View Full Version : Concerning PS what do you guys think about Suiciding?
Been reading up on the boards, and found alot of subject on people not liking the fact they can kill themselves or seeing others suicide themselves to get ammo, vehicles and such.
Here's an example:
"Here's what happened lastnight on a raid. The clan I just joined went on a raid and we took over 3 bases during our raid. On our 2rd base attempt I have lost my reaver so I had to take the Galaxy to our 3rd base. We hacked the Computer and had 15 minutes to wait before the take over. There was 2 enemy Reavers outside and a few infantaries. I know we couldn't get out to our transport for a pick up so I went out to die so I can respawn at the scentuary and get a new reaver. I came back with my reaver and took out the 2 reavers hovering outside the base waiting for my squad to come out. I had enough time to park my reaver and go back to the computer room before the 15 minute timer runs down to get my XP.
So, I have basicly cheated the 2 reaver pilots from a few kills. We had 1 anti-infantary MAX. We would've been an easy kill for those 2 reavers if I haven't suicided to grab my reaver."
What do you guys think about all this?
Feel free to throw out possible solutions
Due to the fact you Die ALOT in this game I can't think of any really viable solutions that might stop suiciders, and not hurt everyone else to bad.
Out of all the options I have heard the best IMHO is when you die you suffer like rezz effects.
2 Ti 4:7
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Estral LC
04-25-2003, 09:53 AM
I've only suicided once, and I did it because I was literally stuck in a steep gorge and couldn't find a way out after looking for several minutes.
The suicide command is needed for times like that, but I think there should be a timer on it, and you shouldn't be able to spawn in your Sanc or any facility with a vehicle dispenser.
Maybe a 3-minute timer before you die and then you can only spawn at an AMS or tower?
Say NO to overly-broad EULAs. Your computer is YOURS and so is the content on it. If you do not protect and defend your own privacy then expect it to be violated.
Estral [RETIRED until SOE rescinds or corrects the 02/2003 EULA changes]
High Elven Cleric
Lucid Chimera</p>
In my opinion the key to a LOT of *fixes* for PS is to have an experience AND implant/certification penalty for every death.
Make it so there are consequences for dying. Do away with the respawn choice allowing you to respawn very close to wherever your fight is. If you die, why should you be able to respawn and get back in the fight all within a matter of 3 or 4 minutes?
If I am defending my base and I kill you, you are dead. You shouldn't be allowed to come back over and over and over again in order to capture my base. Make death a tough thing to swallow and you'd start seeing more tactics and less base zerg.
BC
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Quarternotedragon
04-25-2003, 01:40 PM
There should definately be a timer on /suicide.
Although only time I used it when I fell under the friggin world. To my amazement there were also about three other people and a vehicle down there with me
Magelo (http://www.magelo.com/eq_view_profile.html?num=378156)</p>
Turential
04-25-2003, 02:07 PM
Since there are no penalty's to dying (as there shouldnt be)... I think the best way to resolve this issue would be for when you /suicide you have to either spawn at sanctuary, or wait 4 minutes before you can respawn.
Obviously in every game there are people who are going to waste their time trying to piss you off, and try and cheat the game in any way possible. Personally I find this annoying, but 2 reavers vs 1 reaver is a situation where the outcome would be obviously towards the 2... it might have been that the 2 reavers were either bad players, or they would have easily out-manned the single reaver pilot. Also those 2 reaver pilots had it comming to them if they werent in a squad, and had no backup. The tables would have been completely turned if they had a full backup group (aa/ai max's.. a ghost and some infantry). This game is MEANT for you to play as a team, and those who don't are really missing out on the funnest aspect of the game.
Off topic a bit. They've added retaking base exp, so you get exp for re-hacking a hacked base.. which maybe will give an incentive to actually defend. I still would like to see them up the nanite exp to make the exp gain a bit more even... they also changed the way you get exp for capturing a base.
