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Offline pchwang
01-26-2009, 06:46 PM,
#21
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Posts: 2,463
Threads: 101
Joined: Dec 2006

' Wrote:Suppose it depends if we want pirates to hit tradelane traffic or to be restricted to jump holes and open space.

The turrets in Rheinland do hurt fighters and bombers at present...but, as I believe I have pointed out elsewhere, it's possible to avoid their fire by careful positioning.
That's totally true, Derkylos.

I think that you also have two types of pirates, though the line between them is not exactly crystal clear, or completely solid. One type "hits" independent traders who use Jump Holes, the other type hits corporation traders, usually because of some kind of vendetta or another. Most pirates are indiscriminate, and hit everything they see.

I guess that this may tip the balance towards pirates surrounding jump holes, but I still do not think that it's serious enough to to force pirates to stop targeting lanes all together.

But the most important thing that I believe should be pointed out is that targeting a major mode of transportation for pirating should not be easy, but not overwhelmingly difficult either for game issues. The trade lane guns, station guns, statcap guns, etc... should all be rebalanced to an amount that is acceptable, but still posing a challenge.

In a perfect world, traders stopped in trade lanes should be targeted for more money, and independent traders for less. After all, the corporations can pay for more losses than the indies. Besides, most corporations hire escorts to protect the traders.

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[6:52:00 PM] Igor (Smokey): nothin
[6:52:03 PM] Igor (Smokey): just sayin btw
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Offline Cellulanus
01-27-2009, 01:32 AM,
#22
Imperial Quartermaster
Posts: 1,387
Threads: 26
Joined: Jul 2008

' Wrote:Or what about police trying to stop smugglers and to do so shoot down tradelanes ?

That bit there would be completely unchanged, because you can sit around all day shooting a tradelane and it won't become hostile to you.


Infact, it is impossible to damage the stations turrets because they have a shield. No really, ever wonder why their health bar is blue? Or why sheildbusters do more damaged to them?
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Offline RmJ
01-27-2009, 01:38 AM, (This post was last modified: 01-27-2009, 01:41 AM by RmJ.)
#23
Member
Posts: 2,092
Threads: 161
Joined: Mar 2008

ya know that since i've noticed it and the announcement is up yesterday it happen to me 6 times yesterday T_T real pain .

But I guess I will step up patrols around the trade lanes. I'm making an no tolerance loitering policy for awhile.

[Image: CrlBx.gif]
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Offline Cosmos
01-27-2009, 05:12 PM,
#24
Member
Posts: 1,208
Threads: 60
Joined: Apr 2008

if people consist, put uber admin turrets on the Tl's.

[Image: .png]
[22:50:33] ☆ҳ̸̲Ҳ̸ҳEternal†Nightmareҳ̸̲Ҳ̸ҳ☆(illi): i cyber with leather torps (smoking)
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Offline Jimothy
02-11-2009, 03:25 PM,
#25
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Posts: 942
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Joined: Nov 2008

Or possibly make them invulnerable, so they dont get blown up (smoked) if shot at, but keep them as prettyu useless as defencive weapons.

I was formerly know as Spiritar.

It's been a while.
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Offline huadianz
02-14-2009, 08:12 AM,
#26
Member
Posts: 19
Threads: 3
Joined: Feb 2009

I say you shouldn't make the guns more powerful. Its hard enough to pirate in a Dagger already, but it would be impossible if the guns increased in power. You could make them impossible to destroy by putting an administrator shield around them.

Jim.Hawkins Independent Lane Hacker (Sabre/Bactrian)
Luxanna Independent Trader (Mammoth)
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Offline Coin
02-14-2009, 05:10 PM,
#27
Difficult Customer
Posts: 3,329
Threads: 82
Joined: Apr 2008

just take the guns off the tradelanes, they don't do anything, even to npc's.

It would be one less thing for the server to track:
Turret movement, spawn shot, shot trajectory, de-spawn shot and spawn splash if on target.

Not having the guns = no-one shoots at them = no CTD = no errors on players computers = no account corruption etc

A Day in the Life of an NPC | Coin | The Journal of Caius Oakley | Build Your Dream Boat
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Offline hribek
02-15-2009, 11:47 PM,
#28
Member
Posts: 1,159
Threads: 61
Joined: Dec 2007

Don't shoot the tradelane guns.

As someone who played Lane Hacker characters over and over, I know my stuff.

That's why ...

... you shouldn't shoot tradelane guns.

And any further replies to this mean that you acknowledge and agree ...

... not to shoot tradelane guns.
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Offline douglas_brad
03-04-2009, 12:26 AM,
#29
Member
Posts: 110
Threads: 11
Joined: Jan 2009

I gotta side with Hribek on this one. If you pull enough pirate duty, you know where it's safe to sit no matter how Uber-Hyperdeath the TL turrets are. I could pull up a position, go grab a sandwich, get something to drink, come back, and I'm fine. Even in my Dagger days. Besides, IMO it's a bit ooRP to just sit there getting pounded by (albeit useless) TL turrets. Long story short:

-Revise your tactics if TL turrets own you.
-Don't wreck the fun for everybody else.
-RP. How would it be done if you were ACTUALLY there.

-My 2Cr...

[Image: dsesigbeast.png]
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Offline darthbeck
03-08-2009, 03:43 AM,
#30
Member
Posts: 2,457
Threads: 112
Joined: Jan 2009

will this still happen in 4.85?

i need to go check....*calls for austin*

' Wrote:<span style="font-family:Century Gothic">Violence is Golden</span>
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