Another solution to ganker problem

I agree with the NPC comparison. But there are plenty who look for more challenge than the actual NPCs present in-game, and PvP provides that opportunity (for those that want it).
I dont know what kind of challenge something like my then ASP X gave, at the point where I usually got wrecked by NPC's :D Likely same is true for todays NB's
 
I dont know what kind of challenge something like my then ASP X gave, at the point where I usually got wrecked by NPC's :D Likely same is true for todays NB's

Almost all my ships are built with the possibility of attack in mind. Those that aren't are only used in circumstances where the chances of being attacked is so remote I am happy to take the risk of rebuy, for example I have mining ships that I run shieldless for extra capacity while exploring, but can be fitted with shields at the expense of cargo capacity if I feel the need.

When returning from an exploration trip or other circumstances where I might be flying a more heavily compromised ship I plan my approach into populated systems, usually switching to a safer ship or persuading other Cmdrs to escort me in but occasionally by switching to solo before I jump into potential danger (from players).

If you don't know a system is a ganking hotspot (a new CG for example) you quickly find out, and may have time to escape before being engaged. If you do know in advance, you can plan for it. I find that contingency planning kinda fun, and it's a large part of why I remain in Open even when most of the time the chances of meeting another Cmdr is remote.

From the gankers perspective it's just an easy kill, and move onto the next. If they meet any real challenge they may rise to that & both part ies have some fun, or they may run for safety. Or they might get some friends together & try again ;)

Eating a rebuy to a sore winner that laughs at you is embarrassing ;) All the more so for an experienced Cmdr who should know better than to fall into a trap like that. I try to not fall into that trap (while remaining in Open with an empty blocklist), and if I do, accept they beat me & congratulate them if I have the opportunity (if they accept a friend request & aren't just a jerk, ime many aren't).
 
Almost all my ships are built with the possibility of attack in mind. Those that aren't are only used in circumstances where the chances of being attacked is so remote I am happy to take the risk of rebuy, for example I have mining ships that I run shieldless for extra capacity while exploring, but can be fitted with shields at the expense of cargo capacity if I feel the need.

When returning from an exploration trip or other circumstances where I might be flying a more heavily compromised ship I plan my approach into populated systems, usually switching to a safer ship or persuading other Cmdrs to escort me in but occasionally by switching to solo before I jump into potential danger (from players).

If you don't know a system is a ganking hotspot (a new CG for example) you quickly find out, and may have time to escape before being engaged. If you do know in advance, you can plan for it. I find that contingency planning kinda fun, and it's a large part of why I remain in Open even when most of the time the chances of meeting another Cmdr is remote.

From the gankers perspective it's just an easy kill, and move onto the next. If they meet any real challenge they may rise to that & both part ies have some fun, or they may run for safety. Or they might get some friends together & try again ;)

Eating a rebuy to a sore winner that laughs at you is embarrassing ;) All the more so for an experienced Cmdr who should know better than to fall into a trap like that. I try to not fall into that trap (while remaining in Open with an empty blocklist), and if I do, accept they beat me & congratulate them if I have the opportunity (if they accept a friend request & aren't just a jerk, ime many aren't).
Typically I change to Solo for last leg when returning from deep black. That ASP X was my noobwagon long time ago, before I bought Python. More about ASP's capability of being big Cobra than good exploration ship.
 
Almost all my ships are built with the possibility of attack in mind. Those that aren't are only used in circumstances where the chances of being attacked is so remote I am happy to take the risk of rebuy, for example I have mining ships that I run shieldless for extra capacity while exploring, but can be fitted with shields at the expense of cargo capacity if I feel the need.

When returning from an exploration trip or other circumstances where I might be flying a more heavily compromised ship I plan my approach into populated systems, usually switching to a safer ship or persuading other Cmdrs to escort me in but occasionally by switching to solo before I jump into potential danger (from players).

If you don't know a system is a ganking hotspot (a new CG for example) you quickly find out, and may have time to escape before being engaged. If you do know in advance, you can plan for it. I find that contingency planning kinda fun, and it's a large part of why I remain in Open even when most of the time the chances of meeting another Cmdr is remote.

