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  • Stealthie's Avatar
    Today, 2:19 AM · 208 replies and 2976 views.
    Not sure about that. Take a look at the OP and you'll see it's littered with words like "traders", "CGs" and "mission-runners". Certainly seemed like the implication was to reduce the differential between an apex combat ship and a "mission-runner" to a point where the combat ship isn't assured of victory. Which leads us to a bit of a conundrum within ED. Thing is, a player intent on doing PvE stuff has absolutely no compulsion to play in Open if they don't want to. "Please, play in Open so I can smoke you with my flying death-machine" "Erm, nup"
  • Stealthie's Avatar
    Today, 1:00 AM · 208 replies and 2976 views.
    I am certainly willing to concede that there are issues with PvP in ED. The fundamental issue, IMO, is simply that players who want "peace and quiet" are going to stay in Solo regardless of any minor nerfs to combat ships. Take a look at any CG thread and you'll see, based on the quantities people are hauling in a single load, that they're running shieldless ships to maximise their cargo capacity. I'm not passing judgement on such people but when you've got people doing that - in Solo, I assume - I doubt they're suddenly going to decide to play in Open just because combat ships might be slightly easier to kill. And then, added to that, you're also creating a bunch of new problems for people who this idea isn't intended to hinder (or regulate, or whatever you want to call it). As I said, out of my 31 ships, this idea would screw up 15 of them.
  • Stealthie's Avatar
    Today, 12:36 AM · 11 replies and 385 views.
    Whenever I see one of Herc's video's, I always worry that it's going to be me who's in it. :o
  • Stealthie's Avatar
    Today, 12:33 AM · 14 replies and 442 views.
    TBH, as a fan of the T9 and the Cutter, I'd be more than happy if the T9 had the same cargo capacity as the Cutter and the Cutter was just a better ship in other respects (agility, speed, weapons etc). I guess the dev's always feel the need to up the ante though, so it's always going to be "new and improved" vs "old and inferior". If the T10 is pretty similar to the T9 in terms of slots but has better weapons and core internals I think it will make for a good alternative to the current "big 3", especially if it's price can make it more attractive than an Anaconda in a time when many people are going to find themselves facing re-buys after NPC combat for the first time in years.
  • Stealthie's Avatar
    Today, 12:19 AM · 208 replies and 2976 views.
    It seems like you've lost sight of your original objective, TBH, and are now trying to perfect the method rather than achieve the desired result. How is inflicting a compulsory scanner and cargo rack on people going to deter them from PvP? Do you really think that you're going to have more luck against, say, an FdL fitted with a scanner and a C2 cargo rack than you would have had if those slots had been filled with a couple of weedy HRPs or something? Or do you assume these people are suddenly going to get the overwhelming urge to go and do some cargo missions instead of pew-pew when they realise their ships are forced to carry those things? Also, FWIW, I just looked at my ship spreadsheet and, out of 31 ships, being forced to fit a scanner and small cargo bay would screw up all 3 of my exploration ships, 2 data-delivery ships, 4 mining ships, 2 passenger ships, 2 recreational ships and 2 utility ships. So, congratulations. You've just shafted almost exactly half of my fleet and achieved...
  • Stealthie's Avatar
    Today, 12:01 AM · 208 replies and 2976 views.
    No, we don't. Find a way to deter the "psychotic behavior" and your proposal becomes completely redundant.
  • Stealthie's Avatar
    Yesterday, 11:59 PM · 208 replies and 2976 views.
    Allow me to remind you of your OP:- You seem to have started off by suggesting that the number of "military items" that could be fitted to a ship should be restricted. You used the word yourself, right there. "...if every ship was RESTRICTED in terms of military slots..." If you're now saying that the military slots currently available in some ships should be unrestricted so that people could fit more varied load-outs, my question would be; why? Why do you think it'd encourage people to create more varied load-outs and why do you think people would actually consider doing it?
  • Stealthie's Avatar
    Yesterday, 11:23 PM · 208 replies and 2976 views.
    I would be interested to hear how you think limiting people's module choices would achieve that. It's a bit like when they change the rules in Formula 1. They change the rules and for a couple of months wacky things happen but then everybody finds the new "meta" and it's business as usual again. The fast cars are still fast, the slow cars are still slow and the best drivers, in the best cars, still win all the races. Same thing is going to apply in ED.
  • Stealthie's Avatar
    Yesterday, 11:14 PM · 38 replies and 1578 views.
    Don't worry. I'll be sure to tell everybody how courageously you fought. I'll try to get pictures and everything.
  • Stealthie's Avatar
    Yesterday, 11:09 PM · 208 replies and 2976 views.
    No. Useful, justifiable, restrictions are good. Restricting things just for the sake of making it seem like you've done something, or restricting things and causing a bigger problem than the one you're attempting to solve, is almost always a bad idea. It's not modules (or weapons) that encourages people to go and do nasty things. it's the fact that they can get away with doing nasty things with no consequences that encourages it. Give everybody a Sidewinder with no shields and a pea-shooter for a weapon and you're still going to get people acting like tools as long as there's no significant deterrent.
  • Stealthie's Avatar
    Yesterday, 10:58 PM · 14 replies and 270 views.
    I'll probably be in the area in my AspX "Bug Hunter". As an "Aliens" fan, I was going to call it "Bug Stomper" but I figured that might be a bit premature. In the mean-time, if anybody at FDev is thinking about new decals...
