I have been wanting to post this thread for sometime. During the Summerland CG and the Wolf 406 CG I started to think there has to be a solution that both traders and pirates could agree to about the different disparities that are so commonly complained about.
Problem 1. When a pirate pulls over a trader the knee jerk reaction for all traders is to submit to the interdiction. This is because it gives them near instant cool down on the FSD so they can jump again unless..
Problem 2. The pirates have such overwhelming force they can shoot out the traders drives before the FSD cool down + charge. All dedicated trade vessels, Hauler, T6, T7, T9, are not only morbidly under shielded, but the hard points you would expect from something that would need to deploy defensive measure are terribly placed.
Here are some possible solutions:
Solution 1 Increase the FSD cool down for submitting and decrease the FSD cool down for fighting interdiction. I think they should be the same cool down regardless. I understand the logic to have being forced out of SC to cause your FSD drives to overheat and take longer to cool down but here is why I would change it.
If the FSD cool down was the same regardless of submitting or fighting interdiction it would encourage the traders to actually play the interdiction mini-game. If faced with the same cool down regardless, strategically your best option is to fight interdiction and hope to get away at that point. Also, if the trader does still decided to submit to avoid hull damage he does so knowing that he has to face the same cool down as if he just fought it. This will allow pirates (as well as pirate hunters for that matter) more time to actually be effective. I am thinking a 30 second cool down is reasonable.
Solution 2. Anything that is a slow lumbering hunk of metal that is caring vast amount of wealth would be a little better protected than the current trade vessel are. To put it simply upgrade the shields, hard points and placement of hard points. Any trade vessel in a pirating situation isn't going to be trying to keep its nose facing the pirate. They will typically be running. Move the hard points to better defensive positions on the vessel.
This was my argument on another thread:
"T7 only having 307 MJS of shield strength even when eqipped max boosters and max shield is ridiculous. Not to mention only having 168T of cargo at that point. Completely useless ship at that point.
A more realistic load out only provides 256 MJS of shield despite having A5 shields. The issue is in the initial base value given to the ship. A 31 million credit ship should not be brought to its knees by a 4-6 million credit Viper/Cobra rocking rail guns.
Same issues with the T9. 6A only provides 395 MJS shield. At 468T of cargo this is at least a realistic build but the shield value is stupid low. 7A shield with 404T is also acceptable but I am not sure 542 MJS is really enough to expect to survive. Sure you can go to 8A but really a 273 million credit ship that only runs 276T of cargo and still is only getting 710MJS shield even though you dropped 162 MILLION on shields?
You could fix the laughable shield values 1 of 2 ways or both. Give them more utility mounts to equip more shield boosters. I mean a T9 cant fit more than 4 utility mounts? REALLY? Its a huge ship. I think it can find space for 4 more. At least 2 . Same with T7. Its a big ship. I think you can find space to add 2 utility mounts.
The other way is to simply increase the base value of the shield stat for ship so the add ons are more effective.The T9 only starts with 240 base shield. T7 - 120. To compare that with its peers (size and relative cost). Clipper has base value 180, 60 more than the T7, even though its arguably the fastest ship in the game. Wouldn't the slower ship be packing more shields knowing they cant run? Federal Dropship 200. For the T9 the only comparison in price is with the Python getting a 260 base shield. In size you compare it to the Anaconda that gets a 350 base shield.
..... They do not need extra tonnage. They make plenty of money with the allotted tonnage they currently have. They just need to be able to protect themselves better because currently they are defenseless tin cans that carry vasts amounts of wealth, which also doesn't make sense."
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So, pirate and trader alike tell me what you think or if you have any suggestions. Please make them educated and polite. There are enough threads of dung flinging, that is not necessary here. In both pirate and trade meta's there are disparities that need to be fixed and with the history the devs have on listening to player input, we should be able to come up with reasonable solutions that both traders and pirates could agree.
Problem 1. When a pirate pulls over a trader the knee jerk reaction for all traders is to submit to the interdiction. This is because it gives them near instant cool down on the FSD so they can jump again unless..
Problem 2. The pirates have such overwhelming force they can shoot out the traders drives before the FSD cool down + charge. All dedicated trade vessels, Hauler, T6, T7, T9, are not only morbidly under shielded, but the hard points you would expect from something that would need to deploy defensive measure are terribly placed.
Here are some possible solutions:
Solution 1 Increase the FSD cool down for submitting and decrease the FSD cool down for fighting interdiction. I think they should be the same cool down regardless. I understand the logic to have being forced out of SC to cause your FSD drives to overheat and take longer to cool down but here is why I would change it.
If the FSD cool down was the same regardless of submitting or fighting interdiction it would encourage the traders to actually play the interdiction mini-game. If faced with the same cool down regardless, strategically your best option is to fight interdiction and hope to get away at that point. Also, if the trader does still decided to submit to avoid hull damage he does so knowing that he has to face the same cool down as if he just fought it. This will allow pirates (as well as pirate hunters for that matter) more time to actually be effective. I am thinking a 30 second cool down is reasonable.
Solution 2. Anything that is a slow lumbering hunk of metal that is caring vast amount of wealth would be a little better protected than the current trade vessel are. To put it simply upgrade the shields, hard points and placement of hard points. Any trade vessel in a pirating situation isn't going to be trying to keep its nose facing the pirate. They will typically be running. Move the hard points to better defensive positions on the vessel.
This was my argument on another thread:
"T7 only having 307 MJS of shield strength even when eqipped max boosters and max shield is ridiculous. Not to mention only having 168T of cargo at that point. Completely useless ship at that point.
A more realistic load out only provides 256 MJS of shield despite having A5 shields. The issue is in the initial base value given to the ship. A 31 million credit ship should not be brought to its knees by a 4-6 million credit Viper/Cobra rocking rail guns.
Same issues with the T9. 6A only provides 395 MJS shield. At 468T of cargo this is at least a realistic build but the shield value is stupid low. 7A shield with 404T is also acceptable but I am not sure 542 MJS is really enough to expect to survive. Sure you can go to 8A but really a 273 million credit ship that only runs 276T of cargo and still is only getting 710MJS shield even though you dropped 162 MILLION on shields?
You could fix the laughable shield values 1 of 2 ways or both. Give them more utility mounts to equip more shield boosters. I mean a T9 cant fit more than 4 utility mounts? REALLY? Its a huge ship. I think it can find space for 4 more. At least 2 . Same with T7. Its a big ship. I think you can find space to add 2 utility mounts.
The other way is to simply increase the base value of the shield stat for ship so the add ons are more effective.The T9 only starts with 240 base shield. T7 - 120. To compare that with its peers (size and relative cost). Clipper has base value 180, 60 more than the T7, even though its arguably the fastest ship in the game. Wouldn't the slower ship be packing more shields knowing they cant run? Federal Dropship 200. For the T9 the only comparison in price is with the Python getting a 260 base shield. In size you compare it to the Anaconda that gets a 350 base shield.
..... They do not need extra tonnage. They make plenty of money with the allotted tonnage they currently have. They just need to be able to protect themselves better because currently they are defenseless tin cans that carry vasts amounts of wealth, which also doesn't make sense."
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So, pirate and trader alike tell me what you think or if you have any suggestions. Please make them educated and polite. There are enough threads of dung flinging, that is not necessary here. In both pirate and trade meta's there are disparities that need to be fixed and with the history the devs have on listening to player input, we should be able to come up with reasonable solutions that both traders and pirates could agree.