' Wrote:Maybe it is introduced to cope with changes that have already happened, for example jump drive trading, virtually impossible to stop if caps can't engage the "convoy". Even with this ability it will be difficult to track and intercept .
I doubt that the jump drive is effective for trading, not all the bases sell the commodities you need for it, I'm not sure either how much cargo those commodities require.
A jump drive device is already quite hard to get, in order to get it you would need to... surprise... trade a lot to build the base, and build the modules necessary for it.
Every ship has roles, some changes were done to reflect that along the way from when the mod started.
Battleships don't have CD's for a reason, bombers exist for another reason, LF's got faster cruise speed, same freighters. Thruster speed of several ships have been changed as well. Currently a transport don't stand a chance against a cruiser, the thruster speed is not that different, and the transport shields don't stay up long against those guns.
But buffing transports would result harmful for smaller pirate ships.
Nerfing caps would make them too weak against bombers/fighters, or that they say.
I'm not against caps being used for piracy (although that's not their role), but I'm against making it that easy for pirates, and that difficult for traders.
Why is trading encouraged to be done in groups, while pirating is not?
But such is life, I don't believe that my opinion will change what has been already decided.
But what I would do in order to give traders a small hand is, making trade lanes available to alert about hostile (capital) ships near them, if that's even possible. Something like what the police ID has, but more for every lawful.
EDIT: I would like to ask the admins what has changed about this server since the rule was implemented that warrants the rule to be removed. I'm sure it's not the players' behavior : P