Quote:Battleship licenses need to be removed from all vendors and made available by admin approval only, like terrorist and specialty ID's (nomads,wild,etc). Battleships should only be given to player faction leaders, or experienced players who have proven their worth here - like Gafwmn, Isabelle Kaitlyn, and Au'rora (eternal). These players have shown that they have extremely good RP ability, and follow the rules and their zone of influence. The same cannot be said for 90% of the people out there using capships right now.
Independent players wishing to purchase battleships should be required to appeal to their player faction leader if one is available (for example, anyone wanting an outcast battleship/dreadnaught needs to talk to epyon). If there is no player faction for the battleship you want, you should be required to appeal directly to the admins by forum here, and only given the license after player feedback has been given supporting your reasons for using the ship.
Feedback: On principle I object to playerfaction approval for any ship purchase. Many are all too human, their ability to judge who is worthy and who is not, is influenced by what they consider to be proper roleplaying behavior. The Admins have enough on their plates to take part in yet another time-consuming process.
Quote:battlecruisers are currently the most exploited capship in the mod. People can get them for fairly cheap, without having to buy a battleship license, and a lot of RP enforced rules dont restrict battlecruisers (like the battleship ban in liberty). Personally I hate these things, they're not balanced at all compared to the other ship classes, and have the best of both worlds (cruisers and battleships).
I dont care if battlecruisers keep the 'battlecruiser' designation - but they need to be nerfed. Reduce their manuverability to battleship levels. I would prefer them having all class 10 turret hardpoints removed, but that would unfortunately force a player wipe so it cant be done.
If possible, reducing battlecruisers to a standard cruiser power core would work well, making those class 10 turrets really drain your energy.
Feedback: To be honest, I don't understand why there is a battlecruiser class at all. Having at one time piloted a BC, I can tell you that they don't need to be nerfed. They are huge targets and they turn like a maimed tree sloth. All it takes is to have a newcomer's BC get pummeled by a couple of bombers. Or even a single lunchbox. Then they will either leave or re-think their rp.
Quote:All ships of cruiser level or higher should be available for purchase only in faction guard systems. This requires players to have a little better rep with the faction that sells these ships - and also requires players to ask permission to enter the system and use the ship from the player faction that owns that guard system (i.e. they'd be 'forced' to register the ship, any players who enter the system and purchase the ship without asking could be considered kill on sight for stealing an advanced and expensive vessel).
Right now it is simply too easy for any new player to the server to trade for a week and get a capship without knowing a thing about the rules, RP, or their faction restrictions. You see it every single day on the server and very little is done about it, as no server rules directly restrict that behavior.
Feedback: This makes sense.
Quote:Someone is bound to come up with "but bombers are more powerful than caps!"
They'd be right, bombers -are- more powerful. Right now bombers are the single most overpowered ship type in the mod, with more firepower capability through the supernova than any other ship. Most bombers also have enough agility and firepower to take on fighter class ships, making them the best all-around pvp vessels. They're also not all that expensive.
The easiest solution, as stated by jinx I believe, is to reduce or remove the strafe speed on bomber craft. If they cant strafe, it's much harder for them to avoid fire from enemy fighters. Strafing isnt as crucial for a bomber when fighting capships - all you have to do is get in close and engine kill to fly circles around the battleship, and it wont be able to target you in turret view.
Feedback: Dunno about this one. Yes, the bombers pack a wicked punch, but they are bombers. Possible exceptions would be the Nomad bomber and BD Katamaran. Those two have the agility of VHFs. I would leave bombers on the whole pretty much the way they are currently.
Quote:[quote]one of the main reasons players can get such quick access to capships and other expensive items here is the existence of trade routes which, quite frankly, shouldnt exist. There are two routes in particular I'm concerned with:
1. The Cardamine smugglers in order space. The route for these guys is texas -> new york -> alaska -> omicron minor -> omicron 100 -> omicron major -> omicron 90 -> omicron alpha, then back. In order for a smuggler (who must have some sort of relation to outcasts to get cardamine) to run this route, he must pass through two of the most heavily guarded systems in the game according to RP - alaska (which most people shouldnt even be able to get into), and omicron 100 - the order guard system.
Further, the player must pass through two nomad systems to make the route, and that isnt something your average trader or smuggler is likely to put himself through.
In order to fix this route:
-Remove the omicron major to omicron 90 jump hole in the omicron major system.
The order really doesnt need a way to get into outcast space, and that's all that the jump hole in question would otherwise be used for. Keepers can travel directly from 99 to iota to get around the removal of that jump hole as well.
2. The diamond/niobium route, which I'm less familiar with, travels from new berlin to kyushu (I think). This route uses mostly jump holes which no lawful trader should be going through. It also passes through chugoku, the blood dragon home system, and that system is supposed to be kept hidden - how is it all these traders know about it?
Feedback: For the most part, I agree. However, some smugglers (and smugglers in particular) and traders might have knowledge of some routes that are not in common knowledge. As far as running treacherous routes, well, the dream of quick riches can blind one to potential perils.
Quote:The main reason traders and smugglers get through guard systems so easily is the fact that they use trains/advanced trains, which are nearly impossible to stop via standard cruise disruptors.
Solution: Give guard system NPC's train cruise disruptors, allowing them to stop these vessels.
Feedback: Hmmm... Train cds? Interesting idea. Throw in some npc bombers for good measure.
Quote:Also, before anyone goes on a Faction Vs. Indie rant, -ALL- of my characters are independents, and I'm firmly against joining factions. That doesn't mean that there shouldn't be more restrictions on ships by factions however. Factions have proven themselves through the sacrifice of a large amount of credits, a credible RP background, and good conduct by their players - they've been approved and made official by admins, which has to say something - and it says that they know what they're doing, or at least the faction leaders do.
[b]Feedback: Again, no more power to playerfactions. The majority of them have good intentions and a strong sense of rp. But factions are not the ultimate arbiters of sterling rp. But they should lead by example.