From the gankers perspective it's just an easy kill, and move onto the next. If they meet any real challenge they may rise to that & both part ies have some fun, or they may run for safety. Or they might get some friends together & try again ;)

Eating a rebuy to a sore winner that laughs at you is embarrassing ;) All the more so for an experienced Cmdr who should know better than to fall into a trap like that. I try to not fall into that trap (while remaining in Open with an empty blocklist), and if I do, accept they beat me & congratulate them if I have the opportunity (if they accept a friend request & aren't just a jerk, ime many aren't).
Hey, here's the best explorer ship:
Super safe, and 30 Ly jump range with the double engineered FSD is just perfect (well it certainly used to be once, before engineers).
I even had a couple of first discoveries with it (although most of the time I was using the carrier I admit, because I hate endless jumping, with a passion).
:cool:
 
Hey, here's the best explorer ship:
Super safe, and 30 Ly jump range with the double engineered FSD is just perfect (well it certainly used to be once, before engineers).
I even had a couple of first discoveries with it (although most of the time I was using the carrier I admit, because I hate endless jumping, with a passion).
:cool:
30 ly jump range is well...tedious. My Cutter jumps 30 ly, and flying it to Colonia and back was, well something I will not do anytime soon again :D
 
Hey, here's the best explorer ship:
Super safe, and 30 Ly jump range is just perfect (well it certainly used to be once, before engineers).
I even had a couple of first discoveries with it (although most of the time I was using the carrier I admit, because I hate endless jumping, with a passion).
:cool:
B6WfYTr.jpg

Fully armed & armoured, this pic was taken in 2017. With a 19ly jump range it took me 7 months to get it there & I didn't dock for over a year. I never had any trouble but I like to think that if I had, I was as ready as I could be to survive ;)

Now i explore on a carrier & have about 20 ships I can choose from, some high range paper aeroplanes, most are just fast. Exploring on a carrier the loss associated with rebuy is all but eliminated.
 
Problem with beefing up exploration ship is that for 99.9 % of time you will not need those beef ups. And even relatively small range loss tends to add obligatory jumps fast.
 
Problem with beefing up exploration ship is that for 99.9 % of time you will not need those beef ups. And even relatively small range loss tends to add obligatory jumps fast.

You are right of course, but part of what an exploration build needs to do it get back to dock to sell the data :) It's a different (imo more entertaining) way to play.
 
Trade hours of additional jumpin for ten minute thrill.

Well the thread isn't about exploring so much as 'how to solve the ganker problem'. I'm describing how I mitigate that risk without blocking and while remaining in Open.

I'm in the game right now in Open, mining for trit in a shieldless cutter. It still has reactive armour, three point defence & a bunch of shield boosters (for a shield that isn't currently fitted). But I'm 55kLy from the bubble, nobody's going to attack me.
 
Well the thread isn't about exploring so much as 'how to solve the ganker problem'. I'm describing how I mitigate that risk without blocking and while remaining in Open.

I'm in the game right now in Open, mining for trit in a shieldless cutter. It still has reactive armour, three point defence & a bunch of shield boosters (for a shield that isn't currently fitted). But I'm 55kLy from the bubble, nobody's going to attack me.
One of those posh carrier owners :D, poor billionaire like me does not have such stuff :D
 
One of those posh carrier owners :D, poor billionaire like me does not have such stuff :D

Multiple accounts is the best way of transportation, it's even better than a carrier. Galahad is in Colonia atm (which is a ghost town btw), still I'm comfortably sitting in my FDL in the Bubble, waiting for a wingfight event to start. :)
 
You guys are talking about a lot of ideas and I haven't seen anyone say that they should simply weigh the FSD Interdictor more heavily toward the gankee.

If you make it easier for the person getting ganked to escape - not incredibly easy but where the ganker's skill has to far outweigh the skill of the gankee - you can accomplish a few things:

1. You make it so ganking isn't as big a deal to people who don't like being ganked, reduces it from a critical problem to a nuisance.
2. Gankers will enjoy the added challenge of having to be far more talented at interdicting.
 
Only been ganked twice, once back in 2015 by a cmdr who thought he would take on a sidey in a fully kitted vulture. Second was a corvette just week whilst using the fas scanner
 
1. reduces it from a critical problem to a nuisance.

No it would not, because not even now is it a critical problem. Never has been.

2. Gankers will enjoy the added challenge of having to be far more talented at interdicting.

The majority of them are already far more talented at it than average gankees. Just try and interdict them back.

That's mainly because they are doing it more often, which makes them more experienced.

The ultimate problem is PvE being way too easy. If NPCs were tougher and their interdictions were harder to evade, then PvE players would be better and there would be much less whining about this whole "critical problem".
 
Last edited:
Back
Top Bottom