I really don't feel buffing the survivability of transports will do anything positive except discourage people from paying escort freelancers and prevent some solo pirates from using their normal chokepoints.
Neither of those outcomes buff gameplay. Trading is already pretty safe. The minority of unwholesome transport players who log off whenever they see a pirate in the same system as them aren't going to be encouraged to interact just because they've got a bit more hull to avoid two-shots.
Two shots are sometimes a good thing as it allows, say, a pirate cruiser, to have a chance of killing a 5k, to enforce a demand when a transport is less than 5k from a magical, ship-dissolving mooring point.
I see no way that this encourages encounters, except by creating more opportunities for repair ships. Repair ships are great battleship allies, anyway.
THE SYNDIC LEAGUES
(A co-operative of Rheinland's Shipping Unions, retired from a life of piracy.)
(04-08-2018, 04:53 PM)Skorak Wrote: Escorts are useless anyways. The pirate will always nuke the transport first because snubs are just that survivable.
What a trader wants - if at all - is a scout. And those help as much as they always have.
An escort would be useful if they had a counter CD but I'm not sure how you;'d go about disabling another fighters CD
(04-08-2018, 04:30 PM)Tænì Wrote: I see no way that this encourages encounters, except by creating more opportunities for repair ships.
If newbie isn't killed, it trades further more without logging off or worse, uninstalling the game.
EDIT: Actually, think about this, if trader isn't instakilled by pirates, then escort is more useful.
@R.I.P.
I have no idea who you are. I am responding to the content of your post, not your nickname or persona which I absolutely don't give a crap about when discussing ideas and issues. Go pack your personal bias and leave such unwanted baggage before you write something.
(04-08-2018, 04:30 PM)Tænì Wrote: I see no way that this encourages encounters, except by creating more opportunities for repair ships.
If newbie isn't killed, it trades further more without logging off or worse, uninstalling the game.
EDIT: Actually, think about this, if trader isn't instakilled by pirates, then escort is more useful.
@R.I.P.
I have no idea who you are. I am responding to the content of your post, not your nickname or persona which I absolutely don't give a crap about when discussing ideas and issues. Go pack your personal bias and leave such unwanted baggage before you write something.
Umm ok, but still if you do not want to see my posts, ignore is an option. Stop trying to act like you do not know me but know me at the same time. I have no baggage. (Just stop being biased yourself and acting like your opinion is the only one that matters.)
(04-08-2018, 05:12 PM)SnakThree Wrote: Oh my gosh, just begone with this personal *****.
Omg, nothing personal sheesh, am i not allowed to state what i think about this topic just cause you do not like what i say? Seems you have the issues. Ignore me or quit with this.
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(04-08-2018, 04:30 PM)Tænì Wrote: I see no way that this encourages encounters, except by purging useless systems and creating choke points that traders are forced to pass through which brings in pirates who draw lawfuls on them.
I see the goal of ideal piracy encounters to be situations where the trader fights because they feel they have a reasonable chance of victory, or pays a demand that earns the pirate net profit against the cost of death, but still has a significant profit margin so they don't feel oppressed by the unlawful. Preferably, with an RP text experience which is fun and immersion building.
If a transport feels like it has no other option than to run, and that the pirate is screwing them over, that's probably (not necessarily) the Pirate's fault. I have seen effective escorts work before.
Get an armoured five K, have a fighter near it? If VHF piracy is occuring, the VHF is going to have a really hard job killing the transport whilst being shot by transport turrets and a snub at the same time. If a bomber, it has better odds of getting the transport, but the transport has better odds of getting functional revenge by the dead pirate in turn taking a profit cut/being cut off for 2 hours from their chokepoint of choice, thus decreasing the net worth.
Escorts against pirates do work. They work extremely well. They bide the transport enough time to get away, make CD'ing more difficult, etc. The escort can be significantly less capable than the pirate but they are a huge force-multiplier for a transport. Take it from someone who pirates recreationally.
(04-08-2018, 06:14 PM)Antonio Wrote: I see no way that this encourages encounters, except by purging useless systems and creating choke points that traders are forced to pass through which brings in pirates who draw lawfuls on them.
I also agree with @Antonio on this. I might not agree with the system culling (nobody can agree on what is 'useless'), as content culling is conceptually insane from both a new player's perspective and a 'Discovery' perspective, it's effectively a vet-only answer which will only lead to player abandonment of the server, but creating logical trade chokepoints? That makes sense.
Edit: Escorts are super-useful during smuggling, as well. The ability to CD the guy who wants to jam a siege cruiser into the buttcrack of your unlawful battletransports can never be overrated. But if that siege cruiser gets in range, and I don't hit the regens fast enough? He should be able to snipe me.
THE SYNDIC LEAGUES
(A co-operative of Rheinland's Shipping Unions, retired from a life of piracy.)
(04-08-2018, 04:30 PM)Tænì Wrote: I see no way that this encourages encounters, except by purging useless systems and creating choke points that traders are forced to pass through which brings in pirates who draw lawfuls on them.
FTFY.
Defeats the purpose of this mod in the first place, space is supposed to be vast. Not some boxed in sandbox for pvp only.