Tech protection for all mk 3 tech

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Alien51
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Post by Alien51 »

Would it be possible to make a research option which makes your tech unstealable?

Like 1/2 price of the tech, which makes it self destruct (just the idea, no animation or w/e needed) so other teams can't steal it.
I think I'd like this the best.

EDIT: Yes it would be possible I think, but it'd essentially be a duplicate weapon in ICE or w/e which is unstealable and invalidates the stealable one.
Last edited by Alien51 on Sat Mar 24, 2012 6:19 pm, edited 1 time in total.
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MonAG
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Post by MonAG »

Alien51 wrote:QUOTE (Alien51 @ Mar 24 2012, 03:18 PM) Would it be possible to make a research option which makes your tech unstealable?

Like 1/2 price of the tech, which makes it self destruct (just the idea, no animation or w/e needed) so other teams can't steal it.
I think I'd like this the best.

EDIT: Yes it would be possible I think, but it'd essentially be a duplicate weapon in ICE or w/e which is unstealable and invalidates the stealable one.
Another alternative is to add an "eject" button. Which would destroy the onboard tech before capture, and maybe... deny the KB points? It would be fun to see the results. :D
ChaoticStorm
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Post by ChaoticStorm »

MonAG wrote:QUOTE (MonAG @ Mar 24 2012, 06:23 PM) Another alternative is to add an "eject" button. Which would destroy the onboard tech before capture, and maybe... deny the KB points? It would be fun to see the results. :D
Code change, but possible assuming you can get it done.
(Assuming you mean eject as in eject from the ship and kill cargo, thats what i got from deny kb at least.)
Last edited by ChaoticStorm on Sat Mar 24, 2012 7:34 pm, edited 1 time in total.
MonAG
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Post by MonAG »

ChaoticStorm wrote:QUOTE (ChaoticStorm @ Mar 24 2012, 04:32 PM) Code change, but possible assuming you can get it done.
(Assuming you mean eject as in eject from the ship and kill cargo, thats what i got from deny kb at least.)
Code change? Shame... I was meaning that if you are about to be killed: you eject/destroy your ship, tech is destroyed in self-destruct (can´t be stolen), and nobody gets credit (KB increase) for killing you (you deny a KB increase to the pilot that was about to pod you). To balance thing out, the ejecting pilot could be penalized with a KB decrease.

But this is just day-dreaming... I don´t intend to interfere with the current poll.
NightRychune
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Post by NightRychune »

Raveen wrote:QUOTE (Raveen @ Mar 23 2012, 09:19 AM) That's actually quite a decent compromise. Not sure if it's possible within the core though. Even if it is I suspect it'd be a hell of a lot of work.
possible, but it could create annoying clutter

instead of having a def assigned to a dropped piece of tech that leads directly to gaining the def that gives you access to that piece of tech, you assign a def to a dropped piece of tech that gives you access to another piece of research that gives you the def to get access to that piece of tech.

this creates other problems - is that research entry a tier below the piece of tech you're trying to steal? is it in the same tech path?
Alien51 wrote:QUOTE (Alien51 @ Mar 24 2012, 12:18 PM) Would it be possible to make a research option which makes your tech unstealable?

Like 1/2 price of the tech, which makes it self destruct (just the idea, no animation or w/e needed) so other teams can't steal it.
I think I'd like this the best.

EDIT: Yes it would be possible I think, but it'd essentially be a duplicate weapon in ICE or w/e which is unstealable and invalidates the stealable one.
not only would you have to have duplicate entries in ICE and duplicate research entries in the tech paths, this would also be awkward because it would create gameplay conundrums where you had to make sure your team didn't even use the piece of tech you want to protect from reverse engineering until that second research entry was complete, and if someone $#@!s up and uses the original piece and then ends up giving it to the other team you just wasted a whole bunch of time and money.

that would just create poor gameplay
Alien51
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Post by Alien51 »

There are multiple solutions available.

Question is do we want a research option which makes our tech unstealable?
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Rand0m_Numb3r
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Post by Rand0m_Numb3r »

No
Beyond the clock tower.
Alien51
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Post by Alien51 »

Random Number wrote:QUOTE (Random Number @ Mar 24 2012, 08:33 PM) No
This aint a poll, least give a counter argument...

It does look like most want mk3 tech to be unstealable; but why not make the option available for all tech to be unstealable?
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DasSmiter
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Post by DasSmiter »

MW carries it away IMO. Tech stealing is part of what makes multi-tech viable (besides Econ GA softening the blow).

I'd like to hear from Night more on this actually, since IIRC XC did away with tech stealing at MKIII. IMO this creates a snowballing effect whereas allowing tech stealing gives a fighting chance. Its the push and pull between making games short and allowing for longer games to occur.
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NightRychune
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Post by NightRychune »

I only did it for garrison tech after I shifted things around such that everything in garr tech was useful to some extent - and was basically the information or support tech path, whatever you want to call it - to remove the inherent fear of "this would be useful but if I buy it the other team will get it and I'm $#@!ing myself over and that doesn't feel very good"

I'm generally pretty okay with making mk3 tech (read: mini3) unstealable. if you spend more money than the other team you should have an advantage - period. the game is one part money and one part team execution.

if your team has no money compared to the other team, you lose. if your team can't execute, you lose. if your team has money and they can execute, you win! that's how allegiance works!
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