i have no problem with that but then you should be restricted to solo forever with that CMDR
You restrict players to solo and FD can kiss goodbye to selling store cosmetics to those people.
i have no problem with that but then you should be restricted to solo forever with that CMDR
You restrict players to solo and FD can kiss goodbye to selling store cosmetics to those people.
No one is pirating in an Eagle, it can't hold an interdictor, a shield and sufficient cargo.
Assuming someone would actually do it, right now you can submit - charge FSD and run out before your shields are down - assuming the Eagle isn't specialized in taking down shields and you run an A-rated one, I wouldn't count on that - but even if your shields go down, you will get away before suffering significant damage.
However, that is currently not working as intended, submitting to a hostile interdiction should not give you back your FSD within 5 seconds. Once FD fixes that, even an Eagle will be a threat to your Type 9.
Why can I not limit the discussion to the Asp vs Lakon argument? It is the most important one, because almost all pirates are in Asps at this point, and they are primarily targeting Lakons for these reasons, with other Asps coming in on fourth place. Why should we discuss the super theoretical Eagle vs Type 9 scenario when that scenario doesn't happen? Pirates will pick what they can take down.
you have a certain guarantee that paying up will result in your death, even if you get killed 50% of the time after you drop, and escape 50% of the time, it is still a statistical improvement to drop.
edit: also only complete psychos kill traders who drop
Solo and open should be separate game!
Sandro's post is based on a fallacy: That in the following situation there exists an outcome that lets the trader escape with all cargo.
Situation: A trader in a Lakon is successfully interdicted by a pirate in a ship that is restricting FSD charge of the Lakon and is faster in regular space than the Lakon
Example: Asp vs Any Lakon.
Possible outcomes:
The trader surrenders the cargo as demanded and leaves
The trader gets destroyed for refusing to comply
The trader surrenders the cargo and is destroyed
The trader refuses to surrender the cargo at first, gets his ship almost destroyed and then surrenders the cargo
Anything else is just unreasonable. In 30-40 hours of watching various pirate streams, I have never, ever seen a Lakon successfully fight back and escape with his entire cargo hold. Just last night I saw a Type 9 with a full combat loadout and shield cells attempt self defense against an Asp, and he failed horribly with a multi-million credit repair bill on top of 20t of lost Palladium.
Sandro's fallacy here is that the trader can improve either outcome by equipping the ship for defense. That is incorrect, and will in fact make the loss worse for the trader, as the rebuy of an unarmed ship is considerably lower than the rebuy of a ship with weapons, defense mechanisms and armor. Considerably. Lower.
For example, the rebuy of a typically D-equipped, undefendend Lakon Type 7 is 1.177.023
but if we install just what Sandro suggests, armor (which is ridiculously expensive on the Type 7), some turreted lasers, a strong 4A shield and Point defense turrets, the rebuy rises to 2.050.531
, and that is significant. So not only does your trader become worse with all that extra weight limiting jump range, in case of a piracy encounter you'll still find yourself still outgunned beyond any chance.
I seriously doubt we will ever have a combat "balance" where a single trader (in a pure trading ship) will be able to refuse the demands of a single pirate and not become a space wreck
Solo and open should be separate game!
From the Kickstarter FAQ:
Solo, private groups and open share the same galactic background simulation. They are simply different settings of the matchmaking system, i.e. solo will match with no players; private groups will match players playing in that group; open will match players playing in open. The ability to group switch between the three game modes has been a feature of the game from the outset.
Sandro's post is based on a fallacy: That in the following situation there exists an outcome that lets the trader escape with all cargo.
Situation: A trader in a Lakon is successfully interdicted by a pirate in a ship that is restricting FSD charge of the Lakon and is faster in regular space than the Lakon
Example: Asp vs Any Lakon.
Possible outcomes:
The trader surrenders the cargo as demanded and leaves
The trader gets destroyed for refusing to comply
The trader surrenders the cargo and is destroyed
The trader refuses to surrender the cargo at first, gets his ship almost destroyed and then surrenders the cargo
Anything else is just unreasonable. In 30-40 hours of watching various pirate streams, I have never, ever seen a Lakon successfully fight back and escape with his entire cargo hold. Just last night I saw a Type 9 with a full combat loadout and shield cells attempt self defense against an Asp, and he failed horribly with a multi-million credit repair bill on top of 20t of lost Palladium.
