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Give pirate transport and train mine slots - Printable Version

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RE: Give pirate transport and train mine slots - Jack_Henderson - 06-25-2016

No.
Don't use lanes if you smuggle if you want to be safe.
If you go for cred/sec, smugglers should be at heavy risk to be caught without an easy way out (like the one you suggested).


RE: Give pirate transport and train mine slots - Mephistoles - 06-25-2016

(06-25-2016, 05:46 PM)n00bl3t Wrote:
(06-25-2016, 01:29 PM)Mephistoles Wrote: They don't need mine slots. They don't have them already because they're transports, and regardless of what they are doing and who is after them, it shouldn't be so easy to get away in a transport. And if you understandably can't shoot the ring as you enter it, you can easily shoot the end one out, which gives you extra space.

The system is fine as it is.

The PT is meant to be an armoured blockade runner.

It literally is used to crap on other transports and take their goods.

I agree shooting the end one is good practice and can be done easily, but if that is all you essentially typed, I fail to see the significant reasons for refusal of a change outlined here. I may be missing something so I'll await your next post.

Your argument appears to be that the PT (I'm going to assume transport) is supposed to be able to kill other transports. I agree with this, and it already can and does. My point is regarding the defensive capabilities of the ship. It shouldn't be able to nuke a lane it just took. No transport should.


RE: Give pirate transport and train mine slots - Impyness - 06-25-2016

tbh smuggling is problematic in general

entire point of activity basically to avoid interaction

profits for smuggling are generally calculated using the lanes, not jumpholes and cruising as you normally end up doing

if you did calculate it so that the c/s took into account the offlaning you'd end up with broken routes when people actually do smuggle on the lanes


RE: Give pirate transport and train mine slots - n00bl3t - 06-26-2016

(06-25-2016, 06:35 PM)Mephistoles Wrote:
(06-25-2016, 05:46 PM)n00bl3t Wrote:
(06-25-2016, 01:29 PM)Mephistoles Wrote: They don't need mine slots. They don't have them already because they're transports, and regardless of what they are doing and who is after them, it shouldn't be so easy to get away in a transport. And if you understandably can't shoot the ring as you enter it, you can easily shoot the end one out, which gives you extra space.

The system is fine as it is.

The PT is meant to be an armoured blockade runner.

It literally is used to crap on other transports and take their goods.

I agree shooting the end one is good practice and can be done easily, but if that is all you essentially typed, I fail to see the significant reasons for refusal of a change outlined here. I may be missing something so I'll await your next post.

Your argument appears to be that the PT (I'm going to assume transport) is supposed to be able to kill other transports. I agree with this, and it already can and does. My point is regarding the defensive capabilities of the ship. It shouldn't be able to nuke a lane it just took. No transport should.

Why not?


RE: Give pirate transport and train mine slots - RicoValesquez - 06-26-2016

I agree with this whole heartedly. Ptrain doesn't really have anything else going for it as far a CM. Would be nice.


RE: Give pirate transport and train mine slots - Durandal - 06-26-2016

(06-25-2016, 06:44 PM)Impyness Wrote: tbh smuggling is problematic in general

entire point of activity basically to avoid interaction

And this is why I'm against it. Discovery already has interaction (or lack thereof) issues. I get what you're trying to achieve here and its nice in theory, but we need to stop adding in features which help people avoid each other.


RE: Give pirate transport and train mine slots - Pavel - 06-26-2016

(06-25-2016, 06:25 PM)Jack_Henderson Wrote: No.
Don't use lanes if you smuggle if you want to be safe.
If you go for cred/sec, smugglers should be at heavy risk to be caught without an easy way out (like the one you suggested).

Then smuggling profits should be buffed. It's alughable compared to some of more lucrative lawful trading/mining routes.
Alternatively mining profits should be nerfed Confused


RE: Give pirate transport and train mine slots - Jack_Henderson - 06-26-2016

So that people can fly at 20-player online times and make money by afk-smuggling.
No.

Smuggling is bad for gameplay.
It's either exploiting unrealistic conditions (no one online), it promotes player-list gaming, it demands actively avoiding interaction to succeed.

So, no. Smuggling does not need buffs. As it is not as risky as people yell it is.
In reality, most often it is dirt cheap afk-business with tense 20k in the end.
Or it is "I don't care for risk and just take lanes at off-hours", which makes it already pretty good.


RE: Give pirate transport and train mine slots - nOmnomnOm - 06-26-2016

(06-26-2016, 02:59 PM)Jack_Henderson Wrote: Smuggling is bad for gameplay.

Nope. I must disagree with you there, Jack.
How smuggling is treated is back for gameplay.

The argument that you can trade in 20-people server time can be said the same with ore trading as well.


RE: Give pirate transport and train mine slots - Pavel - 06-26-2016

But Jack, so can people fly at 20-player online times with ore.

edit: ninjaed by nom! Big Grin