
Kynoch
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Posted - 2004.04.02 22:33:00 -
[1]
Edited by: Kynoch on 02/04/2004 22:36:02
Quote:

So here we go again. Me and my friend are pinned down safely inside a station.
It was the usual story; we were happily camping a gate in 0.0 scoring some kills, he was in a battleship and I in my interceptor. Then all of the sudden we see a minor blob coming our way on the map. It moved very subtly and stealthy. And, as customary the blob stayed in our neighbouring system for a few minutes longer than the rest and then *kablamo* - local expands from us two to a total of six.
Of course, this was expected. The carebear world doesn't exactly hold the brightest of tacticians out there who know how to secure kills...
So my mate and I go and dock, hide if you will. But the thing is, this somehow seems like a victory to the people outside. "Why", do I ask myself, and "why" should them ask themselves too. If they were moving a convoy through this system, they would have been successful, because then at least they would have kept us from destroying their convoy. BUT, they don't have a purpose, other than the mere holding up fifteen jumps from where they live. Hence noone wins, least of all them, for the only thing they've accomplished is going on a two hour trip which in the end made no difference at all.
*****
In the extension you light side guys need to realise that you can't win. This scenario was just an example of it. Whatever happens, whatever game mechanics are changed and features implemented, this will always remain true; pirates always win.
As pirates we hold the initiative. And as the holder of initiative (assuming you have a hint of a brain) you can't lose. You pick where to attack, you steer the outcome of combat. Only with extreme bad luck or extreme bad planning can the initiativetaker lose.
People need to realize this simple truth. Holding up a pirate at a station does no good - he just logs for a few minutes and comes back later. While he can camp a gate for hours because it's his purpose and he makes money out of it, the common "good guy" has no reason to camp a station for very long without results. Hence he will give up sooner or later.
While the pirate can roam wherever he wants and in theory kill you wherever you undock at his conditions, you can't function as the "legit" citizen you are and always at all times be prepared for an attack.
(By the way - while I am typing this enemies in local has grown to 6 contra our 2 ships, with the usual smack of "cowardice" in local )
Realise the futile attempts at anti-piracy has always been exactly that; futile. Defense is reaction to offense, and as you adapt to that offense, the offense changes form. We have the initiative.
But keep up the good fight, you guys! It's cute observing how you slowly pick up and poorly try to imitate our tactics a month after we develop them. 
/Nightfang
Ok before you start to feel too superior (too late). Let me propose this. When I and corp mates come into a chokepoint to engage, our primary goal is to allow travel through the system for commerce. If we happend to get kills, then its a bonus...against equal and greater forces we have still pushed pirates out of the system, lots of damage to the rats but no kills, our minerals get through=victory. So the very fact that you were shutdown is a victory. Also as a pirate you know that the superior sized force usually wins (usually). Im not saying you were not justified going to station but you certainly dont hold the upper hand. Take A2 and hold it and I may agree with you. Oh and dont make the assumption that since some corps do a lot of mining and commerce that they are carebears, you would be wrong.
And for the record, it wasnt me and my corp that chased you into the station.
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