Navigation Relay

  • Archerftard
    Archerftard
    Potential Threat
    Joined Apr 2012 Posts: 93
    There is too much protection now! You can't catch fleets coming or going from bases or fvf fights, allow camping at relay points. I imagine pirates used to station themselves in certain spots to attack other ships unaware. If I want to leave a fleet nearbye unprotected and take a chance on what fleet comes through it should be up to me. If you want to be safe don't use the relay.
    "Appropriateness of player and alliance names is part of the game.  You'd know that if you weren't being such a ducktard !"
  • Montecristo
    Montecristo
    Incursion Leader
    Joined Mar 2012 Posts: 1,432
    seems like agreta idea... but wouldnt this promote the rate of infestations i mean this would make an easy way for groups of players traveling a hiting in sector offline players...

    and about the protection time how about a protection field... quite small one just enough to go trough
    image
  • therealslimshady
    therealslimshady
    Skilled Warrior
    Joined Sep 2012 Posts: 307
    base fleets are already invincible moving to and from a target (which sucks) i understand the whole "base fleet VS FVF fleeet" thing, but i thought hte point was to protect your base fleet with escorts. quite frankly it already makes me mad when one dreadX lvl 71 guy goes from lvl40 base to lvl 40 base in my sector and there is nothing anyone could do about it. any one of those 40's could stop him with a SW fleet, but as it is he in invulnerable and free to light up half the sector. NO FREE ZONES!
    Three ships for the Forsaken-kings under the sky,
    Seven for the Draconian-lords in their halls of stone,
    Nine for the A.I. doomed to die,
    One for the Will Harbin on his dark throne,
    In the Land of Kixeye where the Shadows lie.
    One ship to rule them all, One ship to find them,
    One ship to bring them all and in the darkness bind them
    In the Land of Kixeye where the Shadows lie.
  • Anakin Skywalker
    Anakin Skywalker
    Skilled Warrior
    Joined Mar 2012 Posts: 514
    Logic dictates that your fleet is protected while you sail to a base (currently)

    So therefore..

    If you want to expand the pvp ability by making more sectors reachable, then it stands to reason to leave the fleets comming out of the relay protected.

    I won't travel far for a good fight. Mostly hit in sector, or at a push I go next door. But I wouldn't be interested in using a relay if it meant a 12 hour repair time on a base fleet.

    I say, leave the fleets protected in the relay. They currently are at the moment!
    Anakin Skywalker

     For you, the day I rolled into your sector and smashed your bases.. was a memorable day. For me, it was Tuesday.

    Battle Pirates Videos!

  • Pirate_Steve
    Pirate_Steve
    Force to be Reckoned With
    Joined Jul 2011 Posts: 1,952
    Camping abuse, sniping abuse, refitting to get rid of a now useless streamline special, etc. completely unneccessary addition to the game. If you want to add more battles, include FvF in the alliance feature. Oh wait, then we can hit a base or three, lose a couple, three fleets in FvF and then sit there repairing fleets for 36 hours or more. No thanks!

    Imo, not needed.
  • kauznutz
    kauznutz
    Incursion Leader
    Joined Apr 2011 Posts: 1,150
    I love this idea! It will open up a large array of bases for higher level players. It will give a “surprise mechanic” to FvF battles. Imagine having someone with a random day off of work and bored port 15 sectors away…see you sailing around and simply decide to kill your fleet for sport? LOVE IT!!! You check your battle log type the cords in and he’s 15 sectors away?!?! HAHAHAHA.

    I do agree that there should either be protection either in an area surrounding the portals, or a 10sec type of thing or simply put a big **** bubble around each one.

    Good job Kixeye…finally an idea I don’t see a problem with…unless you decide to not add the protection and screw us all.

