I personally say either get rid of the system or add a Corsair base, but adding a Battleship or Dreadnought will be very annoying for the Outcast when we try chasing an enemy and he will just thrust all the way back to his Battleship station and then with its firepower will win against us. I have seen it done before, especially lawful players. Sure use your environment to your advantage, but also note that we have a station not a battleship so why should the Corsairs have one?
Also know that adding a base/battleship for the Corsairs means: Yes higher activity in Eta, but then it really puts the Outcast in disadvantage where they can almost never attack Gamma since this added base will mean about 80% of those people sitting in Gamma all day will move to Eta, looking for a fight. Whilst the Corsair themselves can attack Alpha alot easier than the Outcast would attack Gamma.
Honestly, however you tweak Eta into will give one side more advantage. I sometimes think why its there, it shouldn't be its plain annoying and unnecessary. Theta should be the system where the two pirate factions stumble onto each other and begin fighting.
' Wrote:Try to make the Palermo mad and fight next to it.
It has more firepower that Kusari stationary Battleships... mainly due to the crazy refire.
But yes the point that Zoners would not let Corsair go trough Theta is true. So a small base (Border-station like).
I haven't been near Palermo when it has been hostile on my former Corsair character, so I didn't know it had that kind of firepower. But as I also said in my post I still believe the whole system is unnecessary. However, I wouldn't mind a small station for the Corsairs if they could manage to create a frontline-like feeling near the middle of the system where the two sides are fighting. Still this will put the Outcast in huge disadvantage if they would consider attacking the Corsairs home system, but maybe that shouldn't even be happening in the first place.
the whole system is useless, but if we leave it in the mod, than it will require a few changes.
i agree with the ideas mentioned in the last 3 pages.
my view:
negative things:
-the system is way to big
-way to empty
-70k! between the jh-s
-unbalanced patrols
-etc
positive things:
-umm...
-clans can have fights here..
so here is my idea:
you can see that both (well i have put in a Bounty hunter base too, since they need to have a place to refuel, etc after the raids in alpha and gamm, and not onlythe freeports. But if it is a stupid idea, than just ignore the base, minefiled, and patrol square) bases have there own teratory, with a base, and own patrols.
In the middle, i would imagine a normal minefiled with ship wrecks (like a battlefiled).
the outcats base is sorrounded by a minefield (it is logical, since theres the entrance to there home)
this way the system would be a bit more usefull, not so empty, and booring and the clan fights could be still be here (few K-s above the patrols)
or this whole thing is a stupid idea
oh well :laugh:
I like the concept but what you see here is exactly what I meant. Now if the Corsair base is added next to the Theta jumphole then you have the Outcast in RP cornered. They can't take the Theta way to smuggle Cardamine since then the base and fighters deployed from it will destroy every shipment and you can't use the tau-37 argument. Since they must take Theta way too.
Also this means the Outcast in RP can't access Theta since its blockaded by Corsairs and thusly the Corsairs have control of Theta, Omega-5 and beyond. Without worrying from attacks or reinforcements from Outcasts main home.
Edit:
As I said, tweaking Eta not to mention even keeping the system will be unfair for one side.
1. You add a Corsair base and the Outcast gets cornered and must "fall back"...
2. You don't add a Corsair base and it's almost like its now, well then the Outcast got extra protection, also unfair.
most of all, the idea of a minefield is NOT to go around it. - thats not what those people that make them want. - what they want is to make people go through it. - even people that know about the dangers should weigh up the benefits and dangers of going through against the longer way to fly around - and ... if everything is perfect, they should get to the conclusion that going through is more beneficial - even if its more dangerous.
furthermore, the idea of modern minefields is not to kill anymore - but to cripple. - those that pass it ( when they are humans ) should not die - ( a dead soldier is only one soldier ) but should be crippled, so that they need assitance from another soldier ( hence, it will bind two soldiers )
that idea is not possible in FL - but .... the idea is to gain an advantage over a fleet that passed the minefield. - ships that lost all or part of their bats/bots in the minefield are easier prey than ships that were flying around it. - and so, it must be attractive enough to take the dangerous path.
however - the idea behind an impenetrable minefield is that of a narrow passage that can be ambushed. but in that case - one would deploy heavy firepower into the way so that anything that comes through can be picked one by one - instead of all at once. ( but for that, the bases and installations are too far from the passages )
the way a "good" minefield looks like is actually omega ( hessians vs. corsairs ) - that is a minefield the way its supposed to be. - both factions have stations there, both have deployed a large minefield, and in the middle there is an arena-like place where a lot of fighting has happened with wrecks and such.
these mines are deployed the way its supposed to be - an approaching force will have to fly through them ( or around, but - in that particular place, most players would choose to fly through it, i am most certain about it ) - they are met by the defenders either in the middle - or beyond the mines, but by that time, they will arrive damaged - a perfect stalemate.
in that system, one can see that players and NPCs fly through the mines, even when its dangerous. - now, hessians and corsairs are arch enemies, but outcasts and corsairs are more, so its logical to instal an even larger defense there. - but following similar characteristics.
about the BHG base in the above picture, i d leave it out. - BHGs are everywhere ... its good to have a system where they don t interfere. this system should be corsairs / outcasts only - and nither nomads or BHG should play any significant role there as they do in most other warfare systems.
' Wrote:about the BHG base in the above picture, i d leave it out. - BHGs are everywhere ... its good to have a system where they don t interfere. this system should be corsairs / outcasts only - and nither nomads or BHG should play any significant role there as they do in most other warfare systems.
it is a stupid idea,i know
' Wrote:I like the concept but what you see here is exactly what I meant. Now if the Corsair base is added next to the Theta jumphole then you have the Outcast in RP cornered. They can't take the Theta way to smuggle Cardamine since then the base and fighters deployed from it will destroy every shipment and you can't use the tau-37 argument. Since they must take Theta way too.
Also this means the Outcast in RP can't access Theta since its blockaded by Corsairs and thusly the Corsairs have control of Theta, Omega-5 and beyond. Without worrying from attacks or reinforcements from Outcasts main home.
Edit:
As I said, tweaking Eta not to mention even keeping the system will be unfair for one side.
1. You add a Corsair base and the Outcast gets cornered and must "fall back"...
2. You don't add a Corsair base and it's almost like its now, well then the Outcast got extra protection, also unfair.
Get rid of the system....
maybe than make ETA a system between gamma and alpha (like theta), so none of the sides would have extra protection, and the outcats could continue the cardamine trade.
And there would be a system where they could fight (since theta...zoners, etc)