  • Stealthie's Avatar
    Yesterday, 10:31 PM · 38 replies and 1578 views.
  • Stealthie's Avatar
    Yesterday, 10:19 PM · 9 replies and 208 views.
    For me, the shields on a T9 are only there to let you know something is starting to go wrong and give you chance to react. Mine's got a 6A shield (with a couple of HD boosters) and that's just enough to give you a bit of a head-start on the bad-guys. It's really the hull which provides most of your defence and allows you to make a successful getaway. The trick is just not to get any big ideas about staying and fighting if you have more important things to do. The highlight of my T9 career was destroying a CMDR in an iClipper who probably wasn't expecting me to just spam heat-seeking missiles as soon as he interdicted me but I only attempted that because I was on my way back from an engineer and I wasn't that bothered about the re-buy. If I'd have had a cargo hold full of ore, or a heap of missions to complete, I'd have high-waked without a second thought.
  • Stealthie's Avatar
    Yesterday, 8:10 PM · 129 replies and 2761 views.
    Thing is, the first line I quoted is the only important bit. You should really be able to high-wake in the same 15 seconds it already takes to menu-log. That being the case, people who CL are probably task-killing or yanking cables as soon as they get into trouble, rather than attempting to high-wake or menu-log. And, with that in mind, making the countdown longer isn't going to help anything - because the issue it attempts to address is already being dealt with via task-killing or cable-yanking. Also, the flip-side of that is that anybody who can't get a kill because of menu-logging has no cause to be particularly salty because if they failed to get the kill in the 15s it takes to menu-log, they'd also have failed to get it if their target had high-waked. As I already said, if FDev made the game so that menu-logging generated a "fake" jump-animation, there'd be nothing for anybody to be annoyed about and it'd mean that if a ship disappeared without any kind of jump animation you could be...
  • Stealthie's Avatar
    Yesterday, 7:59 PM · 467 replies and 18499 views.
    Pull the other one. It's got bells on. :D You REALLY think anybody discovered that they could get G5 mods while only using G1 materials and thought that's how the game was supposed to work? I guess I missed all the forum threads discussing what a great opportunity it was in the same way people discuss things like Quince, Fehu, Niu Hsing, Sothis etc.
  • Stealthie's Avatar
    Yesterday, 7:48 PM · 9 replies and 208 views.
    Did you not have enough fuel to jump to a different system or something? First rule of flying a big trading ship is to ALWAYS pre-select a different system to jump to after you arrive at your destination system. If anything attacks you (human or NPC) you can just hit left-HUD, target & engage FSD and be gone in 10 seconds. Dock at the nearest suitable station, repair and then have another go at completing your mission.
  • Stealthie's Avatar
    Yesterday, 7:41 PM · 208 replies and 2976 views.
    This is just word-salad, I'm afraid. You want to place restrictions on what modules people can fit into slots and you're trying to sell it as "REMOVING the RESTRICTION" when you're actually intent on doing exactly the opposite. You're not going to stop people from "griefing"others just because they can't load up a ship with HRPs, MRPs and SCBs. What's more, I hate to break it to you but you're also not going to do any better at combat just because those ships aren't fitted with those modules. If you're currently playing in Solo because you're worried your ship is going to get smoked in Open, it's probably for the best if you remain there because limiting the modules available to PvP ships isn't going to make much difference. Aside from anything else, it's not usually the defensive capabilities of a ship that make it dangerous. It's the weapons.
  • Stealthie's Avatar
    Yesterday, 3:12 PM · 208 replies and 2976 views.
    Here's a simple way I'd solve this... When you're trading legally, let's assume that the prices include a substantial "tax" which covers things like insurance costs, station maintenance, SysSec wages (they're overpaid) etc. Perhaps if you're a pirate you could take any "acquired" cargo to unlicensed trading stations, in anarchies, and flog them for at least triple the normal rate? Before this could work you'd need to set it up so you couldn't just buy stuff at a commodities market and then take it to an anarchy and flog it for a huge profit. That's where all this "Karma" and C&P stuff comes in though. If the game was set up so that a Wanted CMDR wasn't safe in a law-abiding system and a law-abiding CMDR wasn't safe in an anarchy then it'd be very risky to try and "game" the system.
  • Ralph Vargr's Avatar
    Yesterday, 2:33 PM · 30 replies and 498 views.
    Dr. A's non-fiction will keep you busier than anything else. :) The fiction isn't bad, as well. :)
  • Ralph Vargr's Avatar
    Yesterday, 2:26 PM · 115 replies and 2236 views.
    If anyone could do it, Ziggy could.
  • Ralph Vargr's Avatar
    Yesterday, 2:22 PM · 58 replies and 2876 views.
    I *am* a self-nerf. :(
  • Ralph Vargr's Avatar
    Yesterday, 2:20 PM · 30 replies and 1193 views.
    Rats. Out of rep. Sorry, Jenner.
  • Ralph Vargr's Avatar
    Yesterday, 2:18 PM · 380 replies and 17085 views.
    Yes. Therapy, with a certified mental health counselor. :)
  • Ralph Vargr's Avatar
    Yesterday, 2:05 PM · 165 replies and 4508 views.
    I just downloaded FFED3D. Thanks.
  • Ralph Vargr's Avatar
    Yesterday, 2:01 PM · 169 replies and 7932 views.
    Imagine this outside RL casino's: "You may only enter this tournament if you bring the entry fee, plus a deposit of 500 rebuys, in cash". Guess how many customers *that* would bring in?
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