The rule is incredibly unlikely to be reinstated. The idea is to lower the amount of rules and replace them with automated FLHook systems or by rebalancing different parts of the mod to make the rules less necessary.
Pirate caps might be very popular right now, but that's because we're in the "grace" period before everyone gets bored of them again. Furthermore, the caps' effeciency against traders is a balance problem, not a rule one. Transports were balanced before against fighters and bombers and gunboats, because caps couldn't engage. With the change in rules comes a change in balance, and the dev team will handle rebalancing transports to better defend them against capital ships. I don't know what those changes will entail, but transports won't be as-is by 4.87, if not earlier.
Well, if there's a way to rebalance transports without nerfing cruisers, but at same time not making them less vulnerable to bombers and gunboats, I guess everyone will be happy.
' Wrote:The idea is to lower the amount of rules and replace them with automated FLHook systems or by rebalancing different parts of the mod to make the rules less necessary.
This is something peeps need to read, reread, get tattoed on the back of their hands, and then commit to memory. The rules are one of the biggest felons when it comes to new players staying or leaving. They're not as clear cut and easy to understand as many of us think. There are gray areas.
The above statement shows that the admin team understands that and is shifting away from using rules to keep the peace in game and having the development team use development tools to keep the peace. If a new guy can't do something in the first place, he is less likely to get sanctioned for doing it. That is much better than him getting sanctioned for doing something and then finding out there was a rule against it.
As for the topic - I haven't noticed a huge increase in cruiser piracy; but I fly transports with a tag that typically makes pirates ignore me so I am not a real good instrument to judge that by. I'd ask the heads/members of the house corps for their experience. Indy players of the house corps too.
I'm fine with it as is though. A scout should be able to prevent you from running into a cruiser. This is space - it is dangerous, group up yo. If its a cloaked cruiser, accept that every now and then you can't control everything.
As a "cruiser pirate", I may say it becomes more simple. Many traders tried to run from bomber or gunboat, some successful. Noone can't even think about running from cruiser.
Ideas: there should be some transports like Shire or Liners, which can move less amounts of cargo than trains, but do it safely. Just give Very Heavy guns to transports. Maybe this gun should take special Heavy Transport Turret slots. This cannot be used vs Battleships due to low amount of armor on transports, but can be used in case of defence vs Cruisers.
Looks like it's staying here...sanctions are down, I haven't seen tonnes of caps pirating others. May have seen a few lawfuls doing their version of it, but not alot. Doesn't really look like it's being all that abused here.
~Coming from someone who was against this, having suffered rulebreakers and enjoyed the previous loopholes a bunch. Seriously. Instead of shooting my pirate transport, I had dreadnoughts and LABC's talk and play blackjack with me. It was cool.