Even a ISIS Firepower, that will be impossible, let's make this changes..
For the Pulse transport turret...
Shield Damage: 5000 and refire up to 4.33
For the Charon transport turret...
Shield Damage 1000 Hull Damage 15000 and refire up to 6.00 (due Crusiers armor upgrades...)
For the Iron Hammer transport turret... (and all house turrets)
Shield Damage 3000 Hull Damage 6000 and refire up to 7.00 speed of 1250m/s
For the Dulzian transport turret...
Shield Damage 500 Hull Damage 1000 and refire up to 8.33 and range of 1300m
and of course, GB/Crusier Shield, Mine Capabilities, and more turrets (super transports and that with 6 turrets...) more firepower, cruise speed (in m/s and recharge) Energy core of a gunboat class and special prices of Armor Upgrade for Transports.
maybe, with this... i think a transport with 10 turrets...
4 pulses, 4 charon and 2 dulzians will be ok and can defeat a crusier.. (crusier have all heavy weapons, will be armed with mortars and pulses, missiles and cerb)
you can survive to one crusier, but, 2 crusiers against you.. even 12 or 14 turrets is impossible (let's add a foward crusier cannon in transports) xDD and refire of 0.66
i don't know, crusiers pirating, and... what happen if a battleship try pirate us?
...this is stupid...
Good old Twisp had this to say on this matter, earlier.
[3:10:33 PM] Twisp River: Here's the thing
[3:10:42 PM] Twisp River: Its like using a sledgehammer to kill a mouse
[3:11:08 PM] Twisp River: Yes, the problem is solved, but they chose the most untactful, beligerent, stupid, destructive way of solving it
[3:11:35 PM] Twisp River: You could make it more case sensitive, rather than using a catch-all such as before
[3:11:42 PM] Twisp River: I can think of one right now
[3:12:44 PM] Twisp River: "In the event that a transport or freighter falls under attack by another transport or freighter, they may request the help of ANY AND ALL affiliated or allied ships, including destroyers, carriers, battleships, etc."
[3:14:15 PM] Twisp River: Also, the whole business with transport exemption from 4 hour rule enforcement needs to be attuned so that they are only forced to remain out of the system for four hours if they are destroyed by a vessel which is either actively warring or hostile to their faction, or if the vessel is undertaking activities deemed illegal by the affiliated body of the ship which destroys the transport
[3:14:31 PM] Twisp River: Those two rules would fix everything they're trying to fix without making people pissed off
[3:14:49 PM] Twisp River: Seriously, I dont understand why people find rule administration so hard
[3:15:18 PM] Kaiwяen˞: Can I quote all of that in the thread for this?
[3:15:28 PM] Twisp River: Sure
I have one drink too many so I ll try to remain civil.
This does not go in the right direction. Making both changes at the same time is a lil too much I think : If you allow Cruiser and BS to destroy transports, then allow transports to take safe heaven somewhere and not be consider dead. I can t put my finger on what do you really intend to do with both those changes.
Furthermore, it really start to get far from (and I do mark the stupidity of my words) what a real space situation is. Got some everyday, and I tell ya it's not going like this !
Seriously, what 's the purpose ? Why can t a trader dock and not be consider dead ? Running is all they can do...
Bah....
May Abu d'Dhur, father of the immaterial roads, be favoralble to us and those that supports us.
' Wrote:or hire a scout, merc or freelancer. Oh, and run. Plenty of options.
Because there are always freelancers willling to do scout job.
Yes... running from a cruiser with a transport.... I don't know from the transport side, but I can tell you that no transport was ever able to escape from my [KNF] destroyer, and they died quite fast too.