' Wrote:I wonder who pissed off the admins to get this to happen?))))
And on a more serious note, I think just removing the 4 hour rule exception for traders is enough. But oh well, let's see how this goes.
This, but not counting PvP death when they managed to do what they are supposed to do - flee and hide in station because they have little of chance to fight back.
' Wrote:I see no point in trading or making the effort to run a trading faction with these change. Shalnt waste my time.
lol. I did 5 runs in my ALG, not 1 pirate, and not breaking Imbargo, so not 1 lawful. Trading is still just as easy as ever. Plus i got 1.2bil in bank, so i really do not need cash right now. Was actually hoping for a cap to hit me, and try a few things out. I guess i need to go into pirate alley for that, and get nailed by the lolwut pirates.
I'm kind of glad I'm not going to be here for most of this month. It's not like people are already complaining about there being too many caps and not wanting to do stuff as a result. And now something to encourage more?
Which is, of course, just going to lead to more of the powertrading people complain about since they need more caps on both sides. On the plus side for powertraders, the fact that those BS pirates can kill regardless of equipment means that using freighter shields and no guns makes no real difference.
I've played on Disco for a long while and I can't see anything other than bitchfests and capspam coming out of this. The only solutions I can see is actually doing something about transports or restricting caps to official factions. And we know how THOSE discussions go.
That said, can we make up our minds whether "space is dangerous" or whether things are done "for balance"? Right now it really seems Disco can't make up its mind.
with the automatic balancing of power drain on cruise, the tech chart (that has come and gone) and other developments since the capship piracy abuse rule was put in.
Its time to make baby steps towards "productive conflict / activity".
The admin teams made grand strides towards this. let hope this isnt the last of these rule changes.
Conflicts fun guys. blowing up is fun. if its causing you mental distress (this news) I know a game called tetris you should try.
Huggy, problem is there's no differentiation between ship classes for combat but there is differentiation for non-combat. If you go for combat gear you get good guns, CD, CMs, and nice toys. If you go for non-combat, you get crap guns, no CD, no CM, and limited toys. Kinda silly
Just delete the classes altogether, make ships of different "volume" with cargo and equipment mounts, and let us choose between money making and combat or whatever in between. Then lack of differentiation in the rules for combat wont matter.
EDIT actually get rid of the houses too if we are going to be no-bounds, roaming bands of whatever seems to be what people want
Remove anything bigger than gunboats from vendors.
Remove anything bigger than gunboats from players, turn them into weaponless starfliers, with of course compensation paid.
Add shipyard modules to player bases, accessible at core level 4, taking up 2-3 slots.
Add resource requirements for all kinds of vessels of the same size or bigger than gunboats.
Add scrapping ability to shipyards: 40% of all resources can be returned upon ship change.
Add ability to set faction shipline manually (got no clue by which could the system check for an appropriate one). Given the few bases, admins could check those, moreover, make an extended sheet of player bases indicating location(system), core level and/or presence of shipyard, accessible only for them. This is to filter unreasonable tech line choices. (No turtles being produced on a shipyard deep within Liberty.)