So if we offer protection in entering/exiting the relay stations what is going to be the next step? Hit a base you get a 30 min free protection window? I think that the Navagation Array if released should have the same guidelines as base hits. In that A. you can be hit on your way in, or B. on your way out. To just allow ppl to go where ever with out consequences is absurd. IF that was the case then why did they do away with bbl buddies? because part of the game is getting your base hit i believe was the rationale behind the banning of the bbl buddy system!
Proud Owner of BBA, BC, BBX, BS, Corvette, Cuda, Destroyer, Destroyer X, DNX, Frigate, Goliath, Jugg'sHHA, HHB, LC, LCX, Levi A, Mauler, Mercury, Rampart, Spectre, Stingray, SSA. Arc, Halo, Jav Fear My Frigate Fleet!!!! LVL 62
I personally have no use for this function as I am an insector hitter. I also feel there are far better ideas that should be tested/researched first, but we all know Kixeye simply does what it wants regardless, so there is no need for me to go into depth on those.
Now about this relay function:
It's a decent idea for those who travel. As for the protection of fleets using the relay system, I think they should be as vulnerable as they are when hitting a base. If the fleet is moving and connects to the relay network, then it can't be hit, same as hitting a base. On the exit, I suggest a 5 second protection period so players can't camp and attack as soon as a fleet comes through. 5 seconds is plenty of time to react and move ur fleet to avoid attack. This relay function is a matter of convenience, and with convenience comes risk, and potentially higher costs. If a player gets caught after the 5 seconds, then it is their own fault and deserve to be sunk. This is a battle game and players need to be paying attention and aware of their surroundings at all times
As for those who wish to camp, I will simply send a gunboat through, hit ur fleet to gets coords, then smash ur base
When in the network, I think 10 mins is plenty of time to find out where ur going. If the 10 mins expires, ur simply spit back out where u entered.
PittsburghPirates lvl 55
Born: sect 137
Visits: 138, 15, 360, 269, and I forget the rest.....
Protection is the one of the main topics of discussion around this feature.
before i go any further i think the nav idea is a good 1 and now my problem. why is protection one of the main topics lol u stopped people hitting base fleets when they left bases but now u don't know if u should stop people hitting base fleets when coming/going on this forsaken network?? surely u have all ready answered this question with the removal of the attack button. come on guys make your minds up this company has no clue
dang it i voted wrong, but what i really wanted is not there
you should be safe until you move, if you make it 30-45 seconds you will have some people that can pop though the tower on a good day and get to someones base still under protection, but on the flip side on a bad day you have the people that pop through the tower then SOS, reload then are already in combat.
i am not saying all day protection until you move but why not 5 min or until you load
or even better yet you know how you have the popup window for when your base is under attack, or the popup window to repair after an attack, and you can do nothing until you close that. what about when you transport your fleet gets a blew glow under it (red is combat yellow is combat you can join blue would be warp gate) so they can't spam click attack and totally block your chance to move. while the popup window notifies you of the warp, gives you time to load (or crash, i am expecting to crash often using this feature for the first few months) and in the process forces you to drop your protection before you can do anything removing the ability to use it as a safe haven.
now that i typed that out, i love the idea of the popup for base attacks also, to protect you from the SOS or battle timed out bug on base attacks... but that will be in a new threat
i think if you use it you should put the target needs be least 2 sectors away so u have to manualy go to next sector but u can go 2 sectors or more with this feature
i voted never vunerable
but only for like 5 hours of not moving u fleet (max)
and then after that then your guess what will happen
reduced repair and builds times wont happen kixeye said 6 months ago they looking into it umm whats too look into there kixeye i dont see what your looking at?
and u can only use the feature like once every 12 hours like merc fleets n in our base we have a timer maybe say in officer lab or something or on the outpost or up next to merc n gift box
reduced repair and builds times wont happen kixeye said 6 months ago they looking into it umm whats too look into there kixeye i dont see what your looking at?
This is absurd, please STOP and put your time into resolving the sos screens and blue screens before making the game perform even worse than it is now. ABSURD.
