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  Discovery Gaming Community Discovery Development Discovery Mod General Discussion
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Luxury Liner

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Luxury Liner
Offline Mounteblanc
10-27-2009, 05:33 AM,
#11
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Posts: 649
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Joined: Oct 2009

No, I just meant the increase in profit of human cargo. I've actually forgotten the point of this thread. There will always be pirates, no matter where you go. Liners are incapable of running, and that is something you want fixed, right? So, how can we make Liners capable of fleeing pirates?
 
Offline Eisque
10-27-2009, 05:38 AM,
#12
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Posts: 34
Threads: 5
Joined: Oct 2009

Actually, I was just discussing the woes of being a lawful liner pilot. How can we assure the safe voyage of high paying VIPs, without tarnishing our reputation as OSC contractors, ensuring the protection of our passengers. I'm sure submitting to pirate demands would definitely reduce the integrity of the company to VIP eyes *helpless feeling*.

Although you do have a point, why should the 5k transports be more effective in human transport carriage than a liner.
 
Offline Mounteblanc
10-27-2009, 05:41 AM,
#13
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Posts: 649
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We must make Lux Liners into supreme human transports! Like somehow making VIPs take one cargo for a Liner, but giving them only about 1200-1500 cargo space. Bang, instant profitable human transporting!
 
Offline Eisque
10-27-2009, 05:43 AM, (This post was last modified: 10-27-2009, 05:49 AM by Eisque.)
#14
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Posts: 34
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That would make a full shipping cost 8mil, even bigger pirate targets! Though it would completely eliminate ooRP luxury liner pilots, as any other cargo would be a waste of time.

Seems no other Luxury Liner pilots share my problems, or maybe its just that theres not many around.
 
Offline pipsqueak
10-27-2009, 06:37 AM,
#15
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Posts: 970
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I think they should be allowed GB class shields.... atleast.

They are not huge cargo haulers and I would assume that if they were being built by corporations. The corporations would spend a few extra pennies on shield.

The issue I see that this iwll kill all the 2k cargo size transports. Meh to each his own.

Other things we could do

1. Triple the hull capacity of the ship. Some thing that can take a lot of beating but make it to destination.

2. Double bats and bots on the vessel...

3. 4 CM droppers and 4 mine droppers. (ships can litteraly create a mine swarm behind him that could potentially block a CD) different ammo and different mines on each one would allow ships to by pass the 70 limit on ammo.

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Offline Eisque
10-27-2009, 06:50 AM,
#16
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Posts: 34
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Joined: Oct 2009

I agree to an extent what your saying pipsqueak, as I also believe stronger guns are not the solution. The liner will always be differentiated from the 2k cargo transports, both by price (more than 20 times the price) and limited types of cargo (In RP anyway).
 
Offline mjolnir
10-27-2009, 12:22 PM,
#17
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What guns did you have on it and what guns did the Pirate Transport have?

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Offline reavengitair
10-27-2009, 12:35 PM,
#18
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Also: Armor upgrades?
 
Offline El Nino
10-27-2009, 12:37 PM,
#19
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Posts: 1,248
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' Wrote:What guns did you have on it and what guns did the Pirate Transport have?

That would be my first question aswell....

With proper guns a luxury liner can anhilate a pirate transport. (proper guns being probably the ones the pirate used on you)

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Offline NonSequitor
10-27-2009, 01:09 PM,
#20
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Posts: 911
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I own a Pilgrim (which does not haul slaves, but does haul "exotics" on ocassion) so I understand where you're coming from. I have hauled refugees and for desperate folks, they sure take up an inordinate amount of space. Slaves, oddly, only take up 1 unit of cargo space (not that I've hauled slaves, but I checked how many would theoretically fit on my ship).

First of all, the human cargo issue. I don't think the problem is profitable per unit of cargo (tourists, vacationers, scientists, VIPs) but rather the amount of space they take up. I've always considered this to be a somewhat bogus way to curtail excessive profitability. Apparently someone thought this was a good way to limit lux liner traffic. The space a particular human cargo unit takes up can be rationalized, but none of reasons really make much sense, other than to "balance" trade routes.

Now, if we were to go back to a "one unit of cargo takes up one unit of cargo space" model, human cargo runs would be very productive. And potentially very risky, especially if purchase prices stay the same. If a pirate catches you, you're more likely to pay up, because losing 8 - 12 mil worth of cargo is not an attractive option. It's very near to the same situation of a trader hauling nuclear devices - purchase price high, sell price higher. High profit and high risk.

While transports are not warships, nor are liners in general, I wouldn't mind seeing some sort of buff to help them survive. The "get escorts" mantra is chock full of rp-goodness, but does not always coelesce due to factors beyond our control.

Oh, before I go, some words on your weapons layout. Lose the type 4s. Get 4 type 1s and fill up the rest of your hardpoints with type 2's. If you have this layout, Pirate Transports will think long and hard before accosting you. Chainfire you turrets with your 1's and 2's firing together. The type 1's will sap your target's powercore once you get the shield down.

This setup will work on gbs as well, with variable success. Fighters and bombers will kill you quickly, but even with all type 4's they'd kill you anyway. They mercilessly drain your powercore and their dps is laughable. Type 3's are ok, but do not work well in sync with type 2's or type 1's.

 
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