Combat usage of safe zones and how to fix it.

Polish Mechanic shared this feedback 51 days ago
Under Consideration

1st Idea: If during the 30 second startup timer the safe zone grid gets damaged it will turn off.

This will prevent it being used during combat


2nd Idea: you can not start up a safe zone if there are enemies within 1000 meters of the generator.

This will stop raiding with the zone up in safety, however this could be used as a way to grief a station, making it not ideal.


EXTRA problem which might arise: People might fly into safe zones while being chased, you can solve this by adding a combat timer. If a grid has been damaged or shot in the past five minutes it may not enter a safe zone, preventing escape.

Best Answer
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I don’t think I like theidea to limit the Safety of Safe zones,


"If during the 30 second startup timer the safe zonegrid gets damaged it will turn off." Do not likethis personally because it aging limit the scope of the safe zone and besidesall you had to do was to have the Safe zone block on a separate grid.


"you can not start up a safe zone ifthere are enemies within 1000 meters of the generator." thiswould make the Safe zone useless if your being griefed or harassed by anotherplayer, all you had to do was to leave a small grid whit a battery whit in a1000m radius of a faction base and they could NEVER put up there Safe zoneagain.


"People might fly into safe zones while being chased,you can solve this by adding a combat timer. If a grid has been damaged or shotin the past five minutes it may not enter a safe zone, preventing escape." I am not seeing anyproblem here, the safe zone can’t move and if your attacking any one whit inrange of a safe zone you’re not too smart and your probably the one attacking,being able to dodge in to the safe zone to avoid the attacker is good, if thisis a Griefer you could just ask the Faction to eject the guy from the safe zoneand he can't enter.


Maybe instead set so that you cannot have Safe Zones up whitin 20km of each other or that you cannot raise the Safe zone after convertingto ship/station until a 5 hour cool down.


Safe Zones are the best thing to happen to this game in termsof MP, the amount of Raiding and Grefing it causing allot of casual players toleave the server quickly.


I don’t think we should limit the Safe Zones before we get a senseof how it works in a real public game, I forsee problems but combat is not one.I could even see a Faction only being allowed 1 safe zone block that one’s putdown LOCK that grid so that it cannot be converted to a ship after.


I would rather limit the Safe zone in terms of flexibilitythen in scope.


Personally I feel the Safe Zone should be an absolute SAFE spacewhit no way to circumvent it no way to cheat it, if your close enough to a Safespace you’re NOT in control the owners are 500m of safety and if a raidercamping out waiting for them to run out of zone chips or power let them be ableto dodge in and out of the zone to fight them.

Comments (4)

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1

safe zones are supposed to be safe.

what this game needs for the pvp audience is some sort of shield generator with similar functionality, with the exception that it can be shut down or circumvented/hacked/you name it.

server hosts should be able to decide which of the 2 systems they'd like to use (or both and where)

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2

Hi,

Thanks for the feedback

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3

I don’t think I like theidea to limit the Safety of Safe zones,


"If during the 30 second startup timer the safe zonegrid gets damaged it will turn off." Do not likethis personally because it aging limit the scope of the safe zone and besidesall you had to do was to have the Safe zone block on a separate grid.


"you can not start up a safe zone ifthere are enemies within 1000 meters of the generator." thiswould make the Safe zone useless if your being griefed or harassed by anotherplayer, all you had to do was to leave a small grid whit a battery whit in a1000m radius of a faction base and they could NEVER put up there Safe zoneagain.


"People might fly into safe zones while being chased,you can solve this by adding a combat timer. If a grid has been damaged or shotin the past five minutes it may not enter a safe zone, preventing escape." I am not seeing anyproblem here, the safe zone can’t move and if your attacking any one whit inrange of a safe zone you’re not too smart and your probably the one attacking,being able to dodge in to the safe zone to avoid the attacker is good, if thisis a Griefer you could just ask the Faction to eject the guy from the safe zoneand he can't enter.


Maybe instead set so that you cannot have Safe Zones up whitin 20km of each other or that you cannot raise the Safe zone after convertingto ship/station until a 5 hour cool down.


Safe Zones are the best thing to happen to this game in termsof MP, the amount of Raiding and Grefing it causing allot of casual players toleave the server quickly.


I don’t think we should limit the Safe Zones before we get a senseof how it works in a real public game, I forsee problems but combat is not one.I could even see a Faction only being allowed 1 safe zone block that one’s putdown LOCK that grid so that it cannot be converted to a ship after.


I would rather limit the Safe zone in terms of flexibilitythen in scope.


Personally I feel the Safe Zone should be an absolute SAFE spacewhit no way to circumvent it no way to cheat it, if your close enough to a Safespace you’re NOT in control the owners are 500m of safety and if a raidercamping out waiting for them to run out of zone chips or power let them be ableto dodge in and out of the zone to fight them.

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1

I second this. right now a ship can become invincible for a very long time if it can just get to survive for 30 seconds. while making it so damage disable it won't cover all problems that could come with it, it is at least solving most of them