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[Proposal] Remove Self-Destruct while engaged in combat

Author
Jint Hikaru
OffWorld Exploration Inc
#41 - 2012-02-14 12:39:28 UTC
FloppieTheBanjoClown wrote:
Self destruct should:

-Destroy all cargo and modules, denying the aggressor loot.
-Generate a combat log entry, the same as a Concord kill.
-Not pay insurance, or at least reduce insurance payout by 50%.

That way victims can still thumb their noses if someone fails to bring the firepower to get loot out of their freighter, but the aggressors get the killmail so they can prove they got the kill.


Fully agree.
(no insurance, you broke it, you buy it)
I also think that larget ships should have a longer SD timer....

Jint Hikaru - Miner / Salvager / Explorer / SpaceBum In the beginning the Universe was created. This has made a lot of people very angry and been widely regarded as a bad move.

Loki Malikite
Agony Unleashed
Agony Empire
#42 - 2012-02-14 21:37:24 UTC
+1 eliminate self destruct for ships engaged in combat.

or extend self destruct timer to give time for small gangs to kill them.
MNagy
Yo-Mama
#43 - 2012-02-14 21:50:20 UTC
I would also like to see no self destruct.

Still need to be able to keep the "kill yourself as a pod" - on a large timer so nobody can scram you and hold you in space for hours with nowhere to go. -That would be funny however.

+1 support either way though.
Amy Croft
Federal Navy Academy
Gallente Federation
#44 - 2012-02-14 22:40:06 UTC
Hmm.

No self destruct in combat, eh?

Fit an interceptor with some nice light weaponry, tackle a battleship and get a nice tight orbit going. Put a single gun on him intermittently until you are sure he's spent all his drones.

Put a light laser on him and go out to dinner.
Tidurious
Blatant Alt Corp
#45 - 2012-02-15 05:45:42 UTC
The reasons that you are complaining about SD is its intended purpose - to deny loot/km! Self destruct is working as intended. The guy who dies is still out a big-ass expensive ship, for Christ's sake. That's the reason that it IS WORKING.

No reason to change what isn't broken. I'm sorry you lost the kill, but you lost it through a tactic that is completely valid and there for THAT PURPOSE ALONE.
Brititos
School of Applied Knowledge
Caldari State
#46 - 2012-02-15 11:28:03 UTC
+1 to the idea of at least making it more difficult, something sort of time depending on the ship size. Whatever that will actually give the attackers a chance to pop the target before the timer.
Inquisitor Magneto
Imperial Academy
Amarr Empire
#47 - 2012-02-15 16:16:02 UTC
hmmm disagree with this motion for several reasons.

Fist this is suppose to be as real as possible to space/planet life in the future. in every movie, show, attribute of history that deals with a captain. a ship has always had a self destruct application. This attribute is meant to do just that. give the aggressor no ability to have the kill or the loot. I say one should be lucky you dont get hit by the shock wave of a ships explosion in eve online.

to call something an exploit as i see some of you do is not only false but not factual. captains of past history scuttle their ships rather then have the vessel or its cargo fall into enemy hands.

I say if you dont want a self destruct then we do the below attribute as a simple compromise.


the captain must push the self destruct button before he/she ship goes into 55% hull. if at 50% hull the destruct sequence is deactivated due to the ships computer being shut down. You need 5 seconds to activate and go through the motions. weapons and other attributes are still working. The other side of this coin of getting this feature is an explosion radius. Ships that explode now can do dps damage. the percentage of this damage should be based upon several factors. the size of the ship. what type of power output it has as well as rigs and modules it is using.

This to my understanding would be a compromise to the many who wish to have self destruct not working in a combat situation and those who see it as apart of space life and should always be working. even though it is apart facts and apart of human history.

evereplicant
Doomheim
#48 - 2012-02-15 17:09:50 UTC
not supported to fully remove. Infact its a viable tactic. ever watched star trek, when old kirk, picard and even janeway self destructs rather than let the enemy destroy them! Well same thing here. Just because you cant kill it quick enough, well thats your problem you havent brought a bigger fleet. However there lies your solution.

