(06-11-2016, 10:22 PM)Jayce Wrote: Traders make more money than pirates. Spend 2 million for a scout, protect your 20 million of cargo. You've now denied the pirate any income.
Go shill for powertrading clubs somewhere else.
Whats wrong with just forcing the pirates to work together in a team? There's nothing stopping them from just spending 2 million to get another pirate to help them
(06-11-2016, 10:28 PM)Captain_Nemo Wrote: Whats wrong with just forcing the pirates to work together in a team? There's nothing stopping them from just spending 2 million to get another pirate to help them
Nobody's forcing the trader to get an escort. You can powertrade every second of every day without getting caught. If you can't, you're doing it wrong.
"B-but I don't want to fly above plane for 1 system!"
Boo hoo.
And let's not forget that two pirates != trader + escort. I understand you do nothing but powertrade and supply bases, but at least try to comprehend the piracy dynamic, or simply take information from people who know more than you.
(06-11-2016, 10:28 PM)Captain_Nemo Wrote: Whats wrong with just forcing the pirates to work together in a team? There's nothing stopping them from just spending 2 million to get another pirate to help them
Nobody's forcing the trader to get an escort. You can powertrade every second of every day without getting caught. If you can't, you're doing it wrong.
"B-but I don't want to fly above plane for 1 system!"
Boo hoo.
And let's not forget that two pirates != trader + escort. I understand you do nothing but powertrade and supply bases, but at least try to comprehend the piracy dynamic, or simply take information from people who know more than you.
This thread isn't about power traders, its about how "weak" pirates are
I don't know why the snipe about flying above plane, I've always been caught by pirates within 10k of the gates or the holes
I don't supply bases, so shows how much you are aware of my actions ingame, and I do comprehend the piracy dynamic, and all I'm saying is nothing is stopping the Pirates from hiring a buddy to fight with them, after all its just so easy for a trader to hire an escort pilot, they'll obviously need a friend to take out the escort. So why bother removing thrusters and just force the pirates to hire a friend.
5kers thursters are max 150m/s... all snub pirates reach 200m/s or so... so thrusters not allow more chances for docking in a base... as someone said hehehe...
Also, someone said... if remove thursters improve cargo hold, something like 7.500 cargo... not bad at all, that also will can help for bases suplying. Right now... 5000 cargo ships cannot hyperjump in group and the task is turning in a bit pain.
I like the idea about old Barge back!!! hehe I loved it soooo much that super turtle speed... lol
About protection... think also in places with radiation, mines, gases... nerfing more the armor protection would be dangerous for keep traders alive.
In my opinion... dont touch the transports for now... there are other things more important i guess
Honestly i think it's fine as it is. 5kers aren't exactly fast and even supposing they can thrust, stuff like the Stork isn't likely going to dodge any fire simply because of it's atrocious turn rate. That and let's face it, they're paper. I mean if you really had a problem with getting pirated, fly an armored transport, i.e the Bison and it already makes the Pirates job more difficult - But you do lose cargo. So the trade-off works in my opinion.
I don't believe a large ship should be easy as pie to kill to a lone pirate. If you can't hurt a ship solo, log more. Hire more. Piracy in my opinion isn't supposed to be easy for a single person.
No, keep thrusters on.
Reasoning: Positioning in space, wouldnt that require additional thrusters in order to maneuver the ship w/ cargo around.
Dont change my storks </3