A random thought:
- remove 6.7 completely
- add when a capship is destroyed, it is turned into a starflea (think of it as an escape pod for bridge crew).
This simplifies the rules and allows capships more freedom whilst providing role play game balance.
Proud member of "the most paranoid group of people in the community"
' Wrote:A random thought:
- remove 6.7 completely
- add when a capship is destroyed, it is turned into a starflea (think of it as an escape pod for bridge crew).
This simplifies the rules and allows capships more freedom whilst providing role play game balance.
That Actually doesn't sound too bad, but i see some major problems:
contra:
- Death = around 200 Mils loss(if cruiser, more if BS) = pirates tax more in order to be able to rebuy/buy the capship
- Starflea has not enough Cargohold to store the Capships Weapons or Amor Upgrade, so a death could end in a loss of one billion credits
- probably even another increase in Gunboat population --> Gunboat-ganking-Squads to take Cruisers out? ("I can die, but if he dies he'll loose millions").
pro:
+ Capships will organize fighter escords
+ More Bombers (vs Gunboats and Cruisers)
I think if we would realize this idea, Capships would need a Buff, prefereable only a hull buff, to increase their surviving ability, but not their killing potential.
Right now two Pulse/Razor Gunboats could take a single Cruiser out with few peoblems.
One Problem still exists nevertheless, and that's also one of the reasons why i would suggest a Hull boost then: few Bombers could take Cruisers out without many problems, and even escords won't stop them from making the Cruiser loose millions, because they:
1st - survive rather long due to dodgeing capabilities
2nd - can go kamikaze-like since they won't loose a thing on death.
So my general opinion about this, after a little brainstorming:
Possible, but this would again need alot of new balancing.
' Wrote:A random thought:
- remove 6.7 completely
- add when a capship is destroyed, it is turned into a starflea (think of it as an escape pod for bridge crew).
This simplifies the rules and allows capships more freedom whilst providing role play game balance.
' Wrote:A random thought:
- remove 6.7 completely
- add when a capship is destroyed, it is turned into a starflea (think of it as an escape pod for bridge crew).
This simplifies the rules and allows capships more freedom whilst providing role play game balance.
Really...? No thanks, it'll make the game more of a chore than it already can be.
I didn't say it was a GOOD solution, it's just that it is A solution...
Quote:A random thought:
- remove 6.7 completely
- add when a capship is destroyed, it is turned into a starflea (think of it as an escape pod for bridge crew).
This simplifies the rules and allows capships more freedom whilst providing role play game balance.
See what happens when Matt has a 3 martini lunch?
Either that or he's finally coming around to the way Ben thinks, which is even scarier... I miss those fun discussions / arguments ... :)
(11-21-2013, 12:53 PM)Jihadjoe Wrote: Oh god... The end of days... Agmen agreed with me.
' Wrote:In pirate Transport with CAP6 You can pretty much blast every every gunboat with lover armor...
And guys is not about equipment usage... or advice about what i should use instead... is about what i think should be discussed about Cap have rights to prevent act of Piracy (and piracy only we dont TALK ABOUT SMUGGLING HERE) not sitting with hands tide looks as other player blow up trader/miner on the front of Your face and cant do anything.
And as disclaimer... no i dont have Pirate character (temped now to make one with heavy armored pirate transport) and my caps sitting in One system for system defense only (yes is a guard system i can blow transport with them)
So i dont write here as a guy who had this problem personally...
Just... it seems like maybe that rule should be (maybe) reviewed and modified a little....
And that is whole point of that subject.
We all know everyone hates pirates. All traders and miners wish pirates never existed. And they have a habit of starting threads suggesting ways to limit what pirates can do.
The reason this rule exists is for the same reason the rules exist that prevent pirates from pirating traders and miners in cruisers, destroyers and such. Its because it completely ruins the joy of the game when caps enter the scene. This server is almost 50% caps. They're everywhere and all have one thing in mind. And that's to blow stuff up.
Here's my suggestion to keep the traders and miners happy. Turn OFF PVP for the entire server. Then maybe, just maybe, the traders and miners of this server will be happy. Probably not, but who knows.
What about a 10k from lawful lane/base rule amendment? This will keep things In-RP for most capships, preventing them from pursuing transports across the systems, and also allowing transport/capship encounters to be within roleplay.
It is perhaps a bit biased against unlawful caps but, they are supposed to be more rare anyway.
So
Quote:6.7 Attacking freighters, transports, liners or demanding cargo from the same is not allowed for cruisers and battleships.
Exceptions to this rule are:
a) Official faction tagged house ships in their respective house space ONLY.
...
j) The target is within 10k of the cruiser/battleship's allied base or, for lawful ships, house tradelanes and jumpgates.
Seeing this discussion pop up over and over just means its not being addressed.. I mean the rule change.. expansion.. fix or whatever hasn't gone in any direction.
I dont see the point of having caps stuck in statutory display hell when the point of the rule was no more pirating cap ships. That all you had to have!
let the factions and player deal with roaming battleships and stuff in their territory the same way they deal with faction infringement now. Bigger ships hanging around or what have you if thier in the mod they should be less screwed with.
I mean the nations of the world sent battleships to deal with somali pirates in speedboats. FFS
The only thing i think that would fix this issue coming up would be to srp all cap ships or just get rid of them.
Otherwise put them in play.
Or even a weirder idea have a server with no caps and have another server with them.
If you are referring to my sanction you know how I feel. Once the person uses the "peaceful transport" as a large pirate ship then I say all protections are off and the gloves can come off. You cant be a pirate and still be treated by more powerful lawful factions as a regular trader. Especially when you are attacking one of their own traders, miners, etc. That is an attack on their faction and they should have the right to blow that pirate away! Its piracy thru technicality and I think thats the lowest form of piracy out there. I would ratehr just pay a pirate who either had a more powerful ship or caught a trader ship all alone. At least theer it seems more "real world". Thanks for putiing this out there. I too want opinions - even an admin.
I want more epplanation to the ID rules stating:Independent Miners Guild Guard ID
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Pilot carrying this ID is a member of the Independent Miners Guild, who :
■Can trade and escort traders
■Can hunt pirates and terrorists within Bretonia, the Tau and Omega systems, or within systems where IMG has a base, or in self-defense, or to protect another trader.
According to an admin you can only fire on a pirate transport if they come in swarms and have nearly depleted your shields. Apparantly if theyare attcking someone else then that trader is out of luck because the pirate is in a transport and you are in a big cruiser - helpless apparently to do anything.