Easy fix for carrier hostage:

  • Thread starter Deleted member 110222
  • Start date
All carriers have a shipyard by default with a Sidewinder available to buy at 0 credits, with no option to disable this facility.

If held hostage, player can buy Sidewinder, self destruct, respawn in Freewinder in bubble, and have real ship transferred back with existing mechanics.

Boom. (Literally) No more hostage cases.
Not playing much these days, someone brought me a PS4 a year ago and enjoying RDR2 and Project cars, during my game time.

Personally, I don't really see the point of having a Carrier. They are a massive credit sink and I would say that only the obsessed players, or those happy to grind, day in and day out, will ever gain a profit, with a Carrier; especially when you consider the buying price, upgrades and general running costs. But I don't really know much about these things and maybe someone can prove to me, that 'normal' game play, can make a Carrier profitable; without writing off the initial costs, of it.

That said: If the OPs concept works, to resolve the issue of the day, then fair play to them.
 
All carriers have a shipyard by default with a Sidewinder available to buy at 0 credits, with no option to disable this facility.

If held hostage, player can buy Sidewinder, self destruct, respawn in Freewinder in bubble, and have real ship transferred back with existing mechanics.

Boom. (Literally) No more hostage cases.
Oh ok good. So has the general rule of when you die you respawn at the nearest point of civilization changed then? i.e. you respawn at the last space port or planetary station you last docked at? Because I was under the impression players (especially if they're n00bs with zero game XP and just left the N00b system) were being forced to respawn inside the FC. Which for all practical purposes, is really a mobile space hub. So they didn't have that option to self combust and respawn inside the bubble.

Regardless, I'm glad FDev finally decided to come back from whatever plane of Oblivion they've been vacationing in and wield the ban hammer. Consensual PvP/PvE was always a gray area in Open. But this sort of exploitation, via over the top irl social engineering really took griefing and trolling in this game to the next level.

That being said, the perps who got ban hammered are addicted to this sort of toxic and predatory player engagement. They're likely going to switch to an alt account on another platform. Or if that isn't possible, simply re-buy another copy of the game. It's going on big discount on places like Steam and for console due to its maturity.
 
All carriers have a shipyard by default with a Sidewinder available to buy at 0 credits, with no option to disable this facility.

If held hostage, player can buy Sidewinder, self destruct, respawn in Freewinder in bubble, and have real ship transferred back with existing mechanics.

Boom. (Literally) No more hostage cases.

Easiest solution would be to staff the Frontier support lines with 10yo girls and get their opinion on player to player encounters.
 
Which is why an small update would be needed...

You're misreading my post, so I'll reiterate.

All carriers are given a shipyard by default with no option to disable the facility.

No thanks, I don't want a shipyard on my FC, a shipyard is just extra expense, then randoms just start storing their ships and junk on the FC, It's enough of a pain already to have a compulsory market that I have to pay for and never use, I don't want a shipyard that I will also have to pay for and maintain for other players who will never get on my ship anyway because I have all access except owner turned off.
 
Sure, although since I have one on my carrier I'll be expecting the 250 million and 3000t capacity back if these get made default. I'm not going to say no to a suggestion that benefits me for no cost.

Really though, what is needed is a tutorial or training scenario on fuel scoops. Something to show the new players how important these are.

People fitting FSDs that won't let you jump out a system is something I don't have an answer for though. Even early on in the game, you'd never have caught me with anything less than the biggest and best modules I could get. Why would you not want the best ship you could afford?
 
People fitting FSDs that won't let you jump out a system is something I don't have an answer for though. Even early on in the game, you'd never have caught me with anything less than the biggest and best modules I could get. Why would you not want the best ship you could afford?

Not saying this is the case with those duped into a free ride on an FC, but apparently some people are so amazingly good at flying a space ship that if they shave a few tons off of a build by equiping the lightest FSD possible, that fractional degree of increase in pitch and the extra 3 ms in speed gives them a decisive advantage in combat. Some of these pros, with the introduction of detention centers, did much wailing when they couldn't jump out of the penal colony system they eventually found themselves in.
 
Not saying this is the case with those duped into a free ride on an FC, but apparently some people are so amazingly good at flying a space ship that if they shave a few tons off of a build by equiping the lightest FSD possible, that fractional degree of increase in pitch and the extra 3 ms in speed gives them a decisive advantage in combat. Some of these pros, with the introduction of detention centers, did much wailing when they couldn't jump out of the penal colony system they eventually found themselves in.
Well, if you're asking me if I believe that one is as bad as the other...

Yes. Yes it is.

No excuse not to have a spare DBX sat somewhere.
 
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