Agony Empire
#927 - 2012-10-09 19:02:49 UTC
Zandalar Catari wrote:
so is it true that in Retribution that if someone is out mining and has to kill some belt rats for survival sake, that they will get this stupid flag that let's anyone and their mother's brother come kill them??? X and if they do manage to find a station to sit in they won't be able to dock at it until the damned timer expires anyway... that...I can't even find the words to describe how ridiculous this is going to get.

And the only remedy I can see to this is a massive influx of card carrying Orca fleets invading 1.0 space where there are no belt rats, to mine in safety, which thereby shafts every new player just starting the game out of any chance to make some money from mining without risking themselves.

I'm not talking about carebears here, I'm talking about ripping off the brand new prospective subbers getting inconvenienced as they're JUST starting out on a trial, to the point where they all say, 'Screw this, if they're just going to let all these guys with years of experience keep me from even having a chance at starting out!' Boom...no sub-4-CCP.

WTH ... are you guys deliberately TRYING to lose thousands of players (and ensure trial players decide not to sub)? Do you have the millions of subs WoW has to be able to recover from a mass exit a few of these rules will create, I wonder.


wow your post is disturbing....

1.) The NPC aggression flag is earned when you shoot an NPC OR when an NPC shoots you.... in short... you can get it just by sticking around long enough for a rat to aggress you.

2.) The NPC aggression flag does NOT make you a legal target in highsec/lowsec. So, even if it is 15 minutes (which CCP's sadly thinking of reducing to 1 minute... bad ccp, bad!!!), you can shoot all the NPC's you like and you won't be any more a target than you are today.... (although if you have to kill some belt rats for survival sake in highsec, you're probably in more danger than you realize!).

3.) There are two groups of carebears that will be hurt significantly by this change:
a.) Nullbears: Many nullbears often log-off when a hostile comes into system. With the current NPC despawn timer, it is extremely difficult for a group of hostiles to locate that nullbear and destroy him before his ship despawns. This is an extremely effective tactic for nullsec exhumers and ratting carriers, which, due to their slow align times, actually have a minor risk of being caught before they can warp to a safe spot. With a 15 minute despawn timer, they have a much better chance of survival attempting to warp to a safe spot (POS), as a roaming gang can scan them down and gank them within that time frame. This change is an EXTREMELY good thing.

b.) Disconnecters: I know my connection to EvE experiences regular interuptions (which occasionally lead to lost ships). Currently, if I disconnect when running a level IV mission or nullsec plex, my ship attempts to warp off, and then despawns after 2 minutes. If I'm tackled by an NPC rat, my warp off is often prevented, and the rats continue to shoot my ship until I despawn. Many mission ships (like my Kronos) don't run perma-tanks, and cannot survive 15 minutes of NPC aggro (although it can usually survive 2 minutes of aggro). Essentially, CCP is wants to prevent these types of losses, because people feel cheated when they die due to a DC.

The question is, is there a balanced NPC aggression timer that allows for legitimately DC'd players to typically survive, but prevents lame log-offs to avoid PvP interaction. 1 minute is too, too short (it's currently 2 minutes), and 15 minutes is potentially too long (especially for a carrier).

How about you make it a 3 minute NPC log off timer, during which player aggression can result in an indefinitely extendable PvP timer?
Zandalar Catari
Doomheim
#928 - 2012-10-09 19:12:16 UTC
CCP Masterplan wrote:

Hi there. You appear to have missed the very first post in this thread and the dev blog that it links to.

I did read up to page 30 something and got the impression that killing rats got you a suspect flag from many other unanswered posts in this massive thread. Sorry Oops
Rengerel en Distel
#929 - 2012-10-09 19:19:09 UTC
Zandalar Catari wrote:
CCP Masterplan wrote:

Hi there. You appear to have missed the very first post in this thread and the dev blog that it links to.

I did read up to page 30 something and got the impression that killing rats got you a suspect flag from many other unanswered posts in this massive thread. Sorry Oops

Skimming != reading. Guess they need more charts explaining what NPC, PVP, etc mean.

With the increase in shiptoasting, the Report timer needs to be shortened.

mkint
#930 - 2012-10-09 19:44:51 UTC
Rengerel en Distel wrote:
Zandalar Catari wrote:
CCP Masterplan wrote:

Hi there. You appear to have missed the very first post in this thread and the dev blog that it links to.

I did read up to page 30 something and got the impression that killing rats got you a suspect flag from many other unanswered posts in this massive thread. Sorry Oops

Skimming != reading. Guess they need more charts explaining what NPC, PVP, etc mean.

but having charts would expose that the aggro rules haven't really been simplified, just changed. Old system = if someone wrongs you, get revenge. Not sure how that was ever complicated.

