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Ulstan
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Posted - 2003.07.24 22:25:00 -
[1]
Ignoring all the attempts from many people who don't know what they are talking about in their attempts to claim SI and the Gang are not real pirates, let me address the only real valid point they raised.
I feel it probably is a little too easy for pirates to escape out through a jump gate. I think CCP needs to address that somehow - perhaps by introducing jump scrambling modules just like you have warp scrambling modules. Such modules would be used by pirates as well as against them, but at least a prepared and determined foe would have a chance of coming to grips with a pirate force.
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Ulstan
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Posted - 2003.07.24 22:40:00 -
[2]
I'd like to point out that anyone who thinks pirating is a great way to make money and not the most dangerous, least reliable, least profitable way to spend your time, is more than welcome to try their hand at it. ;)
"Saving face doesn't seem to rate very high with pirates either, considering my corp is made mostly of newbies and we routinely push pirates out of our local 0.0 space, even ones in battleships. You don't impress me at all."
We're not trying to impress you. We are trying to make money. We are not terribly interested in saving face. I'd rather save isk. Face doesn't replace our destroyed ships. Face doesn't buy us back modules we lose. Face doesn't pay the clone bills. Face is not all that valuable :( Especially if you have a face like drunkenmasters. ;)
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Ulstan
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Posted - 2003.07.24 22:48:00 -
[3]
Oh and yes, trying to face down 6 crusiers in a bestower is dangerous. But it's an *avoidable* danger by taking the most elementary of precautions. (Ie, not being afk with autopilot on).
You can usually quite easily avoid people trying to get you if you are paying attention. I had 4 MoA's trying to hunt me down in Mara in my merlin, but I eventually gave them the slip and escaped. (Thanks to the warp immunities).
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Ulstan
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Posted - 2003.07.25 00:30:00 -
[4]
Drunken - yes any such jump inhibiting module would inevitably be put to good use by pirates. I suppose a bestower with a MWD on might be able to make it to jump range before they even get locked on, but it would cut down on the numbers of other people who are able to get by. But then, we do have a limited number of slots, so something else would have to go. ;)
And I don't propose a module that disables the gate, just individual ships.
Alternatively, I imagine CCP would probably implement some rule to prevent you jumping through a gate if your guns have fired in the last 10s or whatever.
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Ulstan
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Posted - 2003.07.25 00:51:00 -
[5]
Fusco - please realize that when we say pirating is the most dangerous, we are referring to the pirate profession as a whole. Essentially, you can never let your guard down.
While specific aspects of a true Trader (shuttling goods through dangerous areas) may be more dangerous than certain aspects of a pirates career ( camping a gate with a good support crew at his back) we are attempting to compare to two professions as a whole. ;)
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Ulstan
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Posted - 2003.07.26 01:54:00 -
[6]
"It also does not change the fact that camping is a lame tactic."
On the contrary. It is the only tactic. A rather important distinction. Where else do you suppose pirates should camp? At the stations in secure space? Please.
A traders route can go Station -> gate -> gate -> gate -> gate -> station.
If the stations are in secure space, the pirate *must* camp them at one of the stargates they go through. There is no other option.
Maybe if ccp gave us some modules that could be used to drop traders out of warp into an ambush in the middle of space we could dispense with the gate camping.
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