    Game Name Erebos.....google it...i'm that bad

  • Jesse J Molyneux Emt
    Jesse J Molyneux Emt
    Potential Threat
    Joined Jan 2013 Posts: 69
    I think that if your going to allow this there should only be 10 seconds at most of protection. Too many ppl living in bbls again. When buddy bbling was going on, there was last bbls. Welcome to bbl stargate pirates!
    Proud Owner of  BBA, BC, BBX, BS, Corvette, Cuda, Destroyer, Destroyer X, DNX, Frigate, Goliath, Harlock Triton, Interdictor,  Jugg, Jugg X, HHA, HHB, HLNC,  LC, LCX, Levi A, Mauler, Mercury,  Missile Cruiser, Night Hawk Nuke Cruiser, Rampart, Spectre, Stingray, Strike Cruiser,  SSA, SFF, Vindicator, VH2, Zoe Stingrays
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    Home Sector 224
  • Incursion
    Incursion
    Strike-force Captain
    Joined Jul 2012 Posts: 618
    Why not just increase map speed of fleets by 50-100% instead of adding in a new feature that will probably create more lag or glitches? Or make it so you can just just jump up to 10 sectors by clicking on your fleet.
    InCURsion-NUKEM 

  • Storm Angel
    Storm Angel
    Greenhorn
    Joined Oct 2011 Posts: 8
    Unless somebody is heading to a different sector to hit a specific base, those closest to the towers will always be choice targets.

    I know it's Battle Pirates and all that, but I'm sure there are plenty that would not want a relay tower dumped in their back yard, and it is perhaps unfair to do so.

    Maybe the invaders should be randomly located at the destination sector instead of one of the relay towers?
  • 00zau
    00zau
    Unicorn Overlord
    Joined Feb 2012 Posts: 6,403
    StormAngel wrote: »
    Unless somebody is heading to a different sector to hit a specific base, those closest to the towers will always be choice targets.

    I know it's Battle Pirates and all that, but I'm sure there are plenty that would not want a relay tower dumped in their back yard, and it is perhaps unfair to do so.

    Maybe the invaders should be randomly located at the destination sector instead of one of the relay towers?

    So? as it is, those closest to the borders are choice targets for anyone who doesn't hit in sector (and this doesn't change in-sector hitting much). This just moves where the "close" spots are.
  • KRAZYMIKE5
    KRAZYMIKE5
    Greenhorn
    Joined Nov 2011 Posts: 22
    i sent you the offer to access my computer to show you, sent you the report on my end from micro soft, i have sent you over 30 pages now of all this, and you never get back to me other then to tell me to try thing or it has to be me not you. But all my repouts from. 1. Micro soft, 2. Cable one inter net, 3. My screening my system. All come back clean. But still you put me down and say i need to do it. I also now bought a new system still no fix. What crap is this kixeye. Bugs, bugs bugs in all your thing and you do nothing for us the one's who play and make your pay check, but your fast to add new crap, why not fix the problems you have for us.............
    M.Davidson

  • sassycat
    sassycat
    Potential Threat
    Joined Feb 2012 Posts: 58
    I like the idea of fixing the things that already do not work! Your alliance feature leave a lot to be desired ( points for fvf battles, points for defending your base, here is a nifty idea how about letting someone jump somewhat close to their alliance members, SOS and shockwave crashes (I know it is MY computer and not everyone that plays the game right?)

    I was taught at a young age if you are going to start a project you finish it before you start a new one. A lesson I think Kixeye should learn and live.
  • KRAZYMIKE5
    KRAZYMIKE5
    Greenhorn
    Joined Nov 2011 Posts: 22
    i sent you the offer to access my computer to show you, sent you the report on my end from micro soft, i have sent you over 30 pages now of all this, and you never get back to me other then to tell me to try thing or it has to be me not you. But all my repouts from. 1. Micro soft, 2. Cable one inter net, 3. My screening my system. All come back clean. But still you put me down and say i need to do it. I also now bought a new system still no fix. What crap is this kixeye. Bugs, bugs bugs in all your thing and you do nothing for us the one's who play and make your pay check, but your fast to add new crap, why not fix the problems you have for us.............
    M.Davidson

