A battleship and a cruiser? overkill. But sometimes something more than a gunboat might be needed. I once found a convoy of FIVE transports fully armed coming from Alaska... i was heading there to check, and they jumped all 100m of me, me in my bomber. Fortunately, they just *tried* to flee and not fired on me. 5x7 T4 L7 transport turrets = Bad. And, even with all that, i just could catch 2-3 before they took a lane.
When you face a convoy, and its not a choice, but a MUST to stop it in any way (as you dont want to profit like a pirate, so you dont have the choice of "pirating" or not, its your duty)... a bomber/gb is not always enough, specially in certain timezones.
Though, if there is something else available, im all for using bombers against those smugglers. But there is not always something else available.
Quote:This has been discussed before and I've expressed my support to unlawful nations such as the Corsairs and Outcasts, who are houses in themselves, to be able to work as military inside their territory. Meaning they should have every right to work as lawful governments inside their ZoI.
Beat me to it! The Outcasts and Corsairs are Houses, not just bands of pirates. Therefore, it makes sense for them to have Navy and Pollice, as well as being able to stop smugglers and enforcing laws. The 101st plays the part of the Outcast Navy (loosely), but we can't just blow up people with 'contraband' or intruding traders, we have to demand tax. I'd like to see an Outcast/Corsair Guard ID that acts as a "Lawful Navy" type ID. Then again, this is all off-topic.
If 5 transport's show up,use 5 bomber's. Hell even a lone cruiser would die to that firepower if they all opened up on it. Hell when ever i come liberty space i see a minimum of 6-8 lawful ship's all hanging out at manhattin.
As for corsair/outcast it is easy. Make a faction that is solely a police/navy force for your ZOI.A force "that does not pirate" just hunt's down smuggler's/enemie's of the state. Including the corsair/outcast cap's that are not "registered". I think the admin's would have no issue with you keeping the piece,and fining smuggler's with the proper faction. It will also give a new twist to the region.:)
' Wrote:Beat me to it! The Outcasts and Corsairs are Houses, not just bands of pirates.
They are both, they are not like the four large houses and they lack a true military structure.
When you see House NPC's they have ranks, Pirate house NPC's don't, they are rookies and vets, no ranks.
Properly RP'd outcasts are most like a drug cartel and corsairs more like the mob, structured yes, but not a military and with several different internal bosses all vying for power.
in the original game, - factions like the outcasts are really rather "smallish". i think it was mentioned somewhere that the outcasts were VERY few only - no threat to any real house. ( and if they are really that few, and still a true match to the corsairs, it suggests that the corsairs aren t too numerous either )
BUT - disco happens quite some decades in the future. - so the factions might have prospered. - the corsairs in disco haven t got the starvation problem anymore - and the outcasts have strengthened their ties to the allies everywhere within sirius. - so, in disco, they may really be house like. - in the original SP though, - they are "just better organized pirates" that are not lurking in some dirty rock in space, but ..... live on actual planets.
i think off of all the houses ( and they would all put up a pretty good fight ) - liberty is still the strongest. - most advanced technologically, they are quite rich, have a huge fleet, one of the best secret services and and a healthy economy.
rheinland might fall quickly, as they never really recovered from the war that well ( yet ). kusari and bretonia are war torn. - but anyway - after centuries (!) of war between outcasts and corsairs, - its more likely that all outcasts are transformed into fluffy pink bunnies from the cardamine than any peace between corsairs and outcasts.
While the two main pirate houses may have prospered in the future, it's doubtful that they, even combined could tackle a real house. They are still very much population, supply line and resource limited, and not structured properly due to their lack of military like discipline.
The outcast population is heavily diluted with liberty slaves now as well. A war would increase the slave to free ratio as "real" outcasts died, and there is a tipping pint somewhere.
' Wrote:Personally, I think it is unfair that Cruisers and Battleships can scan for cargo and destroy a smuggler. It's also quite OORP, when you think about it. If pirate capitals cannot pirate, for reasons of "waste of resources" and "unfairness", why doesn't it apply for lawful capitals? Honestly, why would the Navy waste their resources and credits by commissioning massive capital ships just to scan cargo? Fighters can do the same job, and probably just as effective. The capital ships that I see scanning for smugglers maybe just want a quick and easy kill with big turrets...
As far as resources go, the point about pirates is that the pirate factions such as the Corsairs don't have the same level of resources as the house militaries. See for example OPG's post about capital ship registration - they have to steal all their H-Fuel and MOX from convoys.
Also, real-life naval forces use heavy warships to interdict smugglers all the time - google prince william carribean if you don't believe me. Avoiding house military patrols is part of the skill of being a smuggler - the reason for the rule about pirates in capital ships is so that you don't have a cruiser or battleship taking on a Mammoth (for example) - in fact personally I'd restrict pirates to snub vessels, a gunboat with inferno cannons is always going to beat a transport.
No longer active online due to a dwindling amount of non-PvP (trading, pirating, mining, etc.) fun in the new version.