i have jumped for credits, and i think its slightly detrimental to gameplay. you need expensive gear, and it IS grind, and you need to coordinate well and know your stuff to some degree, and yes, it offers group efforts and team work and fun for the group that is jumping, however they dont contribute towards the experience of anyone else. and thats a problem, i think.
lately i have found that i never ever ever meet pirates, and when i pirate i never ever meet traders. i have been doing cardi runs for ages without being caught, and lately i started transporting luxury food through the omegas and only once have I been pirated by a sair. i very rarely meet other traders on my route. dont know if it is because everyone is busy jumping or cybering in NY, but random interactions are becoming far more rare.
its also not true that only "experts" do it - i've been playing lots with new players here, and they ALL want to do jumptrading - in the past a cap was the goal for new players, now its a jumpship for trading. they might give up their venture when they realize the number of players and level of coordination required, I couldnt say, but the fact is that a lot of people want a piece of this interaction-less mechanic, simply because it more or less guarantees 0 unwanted interactions.
the game needs to provide mechanics that promote more random interactions, rather than the opposite in my opinion.
Thanks for the advice about cloaked BSs guys, thing is a lot of factions cant use em, such as my main ones, the Mollys. What should I do in that case?
I agree that its bad cos it discourages encounters, but we all know that not liking something, and asking for it to be removed is a long, and usually fruitless exercise, (as well as being so common that most people ignore it). So I'm trying to find ways to work with it, while its still here.
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sorry for going off-topic. super high alpha damage is the key - perhaps use scyllas and LM to deshield, snac bombers to make the kill (or reverse). insta-kill the transports so they cant receive bots, steal their cargo. make sure you tell the traders not to move, so you can start the pewing right away if they do. if you want to take on the jumper ship, knjaz is correct - almost all are au8 aquilons, a couple of scyllas should finish that off fast. you will need a group to pull it off. problem is finding the jumpers, if you know where they are at it shouldn't be so difficult. two scyllas can dish out serious amounts of damage in no time, no transport will survive 20K of travel to a safe station aginst 2 competent cruiser captains.
Hone it seems your taking anything we say and pretty much saying it's impossible. But all of these ideas are quite viable and have been done by myself or others.
I disagree that jumping takes away from RP. It all depends on the people who do it. I use it as a mian source for RP on my main char. It does not bother me when people come to eiter pirate or ask to join, it's totaly fine by me. Agreed it takes alot of work, and team work but thats a part of it. I didn't rage quit playing table top D&D just cause the DM would toss in a random encounter each time i tried to cast a 4 round spell, or a dragon comes by and tries to make us a quick snack. Stop being to quick to say it detracts from RP. Just roll with it. Jumping is what you make of it. Try new things when encoutering jumping parties. I welcome any encouter when jumping. My char is a solitary person by his nature, company is welcme most times. Why get rid of something that so few dislike. Granted sometimes its a pain when NPC's fly by and steal your fuel, or start bumping you, but you go with it, and find the best times to jump, or pirate the jumpers. I would dare say i would leave disco if they chonched jumping as i put alot of time and effort getting my char, and his equipment set up. As for pirating them, bring guns, lots of them and if you can't use cloaked BS's as some factions can't. Spend the time and stalk the jumpers and thier routes, then bring all your guns and your friends guns, a trade fleet properly set up won't go down with out a fight. That being said, since when did this game turn so serious?
personally i would ignore the bs as much as possible because i am lazy by nature. bs's are slow, got limited arcs and got no cd so if you manage to get the transports to panic and fly off, you're good to chase them down outside of the range of the bs. if they stay close to the bs the transports can end up blocking the guns/arcs which is also pretty nice, and if thats the case i'd kill the bs first because it should be very easy. if you decide to attack the bs, and if you're in scyllas and the jumpship is an aquilon, attack it from above, the heavy guns cant shoot upwards.
its also my impression that most jumpship captains arent exactly pro bs pilots, but of course this cannot always be the case. but i guess its different from situation to situation - if you leave the bs captain alone and he shoots the cargo from the transports you've wasted, you'll know next time to go for the bs first. i guess its a case-by-case thing, and it takes some practice. i've never done it simply because i havent been in the right place at the right time. i've got a cloaked jorm so if you mollies need some additional firepower, ill gladly help out
(11-28-2012, 09:25 PM)Hone Wrote: Thanks for the advice about cloaked BSs guys, thing is a lot of factions cant use em, such as my main ones, the Mollys. What should I do in that case?
I agree that its bad cos it discourages encounters, but we all know that not liking something, and asking for it to be removed is a long, and usually fruitless exercise, (as well as being so common that most people ignore it). So I'm trying to find ways to work with it, while its still here.
Scylla. Yes, I know it's not what you'd call "Workhorse of war", but still.
Remember, all you need is to engage the jumper. That's it, he's pinned down and can't dock due to 4h Rule.
Going for the transports instead is a valid option only if you know you'll do it before they dock. But since all sane jumpers are totally unarmored, with exception of Au8, it may work.
(11-28-2012, 10:17 PM)Knjaz Wrote: Remember, all you need is to engage the jumper. That's it, he's pinned down and can't dock due to 4h Rule.
Going for the transports instead is a valid option only if you know you'll do it before they dock. But since all sane jumpers are totally unarmored, with exception of Au8, it may work.
Wait how will engaging the jumper work, If I dont attack the transports theyl just run off and dock wont they?
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