Buy a high class interdictor. Boom!
To my mind that ought only really to increase the effective range at which you can interdict.
Buy a high class interdictor. Boom!
To my mind that ought only really to increase the effective range at which you can interdict.
There are some emergent behaviours with the current mechanisms too which are a problem. These are often difficult to predict, but nevertheless affect the levels of fractiousness.
Consider:
1. when interdicted by an NPC pirate in an overmatched vessel, the simplest and easiest way to escape isn't to do anything clever, but to submit, boost FSD away. When I was using a hauler I only took hull damage once through my D class shields this way. So anyone who plays for a bit adopts this as standard practise. (Ok interdictions are up now on then, but the point can still be made).
2. when inderdicted by an NPC psycho who fires straight away, Boost, FSD is even more the right tactic.
3. when interdicted by a PC psycho you still want to do this.
4. when interdicted by a PC pirate you're conditioned to do this, so you do.
5. when you are a PC pirate and interdict a PC trader, you pretty much have to fire straight off since by the time you have typed 'stand and deliver' they're already boosting away. Unless you communicate before you interdict, or interdict them again, you lose a lot of time by trying to communicate, which makes your chance of getting anything lower.
6. when interdicted by a PC in my defenseless hauler, I don't know if they are a pirate or a psycho. So I run. So they both fire on me, convincing me that all PC interdicters are psychos. So I always run.
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So you get a self reinforcing patterns of behaviour where PC interdictions nearly always cause the interdictor to fire without talking, and the interdicted to nearly always flee at max speed.
Now NPC pirates don't have the problem of trying to steer and type comms at the same time, so you nearly always get some sort of canned blurb from them. What would be useful is a way for PC pirates to be more easily able to send pro-forma comms by hotkey to their target. So if you could set up a hotkey to send a specific piece of text to the current locked target, and thus lose less time typing rather than piloting, it might ameliorate some of the emergent patterns above.
Another approach (though possibly this would be less popular) is that after coming out of FSD both parties power systems are sufficiently scrambled that neither can steer, fire, boost etc for a couple of seconds. A long enough pause in which there wouldn't be much to do except comms. I can see problems with this approach if there are more than 2 parties, or someone else joins that instance bubble at some time delay.
The problem with the pirate role is not so much the role per se, but that FD have failed to implement it all. There are lots of interconnected features in the 'grand design' that give, as far as we can tell from just looking at them on paper, a coherent whole. But FD have implemented only bits of it effectively at random. Thus, for example, many traders run away to solo because FD have not implemented difficult AI and difficulty by system governance, and solo is therefore easy mode. Similarly, there are plans for 'proper' piracy with a functioning 'stand and deliver' mechanisms, and much greater penalties for murder than for 'piracy done properly'. But those consequences do not exist, you cannot do 'stand and deliver' in a way that the game knows you have done it, and there is a broken mechanism where you can evade all NPC interdictions, and many PC ones, by submitting and then boost, boost, boost, jump. With all the holes in the fabric of what FD intended, nothing works properly, and it is pretty futile to discuss what should be balanced/nerfed/buffed, because without all the bits, we don;t know what the balance is.
"Why can't we at least try what they have in mind before we cry foul??"
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Because if they keep ballsing this up, there wont be an Elite to play..........does'nt it even register with you how upset people are about this, in the countless threads, not to mention the "I quit, goodbye" threads we see several times a day...........and you want to make it MORE frustrating and grindy for new players.....
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WHy should'nt an empty starter trader, with fast drives and thrusters be able to run away from a lumbering fat Anaconda....and why would the Anaconda want to even stop a speeding empty trader........? Unless just to griefe them........
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People use the boost because they do not want to be a victim..............if you take the boost away, they will find another way to not be a victim........either Solo, or if that stays NPC crazy, they will just get a gun ship, or quit the game..........FD need to come up with a sollution that does not make defenceless victims out of new players.........brought on by Old players, who raced with cheats and broken code to the Billion dollar kit (Yeah, "Poor" Pirates)....and want some tin cans to shoot at........
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No one is going to play the tin can............how many people want to play the Zombie in the countless survivial games? ......
That is true, too. But if FD had implemented the 'transponder' concept, rather than forcing all PCs to fly with a 'flashing blue light', then those pirates would not be able to selectively target so many PCs, anyway. Yet more of the 'incomplete bits of the jigsaw'.I'm inclined to agree.
Mind you, I would also add that a pirate who in the process targets players exclusively and CHOOSES to ignore 80-90% of their targets - ie the NPCs (who make up the bulk of the pilot population in-game) - isn't exactly making it any easier on themselves re profitability.
That is true, too. But if FD had implemented the 'transponder' concept, rather than forcing all PCs to fly with a 'flashing blue light', then those pirates would not be able to selectively target so many PCs, anyway. Yet more of the 'incomplete bits of the jigsaw'.
My biggest long term concern is not the balance, because FD can get there. It is whether there will be anyone left playing the game when that balance point arrives.
Whilst I don't agree with the general thrust of Yokai's arguments (in this or the 101 thread - personally I think you need to look at the 'food chain' or ecosystem as a whole - you cannot limit things to small sections of an argument, and claim other people who don't agree with you are 'off topic'), the standout problem for me regarding interdiction as mentioned here is the case where there is no warning that an NPC interdiction is going to occur. If this was because of advanced interdictee sensor modelling vs. NPC interdictor ship, emissions, heat and stealth characteristics, fine, but at present it just looks like cheap spawning of AI, rather than any decent modelling.
At better than 2.5 million credits it better do more than that.
My favourite was not to be identified as a player unless you are scanned - that way you can't just pick on people unless you are willing to get bored looking for them.
The transponder flag always seemed a bit flaky to me!
