Safety zone as no-fire zone

An area for discussing new ideas and additions to Oolite.

Moderators: winston, another_commander

Post Reply
UK_Eliter
---- E L I T E ----
---- E L I T E ----
Posts: 1248
Joined: Sat Sep 12, 2009 11:58 pm
Location: Essex (mainly industrial and occasionally anarchic)

Safety zone as no-fire zone

Post by UK_Eliter »

Dear all

How about making it an offence (in Galcop's eyes) to fire on *any* ship - except perhaps a 'fugitive' - within the safety zone? Also, for lesser offences, or for attacks that could be seen as accidents, how about warnings from the police? (I know there are warnings already; but they are not really warnings - for they are, I think, just chat while the police attack or move to attack you.)
User avatar
Disembodied
Jedi Spam Assassin
Jedi Spam Assassin
Posts: 6885
Joined: Thu Jul 12, 2007 10:54 pm
Location: Carter's Snort

Post by Disembodied »

These things might be tricky to script, and could throw up the occasional awkward moment, e.g. if you fire on a ship that's inside the station aegis while you yourself are outside ... GalCop law is pretty basic, and I'm not sure they're up to coping with much subtlety!

The accidental/friendly fire thing is an issue. I don't know if there's a good and easy way to solve it: maybe set some minimum threshold of damage done before hostilities are triggered? So a stray glancing shot could result in shouted remonstrations and aspersions cast upon your eyesight and mental acuity, rather than an all-out fight to the death. Maybe from a game point of view the threshold would be set per system, so you could get away with one mistake; but making the same mistake twice in the same system would tip you over the edge into criminal behaviour. Docking or witchspace jumping would reset the threshold.

Of course, with the developers working towards a next stable release, it's unlikely that new tweaks to gameplay will be a priority!
User avatar
snork
---- E L I T E ----
---- E L I T E ----
Posts: 551
Joined: Sat Jan 30, 2010 4:21 am
Location: northern Germany

Post by snork »

But if an offender attacks the player withing the station's aegis, then you could not shoot them back without becoming offender yourself ?
User avatar
DaddyHoggy
Intergalactic Spam Assassin
Intergalactic Spam Assassin
Posts: 8515
Joined: Tue Dec 05, 2006 9:43 pm
Location: Newbury, UK
Contact:

Post by DaddyHoggy »

Disembodied wrote:
These things might be tricky to script, and could throw up the occasional awkward moment, e.g. if you fire on a ship that's inside the station aegis while you yourself are outside ... GalCop law is pretty basic, and I'm not sure they're up to coping with much subtlety!

The accidental/friendly fire thing is an issue. I don't know if there's a good and easy way to solve it: maybe set some minimum threshold of damage done before hostilities are triggered? So a stray glancing shot could result in shouted remonstrations and aspersions cast upon your eyesight and mental acuity, rather than an all-out fight to the death. Maybe from a game point of view the threshold would be set per system, so you could get away with one mistake; but making the same mistake twice in the same system would tip you over the edge into criminal behaviour. Docking or witchspace jumping would reset the threshold.

Of course, with the developers working towards a next stable release, it's unlikely that new tweaks to gameplay will be a priority!
In a proper mass free-for-all fire fight - I'd like to see stray blue-on-blue incidents have a percentage chance of detection and identification based on the number of ships in the fight, because it should be quite hard (unless its a head on shot from a ship directly in front) to tell which ship has shot at you (which it is) and the reciprocal that another ship should not be able to automagically tell if you "accidentally" hit it should also be true...
Selezen wrote:
Apparently I was having a DaddyHoggy moment.
Oolite Life is now revealed here
User avatar
Killer Wolf
---- E L I T E ----
---- E L I T E ----
Posts: 2278
Joined: Tue Jan 02, 2007 12:38 pm

Post by Killer Wolf »

we could reconfigure the (TAB?) key to broadcast a "sorry, that was an accident, honest!!" message just in case you hit a cop in a firefight. first time you use it there's a 100% chance you won't get Offendered, the next time it's 50% or less, etc.
User avatar
JazHaz
---- E L I T E ----
---- E L I T E ----
Posts: 2991
Joined: Tue Sep 22, 2009 11:07 am
Location: Enfield, Middlesex
Contact:

Post by JazHaz »

DaddyHoggy wrote:
In a proper mass free-for-all fire fight - I'd like to see stray blue-on-blue incidents have a percentage chance of detection and identification based on the number of ships in the fight, because it should be quite hard (unless its a head on shot from a ship directly in front) to tell which ship has shot at you (which it is) and the reciprocal that another ship should not be able to automagically tell if you "accidentally" hit it should also be true...
At a massive free-for-all at one of the Random Hits space bars, I managed to collide with one of the defenders, as we were both going after the same target. It was only a glancing blow, but it immediately made me an offender!

