(01-21-2013, 05:34 AM)Zynth Wrote: If you're in a fighter and you're shooting NPCs, fine. But if you're picking a fight with a player, yeah....you won't survive. Therefore, best option is to run. You do that.
Next to impossible against higher class cruise disruptors.
What i think would do is to somehow minimise the gap between mid to high classes of equipments. In twitch-based combat games, levels should matter same, if not less, as pilot skill. Now I don't think of myself as a particulary skilled player, but even if I were - the gap seems just too big for any skills to cover it But I digress. Balance discussions can get quite techie and I don't have large enough knowledge of FL gameplay details to propose an effectively total overhaul. Also, with things as they are, I gather that mod authors wanted it this way. So instead of minimising gap between lower and higher grade equipment - let new players come on par until you start engaging them in pvp. Let us get at least something to put up a fight instead of dying immediately.
People said in this topi that trading is the go-to career at the beginning, and I am not against it. In fact, I'd like to. But - correct me if I'm wrong - aren't low-grade trading vessels even more prone to player characters engaging in piracy? Until player can gather enough credits he's stuck with a ship that's defence capabilities are (obviously) lower than low-grade fighter.
That's my reasoning. I do want to engage in trading eventually, but for the time being my best chances seem to be doing missions until I can afford a better armed cargo vessel.
Thanks to everyone for the answers, the discussion is fairly reasonable. I've expected a much more "stop whining, noob" attitude.