Not interested in this. What's to stop a whole sector from organizing and going in to hit another one? And the lag that would create on both servers. THIS IS another addition that has NOT BEEN thoroughly THOUGHT OUT.
from what i gather a player moves to relay portal and enters then exits on a selected sector ..if the the feet remains on a vector let it sail until a reaches a boundry or new cords are selected.. fleets cant attack moving ships so keep the fleet moving like enurcia.
the attack button gone on base hits makes it next to impossible to catch anyone they hit view map with 30 sec left in battle then recall/move instantly. This is even case on fleets hitting other fleets. I think easy middle ground to give a chance to catch players be it base hit or fleet hit is to make the battle pop up show no matter what even if you hit view map when battle is done you get battle results pop up and can not click anything till you x that out. Doing this will make it come down to skills on if you get caught or do not get caught. There should be no guarantee that you have free and clear escape this is a battle game and should always be risk that you get caught and sank that is part of the game.
simply have a dead zone that the players spawn inside. players cannot attack ships within that space. players already in the sector would not be able to use this space as a safe harbor either, as once u enter this space it would trigger the portal. also, players boats that remained in the deadzone would die after a specified amount of time to prevent people from abusing the safe zone. one thing i would also like to add.....i do not think that dead ships should automatically use the portal system. they should travel home on their own power. there has to be a consequence for travelling a hundred sectors over just to be a jackass and kill a fleet on a base.... at the very least you should double the travel time home for a dead fleet. this would cut down on players abusing this feature.
Kickass (BDS)
Sector: CURRENTLY PLAYING "another game" (name redacted because of a forum mod's threat of a ban)............... because Battle Pirates Devs DO NOT LISTEN and REFUSE to do what is NEEDED to put Battle Pirates back on track.
I can see this causing a lot more people to leave the game. As it is now if you are in a sector that has a large coiner group come in and start bullying everyone, you can just jump to another sector to get away from them. If this feature is allowed, then there will be nowhere anyone can go to get away from bullies. They'll just be able to use this feature to go wherever you are.
so you want to reduce travel times.....but wont look into reducing refit times combined with epically slow build times???? just showing your true colours once again kixeye!!!
Going from the choices up at the top to vote on there are a few things to consider.
Players are never vulnerable.
This would not be good because people will use these just like they do when hiding under drac bases. People would port in or whatever you want to call it, leave 1 or 2 fleets at the place you port in from while prepping a base.
Players are vulnerable upon entering the Navigation Relay.
Should not be anymore more or less vulnerable than someone hitting a base.
Players are vulnerable upon exiting the Navigation Relay.
This will make for camping to everyone entering the sector. Unless there is a timer for something like 30-60 seconds, only IF the player does not move their fleet. If they move their fleet they become vunerable like any other time. Personally I like 60 seconds only because you know as well as I do people WILL S.o.S sometimes and need to refresh. This will give plenty of time to get back into Battle Pirates.
Players are always vulnerable.
Players will need time (if there is some kind of loading screen) to port.
So for right now its a little difficult to vote on any of those choices imo.
One of the features currently planned for Battle Pirates is the new Navigation Relay Network. With this system, players will be able to substantially reduce the amount of time necessary to travel between sectors.
Feature Breakdown
Each sector will have four Relay Towers. Players will need to travel to the towers in order to hook into the Forsaken Relay Network.
Players will be able to sync into the relay network and travel quickly through up to five sectors at a time.
Players can use the network multiple times to travel even further from their home sector.
If a players fleet is defeated far away from the home sector, it will automatically use the Relay Network to get back home.
Protection
At the moment, the design discussion is centered on whether or not players entering/exiting the Navigation Relay should be vulnerable to attacks - and if not, how long they should be protected.
Increased combat activity is generally a good thing (especially in a game called Battle Pirates), but there is the potential for this to cause unwanted game behavior.
One of the primary concerns here is the potential for spawn camping at a Relay Tower keeping other players from using the feature at all.
Let us know what you think!
yesssss.. i was just saying in comms 2 days ago that it would be cool to teleport to other sectors and kill bases......that is just amazing...u read my mind
MagicNinja_SBS lvl 60 ID# 275467
owner of- every boat in the game
Raid wins - BI 2, BI 3, BI 4, BI 5, BI 6, SW, SS, SF, LR,LF
memeber of the SBS strike team
sectors visited - 59,61,60,411,367,406,407,178,413,369,408,152, Rubber Ducky Your The One... You Make Bath Time So Much Fun!!!!!!
Remember that they will still need to adhere to the attacking level range. Also, those people will have to travel less to get to a Relay Tower.
LMAO so as a consolation to getting ur base wiped, u get to travel 2 mins to the relay instead of 10. I can't possibly express how stupid that reasoning sounds lol
PittsburghPirates lvl 55
Born: sect 137
Visits: 138, 15, 360, 269, and I forget the rest.....
LMAO so as a consolation to getting ur base wiped, u get to travel 2 mins to the relay instead of 10. I can't possibly express how stupid that reasoning sounds lol
Again, they need to be within the appropriate ranges in order to attack; you're going off the premise that all players near a Relay Tower will always be attacked. Also, Tower/Base proximity isn't something that's been finalized yet.
