' Wrote:Cruiser does have CD, and it can use it all day with transports. Gunboat can evade cruiser by going under it and engaging the cruise drive, then poof gone before the cruiser can turn around and CD it. This is not possible with transport, since you will be dead before you make 180-degree turn to even get under the cruiser.
A little speed boost wont matter, it is nice but it wont matter. Give transport the same speed as gunboat, and a CM dropper, and it will be able to get away more often, and also wont get turned into space dust by torpedos and cruiser missiles as easily. CMs will be more useful as a balancing tool since it would make solo piracy more difficult. That is an acceptable trade for letting cruisers shoot me, and being unable to dock the same system on death. +20 speed boost alone does nothing.
Actually, the BWT, the percheron, the mammoth, the Democritus and the pelican, jsut to name a few off my head, have great agility, and a CM.
The democritus actually has *two* CM's, so you can use both heavy and enhanced. The thing is nigh un-CD-able.
Oh but wait, they also don't haul 5k for max cr/sec.
ACtually, The pelican is the perfect ship to use if you want to go toe-to-toe with a cruiser.
It's like a gunboat, but more op.
gone four years, first day back: Zoners still getting shot in Theta :|
' Wrote:We have received quite a few sanction reports lately concerning capital ships shooting P-trans. In many situations, the Pirate flies right up to Lawful capships and pirates a trader knowing that the Capships can do nothing about it within the rules of the server.
A proposed change to this rule:
6.7 Attacking freighters and transports or demanding cargo or credits from the same is not allowed for cruisers and battleships.
Exceptions to this rule are:
a) Official faction tagged house ships in their respective house space or guard system ONLY.
b) Terrorist, Nomad, Wild, Phantom ID players;
c) LSF or Liberty Navy Guard IFF vessels operating within Zone 21 or Alaska;
d) Order Guard IFF vessels operating within Alaska or Omicron Minor;
e) Blood Dragon Guard IFF vessels within Chugoku;
f) Corsair Guard IFF vessels within Omicron Gamma;
g) Outcast Guard IFF vessels within Omicron Alpha;
h) Special OP players within the guidelines of their approved RP. i) Pirates in house space caught issuing a demand.
Traders whom are attacked in these areas may be pursued and destroyed beyond them.
Pros:
It eliminates an obvious OORP situation.
Cons:
It creates, yet again, another rule.
If you have any other pros or cons to add, please do. I'm very interested in the thoughts of the community.
I approve of this, as a member of an official lawful faction.
While I certainly don't want to see indy capships wholesale annihilating transport ships and creating problems for their respective official factions, I don't think it's right that they have a restriction that prevents them from stopping an unlawful situation happening in front of them simply because they're an indy capship.
' Wrote:Actually, the BWT, the percheron, the mammoth, the Democritus and the pelican, jsut to name a few off my head, have great agility, and a CM. [...] Oh but wait, they also don't haul 5k for max cr/sec.
Most of the transports over 4k dont have one. They should all get it, especially if caps are going to be shooting all of them.
' Wrote:Make a thread for that, instead of padding your post count in this one?
I don't need to pad my post count. I've got enough where it counts. You know, the roleplay areas of the forum.
Perhaps, instead of assuming I'm an idiot (and you know what they say about assuming things), you could delve a little deeper and realize I'm trying to make a point about balance.
You cannot give everything to one ship.
The more guns and power a ship has, the less agility it has.
The more armor a ship has, the less agility.
Battleships don't have CD's or CM's beacuse they are so ridiculously powerful it would be OP to make them able to A) escape or B) intercept.
This same stricture applies to transports as well.
The larger the cargo hold a ship has, and the more profit it can make, teh more vulnerable it is to piracy.
End Story. Edit. Send to print.
You bloody tradertradertraders will not ever get your wish for a 5k with a CM and more speed than a gb, plus a dozen turrets lol and lots of agility.
It would be unbalanced, and thus will never happen.
gone four years, first day back: Zoners still getting shot in Theta :|
I am all for removing the rule and seeing how it goes, we can always put it back if it goes horribly wrong.
Balance can be addressed later as I am sure we can all agree that it will be a complicated endeavor to get that right.
I will say that if transports are to be thrown to the capships, there has to be some means of survival open besides get escorts, that old line is equal across all combatants.
I don't want everything, but I do want to get something everytime something else is taken away. You know, if a trade ship is locked out of trading in a system (rule change), it should get something in return. If a trade ship can be killed by caps (rule change), it should get something in return. All that has been offered is slight increase in speed which will have no effect on anything, since caps can shoot up to 4k distance and the larger transports dont have CM and cant evade anyway.
Quote:You bloody tradertradertraders will not ever get your wish for a 5k with a CM and more speed than a gb, plus a dozen turrets lol and lots of agility.
Actually my counter proposal was to give it the same speed as a gunboat, rather than more.
And the added benefits were counter proposal for taking things away.
As it stands now, transport is essentially guaranteed to lose against competent gunboat or NOVA bomber, but can at least do their money-making route over again. Tomorrow they will also have guaranteed losses against competent battleships and ANY cruisers. And the wont be able to grind their money routes. In exchange? nada
And your contribution to this is smart-ass +1 replies
You see, when you say "transports", what you really mean is "5ks".
In my Shire and my BWT I've killed more impertinent gunboats than you would believe.
In my Pelican and my Raba I have made silly bombers cry big rivers of tears.
Hell, Zeb-harley once even destroyed a battlecruiser in his Pelican, and if he can blow one up, a modicum of skill could get you run away for the 30-40k maximum required.
These are the ships that can fight back. The trade-off is less cr/sec.
Rules regarding who shoots what have nothing to do with it.
A BWT will dodge cap fire just as easy as as gb fire.
A Pelican will run circles around even a scylla, one of the most agile cruisers there is.
Transports don't need jack-all buffs to avoid getting cap-pirated, or to deal with the 4-hour rule.
There already exists a whole wealth of more agile transports, of transports with teeth enough to fight back.
But no one choses to use them.
And another side note, very few pilots bother to practise with transports.
It's not some lost art, it's just like snub combat or cap combat, you have to bloody practice how to dodge, how to move, learn the firing arcs on your ship, learn it's weaknesses, learn how to avoid pirates, how pirates like to operate.......
The devs should not have to buff your ships to overcome most transport pilots complete lack of skill in afore-mentioned ships.
gone four years, first day back: Zoners still getting shot in Theta :|
' Wrote:I don't want everything, but I do want to get something everytime something else is taken away.
Why? Nowhere is it stated that this should be a "zero-sum game".
What did OC get in return for nerfed Sabres? What did Corsairs get in return for nerfed guns?
It just doesn't work that way everytime, and you just gotta deal with that Ursus. And again, don't forget that this rule hits everyone equally hard more or less, as most people has a transport in their shipyard that they frequently use to make their credits.