06-19-2014, 11:59 AM
Well piracy is basically dead. It's really news to any of us, it's been pretty stale for quite some time.
Therefore, how can we solve this game play crippling problem?
Lets look at the problems with the way things currently work in Discovery:
The causes of these problems can be broken down into these:
So those are the problems above. Disco is plagued by these, and until we can solve them things aren't going to get better.
I cooked up a few suggestions as to how we could fix these troubling issues:
Double the buy and sell prices of all commodities
Traders have no risk when trading with some of the cheaper commodities. This prompts them to have the choice of simply 'accepting' giving the pirate a blue and resuming peaceful trading for themselves, where they can then completely avoid the interaction next time. This makes for easy trading for traders and boring/unfair piracy for pirates. It's unbalanced. Therefore, if we double the buy and sell prices of all commodities, traders will think twice before simply accepting death and giving the pirate a blue, or trying to silently cruise off without RPing back because if they do they'll burn a significant hole in their pocket.
Revert Scanners back to how they were in 4.86
Seriously, what was even wrong with Scanners back then? Since .87 we've engaged in constant Scanner re-balancing, in order to make them unique. However, we didn't need to fix what wasn't broken, and what we have now is absurd. How on Earth are pirates meant to get piracy targets when they can be seen from 17K away?. 4.86 had balanced Scanner ranges for everything. Sometimes simplicity is simply excellence.
Nerf the combat effectiveness of larger trading vessels
Ships with equal to or more than 4,200 cargo space are far too effective at self defense. Higher cargo trade ships should focus on armour over guns. A traders intention in an encounter with a pirate shouldn't be to kill the pirate, but to run and get to the nearest base as soon as possible.
Remove guns from Jump Gates
It was a silly decision to add them initially. Doing so simply killed activity, it didn't stimulate any more activity. It only caused harm to gameplay. You can look back to the older updates and the evidence is there: Jump Gate piracy was a good thing.
Buff Bomber cruise speed to 375m/s (same speed as fighters)
Bombers are the typical ships of pirates. However, currently they can be easily chased down by fighters. Furthermore, a fight which is a bomber vs a fighter will 90% of the time end up with the fighter winning. There's little for a bomber to do when engaged by a fighter, other than attempt to desperately try to flee. However, with the recent update this decreases a bombers survivability even more, meaning that it's much easier for a pirate to die and be booted out of a system for 2 hours, which can effectively ruin his piracy run. If we make the cruise speed of bombers and fighters the same, this will actually give pirates more of a chance to focus on piracy, rather than being gunned down extremely easily in combat.
One more thing, don't give me the crap about how pirates should be pirating in groups. Why should they be forced to work with others? Traders can trade alone, Freelancers can hunt alone, Lawfuls can enforce the law alone, Terrorists can commit terrorism alone etc.
These are all the suggestions I have. Any more suggestions are welcome.
Edit: Parts of this thread might not make much sense. I wrote the majority of it when I was pretty tired.
Therefore, how can we solve this game play crippling problem?
Lets look at the problems with the way things currently work in Discovery:
- Pirates aren't pirates anymore. A lot of unlawful characters tend to be roaming around for quick pews with lawfuls.
- Silent traders, power traders and those traders who go "shoot me, it's cheaper if I die" ruin the immersion in a pirate-trader encounter
- Piracy is generally harder. They have less places to pirate, scanners have ridiculous ranges, traders are fiercely armed and lawfuls are much more tenacious. The average lone pirate can't cope.
The causes of these problems can be broken down into these:
- Lack of traders for pirates to pirate, so they prefer to pew lawfuls
- Unless they're carrying high value cargo, Traders mostly have zero risk with pirates. As shown by Spazzy some traders even go out of their way to not give any RP to pirates
- Increased scanner ranges make detecting pirates far too easy. Being able to detect traders yields little benefit for pirates in comparison to traders being able to detect them
- Traders are far too strong against pirates. It's so very easy to just charge straight at a pirate as a trader and easily kill him whilst keeping your hull intact.
- Places such as jump gates, which would be guaranteed places to net traders, became heavily defended and destroyed all piracy at gates
- Lawfuls fiercely hunt down unlawfuls, allowing them little time to actually do any piracy
So those are the problems above. Disco is plagued by these, and until we can solve them things aren't going to get better.
I cooked up a few suggestions as to how we could fix these troubling issues:
Double the buy and sell prices of all commodities
Traders have no risk when trading with some of the cheaper commodities. This prompts them to have the choice of simply 'accepting' giving the pirate a blue and resuming peaceful trading for themselves, where they can then completely avoid the interaction next time. This makes for easy trading for traders and boring/unfair piracy for pirates. It's unbalanced. Therefore, if we double the buy and sell prices of all commodities, traders will think twice before simply accepting death and giving the pirate a blue, or trying to silently cruise off without RPing back because if they do they'll burn a significant hole in their pocket.
Revert Scanners back to how they were in 4.86
Seriously, what was even wrong with Scanners back then? Since .87 we've engaged in constant Scanner re-balancing, in order to make them unique. However, we didn't need to fix what wasn't broken, and what we have now is absurd. How on Earth are pirates meant to get piracy targets when they can be seen from 17K away?. 4.86 had balanced Scanner ranges for everything. Sometimes simplicity is simply excellence.
Nerf the combat effectiveness of larger trading vessels
Ships with equal to or more than 4,200 cargo space are far too effective at self defense. Higher cargo trade ships should focus on armour over guns. A traders intention in an encounter with a pirate shouldn't be to kill the pirate, but to run and get to the nearest base as soon as possible.
Remove guns from Jump Gates
It was a silly decision to add them initially. Doing so simply killed activity, it didn't stimulate any more activity. It only caused harm to gameplay. You can look back to the older updates and the evidence is there: Jump Gate piracy was a good thing.
Buff Bomber cruise speed to 375m/s (same speed as fighters)
Bombers are the typical ships of pirates. However, currently they can be easily chased down by fighters. Furthermore, a fight which is a bomber vs a fighter will 90% of the time end up with the fighter winning. There's little for a bomber to do when engaged by a fighter, other than attempt to desperately try to flee. However, with the recent update this decreases a bombers survivability even more, meaning that it's much easier for a pirate to die and be booted out of a system for 2 hours, which can effectively ruin his piracy run. If we make the cruise speed of bombers and fighters the same, this will actually give pirates more of a chance to focus on piracy, rather than being gunned down extremely easily in combat.
One more thing, don't give me the crap about how pirates should be pirating in groups. Why should they be forced to work with others? Traders can trade alone, Freelancers can hunt alone, Lawfuls can enforce the law alone, Terrorists can commit terrorism alone etc.
These are all the suggestions I have. Any more suggestions are welcome.
Edit: Parts of this thread might not make much sense. I wrote the majority of it when I was pretty tired.