Maxim 6. If violence wasn’t your last resort, you failed to resort to enough of it.

Dersen Lowery
The Scope
#931 - 2012-10-09 19:52:14 UTC  |  Edited by: Dersen Lowery
Gizznitt Malikite wrote:
Why is it wrong for the logi to become attackable by everyone?? Pilot C can still help player B by just shooting or ewaring bad guy A, then only player A could retaliate. However, player C chose to repair player B instead. I think the logi's should become vulnerable to everyone, as it highly discourages their use in highsec, and will result in greater ship losses by everyone... its straight up win, win...


How is it intuitive that shooting one person in an LE has far less in the way of consequences than repping the other? It's not that the Suspect consequence for being a third-party logi is too harsh, it's that there's no sensible parallel between the consequences for essentially parallel actions.

If both third-party shooting and third-party repping tagged someone as a Suspect (for interference) that would be an improvement on the currently proposed system.

EDIT:

Gizznitt Malikite wrote:
Disconnecters: I know my connection to EvE experiences regular interuptions (which occasionally lead to lost ships). Currently, if I disconnect when running a level IV mission or nullsec plex, my ship attempts to warp off, and then despawns after 2 minutes. If I'm tackled by an NPC rat, my warp off is often prevented, and the rats continue to shoot my ship until I despawn. Many mission ships (like my Kronos) don't run perma-tanks, and cannot survive 15 minutes of NPC aggro (although it can usually survive 2 minutes of aggro). Essentially, CCP is wants to prevent these types of losses, because people feel cheated when they die due to a DC.


Maybe the shiny new rat AI could deaggress on X's ship after X disappears from Local (i.e., DC'd), but the longer aggro timer could stay. That way, if your connection drops in an L4 the odds are good that your ship will not be blown up by rats, but it will still sit out the aggro timer before warping out, so the logoffski trick won't work.

Proud founder and member of the Belligerent Desirables.

I voted in CSM X!

DJ Xaphod
Eve Radio Corporation
#932 - 2012-10-09 20:09:54 UTC  |  Edited by: DJ Xaphod
I have a question that I'm not sure has been covered.

If someone (let's call him Steve) steals from my can (for example) in high sec and becomes a suspect, I can then shoot them.
Now we're in a limited engagement.
Imagine I win (hard to imagine I know but bear with me).
I now have a 15 minute pvp timer to wait out if I d/c..
But how long does the "in a limited engagement with Steve" flag last? the duration of the 15 minute Pvp flag, or the 60 second weapons flag, or does it have its own timer?
Even if I won the original engagement could Steve come back within the 15 minutes in a bigger ship and pop me? Shocked

≡>≡ Radio, Bringing Music to the Masses. http://eve-radio.com I play Rock & Metal Monday Nights 2200 GameTime

Topher Basquette Dusch-shur
Montana Freedom Fighters
#933 - 2012-10-09 20:24:19 UTC  |  Edited by: Topher Basquette Dusch-shur
CCP Masterplan wrote:
Zandalar Catari wrote:
so is it true that in Retribution that if someone is out mining and has to kill some belt rats for survival sake, that they will get this stupid flag that let's anyone and their mother's brother come kill them??? and if they do manage to find a station to sit in they won't be able to dock at it until the damned timer expires anyway... that...I can't even find the words to describe how ridiculous this is going to get.

And the only remedy I can see to this is a massive influx of card carrying Orca fleets invading 1.0 space where there are no belt rats, to mine in safety, which thereby shafts every new player just starting the game out of any chance to make some money from mining without risking themselves.

I'm not talking about carebears here, I'm talking about ripping off the brand new prospective subbers getting inconvenienced as they're JUST starting out on a trial, to the point where they all say, 'Screw this, if they're just going to let all these guys with years of experience keep me from even having a chance at starting out!' Boom...no sub-4-CCP.

WTH ... are you guys deliberately TRYING to lose thousands of players (and ensure trial players decide not to sub)? Do you have the millions of subs WoW has to be able to recover from a mass exit a few of these rules will create, I wonder.

Hi there. You appear to have missed the very first post in this thread and the dev blog that it links to.


I'm going to back up Zandalar just a bit here. There were many questions about the PVE aspect of these timers Masterplan missed or chose to not begin to respond to until post 883. So while I think the wording was a little uncouth, I do understand Zandalar’s frustration.
I also agree with those who have expressed frustration with the timers seeming to VERY heavily favor the aggressors and punish people who have real world obligations that might take them away from the computer. I don’t care about the insults I will get from pirates, I play Eve because running missions help me unwind and I can leave them at any time if something comes up.
I have a lot of issues with the direction this game is heading in December including the loss of viability of any Caldari cruiser and the new thought that you cannot let your real life issues allow you to log for a bit, unless you want to have you 1bil isk ship that you worked your ass off to get destroyed by a lucky scan or some other random occurrence. Luckily for all of us Eve is not real life, and we can simply not subscribe if we don’t like the changes. Until that point comes, I will continue to play the current game.
Gizznitt Malikite
Agony Unleashed
Agony Empire
#934 - 2012-10-09 20:49:05 UTC
DJ Xaphod wrote:
I have a question that I'm not sure has been covered.

