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  Discovery Gaming Community Discovery General Discovery RP 24/7 General Discussions
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Pirates and Cargo drop limit discussion

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Poll: I think cargo drops from players should be...
You do not have permission to vote in this poll.
left as it is.
12.12%
8 12.12%
more than the current 3000 units.
10.61%
7 10.61%
less than the current 3000 units.
7.58%
5 7.58%
a percentage of carried cargo. (by clicking this, I claim that I can't code it so, but I'd like to see someone else doing it)
15.15%
10 15.15%
all of the loot! Yarrr!
42.42%
28 42.42%
I couldn't care less.
3.03%
2 3.03%
You are a greedy pirate, close this thread already!
9.09%
6 9.09%
Total 66 vote(s) 100%
* You voted for this item. [Show Results]

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Pirates and Cargo drop limit discussion
Offline Not Espi
06-25-2011, 05:56 PM,
#11
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Posts: 3,830
Threads: 130
Joined: Sep 2009

I think it would promote cargo piracy instead of that what we have now. AND since we now have barges, who mindlessly just waste 37k of their cargo because they are greedy to share 20-25% of it, they deserve it. Unfortunately, I think that the 3k limit is hardcoded, but it was worth a shot.
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Offline knox
06-25-2011, 05:59 PM,
#12
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Posts: 18
Threads: 1
Joined: Jun 2010


for balance reasons 40k and no more


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Offline RAL
06-25-2011, 06:02 PM,
#13
Member
Posts: 382
Threads: 26
Joined: Jul 2009

pirate ships in this game really dont make much sense to me. They are low in cargo space, with the only exception being the pirate transport. Every generic pirate ship thats not connected to a military reason, AKA outcast, corsair. etc. Should have a general cargo hold boost accordingly to their ship class.

EDIT: It would be only logical that a pirate would try to attempt to outfit their ship with the most cargo space for captured loot.
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Offline Daedric
06-25-2011, 07:12 PM,
#14
Member
Posts: 4,321
Threads: 111
Joined: Nov 2010

A set percentage of the cargo hold, not all of the cargo. Trader/pirate interaction is rooted in choice. By having all of the traders cargo drop when you blow him up, you are removing the trader's choice; because either option, pay or run, results in the same outcome. 100% loss. That is an imbalance in favor of the pirate. I'd be fine with that change if transport got buffed to make them all a threat to a lone pirate in a bomber.

There is also the fact that destroying a transport should have some negative aspect for the pirate. Your suggestion removes the only negative aspect from that action. Yet it leaves the negative aspects on all of the traders decisions. Again, an imbalance in favor of the pirate.

50% of the cargo would be a good starting point.

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Offline TheJarl
06-25-2011, 07:14 PM,
#15
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Posts: 1,855
Threads: 84
Joined: May 2010

I think it is something that can't be changed. Not sure though, but I remember something like that.

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Offline Daedric
06-25-2011, 07:18 PM,
#16
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' Wrote:I think it is something that can't be changed. Not sure though, but I remember something like that.

I remember hearing it is hard coded too. A shame to be honest.

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Online Soban
06-25-2011, 07:23 PM, (This post was last modified: 06-25-2011, 07:26 PM by Soban.)
#17
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Posts: 804
Threads: 94
Joined: Apr 2009

I see abuse right now with barge.

If you are in group blow the player is more attractive than just tax him.

But well, if we do that with player I hope that don't apply to npc, because they haul sometimes something like 199k.

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Offline Evan_
06-25-2011, 07:29 PM,
#18
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Posts: 1,472
Threads: 28
Joined: Dec 2009

' Wrote:By having all of the traders cargo drop when you blow him up, you are removing the trader's choice; because either option, pay or run, results in the same outcome. 100% loss.
Sorry? How exactly is paying a percentage of the cargo price equals 100% loss? How is trying to run and get popped means a different loss to the trader depending on the amount of cargo the wreck drops? As I see all it influences is the income of the pirate - if he's able and manages to ship all loot away from the scene.

' Wrote:There is also the fact that destroying a transport should have some negative aspect for the pirate. Your suggestion removes the only negative aspect from that action.
Well if the target isn't a Barge, noone really cares about the lost cargo. If it's a Barge, 50% is more than I make on an average weekend. But attacking a transport who won't pay is negative enough in itself. Many people just shoot their cargo once they realize they won't get out of the situation alive.


EDIT: Is it hardcoded? Too bad. Not that it makes the discussion any less interesting.

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Offline Vito
06-25-2011, 08:03 PM,
#19
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Posts: 988
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Joined: Mar 2010

' Wrote:Full, of course. Yarrr!

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Offline Ceoran
06-25-2011, 08:22 PM,
#20
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Posts: 1,867
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' Wrote:Who did mention loltraders? My reason is that guarding remains and hoping for that the next junker will arrive sooner than the cops is fun. Also, whenever I trade, I feel there's too few pirates. If it would shift the balance towards them, it's all the better.

You didn't mention them, but they are what makes many people vote in favour of this idea. Revenge is a sweet thing. ( any potential reference to not further named members of this community are completely coincidentally and have nothing to do with a pink dress. Sorry, I had to.)

Also, by balance I wasn't talking about player numbers but about the the fact that you are pretty much doomed once caught by a (skilled) pirate. The turrets on most civilian transport are just to get rid of those pesky NPCs, but when encountering a pirate, you might as well be flying without any. Exceptions to this are very rare, especially if it comes to high-budget ships.

And what Daedric said.

' Wrote:Care to elaborate?

We already have the mentality around to get as much out of a trader as possible. And as such people will make sure to get the full cargo each time. I haven't played through all scenarios, but the first that came to my mind was that the trader hardly can see who is going to grab his cargo once he got blown up.
"Hey Dude, I just blew a barge, how 'bout you get yours out and we are sharing the profit"
Can't wait to see Ageira barges carrying off stuff for their Hacker buddies. I know that it's already possible to do so, but this suggestions might take it to a whole new level.
I'm sure there are other possibilities.

' Wrote:pirate ships in this game really dont make much sense to me. They are low in cargo space, with the only exception being the pirate transport. Every generic pirate ship thats not connected to a military reason, AKA outcast, corsair. etc. Should have a general cargo hold boost accordingly to their ship class.

EDIT: It would be only logical that a pirate would try to attempt to outfit their ship with the most cargo space for captured loot.

Well, I just checked the wiki and the Z-line as well as the Junkers have pretty larger holds in the snubcraft-sector. I don't really get what you are trying to say by "generic" pirate ships though. There aren't any by my knowledge. One re-purposed civilian ships who still are civilian (only because everyone and his mom uses a Ku Ex to pirate doesn't make it a pirate ship).

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