Topic: Strategic Logging Off
Logging off on the battle field is really designed as a fail safe for a connection failure right?
This seems to be 'abused' and the ways it's being abused creates advantages to whoever abuses it first. The only real balance to the abuse is to abuse it yourself and hope you get lucky.
1. Logging off effectively simulates docking anywhere in the game. The only downside is you can't do anything else with this account while docked right? Well having a separate account pretty much nullifies the penalty of this. I think I only know 1 person in the entire game with only 1 account. It's quite clear this is happening in Alesbale - by everybody on all sides.
2. Quick escape from a gank when you can 'arrange' 2 minutes of safety. Also clearly happening on Alesbale. I can't count the number of times I've had to scout a logged off termis back to station.. and subsequently face checked a logged off fleet next to the terminal. But seriously, I can't imagine how frustrating it would be if I ganked a mining fleet and 3 of them 'got away' by logging off while I was busy killing the others. No, they all should die equal terrible deaths and the field container of epriton should be lost.
3. Logging off detector bots in strategic locations significantly lowers the risk that detector bot is taking by being a detector in a hostile environment. I can camp the same location with a detector + assault (2 bots) in order to eliminate that detector whenever it logs in, but I have to camp that spot - logged in and paying attention - the entire time. Sometimes hours. I have tried this and quite frankly I can't just sit there and hope the person isn't asleep for 8 hours. Not to mention my detector + assault are likely dead because the alarm is raised by the enemy detector to the logged off fleet next to it. It's a bigger advantage to whoever camps the strategic spots first.
I'm all for cloaking techniques and laying traps. I'm actually *very* in favor of traps and close escapes. Though I wish the mechanic wasn't exploiting a game fail safe. It doesn't seem like good game design. Signal maskers are a pretty immature manifestation of what should exist. We really need something like a high powered nexus mask. It allows counter play but can still accomplish the same result.
As for what to do when a connection fails. Drastically increase the penalty for logging back in to allow counter play for anyone in the vicinity when a log-in occurs. Not enough to forfeit the bot of whoever's connection failed, but enough so that I don't blink and suddenly Mesmers.. Mesmers everywhere! Maybe something like add syndicate protection for 10 minutes on the bot logging in but allow movement and restrict weapon usage until syndicate protection wears off. And prevent logging off when there is a PvP flagged bot within 5000 meters or something, or at least employ a much longer 'bot on the field' time.
Inb4 "QQ Kayin that's the game! eat it! Terrible post! How dare you!!" etc.. blah blah. Shut up. Strategy shouldn't involve exploiting fail safe mechanics and you know it. Create proper game mechanics to employ proper strategies.