(10-31-2013, 01:16 PM)Jack_Henderson Wrote: About the rest of the topic, I'll answer in more general terms. Doing these "quote" discussions is always a little difficult.
For those who do not know me: I play 90-95 % lawful traders most of the time.
> Point 1: Only a few transports out there are highly-armored Battletransports. I guess between 80 and 90 % are money makers, weak, likely unarmored, less than 4 guns, easy for everybody to pirate.
> Point 2: The few high armor Battletransports are harder to pirate. Look at is as a challenge. If you meet me in my CAU8 Btrans, and you are in a bomber, you win. 100 %. If you are in a gunboat: you win. Just don't expect it to be a pre-determined, easy experience and that I have to give up or blow up. I might make it to the next base. I pay for this chance with ~15 million less profit on each run (compard to a 5ker), and a ship that is worth ~ 1 billion.
> Point 3: 3 players should always win against one. You can beat the rock-paper-scissors thinking with numbers. And yes, 3 Battletransports will waste a gunboat if the boat is not cautious enough (shield management, range management), but will likely suffer 1 transport loss. But... 3 bombers win against a cruiser. 3 fighters against a GB. Higher class can be beaten by 3 of the lower classes. Has always been roughly like this.
> Point 4: Why do pirate players focus on the few things they cannot get easily so much, when they can get 80 % of the rest as easy as always? I don't get that. I have never asked for an easy run in the field that I love to play: miners, transports. It has always been an uphill battle. And now, that some of these battles can be won, the crying starts because - I guess - less than 5 % of all interactions between transport and pirates end with a blue message on the pirate side. I have no idea why that is a problem. Flying a transport, you feel helpless very often and you lose most often, even if you make no mistake. Guess some pirate players will have to put up with the new situation that not everything they see is so inferior that even without skill they have an easy time winning. And in my book, interactions are meant like that and are more fun for everybody, if the outcome is open and the process that leads to a decision is tense.
> Point 5: I understand that the odds are set against pirates at the moment. With toned down NPCs, less NPCs, no lane disruptions by NPCs and reduced stationary guns, it will be very much the same as in the last version. Some transports thrust +10 m/s faster than a GB. That's not a great deal (and I am not opposed to upping GB speeds to the same as heavy transports) and became necessary to give transports ANY chance against cruiser pirates. In the last version, there was hardly any complaint about traders being too powerful, so I assume that it's not the trade ship that made it imbalanced but the other circumstances that have changed substantially.
(10-31-2013, 12:01 PM)Murcielago Wrote: So explain to me please what is mining?
Please explain what is trading aswell.
Also I would like to know what is escotring?
Pirating? ect..
Mining = the best way of making money and the best way of creating player interaction hubs and sparking cooperative gameplay. Miners are stationary and attract unlawfuls. They are easy targets, sit in known locations and are 25 k away from their bases. Mining creates high value, high risk, high profit cargo that calls for escorts, thus creating more interaction.
Hauling = the process of transporting ore. It creates the same traffic as trading, but the cargo is worth about 3,5k / unit at the moment. So the loss is ~15 million, if you lose a hauler. Haulers are predictible because there are normally 1 or 2 sellpoints, and they all lie further than 5 jumps and have a bottleneck on that route. Therefore the hauler is better for player-player interaction as it is easy to spot, departure location (mining field) is known, destination is known.
Trading = an interaction that is NPC base - NPC base. It doesn't require any player-player cooperation and therefore is not as conducive to the gameplay. Most of the commodities are dirt-cheap when you buy them, so traders generally rather blow up than talk or even fight. Many of them lose little and care even less.
Escorting does not exist. Escorting = scouting: A ship that can survive (snubs, Gbs or agile transports/freighters) goes in front of the convoy. About 1-2 lanes, or 20-30k when in cruise. The scout reports enemies and the transports evade. The bad guy never even sees the convoy. This is far from ideal... actually, it totally sucks when compared to the fighting escort type. But Disco makes that impossible.
Pirating = players trying to make a trader's runs more interesting by creating some danger. We both know how they do it. They are dependent on traders and on bottleneck systems because Sirius is too big and they will never find anybody if they are not in these few bottlenecks.
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Thank you for your kidness to explain few things to me.
I was blinde now I see.
Thank you