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Full Version: Rule 5.7 and the Trader Exception
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' Wrote:I bet that in distant future there will be much, much better technology than now, so
posibilitiy that escape pod will do not work is close to zero.

one <strike>word</strike> abbreviation - WMD.
A thermonuclear missile (or anti-matter charge) into your control room - and no escape pod will save you.
But that's offtopic, a bit.

Quote:I'm flying sometimes as a trader - but I rarely (maybe 1) use the exception for the traders,
as I write before for me it's looks odd that someone who's get killed/destroyed is able to
fly again in next few sec/minuters later after destruction.

The second thing - maybe deleitng that exception will force powertraders (also regular traders)
to be more cautious or because that the effects of destruction of the ship will be more serious.
But... but in the other hand I appeal to pirated, please... please make reasonable demands...
Rhino flying with neon -1Mil od dieee ? Camara with basic aloy - 2Mil or dieee ?
Anki with Synth Paste - 3Mil or dieee... but again I comming out from the topic...

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Summarizing - there is needed change in rule, where the exception will be modificated or deleted.

You are a casual player.
You're not yet a veteran that has billions in cash and ships.
You make one ore run per day - or 2, to make full circle.
You meet a pirate in a bomber that demands full cargo and few millions on top of that. Which equals to 50 millions of lost profit, and few millions on top of that.
The pirate refuses to negotiate.
Your vessels is balanced the way that it WILL die against a competent opponent.


The exception traders have is the only thing that gives them a choice - to pay and still make profit, or not to pay and lose time and money you paid for your cargo.
This is also the only thing that holds pirates from issuing too high demands. Because they know that if they go over certain limit, they won't get anything.

Imho, it's balanced as it is, already.
' Wrote:Uhm? Corsairs can shoot transports with caps in Gamma.
Just need Guard IFF for that.

That, and FR5 for docking on Crete when told not to by official faction representative (or does it fall under 6.9? Don't remember)
Yes they are one of the exceptions. But what about any of the other factions that don't have exceptions?

Anyway I would still rather rebalance transports in gameplay according to a new formula and remove these stupid and unintuitive rules, than leave things as they are. It just adds to the confusion for newbies when they need to memorise a few paragraphs of "if the trader does this, I can/can't shoot him" before they can even start playing on their pirates.

If the issue is pirate demand, I'm sure there can be a much easier to follow rule set that specifically states what kind of pirate demand is too much. Or we can balance transports to have a fair chance to fight back. As simple as that.
' Wrote:Big overall concern is if a transport that is carrying base supplies through Omega-3 when the IMG base is getting seiged, even if he's not supplying that base, then he's got to go play a different game for a while, maybe he wont come back to disco afterwards. You need to figure out a way to sweeten the pot.

apply common sense; press "y" on your keyboard, which is default for player list, select Systems, check out O3. Lots of ppl? pm a IMG/other lawful you recognize.

Also, if IMG base is being sieged, its a high chance that O5 and O11 will be void of ships simply cuz those ships would already be in O3 fighting..... so yeah, there you got it.

Also; Guard systems as highways are OORP as said systems are OORP in the first place (most of the time).

Traders are fully capable of fighting, but it requires more practice to fight well in a trader, then in a bomber. Most battletransports or larger is bugged towards NOVA torps, thus you got a big big big big advantage over bombers. As for SNAC, srsly, just dont fly in a straight line, wobble around, most traders are like a broomstick with an engine on one end, and most traders fail to utilize that.
It's nothing hard to learn and understand few exceptions in rules, on beginning every <strike>newbie</strike> old-timer-in-other-way is confused with rules and house laws.

Not to mention losing ship after death would be nightmare. So much cash and time was spent on every Train, Battleship, rare snub...

For changing transports stats, they could even have 400 cruise speed, CM, hull buff and 1-2 additional turrets, gunboat ones, like Democritus has. Even with that, they still have no-to-little chances against enemies, unless with hired escort. Because they aren't deignated to fight, just few symbolic turrets. Battletransports can resist few minutes longer, but nothing more. That's also why allowing cruisers and battleships not belonging to official factions shooting to transports is bad idea, Vidars hanging on lines, with "gief me 20 M credentials".

And Blodo has a point in clarification of how much is too much as piracy demand is needed. I think it should depend upon ID. Ruining someone's "Disco day" by demanding huge sum as ship with Pirate ID is not ok in my opinion, unless your groups hates each other, and ID allow for that. "May treat as combat targets vessels belonging to XYZ.." , for example Hackers and Interspace, LWB and Synthfoods... For common pirates it's also bad buisness, especially if trader still use that same route after being pirated. I tried to tie value of demand with level of pirated vessel, but it's way to nowhere. Then I turned to profit's calculation. If pirate catch trader with ore loadout few systems before buying station, he's fully authorized to demand half profit from suppoused income. Not entire or more. Boni pastoris est tondere pecus, non deglubere.


But of course few weeks of testing wouldn't hurt.

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