' Wrote:Suppose it depends if we want pirates to hit tradelane traffic or to be restricted to jump holes and open space.
The turrets in Rheinland do hurt fighters and bombers at present...but, as I believe I have pointed out elsewhere, it's possible to avoid their fire by careful positioning.
That's totally true, Derkylos.
I think that you also have two types of pirates, though the line between them is not exactly crystal clear, or completely solid. One type "hits" independent traders who use Jump Holes, the other type hits corporation traders, usually because of some kind of vendetta or another. Most pirates are indiscriminate, and hit everything they see.
I guess that this may tip the balance towards pirates surrounding jump holes, but I still do not think that it's serious enough to to force pirates to stop targeting lanes all together.
But the most important thing that I believe should be pointed out is that targeting a major mode of transportation for pirating should not be easy, but not overwhelmingly difficult either for game issues. The trade lane guns, station guns, statcap guns, etc... should all be rebalanced to an amount that is acceptable, but still posing a challenge.
In a perfect world, traders stopped in trade lanes should be targeted for more money, and independent traders for less. After all, the corporations can pay for more losses than the indies. Besides, most corporations hire escorts to protect the traders.
Quote:[7:42:05 PM][6:51:36 PM] Igor (Smokey): btw terry
[6:51:48 PM] Terrance Cooper: Ye?
[6:52:00 PM] Igor (Smokey): nothin
[6:52:03 PM] Igor (Smokey): just sayin btw
[6:52:05 PM] Terrance Cooper: <_<
Quote:Johnny_Haas: you shot anti criuse speed rockets!!!
Johnny_Haas: but why????
Johnny_Haas: ??
Johnny_Haas: why you shoot criuse speed rockets?
' Wrote:Or what about police trying to stop smugglers and to do so shoot down tradelanes ?
That bit there would be completely unchanged, because you can sit around all day shooting a tradelane and it won't become hostile to you.
Infact, it is impossible to damage the stations turrets because they have a shield. No really, ever wonder why their health bar is blue? Or why sheildbusters do more damaged to them?
I say you shouldn't make the guns more powerful. Its hard enough to pirate in a Dagger already, but it would be impossible if the guns increased in power. You could make them impossible to destroy by putting an administrator shield around them.
Jim.HawkinsIndependent Lane Hacker(Sabre/Bactrian) LuxannaIndependent Trader(Mammoth)
I gotta side with Hribek on this one. If you pull enough pirate duty, you know where it's safe to sit no matter how Uber-Hyperdeath the TL turrets are. I could pull up a position, go grab a sandwich, get something to drink, come back, and I'm fine. Even in my Dagger days. Besides, IMO it's a bit ooRP to just sit there getting pounded by (albeit useless) TL turrets. Long story short:
-Revise your tactics if TL turrets own you.
-Don't wreck the fun for everybody else.
-RP. How would it be done if you were ACTUALLY there.