I'm sure the Captain of the Bismarck felt the same way, having been taken out by this;
If we're playing that stupid game, Admiral Lütjens basically self destructed.
I'm sure the Captain of the Bismarck felt the same way, having been taken out by this;
If we're playing that stupid game, Admiral Lütjens basically self destructed.
Hello Commanders!
A few points to hopefully let you guys know what our feelings are currently on a few of the issues raised in this thread:
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* Submission escape: we are looking into two potential solutions to the ability for ships to submit then charge their frame shift five seconds later.
First though, a rationale as to why we have submission: we want authority ships to be able to drop players out of super cruise, in order that they can scan them. If authority ships can't do this, then smuggling loses some of its excitement. On the other hand, we don't want authority interdictions to damage the ships involved if the Commander is willing to submit to scanning. We also don't want to leave players with a significant cooldown afterwards.
Solution one is to allow the interdictor device to have some sort of FSD delaying attack in normal space, that is temporarily disabled when the device is used for a successful interdiction. So submitting Commanders would be at risk of this attack, whilst Commanders that fought the interdiction would not (but instead would have to contend with their frame shift cool down).
An added benefit would be that the interdictor could be used outside of interdiction.
Solution two would be to remove submission and instead update the AI to be able to demand Commanders to drop of their own accord so that the authority ships could drop out onto them and scan.
Both solutions are non-trivial, both have pros and cons. No ETA, but we are working towards fixing this exploit.
There's also one other interesting point to note. If you submit to interdiction simply to escape back to super cruise there is nothing preventing your assailant from repeatedly dragging you back down. If you fight and successfully evade interdiction, your aggressor is dropped into normal space with a forty second frame shift cool down...
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* Moar player interaction for players that aren't fans of PVP: We want to see more stuff that has players working together in some meaningful fashion, with meaningful game world responses, as much as the next Commander. Various options are in the "big list of cool stuff". We have to take things one step at a time though, making sure what we have works to the best of its ability and has the foundations to support additional game play.
Don't tell me what I want. Look up my posting history and see just how wrong you are.
+1 for this. Balancing around price is going to be problematic. Make chaff 10k/pop? No problem when you can make millions/hour. Same goes for shield cells. To make it actually expensive enough, you'd be forcing people to take up the trading game, something which a lot of people don't want to do.I also don't see how you can balance anything through cost in a game in which a veteran will jump into his hauler for an hour and generate a few millions to pay for PVP again.
It's a really tricky situation if you want:Here's the issue with this. By doing so, the trader would just increase the rebuy cost he has to pay if the pirate decided to blow him up anyways. A type 6 is not going to be fighting back against a Viper, Cobra or Asp and somehow not get completely destroyed. If you want to reduce the penalty of a complete loss for the trader, you might want to look into your commodities market first, the one that makes trading anything other than the top 10 goods completely unviable. If goods no one ever purchased to trade with because the profit margin is barely 100 credits kept becoming cheaper and cheaper, traders would actually look for goods. If traders could mitigate their risk by shipping Fruit and Vegetables while still making decent profit you'd see them trading in open a lot more. However, that's simply not going to happen when a completely overfarmed Gold/ResSep Route pays 2500 credits per ton on the round trip while the same stations that are so eager to throw millions in your face for delivering something they already received thousands of units in the last hour go "meh, food? We don't need food here..." Low demand, buy price 90% of galaxy average, profit per ton 50 credits.
That is fine, any bounty hunter will be willing to hunt such players. You can adjust the match making to to make sure that hunters find for whom they are looking for. For example could there be a Search X function, which will give you reports about there whereabouts of wanted criminals each time a crime is reported and give you a high chance to get instances with them. Works only on wanted criminals, so no stalking on other players possible. And new reports are only given out when a crime report happens. So keeping a low profile for a while and hiding in anarchy systems should work.
Is your Type 6 equal to a cobra? Thought this whole discussion is about combat ships preying on pure cargo ships. I'm pretty sure most pirates would not attack an Asp.
and am I reading the challenge right that you'd be willing to have your ship destroyed 10 times?
I'd rather skill-based solutions, but I also can't think of many.I'd much rather resources be spent to give traders ways to escape that enable interesting player interaction. Sure, you can pop this proverbial decoy to fake out a pirate on your six, but it costs a cool mil or so, and the pirate can scoop it and sell for himself when you leave. You might get a counter-interdiction device that does DoT to an interdicting ship, but the authorities really don't appreciate you cruising around with that hardware, and will fine you if they catch you with it.That hypothetical drone system you could use to attack the pirate, well that's going to cost you a big cargo slot to run.
Or, in the current system, they'll just run a huge bounty. People are more than happy to try their hardest to kill me for a 100k bounty, why should I care if it's 500k, or 5 million. Sure, it'll attract more people, but the added people it'll attract mostly will be "giving it a go" in ships that just can't do it. Right now it's rare enough to see wanted players, so people will go after you for pennies just because they "can".The proverbial pirate isn't a dumb person. You put a huge bounty on ship kills, they won't kill you...they'll just hammer your hull to 5%, pop your cargo hatch, and take your stuff anyway. Or just disable your thrusters and blow your canopy. A bounty is just a game mechanic, and game mechanics like that are there to be mitigated as a part of gameplay.
