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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]

Pages (4): « Previous 1 2 3 4 Next »
Pirates and Cargo drop limit discussion
Offline Govedo13
06-25-2011, 08:45 PM, (This post was last modified: 06-25-2011, 08:47 PM by Govedo13.)
#21
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Posts: 4,663
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' Wrote: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. We already have the mentality around to get as much out of a trader as possible.
Indeed wrong. I try to catch a cap8 miner hegemon from let say 2 weeks and I cannot took it down- why? It have enough armour to run to the base- even with 2 heavy bombers he managed to escape. Two Days ago I ran alive(20k) from 3 Marquis ships one of them was GB- My tranp have cau6.
I see perfect and reasonable if the Pirate catch the trader to took maximum of what he can take- whatever credits or cargo. "Pirate for RP" and taking 100k from every trader is lame and dont suit what one actual pirate encounter should be. Pirates should scary the traders take all possible in the fastest way possible and disappear before the police/military catch him. As for the limit- 3k is ok for the normal ships. Not for the barge- so there are events that could be triggered by the dead of any ship- there was a topic in the dev forum about it. May be adding 10k scrap will do with the barge. And are you sure that it is codded? I have some old memories that I looted more then 3k from transports, may be I am wrong but still...

€œ
(10-09-2013, 10:51 AM)Knjaz Wrote: Official faction players that are often accused of elitism, never deploy them and have those weird, immersion killing "fair fight/dueling" suicidal hobbies. (yes, i've seen enough of those lolduels, where house military with overwhelming force on the field willingly loses a pilot in a duel. ffs.)

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Offline TheJarl
06-25-2011, 08:57 PM,
#22
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Posts: 1,855
Threads: 84
Joined: May 2010

You do realize that CAUs take a lot of cargo space?

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Offline Govedo13
06-25-2011, 09:00 PM,
#23
Member
Posts: 4,663
Threads: 97
Joined: Jul 2009

Yes and costs a lot of money. The real question however is do you realise that they are life safers? I prefer to haul less and survive then to haul more and die. It is just a matter of choice.Most of the trader ship capitans forget that even empty if they die they lost ship for around 100 000 000 and this is bad for the business of the company.

€œ
(10-09-2013, 10:51 AM)Knjaz Wrote: Official faction players that are often accused of elitism, never deploy them and have those weird, immersion killing "fair fight/dueling" suicidal hobbies. (yes, i've seen enough of those lolduels, where house military with overwhelming force on the field willingly loses a pilot in a duel. ffs.)

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Offline Hielor
06-25-2011, 09:08 PM,
#24
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Posts: 1,900
Threads: 11
Joined: Feb 2011

The problem with having traders drop everything on death is that it completely removes any incentive for the pirate to interact with the trader in a meaningful fashion.
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Offline Daedric
06-25-2011, 09:34 PM,
#25
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Posts: 4,321
Threads: 111
Joined: Nov 2010

' Wrote: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.

If a pirate knows that he will get 100% of the cargo if he kills the trader, his demand is going to be no less than 100% of the value of the cargo, in most cases. Thus, the trader has no option. Pay and lose 100% or die and lose 100%. Thus, you've effectively removed the trader's choice.

Quote: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.

Your suggestion seems to be based around the fact that many barge pilots are abusing the fact they know only 3000 units will drop when they die. As such you've made your suggestion so that it punishes barge pilots, forgetting that it has an effect on all other trade ships too.

I'm not a fan of people trading in barges, I think they are merely using the ship in an ooRP manner to take advantage of the cargo hold size. As the ship was not meant to be used as a trade ship. Couple that with the fact that barge trading breeds very poor interactions because most of those using barges to trade disregard role play and I'm all for making it so barges can't move at all or returning them to their previous not open state.

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Offline Ceoran
06-25-2011, 10:10 PM,
#26
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Posts: 1,867
Threads: 34
Joined: Sep 2008

As far as I've seen Transports are not sold on stock with CAUs. Measuring all traders at those with CAU8 is like measuring each trader at those barges that seemingly create very bad mood among the pirates right now. And that's the major flaw within this topic.

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Offline Evan_
06-25-2011, 10:21 PM,
#27
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Posts: 1,472
Threads: 28
Joined: Dec 2009

' Wrote:As such you've made your suggestion so that it punishes barge pilots, forgetting that it has an effect on all other trade ships too.
Actually, I didn't made a suggestion - I made a poll to see how others think.

If I'd try to suggest something, that would be to raise drops to 6000. If possible. That still presents a challenge for a pirate to arrange it's shipping, and a possibility for the victim to arrange revenge (or re-acquirement). But I agree, such change would effect transports with cargo capacity ranging from 3000-5000. Also I -do- feel a greedy pirate for bringing it up, even voted for that. :$

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Offline Hone
06-25-2011, 10:51 PM,
#28
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http://discoverygc.com/forums/index.php?sh...=99803&st=0

As I said there, I would like a random percentage - to simulate the random amount that gets destroyed in the explosion. But if thats not possible, them... I guess all the loot being dropped makes more sense than 3k being dropped from a 40k barge.

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Offline Hone
06-26-2011, 12:06 AM, (This post was last modified: 06-26-2011, 12:41 AM by Hone.)
#29
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Thats silly, there usually isnt anyone to sell too, and the pirate should still ask less even if there were, becuase if he wants the cargo he would have to actually kill the trader - which he might not be able to do before he docks (or sometimes the trader will kill him) - AND then secure the cargo from any police/navy that shows up.

PLUS: EVEN IF You kill the trader, AND he doesnt just shoot his cargo, AND you find someone to sell it to, AND you make the sale before the police get there; your buyer is STILL not going to give you the full price, or he wont make any profit. Your thinking is just hysteria.

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Offline Govedo13
06-26-2011, 10:00 AM, (This post was last modified: 06-26-2011, 10:05 AM by Govedo13.)
#30
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Posts: 4,663
Threads: 97
Joined: Jul 2009

' Wrote:Thats silly, there usually isnt anyone to sell too, and the pirate should still ask less even if there were, becuase if he wants the cargo he would have to actually kill the trader - which he might not be able to do before he docks (or sometimes the trader will kill him) - AND then secure the cargo from any police/navy that shows up.
PLUS: EVEN IF You kill the trader, AND he doesnt just shoot his cargo, AND you find someone to sell it to, AND you make the sale before the police get there; your buyer is STILL not going to give you the full price, or he wont make any profit.
This is true, I also agree with Hone about the random percentage of drop let say from (40% to 100%)- this is actually the best variant for all.
And from the other hand if the pirate have buddy with transport to help him why he should receive penalty in his profit? If the trader have escort to scout for him the pirate would not be able to catch him, or he will have difficulties to do so. As I said- pirate encounter should not be tea party for the trader, and this will promote using the escorts. Why there are no escort pilots around? Why the mercs do their money only from bounty hunting? Why factions like VPS died? Traders are greedy -if they got cached in one from 10 runs from pirate and loose all the cargo they start to speak about PvP abuse, pirate is not terrorist, he is lolwut etc- this line of thoughts.
Increasing the risk and increasing the profit is the right way to go. I am also for adding more high expensive cargo- trader buys it for 7k unit sells it for 12k for example but with very dangerous route and the option to sell the cargo in pirate base for 3k for example- then you will see how the traders will react differently.

€œ
(10-09-2013, 10:51 AM)Knjaz Wrote: Official faction players that are often accused of elitism, never deploy them and have those weird, immersion killing "fair fight/dueling" suicidal hobbies. (yes, i've seen enough of those lolduels, where house military with overwhelming force on the field willingly loses a pilot in a duel. ffs.)

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