(12-09-2020, 08:29 PM)SnakThree Wrote: Is everyone so afraid that traders will not be easily insta-killable? It's easier and more beneficial to provide gameplay protection than it is to provide rule protection.
No, I don't enjoy my prey being paper and unable to defend itself, I enjoy when transports are heavily armored and make me work to kill them.
Meg in her kusari BT or Kai in his Uruz two examples of who I've encountered that were hard to kill
and there's already a mechanic in game that makes it impossible to 1shot transports, like I said a regular au1 increases the transport hull enough to avoid 1shot from snac, and it doesn't even take up triple digit cargo space.
Nobody's afraid of traders not being insta-killable, this is just a blatantly stupid idea.
Imagine you are just a guy working for space transportation company. One sunny morning your boss gives you paper armor ship loaded with goods worth millions. Deliver that and try to not die, he says.
Would you... try?
...
We are not thinking out from the box here in this thread.
But fact is any player can be humiliated by another simply because he flies a transport. After having a bad day at school, this game provides free tool to steam off by molesting another player.
My humble suggestions, involving the fact this is multiplayer mod:
1. heavy transports should be more armored, no guns, merged nanobots, escort dependable, good for new players. Exclusive badass shield batteries, but they use cargo space. Can't find an escort? Not a ship for you, but keep reading.
2. light transports should be balanced for running away (with some skill). Again, no need for guns. We basically have all the ships already, just CD, size, agility and speed need to be tuned for hiding and running. 360 degrees CD? Easy to dodge snacs and mortars? Maybe. Use them for sneaky smuggler adventure, skill vs. skill. Or take a longer way and stay hidden in nebula.
3. pirate transports should be balanced for hunting other transports, but vulnerable to escorts. Merged hull, strong core, charon guns. Something like Raba with a CD.
4. every official faction should be given one barge. I miss barge drama and all that.
1 and 2 available for lawfuls, 2 and 3 for unlawful factions, 2 for freelancers.
This way lawful dude would be able to make the same money like lone contrabands smuggler in a lighter transport, after he pays for escort.
Hello,
I was looking at this topic and I think transports are already too strong. A transporter should be scared to encounter a bad guy and use the diplomatic skill in RP to get out of hard times. When I transport, I miss the thrill, there is no hiding, not many blockades, I am just not afraid enough, it becomes dull. I do not even have armor on my transport. I agree with players here who pointed out that protection as an escort should be hired when you are transporting in order to be safe. The transporter/trader should be weak and skillful, like in real life.
The only ones that in my opinion needs a little better protection are outlaws, who have it hard to smuggle and if caught are handled without mercy. A nice example someone pointed out was a pirate train.
That's my two cents as a New player.
"If a torpedo can not blow me up then what's the point? Give us battleships to transport."
"Transporter needs risk, and with a thoughtful risk comes a good reward."
(12-09-2020, 10:42 PM)Haste Wrote: Just buy a UAU.
Jfc, yah. True, true. You, curmudgeons, just go and buy damn armor. UAU for transports and trains, and HAU4 for armored ones fits just perfectly – checked, gosh. Give it a try and you'll see that armor upgrades doesn't threaten your profits (which still none because of dead economy), but even contrary.