That's what I mean by "other person-itis". The whole bounty scheme is just offloading the responsibility of protecting yourself to "some other person". "They" will kill the bad guy, "a bounty hunter" will clear the shipping lanes, I don't have to worry about flying defensively, fitting appropriate protection modules, and making life difficult for the hunters. If "they" won't acquiesce and kill the bad guys for you, well, bug Frontier for moar buffs.
I'm telling you, "they" never show up when you need them, regardless of the incentive. At best, a bounty hunter might roll up, maybe claim a few bounties, then be-bop off. It's MUCH more likely that said bounty hunter will go "huh, easy money", and start capping the people they were supposed to protect.
I'd much rather resources be spent to give traders ways to escape that enable interesting player interaction. Sure, you can pop this proverbial decoy to fake out a pirate on your six, but it costs a cool mil or so, and the pirate can scoop it and sell for himself when you leave. You might get a counter-interdiction device that does DoT to an interdicting ship, but the authorities really don't appreciate you cruising around with that hardware, and will fine you if they catch you with it.That hypothetical drone system you could use to attack the pirate, well that's going to cost you a big cargo slot to run.
The proverbial pirate isn't a dumb person. You put a huge bounty on ship kills, they won't kill you...they'll just hammer your hull to 5%, pop your cargo hatch, and take your stuff anyway. Or just disable your thrusters and blow your canopy. A bounty is just a game mechanic, and game mechanics like that are there to be mitigated as a part of gameplay.
I can't speak for everyone, but for me an attack by a NPC and an attack by a player are fundamentally different even if everything else — difficulty, chance of escape, frequency, etc — is the same. And whereas I tend to consider an unannounced attack by a NPC to be interesting and enjoyable, I always consider an unannounced attack by a player to be merely frustrating and detrimental to my enjoyment of the game.
Then that makes you a psychotic thug and a prime target for competent bounty hunters.The biggest problem with "sticky bounties" is....what if I don't care about the bounty? What if I make having the highest bounty a point of pride?
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The proverbial pirate isn't a dumb person. You put a huge bounty on ship kills, they won't kill you...they'll just hammer your hull to 5%, pop your cargo hatch, and take your stuff anyway. Or just disable your thrusters and blow your canopy. A bounty is just a game mechanic, and game mechanics like that are there to be mitigated as a part of gameplay.
I'd rather skill-based solutions, but I also can't think of many.
Or, in the current system, they'll just run a huge bounty. People are more than happy to try their hardest to kill me for a 100k bounty, why should I care if it's 500k, or 5 million. Sure, it'll attract more people, but the added people it'll attract mostly will be "giving it a go" in ships that just can't do it. Right now it's rare enough to see wanted players, so people will go after you for pennies just because they "can".
^Somebody who can't distinguish between in-game and out-of-game. Another one.In your case Tigger people are hunting you Not on how much bounty your worth Because your Hated in our system, You LIVE stream and boast about killing human traders, even when your text'ed and told good fight when you win, your so insulting to the looser, cocky, your a bully boy, probably was the school play ground bully. Only last night on T/S your name was mentioned..!!anyone seen Tigger on line. you Sir are a marked man in ALTAIR sys we don't tolerate Bullies.
but it seems to me a player flown Python shouldn't be taken down that fast by a ship that small.
Anyway, sounds fun! Looking forward to it.
I think this can easily be solved by giving traders a lot more hitpoints to the hull, so you can hammer away and won't have the hull drop % as fast as the cargo hatch.If the trader can escape every time we avoid 1). Good! The trouble is, we also stop piracy, which is meant to be happening in this game. If I can't do enough damage to kill you, doing enough damage to cause cargo to spill or having time to attach a limpet won't exist. IMO we need to be somewhere in between: traders escape if they have the equipment and fly evasively, don't escape if they don't. IMO the balance should be in slightly favour of the attacker (ie. top tier attacker only just beats top tier freighter, assuming roughly even skills and ship sizes, eg. Cobra vs Type 6), as he won the interdiction minigame.
Commodities pricing I strongly disagree with, unless you're going to buff piracy income some other way. Pirates live on value, traders on margin. If value and margin don't go hand-in-hand, piracy stops working. The 1,000Cr/t commodities are 10x worse for the pirate than 10,000Cr/t commodities. Earnings with 10,000Cr/t commodities are pretty low (which is why most pirates go for rares). 1,000Cr/t commodities would be pointless. No way am I putting the work in to blast 20t out via hatch-breaking/cargo hatch popping and scoop them all for a 10k total haul.
Then with respect, the problem perhaps, lies within you, not the game, not the NPC and not the other players?
People are more than happy to try their hardest to kill me for a 100k bounty, why should I care if it's 500k, or 5 million. Sure, it'll attract more people, but the added people it'll attract mostly will be "giving it a go" in ships that just can't do it. Right now it's rare enough to see wanted players, so people will go after you for pennies just because they "can".