(01-18-2014, 05:40 PM)McNeo Wrote: Trade lanes and jump gates shouldn't be able to be used by unlawfuls.
They most certainly shouldn't be neutral to unlawfuls.
If we are pursuing realism, then:
Anything bigger than a snub shouldn't be able to magically disappear from space. So no instadocking with a transport. Like that?
Corporate transports shouldn't use jump holes at all. The management won't like that you are risking a very expensive ship by entering a JH.
Do you have any idea how annoying it is to have the first and the last ring of every other lane disrupted by 4-5 NPCs with puny guns, when trading?
Also, NPCs decide to "help" you by taking out the lane when you're pirating. Meaning everyone who comes out of the gate can take the lane.
Changing the IFF to neutral would fix both issues. The lane bug abuse seems unfixable, though.
I think that trade lanes should stay red...and that there guns should come back (just a little more powerful)
As for pirates shouldn't be able to use them, they are all turned on with codes...codes can be hacked
And no I'm not someone that wants trading to be easy so I can make money faster, I don't even trade anymore...I only pirate >_>
IT DOESN'T MATTER WHAT I SAID, IT MATTERS WHAT I MEANT!!!!
(01-19-2014, 04:51 PM)Corundum Wrote: Do you have any idea how annoying it is to have the first and the last ring of every other lane disrupted by 4-5 NPCs with puny guns, when trading?
Also, NPCs decide to "help" you by taking out the lane when you're pirating. Meaning everyone who comes out of the gate can take the lane.
Changing the IFF to neutral would fix both issues. The lane bug abuse seems unfixable, though.
This is actually a really good point.
Of course the trade lanes "belong" to some faction, but they are also just devices-- one is pretty much like the other-- and we all use them, so why not leave them neutral. Then the TL disruption for both traders and pirates would become less of an annoyance.
JGs should keep their affiliation. They are gatekeepers between systems and territories. Also they are very valuable and should be heavily protected. I would imagine such a device might need a base attached to it, with a maintenance crew on hand at all times-- plus fuel deliveries. So I might be in favor of giving JGs even MORE guns (not to the level of King's Cross, but similar in setup).
But in addition, I would want unlawfuls to be able to disable these defenses by sniping turrets to temporarily disable defenses. Not a snub, but a gunboat or higher should be able to blow some turrets off of a JG or base or weapons platform and then camp the area.