Define 'Succesful!'
Any of them got sunk, hung up or tortured to death. If you consider this succesful....
It has been stated that all ships handle the same in sc, idk how true that is but it would be a nice thing to test.For a start the interdiction mini game should be equalised so that a trader has as much chance of winning as the interdicter - for the purposes of that game the two ships should be equally manouverable - so a T9 should be able to follow the vector as easily as the interdictor. That way the more skilled pilot wins.
This idea is terrible, traders should not have a get out of interdiction free card. That decoy thing would be the only thing anyone ever uses. As for the 10 cargo thing, what if I want more than 10 tons? If I Pull over a type 7 I'm not going to be content with 10 tons, 30 tons maybe.Alternatively losing the mini game (or submitting) could present the trader with an option: Stay and fight or drop 10 cargo cannisters and remain in supercruise with the interdictor dropping into the instance with the cargo cannisters. Perhaps there could be a "decoy" utility mount which dropped a "decoy" into normal space with the pirate and permitted the trader to continue - with the decoy being expensive in terms of ammunition and being scoopable for a reasonable profit for the pirate.
Third alternative: PVP flags of some kind, or perhaps zones of pvp space. I guess this basically would mean greater security response.
I am very confused. If poeple dont want to fight or risk losing their ship/cargo, why are they playing in open?
Also there is already a way to flee, called winning the interdiction, not submitting, submitting means you have surrendered and are ready to give up some of your cargo.
I've been thinking for a while about FD's statements about intended changes to "make interdictions harder to avoid",
I am very confused. If poeple dont want to fight or risk losing their ship/cargo, why are they playing in open?
Also there is already a way to flee, called winning the interdiction, not submitting, submitting means you have surrendered and are ready to give up some of your cargo.
Very good question... one that tends to go unanswered.
Whilst I agree that a player should be given the opportunity to run away rather than stand and fight, it should not be guaranteed that they can actually get away every time, as doing so would ruin it for the attacking player.
In the context of Elite an interdicted trade ship should have to make a choice run or fight but if they choose to run the attacker must still have a reasonable of catching its prey. Otherwise 99% of interdicted ships would run away and the game is ruined for all other play styles and arguably also ruined for the traders who loose the sense of danger and exitement if they know that they can always get away.
Feel free to put your own definition of successful, but to me it is someone who is good at what they do when they are doing it. Even if they happen to die or get caught later
This. Some of you think I'm talking only about Open. But I'm also talking about Solo/Group, and in those two modes the NPC "pirates" do NOT appear as blips on your radar. It's always clear skies and then BAM, you're in the interdiction minigame. It's also NOT about running with max cargo slots and carrying no shields, etc. I pointed out in the first page or two how even in a "trader with teeth" Python config with 4 turrets on the top and know-how to keep the NPC pirate in range of all 4 turrets with 95% uptime, I still walk away with hull damage if the NPC is an Asp or larger.
You might want to read up a page or two and find all the stuff quoted by dev Sandro Sanmarco that I comment on. Bottom line, interdiction is lopsided in favor of the interdictor, and there is extremely low risk + high reward for the pirate, contrasted with extremely high risk and zero reward for the trader.
I'll keep banging this drum I suppose....
Traders should be at risk of interdiction by pirates in fighters armed to the teeth....a well armed fighter should be able to pretty much dictate the interdiction and battle with all but a specced freigters.
Setting out in a freighter packed full of rares with no fighter escort should be a very silly and dangerous thing to do. Interdictions should be mad easier.....trading should be a much tougher choice of career....going it alone shouldn't be an option in any but the most well policed systems.
What's the average Cr/hr on a rares run? It can be in the millions so I'm told....
A pirate is lucky to get 250k in an hour....
As I see it trading has been to easy for too long....certainly once the wings update arrives, interdiction should be made easier....FSD should be disabled for far longer....
This would force people to organise convoys, pirates will be forced to hunt in packs....it'll be great fun. The pirates themselves would need to bring along a freighter of their own to pickup all the cargo if they're lucky enough to catch a convoy unawares.
Changing the game so people can continue to space truck unhindered seems insane and most of all incredibly boring for all of us. The game should be changed to encourage conflict and cooperation. If that's not for you then you can fly Han Solo.
Zero reward for the trader? You mean besides the highest income in the game right? And what's the high reward for pirates? Being rewarded with the second lowest income in the game? The inability to make a profit in a ship larger than the asp? If those are my rewards for pirates I'd rather not be rewarded.
You might want to read up a page or two and find all the stuff quoted by dev Sandro Sanmarco that I comment on. Bottom line, interdiction is lopsided in favor of the interdictor, and there is extremely low risk + high reward for the pirate, contrasted with extremely high risk and zero reward for the trader.
You might also want to reread the OP, where I state that this applied to Solo and Group modes too. Interdiction happens there as well.
Go study the design and history of ArcheAge. Then look at their forums. Then come back here and see if you feel the same.
http://yourlogicalfallacyis.com/strawman
There is nothing that prevents a "pirate" player from _also_ trading on the side to make money.
However, in a direct pirate-interdicts-trader interaction, _all_ risk and loss is on the trader, not the pirate.
"A player should _always_ have the option to either run from a potential fight or to avoid a fight altogether"
Players need agency. They need choice. They need decisions. One such fundamental decision is whether to get into a fight or not. With other players. With NPCs. It doesn't matter. Fights can be "fun". They can also be "costly". The "fun" should be balanced against the "cost", and that balancing should be left 100% in the hands of the player, not the game.
Go study the design and history of ArcheAge. Then look at their forums. Then come back here and see if you feel the same.
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http://yourlogicalfallacyis.com/strawman
There is nothing that prevents a "pirate" player from _also_ trading on the side to make money.
However, in a direct pirate-interdicts-trader interaction, _all_ risk and loss is on the trader, not the pirate.
Pirates are not supposed to earn big money. their succes is the feeling of being free like a bird. And not locked in a small cabin hauling stuff from station to station.And what's the high reward for pirates? Being rewarded with the second lowest income in the game? The inability to make a profit in a ship larger than the asp? If those are my rewards for pirates I'd rather not be rewarded at all.