I never said CONCORD is not an NPC.
Infact, I told you the opposite.
Multiple times actually. I feel like we’re going in circles. Again.
I never said CONCORD is not an NPC.
Infact, I told you the opposite.
Multiple times actually. I feel like we’re going in circles. Again.
But all the alternative definitions that were presented lead to such an absurd conclusion.
In YOUR case it leads to fobs, sentry guns, and diamond sotiyo NOT being NPCs .
Also your “antropomophic” requirement for characters leads to concord not being an NPC.
Leads you to absurd conclusions.
Leads logically to absurd conclusion.
If you assume that only “ships” are NPCs, then diamond sotiyo and fobs are not NPCs. That’s just logical.
That you don’t agree with logic is your issue.
That you make personal attacks when an argument is shown against your idea is also your issue ; does not make your right.
Let’s go back to that argument.
Let’s say player characters in this game are represented by ships. Ships are our ‘characters’.
CONCORD is an entity with ships. It is an NPC entity. There are player entities like it as well, called corporations, groups of characters, but a corporation itself is not a character or NPC. As an entity, CONCORD itself is not a character. Thus, CONCORD is not a non-player character, or NPC.
CONCORD has ships that kill you when you do bad things in high sec space. Ships were characters and these ships are no players. Thus, CONCORD ships are NPCs.
So, are you talking about CONCORD as ‘the corporation CONCORD’? Or the individual ships?
Because the corporation is not an NPC, while the ships are.
No. They have “entities”. Concord drones are entities, as I wrote only PC have ships.
Also it has nothing to do with your argument. Anthropomorphic means to have human traits, concord entities don’t have human traits just like our ships don’t.
So if you require anthropomorphism to be a character, then concord entities are not NPC either.
You really are hopeless.
more personal attacks.
You were wrong when claiming that tethering is not an NPC mechanism.
To tether is an action that is solely taken by NPC, even though their behavior can be modified indirectly through ACL.
No playable character can directly control the tether, even when manning the structure that emits it, therefore tethering is an NPC mechanism that affect players, just like concord destroying a criminal ship.
This is where your previous response went wrong.
You didn’t have to agree with the argument I made, but all you had to do was to follow the logic and say “indeed if you see ships as characters, CONCORD ships are NPCs!”
But instead you go “Ships are no characters, you are wrong”.
Actually, controlled ships are avatars of a PC, so they can be associated to the corresponding PC.
So it’s the opposite of what you claim I wrote.
So yes it seems you are some issues with understanding logic, and rather make personal attacks than accept you were logically wrong.
But your logic was not only flawed to start with, but also irrelevant to the part that you quote, that is anthropomorphism.
You write “let’s get back to that argument” but you actually are completely out of that argument.
That argument being, if you assume that characters are characterized by a set of anthropomorphic traits, then neither our ships, nor concord, meet that definition, which makes concord NOT an NPC.
Even if you look at the portraits, Concord entities don’t have one ! And for a good reason, that they are just drones. So assuming anthropomorphism is required to be considered a character (playable or not) in eve leads to absurd conclusion that concord entities are not NPCs.
And again I don’t mind if we use specific definitions. But not only is that not the common definition, but also it goes against a previous definition that crimewatch only protects from NPC retaliation. So the issue is that switching from a definition that admits “concord is NPC” to one that leads to “concord is not NPC” IS equivocation.
What if A
Logic
Then follows B
That was my argument. I asked if the logic was wrong. Instead, you point at ‘What if A’ and said that part is wrong.
That’s really unhelpful.
But it is.
From wrong, you can deduce anything.
So “what if we define characters in eve as those with anthropomorphism” is wrong and assuming it is a nonsense to start with.
Your logic IS wrong. Not necessarily from the middle part, but at least from the fact that you assume something wrong.
Anderson is too busy contradicting herself to be worth my time responding anymore.
So, @Astelon_Bheskagor, what are your thoughts on the counterpoint I made here for why I feel it isn’t sensible to change tethers due to these flags:
and players or only players. This comes from CCP’s Crimewatch page.
