Will Colonisation Attract Gankers?

Cool, it lists their CMDR names.

But "Harry Potter" is on the leaderboard, I thought he left the game years ago. Is that an "all-time" list?

<Edit> Nice to see some traditions upheld: gankers have dumb names.
Leaderboard - all time, below a Weekly one - current situation, also Recent in menu for as current as it can be for that board.
 
That's funny, a nice list there for anyone wanting to keep an eye open for who to block in game.

Anyway, gankers might go to any lengths to get their gank on, but if you're going to be hauling tons of stuff for colonization, its up to each person to decide what mode to do it in.

Open and risk getting ganked or PG/solo and just do your stuff without worry.
 
Yep, any ship that can survive a serious PvP gank attack isn't going to be useful for anything else. I did some bounty hunting in Minerva and got ganked twice, survived both times but any other of my ships would have been gone in seconds. My P2 is designed for fighting NPC's so it has shields and armour enough to survive a gank long enough for me to jump out, but it won't win a fight against serious PvP ship. As a result it has 8 ton cargo space and 20ly jump range. So it can't carry cargo, it can't explore, but it can survive a gank attack.

No-one is going to take that on an exploration trip, that would be silly, but that's what you need to survive a serious gank attack.

I finally got around to making an anti-gank trade ship. Cutter with over 7000 shields, high resistances, decent speed, 1 huge beam, and the rest are mine launchers with a variety of effects, and close to 500t of cargo space.

I sometimes think of taking it into open to test it out at the CG against the gankers. It might be fun firing off the mines after an interdiction (although i hear most of them are sitting near the station and doing the ganks there).

But then i think, why bother? Its not like i care about the PvP, and it will just slow me down getting stuff done anyway even if i win the encounter. Plus it will distract me from watching the Walking Dead... can you believe I've never watched it?
 
I finally got around to making an anti-gank trade ship. Cutter with over 7000 shields, high resistances, decent speed, 1 huge beam, and the rest are mine launchers with a variety of effects, and close to 500t of cargo space.

I sometimes think of taking it into open to test it out at the CG against the gankers. It might be fun firing off the mines after an interdiction (although i hear most of them are sitting near the station and doing the ganks there).

Please share the build, I might be interested in trying it out in Open if you can't be bothered.
 
Please share the build, I might be interested in trying it out in Open if you can't be bothered.

Here you go.


1740337905247.jpeg
 
That's funny, a nice list there for anyone wanting to keep an eye open for who to block in game.

Anyway, gankers might go to any lengths to get their gank on, but if you're going to be hauling tons of stuff for colonization, its up to each person to decide what mode to do it in.

Open and risk getting ganked or PG/solo and just do your stuff without worry.

Blocked two of them on the weekly leader board in Minerva the other day lol!
 
I usually play in Open and if I run into a ganker I will either fight or run. I noticed one of the guys on that board interdicted me a couple days back and I lost that fight. Oh well.

When I don’t have patience for the hassle I will occasionally go solo or private. A perfect example is AX activity.

I see no problem with people who choose solo, or private group, or who block gankers, either.

In my opinion there are many opportunities for PvP combat without hassling people, but a lot of ink has been spilled on that topic.

Having said that, I was in Minerva today looking for gankers and didn’t encounter any.

Regarding colonization, I really think it will be a great opportunity to develop PvP systems.
 
I usually play in Open and if I run into a ganker I will either fight or run. I noticed one of the guys on that board interdicted me a couple days back and I lost that fight. Oh well.

I always run, I have no interest in fighting them at all. I gave those two in Minerva plenty of time to decide I didn't want to fight. If they had just let me make a run for it and get away I wouldn't have blocked them, but nope, it had to be chain interdictions, that's just pushing it to far, if someone doesn't want to fight and runs away and manages to jump out that should be it.
 
I always run, I have no interest in fighting them at all. I gave those two in Minerva plenty of time to decide I didn't want to fight. If they had just let me make a run for it and get away I wouldn't have blocked them, but nope, it had to be chain interdictions, that's just pushing it to far, if someone doesn't want to fight and runs away and manages to jump out that should be it.
Yeah, I can’t say I blame you. It’s pretty common to get jumped by a wing.

It depends what my appetite is. When I’m in an Austin Powers “live dangerously” mood I’ll fly Open in high traffic ganker waters.

In my opinion there are plenty of ways to do PvP without jamming someone else’s good time. So getting blocked should not come as a surprise to those who lack the esprit de corps with other Open flyers.
 
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I'm not sure what exactly FDev could do on their end, apart from perhaps making new players more aware that going into a Solo or a friendly PG is a good way of avoiding unwanted hostile encounters with other players. But then again, players are asked to choose which mode to play every time they log into the game, and the descriptions seem clear enough to me at least.
The only change I can think of on the menu structure would be something like a button on the rebuy screen that appears in the event that you're killed by another player, that switches you into solo when you respawn. That would at least stop spawncamping or ensure that people who pick the wrong mode for a CG don't repeat that mistake for the rest of the session.
 
