[Exploit] Kills by fleet wingmen don't count against player.

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PM
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The player may command fleet wingmen to attack and destroy friendly targets. Retribution is suffered by the wingman who made the kill, not the player who gave the order.
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ThePrivateer
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PM wrote:The player may command fleet wingmen to attack and destroy friendly targets. Retribution is suffered by the wingman who made the kill, not the player who gave the order.
Nice one PM! I like that. Probably a bug, but one I'm gonna go exploit before George patches it! :twisted:
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Aury
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Lets not get too hasty and simply do a blanket patch that is likely to create other issues in turn.

The player should only be attributed for the kills in certain situations (ie, only if they sent an attack order against it, not because the AI ship has bad targeting abilities, and not if the specific point of killing a particular ship/station was so the /player/ (and not a wingman) could kill it, etc.) where it makes sense.
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When a wingman kills something, player should get the credit or blame only if the player commanded the wingman to kill the target. As it is, I can command my fleet to take out a Commonwealth or Corporate station, and get away with bloody murder.
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Sounds like a bug. There is supposed to be code that assigns wingman kills to the player.

[Although it currently does not distinguish between accidental wingman-kills and intentional ones.]
IceMephit
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Is that true for the arena as well. Kills made by Volkov never count for me in the arena.
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Usually volkov (or any autons) get stuck outside the arena, so I've never been able to test that out.
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Wolfy wrote:Usually volkov (or any autons) get stuck outside the arena, so I've never been able to test that out.
Its an easy feat to get volkov in there with you. aim for the entrance at a slow speed and turn the ship around until volkov is lined up to go through the gate right after you do
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Wolfy wrote:Usually volkov (or any autons) get stuck outside the arena, so I've never been able to test that out.
The gap is really too small - it's only one fence panel removed. It should be about two, to allow autons and wingmen in. Just sort of wiggle around a little, fly in different angles and the auton should get in...otherwise if you don't want it to help, park it on a planet and tell it to "wait".
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Wolfy wrote:Usually volkov (or any autons) get stuck outside the arena, so I've never been able to test that out.
Line up volkov outside the entrance. Order him to wait. Fly through the entrance, order him to form up. If you got it right, he'll go right through.
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ThePrivateer
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Shrike wrote:
Wolfy wrote:Usually volkov (or any autons) get stuck outside the arena, so I've never been able to test that out.
Line up volkov outside the entrance. Order him to wait. Fly through the entrance, order him to form up. If you got it right, he'll go right through.
That's a good one! :D

Nothing like a good old work-around! ;)
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Kills by named wingmen do not count either, but you cannot command them to kill friendlies like you can with CSC fleet wingmen.

On a tangent, the Playership Drones mod uses a modified wingman script. When I noticed I did not get outlawed after commanding them to blow up a station, I thought I would give them fleet wingman script, thinking fleet wingmen kills would count for or against me, right? Wrong! After seeing that, I tried blowing up stations with my fleet of Centurions, using no mods except a godmod to warp to the end and give some gear. This is when I discovered the exploit.
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