FC in a hostile system

It's a rather messy problem caused by the decision to have sys sec patrolling around your carrier and them attacking any hostile player. It's not a bug, it's just an unfortunate clash of how parts of the game work. They can't be destroyed by the carrier as this would help to tank the influence of the controlling faction with no effort from the player. It's not ideal, but given that FDev wanted sys sec around the carriers I can't think of a solution to this.

Realistically if you've put a decent shield or hull at worst they'll give you a tickle- they're not exactly combat ships really.

What happens if the system security are pirates? Or a powerplay faction?
Anarchy systems have no sys sec, so this will never happen (yes, another reason why anarchies are better) and powerplay has no bearing on this. It's solely down to whether you're hostile with the minor faction controlling the system.
 
I had the hilarity of this yesterday. When I left my friend's carrier, I went straight up and smashed into five of these clowns which gave me 5 reckless flying fines, that were still coming through on the hud whilst I was in the jump tunnel.

So, no it isn't a bug, it's just what it is.
 
Well, the carrier is really big. Can't hide it. Has engines could move it.
The locals can see who owns it. And well just be glad they don't call in a capital ship to remove hostile, unwelcomed guests.
 
I can't think of a solution to this.
Really? Here are three solutions off the top of my head: (1) force you to move your carrier to another system. (2) cease patrolling around your carrier. (3) let the carrier have its own security forces - I mean, there are all those people talking on the radio about live fire exercises and so on. There are obviously people living on the thing.
 
just be glad they don't call in a capital ship to remove hostile, unwelcomed guests.
Local factions go to war with each other - the very definition of hostility. After the war, they manage to be okay with one of them controlling the system and the other controlling some tiny outpost. They don't feel the need to call in a capital ship to attack the outpost. Nor do they fly around the outpost attacking people who are friendly with that faction.
 
Really? Here are three solutions off the top of my head: (1) force you to move your carrier to another system. (2) cease patrolling around your carrier. (3) let the carrier have its own security forces - I mean, there are all those people talking on the radio about live fire exercises and so on. There are obviously people living on the thing.

It would still be attacked, only the local system security would then be fighting with you and your FC security. You see a FC drops into a system and starts launching hostile ships, what exactly do you expect local security to do? Nothing?
 
It would still be attacked, only the local system security would then be fighting with you and your FC security. You see a FC drops into a system and starts launching hostile ships, what exactly do you expect local security to do? Nothing?
This is an odd reply. You seem to be pretending, in your reply, that there are actual people flying actual ships and giving order to people who fly ships. "zomg go attack that carrier" - you imagine them to say.

But there are no actual people. It's a game. And the presence of the ships is a game mechanic. The developers can make it anything they want, and then explain it any way they want.

So no, it's not true that "it would still be attacked" if my suggestion was implemented.

But just to run with your hypothetical (where we imagine there are actual people commanding the system security) - how do you explain the situation where two minor factions go to war, and afterwards one of them controls the system, and the other one controls a tiny outpost (an outpost smaller than an FC)? How do you explain the fact that the controlling faction doesn't attack the outpost?

Whatever answer you have - please apply the same logic to my FC.
 
FD need to stop this whole instant- hostile when you have hostile rep, and make it more like being wanted; how can they even identify you have hostile rep without scanning you? It just creates so many problems and inconsistencies, and this is just another one of those.
 
The mess comes from smunching station rules with megaships- and there really isn't a good solution other than remove all sec ships (since what good do they do?).

I mean, FCs are indestructible, it looks silly having security being shot at with pen lasers, the carrier is really a franchise (so why would Brewer allow the ship to be used for disreputable activities?), smuggling is far to casual and easy (that is, fines and sec are too easy to get around)...and so on and so on. FCs are a Venn diagram of ED issues and highlights the weaknesses of a lot of mechanics.
 
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