If someone (let's call him Steve) steals from my can (for example) in high sec and becomes a suspect, I can then shoot them.
Now we're in a limited engagement.
Imagine I win (hard to imagine I know but bear with me).
I now have a 15 minute pvp timer to wait out if I d/c..
But how long does the "in a limited engagement with Steve" flag last? the duration of the 15 minute Pvp flag, or the 60 second weapons flag, or does it have its own timer?
Even if I won the original engagement could Steve come back within the 15 minutes in a bigger ship and pop me? Shocked


Quote:
Limited Engagements

The personal-flags system tidies up a lot of problems with the old system, but still leaves us with a couple of cases that aren't covered. The main one is that a suspect can be freely attacked, but he has no way to defend himself from attack without committing further crimes. We want to ensure that a player always has a right to self-defense, even if he is A Bad Guy. To solve this, we still require a form of A-B flagging. However this will be heavily limited in application, and won't be propagated via assistance chains like the existing aggression flags are. This is where we introduce the concept of a Limited Engagement. An LE is between a pair of characters. (Always characters, not corps, alliances, factions or anything else). An LE gives each party a legal right to attack the other, without triggering any Legal flag. An LE is ACTIVE as long as offensive actions are on-going. Once offensive acts have stopped, it will begin to count down. Resuming hostilities will reset the timer. If the timer expires (probably 15 minutes but still TBC) then the LE is ended. An LE is created when character A attacks character B, and where B is globally-attackable due to being a Suspect, Criminal or Outlaw. This then allows B to defend himself against A. Like Criminal and Suspect flags, An LE is only effective in empire space. Assisting someone who is engaged in an LE will cause the assistor to receive a Suspect flag. This is to prevent neutral logistics interfering in ongoing combat without risk to themselves.
Gizznitt Malikite
Agony Unleashed
Agony Empire
#935 - 2012-10-09 20:50:51 UTC
Dersen Lowery wrote:

Gizznitt Malikite wrote:
Disconnecters: I know my connection to EvE experiences regular interuptions (which occasionally lead to lost ships). Currently, if I disconnect when running a level IV mission or nullsec plex, my ship attempts to warp off, and then despawns after 2 minutes. If I'm tackled by an NPC rat, my warp off is often prevented, and the rats continue to shoot my ship until I despawn. Many mission ships (like my Kronos) don't run perma-tanks, and cannot survive 15 minutes of NPC aggro (although it can usually survive 2 minutes of aggro). Essentially, CCP is wants to prevent these types of losses, because people feel cheated when they die due to a DC.


Maybe the shiny new rat AI could deaggress on X's ship after X disappears from Local (i.e., DC'd), but the longer aggro timer could stay. That way, if your connection drops in an L4 the odds are good that your ship will not be blown up by rats, but it will still sit out the aggro timer before warping out, so the logoffski trick won't work.


I'm happy with this... especially if the NPC despawn timer is 15 minutes!!!
Gizznitt Malikite
Agony Unleashed
Agony Empire
#936 - 2012-10-09 21:12:57 UTC  |  Edited by: Gizznitt Malikite
Dersen Lowery wrote:
Gizznitt Malikite wrote:
Why is it wrong for the logi to become attackable by everyone?? Pilot C can still help player B by just shooting or ewaring bad guy A, then only player A could retaliate. However, player C chose to repair player B instead. I think the logi's should become vulnerable to everyone, as it highly discourages their use in highsec, and will result in greater ship losses by everyone... its straight up win, win...


How is it intuitive that shooting one person in an LE has far less in the way of consequences than repping the other? It's not that the Suspect consequence for being a third-party logi is too harsh, it's that there's no sensible parallel between the consequences for essentially parallel actions.

If both third-party shooting and third-party repping tagged someone as a Suspect (for interference) that would be an improvement on the currently proposed system.



Imagine I'm in a gang of three good Samaritans, with a dps ship, and 2 logistics ships. I find a gang of three suspects flying around and decide to engage. The DPS ships will only aggress ONE of the three suspects at a time (unless they are dumb), so only ONE of the three suspects can shoot back. Then your logistics ships rep the dps boat, which a single suspect will have a ton of trouble overcoming. With your suggestion, that suspect could switch to one of the two logistics ships, but that is futile too. The other two suspects are essentially worthless and can't join the fight. At least, with the logi's gaining a suspect flag, the two buddies can enter the fray and disrupt the logistics. Without it, logistics make becoming a suspect in highsec obnoxiously one-sided.