Make the destruction timer longer, say 10 minutes instead of 2. Voila
Utsen Dari
Sebiestor Tribe
Minmatar Republic
#49 - 2012-02-15 18:11:59 UTC
Tidurious wrote:
The reasons that you are complaining about SD is its intended purpose - to deny loot/km! Self destruct is working as intended. The guy who dies is still out a big-ass expensive ship, for Christ's sake. That's the reason that it IS WORKING.

No reason to change what isn't broken. I'm sorry you lost the kill, but you lost it through a tactic that is completely valid and there for THAT PURPOSE ALONE.

Indeed, the ship is still dead, so what's the problem with generating a mail for it? All the current mechanic does is obscure history to avoid pilot embarrassment. And what is EVE but the history the players generate? The game is pretty content-free otherwise.

Also consider this: with self destruct in the game as it is, if an enemy engages you, they think they have enough force to crush you in less than 120 seconds. If self destruct generated a record, they'd be much more willing to engage with more even odds and you might actually save that big expensive ship more often.
Gravecall
Nordic Innovations
#50 - 2012-02-16 10:24:36 UTC
FloppieTheBanjoClown wrote:
Self destruct should:

-Destroy all cargo and modules, denying the aggressor loot.
-Generate a combat log entry, the same as a Concord kill.
-Not pay insurance, or at least reduce insurance payout by 50%.

That way victims can still thumb their noses if someone fails to bring the firepower to get loot out of their freighter, but the aggressors get the killmail so they can prove they got the kill.


Asuka Solo wrote:
Boost SD!

Make it take out all the attacking ships within range!


A suggestion would be have the KM always generated, and obviously assigned to the highest damage dealer excluding the pilot of the self-destructed ship itself.
No insurance obviously...
Probability of destroying all fittings, with the probability being proportional to the remaining HP of the ship, so at 100% health you're guaranteed complete destruction, at 10% only 10% chance of each module being destroyed in the blast (think of it as damaged charges failing to blow if the RP-ers need a reason).

Have a smart-bomb style, albeit untyped damage (since it's an entire ship going up), blast, with the radius based upon the ship size and the damage based upon total remaining HP.


I like the idea of flying/suffering a fleet of overtanked ships whose only action in combat is to swarm the opposing fleet's most valuable ships and destroy them using self destruct blasts.

i would worry about the impact of such upon the usefulness of short range-high damage weapons though...
Kimbeau Surveryor
Stapeley House
#51 - 2012-02-17 14:15:52 UTC
Lownah wrote:
self destructing is a valid game mechanic that has its place in the game. I disagree with all these people calling for the total removal of the self destruct option. However, a killmail should be generated.
This.
Don't forget the interaction of self-destruct and skill loss for T3 ships. Removing the pilot's choice to self-destuct to save his skills would be sad.
Tanya Powers
Doomheim
#52 - 2012-02-17 20:14:36 UTC
NOES

Self destruction should get improvements and not just be the laugh it is, I want my ship to blow and make dmg around.

What are you afraid of if someone chooses to self destruct and get some of your 10 friends with it? -yes because you'll never engage without at least 2/3 jamers and double neutral reps right?

You want to talk about fairness? -E-honour?

Self destruction should provide the ultimate dmg source for every pilot. This would bring new tactics, more intelligent people and less pawn just good to hit F1.

What a joke, guys playing pussie games talking about e-honour....I'm stil laughing.
GeeShizzle MacCloud
#53 - 2012-02-20 03:08:46 UTC
lol @ self destruct nerf... soo many sci fi films ive seen would be **** compared to the alternative if there wasnt self destruct...

scuttling your ship is a long held military decision any captain of something valuable should have. it makes sense on a military and RP standpoint!

even so... all u crybabies out there wanting your lil killmails or so callec 'jew gold' for jumping into a fleet for 5 minutes and bridging or cynoing into a system... bring more guys! make friend with people and bring them too!

