Another example of why trading needs some real risk

Since making credits with combat is not a real profession but rather apparently created to be a temporary diversion while you trade in ED, I went full trade with my asp. This was going ok, every 10 minutes - make another 140k profit. Then I decided that why make 140k profit every 10 minutes when I can make more than twice that in the same time with a Type 7. So i waited until my total assets reached around 20mil and got a type 7. Since trading is so hard and completely warrants making the most money in the least amount of time (mostly because it requires so much effort to redo the same thing over and over)... I decided why bother with guns at all. Kind of pointless anyway on a type7. So I'm playing in Open with no guns and absolutely no risk (regardless of if i'm interdicted) and making bank. So much skill.

On my way to a python or maybe the vulture.


FD, if you want to make interdicting traders have a point at all (and it doesn't currently) you need to get rid of the completely idiotic fast cooldown for the FSD on submission. Until then, I can play with no weapons in the game and unless you start implementing insane npcs who station camp like the clowns in the human world I'll keep doing it in complete safety.

Elite: Dangerous unless you happen to want to participate in the highest earning activity in the game.
 
I'd only be concerned about making trading TOO dangerous, though. I mean, it's one thing to give the universe a wild west feel, but while stagecoaches and trains get robbed regularly in a movie, if they were robbed that frequently in the actual Old West nothing would ever get done.

Right now you're concerned about people only trading for a living and fighting as a side issue. But go too far and trading becomes a byproduct of just trying to survive getting from place to place.
 
Fsd takes 45 seconds to recharge and you take damage even on submission. There is no point submitting any more.
why bother with open in a trader when you can play in group or solo and make exactly the same amount? I guess you like the idea of flying a trader in open because reasons? Emergent gameplay apparently is flying in open in a trade ship and getting blowup since you cant defend yourself in any way in a dedicated trading ship.
 
No. you take no damage when you submit and are the victim. You may take damage if you are the initiator. So the situation further hinders combat professions.


The point is . I'm playing elite dangerous without weapons and making the most money out of any other possible means and I can do it all day long. No skill, no thought.. fastest way to make credits.

I'm thinking about ditching shields too The only reason i have them is because npcs like to fly through the middle of the slot and sometimes it's a type 9 and the fit is pretty tight.

All you need to do to force me to have to think about arming my ship and actually bring some kind of skill to trading is make FSD recharging take longer on interdiction for both parties. This would force me to have to defend myself. No need to increase the number of interdictions ... but as a trader who gets interdicted... I should be threatened with my death ....not guaranteed an no-risk means of escape _EVERY SINGLE TIME_
 
that's if your shields don't drop and the pirate has the right load out/aim.

limpets are in the game and are a pirates friend. i just dont bother because it half's the reward and you make money faster by bounty hunting than pirating.

need change so if a player pirates in fed space they can sell at full price in empire or anarchy space. while giving bounty hunters a permit to fire in allied no fire zones so long as their shots land on a wanted player with a bounty any where in the galaxy that way players act like the gal cops in the old game. only somewhat safe place for pirates would be anarchy stations....... and that's only if a pirates pirate isnt waiting for them.
 
It would be better if there was no super cruise, but constant acceleration in normal space. So, after entering a system at a nav point, your type 7 could be harried by pirates all the way to the dock. You could run for it, and use turrets to keep them at bay. Then police would come to help, and your ship would be the centre of a moving battle field. Eventually you'd get close to the station, and pirates would back off, due to station defences.
 
It would be better if there was no super cruise, but constant acceleration in normal space. So, after entering a system at a nav point, your type 7 could be harried by pirates all the way to the dock. You could run for it, and use turrets to keep them at bay. Then police would come to help, and your ship would be the centre of a moving battle field. Eventually you'd get close to the station, and pirates would back off, due to station defences.

That could only work if you didn't want to have real distances and scales involved. Otherwise you're lobbing multicannon rounds at hundreds of times the speed of light, etc...
 
This looks like a troll thread?
Anyone choosing OP's handle (and with Viper in sig) is not likely to be primarily a trader. Little wonder that he would like pirating to be easier?

