Posts: 6,531
Threads: 357
Joined: Aug 2007
Staff roles: Story Dev Economy Dev
' Wrote:If you want to buff transports, it doesn't have to be weapons. An increase in hit points and change the shields so they don't deliberately suck (on request of certain players, no doubt), would be a welcomed change.
Thing is, if you buff the armour and shields, all you're doing is reinforcing the idea that they're meant to run. All it does is increase the distance a trade ship can run. Buffing the weapons but keeping the armour as-is (or even nerfing it) makes confrontation a lot more exciting and interesting. It means the transport can be rapidly killed, but then, so can the pirate. Much more intense than the current farce of "plug away at transport for 30k until it pops or it hits a base".
' Wrote:I hope giving the trade factions access to gunboats will already improve the situation, even though the variety of possible ships isn't that wide yet (what happened to the supposed civilian GB?)
This solution only works if you play in Kusari, really. Also, rather cheap that transports would retain their position as defenceless cash-cows because of the possibility of a gunboat turning up.
' Wrote:For those who play and trade in peak hours, interaction is inevitable.
Unless they... you know.. want to avoid it. I trade in peak hours, and I have to carefully pick the route where 3-5 pirates sit for hours if I want my armor tested. I don't think I'd ever got in scanner range of anyone if I didn't want to. Especially now with that many different good routes.
' Wrote:Go play the game, within the given limitations. That is how role play games are played. Not by trying to work around those limitations or whining about them.
Posts: 6,531
Threads: 357
Joined: Aug 2007
Staff roles: Story Dev Economy Dev
' Wrote:elaborate please.
Current options are the Kusari explorer, or a house military GB.
1) You're unlikely to get a house military GB, and even less likely to be able to get it into another house as an escort without causing a diplomatic incident.
2) Ku Explorer is inappropriate for a number of corporations. Rules might allow it, but it would still be odd-ranging-to-horrible RP. Kishiro, Samura and GMG would of course use it freely, but it becomes more awkward in other Houses.
' Wrote:Current options are the Kusari explorer, or a house military GB.
1) You're unlikely to get a house military GB, and even less likely to be able to get it into another house as an escort without causing a diplomatic incident.
2) Ku Explorer is inappropriate for a number of corporations. Rules might allow it, but it would still be odd-ranging-to-horrible RP. Kishiro, Samura and GMG would of course use it freely, but it becomes more awkward in other Houses.
upon negotiations it might be possible to acquire other ones as well. I'd assume both the IMG and Zoner gunboats would be considered civilian. Of course this would require some better relations with the factions in question and their good will. (well, technically we don't need the latter one, but let's assume good form.)
' Wrote:Go play the game, within the given limitations. That is how role play games are played. Not by trying to work around those limitations or whining about them.
I have a Kujari with a lot of game time at peak hours and rarely fined, never killed.
My fun is partly the $$, but what about the chase/escape if it goes that far, but also the looking ahead, checking the systems and changing alternative courses to avoid the potential pirate. (Thats why I also think system chat as default is more exciting for RPing when a trader, nothing more fun that hearing someone somewhere getting caught, makes you take notice of what you are doing)
Highlighted 3 days ago, 4 transports all arriving Kyushu/Tau29 same time. 3 did direct route through system, I used alternative (longer I admit) all three were stopped and pirated, I jumped Tau31 no problem.
With the scanners we have you have to be unlucky or not really RPing in may dimensions to get caught by the lone sitting pirate.
Now the few and far between real pirates who use tactics, cover the bases and work the systems, those are the opponents you want. (Maybe we need longer directional scanner ranges so hunters can sweep more and prey avoid more)
Sadly this is when it can get boring because the current typical pirate is alone and sitting waiting, not actively hunting.
The get there by the shortest route without diversion and moan if caught is a major problem in trader pysche, IMHO.
me and my friends have some trouble as traders as well see we play then take a break then play again and at time are accounts go missing ships ect ect so we do the power trade thing alot when we see pirate we just got /givecash sneakyFreakyFreelancerIFFpirate 2mil then go about our bussniss if we die we just keep going see we do not have bils and bils of credits lined up neather do we have the amount of time needed for RP in a transport
BUT
we do enjoy the RP in the game its just a mess up with transport not being armed that well in RP thay should have strong turets and alot of them why ? simple thay are big ships with alot off room why the hell not whould thay add turrets to there ships ? it makes sense for trade ships to be BIG , lots of cargo with a fear amount of turrets to keep it safe not fuge strong ones just alot of them the ones we have now are good but came on why whould I atempt to fight a GB in a transport ( the one with 12 turets its awsome ) I get ripped apart to fast and its a wast to try get everything again
one of the best things I can think off the mastodon libs 5k transport its the size of a batle ship and presto 1 teeeny tiny turet that can only fire back seems useliss such a big ship with well no defenses personly I think its mindliss
soooo I say more guns I dont mind bigger just more seing as the transports have the power core for it and put it this way if my transport hade guns hell I whould fly nothing else try and take me then pirates xD
so thats the way I see it
+1 vote for guns
ps maybe make a pitition to add guns just a though
i think instead of adding guns , making the guns more lethal but only on very short range (turning transports into a weapon , but purely defensive) could be an option?
Posts: 6,531
Threads: 357
Joined: Aug 2007
Staff roles: Story Dev Economy Dev
' Wrote:i think instead of adding guns , making the guns more lethal but only on very short range (making a transport a weapon , but purely defensive) could be an option?
Not really. Bombers already have a massive window of safety, from which they can lob projectiles without being in range of transport turrets. The SNAC's range nerf helped a lot though. Give (anti-snub) transport turrets the same range as the SNAC and the possibility to hit at that range, and we've got a working solution.
The pirate who decides to attack with Novas probably deserves his reward for being unconventional and awesome.