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DupeOfURL

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Reply with quote  #1 
Seems that having the Pirate LOOTING function disrupted {eg. by enemy ship destruction} causes the server to crash.  This is MOST vexing.  Would it make sense that the LOOTING process begins not by mere proximity but by a command initiated by COMMS?? 


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Mike Substelny

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Reply with quote  #2 
Good observation! Last weekend we had a case of this happen at Cleveland Concoction and I didn't make the connection between interrupted looting and the server crash. I will point out the bug to Thom.
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ryleyra

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Reply with quote  #3 
The bug probably should be fixed either way.

I'm not sure if Comms is the right console to "control the looting", as Comms must request surrender for looting to even take place. I would assume the surrender command includes something along the lines of "Arrr… bring yer ship to a halt and prepare to be boarded, mateys!" 😃

The problem is that looting must be triggered when you are within the right radius of the enemy ship. You can contact them with Comms at any range, but nothing will happen if you aren't close enough. This might be a potential use for the suggested Tractor Beam, controlled by Weapons. The Pirate ship gets close enough to the ship, Weapons activates the Tractor Beam, and the ship is looted.

I'm assuming the way it is handled now is due to the fact that there IS no Tractor Beam, or means for two ships to dock. Or even for a shuttle to dock with a ship, although I think launching your shuttle to loot an enemy is unnecessary complex.

Speaking of which, Mike you might want to remind Thom that I found that if a fighter from the Pirate ship got too close to a surrendered ship, it could be looted. Hopefully he already found and fixed that bug, but if he doesn't know about it, that's something else he can look into.
KohoutDan666

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Reply with quote  #4 
When I red, that Comms is not right console to control looting, because looting is triggered by closing to ship, I got idea, that it could be activated by Comms like preparation for docking and closing to ship would actually loot the ship.

But Tractor beam sounds million times cooler. :-D
clavestone

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Reply with quote  #5 
Because.... we're Pirates!

At least we have figured out what/how it's happening. Now to see if its fixable (or revamped at Armada V)

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PirateLord Eric Wethington:

Captain of the Privateer Longbow "Jimi-Saru"

Captain of the Pirate Brigantine "Fulminate" and 59th Pirate Fighter wing "The Reapers"

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Charter Member of the Eastern Front online group (PirateLord)

Online Liaison Officer to the Admiralty.

DupeOfURL

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Reply with quote  #6 
After I posted, I got to thinking.  {Funny how seeing it typed out may focus thoughts....}  Basically, the station that controls looting {after enemy surrenders} is  --  HELM!  When you're beaming a surrendered enemy, it is behooving on for HELM to maintain a distance > 500 units* from the target.  Until Captain says Clear To Loot.  {After all, the onus DOES fall on the cap!}  Weapons UN-target.  Single loot-able ship, no other threats nearby ->  Move On In!  This may lead to tactic of a tactic of backing off a group, circling around {like a vulture} and selecting the next wounded target to force to surrender/kill.  {As opposed to risking destruction while looting...} 
Hmmm, maybe a pirate ship needs a "needle gun".  Beam w/ longer range, narrow focus, good recharge rate and damage....} 

* based on data transfer distance.... 

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DupeOfURL

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Reply with quote  #7 
Add in a Check Power Level BEFORE LOOTING to the checklist!  {Glances @ PirateLord....} 


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ryleyra

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Reply with quote  #8 
Quote:
Originally Posted by KohoutDan666

But Tractor beam sounds million times cooler. :-D


I definitely think the tractor beam should be the tool of choice for most Pirates. 😃

DupeOfURL

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Reply with quote  #9 
rylera - personally I'd lie to see Comms be able to order surrendered ships around.  "YO!  Report to DS3, ya yellow dawgs."  Must be the Privateer in me.  Ready to ransom the crew and sell the ship! 

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techbear

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Reply with quote  #10 
Thanks to your attention to this, I've looked in the code and spotted (what I thinking causes) this crash bug.  I've now fixed it in my version.  Thanks for helping me work it out!
Mike Substelny

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Reply with quote  #11 
That's good to hear, Thom!
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