(11-28-2012, 10:33 AM)Hone Wrote: Ah see I meant an NPC base, not a POB, as those are what they usually jump from. How can I stop them docking then?
Heh, it's really simple.
Jumping battleship is
1) Usually Au8
2) Is a battleship, not a trader, and so 4 hour exception does not apply to him. Issue a demand and put his shields to 50%. If he docks, they won't have a jumper for the next 4 hours.
Would work best with a cloaked BS on your side.
Also, you can pirate them on the other side of the jump. This way, traders will be cut off from BS if it will get destroyed (since it will jump at least 15k from the base), and won't be able to quickly switch their route.
P.S. No, never did it, it's just... logical?
P.P.S. I hope you're not going to pirate for profits, i.e. ruining people's day.
If there will be a question like "Why do I need to invest into battleship to pirate them??" "Because they, most likely, invested into at least 2 battleships, jumper and scanner, alot of transports, and are trying to teamwork hard. so no, you're not supposed to do it "the easy way".
if you know where the jumpers are travelling to and from and you are on the location, why not just ignore the bs and gib the transport really fast (as in several bombers or a cruiser, they'll have a hard time botfeeding the transport when met with that kind of firepower - I noticed a lot of jumpers use kujiras or whales, both of which have weak hull) and loot its contents with a transport of your own? The mkiv jd takes 1000 seconds to charge, some drop fuel in space that you can tractor or destroy, and as you say jumpers arrive ~20k from their destination, meaning you got time both at departure and arrival. Problem is knowing where they are at/going to and be there at the right time, if you've got that nailed down I don't see what's so difficult.
Another sneaky way is to just move up to the jumper, get inside the formation and jump along, then start your piracy bout on the far side. Group jumps are indiscriminate, they will suck anyone within range of the jumpship along, even hostiles. "Thanks for the trip. Now, to business. 2milordai?"
Wide awake in a world that sleeps, enduring thoughts, enduring scenes. The knowledge of what is yet to come.
From a time when all seems lost, from a dead man to a world, without restraint, unafraid and free.
Mostly retired Discovery member. May still visit from time to time.
If you're going to pirate a jump convoy, that's means you need same thing - a team which will help you to rob them. They're invest some billions just for equipment, not mention gathering a team.
So if you're saying about solo-pirate against jump convoy, impossibru siя. But bumps will ruin their day.
Cloaked battleship with cerb turrets and CDer. Veygaar bomber idea also works. If you just want to troll them beaming their fuel with cloaked transport if they drop it out also works fine.
(10-09-2013, 10:51 AM)Knjaz Wrote: Official faction players that are often accused of elitism, never deploy them and have those weird, immersion killing "fair fight/dueling" suicidal hobbies. (yes, i've seen enough of those lolduels, where house military with overwhelming force on the field willingly loses a pilot in a duel. ffs.)
this is a little bit off topic but what if there was a system-wide notification (something like the green text from tlagsnet) whenever jumpers jump to a system?
it would be more fair while not completely debilitating jump trade, and its easy to make up some sci-fi explanation as to why scanners would pick up jumpers (massive discharge of energy from jumpships or somesuch).
You will not catch an experienced and careful jump party.
If you want your jump to work, you assemble on short notice, 50k off plane, in a system that is empty. And the coords are normally 30 k off plane, too. So even if you have a ship F1ed there, you do not know "up/down/left/right" and as a pirate you cannot dock at the buying/selling point most of the time (lawful bases).
Also... seriously: No need to nerf the jump trading. Because... it is so damn annoying that everybody who does it will lose the fun in Disco anyway and stop it. Jumptrading is grind. It carries no rp. It is only better than normal flying when done expertly. Doing it expertly means "working", instead of playing. The jump-donkey ragequits sooner or later even without harrassment because it is unbearable. I guess most of you here have never flown the jumper...
Jump trading will become (or is already) a side line phenomenon that only very few experts will continue using.
If they are going from Game base to game base, cloak your pirate group, jump with them. Get them on the other side of the jump with shields down. Another thing you can do is force the jump traders on firing on you while you place yourself between a base and the convoy, and get the base to shoot the traders for you. It's been done to me both tactics. They work. But at the same time, why not just let the jumpers be? It takes alot of work to get co-ords, then a team, then a route. I'm sure if you ask nicely, most traders will either give in without much of a fight, or f1.