Rare Goods Trade is probably still a little overpowered

As it stands hauling is somehow exempt and trying to balance around that is difficult.
No dispute there, but "haulers are safe" was really introduced with the original supercruise implementation a decade ago, then nailed down further with Fleet Carriers five years ago and SCO last year. There's just not a way to make haulers get attacked - for any reason, in any system! - without a massive rewrite of how interdiction works and probably a significant change to carrier capabilities in terms of choice of parking spots.
 
It needs a fundamental rebalancing. However, this isn't impossible it requires simply changing merits numbers, Fdev should have half a year of data, heck, the players have half a year of data and can very much pinpoint problems.
Unfortunately when FDEV "balance" something it can take years until they do. And when they do, they often use the sledgehammer and whack it completely over to the other side of the scale. With some luck they'll actually find a halfway decent middle ground another few years later.
 
No dispute there, but "haulers are safe" was really introduced with the original supercruise implementation a decade ago, then nailed down further with Fleet Carriers five years ago and SCO last year. There's just not a way to make haulers get attacked - for any reason, in any system! - without a massive rewrite of how interdiction works and probably a significant change to carrier capabilities in terms of choice of parking spots.
There is, its just been evolved out along with player expectation. Around stations used to be an NPCs chance (along with taking off) but has been tweaked out of existence. At least a couple if rimes in the past PP ships would try and today if PP NPCs had LR weapons they could at least scare.

I also solved the issue by suggesting using hidden trader mechanics- in that PP hauling requires you to scan the NAV (point of attack one), fly to the random POI generated for your handover (point of attack two), drop into that POI and transfer cargo / defend destructible cargo vessel (point of attack three). It then becomes very involved PvE, excellent wing based gameplay, reduces FC effectiveness and also blunts SCO (since two of the three are still in 'real' space).
 
There are options but it'd take a significant rework and more balance than I think we could reasonably expect to get things to a point where a corsair blockade runner can be threatened and you can still run cargo in a large ship without being absolutely destroyed. Things could maybe be better but I'd agree the best solution is to remove interdiction and add more real space stages to the various trade loops so you're not playing a mini game to avoid starting a fight with a combat ship in your blind zone and more something where you can fit for it and go in prepared.
 
There are options but it'd take a significant rework and more balance than I think we could reasonably expect to get things to a point where a corsair blockade runner can be threatened and you can still run cargo in a large ship without being absolutely destroyed. Things could maybe be better but I'd agree the best solution is to remove interdiction and add more real space stages to the various trade loops so you're not playing a mini game to avoid starting a fight with a combat ship in your blind zone and more something where you can fit for it and go in prepared.
The idea of hidden trader mechanics is already in game right now- all of it. The best part is that it slots in seamlessly with existing systems.
 
Back
Top Bottom