Proximity Alert Rework

I think he meant they would need to be at least 100 blocks to generate an alert.

Hey Rex,

New players don’t destroy proxies, usually they don’t even know how they work or don’t care about them. Usually proxies are destroyed by opposing factions of more experienced players.

If you want to make it less frustrating for new people I have a suggestion: modify cb:gohome to move player to EGS HQ if there is no home set up and automatically execute it after 3rd death in PVP area within 5 minutes. This could prevent abuses of respawn here option as well as help new players if they get killed in PVP and don’t know what to do except respawning where they got killed only to be killed again or using fresh start (which sounds more scary for them then it actually is)

Currently? From what I know it used to be like that for many seasons, with small exception of first part of last season when dominating factions have switched.

I’d suggest fixing EWS first, SV fights are waay too long and unfun.

This doesn’t solve the problem as you described it - structure with core and flares will still be almost invisible, but it forces everyone to respawn all proxies so it’s a bad change and most likely there will be another one needed so instead of temporary solution like this please make the one which actually solves the problem.

1 Like

You may want to check out the update to 2.8.8

This may be inevitable since eleon is focused on pve game.

PvP noob here…
but couple of questions…
what’s the proximity alert range?
and what’s the red dot range?
can’t red dot appear on map farther than prox logs?
or does that red square appearance also relies on block count?

Red dot is 1.5km when powered on, 200m when powered off.

Proxies are 2.5km (the most ive had it hit at)

this is a great idea. the main point being to have another option besides getting spawn killed, and fresh start. even I forget to reset my home spawn sometimes and find myself in a death loop. luckily my faction mates eventually save me, but new guys usually don’t have that option.

As for solving the proximity beacon issue. I think the only fair way for both the hunter, and the hunted is to change the distances you see, and are seen by it. As example: I should see the beacon on my minimap before it sends a ping out. that way anyone who pings a beacon knows they are responsible and can act accordingly. Even from a realism standpoint a passive system “beacon pings” should not be more effective then one monitored by a person, “hud, or minimap”

Like the idea with the powered antenna blocks necessary, because it’s somewhat self explanatory. The antenne blocks only exist for CV/BA but there is also a detector block for SV. Maybe it’s to complex to implement all this?

Anyway the 100 Block solution isn’t a good one, as one can easily still build structures invisible before the HUD Marker appears at 250m.

On the other side it isn’t to hard to figure out how to build a ship able to survive some hits to K-Warp out, especially with shields now. The last time i viewed there was also a “hard” in the servername.

Perhaps the beacon ships have to be powered to be a beacon? IE if it is not powered and on then no proximity alarms.

Think of it like a smoke detector. What the hell is the use of a smoke detectors if the battery is dead or missing??

1 Like

This. Require power for proximity alerts. It also means they will need to be maintained. Great idea. Then ships will target them as well.

1 Like

It was determined this wasn’t possible.

I’m curious, is the proximity alarm a feature from Eleon or scripted by HWS only?

The lookup for something like enemy core > powered = yes > send alarm

Or something of the sort. Probably would take Eleon 2 years to implement.

I believe its an EAH feature which @Jascha created and he’s the one who said not possible:

https://eah.empyrion-homeworld.net/documentation/flyout-menu/logs-and-statistics/intruder-log

It should be possible to implement though.
The tool already knows if a structure is powered or not, as evidenced in the structure commander tab.
So it just needs to use that information in conjunction with the proximity. Power + proximity = alarm.

I can’t say what kind of coding @Jascha would have to do to implement it but all the information is already in the tool.

Hey,

yes its an EAH feature and to check the powered state is quite easy, will update it later.
With the new mod API we would also be able to check devices, but we have to wait for that a bit still.
Thanks for the constructive feedback

4 Likes

It also means they will need to be maintained.

A SV core, a fueltank and generator means something around a week until the tank is empty, sounds not too hard.

But one could also build a proxy-base with a solarpanel and power it forever. Also turrets are not firing on solarpanels/batteries as far as i know.

If they can be seen, they can be destroyed

2 Likes

It seems very silly that a small, unpowered hunk of plain concrete can send an alert instantly to every point in the solar system, while a large and complex ship with all its systems powered can’t send an alert to its own cockpit.

Ships and bases should send alerts only when powered, and players in ships and bases should get an alert when the ship or base they’re in is approached by an enemy.

2 Likes

Sorry, we forgot to announce that we included this condition as well.

So in total:
Proximity Alerts on HWS are currently only coming if

  • you have a structure with more than 100 blocks
  • the structure is powered on
4 Likes