' Wrote:I wouldn't say I'm completely against the idea. Any change Discovery takes would have my full support if the idea is to accomplish Roleplay.
Roleplay
Now lets be honest. A Pirate flying a futuristic technological war machine most likely having the firepower to bring a less defended society to its knees with weaponry to rival the rebel alliance and death star, in the hopes to "LolCredits and Cargo PLEASE" . Isn't exactly the contributing factory to Roleplay.
Transport when you think to common sense might not fly with an escort unless they are leaving the comfort of their House. House territories are suppose to be protected by these so called Armadas large enough to rage war with one another. If your telling me a pirate in his heavenly god power would fly there to pirate even near its forever watched borders. Something seems a bit wrong.
Escorts are meant to protect the trader from the pirate. Whether he is a lonely fighter or a gunboat crew looking for make some money. Pirates want a easy in and out without being spotted by local authorities there to prevent them from accomplishing their goal.
Scouts are meant to fly ahead of the Liberty BattleGroup to find where the Rheinland BattleGroup is hiding in the nebula some where. Not trying to seekout the Pirate dictator in his WMD loaded Prometheus.
Gameplay
Pew Pew Pew Pew, lets pretend to roleplay so I can blow you up for fun. Because your crummy 8 million is going to put some excitement in my day... Honestly if I had a cruiser or battleship I'm definitely rich enough to go take over a space station why bother robbing little transports.
Note: I love you guys - Change doesn't effect where I am - Just throwing it out there
lol
So pirates are only in for lol (whatever that is) and all the others are in for RP (whatever that is)?
Pirates should have significantly inferior technology and shouldn't be able to pirate because space is protected by space armadas nor they have any reason to do that because they are rich enough.
Now how does flying safe in a well protected space fit in a concept of a space-shooting game?
I'd say the 4 hours penality should be reduced only to 30 minutes in case of docking. This harms trader way less than the whole 4 hours, but still keeps them from docking for a minute only to refill, then go on their way. InRp we could say this time is needed for minor repairs, or for waiting for the pirate to go away.
Regular PvP death could keep it's 4hr penality. My thoughts over here.
' Wrote:EDIT: I would like to ask the admins what has changed about this server since the rule was implemented that warrants the rule to be removed. I'm sure it's not the players' behavior : P
Some men just want to see the server burn.
Others just want to see if reducing the number of rules and clauses might help to make things a bit easier for everyone. Less loopholes, less regulation. More player-driven roleplay encounters, less picks of "You can't do that, rules say X".
Some others even want to see a continued evolution of ideas and change to keep things from stagnating.
And then there's always a few more. Space is dangerous.
okay, trader hired 5 BS mako for cover in house space or other system.
TL was broke and there are waiting 3 Jorm with 1 vidar and asking him for 15 mil. He dont want to give them money,and flying away.
Starting battle:
CD transport > transport stopped > from Jorm 2 Heavy mortars to transport > he killed by 2 Heavy mortars.
What can 5 Mako to do? - nothing.Only look this fireworks.
So pirates are only in for lol (whatever that is) and all the others are in for RP (whatever that is)?
Didn't say that. I love being a pirate I can handle my own on the lanes in a bomber. I RP before I demand cargo sometimes when it gets busy blowing up 8 transports within the hour tends to show I'm serious. Even though my demands are nothing more than 500,000 in most cases.
Pirate Cruisers/Battleships , demanding credits that realistically won't ever come close to what they spent on their little CAP armor, or would even be present in what are suppose to be well guarded systems/borders, is my point.
I applaud this bold move from the admin team, because having a rule with a list of so many exceptions was ridiculous in itself, and because it added a lot of OORPned to the game.
There are how ever legitimate conecerns, in my opinion, that this will lead to more "cap spam", and a very hard time for lawfuls while they try to remove pirates.
Should it turn out that there will be too much abuse, which is in my opinion 60% likely, I would like to suggest that other options than jsut putting it back in place with all those exceptions be considered.
Here my thoughts about possible countermeasures against "cap spam" and abuse:
The situation where a cap ship fleet of pirates defeats a cap ship fleet of navy inside house space should not occur, and if it does only rarely. It would mean that the house has lost sovereignty of that space, and it would basically mean civil war. Since that is not suposed to happen according to the storyline, pirate cap ships should try to avoid open confrontations with the navy. The best way to achieve that is to make those pirate cruisers too weak to fight the navy on eye to eye level. This is also the most realistic thing for the RP environement. It will also make them less capable of instakilling transports, which is a concern for many people. The reballancing of pirate cap ships should look like this:
-The changes below should affect unlawful crusiers that are forced to operate in house space, and who have to get their gear without the economy of a planet to back them up. These are factions like Rogues, Molies, Hessians, LWB, Blood Dragons. Outcasts and Corsairs have planet economies and are fighting open wars, so they both have the means and the motivation ti build strong cap ships. In order to stop them from abusing their ships for piracy where they shouldnt, their IDs will not allow their cap ships from entering house space. Its the most logical thing RP-wise as well as balance-wise.
-Do not make pirate cap ships slower than navy cruises, or they will be unable to retreat from the navy. Pirates should have more priority on speed than on ship strength, so that they can avoid the navy and run. Don't make them faster, but dont make them slower either.
-Make their guns slightly slower, slighlty weaker, and slighlty less energy efficient than house navy cap ship guns. Make their hulls and powercores slighly weaker and price slightly higher. Rag-tag pirate cruisers arent able to get top notch technology, and have a harder time getting the materials they need for what they can build throught unlawful chanels, and that should be reflected in the game. Again it would mean harmonizing ballance as well as RP environment.
Some people will shout hot unfair this is. Well, life ain't fair, especially when lawlesness is involved. Your most important tool as a pirate should be your brain and your skill, not your ship power. As a pirate, you are not fair to traders, by definitation. Pirate vs trader isnt fair, so why should navy vs pirate be? And no, I'm not a purely lawful player. I pirate a lot, alone, in a VHF. This is also the motivation for the next point:
-Don't make transport speed higher. Because that will eliminate the VHF's ability to defeat a trader alone. Thh trader will be able to get to safety faster, and when you pirate in a VHF, you need time to do your damage. Making transports faster will hurt fighters more than it will hurt cap ships, and I believe that is not the intent.
-You may also want to give transports better shields against cap ship weapons. But I wonder if its possible to do that without also giving them more imunity to snubraft weapons. If its possible and you do that, don't overdo it with immunities like 90%. Because if you do that, then why wouldn't cap ship use the same kind of shields? And if they are effectively again unable to kill a transport... you will have transports buzing around cap ships, only instead of saying "haha rules say you cant shoot me" they will say "haha game mechanics gave me a totally unrealisticly high resistance to your guns and you cant do squat against me". One isnt much better than the other.
EDIT:
About people pirating in transports: You have the ability to make high demands and still get all the cargo when the guy refuses. There should be a price for that, not a reward like a rule that keeps certain types of ships from shooting you.
MOAR EDIT:
Also make larger ships visible at 20 k distance. Easier for traders to avoid them, easier for enemies to track them. Improves both balance and realism, rewards tactical thinking.
' Wrote:How many transport with 5000 cargohold has CM? - no one. Try to supply base with 3000 cargohold transports. hehe
I understand you frown at paying the pirate,but not all pirates demand a *static*load of credits. Have you ever considered ..paying them? I don't think so. :wacko: