COMPLETED CG Maintain Reorte's Alliance Membership (Trade)

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It shouldn't matter. And yet.

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Does it matter? The ring is certainly less than 1000km wide so I would expect dropping from supercruise on either side of the ring will put you at the megaship.
It shouldn't matter. And yet.

What @forbiddenlake said.

Coming from wrong side will drop you off at that distance. I had to re-enter SC and let my ship fly into the asteroid field at 0 throttle without hitting J, and it still dropped me off at 30km from the megaship. I then had to silent run and heatsink all the way there, because of course I now had pirates on me wanting to know what I was carrying.
 
If their side don't reach tier 5, then they stay in the alliance, even if our side don't reach tier 5. And they aren't going to reach tier 5; because, they have no incentive to do so.

If they reach tier 5, then a bunch of systems leave the alliance. That already happens quite often, anyway. So, it doesn't give them a new storyline. So, why put the effort in?

Now, here's what I think should happen, in order to address that situation. If they reach tier 5 before we do, then our side immediately become personae non-grata in Reorte. The megaship that we are all docked at has no choice other than to jump away without delay, and we all end up stranded in deep space, somewhere very close to the system that contains Raxxla.
 
If their side don't reach tier 5, then they stay in the alliance, even if our side don't reach tier 5. And they aren't going to reach tier 5; because, they have no incentive to do so.
Hmm, the way I had understood it, it's a straight fight for numbers. Whichever CG gets more goods wins. Where did you see any reference to no action unless the independence crew hit tier 5?
megaship that we are all docked at has no choice other than to jump away without delay, and we all end up stranded in deep space, somewhere very close to the system that contains Raxxla
LOL yes that would be incentive enough to throw the result :D
 
Hmm, the way I had understood it, it's a straight fight for numbers. Whichever CG gets more goods wins. Where did you see any reference to no action unless the independence crew hit tier 5?

LOL yes that would be incentive enough to throw the result :D
Well, -ish. I mean, no one wants to be in deep space in a non-explorer trading vessel, and even being within about 4 jumps of a maxxed out explorerconda of the system, it could still take you a year or more to find Raxxla
 
This Is still a low /back to lower turn out even with the bribes but will reach tier 3...
T9s may now have to jump a bit more...
Also welcome to Summer time EU once again... conversion to GMT for CG is now required again... lol
It better for VMs that do the CGs..
 
A bribe would be if Sirius offered Gauss cannons for sale to players who haven't unlocked them. Heat sinks, I only use on the odd ship fir mitigating the effect of firing up a shield cell bank.
 
Another CG where the reward doesn't really fit the task you have to do to get it.

I can see this module being of interest to the Anti-Xeno crowd (if the reload time isn't too long). Explorers want the lightweight mod and Traders probably don't usually bother with heatsinks at all.

With the top 25% and 50% getting more modules though it's going to be a slog for those who must have the latest thing ;)

Someone was speculating about these having 6 ammo, that means they could be useful for PvP ships... shieldless builds like FAS can have same amount of HS using 2 of these instead of 3 standard engineered, so leaving 2 utils for more tools (ECM/PoD/Chaff). A big ship can use 1 module and have almost all banks covered, so no hotbanking anymore... the most controversial side of these modules is FDEV not allowing them to be available at tech brokers.
 
Someone was speculating about these having 6 ammo, that means they could be useful for PvP ships.

it may be just another case of wishful thinking.
The only thing we know about them is increased ammo, increase reload time and NO mass increase.

And the most logical is to expect: 4 ammo, 15s reload, 1.3t mass (current increased ammo blueprint, without the mass increase)

If we talk about further blueprint alterations,
I'm not saying that 6 ammo wouldnt be nice - my vette will be able to cover full SCB banking with a single heatsink instead of 2 (or 1 + re-synth)
Also, i really hope the reload time is not bigger than 15s since it will start to impact the usability
 
Does it matter? The ring is certainly less than 1000km wide so I would expect dropping from supercruise on either side of the ring will put you at the megaship.
Indeed. Supercruise exit will work from either side of the ring.

It's actually more of a pain leaving as my destination star is on the other side of it. I wish they wouldn't park their megaships in rings.
 
What if - no heatsinks at all without tier 5 reached? Description of CG doesn't tell anything about winning or tiers, nothing about requirements - so there is some empty
space for scam. I can't find a lot of reasons to have confidence in FDev. Once bitten, twice shy.
 
What if - no heatsinks at all without tier 5 reached? Description of CG doesn't tell anything about winning or tiers, nothing about requirements - so there is some empty
space for scam. I can't find a lot of reasons to have confidence in FDev. Once bitten, twice shy.
They gave string lights to everyone in the Colonia Bridge Phase 4 week 2 CG as a result of their error in the text, and let everyone in week 4 who got rewards they weren't entitled to by accident keep them. Even if your what if were the case, history demonstrates it wouldn't stand.
 
Indeed. Supercruise exit will work from either side of the ring.

It's actually more of a pain leaving as my destination star is on the other side of it. I wish they wouldn't park their megaships in rings.
What's the issue with leaving? Provided you're out of mass lock from the ship, and you don't wait until you're in mass lock for the ring you can just jump straight through it.

I also wish they'd park somewhere else though. The view is impressive, but it gets old quick.
 
What's the issue with leaving? Provided you're out of mass lock from the ship, and you don't wait until you're in mass lock for the ring you can just jump straight through it.

I also wish they'd park somewhere else though. The view is impressive, but it gets old quick.
You're right, there's just enough time to charge before you get close enough to the ring to masslock again. Didn't realise that.
 
You're right, there's just enough time to charge before you get close enough to the ring to masslock again. Didn't realise that.
You also don't need to leave the megaship in the direction of your destination. My usual procedure is to boost straight away from the ring and do an faoff flip to line up while the jump charges. Extra style points may be awarded if this results in jumping directly through the megaship.
 
You also don't need to leave the megaship in the direction of your destination. My usual procedure is to boost straight away from the ring and do an faoff flip to line up while the jump charges. Extra style points may be awarded if this results in jumping directly through the megaship.
That's too involved for me, especially as my Cutter requires about a week to turn (with written notice).
 
That's too involved for me, especially as my Cutter requires about a week to turn (with written notice).
Next you'll be telling me you don't practice cold orbiting it around the docking module while waiting for the large pad to come free!
 
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