In truth, the three suspects should all be able to fire on the good samaritans, so a proper battle can evovle!!!
This is one of the reasons I suggested the Good Samaritan Flag.
Dersen Lowery
The Scope
#937 - 2012-10-09 21:40:30 UTC
Gizznitt Malikite wrote:
Imagine I'm in a gang of three good Samaritans, with a dps ship, and 2 logistics ships.


So yeah, the LE thing is roughly, but not thoroughly, thought through.

Not to mention, if logi are Suspects, then you have the absurd circumstance where if a logi reps a vigilante battling a Suspect, then the logi becomes a Suspect, and the vigilante can turn around and shoot the logi. Which is hilarious, but not exactly intuitive.

I like your Samaritan flag a lot better. There just isn't enough information in the flags proposed here to avoid baffling results in common cases, and your system adds that crucial missing bit of information. Ad-hoc teams make more sense in an MMO context.

Proud founder and member of the Belligerent Desirables.

I voted in CSM X!

Che Biko
Alexylva Paradox
#938 - 2012-10-09 21:44:38 UTC
CCP Masterplan wrote:
Assisting a non-corp/alliance/miliitia-mate with a PVP flag would get you a Suspect flag
Again, this one is still under discussion

Ah, so is that why my "question" about the possibility of extending LEs to the assisting player was not answered yet? Can I assume then that it's technicaly feasable and could be implemented without too much workQuestion
Gizznitt Malikite
Agony Unleashed
Agony Empire
#939 - 2012-10-09 22:32:15 UTC  |  Edited by: Gizznitt Malikite
Che Biko wrote:
CCP Masterplan wrote:
Assisting a non-corp/alliance/miliitia-mate with a PVP flag would get you a Suspect flag
Again, this one is still under discussion

Ah, so is that why my "question" about the possibility of extending LEs to the assisting player was not answered yet? Can I assume then that it's technicaly feasable and could be implemented without too much workQuestion


CCP said:
Quote:
An LE is between a pair of characters. (Always characters, not corps, alliances, factions or anything else).

They have not mentioned anything about extending LE's beyond a "pair".


You might have missed this important quote too:
CCP Masterplan wrote:

Our current thinking on this is something like:

Assisting your own corp mates* in a Limited Engagement is always legally allowed (it won't be punished per se, but you'll still inherit any W/P/S/C flags they have)

But this is still something we're discussing
* Excluding NPC corps, and assisting Outlaws in high-sec



This would allow your logistics to rep corp mates, alliance mates, and militia mates without going suspect.... Which is actually TERRIBLE.... as the Suspect doesn't even get attack rights on the logistics pilots. It's essentially creates risk free-logistics to corp/alliance/militia mates, as long as they don't go suspect.
Singulis Pacifica
Pator Tech School
Minmatar Republic
#940 - 2012-10-09 23:29:08 UTC
After reading some answers by Masterplan,

namely:

CCP Masterplan wrote:
Looks like I forgot to include the other, inverse rule, which goes something like this:
Assisting a non-corp/alliance/miliitia-mate with a PVP flag would get you a Suspect flag
Again, this one is still under discussion


I found myself confused. This is not what it says here:

Please note: "targetted assistance against a player with a PVP flag" The flag the assistor would get is the one the assistee has: the pvp flag. This will not add a suspect flag to the assistor, provided he does not have one to begin with (as that would mean he could erase his suspect flag by assisting a player that just has a pvp or weapons flag)

So as example.

Player A (in a dessie) attacks Player B (in a Skiff) with both being wardecced with each other (neither is a suspect, criminal, or outlaw)

Player A gets a weapons and PVP flag. B has no weapons so he just gets a PVP flag (assuming he doesn't have combat drones with him). It takes A time to truly destroy B. However, player C (who is in an NPC corp) is also found in the asteroid belt and decides to aid player B by repping him. This gives C a PvP flag, but nothing else. C commits no crime, there is no LE between A and B, thus C will not get a suspect flag. This is not the same as what is mentioned in the quote by Masterplan.

The main problem with the forums like this is that, because of the enormous amount of feedback any regulation that is originally described becomes a blur. Players answer questions of others and some answer corrrectly, others do not. I am not blaming anyone, but now even Masterplan contradicts himself here, adding to the confusion.

From what I understand about the blog, a suspect flag to a new player that supports another (through modules or drones) is only given if :

The assistee already has a suspect flag.
or
The assistee has an LE with someone else.

The task for CCP is to make sure that if players engage in an LE, a specific icon needs to be created to identify that supporting this player will result in being flagged as a suspect.