Current rule:
5.6 Fleeing in combat counts as a PVP death. Fleeing is:
a) Docking with a jump gate, station or tradelane;
b) Moving more than 10km from the fight.
Vessels acting as escorts for trade ships are exempt from this rules for purposes of:
a) Catching up to their transport. I.E. breaking off an attack to rejoin their charge.
b) Re-entering a system which had previously been exited.
New rule:
5.6 If a Player docks with a planet or station during a PvP fight (within 10k 14k (scanner range) of an opponent who has attacked him and brought down his shield to at least half strength at one point during the engagement), he is considered fleeing. Fleeing counts as a PvP death.
There is a certain problem with transports when trading. Paying, fleeing and dying count as PvP death. It's a no win scenario right from begging for all transports without combat capability. Then you can't return to the system where you got pirated successfully or not for 4 hours on any characters. Lawful or not.
Not to mention miners fleeing from pirates are considered PvP dead and mining is not excepted from fleeing rule.
It wouldn't be an issue if transports weren't balanced specifically for getting away.
Fighter can forever run around cap without being in danger and also without fleeing (read leaving 10k zone)
Also cap barely can hit something larger then gb with something except solaris. Also fighter can't lower BS shield to 50%. So if shields where not damaged - no engagement had took place there. So fighter can feel free to lol away from BS.
The cap have a problem with that also, he can stuck in fight with lone fighter that just trololo around waiting for a pair of bomber to log in and cap can't do anything because it's too slow and weapons are ineffective on ranges far then 1k around cap.
' Wrote:...
It wouldn't be an issue if transports weren't balanced specifically for getting away.
Described scenario is NOT a "no win" one under current rules: because in this case, fleeing is the winning, and big transports have strength to do it, if not always, then at least often. And after they fled away, they *can* return to the same system if they are to trade in it or to pass it in order to reach remote trade destination.
Well, i don't see any problems with transports, except mining one (the Hegemon) when it's about being unable to mine in the system for 4 hours after fleeing. IMHO, transports are pretty well balanced for getting away. All these big hull numbers, serious armor upgrades, huge bats and bots supplies, and high regen shields are all there for this exact reason: getting away. It's totally possible to survive under bomber and even gunboat and still make few dozens kilometers before you're toast, if you're in a big transport. I don't mean cruise, no; i mean getting away only by using conventional engiens plus afterburner. 140 is not any fast, but then in larger transports nothing except big caps can kill you any fast, either! I did it many times, and most times i tried it, i was able to get away. Turrets surely help to survive a bit longer, but are not required part. And then, currently, fleeing rule allows you to keep trading in/through the system after you flee from someone in it. So if you made it (say, docked with station/planet), then nothing is lost for you, as long as you're about trading. And then, for cases when nearest dockable base is _further_ than "few dozens kilometers" -- well, pirates also should have some neat spots and opportunities. Smart transport pilot will know how to avoid these, and/or how to get away sooner than pirate could get into CD range.
Do you see the groundhog there? No? Me neither. But, it's there nonetheless.
You missed the entire point. I know what transports are capable of and killing pirates is not what they excel at.
Here is an example of real situation that happened.
I undocked from Forth Bush in Ageira Mastodon right when Xenos were about. They started shooting at me which wasn't really a surprise and I was forced to dock again after no one responded to my distress call.
After that I was forbidden from entering New York for 4 hours on all my characters.
Edit: On the other note I don't see a way how to resolve that without people abusing it.
You are supposed to be intimidated by a big ship when you are in a small ship and you bump into each other.
It comes again to that same saying regarding disco, you cannot win your every fight.
You should feel like Han Solo and his crew when Tyderrium shuttle jumps into the orbit of Endor and flies near a super star destroyer if you are alone.
If you are facing a capital ship out of nowhere you are either unlucky or in a place where you have to accept the risk.
Run towards a rocky area, let the capital ship bump like a pinball to everything that moves. Pull it towards your base, herd it etc. There are many ways. Adding a new rule to the system is probably the worst of them all. On the contrary, simpler rules with more thought would be better for fun over this server.
IE: I managed to kill a cruiser in my fighter when it decided to follow me by trapping it in inside the 3 suns of Delta. Long live sun coronas. =)
' Wrote:... They started shooting at me which wasn't really a surprise and I was forced to dock again after no one responded to my distress call.
After that I was forbidden from entering New York for 4 hours on all my characters.
...
Yeah, i bet i miss the entire point of yours. I still do. Because i am sure you can enter New York after they forced you to dock in case you are going to trade something in New York or any system after it, and you're not doing anything else.
As for "forbidden entering on all characters": well, this is really not rules' problem. Either have only one character (no meta-gaming possible, even unintentional, neat bonus). Or never trade in system(s) which is/are important for your other characters. After all, if we start to consider all characters of everybody for all possible rule combinations, i bet we'll go completely mad! :crazy::P
Do you see the groundhog there? No? Me neither. But, it's there nonetheless.
' Wrote:As for "forbidden entering on all characters": well, this is really not rules' problem. Either have only one character (no meta-gaming possible, even unintentional, neat bonus). Or never trade in system(s) which is/are important for your other characters. After all, if we start to consider all characters of everybody for all possible rule combinations, i bet we'll go completely mad! :crazy::P
Most of my characters hang around Liberty and I'm not ashamed of it. I would rather meet a bad RPer (understand lolwut) than no one.
It's not really causing me any trouble as long as no one reports me (I don't give people reason to).
' Wrote:Most of my characters hang around Liberty and I'm not ashamed of it. I would rather meet a bad RPer (understand lolwut) than no one.
It's not really causing me any trouble as long as no one reports me (I don't give people reason to).
Most, but not all, so i guess my little idea about "trading somewhere else" is even more viable. Imagine, you can trade "outside liberty" and never care about 4-hours rule (as long as all you do there is trading), and also never care about your other characters being prohibited to enter some system(s) for up to 4 hours - because they all are in Liberty, and this is exactly where your trader is not.
Reduces meta-gaming desires, too (did you never regret that you couldn't get in your big nasty something and catch these Xenos in some nearby system because that would be meta-gaming, i wonder; well with my idea, you'll never have this kind of feeling, cause all your big nasty things are too far from where your trader is).
Anyways, if what i say is not good for you, sure thing, just do things your own way. Just trying to help with what i can think up. Cheers!:)
Do you see the groundhog there? No? Me neither. But, it's there nonetheless.