I'm just loving the new wave of threads appearing complaining about people being unable to *EASILY* camp next to an inRP-defended point in space and impose their will (read get free blues) there.
Having the ease with which camping a jumpgate allows catching other players helpless and unawares must be offset by something that gives those players a fighting chance to escape as well. This comes in the form of the current jumpgate pulses. They discourage hostile capital ships from sitting there and essentially insta-killing targets as soon as they pop out.
However, snubs and even most gunboats can avoid the pulses if you take the time to keep moving. Even if you do get hit, there is no possibility of you being killed by the pulse shot alone.
Someone please explain how this is a bad thing other than that it makes it oh so hard to get free piracy targets.
(01-06-2015, 10:16 PM)Leppy Wrote: Someone please explain how this is a bad thing other than that it makes it oh so hard to get free piracy targets.
How are they any more 'free' piracy targets as they are to pirating at the lanes?
Warning
Someone coming out of a gate can't see anything about what is on the other side until they have already arrived and you are sitting 3 inches from their front viewport. Tradelanes at least give you a scanner warning (with the pretty red/white/green text) if you are coming up on someone.
Escape 1
Someone coming out of a jump gate has no ability to jump back through the gate they came due to the automatic built-in jump delay. Someone coming through a tradelane can immediately turn right back around and go back the way they are coming.
Escape 2
This last one relates closely to the Warning portion. Someone coming out of a gate is a motionless target hanging in space after they complete the jump with the possibility of the hostile flying to within inches of them while they load the new system. What chances does even a battletransport have to escape from a pirate starting with an encounter distance and movement of 0? Compare that to the chances a battletransport would have to escape a pirate starting an encounter with a distance of 3.5k and already oriented to their surroundings?
Jumpgate hostiles have the inherent bonuses described above on the average target that the same hostile would not have at a tradelane. Therefore there must be a disadvantage to jumpgate hostiles that somewhat discourages them and/or makes it more difficult.
The current guns in no way make jumpgate piracy/camping/hostility impossible. They simply make it more difficult as they should.
And yes, I do fly pirate characters. A RH cruiser, a rogue barghest, and an indy bomber. Prior to the introduction of the jump gate guns, pirating a gate was a joke with how easy it was especially compared to doing it in the middle of a lane.
That's the point, Leppy, to give pirates back all those advantages JumpGates provide, the ability to surprise attack, because apparently they (or at least Pirate ID Junker IFF Imperators) fail to catch clever traders during a chase through lanes.
Replace the pulses with docking ring missiles and move the gates themselves further away from the lanes.
Like, 2k away.
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PSA: If you have been having stutter/FPS lag on Disco where it does not run as smoothly as other games, please look at the fix here: https://discoverygc.com/forums/showthrea...pid2306502
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PSA: If you have been having stutter/FPS lag on Disco where it does not run as smoothly as other games, please look at the fix here: https://discoverygc.com/forums/showthrea...pid2306502
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