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Rules update 5.7 6.6 6.7 - Printable Version +- Discovery Gaming Community (https://discoverygc.com/forums) +-- Forum: Discovery General (https://discoverygc.com/forums/forumdisplay.php?fid=3) +--- Forum: News and Announcements (https://discoverygc.com/forums/forumdisplay.php?fid=13) +--- Thread: Rules update 5.7 6.6 6.7 (/showthread.php?tid=80094) |
Rules update 5.7 6.6 6.7 - Shardphoenix - 05-12-2012 ' Wrote:I aprove this change because transports will most likely move in convoy with escorts nowNever. Convoy is too vulneurable. A cruiser can easily eat transport convoys for breakfast. Rules update 5.7 6.6 6.7 - jammi - 05-12-2012 1) Official tagged factions are going to cop this the worst - their convoys are most noticable and open to chat list stalking. 2) Cruisers and battleships can instakill most transports. Cruisers also have disruptors and thrust at the same speed. Transports cannot physically escape them, outfight them or outlast them. 3) Removing the 4 hour death excemption makes scouts useless, because they won't be able to kill capital ships and once a bottleneck is camped, there is no getting through. By bottleneck, I only mean the vast majority of all the non-capital House systems which are absolutely essential to get anywhere. 4) Transports are not balanced to accommodate being attacked by capital ships. Gunboats were the worst things they were intended to meet. If this had been released with a dev patch to make adjustments to transport DPS for type 2 turrets, I could understand this. As it happens, it's just the Admins having a laugh and unintentionally shafting the bedrock of all the server's activity. You can expect to see a massive drop-off in official trade activity. I somewhat strongly suspect the smaller ones may keel over altogether. This does not make the game fun, gentlemen. Quite the opposite. It makes it more of a chore than it already is. This rule change allows the lowest common denominators to basically wreck any semblance of fun for trade groups. That is what rules are for: to protect players from those players. Bear in mind, one pirate cruiser can lock down an entire system. A large convoy won't be able to do anything about it. They will have to call in military reinforcements - probably around three bombers. Why should one player force the hand of another nine? Rules update 5.7 6.6 6.7 - Deriguz - 05-12-2012 ' Wrote:I aprove this change because transports will most likely move in convoy with escorts now, and if a pirate cap want's to pirate them he will have to engage escorts first equal more pvp and more fun more rp. Also, more job for mercs and freelancers. Power trading will hardly be possible. Also, new reason to put caps in use. Equals Alot more fun and game experience. The end. Rules update 5.7 6.6 6.7 - sindroms - 05-12-2012 Um, a small note I will make, which, most obviously, will be ignored. Hire bounty hunters, mercs and freelancers. And..... Make them scout for you. :< Why would you even waste your time to shoot pirates. Seriously. You are a businessman. Rules update 5.7 6.6 6.7 - Shardphoenix - 05-12-2012 ' Wrote:Also, more job for mercs and freelancers. Power trading will hardly be possible.You just divided by zero. Rules update 5.7 6.6 6.7 - Shardphoenix - 05-12-2012 ' Wrote:Make them scout for you. :<Sorry, not gonna work. Cloaks. Rules update 5.7 6.6 6.7 - Redon - 05-12-2012 ' Wrote:Sorry, not gonna work. Cloaks. AND chokepoints. Rules update 5.7 6.6 6.7 - sindroms - 05-12-2012 Have you ever used a cloak? Just wondering. I want you to use a cloak on a bomber to camp a lane. Or a cruiser, for that matter. Or even a battleship. Rules update 5.7 6.6 6.7 - Curios - 05-12-2012 Yea, Spazzy is right. Now if you want to keep the profit going you have to spend a share with mercs to ensure your well being. This is great. ~ Merc :3 Rules update 5.7 6.6 6.7 - jammi - 05-12-2012 ' Wrote:3) Removing the 4 hour death excemption makes scouts useless, because they won't be able to kill capital ships and once a bottleneck is camped, there is no getting through. By bottleneck, I only mean the vast majority of all the non-capital House systems which are absolutely essential to get anywhere.Bottlenecks will be the only places that get camped now, to force people to pay. It's a perfect system for pirates. With a cruiser, transports can't break through. If they die, they get locked out and can no longer trade. If they hire a scout and find the cruiser before they get there, they can't get through, and have to re-route to another House, killing their profits. If they escape (only a few places this can theoretically happen), all the cruiser has to do is follow them and get the green message. They can no longer trade. Yaaaay. Scouts won't help in the slightest. |