• Home
  • Index
  • Search
  • Download
  • Server Rules
  • House Roleplay Laws
  • Player Utilities
  • Player Help
  • Forum Utilities
  • Returning Player?
  • Toggle Sidebar
Interactive Nav-Map
Tutorials
New Wiki
ID reference
Restart reference
Players Online
Player Activity
Faction Activity
Player Base Status
Discord Help Channel
DarkStat
Server public configs
POB Administration
Missing Powerplant
Stuck in Connecticut
Account Banned
Lost Ship/Account
POB Restoration
Disconnected
Member List
Forum Stats
Show Team
View New Posts
View Today's Posts
Calendar
Help
Archive Mode




Hi there Guest,  
Existing user?   Sign in    Create account
Login
Username:
Password: Lost Password?
 
  Discovery Gaming Community Discovery Development Discovery Mod General Discussion
« Previous 1 … 136 137 138 139 140 … 546 Next »
Should transports be allowed to mount capital shop armour upgrades?

Server Time (24h)

Players Online

Active Events - Scoreboard

Latest activity

Poll: Should transports be able to mount capital armour upgrades?
You do not have permission to vote in this poll.
Yes
68.00%
34 68.00%
No
32.00%
16 32.00%
Other (post in topic)
0%
0 0%
Total 50 vote(s) 100%
* You voted for this item. [Show Results]

Pages (4): « Previous 1 2 3 4
Should transports be allowed to mount capital shop armour upgrades?
Offline Jack_Henderson
11-03-2013, 10:51 AM,
#31
Independent Miners Guild
Posts: 6,103
Threads: 391
Joined: Nov 2010

Let's wait for the development of NPCs and tradelanes and see how this changes the trader-piracy balance and whether adjustments are still necessary.

I have some ideas after having done some testing in Conn on my transport, but changing too many variables messes up the results, so going one at a time makes sense.

Let's wait, I'd say, for the change and then we can still discuss and see what else needs to change. In general, however, I am convinced that not the armor is the problem, but the thrust speed. Cap piracy made this increase in speed happen, and it screwed over the balance. Anyway, we'll see. Smile

+ IMG| DISCORD: https://discord.gg/TWrGWjp
+ IMG| IS RECRUITING: Click to find out more!
Reply  
Offline SnakThree
11-03-2013, 11:51 AM,
#32
Member
Posts: 9,091
Threads: 337
Joined: Mar 2010

Piracy is fine as it is. Unarmored transports, or inexperienced armored ones are easy to crack with a bomber.

If one invests in armor, or sacrifices cargo space for security - they deserve to be harder nuts to crack.

I made around 40 millions of profits while sharing the cut with 1/2 others in just two days, camping only one spot and not being power-pirate ( 2mordie or drop all the cargo ). And yeah, only few transports got away, 2 due to Lane-Down-But-Active bug and 1 due to the fact RP is done while writing. I had no trouble with dodging NPCs while circling around the prey or even taking the fire from prey and NPCs.

So, if anyone is talking about piracy being harder, please, learn how, when and where to do it properly.

[Image: rTrJole.png][Image: LJ88XSk.png]
[Image: ka0AQa5.png][Image: QwWqCS8.png]
  Reply  
Pages (4): « Previous 1 2 3 4


  • View a Printable Version
  • Subscribe to this thread


Users browsing this thread:
1 Guest(s)



Powered By MyBB, © 2002-2025 MyBB Group. Theme © 2014 iAndrew & DiscoveryGC
  • Contact Us
  •  Lite mode
Linear Mode
Threaded Mode