Arc, Halo, Jav
Fear My Frigate Fleet!!!!
LVL 62
Now about this relay function:
It's a decent idea for those who travel. As for the protection of fleets using the relay system, I think they should be as vulnerable as they are when hitting a base. If the fleet is moving and connects to the relay network, then it can't be hit, same as hitting a base. On the exit, I suggest a 5 second protection period so players can't camp and attack as soon as a fleet comes through. 5 seconds is plenty of time to react and move ur fleet to avoid attack. This relay function is a matter of convenience, and with convenience comes risk, and potentially higher costs. If a player gets caught after the 5 seconds, then it is their own fault and deserve to be sunk. This is a battle game and players need to be paying attention and aware of their surroundings at all times
As for those who wish to camp, I will simply send a gunboat through, hit ur fleet to gets coords, then smash ur base
When in the network, I think 10 mins is plenty of time to find out where ur going. If the 10 mins expires, ur simply spit back out where u entered.
Born: sect 137
Visits: 138, 15, 360, 269, and I forget the rest.....
Forum Bans: 1
Length: 3 days
Naughty Points: 3
before i go any further i think the nav idea is a good 1 and now my problem. why is protection one of the main topics lol u stopped people hitting base fleets when they left bases but now u don't know if u should stop people hitting base fleets when coming/going on this forsaken network?? surely u have all ready answered this question with the removal of the attack button. come on guys make your minds up this company has no clue
you should be safe until you move, if you make it 30-45 seconds you will have some people that can pop though the tower on a good day and get to someones base still under protection, but on the flip side on a bad day you have the people that pop through the tower then SOS, reload then are already in combat.
i am not saying all day protection until you move but why not 5 min or until you load
or even better yet you know how you have the popup window for when your base is under attack, or the popup window to repair after an attack, and you can do nothing until you close that. what about when you transport your fleet gets a blew glow under it (red is combat yellow is combat you can join blue would be warp gate) so they can't spam click attack and totally block your chance to move. while the popup window notifies you of the warp, gives you time to load (or crash, i am expecting to crash often using this feature for the first few months) and in the process forces you to drop your protection before you can do anything removing the ability to use it as a safe haven.
now that i typed that out, i love the idea of the popup for base attacks also, to protect you from the SOS or battle timed out bug on base attacks... but that will be in a new threat
bored
Hitman007 said:
i voted never vunerable
but only for like 5 hours of not moving u fleet (max)
and then after that then your guess what will happen
Why would you want to stop that?
(o.o)
(")(")*
Couldn't have said it better Ducky. Like oh I dunno, repair time on LP lvl 5??
Players are never vulnerable.
This would not be good because people will use these just like they do when hiding under drac bases. People would port in or whatever you want to call it, leave 1 or 2 fleets at the place you port in from while prepping a base.
Players are vulnerable upon entering the Navigation Relay.
Should not be anymore more or less vulnerable than someone hitting a base.
Players are vulnerable upon exiting the Navigation Relay.
This will make for camping to everyone entering the sector. Unless there is a timer for something like 30-60 seconds, only IF the player does not move their fleet. If they move their fleet they become vunerable like any other time. Personally I like 60 seconds only because you know as well as I do people WILL S.o.S sometimes and need to refresh. This will give plenty of time to get back into Battle Pirates.
Players are always vulnerable.
Players will need time (if there is some kind of loading screen) to port.
So for right now its a little difficult to vote on any of those choices imo.
yesssss.. i was just saying in comms 2 days ago that it would be cool to teleport to other sectors and kill bases......that is just amazing...u read my mind
owner of- every boat in the game
Raid wins - BI 2, BI 3, BI 4, BI 5, BI 6, SW, SS, SF, LR,LF
memeber of the SBS strike team
sectors visited - 59,61,60,411,367,406,407,178,413,369,408,152,
Rubber Ducky Your The One... You Make Bath Time So Much Fun!!!!!!
Remember that they will still need to adhere to the attacking level range. Also, those people will have to travel less to get to a Relay Tower.
LMAO so as a consolation to getting ur base wiped, u get to travel 2 mins to the relay instead of 10. I can't possibly express how stupid that reasoning sounds lol
Born: sect 137
Visits: 138, 15, 360, 269, and I forget the rest.....
Forum Bans: 1
Length: 3 days
Naughty Points: 3
Again, they need to be within the appropriate ranges in order to attack; you're going off the premise that all players near a Relay Tower will always be attacked. Also, Tower/Base proximity isn't something that's been finalized yet.