This was taken from the PS Beta Boards:
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25) Revised Base Capture Experience System
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Now the amount of experience points earned at the time of capture takes into account the number of enemies (from either of the opposing Empires) that were killed within the hacked facility´s SOI.
A minimum of 5 **unique** enemies must be killed in order to quality to earn 25% of the total XP potential. This percentage increases in a linear fashion to 100% if 20 or more unique enemies are killed within the SOI.
So basically the higher the enemy death toll in capturing a facility, the more XP is awarded up to 100% of its potential. Squad Leaders still earn CEP, while squad members earn BEP, and it´s equally shared within the squad (as always) across the entire continent (sharing across a continent is a new feature).
New Base Resecure Experience System
==============================================
Effectively this uses the same mechanics as the Revised Base Capture Experience System, except now the defenders get experience for resecuring a facility.
NOTE: The resecuring doesn´t offer up to the same potential amount of XP as capturing, but it still provides a healthy incentive to resecure a hacked facility.
-----------------------------------------------------------
With that being said, If your going to be defending a base, it's pointless unless you have a full squad, no point in giving them more exp for the gain INCLUDING the exp they get from killing you. The servers havent yet come back up, so i'm not exactly sure how the gameplay will be changed with this, but i'll keep you all informed.
-Tur
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Lenardo
04-25-2003, 02:14 PM
why the @#%$ was he suiciding,,, just hit escape, and then recall to sanctuary...
Brother Lenardo Draconis
65th Transcendant of the Celestial Fists
The First Seal
The Nameless
Magelo ('http://www.magelo.com/eq_view_profile.html?num=329805')
Monk Website ('http://www.monkly-business.com')
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Estral LC
04-25-2003, 03:53 PM
Because you may be a looooong way from your Sanc. Suiciding is like dieing in battle... you get to choose a local spawn point if you wish.
Say NO to overly-broad EULAs. Your computer is YOURS and so is the content on it. If you do not protect and defend your own privacy then expect it to be violated.
Estral [RETIRED until SOE rescinds or corrects the 02/2003 EULA changes]
High Elven Cleric
Lucid Chimera</p>
WuChild
04-25-2003, 04:49 PM
It's part of the strategy, not using every advantage you can makes you a chump.
<a href=http://www.silentresurgence.org>http://www.silentresurgence.org/members/maui/maui.jpg
Magelo (http://www.magelo.com/eq_view_profile.html?num=476449)</p>
Aarthebs
04-25-2003, 07:27 PM
Its the 2 Reaver pilot's fault entirely. So what if one of the guy's suicides and gets a new reaver? What then would have happened if Suicide/recall was NOT available and instead some random solo Reaver came flying along and spotted the two enemy reavers? Same situation, and the 2 still die.
The fact is, those 2 pilots let themselves be killed by not taking advantage of the situation. If they had a squad and stormed the base to kill the invaders, as they should, then having one their opponents suicide in the middle of the fight would be a huge boon. These 2 guys just hovered in the same place and didn't even watch their backs? That's not overbalance, that's not exploitation, that's not poor game mechanics: That's idiocy, folks. There's no reason why those 2 reaver's could not fight back.
Also, from my understanding, if you shoot at some guy and he /suicide's before you get a chance to kill him, then you get exp and kill credit anyway. I've heard of a few stories like this, but I'm not all sure of how it works.
Just like Wuchild said: Strategy. If your squad is getting torn up defending a base and is scattered all the place, sometimes mass /suicide'ing and respawning at a nearby tower to form up and counter-attack would the prefferable option. If the invading team then decides they're safe and half their members go AFK to take a leak then its their own damn fault when the first squad returns. On the other hand, if that invading team puts 2 and 2 together then they can quickly prepare for the attack. The on-going battle is what this game is all about. Preparing for that battle and taking appropriate measures is where the real squads will dominate the zergs.
<span style="font-size:x-small;">Aartheb</span> (http://www.magelo.com/eq_view_profile.html?num=425754)
Grandmaster of Quellious
Human, Honorary Gnome
Nihil (http://www.nihilguild.com) - Bertoxxulous
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