(07-20-2013, 08:42 PM)Kazinsal Wrote: Govedo, I'm under the impression that you think people pirate in nothing but gunboats and cruisers.
I am quite bad nub that likes to spill hate around just for the lulz- np. Now lets do some maths:
(04-01-2010, 12:05 AM)hribek Wrote: Speaking of the calculator, here it is. It's a bit basic and made mainly for gunboats, because those have the highest effective damage output. Bombers are almost equal, but slightly below, fighters do really less damage, compared. Most efficient gunboat weapons are primary guns, sometimes, like for light gunboats with 6 slots, your best choice are basic turrets, since they're most efficient but still drain your powerplant. For heavy gunboats there's some room for guns with higher dps, but if the efficiency gets lowered significantly, you will see the trader running time and distance grow.
Distance between trade lane ring pairs usually ranges between 6000 and 8000m.
For shorter lanes like the one in Magellan, from California gate to Freeport 4, there's only 5 ring pairs, so 4 segments. if you get stopped in the middle, you've got about 15-16K to the nearest docking point (FP4 quickdock or California gate, there's a border station on the other side)
The dev that balanced the 4.85 hull ratings nuff said.
(04-01-2010, 10:43 AM)mjolnir Wrote: Using the simple calculator Hribek made which makes some rather funny assumptions
- pirate hitting with every shot
- trader never firing back
Then a transport with 120k armor, normal armor upgrade can run 18k before getting killed by a GB (max dps over time ship). That is more than enough to escape the pirate in most areas.
The other former head balance dev statement according to the calculator.
If you apply the proposed 4.87 data( increased transp speed, decreased GB guns DPS) in his calc you would see how terribly wrong are you together with the current devs.
In order to have normal piracy if the devs apply this they would need to reduce the transps hulls and this is not good thing, the whole thrust increase approach is wrong and half-thought and creates chain of unsolvable additional problems, while a bunch of other solutions that have no side effects are around.
Modify the calc, do the math, then show example how exactly one can pirate with the given values and prove me wrong.
If you are mathematically unable or if you does not believe the simple facts presented ask Carst to help you to test different pirate locations with different setups with his cap8 Uruz. You would notice that there are like 5-6 lines in the WHOLE SIRIUS where the pirate have chance to kill his transp- and this is now without any additional bounuses for the transp.
All issues are fixable with the two solutions that I proposed, they require no codding just a bit of grinding work that everyone normal PC user can do.
I see no point to arguing with the wall here and your tin heads- your attitude and lack of rational thinking is ridiculous and this would ultimately kill this fine mod.
(10-09-2013, 10:51 AM)Knjaz Wrote: Official faction players that are often accused of elitism, never deploy them and have those weird, immersion killing "fair fight/dueling" suicidal hobbies. (yes, i've seen enough of those lolduels, where house military with overwhelming force on the field willingly loses a pilot in a duel. ffs.)