  • KRAZYMIKE5
    KRAZYMIKE5
    Greenhorn
    Joined Nov 2011 Posts: 22
    I will tell you going on now 4 weeks, can't get out of base, if i do ther is no map to see, if i see one it is only part ther , few bace just around mine. Can't send my fleet any place at all. Can't get into battles, and if i do it takes hours to get out longest was 31 hours. My fleets in docks get destroyed and never leave base or dock i can't. Bug , bug bug bug. You do nothing foe now almost a month. It is not on my end, i have had even micro sort tech's in my computer it is not me but on your eand they say. And what you do have a post on this, you turn it off out of shame i guess. Was a awesome game but every one is going to other games now, because you don't fix it but keep changing or putting new thing's in it. What the heck is this, i think you just don't care about us at all the player the one's who make this game fun, and make you money on it. It is like you just don't give a crap.. 2 raid's i could not even play in, 1 raid i paid money for and got nothiong from it and i had the top prize in it but mever got it. Then you alway's put it off on us the players, it is not on our end but you end, why don't you fix it, and it is not just here is it most your games i have come to find out but you don't fix the bug's+
    bug;, bugs.. Dam it i loved the game but soon also you will lose me over this crap. 27 days can't do crap lost fleets lost merc. Fleet can't buuild and things now startmissing 4 fleets gone . Thing i have finishe in wepons gone . Crap, crap cpap. Fix it please. Loved the game but enough is enough
    M.Davidson

  • seaslug
    seaslug
    Potential Threat
    Joined Sep 2011 Posts: 55
    This is not an issue for Kixeye to focus on - so what if there is travel time - this will just further reduce opportunities for fleet to fleet and make it easier for the type of player that coins a dred x fleet and runs around hitting lvl 40s. (Really exciting for all.... not... ) You should prioritize improving performance, fixing the level system, and alliance features.
  • skull_n_xbones
    skull_n_xbones
    Greenhorn
    Joined Oct 2012 Posts: 19
    I'd rather have shorter build times for ships = DRYDOCK
  • phroxenphyre
    phroxenphyre
    Unicorn Overlord
    Joined Oct 2011 Posts: 5,284
    I'm not super clear on how this would actually work.
    • Is it like an elevator where your ship goes in (and disappears from the map), you select a target sector/Relay Hub, wait a few seconds and it spits you out at your destination? With this, only one "jump" is ever needed to get to any other Relay in your world.
    • Is it like a Warp Gate from Eve Online where each Relay just teleports you to a designated Relay in another sector? Note that Warp Gates leave you vulnerable when entering but upon exit, you are protected until you start moving. With this, you may need multiple jumps to reach your destination.
    • Is it like an Acceleration Gate from Eve Online where it just launches you to a specific destination point (similar to a Warp gate but you're traveling at high-speed instead of being teleported and you aren't protected when you exit). Again, you would need multiple jumps to reach your destination.

    I do like the idea of being able to travel long distances quickly but would like to know a bit more about it. If the system requires you to make multiple jumps to get to a particular sector, do you have to manually make those jumps one at a time or would there be a way to set an autopilot that will do it for you?

    As for protection, I think being able to enter the Relay (and thereby having your fleet removed from the world map) would be the simplest way of doing it. When they arrive at their destination, they would remain in the Relay until the player launches it. It would then exit slowly, just like when you launch a fleet from your base. You then have a few seconds to issue it a command before it becomes stationary and vulnerable to attack.