Those that have a suspect timer (suspects) are included in the Crimewatch system , but there’s no relationship between those and NPC security forces for high security space . It is up for the players to be the “punishers” in this situation. Exception happens in low security systems where , if they commit an act of aggression, they have a “relationship” with NPC gate or station guns (if in the range or those) as also a relationship with players at the same time, if present and engaging with the suspect.
Outlaws . In high security space the relation can be unilateral with just faction police , or bilateral if players also decide to intervene .
For those with a criminal timer (criminals) , it’s the same , can be just unilateral (CONCORD responds) or bilateral (players also respond).
Note that in my original post I haven’t included criminals , because they fall under a special mechanic in their relationship with the NPC forces (CONCORD) . With that flag you can’t warp (while in highsec) and can’t get tether, there was no point in mentioning them .
Outlaws can warp away if the faction police spawns near them and get to safety (tether or dock) while criminals can’t warp away until CONCORD arrives and destroys their ships .
Correct. It is a player run corporation that gets to decide who gets the tether based on an ACL setup up by them , or they just simply choose to be public and everyone has tether .
It has . Say that you provide repairs or capacitor transfer to a suspect or an outlaw in space (in high security space) , you get a suspect timer and all other players are free to engage you .
Tether does the same thing , but there are no repercussions …
This wouldn’t be a problem if they would just repair or regenerate capacitor while being docked in the structure.
We either change how tether works for outlaws and suspects in high security space , or make it so that there are some downsides for the structure owners who safely harbor them.
You may agree or not agree with me , this is what I think and it’s perfectly fine for me for you to have a different opinion .
Maybe the thread will give something to think about to someone from CSM/CCP/Eve community, who reads it , and if not , that’s fine too .
the irony.
Nope.
Suspect status is about NPCs, pure and simple. Players can all become suspect or criminal and nobody would care about that status if CONCORD didn’t exist.
The only reason ‘suspect’ is a thing, is because CONCORD doesn’t kill players who attack a suspect player. Without CONCORD, nobody cares about a suspect status.
Criminal status is similar. Players could all do criminal things and nobody would care about criminal status if CONCORD didn’t exist to kill the criminals.
Crimewatch is only about NPCs and determines whether CONCORD will aid or kill you.
Suspect status is about NPCs, pure and simple.
No, it isn’t.
Those that have a suspect timer (suspects) are included in the Crimewatch system , but there’s no relationship between those and NPC security forces for high security space . It is up for the players to be the “punishers” in this situation. Exception happens in low security systems where , if they commit an act of aggression, they have a “relationship” with NPC gate or station guns (if in the range or those) as also a relationship with players at the same time, if present and engaging with the suspect.
The Suspect Timer is only applicable in Empire-owned space (0.1 to 1.0). The Suspect Timer allows any other player to attack the pilot without penalty while the timer is active. CONCORD and gate gu...
Show me where it says that NPC forces respond to a suspect in high security space. It’s only up to the players to deal with them. Even more , they get their suspect status by interacting with players or player property and not NPCs.
Show me where it says that NPC forces respond to a suspect in high security space.
NPC forces do NOT respond when a suspect player gets attacked. The respond in other cases.
That’s what the suspect status means: you don’t get defended by NPCs. It’s all about NPCs, and without CONCORD, suspect has no meaning.
It’s all about NPCs
No, it’s also about players attacking you.
You don’t get defended AGAINST PLAYERS by NPCs.
That’s what the suspect status means: you don’t get defended by NPCs.
Nor attacked by NPCs .
NPCs have nothing to do with it. There’s simply no action that they take against a suspect or the player attacking a suspect.
without CONCORD, suspect has no meaning.
Wrong , it has meaning because you get the flag that allows other players to attack you in high security space , without any intervention from NPC forces , on any of the involved side.
The flag and this has no meaning to you:
In high-security space, a pilot can acquire a Suspect Timer by performing any of the following actions:
- Stealing from a container or wreck.
- Engaging Mobile Structures, such as Mobile Tractor Units or Mobile Depots
- By having a kill right activated on them.
?
If it had no meaning , it wouldn’t have existed in the game to begin with.