Re: Probes

Bad idea. probes are: killable in one shot, neutralizable in one shot, don't recharging and require time and effort to place - and you want to limit them more? Well hello there, gate watchers

Probes ain't protecting island. People do.

Have a productive day, runner!
R.I.P. Chenoa, you'll never be forgotten.
DEV Zoom: Line, sorry, I was away for christmas.
http://perp-kill.net/?m=view&id=252086

Re: Probes

I like the idea of time limited probes. Why not have several different timed probes. 2 hour, 4 hour 8 hour etc. Each cost a lot more (a type of nic sink). 

I don't like the idea of being able to place them close around stations (perhaps a 500 m exclusion. Or around teleports (same exclusion zone applies). That way a player can enter an island, but if they move around it, then the probe works.

Re: Probes

If you're putting your probe right under tp then me as invader can 1) destroy it and continue moving, 2) destroy it and come back later, 3) and 4) - same but neutralize instead.

It's all tactics and counter, there is nothing to change. If someone want to sneak on enemy island he should take all the risks being hunted down. And me, as an owner, should have the possibility to put alarm right on my house instead of 2 streets away.

Have a productive day, runner!
R.I.P. Chenoa, you'll never be forgotten.
DEV Zoom: Line, sorry, I was away for christmas.
http://perp-kill.net/?m=view&id=252086

Re: Probes

I don't think they should be allowed under the public NPC beta stations. There should be an exclusion zone around those stations. I have no issues with them under player owned stations and I do think having different types of probes with different lifetimes/timers and cost adds variety and flexibility.

Re: Probes

probes should have the same limits as all other PVP relevant deployables.

hell, even plant incubators are restriced from beeing placed within 1km of a teleport!!!

*Disclaimer: This post can contain strong sarcasm or cynical remarks. keep that in mind!
Whining - It's amazing how fast your trivial concerns will disappear

Re: Probes

They don't see that far. Limitations of 500m will make it useless

Have a productive day, runner!
R.I.P. Chenoa, you'll never be forgotten.
DEV Zoom: Line, sorry, I was away for christmas.
http://perp-kill.net/?m=view&id=252086

Re: Probes

Line wrote:

They don't see that far. Limitations of 500m will make it useless

IMHO, as reaction to the increased detection on light bots, the probes should have an increased masking.

pre-balance patch, a probe would see a light bot at 450m, and the light bot would see it at 436
post-patch its shifted so even without any equip, the light would see the probe at 509m

the "Stealth" bot, aka a light ewar can see a probe at 250m, but is seen 333m (310m MK2)

IMHO they should rebalance it, so a light ewar can come through a teleport, and has a chance to mask before pinging the probe (aka minimum distance for probe deployment)

also, no bot should be able to see the probe withit pinging it, without the use of either detection or masking modules.

both criteria are easy to achieve, maintaining the usefullness of probes,  while also limiting their powers, asd you would need more probes around teleports to have a sure ping for anything that leaves the dropzone

*Disclaimer: This post can contain strong sarcasm or cynical remarks. keep that in mind!
Whining - It's amazing how fast your trivial concerns will disappear

Re: Probes

No bot should be able to sneak in, or it should be at least a matter of probe position.

I hardly doubt that you would buy an alarm system that gives robber a chance to get in unspotted.

Have a productive day, runner!
R.I.P. Chenoa, you'll never be forgotten.
DEV Zoom: Line, sorry, I was away for christmas.
http://perp-kill.net/?m=view&id=252086