Question for Open players who don't like PVP/ganking... help me understand

Small practical question if I may, if I dock and enter the hangar, do I still block a 'landing slot' for other players in open ?

After a few weeks of experimenting in open, the first direct contact was the question 'you going to be long'

as if it was a toilet :)

Entering the hanger makes no difference, you are still occupying the pad. Usually it's only an issue for the (single) medium pad at an outpost.

If I'm going afk while parked on the medium pad at an outpost I'll either log back to menu or undock & fly away.
 
This is where you're terribly wrong. At Sir Ganksalot's Gank Evasion Academy the running test is to survive a full gank ship with all it's frags in a stock Cobra Mk3. And it can be done easily. "Oh I'm in a T9" is a terrible excuse and goes more to you not knowing what to do in this scenario. Escape is an option in stock ships, with even a modicum of engineering it's utterly trivial -regardless of the ship.
I beg to differ here: a’stock’ cobra would be the E-rated off the shelf version. I agree the A-rated version should survive, but what about a partially upgraded T7 with no engineering? I doubt it - I rammed one by mistake when trying to pirate it, and it lost shields and was down to less than 50% hull from that one ram.
I have seen a few guides out there but it would be useful I think to do some proper tests just to see where a ship loadout is viable and where it’s not, assuming a competent pilot.
If I could help I’d be.happy to do so, it would be fun to do.
 
I got to say that I take away something different.

How about we (non PvP Open pilots) start to waste their time by improving at evasion?

Sure, getting bushwacked with vital cargo is a pain, but doing training in an empty ship not only gives you interaction with someone but you know they'll let you survive. Then when it happens for real you'll know you'll be safe(ish)

Sound good?
Eh? No, it's wasting even more of my limited game time!
 
Meanwhile, I think it's a rather stupid game mechanic, while the game otherwise has no problems sacrificing realism for gameplay. Your solution above only underlines the cumbersome actions that commanders sometimes have to perform just to get around a not well thought-out game mechanic. Would it really be such an immersion killer if orbital outposts were treated in the same way as the larger orbital stations? Believe it or not, this nonsense alone can sometimes stop me from playing in Open...

One of the advantages of the inconsistent design language we see in ED's development over the years is that issues like pad blocking in Open may be overcome with future pad & dock designs somehow. There's a lot I don't like about carriers but not having to wait for the ship to turn around is a clear benefit :)
 
One of the advantages of the inconsistent design language we see in ED's development over the years is that issues like pad blocking in Open may be overcome with future pad & dock designs somehow. There's a lot I don't like about carriers but not having to wait for the ship to turn around is a clear benefit :)

They already fixed it switch modes land, switch modes takeoff. Done.
 
I have seen a few guides out there but it would be useful I think to do some proper tests just to see where a ship loadout is viable and where it’s not, assuming a competent pilot.
Sir Ganksalot's Gank Evasion Academy uses an A-rated, un-engineered Cobra as the baseline. E-rated equipment is really just placeholder, honestly, and won't stand up to much of anything at all.

Of course, all of this is part of what makes knowing what you're actually facing so difficult. You can see if a ship has shields or boosters, but you can't see what rating they are. You can see if a ship has a docking computer or supercruise assist, but can't see if the ship has hull or module reinforcement packages.

Then there's the variables of the gank ship you're facing. The builds vary there quite a bit, from things like Kraits with frag cannons to "Meta FDLs" with PAs and rails. Then there are meme builds - using Pack-Hounds or even mining lasers. Some gankers use groms to disable FSD drives, others rely on maximizing their alpha strike so they can kill before the FSD cooldown ends. Some plan on doing "reverski" (flying backwards at high speed while firing from long range).

In many ways, gank builds and playstyles can be more creative and diverse than the competitive meta ships, which tend to get winnowed down to just a couple variations and a specific set of skills for facing same.

The long of the short of it is that Open is full of all of the above, and it's constantly being thrown together in wildly varying permutations. In terms of surviving a gank, A-rated shields (ideally, prismatic shields) and as many boosters as you can carry, and some hull and module reinforcement packages, is probably a decent baseline. Beyond that, engineering the shields and boosters, armor and HRPs is the next step. That, combined with good evasion skills, should see you able to survive the vast majority of gank attempts.
 
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Sir Ganksalot's Gank Evasion Academy uses an A-rated, un-engineered Cobra as the baseline. E-rated equipment is really just placeholder, honestly, and won't stand up to much of anything at all.

Of course, all of this is part of what makes knowing what you're actually facing so difficult. You can see if a ship has shields or boosters, but you can't see what rating they are. You can see if a ship has a docking computer or supercruise assist, but can't see if the ship has hull or module reinforcement packages.

