Difference between revisions of "User:Zanthra shard/Fanfest2012CrimewatchQA"
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Dev: Can flipping will flag you to everyone. | Dev: Can flipping will flag you to everyone. | ||
− | Player: | + | Player: Ships can bounce into and out of an orca. |
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Dev: No answer. | Dev: No answer. | ||
Player: Broken bounty. | Player: Broken bounty. | ||
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Dev: Not going to be fixed in this run, but that and smuggling they want to be done. | Dev: Not going to be fixed in this run, but that and smuggling they want to be done. | ||
Latest revision as of 00:01, 23 March 2012
This is a list of things discussed in the Crimewatch Q and A, I am not going to go through and clean this up yet, the things here were very theoretical with both players and devs throwing out ideas.
Player: RR Agresion transferring
Dev: RR can jump when the ships that fired can jump. You inherit the timer from the person you rep. (Expires 60 seconds after the last shot they fired)
Dev: Corp hopping is changing in ways that should make immediate aggression changes from joining or leaving a corp not a concern. (In that someone docking, joining a corp at war with you, and undocking is not something that is going to bother you)
Player: Can theft used for dueling.
Dev: CCP would rather have explicit dueling.
Dev: Can flipping will flag you to everyone.
Player: Ships can bounce into and out of an orca.
Dev: No answer.
Player: Broken bounty.
Dev: Not going to be fixed in this run, but that and smuggling they want to be done.
Dev: Pod all or nothing bad. New bounty is by ship destroyed value. Not mods that drop.
Dev: All faction mods coming to market! (can be tracked for price for bounties)
Dev: Insurance payouts won't change, just hulls by design.
Player: Pod killing vs tackling.
Dev: Tackling will be suspect, killing will be criminal.
Player: Want to be pirate, should have to continue to work at it. Possibly slowly move to -5 or 0 over tune. Dev: Concern about inactive characters.
Dev: Going to get rid of kill rights. Might come back with bounty hunting change.
Player: -10 and +10 it's own reward.
Dev: Negatives shooting negative does increase sec status.
Player: Possible switch to not gain sec.
Dev: Scaling of police. Sec of systems still matters. Don't want to keep track as the sec status goes up, so minimal danger scaling with system sec status.
Dev: GCC in high sec: Warp scramble immediately, then death ray after delay.
Player: Some feel death ray breaks immersion. Someone suggest that concord hacks the ship and self destruct.
Dev: Engaging above -5 in low sec is suspect.
Dev: Could make stealing from cans legal, could to make wrecks free loot too.
Player: Concern about difficulty getting sec status down.
Dev: Infinite concord is bad.
Dev: Shooting suspect will not allow the suspect to shoot back with the current idea. (can't create a 1 to 1 agression mapping between the suspect and the agressor to allow him to shoot)
Dev: If you engage suspect in high sec you become suspect possibly.
Dev: Engaging a suspect becomes a duel agreement possibly.