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Staff roles: Coding Dev
(01-22-2013, 07:31 AM)Knjaz Wrote:
(01-22-2013, 01:17 AM)ProwlerPC Wrote: Caps were allowed to long ago in Disco but for some reason got restricted for bit of a lengthy period. Since the leash has been taken off the server hasn't imploded and I'm fairly certain that it was back in the past that decisions were made in reaction to Q-Q that caused the restrictions in the first place. The trader/pirate relationship and dynamics are unchanged - evade the pirate or pay the pirate or get blown up.
That is not entirely true (the bolded part). Battletransport class, when armed with high-grade armor (Cau6-8) had a good chances of survival against lone pirates, either in ability to take them down, or, what is most likely, stay alive for enough time to reach nearest base. If I'm not mistaken, they could run 20+k under gunboat fire, if I remember things right. Some transport-heavy players could correct me here.
Now, situation changed drastically with cruisers, especially heavy ones. The amount of firepower they bring to encounter changed from maximum of ~16k DPS (average of 0.273 energy efficiency for the 6sair/2basic setup on Imperator, that is regenning 60k per second) to 37k DPS on cerberus or faction-basic armed heavy cruisers. That is, counting their regen rate only, and not counting in those 600k/2250k energy they already have stored.
This made battletransport class way less useful in terms of income/risk ratio, when meeting a cruiser.
Put 12 Type 1s on a Shire, and have a bomber escort
(01-22-2013, 07:42 AM)ichiru Wrote: Put 12 Type 1s on a Shire, and have a bomber escort
12 type 1 is a valid option, bomber escort is not. because unlike the former, the latter can't be counted in for being around at all times you decide to take your Shire into space. and with current player dispersion, I'd say it's more likely you won't find one, than you will.
"Get escorts" wasn't always a viable option even in Dublin times. I remember how our convoy (highly unprofitable to hire merc when alone, especially if you're not hauling ore) struggled to hire mercs for a hour, and that was an Activity Hub that you won't find on today's disco.
So cruisers are allowed... whats with BS´s? Are they allowed too?
I mean for example: You are a RHA and fly a RH-D1 "Jormungand" Red Hessian Battleship. Now you decided to pirate ships somewhere in Rheinland space. Can you do that?
I mean no Transporter will surrive more than 5 sec. You have to pay or you are dead, escaping is hopeless.
With that change trading get more dangerous and riskier. Ok it was easy to making money before, but i mean i got pirated before and if one wasn´t enough there where 2 or even more ships.
(01-22-2013, 01:51 PM)[LF]Terrorizer Wrote: So cruisers are allowed... whats with BS´s? Are they allowed too?
Yes.
(01-22-2013, 01:51 PM)[LF]Terrorizer Wrote: I mean no Transporter will surrive more than 5 sec. You have to pay or you are dead, escaping is hopeless.
I see a Hessian battleship 10k away. I engage cruise and run away and laugh at his lack of CDs.
And yeah. Trading's getting dangerous. But hey, space's dangerous.
If you get caught, it's your fault for not being careful. There are tons of ways to thwart pirates, most obvious being to get a scout to scout ahead.
Pirating in a BS (or lolwtfpwning Daumann/Kruger for a Jorm) is not exactly the best RP use for one, but it is allowed by the rules. I do agree with Pavel that having caps ruin your money-making with caps and no chance of escape (not even paying) is not what we need, even if it makes sense inRP.
(01-22-2013, 01:58 PM)Zynth Wrote: I see a Hessian battleship 10k away. I engage cruise and run away and laugh at his lack of CDs.
And when he uncloaks on top of you, "Die corporate slaver scum, you should not have mined here" and you die; not the best feeling in the world. Something as expensive as a Cloaking Battleship should by lore be used for more important things than pewing miners.
(01-22-2013, 01:51 PM)[LF]Terrorizer Wrote: I mean for example: You are a RHA and fly a RH-D1 "Jormungand" Red Hessian Battleship. Now you decided to pirate ships somewhere in Rheinland space. Can you do that?
I used to do that on my jorm - which is incidentally for sale - and if you have a cloak and BS scanner and you know the Omega mining areas; you can get miners on your scanners before they see you, cloak up and get close to them while rping your demands and such cloaked. If they are stupid enough to sit around and refuse to pay, you uncloak point blank, destroy them and steal their cargo. It is brutal, and works best with a buddy in a transport. However if they hit cruise and you don't have a buddy to disrupt them, you've lost your window opportunity. Good luck.
(01-22-2013, 07:31 AM)Knjaz Wrote: That is not entirely true (the bolded part). Battletransport class, when armed with high-grade armor (Cau6-8) had a good chances of survival against lone pirates,
This made battletransport class way less useful in terms of income/risk ratio, when meeting a cruiser.
Quite correct.
Indeed I would love to see battletransport shield type that takes 500 or 1000 cargo but reduces capitalship guns attack by 80%-90%. So the battletransports could be useful again.
It is quite easy to make such, it requires no coding or anything, just a little tweaking and assign all cap weapons in one certain type together with assigning the shield to block the dmg from it. I bet our Devs can make it super fast if they want.
(10-09-2013, 10:51 AM)Knjaz Wrote: Official faction players that are often accused of elitism, never deploy them and have those weird, immersion killing "fair fight/dueling" suicidal hobbies. (yes, i've seen enough of those lolduels, where house military with overwhelming force on the field willingly loses a pilot in a duel. ffs.)
(01-23-2013, 11:05 PM)Govedo13 Wrote: Quite correct.
Indeed I would love to see battletransport shield type that takes 500 or 1000 cargo but reduces capitalship guns attack by 80%-90%. So the battletransports could be useful again.
In that case, battletransport will be able to take down cruiser on his own.