    In order to prevent people from just hiding their fleets in the Relays like they do under Drac bases, fleets would need to automatically get ejected 5-10 minutes after entering. If they travel to a new Relay, the timer would get reset. People could theoretically bounce between Relays indefinitely but they'd have to do that every few minutes. They wouldn't be able to just leave a fleet in their overnight or something.
    Retired
  • ak-Fergie
    ak-Fergie
    Minor Nuisance
    Joined Oct 2012 Posts: 228
    we are still waiting on word about a x-dry dock so we can build are back log ship's what's the story there ??????
  • Patiszerg
    Patiszerg
    Strike-force Captain
    Joined Jan 2012 Posts: 695
    NO!

    How about we get a dry dock or reduction in ship build times. I don't coin in any event anymore due to the fact it takes soooooooo long to build a fleet of ships I just won. If top end fleet build times were reduced to a reasonable time period, maybe 4-6 weeks, I would be willing to coin during the events to win a new boat.
    Dee McLean wrote: »
    ...there is no difference, a base cannot get any flatter than flat ;)
    FKIT wrote: »
    Second, do you remember what you did before base planner? MOVED CHIT BY HAND ONE PAINFUL WALL AT A TIME!!
  • johnquirk
    johnquirk
    Strike-force Captain
    Joined Nov 2011 Posts: 697
    All these new things practically no one wants!?!?! GIVE USD A DRY DOCK....pleeeasaasssseee
  • MagicSarap
    MagicSarap
    Unicorn Overlord
    Joined Sep 2012 Posts: 5,522
    I'm not super clear on how this would actually work.
    • Is it like an elevator where your ship goes in (and disappears from the map), you select a target sector/Relay Hub, wait a few seconds and it spits you out at your destination? With this, only one "jump" is ever needed to get to any other Relay in your world.
    • Is it like a Warp Gate from Eve Online where each Relay just teleports you to a designated Relay in another sector? Note that Warp Gates leave you vulnerable when entering but upon exit, you are protected until you start moving. With this, you may need multiple jumps to reach your destination.
    • Is it like an Acceleration Gate from Eve Online where it just launches you to a specific destination point (similar to a Warp gate but you're traveling at high-speed instead of being teleported and you aren't protected when you exit). Again, you would need multiple jumps to reach your destination.

    I do like the idea of being able to travel long distances quickly but would like to know a bit more about it. If the system requires you to make multiple jumps to get to a particular sector, do you have to manually make those jumps one at a time or would there be a way to set an autopilot that will do it for you?

    As for protection, I think being able to enter the Relay (and thereby having your fleet removed from the world map) would be the simplest way of doing it. When they arrive at their destination, they would remain in the Relay until the player launches it. It would then exit slowly, just like when you launch a fleet from your base. You then have a few seconds to issue it a command before it becomes stationary and vulnerable to attack.

    In order to prevent people from just hiding their fleets in the Relays like they do under Drac bases, fleets would need to automatically get ejected 5-10 minutes after entering. If they travel to a new Relay, the timer would get reset. People could theoretically bounce between Relays indefinitely but they'd have to do that every few minutes. They wouldn't be able to just leave a fleet in their overnight or something.

    I believe it will be a mesh of the first two bullets. However, the system is still being finalized so it is currently a work in progress and may change.
  • Raawr
    Raawr
    Potential Threat
    Joined Sep 2012 Posts: 62
    Just make map time faster geez why add new stuff to further clogg the game up.
  • MagicSarap
    MagicSarap
    Unicorn Overlord
    Joined Sep 2012 Posts: 5,522
    base fleets are already invincible moving to and from a target (which sucks) i understand the whole "base fleet VS FVF fleeet" thing, but i thought hte point was to protect your base fleet with escorts. quite frankly it already makes me mad when one dreadX lvl 71 guy goes from lvl40 base to lvl 40 base in my sector and there is nothing anyone could do about it. any one of those 40's could stop him with a SW fleet, but as it is he in invulnerable and free to light up half the sector. NO FREE ZONES!

