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Member
Pilot Name: TexMurphy
Joystick: X45
Join Date: Mar 2005
Location: Gothenburg Sweden
Posts: 122
Nominated 0 Times in 0 Posts
TOTW/F/M Award(s): 0
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Re: Policing Civ rippers
Grim,
You say "Miners and Haulers have to be made safer inorder to increase the ammount of the mentioned player types in the game". We say "Miners and Haulers have to be made safer inorder to increase the ammount of the mentioned player types in the game". You say "The game experience of miners and haulers is made safer through turrets and missiles". We say "The game experience of miners and haulers is made safer through tools that provide them with escorts". We are all after THE SAME THING and we are all suggesting two things that HAVE NOT BEEN TRIED. We can discuss things for ever until either or both of them ARE TRIED. Can we agree that you have your ideas of how to reach the common goal while we have our ideas but the most important thing is NOT how but that safety is in fact increased. Tex |
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Re: Policing Civ rippers
Sure, if you admit that having turrets doesn't at all decrease the need for escorts, and in fact probably increases it. I'm not saying escorts are bad, or that new escorting tools would be bad, only that they won't be enough, and don't address the core issue.
To me the core issue is that ND designed these ships so that the players who choose to fly them are instantly helpless victims, and that's not a fun role to fill. |
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Member
Pilot Name: daslog
Joystick: sidewinder
Join Date: Jun 2007
Location: new hampshire uber alles
Posts: 353
Nominated 0 Times in 0 Posts
TOTW/F/M Award(s): 0
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Re: Policing Civ rippers
I still think the answer is to put all the good roids in unreg, make reg space spawn instakill AI police that only show up in reg. The PvE folks that don't want to take risks can hang in reg and mine, and the miners that want phat profits can hire an escort and go to unreg.
Problem solved. |
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Re: Policing Civ rippers
Quote:
They would kill and log, kill and dock, kill and dock-wait, kill and 2nd acc claim bounties, kill and fly mid gank threatening all with further civ rips if interfered with, kill and be genuinely lame afterwards. If only I had a $ for every time I have shot someone in one account or another and had them say - "that's it, ALL of joos friends, family and pets are KOS now.. even da miners!!" - even though they initiated the whole rollocks. In my experience most bad guy rp is just a cover for win button seekers who use every trick they can to 'win' and that is why bounties are high, not because of the civs, but the bountied themselves. |
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Re: Policing Civ rippers
Quote:
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Member
Pilot Name: daslog
Joystick: sidewinder
Join Date: Jun 2007
Location: new hampshire uber alles
Posts: 353
Nominated 0 Times in 0 Posts
TOTW/F/M Award(s): 0
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Re: Policing Civ rippers
If the AI instakilled after the civ died, then it would help with the stripping problem.
EDIT: Then again, does killing the stripper help at all? |
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Re: Policing Civ rippers
Absolutely not. That's why stripping is so abhorrent -- it's a lose/lose for those trying to defend against it.
IMO, the only way to handle stripping is for the game to monitor purchase of non-native goods and then to bounty and strip insurance from those who take more than a nominal amount of non-native equipment or 2nd/3rd-tier commods. To make it "sporting" perhaps make it 85/15 that launching with more than the allowed number of items will trip an "alarm" and trigger the bounty/insurance cancellation/PR penalty. I started germinating an idea about how to control inventory movement HERE, but have not finished the thought. The idea was not only to inhibit stripping, but also to discourage meaningless BPC runs. |
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Re: Policing Civ rippers
But then what’s to stop ppl like me with three accounts taking the maximum allowed for one account in each account, would this be striping or slightly bending the rules ?
Not saying I WOULD OR HAVE ANY INTENTION OF DOING THIS. I take on the whole what I need, a few items here and a few items there I look at t he amount in stock before I take. |
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