Just like you’re free to share your ideas in this forum others are also free to share their ideas about your idea.
And calling it ‘toxic’ ‘griefing’ ‘harassment’ and a ‘root problem’ that your MTU gets shot in HS space, something that needs to be ‘eliminated’, makes it very emotionally loaded for something as simple as shooting your deployable for loot.
This is a spaceship shooting game. People shoot all sorts of targets with their spaceships. We shoot ships, we shoot entire space stations, we shoot non-player pirates, we shoot deployables. Some deployables kill us. Some deployables steal our loot.
Destroying a deployable that attempts to steal my loot seems reasonable to me.
Then why is that last act a ‘griefing harassing root problem’ that ‘needs eliminating’?
By your own comparison if you were to shoot a structure or other player ship or even an NPC ship guarding a stargate
By your own argument all of these activities EXCEPT MTU’s results in criminal activity, my argument is make it uniform with anything else an errant pirate shoots in High security space. Youa re trying to downplay my proposal by attacking it’s relevancy but all the examples you provided already have this criminal offense associated with them under normal circumstances and as such should be treated the same.
You can absolutely go around shooting player or NPC structures, player or NPC ships etc in space and you will receive a darwin award for it hand delivered by Concord, my proposal is simply to extend that to MTU’s there isn’t a need for personal attacks, or intentional obfuscation
you’re right how could I include that in the quote, my entire argument is invalid now. Of course shooting player and other non pirate ships or space stations is perfectly normal in High sec right
There could also always be alternative solutions to my proposal besides simply being concorded. For example, why do mobile depots get shot similarly yet they get a 48 hour invulnerability timer, why not extend that to MTU’s. You aren’t really trying to approach the proposal in an honest way more so just discredit me for posting it
You have intentionally misrespresented my arguements and been wrong every singe time. a Mobile depot cannot simply be blown up in one instant like an MTU can, once you shoot it, it goes invulnerable for 48 hours, refer back to your original insult and do some research
I find the suspect offense to be the perfect solution.
The problem of a more ‘punitive’ solution like a criminal timer is that this means people instead of using an expensive Hecate (that you can kill) to destroy your MTU are going to use a cheap Catalyst instead. One that you cannot kill, because CONCORD gets them before you do. And even if you do shoot them it’s pointless because CONCORD would’ve gotten them anyway.
In other words, ironically making it ‘more punitive’ to attack MTUs will in fact make it considerably harder for you to punish someone for killing your MTUs.
You were able to kill that Hecate and punish their MTU killing.
Imagine if your wish came through and they were still killing your MTUs in sacrificial Catalysts.
You would no longer be able to punish them at all!
Making MTU killing ‘more punitive’ with a criminal timer ironically makes it less punitive.
Again, you are subverting the original proposal by making it all about me personally yet again, I am not looking for more agency in punishing the person responsible, I am perfectly fine with concord doing it, and if they do it in a cheap ship so be it, at least there is an exchange occuring, and that solution would only help the economy by raising the price of those cheap ships and MTU’s. As it stands currently the only possible way you are going to catch an MTU killer is by sitting there and waiting endlessly for one to come by next to your MTU. It isn’t logical or realistic for you to react quickly enough to someone killing your MTU in either your own or even an adjacent system and have enough time to fit a PvP ship that can warp scramble or disrupt them and kill them before they warp off to an NPC station or another system to wait off their very short suspect timer.
As I see it you just dock up and swap to your MTU killer-killing ship the moment you see someone’s actively killing your MTUs, sit cloaked at the next MTU and kill them?
How is there ‘endless waiting’ involved? You could just go do your regular thing until someone starts killing some of your MTUs.
To get back at your situation, it took only 15 minutes between them killing your first MTU and you killing them at the fourth:
you dock up at the same speed they do, so if you only have one MTU out it is physically impossible to see the kill report, dock up, swap ships, undock, scan them down or warp to your saved MTU location, lock them up, and kill them, in the same time it takes them to warp and dock.
Well, a single MTU isn’t that expensive now, is it?
If you have multiple MTUs out you could sit on the next one when the MTU hunter inevitably comes for the next.
Theoretically you could even drop another MTU in a safe if you see an active MTU hunter and had only a single MTU out. They’re bound to come for the next one too, giving you the opportunity to get them if you want it.
Again, moving the goal post, lets apply your rationale to literally anything else, it’s okay to rob, steal, murder, burn down a building, whatever else you want to apply it too as long as you only do it once, the systems that are in place to either discourage or prevent this behavior should make an acception for you because you only did it once is that right?
The gameplay mechanics that either enforce or disallow an activity shouldn’t be ruled by how many offences you have, you shouldn’t get away with rookie griefing because you only did it once per account, that is an insane arguement to make