plus omg... who hasnt heard of fraps or the phrase "fraps or it didnt happen"??
i couldnt give a rats ass about a killmail if i took a super out... id much rather have a vid to post in every forum i know about the supercap death. if ur not frapsing a supercap death (be it a killmail or a suicide) then ur doing it wrong or ur just fuckin lazy, and if its the latter then u deserve no bragging rights if he self destructs b4 u kill him.

bt it sounds soooo much like the people who have the problem with the self destruct button are the people concerned with improving their kb efficiency to make up for ****** pilot skills in one 10-15 minute show of co-operation and force.

a super killmail isnt a badge to show ur pro, its just a sign that you'll jump onto an opportunity thats gifted to you as and when it suits you. and when ur too much of a "skilled" PVPer to actually get that little link to the righteous killmail, u come onto here to ***** and moan.

bravo.
Seagravity
SkREW CREW
#54 - 2012-03-06 00:06:25 UTC
should not be allowed in combat.. or at worst should generate loss/killmail
or capitals and supercaps should have longer timers.. something to make it less appealing to the foolish
Kaylana Kavees
StarFire Industrialist Exchange
#55 - 2012-03-06 12:52:51 UTC
Zelle MacLeod wrote:
Remove the option to self-destruct while engaged in combat.

- as a member of small pvp corporation, the tactics and effort we employ to tackle a capital ship in a small fleet is hugely diminished when the hostile capital pilot simply 'self-destructs' just to deny a killmail or perhaps save himself corp embarrassment.


I have to disagree with this view point it should be at the choice of the player if they want to be able to self destruct during an engagement. Removal of this option would make the self destruct command nearly useless for there would be few other reasons to use it.

You are not guaranteed the rights to a kill unless you can successfully make the kill. This would be about as bad as how players of fps games like Call of Duty complained they only got the assist for a kill when putting a player in to final stand and not the points for the kill itself.

if you do not finish off the kill you do not deserve the kill mail or the rights to it.

The young never do as they are told, The old never do as they say.

Asuka Solo
I N E X T R E M I S
Tactical Narcotics Team
#56 - 2012-03-06 17:35:59 UTC
I propose we remove this proposal from the assembly hall and move it to the trash bin.

As a member of a small pvp corp, you do not deserve to tackle a ship worth more in isk than your whole corps combined assets.

Valid game mechanic working as intended.

Space poor tears best tears.

Eve is about Capital ships, WiS, Boobs, PI and Isk!

Kitt JT
True North.
#57 - 2012-03-08 01:39:01 UTC
The self destruct should remain in place.

One reason for it is so that if someone is being a massive ****, and is clearly going to kill you, but won't, he can't hold you there for the entire day.

Imagine if there wasn't a self destruct option. People would grief by just holding someone tackled forever. This is augmented by the new logoff mechanics.

So no. There should always be a self destruct option available.

However, I do agree that a killmail should still generate.
Macon Chalaise
VNM Biological Survey Corps
#58 - 2012-03-09 17:15:58 UTC  |  Edited by: Macon Chalaise
FloppieTheBanjoClown wrote:
Self destruct should:

-Destroy all cargo and modules, denying the aggressor loot.
-Generate a combat log entry, the same as a Concord kill.
-Not pay insurance, or at least reduce insurance payout by 50%.

That way victims can still thumb their noses if someone fails to bring the firepower to get loot out of their freighter, but the aggressors get the killmail so they can prove they got the kill.


This is EVE where "Life isn't perfect." Upon SD substantially reduce the chance of loot dropping to "almost but not quite zero."
Killmail yes since the SD pilot would not need to allow SD if they were winning or thought they could escape.
No insurance.

Also: Because suicide ganking is legit and certainly a lot of people support stiffer SD penalties against the attacker, I also agree it WOULD be cool and good to have a self-destruct pulse that damages the attackers as one destructs whether CONCORD shows up or not.

Since death is meaningless in this game, in a sense, every attack is an investment. Just because CONCORD isn't around doesn't mean the soon-to-be-spacedust pilot shouldn't get a last swing on the way out.Cool

Here's to fire. Not the fast and furious kind that burns down shacks and shanties, but the slow, seductive kind that takes down pants and panties - Irish Toast

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