On a slightly more detailed note. Ive been asked to relay my concerns here. Yes. Its time for yet another Wall for you guys to read.
So. As far as the rules for ganking goes, yeah. Good change. Clarifies relatively well whats good and whats not. Leaves a few issues up in the air still but its generally sorted. I need a little time to digest that part too, the new combat ships though….
My first major issue with these changes: all mining ships are now considered /1 /2able in any mining field by any ship with ZoI and “can attack combat ships” rule. Lol. Sure, might be fine where your miners are GF, but for the rest of most every mining field where people wanna kinda just chill out and click rocks, sometimes with friends? Yeah. I presume you’ve thought this through? There’s no mention of any protection for people who are mining.
To further extend on this. Most smaller transports now *also* become /1 /2able. Lol. Lmao. Why not just post “we are removing piracy” instead? Lemme propose a scenario.
Outcasts cruiser waltzes up to a BWTransport in Liberty. Transport gets caught at the Cali/NY Jumpgate. /1, /2 happens, because by *your assumption* that transport captain stands a chance at winning that situation.Transport pings for Liberty help. He lasts about three minutes. Support arrives, but theres no sign of the dead transport (aside from the blue message) or the outcast (they went and docked on Fontana). This is assuming “same skill”
Now. Insert most transport captain’s pvp skill level or desire to learn pvp. They really are the bottom of the pile, no desire to shoot people kinda players. You are now pitting them up against situations they’ll neither know how to deal with, nor actually want to deal with. The protection they had was that they could pay pirates. Now the pirates don’t even have to demand anything.
Not only does this reduce more flavourful interactions through rp, but it also encourages more lowrp interactions of blue messaging. You won’t lose the norp runners, because well. They don’t fulfil demands and get blown up anyway. They’re hardened to the experience. Instead you will lose those people who dont want to fight, but can do relatively good roleplay as a transporter, and give decent interactions to pirates, who were before forced to do more than just /1 /2.
You could argue that being “in character” as a pirate is about doing the demand. But my counterpoint (purely hypothetical): I play a pirate that *hates* almost everyone and everything. He enjoys blowing people up, and he loves to hear the screams. He is in essence a pirate terrorist. You have now unlocked him to be a terrorist with the guise of a pirate. I now not only get to be within the confines of the rules for my roleplay, but i have had my own roleplay enhanced to the point where i can fully and completely enjoy it.