1. 0% Hatch health = instant dump of all cargo onboard. Period.
2. More hull health is fine by me. That means I can shoot out engines and not accidentally kill the trader.
3. Longer combat log timer - 2 - 5 minutes. I've actually killed traders I suspected were trying to combat log. The 15 seconds just doesn't give us much time to take chances with it. However, they can always just pull the plug. Those get reported.
4. Equal FSD cooldown is a good thing. 30 - 60 seconds is fine to me.
5. Remove the wingman beacon trading exploit! This has to go! It's cheating, plain and simple.
6. Better limpets.
7. Bigger cargo scoops--ability to multi-scoop would be nice. A magnetic attachment would be an added bonus so the cargo is pulled towards it. This would speed things up.
8. Solo mode gains stay in solo mode. All money and ships made in solo mode can't be carried over to open mode. This would be tremendous.
9. AI rework so they carry cargo worth pirating! The main reason humans are pirated is it is the only way to get profitable cargo.
10. Shoot out engines = hard stop. No more constant inertia in one direction. If I blast out engines I still can't get the cargo... or much of it. However, if you do #1 it would help this a lot.
The trader ships aren't too weak... they CHOOSE to run max cargo holds, with less than optimal shields. If you want to survive as a trader in open, run a top tier shield generator, a few boosters, and a SCB. You will survive every time. If you choose to run NO defenses, don't complain when you die. The balance is already there, traders just choose more cargo over more survivability.
Hmmmm, I wonder why... maybe because they need cargo room to make money? Come on, dude. Punishing someone for doing their job is downright petty.
There is a fine line here though if you buff piracy you will also buff griefers.. Buffing the traders just plain needs to happen same with npc traders. But before you can institute ways of preventing an escape you have to deal with the psycho "reaper" play style.Ehhhh.... shooting out my engines would just make me say "Well, f' you, now I can't move or repair (most likely) and thus am stuck out here to die anyway."
The trader ships aren't too weak... they CHOOSE to run max cargo holds, with less than optimal shields. If you want to survive as a trader in open, run a top tier shield generator, a few boosters, and a SCB. You will survive every time. If you choose to run NO defenses, don't complain when you die. The balance is already there, traders just choose more cargo over more survivability.
Also.. as I have said countless other places... solo or open should be a choice you make when you create your CMDR, and you're stuck there. No going back and forth. If you want to try the other game mode, buy an additional CMDR slot, or wipe your save. The ability to go back and forth is a terrible design idea IMO, and ruins quite a bit of this game.
Trader ships don't have the overhead to run shields and haul an amount of cargo on par with a multi role ship.The trader ships aren't too weak... they CHOOSE to run max cargo holds, with less than optimal shields. If you want to survive as a trader in open, run a top tier shield generator, a few boosters, and a SCB. You will survive every time. If you choose to run NO defenses, don't complain when you die. The balance is already there, traders just choose more cargo over more survivability.
Also.. as I have said countless other places... solo or open should be a choice you make when you create your CMDR, and you're stuck there. No going back and forth. If you want to try the other game mode, buy an additional CMDR slot, or wipe your save. The ability to go back and forth is a terrible design idea IMO, and ruins quite a bit of this game.
Yeah, I experienced that recently. Although I'm a bounty hunter I've been running with a cargo scanner recently as I was hunting for unknown artifacts (no luck so far). When I interdicted a Wanted NPC T7 and found that he was carrying Imperial Slaves I decided to disable him first then blow the hatch and drop off the slaves at an outpost.I couldn't agree more, even tho I'm a pirate. I think trader ships are too weak, like they're made of wet cardboard. They're so weak I occasionally kill them on accident, when trying to shoot out their drives or hatch.
The trader ships aren't too weak... they CHOOSE to run max cargo holds, with less than optimal shields. If you want to survive as a trader in open, run a top tier shield generator, a few boosters, and a SCB. You will survive every time. If you choose to run NO defenses, don't complain when you die. The balance is already there, traders just choose more cargo over more survivability.
Also.. as I have said countless other places... solo or open should be a choice you make when you create your CMDR, and you're stuck there. No going back and forth. If you want to try the other game mode, buy an additional CMDR slot, or wipe your save. The ability to go back and forth is a terrible design idea IMO, and ruins quite a bit of this game.
Here is an idea:
What if an interdictor that successfully pulls a ship out of FSD continues to tether it in that instance so long as the interdicted ship remains within a certain distance? Like say, a 5km FSD jam. Then a trader's options go from submit and boost away to try to escape interdiction, and failing that, either accept the pirate's demands, or distract/survive until police forces come to intervene. This also means with things like bounty hunting, where the targeted ship is not sluggishly slow, would become a little more interesting.
Trader's and Pirate's take note:
I am a Elite Explorer, I do trading to make up for funding as needed.
I fly an Armed/Armored ASP Explorer (cost 30+ Million). If I am Exploring OR Trading my ship is shielded and armed.
To the Trader's out there, fly the ship of your choice, however protect your assets. Do not fly unshielded and/or unarmed/under rated ships. Remember you must be able to run and/or fight for what is your's.
I can only haul 80 tons or so trading, I can haul only 16 tons Exploring and only have a 25+ Light year Jump range - it's the cost of what I choose to do. - Our Cost -
To the Pirate's out there, I am both fast and deadly IF you are in a ship smaller than a Clipper or Python you best hope I can run away as you will not survive a fight with me. Beams, cannons and armor - it's the cost of doing business. - Your Cost -
For the Trader's it is our cost to protect what is our's.
To the Pirate's out there it's your cost for 'thinking' you can stop me.
Have a nice day Commander's and 'Fly Safe' O7
The trader ships aren't too weak... they CHOOSE to run max cargo holds, with less than optimal shields. If you want to survive as a trader in open, run a top tier shield generator, a few boosters, and a SCB. You will survive every time. If you choose to run NO defenses, don't complain when you die. The balance is already there, traders just choose more cargo over more survivability.
Then run a couple boosters and an SCB or two. You don't need to last an entire battle, just long enough to cool down and charge.Yes they are too weak. Even if you run max shields they have garbage protection. You either didnt read the entire post or dont understand shield mechanics. A5 shields dont offer the same protection for every ship.
Then run a couple boosters and an SCB or two. You don't need to last an entire battle, just long enough to cool down and charge.
But I agree. Your shield strength should be directly tied to the size of the generator, and the mass of this ship it has to protect, regardless of what kind of ship it is.