Sandro's fallacy here is that the trader can improve either outcome by equipping the ship for defense. That is incorrect, and will in fact make the loss worse for the trader, as the rebuy of an unarmed ship is considerably lower than the rebuy of a ship with weapons, defense mechanisms and armor. Considerably. Lower.
For example, the rebuy of a typically D-equipped, undefendend Lakon Type 7 is 1.177.023
but if we install just what Sandro suggests, armor (which is ridiculously expensive on the Type 7), some turreted lasers, a strong 4A shield and Point defense turrets, the rebuy rises to 2.050.531
, and that is significant. So not only does your trader become worse with all that extra weight limiting jump range, in case of a piracy encounter you'll still find yourself still outgunned beyond any chance.
I seriously doubt we will ever have a combat "balance" where a single trader (in a pure trading ship) will be able to refuse the demands of a single pirate and not become a space wreck
2. No one in solo would buy cosmetics from the Store so it's not going to happen.
That's not really an explanation of the reasons for being able to switch between solo and open. I realise this might be an old argument I'm also fully aware it's always been this way.
The benefits of the current solo/open situation still elude me.
I bought some $60 worth by now, actually. Why? Partly to throw addtional money at FD because I want to see their game succeed. Partly in the hopes that someday we'll get some external camera views (even if only by drone fly-by) to create some photo/video ops.
I think the focus on this debate is problematic.....
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It is not the mechanics of the game that are so much the problem.....it is the mechanics of real life.........
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You can talk about boosters, murder, roll play, too much earnings, counter measures...etc etc etc.........but.....I did not stay out of "open" for ANY of those reasons......
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the reason myself and many others stay out of open, is TIME IN THE REAL WORLD........
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I get a couple hours an evening to play, if lucky and work/life allows.........it can take a couple hours, easy, to do a rares run.........and that is one of the ways to "quickly" get some cash in...........and, I want to see the next ship, not "Roll Play" or get "Murdered".........I dont have time to keep trying the same thing over and over again.......if I try things in the game and I find them a waste of time or frustrating, I just wont log on......
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It is the effects of the Game mechanics on TIME IN THE REAL WORLD...that is the problem..........
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When you die in Space Invaders, Quake, Mario Land.........you go back a few mintues.........with this game you can go back hours, days, or even months if you are an exploerer or without "insurance"...........screw that.....real world time is too precious........for those wishing to waste my time and fun........I am not playing this game, for your entertainment.....
And this reasoning is the very problem. Sadly people seem to think that Open is a free for all massive PvP mode. The game was designed to be Us humans against the Universe with some PvP. The whole game is designed around PvE - you can see it clearly in the matchmaking, the designed of the ptp, the server infrastructure.
When you look at the game with PvP glasses on, it looks like it doesn't work properly.
Can I ask a question OP? Why do I need an incentive to trade in Open? What's wrong with me trading in any other mode (groups included?)
That's not really an explanation of the reasons for being able to switch between solo and open. I realise this might be an old argument I'm also fully aware it's always been this way.
The benefits of the current solo/open situation still elude me.
You assume that all pirates are players. This is not the case. When mining in a cobra, NPC sidewinder pirates often spawn. I blow them up. I wouldn't be able to do that if I had no weaponry. Would a player pirate in a sidewinder? No, but NPCs do and NPCs need to be defended against whether playing in Solo or Open.
Consider the problem in the wider context, not just the context of PvP interdiction, especially since it's been repeatedly stated that PvP isn't the primary design goal. Do you want PvP interdiction to be fixed at the expense of everthing else? I certainly don't, since I don't play Open. I do want NPCs to be more of a threat though - tooling around in an unarmed T6 through low-sec systems should be something I have to avoid doing, rather than pressing the magic 'submit, boost, FSD' escape macro.
Improving the PvE experience improves the game for all players. Improving PvP helps a (vocal) subset. If I was a developer, I know which I'd prioritise.
This split of the game is inevitable as long as there is solo to retreat to....or as long as solo is easier than open. I don't attack every ship I see, I regularly offer escort, I try not to "steal" kills at nav points.....I do interdict players if they look tasty.
Who's to say how much "some PvP" is? According to players like Gasoline it's too much when attacked in a freighter (prompting a long term retreat to solo) But then coming back in a viper is back safely in "some PvP" territory.
I wouldn't usually tell anyone how to play the game but if they're also supporting moves to make the game even easier for themselves?
Limiting the earnings in solo could work, would that tempt more players into open?