Subsequently it got me killed lol!
JazHaz

Gimi wrote:
drew wrote:
£4,500 though! :shock: <Faints>
Cheers,
Drew.
Maybe you could start a Kickstarter Campaign to found your £4500 pledge. 8)
Thanks to Gimi, I got an eBook in my inbox tonight (31st May 2014 - Release of Elite Reclamation)!
User avatar
Loxley
Deadly
Deadly
Posts: 148
Joined: Sat Jan 30, 2010 7:44 pm
Location: Chatham, England

Post by Loxley »

I've also seen the hunters get fugitive tags (and hefty bounties) during these battles, presumably due to friendly fire. Still got a tagged myself when I shot them mind.
"There is still much music to be written in C major" Stravinsky
UK_Eliter
---- E L I T E ----
---- E L I T E ----
Posts: 1248
Joined: Sat Sep 12, 2009 11:58 pm
Location: Essex (mainly industrial and occasionally anarchic)

Post by UK_Eliter »

(1) I thought Random Hits already had an accidental fire detection system, or something. Perhaps I misremember.

(2) As to someone in the safety zone been shot by someone outside it, etc.: why not just have it so it is a crime to shoot any craft (or non-fugitive craft) when it is inside the zone (irrespective of the *shooter's* location). That way, if a ship attacks you when you are in the safety zone, and it is not, you can shoot it back.

Finally: I suspect that these sorts of gameplay changes might disproportionately improve the feel of the game.
User avatar
LittleBear
---- E L I T E ----
---- E L I T E ----
Posts: 2882
Joined: Tue Apr 04, 2006 7:02 pm
Location: On a survey mission for GalCop. Ship: Cobra Corvette: Hidden Dragon Rated: Deadly.

Post by LittleBear »

It does, in the sense that the hunters don't (shouldn't) return fire against another hunter who hits them. Shooting a clean ship is still a crime in Oolite's eyes though and so they can get an offender / fugitive tag for it, even though other hunter ship 'forgives' the error. I had to cheat a bit by switching all hunters back to clean with their script whenever they get shot, which in turn should causes the attacking hunter to break off. Hunters may well fire at each other, but (shoudn't) kill each other, as they (should) switch into the randomhitsbreakoffAI when they notice their target is on the 'friendlies' list of ship roles.
OXPS : The Assassins Guild, Asteroid Storm, The Bank of the Black Monks, Random Hits, The Galactic Almanac, Renegade Pirates can be downloaded from the Elite Wiki here.
UK_Eliter
---- E L I T E ----
---- E L I T E ----
Posts: 1248
Joined: Sat Sep 12, 2009 11:58 pm
Location: Essex (mainly industrial and occasionally anarchic)

Post by UK_Eliter »

Aha. Thanks for the information!
User avatar
Loxley
Deadly
Deadly
Posts: 148
Joined: Sat Jan 30, 2010 7:44 pm
Location: Chatham, England

Post by Loxley »

Thanks Littlebear, nice to know I can still believe the evidence of my own eyes.
"There is still much music to be written in C major" Stravinsky
User avatar
Disembodied
Jedi Spam Assassin
Jedi Spam Assassin
Posts: 6885
Joined: Thu Jul 12, 2007 10:54 pm
Location: Carter's Snort

Post by Disembodied »

UK_Eliter wrote:
As to someone in the safety zone been shot by someone outside it, etc.: why not just have it so it is a crime to shoot any craft (or non-fugitive craft) when it is inside the zone (irrespective of the *shooter's* location). That way, if a ship attacks you when you are in the safety zone, and it is not, you can shoot it back.
I think this is unnecessary complication, myself. Are Vipers allowed to shoot at Offenders inside the station aegis? A very minor Offender status can get you sentenced to death everywhere else; it would seem odd to me if that all got changed just because you were within a certain distance from the station. And let's say a ship attacks you when you're within the zone, allowing you to attack it; but by the time you've got it in your sights, it's moved inside the zone too. If you return fire, will you become a criminal?

One of the features of Co-operative law is that it's brutally simple and straightforward. This sort of rather fiddly detail strikes me as rather unlikely, to be honest.
UK_Eliter wrote:
Finally: I suspect that these sorts of gameplay changes might disproportionately improve the feel of the game.
I'm not sure about changing the law concerning the station aegis, but I think something to "solve" the issue of friendly fire would be an improvement to the game. It's not something that happens to me, or even that I see happening, that often; mind you, when it does happen, it's a real bugger! But I suspect – although I don't know – that this kind of change to combat AI could be very complicated, and would require quite a lot of testing to make sure nothing else got broken. And I also suspect that the silence on this issue from the devs is not entirely coincidental ... :wink:
Post Reply