    The invulnerability period would not be for an overly long duration. Also, should a player attack, it will most likely drop the protection that was granted.
  • jimmymcgoochie
    jimmymcgoochie
    Master Tactician
    Joined Jan 2012 Posts: 2,164
    I don't understand the principle, is this a naval version of a motorway/interstate road? or a warp point? or what?
    My VC story: 
    Vega Conflict-er since closed beta phase 1, back when torpedo harriers ruled the sector.
    BP- started in the black sea days, then the game died...
    WC- started pre-World Map, then everything went downhill.

    My BP story series:
    https://www.kixeye.com/forum/discussion/202668
    https://www.kixeye.com/forum/discussion/239790
    https://www.kixeye.com/forum/discussion/466086 (in progress).

  • Mr_X
    Mr_X
    Potential Threat
    Joined May 2012 Posts: 33
    I like this idea of the navigation relay and suggest of how to prevent camping on the relay is adding a time to each ships that will stay in each relay. Meaning if a player camps in a relay then he or she will have around 30min to one(1) hour of projection before, he or she loses that protection. However, if a player decide to camp on a relay station, then other players will still be able to use it regardless how many players are camping(blocking) the relay station. In theory this might work, but real life testing is the only way to find out.
  • sassycat
    sassycat
    Potential Threat
    Joined Feb 2012 Posts: 58
    So it seems someone did not like my opinion enough to delete it. So I will say it again. I don't like this feature. Stop adding new things when you can't fix the things you have already added! Alliance feature needs so much work! SOS and shockwave crashes need to be fixed (yes we know it the computers of everyone that plays this game, we see it in response tickets and forums all the time.)
  • NorthernTimberWolf
    NorthernTimberWolf
    Greenhorn
    Joined Oct 2012 Posts: 9
    I personally don't see a need for this. If you want to make more combat, bring the attack button back so we can hit fleets as they exit bases.

    If you really.. really think this is needed, make it a module for the arb or hurricane. Call it an Escort Module. It would allow you to attach a "6th" "escort" ship in a fleet for the sole purpose of high speed map travel with no affect on the fleet weight and does not engage in battle. Tier 1 could be up to 3 sectors of high speed travel, Tier 2 could be up to 5 sectors and tier 3 up to 10 sectors.

    If your sole purpose is to get players to hit further away, then just change the travel speed on the map across the board.

    One other point nobody has mentioned is the 40 book marks limit that will need to be increased to handle the additional targets.
  • Storm Angel
    Storm Angel
    Greenhorn
    Joined Oct 2011 Posts: 8
    00zau wrote: »
    So? as it is, those closest to the borders are choice targets for anyone who doesn't hit in sector (and this doesn't change in-sector hitting much). This just moves where the "close" spots are.

    There is currently no such thing as a close spot.

    Bases near to borders are still spread out over a significant distance and there is no specific entry point from any sector. As a result the border is more a boundary for chat than anything else, especially when in-sector hitting is so common.
  • Doombunny
    Doombunny
    Incursion Leader
    Joined Feb 2012 Posts: 1,332
    I do not think this feature is necessary; if Kixeye could actually fix player distribution in a sector (current sectors have most players in the northern part and few in the southern, a situation noted for quite some time) it would go further towards resolving the issue kixeye is trying to solve with these navpoints (giving people more targets to hit). Maybe we should collapse sectors, or be more agressive in moving banned/abandoned bases?

    In short, this game 'feature' is unnecessary if you simply fix some of your existing game mechanics.
  • Michael Heiner
    Michael Heiner
    Greenhorn
    Joined Sep 2012 Posts: 9
    The only problem I see with this is how long will a player remain "protected" once entering or exiting? There should be some sort of time limit to this, maybe a 5 second grace period and to keep people from camping at these portals you should have it set up like you do the Hubs and have drac fleets come out to engage the "campers", or something along those lines.....just a thought :pokey:

    NM-Jerzey_Badger level 44 (Sector 78)
    Il_Duce[ICU]
This discussion has been closed.