I wouldn't worry about gankers as much as other, thus-far unknowable, shennanigans.

If it turns out, for example, that it's possible to mess with the BGS state of a new colony (to put it in Lockdown, perhaps) but then, because there's so little traffic in the system, it might take months to repair the damage, you can bet that somebody will figure it out and make it their life's work to tour around every new colony and pee on people's bonfires.

Haven't listened to any of the livestreams related to colonisation so I've no idea when a new colony adopts the BGS so maybe that, specifically, won't be an issue but I'd bet my house that there'll be some exploit available to malcontents that makes life harder for people attempting to start a colony.
 
Haven't listened to any of the livestreams related to colonisation so I've no idea when a new colony adopts the BGS so maybe that, specifically, won't be an issue but I'd bet my house that there'll be some exploit available to malcontents that makes life harder for people attempting to start a colony.

According to @varonica, there are stations along the Colonia highway that are suffering from detrimental BGS states with no end in sight. And that's not due to sabotage, it happened naturally.

So yeah, I'd be highly concerned about it (intentionally) happening to my colony if I was an architect.
 
Blocked two of them on the weekly leader board in Minerva the other day lol!

There was somebody on here (Old Duck?) who used to block anybody who exploded them for the sake of "immersion".
His logic was "If you've killed me then I'm dead to you. You're not going to encounter me again because you killed me already".
It might be argued that's just a justification for sour grapes but, y'know, you can't really fault the logic.

Personally, I just apply "Wheaton's Law" to decide who I block.

"Act like a 🐓and you're getting the block". (y)
 
Haven't listened to any of the livestreams related to colonisation so I've no idea when a new colony adopts the BGS so maybe that, specifically, won't be an issue but I'd bet my house that there'll be some exploit available to malcontents that makes life harder for people attempting to start a colony.
As far as i remember, the BGS proper kicks in once three colonization beacon becomes a regular old beacon.

The thing being though, if it's super simple to drop a colony into lockdown, it's super simple to get it out too... but PvP players, well, PvP. They don't tend to go doing PvE activities which are the easier way to induce these things... and people who do fiddle with BGS stuff equally don't tend to just put random systems into lockdown, because the effects are temporal and, bluntly, a boatload more effort than killing other commanders.

According to @varonica, there are stations along the Colonia highway that are suffering from detrimental BGS states with no end in sight. And that's not due to sabotage, it happened naturally.
There's a couple things to remember with that though, which means "it's not so bad"...

Firstly, those colonies are isolated and in poor locations, generally speaking. So it's not impossible to get it out, just hard in general.

Secondly, these get regular traffic which would induce states which eventually cause lockdown, but people wouldn't hang around to oppose it, even if they knew how.

For colonisation, this won't be an issue because all colonies are within 10ly of each other, so you won't get the weird edge cases occurring like what happens in these places.

(Oops... but people want to place colonies further than that.... :LOL:)
 
There was somebody on here (Old Duck?) who used to block anybody who exploded them for the sake of "immersion".
His logic was "If you've killed me then I'm dead to you. You're not going to encounter me again because you killed me already".
It might be argued that's just a justification for sour grapes but, y'know, you can't really fault the logic.

Personally, I just apply "Wheaton's Law" to decide who I block.

"Act like a 🐓and you're getting the block". (y)
There's another cmdr who does the reverse (won't name him, he might not want that).

1740381023061.png


Ah, the duality of man...
 
Here you go.


View attachment 417948

FWIW, here's my Cargo Cutter build:-


It was definitely built as a PvE ship; 2x PDTs instead of extra SBs to thwart pirates that spam hatchbreakers, weapons intended for exploding inevitably inferior attackers and various D-rated core-modules simply cos there was no need for anything heavier or more expensive.

Honestly, I've always thought it was a pretty mundane build.
There's nothing "trick" about it but I've always flown it in Open at CGs and it's never been exploded.
In fact I'm quite proud that one well-known Imperial squadron once reported me for "cheating" because they couldn't understand how all their uber-weapons weren't doing a lot of damage (pro-tip: maybe your aim isn't as good as you think it is).

If I was building it specifically for Open I'd probably fit A-rated thrusters, replace the PDTs with more SBs, possibly give it some more fighty weapons (although a cargo ship's goal is to survive combat rather than win at it) and then upgrade the PP and PDist to suit but the point is simply that any half-decent Cutter build is probably going to do okay in Open.
 
I usually play in Open and if I run into a ganker I will either fight or run. ...
A variety of approaches here. :)

Now that I'm awash with credits I refuse to give them what they want. If interdicted for no gameplay reason I set throttle to 50% and fly straight, explode, rebuy and block. It's very rare these days though; at a CG I'm in Mobius.
 
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