Remove Gunboat from Pirate ID? - Printable Version +- Discovery Gaming Community (https://discoverygc.com/forums) +-- Forum: Discovery General (https://discoverygc.com/forums/forumdisplay.php?fid=3) +--- Forum: Discovery RP 24/7 General Discussions (https://discoverygc.com/forums/forumdisplay.php?fid=23) +--- Thread: Remove Gunboat from Pirate ID? (/showthread.php?tid=30827) |
Remove Gunboat from Pirate ID? - DarthCloakedGuy - 12-10-2009 Nah. Remove Gunboat from Pirate ID? - Alex. - 12-10-2009 Never seen a single Pirate ID'd Gunboat. If it really does become a problem, fix it, but I haven't seen any problems with it yet. Don't fix what aint broken. Remove Gunboat from Pirate ID? - William Frederick Cody - 12-10-2009 I like that idea. Remove it. Remove Gunboat from Pirate ID? - n00bl3t - 12-10-2009 I agree with myself. (This gives credence to my point, yes?) Keep it as it is now. Remove Gunboat from Pirate ID? - gafiaiiu - 12-10-2009 I say Nay. I mean, the largest transport /edit/ that a freelancer or merc can use/edit /costs more than every single gunboat cheaper than 41 million, leaving only the large gunboats more expensive: Imperator Perilous (Council) Ahoudori Hathor Rheinland Gunboat Bretonia Gunboat And besides, the factions that actually sell their ones openly are generally the only ones Neutral parties would get their hands on. And thats not mentioning the High cost transports like the Kusari Liner or Luxury Yacht. And don't forget that now a number of Gunboat turrets are cheaper than the Transport variants, meaning its possible to outfit one for less than it takes to outfit a transport. And gunboat crews would be pretty similar in number to transport crews Edit note: Forgot a few words, completely changed the context of the first line. Remove Gunboat from Pirate ID? - dodike - 12-10-2009 ' Wrote:You know, a really funny thing is that we're viewing this from a PvP perspective and not an RP perspective. Funny, I really thought this was an RP server. Oh, well, guess I was wrong. :dry: A cruiser not being able to destroy a transport is an RP perspective? We have quite few of these non-RP restrictions, so I wonder why are you so surprised. To the topic, I don't mind pirates flying in gunboats. Remove Gunboat from Pirate ID? - Akura - 12-10-2009 Pirate ID, yes. Too many random pirates getting Gunboats... Remove Gunboat from Pirate ID? - BaconSoda - 12-10-2009 ' Wrote:I say Nay. You're right, and this only supports my argument. Transports larger than 3600 cargo, which, logically, only corporations could afford, are only allowed to be used by corporations. Why are Gunboats, which should be more restricted than transports, as transports are used to move things while Gunboats are weapons of war, so easy to obtain by an unaffiliated Pirate, Mercenary, or Freelancer? ' Wrote:A cruiser not being able to destroy a transport is an RP perspective? You're right. It's for fairplay. There is nothing unfair about universally taking GBs from people who shouldn't have them. It's essentially the same thing as not allowing the FA to fly Battleships while allowing the Corsairs. The FA shouldn't logically have any type of Battleship, while the Corsairs logically would have a few. Not to say that an FA battleship couldn't exist, given RP, but not everyone should be able to get one. It would take a special RP request, and that's all. The same would go for an independent pirate who flies a Gunboat. This argument also just serves to support mine. Look at Transport Armor in comparison to Gunboat Armor and Transport Shields in comparison to Gunboat Shields. It's very similar. In fact, the average armor of a Transport is greater than the average armor of Gunboats. This is why the cost so much. But, the only reason they have so much armor is because they have to fend off Gunboats. This huge armor makes it extremely difficult for fighters to do their job against transports. It's extraordinarily debilitating to police factions, especially. If Gunboats were removed, not only from the Pirate ID, but from all Pirate IDs, then a large rebalance could be done to better enable fighters to fight transports. People who want "big guns unaffected by NPCs" will gravitate to Transports. This will increase the largely-demanded cargo piracy. If all transport armors were just scaled down by a fixed percentage, transport combat would be largely unaffected as well. twenty-three of the thirty-six transports are 1-hit-KOed with SNs anyway. That's nearly two-thirds of the transports. So, do tell, how would removing the Gunboats from the standard pirate hurt fairplay? If you can tell me how an independent pirate would get his hands on a Gunboat easily, do tell. All I see here are people who can't support their argument who seem to want to keep an "indie" Gunboat. Personally, Gunboats are the least of my worries, as a pirate. It's really the easiest thing to get away from (not faster than me). It just doesn't make any RP sense to keep Gunboats on Independent Pirate IDs. Now, does anyone actually have anything to say, or am I wasting power doing work on this keyboard? Remove Gunboat from Pirate ID? - Ridisk - 12-10-2009 ' Wrote:So, we're all ninja-cyborgs who attained the rank of admiral at the ripe age of 24 before our horrible breast implant accidents? Moving on.Fail. Remove Gunboat from Pirate ID? - Akura - 12-10-2009 ' Wrote:Now, does anyone actually have anything to say, or am I wasting power doing work on this keyboard? I see your Essay work has given you experience. But I do agree with you Baconyone. |