' Wrote:SOME transports are powerful, others are not.
The most powerful transports are probably alright as they are (especially in groups).
The Transports with few or no guns - give them the massive armour to make them defensively stronger.
But what about the economy? Well, sorry guys, as much as the developers try to perfect the static economy they will never succeed. This is because economics is inherently dynamic - people will automatically flock to the best deal they can get.
Without some regular variation in the economy, the developers are constantly chasing their tail - nerf this, nerf that, tweak this and so on. It will NEVER END until a system of regular variation is implemented.
I concur that transports that cannot shoot, should be able to receive. (I am laughing at the innuendo here, I hope you are too.)
Apart from that, perfection is not needed. Improvement is. Discovery is not RL and we are not suffering the FL version of the Global Financial Crisis, or at the very least, we should not be.
If every route is equally increased, how does the problem of people flocking to the one making the most credits differ, from the current situation, to the proposed situation? The answer is, it does not. (Saving time here.)
In fact, I daresay it would make traders try out different routes because they can risk the credits to do so. (I could be wrong, I could also be a turnip, with fingers.)
I would also lean towards armor buffs over weapon buffs. Especially for some of the 5k transports... Especially for the Ryuujin and perhaps the stork as both of these have less armor than the container transports and far fewer weapons and yet cost almost twice as much...
' Wrote:Traders should just learn to travel in groups.
Thank you for that marvelously inteligent observation which completely ignored everything that has been discussed in this thread until now. Kudos to you, sir. Kudos.
Anyways, as true as the facts in this thread may be, I don't think that our "pyramid" is as pyramidal as you think. Now that we have corporate rivlaries ( Producers taking away from other producers), Bounty Hunters and Mercenaries (Consumers taking away from both producers and other Consumers) and Navies/Polices ( People who don't take away from anyone... really.) things are a bit more complex than that. But it is undenyable that the balance is screwed. It's partially due to the peoples mentality, though. What would you rather do, spend 30 minutes mining a full load of ore or 2 minutes pirating it off of some miner? Thought so...
' Wrote:Thank you for that marvelously inteligent observation which completely ignored everything that has been discussed in this thread until now. Kudos to you, sir. Kudos.
Anyways, as true as the facts in this thread may be, I don't think that our "pyramid" is as pyramidal as you think. Now that we have corporate rivlaries ( Producers taking away from other producers), Bounty Hunters and Mercenaries (Consumers taking away from both producers and other Consumers) and Navies/Polices ( People who don't take away from anyone... really.) things are a bit more complex than that. But it is undenyable that the balance is screwed. It's partially due to the peoples mentality, though. What would you rather do, spend 30 minutes mining a full load of ore or 2 minutes pirating it off of some miner? Thought so...
All that was discussed were different ways to upset the system, and ways that those upsets were bad :/ I mean - Buffing their weapons and armor is out since bombers can take cap ships out with relative ease (and buffing them to be tougher to kill than cap ships would be bad because well... that's not the way it was meant to be). Making routes more profitable would be bad because well... that'll just create inflation - not that there's anything not rooted in the system that's worth buying anyways, other than codes. You could make mining more profitable, but it's one of the fastest ways to make cash anyway.
The easiest fix that would require the least work and have the least negative consequences would be to work within the game.
' Wrote:What would you rather do, spend 30 minutes mining a full load of ore or 2 minutes pirating it off of some miner? Thought so...
Now that could be easily fixed. Either make the whole process of mining faster with less reward, or redistribute the time it takes to complete the mining process (mining itself, then shipping) Ex: make getting pirated for a full load of ore much less catastrophic by making the mining phase short and the shipping phase long.
Oh, I would love to pirate with a cruiser that has transport guns. Thanks ^__^
But on a more serious note, I would rather simply limit the piracy to 5million maximum or something like that. Unless if done in roleplay.
What do I mean?
here is what I mean.
Corsairs come up to a BMM miner. He has no 5million. He never had 5million. If he had 5 million he wouldn't be there, his employees would be there.
But but! IVAN WHAT ABOUT HIS COMPANY PAYING FOR HIM?
Sure. Sounds sweet. Take him hostage, and roleplay it out on the forums.
Would you really force the guy not to log on that character until his randsom is payed? Sounds complicated right? And I doubt anyone would post on forums for 5mil extra...
So it boils down to real piracy. Cargo piracy, or extortion for money and taking hostages. I really don't see why would any miner have 10million on his hold.
' Wrote:Says who? See, we mod the game here so we get to make that decision, or more accurately, the devs do with feedback from us.
Change is good, which is why the practice of modding exists in the first place.
Yeah, but we have to be responsible in how we mod, and everything should either be very well thought out or very gradual. If we suddenly made transports more powerful than capital ships, that would ruin the capital ship mechanic and piss off every owner of a capital ship. Also, no one would buy capital ships ever again except for kicks, as it would be obsolete. There is a balance in every aspect of the game - altering the game to shift the balance of one area, such as trading, would force the balance of ship role in another.