Primarily, meaning he does most likely at least trade on the side. Which he probably does. As do I. Still want it to be harder than right now, traders have too much of a safety net; interdiction submission, jumping to a different system meaning no mass inhibition, impossible to follow through warp because the wake scanner is broken, point defence takes out limpets, the list goes on.
 
FD, if you want to make interdicting traders have a point at all (and it doesn't currently) you need to get rid of the completely idiotic fast cooldown for the FSD on submission. Until then, I can play with no weapons in the game and unless you start implementing insane npcs who station camp like the clowns in the human world I'll keep doing it in complete safety.

Elite: Dangerous unless you happen to want to participate in the highest earning activity in the game.

You are aware that the Dangerous in the game title refers to the combat rank and not a statement about the difficulty of the game right?
 

Deleted member 38366

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my sig has a viper because i'm lazy. I bounty hunted to roughly 6-7 mill and got my asp. I bounty hunted to 9 mill and then FD decided to make interdicting ships cause damage .... obviously this is an issue in an asp more so than a viper but i chose an asp since they made high bounty npcs carry weapons that really tear off any shield you can throw on a viper and since shield cells got modified, it made bounty hunting in a viper more limiting than I'd like but then bounty hunting in an asp became impractical as well.

I now fly a type 7 and trade. Now over 11 mil of my worth comes from trading. If you want a ship more costly than a viper then you most likely will always have to trade for the majority of your credits. Unless you like sticking with whatever ship and loadout you have.

I dont think you need to modify how the game works to the degree of changing super cruise or how jumps work. The mechanism for initiating npc (or player) interaction already exists, they just need to remove the guaranteed way available to completely avoid it. Make fsd take 30+ seconds to cooldown for both parties in an interdiction if submitting or otherwise and you're on your way to helping fix the problem. The running strategy works so well to the point that most people could get by trading and avoid any pirate confrontations all day long.

This is not a troll post from a bounty hunter. I now have traded more than half my total worth and heave a unarmed trade ship as my only vessel in open play. I'm telling everyone as a trader, that trading is . It's completely repetitive (i do the same trade run the entire time i'm playing and if i were to trade more and the profit dropped i could trade to a number of other systems and just rotate), it's completely safe - a truck driver experiences more risk every day than my space ship does, the profits scale with the ship but your value as a target for pirates do not... One could go on about the strange partiality that exists for trading vs any other profession in the game but I have to reboot back into windows so i can trade. I'm hoping they fix things in 1.2 so i want to take advantage of it while i can.
 
Making 270k credits per 10 min now, and I can run it for hours. Trade credits went from 11 mill at the start of the day to 24mil as of a few hours ago. Still no weapons. Interdicted a bunch of times but in my type 7 i can boost a couple times immediately and by the time the fsd is ready i can charge and be on my way again - total time is cooldown + 5 seconds.

Making my way pretty quickly to an effortless python.
 
Fsd takes 45 seconds to recharge and you take damage even on submission. There is no point submitting any more.
That's weird, I've never had damage from submitting. Just wear and tear from hypering around. I submit everytime too, I even carry bait. I like surprises and then killing them :)
 
Who makes more money: a police officer or Wall St trader? Yes, I don't think FD have the whole risk/reward balance quite right, but I'm totally OK with profession / money-earning inequity in general. I earn less credits bounty hunting but have a whole heckuva lot more fun in the process.
 
Who makes more money: a police officer or Wall St trader? Yes, I don't think FD have the whole risk/reward balance quite right, but I'm totally OK with profession / money-earning inequity in general. I earn less credits bounty hunting but have a whole heckuva lot more fun in the process.

That's fine for real life. But people supposedly load up games to have FUN. When a bounty hunter's aspiration is to buy and fully fit an Asp in 6 months compares to a trader's aspiration to own every ship fully fitted in the game in 6 months, there's a HUGE divide.

I want to fly those big ships too. I just have this stupid hang up, where I won't NOT have fun in a game. Stupid me...
 
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