But regardless of which was used - it would have reduced the amount of perceived greifing I believe..
Fair point. I'll be honest and say I've not really researched interdictors enough to know precisely what you do an don't get for your money at present, but I don't think higher grade=harder to evade is the best way to balance them. Other benefits could include reducing the amount of damage to the interdictor to the point of it being negligible with the best ones. Range would also make a big difference to the potential revenue a pirate could pull in. If they're able to select targets a lot further away and are also good at the interdiction sub-game, their potential hauls per hour go up a great deal without necessarily making the interdiction itself a foregone conclusion.
In any case that is an entirely different topic. ^^
I agree! I believe the only difference is distance..which means you could be interdicted by a person from so far away that neither of you are picked up on each others radars...which would lead each to think they are in an empty instance! Hmmm...that sounds familiar!
I've been wondering about some of these complaints of 'not seeing someone'. I found that in a lot of the cases, things/people/ships were around, they were just outside sensor range. Still think the NPC stuff is buggy, which doesn't help the situation, but a lot of the lack of information probably comes around from people not getting better sensors.
Actually, my "101" thread was scoped only to the question of interdiction mechanics. This thread is more broad in scope. Both principles (and my arguments for them) apply equally to Solo/Group/Open modes. Personally, I don't think the "food chain" argument works in Open mode either. Pirate roleplay could be accomplished in a satisfying manner without a "food chain" core concept.Yokai seems to be mainly talking about NPC interdictions, not sure the whole boring MMO/griefers angle is relevent.
Good question. I can't answer that until more details are know about the 1.2 Wings. As far as I can tell, Wings will affect only Open/Group play, and will _not_ enablelone players to hire NPC wingmen. Sandro quote up a few posts is what makes me think this. That said, give individual players the option to hire even halfway competent AI wingmen for "protection and escort", and a smart player could probably find tactics to effectively use them as a meatshield long enough to get away. Even if that incurs a certain fixed cost (hiring escorts) that traders don't deal with now, I have no problem with that because it's _balanced_ in that every person who wants to earn money at the higher rates that trading currently enables is faced with the same equal choices, decisions, and costs. It would be an effective nerf to income across the board, but because it's "across the board" it's essentially fair. (Sorry @AnnuverScotInExile ^.^)So if this is the case, the trader takes the risk of that route or picks a safer one? In beta I flew a type 9 with turreted everything and I got interdicted a couple of times. The smaller ships were less than a nuisance, the only time I felt in danger was with larger plasma cannon armed vessels.
Yokai > so if you could hire NPC wingmen, would that solve or allieviate the problem? Right now I can see NPC traders with NPC wingmen at navpoints so I imagine it can't be far off(?)
If what you say about Archeage is true, I completely understand why it failed as a game - after all, if one player spends 2 hours working to achieve a goal, and another player only spends 5 minutes, it is grossly unfair for the pirate to be able to profit every bit as much as the trader would have. But Elite Dangerous is not a game where 'one side wins big and the other side loses big' - because the pirate doesn't 'win big' at all - he wins far less than the trader, and in fact it is possible for the trader to end up still making a profit even after the pirate has stolen some of his cargo. Players who choose to roleplay as a pirate are NOT guaranteed 'the same income stream' as players who choose to trade, they get far less, and players who choose to roleplay as traders or explorers CAN successfully avoid pirates - by staying in safer systems, or by playing the interdiction minigame and winning, or by upgrading their ship with better shields and thrusters and shield cells and chaff. There are sometimes glitches whereby NPC can interdict you out of nowhere, or the Escape Vector disappears, but in those cases it is the glitches that need to be fixed, it's not a problem with interdictions themselves.
If Elite was like Archeage, if traders had to work much harder than pirates to get the same reward that the pirates could easily get, then it would be terrible... but as it is, the traders stand to get a bigger reward than the pirates do, so it's not unfair at all. If interdictions were balanced as you suggest, if traders and pirates were equally matched in terms of firepower etc, THEN the game would be unfair, because the pirates would be working equally hard for less reward - and you would have to make piracy just as profitable as trading in order to make it fair again.
If you want interdictions to be balanced, pirates have to be able to make millions of credits per hour, just like traders can. As it is, traders can make far, far more than pirates, so pirates have to have an advantage in dogfights to compensate.
And as for the community becoming vitriolic and divisive, surely that only happened in Archeage because it was using such an unfair system. Elite is not unfair, so... there shouldn't be a problem?
I'm not sure I'll ever satisfy you, @Roybe. I'll just point out that your argument doesn't "protect" traders in Open. It removes them from Open. The traders who choose to play in Open are not protected in any way by the existence of Solo and Group modes.Op, this game was designed specifically with this food chain in mind. If not, epxlain why FDEV protected traders so MUCH? There are 2 distinct protected areas where they can never be preyed upon by others, except NPC's...and they complain about that fact continuously. If there are no traders, PC or NPC, how do pirates survive? Without pirates, how does the bounty hunters survive? There has to be traders to fulfill the need of pirates. Otherwise, just RNG all NPC's to drop cargo and bounties, put in no friendly fire and make this a PvE only game.
I don't think cases where the trader has elected to sacriface all potential life saving options should count in this balancing theory. This would be a bit like driving without a seatbelt on a motorway renowned for it's accident hotspots. Unwise to the point of suicidal.
None of this takes into consideration Wings, which is also going to change the landscape.
As for the food chain aspect:
I see it as more of a triangle.
Trader/Miner (Yeah let's at least include them hehe) Makes the larger part of the credits
Pirates drawn to credits prey on Traders/Miners
Bounty hunters and Mercenaries feed on pirates. Bounty hunters operate on their own initiative whilst mercenaries are employed by Traders, or assist them due to a common bond.
Rather than a chain, it is intended to be cyclical.