I’ve heard keeping a Fedo in your cargohold makes you 20% more difficult to bump. Something about the weight of the fedo and how they bounce around canceling some of the inertia of your ship.
Why not use already existing solutions to solve this problem?
I like the general idea of a freighter/ship gaining increasing warp core stabilization with “increasing time”… the programming could be based in minutes since first attempting to warp or perhaps a counter that goes up every time a rookie ship dies scramming it out of warp…
The other idea I like: freighters could use more CPU and/or lower-slots… A freighter pilot should be able to fit a warp stabilizer, if so desired… but really, what is needed is more variety of fit possibilities… that work. Right now, a freighter owner should really only fit 3x bulkheads… so that at least he will be the most expensive to kill and have the likeliest possibility of being repped… the game needs variety and options.
I agree there needs to be variety in fitting for freighters. And there is!
Other options than bulkheads are viable choices for freighters, maybe just not in this particular situation of near gates in a notorious HS system where bulkheads are superior.
If I’d ever bother heavily going into industry and get my stuff Titan bridged over, or warp large volumes between the refining, building and selling structures you can bet I’d use cargo expanders instead of bulkheads on the freighter. Likewise the bulkheads on my Nomad are only for HS, while I have other choices like cargo expanders or fuel economizers elsewhere.
Isn’t it crazy that for under a million ISK for T2 Bulkheads you can gain hundreds of thousands of additional HP. That’s insanely good. We should make freighters open to more slots but they need to be specialised to a freighter hull.
Does it make sense that Bulkheads that fit inside a Frigate will also fit in a freighter?
We need to make them XL Bulkheads and increase the materials needed to make them for it to make sense.
And a regular Warp Core Stab won’t work, it needs to be an XL Warp Core Stab.
Variety is great and it really doesn’t make sense that the freighter can use all these cheap modules for huge benefit.
Back on topic, the main issue at hand is that a BUMPER with SEVEN accounts (or friends) can keep a freighter permanently bumped. This isn’t balanced because?
1 account = bumped for three minutes
2 account = bumped for six
3 - 9
4 - 12
5 - 15 IF PERFECT
6 - 18
7 - imperfect infinite
Mind you if you use an account to point a freighter they go criminal and can’t do any damage to actually hurt the freighter.
Seven accounts to hold a freighter in space what one account could do pre nerf.
This doesnt take into account the amount of extra accounts (or friends) who are needed to actually apply dps using catalysts or what have you.
All this against ONE hauler.
Is this an issue of bumping is unbalanced or is this an issue of teamplay versus solo play?
Of course solo play is going to have issues against a coordinated team of players.
I’m pretty sure the counter to all 7 of those accounts is a webber, or maybe 2, so 3 beats 7 in this case, so freighter pilots still have the advantage and should quit whinging before they look silly.
What exactly happens when you web a freighter in this bumped situation?
I never tried it.
I guess the freighter can give the command to warp somewhere, but takes ages to do so and gets bumped before it happens, but when webbed instantly drops to warp speed and warps off before it can be bumped again?
Or does it still need more align time (or rather, slow down time) even with webber if already bumped?
I know webbing before being bumped gets you into warp before the bump can happen so that’s already a counter, but I wonder if a delayed webber can also help an already bumped freighter.
To me this is very simple, Raise criminal status from 15 minutes to 1 day for first kill, 1hour for failed attempted, 1 week for 2 kill, 4 weeks for 3 kill, 6 months for 4 kill, and 12 months for 5 kill. also create a prison for that clone in High Sec, where the clones get stuck in real time to pay the crimes, high sec can not allow mass murders to fly around freely, they should not be able to fly high se at ALL. Criminals should be active in null or low sec outside NPC stations. Lets Make EVE a game to all! This game needs to be played by more people and not run by gankers!
Bigger harsher penalties and higher stakes, I like it!
Add that each time someone loses their clone they need to recover for a day, week or month etc. depending on how often they recently have lost a pod and how big the related ship was they lost right before, so flying a big capital-sized ship has appropriately higher stakes than some newbie flying a destroyer.
This truly allows good freighter pilots to get ahead of their peers by staying alive earning well from much more valuable courier contracts now that their competitors couldn’t fly as those competitors are in their second month out of 6 on their respawn timer for flying an unaccompanied freighter AFK.
Edit: the respawn timer only ticks down while you’re Omega, obviously.
This is a topic for another thread, but in answer to your question, no, it doesn’t work. A freighter only “insta warps” if it is already aligned and going at least the speed in the warp direction that exceeds the decreased need that webs give you. A good bumper will bump you in a direction with nothing to align to so you will never be able to achieve adequate alignment.
not what i said! death of ganked clones no penalty, but Pirate gankers must have a harsh penalty!, also we all know most pirates are financed by some corps industrialists, that pay pirates to kill competition! but thats other issue, The real issue is killing and no consequence, just loose the ships used to gank… and without catalists shotguns, game would be very diferent!
Why only raise stakes for one small part of the playerbase?
That’s why I added my suggestion too so that everyone can enjoy high stakes gameplay!
This way we too can enjoy time-outs of months for making multiple mistakes in a row, even if we are law-abiding capsuleers who would never touch red safeties. It would be unfair to only offer such fun thrilling high-stakes gameplay to the gankers, don’t you think?
you need to be aligned for web to warp you, competent bumper will make sure you are never aligned to anything. There are counter plays that give you some chance to get out of it, but it requires the freighter pilot to actually know how to manually pilot, which most of the freighter pilots don’t, and in general your maneuverability is very very limited so it’s slim still. THe point of having a web alt is to warp asap on decloak before getting bumped.
Of course, the real counter is not being an attractive target, or if you can’t avoid too much collateral on your haul, having intel and not to yolo into known gankers.
Siegfried, this is a pretty good way of looking at things, I’d say. 7 accounts does require more effort than just the 1 pre-nerf. The win in teamplay versus solo play is almost always going to go to the teamplay.
Many gankers run 30 accounts or more, though, so only having to spare a fixed number of 7 accounts leaves plenty of dps to kill almost any freighter fit. That doesn’t require a team in that case.
I do think it’s arguable that the larger the team, the longer it might be justified with the mechanics to hold a freighter on grid. Again, I’m just referring to high-sec, non-wardec, and non-limited engagements. That would cause me to lean toward my 2nd idea of a ramping difficulty. Again, that’s assuming that CCP’s 2019 reasons for the bumping nerf of “Ending Infinite Griefing / Gridlock” and “Forcing Commitment to Gank” are still goals. If so, a ramping difficulty would allow a team to hold the freighter longer the larger the team is, but it couldn’t be indefinite, as there would be an eventual end when the team would have to employ more ships than it has just to warp disrupt the freighter to reset its 3-minute automatic warp.