Then there's the variables of the gank ship you're facing. The builds vary there quite a bit, from things like Kraits with frag cannons to "Meta FDLs" with PAs and rails. Then there are meme builds - using Pack-Hounds or even mining lasers. Some gankers use groms to disable FSD drives, others rely on maximizing their alpha strike so they can kill before the FSD cooldown ends. Some plan on doing "reverski" (flying backwards at high speed while firing from long range).

In many ways, gank builds and playstyles can be more creative and diverse than the competitive meta ships, which tend to get winnowed down to just a couple variations and a specific set of skills for facing same.

The long of the short of it is that Open is full of all of the above, and it's constantly being thrown together in wildly varying permutations. In terms of surviving a gank, A-rated shields (ideally, prismatic shields) and as many boosters as you can carry, and some hull and module reinforcement packages, is probably a decent baseline. Beyond that, engineering the shields and boosters, armor and HRPs is the next step. That, combined with good evasion skills, should see you able to survive the vast majority of gank attempts.
You make valid points and I myself have killed ships with paper hulls while trying to disable their thrusters.
However some kind of guide with a baseline build for each ship that should be able to evade a gank could be useful for a new player, as they are of course learning.
It could be done theoretically of course, in fact I might even try and do it myself and get you guys to comment it.
 
You make valid points and I myself have killed ships with paper hulls while trying to disable their thrusters.
However some kind of guide with a baseline build for each ship that should be able to evade a gank could be useful for a new player, as they are of course learning.
It could be done theoretically of course, in fact I might even try and do it myself and get you guys to comment it.
The solution would be a balance pass that would close the gap between a G5 murderboat and a stock ship.
But that is a pipedream...
 
Eh? No, it's wasting even more of my limited game time!
With respect: if you are feeling like the possibility of interacting with other players - in whatever form that can take - could waste your time, then you probably would be better served playing in Solo or PG. You can still chat with everyone there via System chat (which of course is shared between all modes) but you won't have to risk your progress or whatever it is you're doing being negatively impacted by another player's actions.

Having the attitude of "I want to fly in Open 100% of the time but I also want to be left alone 100% of the time" is just not a realistic expectation.

(Not saying that this is your specific expectation, Brrokk, just making a general statement)
 
You make valid points and I myself have killed ships with paper hulls while trying to disable their thrusters.
However some kind of guide with a baseline build for each ship that should be able to evade a gank could be useful for a new player, as they are of course learning.
It could be done theoretically of course, in fact I might even try and do it myself and get you guys to comment it.
Go for it!
 
The solution would be a balance pass that would close the gap between a G5 murderboat and a stock ship.
But that is a pipedream...
I would be totally OK if engineering was removed from the game entirely.

Getting engineers unlocked is tedious.
Grinding materials is tedious.
Getting stuck being "immersed" while I click buttons to watch goofy animations over and over again is tedious.
Being able to destroy someone's ship in 10 seconds results in a potentially toxic negative gatekeeping experience for the victim.

I am aware of all of these facts. I have been on the receiving end of all of them. Rather than drive me out of the game, I chose to overcome them. But they are awful game design choices and I'd be much happier if they were just gone.
 
I would be totally OK if engineering was removed from the game entirely.

Getting engineers unlocked is tedious.
Grinding materials is tedious.
Getting stuck being "immersed" while I click buttons to watch goofy animations over and over again is tedious.
Being able to destroy someone's ship in 10 seconds results in a potentially toxic negative gatekeeping experience for the victim.

I am aware of all of these facts. I have been on the receiving end of all of them. Rather than drive me out of the game, I chose to overcome them. But they are awful game design choices and I'd be much happier if they were just gone.
Get off my lawn 😁

I grinded so much for the modules, I don't want them all to vanish.
But if there would be a balance pass and engineering would be a sidegrade, instead of a magical potion of omnipotence, I'd gladly accept it.
 
I grinded so much for the modules, I don't want them all to vanish.
But if there would be a balance pass and engineering would be a sidegrade, instead of a magical potion of omnipotence, I'd gladly accept it.
I mean, the time is gone. We'll never get it back. We just have to try to make the most of it.

I'm sure my comments will prompt someone to say "Why don't you just gank with un-engineered ships then? Make it challenging, you big talker!"

Sure, good luck with that. This genie is out of the bottle. Ganking with defanged equipment would only encourage the target that their build was somehow OK. Then they would meet a real ganker, with fully engineered ship, and be doubly disappointed.
 
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