Below is an excerpt from one of my previous posts regarding Indi Traders vs. Corporate/Fractionated Trade groups...
' Wrote:... new ships, with larger cargo holds and stronger hulls (no more guns than 10 cause that's getting into overkill) and label them under the class of "Super-Transports". Make it so that only Faction aligned traders with proper ID will be able to fly them (much like LN ID, LSF ID, etc... are allowed to pilot Battleships, where as indi-military are only allowed up to gunboats)
Example of new ID:
Synth Foods, Inc. ID
Pilot carrying this ID is employed by Synth Foods, Inc. <insert Trade ID shpel>
Allowed Sips: Fighters, Freighters, Transports, Super-Transports
well that's my bit, to sum it all up, Make joining a Faction Trade group worth while.
Well that's basically it. The Super-Transports are only available to groups like ALG and Synth Foods, INC. (basically the trader equivalent to LSF, RM, etc... Battleships,) Independents would be barred from using them within the discovery universe (server). This way, it may give the incentive for those indies to join those trade corporations.
Proposed Stats:
Shields: Class 9 Cruiser Shields (or a more powerful shield like the
Armor Range:300000 ~ 500000
Price Range: $150,000,000 ~ $400,000,000
Cargo Range: 6000 units ~ 10,000 units
Max Number of Turrets: 10 ~ 14 (with optional mounting of up to 4 class 5s)
with this, the pirates will also have to be a bit more creative. If a indipendient pirate tries to take on one of these ships by themselves, he/she will be either blown to bits or completely ignored. Therefore, they'll probably end up working in packs.
Well, that's proposal Number 3 what are your thoughts
' Wrote:Nothing over 5000 cargo will ever be added here. Powertraders are bad enough as-is, we dont need to worsen the problem.
Even if you make them ALG-specific, you'll still have "indy ALG" players using the tag/ID just so they can use the ship for powertrading.
What about that big ugly box with lifters attached the Junkers are trying to submit, does that not have a proposed cargo limit of over five thousand?
I agree with not needing any huge trading vessels. It's easy enough to make credits as it stands.
Quote:Even if you make them ALG-specific, you'll still have "indy ALG" players using the tag/ID just so they can use the ship for powertrading.
Ahem, read the whole post Tenacity.:dry:
Quote: Independents would be barred from using them within the discovery universe (server).
You can bar ships from being buyable in the game. And only admins and such can implement them into certain player's profiles. They do this on FLU for capital ships.
Not sure if that's what Sempai meant, but that's a possibility.
That said, I don't think we need bigger transports. You can already powertrade like mad in an Adv. Train on the Diamond Niobium run. No need for more cargo room really...
EDIT:
Quote:What about that big ugly box with lifters attached the Junkers are trying to submit, does that not have a proposed cargo limit of over five thousand?
I doubt Tinkerbell's Barge will make it, but that thing is a whole different story... Not made for trading, it can't do much with it's size.
You'll get independant ALG people powertrading.
If you limit it to factions, favouritism would rule and it would go against what is one of Discovery's main draws.
This'll only work if its admin giveable and only for faction traders that trade super low value goods ONLY, even synth can only trade food rations, profiting from sheer volume of cargo, but even then not as much as power traders doing diamonds. ALG and toxic waste? Planetform and Oxygen/water(not to pirate bases) and terraform gas (I think its cheap).
Thats 3 factions from 3 houses, kusari isnt quite so diverse.
' Wrote:What about that big ugly box with lifters attached the Junkers are trying to submit, does that not have a proposed cargo limit of over five thousand?
I agree with not needing any huge trading vessels. It's easy enough to make credits as it stands.
That was designed to be a very impractical "trader". It would be very difficult to complete a good trade route in that and take a long time to do so.
Imagine taking a double width and slightly longer Rheinland battleship on a long haul--with no gate use and 15kps speed.
I had a feeling that it would be shot down in some way, I'm an indi trader myself, but I wouldn't mind joining a faction trade group if it came with perks. Obviously, 10,000 units of cargo is too much, but 6000 to 6500 should be do able. Think of it as a capital class trader.... hrm.... now that's a bad example... okay, how bout a ship class specific to fraction traders, very good armor, decent shielding, and 1 or 2 mountable capital class turrets to compliment the transport turrets. Make it a more formidal oppnonet to those pirates