I am using a Python as a transport ship to grind up a some credits by performing transport missions. I really haven't had a problem with gankers until recently when it came out that ED has a hacking problem. I've been interdicted twice now and destroyed as soon as my game loads into the instance with a single shot of whatever weapon they are using.
I get you can engineer your weapons with effects, but never have I seen anyone- in game or in a YouTube video- destroy a ship with a single shot against shields. Especially when I am not using a super low tier ship and they are using a Mamba. This experience really killed the excitement I get from sharing a universe with other players. It is one thing to role play by interdicting a player and demanding loot, it is a different thing to indiscriminately attack players who are flying ships that are not kitted for combat.
inb4 "Just don't play in open"
I play in open peacefully the same reason someone who plays World of Warcraft plays in a shared world with other players. It makes the game feel more alive and you can have meaningful experiences through interactions with them. Yes, there are bad apples, but again, in the 300ish hours I have been playing, this has only been a problem recently. For now, the griefers win and I am playing in Solo to recover the $3 Million plus the cost of cargo I lost in that interaction.
---------------------------------------------------------------------------
I was thinking of a few ideas to assuage pirating:
(1) Open up a slot on the ship where either an FSD Interdictor could be placed, OR FSD Countermeasures that work on ammo so you can avoid being ganked long enough to hop out of system. This would give a use to the cat and mouse game of scanning FSD wakes and tracking a traget if the person who is interdicting a player is not hacking.
(2) They could introduce a better insurance system where the player can pay credits in advance so that when their ship is destroyed, you don't have to worry about a rebuy. It could work in tiers where bronze level deducts 25% of the rebuy cost, silver deducts 50% of the rebuy cost and gold deducts 100% of the rebuy cost. Maybe there could be a plan you buy where the aggressor has to pay for part of your rebuy.
(3) Maybe they could work out a system where if a player kills you while you have crimes against you being reported, when you respawn, you have a 24 hour period where you could pay different tiers of prices per strength for mercenaries to track and attack your killer (only once per death). Perhaps assassination missions could be posted on the mission board for other players to accept, thereby promoting a sort of crowd justice.
It seems as if I am crying into a pillow but if a player is going to (A) Hack, or (B) be ballsy enough to kill players without bound, there should be some way to fight back, or at least provide a path to players who most likely haven't grinded out the perfect anti-ganker ship.
I honestly have a bunch of idea on how to balance the whole experience but seeing as I am not a developer, I can only hope some intelligent system is released before 4.0
\rant
I get you can engineer your weapons with effects, but never have I seen anyone- in game or in a YouTube video- destroy a ship with a single shot against shields. Especially when I am not using a super low tier ship and they are using a Mamba. This experience really killed the excitement I get from sharing a universe with other players. It is one thing to role play by interdicting a player and demanding loot, it is a different thing to indiscriminately attack players who are flying ships that are not kitted for combat.
inb4 "Just don't play in open"
I play in open peacefully the same reason someone who plays World of Warcraft plays in a shared world with other players. It makes the game feel more alive and you can have meaningful experiences through interactions with them. Yes, there are bad apples, but again, in the 300ish hours I have been playing, this has only been a problem recently. For now, the griefers win and I am playing in Solo to recover the $3 Million plus the cost of cargo I lost in that interaction.
---------------------------------------------------------------------------
I was thinking of a few ideas to assuage pirating:
(1) Open up a slot on the ship where either an FSD Interdictor could be placed, OR FSD Countermeasures that work on ammo so you can avoid being ganked long enough to hop out of system. This would give a use to the cat and mouse game of scanning FSD wakes and tracking a traget if the person who is interdicting a player is not hacking.
(2) They could introduce a better insurance system where the player can pay credits in advance so that when their ship is destroyed, you don't have to worry about a rebuy. It could work in tiers where bronze level deducts 25% of the rebuy cost, silver deducts 50% of the rebuy cost and gold deducts 100% of the rebuy cost. Maybe there could be a plan you buy where the aggressor has to pay for part of your rebuy.
(3) Maybe they could work out a system where if a player kills you while you have crimes against you being reported, when you respawn, you have a 24 hour period where you could pay different tiers of prices per strength for mercenaries to track and attack your killer (only once per death). Perhaps assassination missions could be posted on the mission board for other players to accept, thereby promoting a sort of crowd justice.
It seems as if I am crying into a pillow but if a player is going to (A) Hack, or (B) be ballsy enough to kill players without bound, there should be some way to fight back, or at least provide a path to players who most likely haven't grinded out the perfect anti-ganker ship.
I honestly have a bunch of idea on how to balance the whole experience but seeing as I am not a developer, I can only hope some intelligent system is released before 4.0
\rant