thanks
Assault damage controls should have probably been made for haulers and barges. But something like this should certainly come with a slower concord response or the ability for gankers to warp away from a target that suddenly becomes 4x more difficult to kill.
No. There are already plenty of ways to haul your stuff and 100% avoid gankers. We donât need to increase laziness with a hauler panic button.
Plus, it wonât work anyway. They can just get you to trigger it and then once itâs done cycling bring in the actual gank.
Okay, but only if it works like this. 50% to negate all damage for 30seconds, and 50% change to immediately and irrevocably biomass the toon and leave the freighter floating in space.
If that doesnât work for you, perhaps you should try using existing risk management strategies like not overloading your freighters with too much value and using intel tools like eve gatecamp check.
Using the button should just delete your EVE account and hardware ban you from ever accessing EVE again.
This, the whole idea is nothing but dev make work for this reason.
Sounds like someone has never actually tried to gank a Freighter beforeâŚ
Was this about a panic button or a panic module? About freighters or haulers in general?
The idea of a better tank available through manual activation of modules I like though. IDK if any T1 haulers or if any true freighters have hardener bonuses but maybe some or some more should. That would not give quite what the OP is asking for, but the OP is asking for too much. But giving pilots more ability to prevent HS ganks when they are actually at the keyboard is a good thingâŚin my estimation. I think CCP`s estimation is different however, and I cannot deny they have more info.
Freighters are already extremely safe. I am not sure they need yet another direct buff to their EHP, even one that requires a button to be pushed to activate. Also, such a mechanism might tread on the toes of the DST which has something similar done with overheating and is already overshadowed by the freighter.
-1 then, unless there is some clear evidence a balance change is needed.
You can try just doing this. But you may be surprised.
-1
Incompetent haulers shouldnât get yet another buff to their lazy play.
Good freighter pilots and services deserve to keep what edge they still have left.
But how does making Freighters even harder to kill create âcontentâ?
If you want more interaction and game play between both sides, then your idea should try to do that, not make it harder.
Dude, you are the one asking for a one-sided change to make your game easier. Maybe take a look in the mirror?
level?
You mean the SOLO pilot is ENTITLED to survive when TWENTY pilots attack him?
Try making friends, using a scout, webber.
Donât be so entitled that you dismiss the efforts of a TEAM over a SOLO player.
Then why not propose something that adds play and counterplay? Pressing an âI winâ button the criminals canât counter doesnât seem balanced or likely to create interactions.
The criminals are the risk vs. reward. Without them, freighters are perfectly safe. There needs to be ways to impose consequences on the greedy, lazy, and incompetent for the game to work.
The criminals face all sorts of risks and costs, and no guarantee of a reward. Iâll agree with your observation there could be more play and counterplay around crime in this game, especially when it comes to vigilantes and player police, but there is plenty of gameplay already in hunting industrial ships and avoiding criminals. There are dozens of things you can do to avoid being a lucrative target or being caught, but as the hauler you are the mouse here, or maybe the antelope, and the criminals are the lions.
Thatâs the game here - a basic predator/prey one. Making the prey just harder to kill doesnât make the game better at all as a decade of nerfs to highsec piracy have shown - it just happens less. Any idea to truly make this better (and not just make life easier for the industrialist) needs more imagination than âmoar EHP!â
Yes there are, others have pointed out the counters, the fact that you donât know how doesnât mean it doesnât exist. Try teamwork, using scouts, using webbers, etc.
Lrn2Play before you post changes.
Have you ever tried it?
Finding viable targets and avoiding being exploded while you are both free-to-shoot and being chased by NPCs isnât trivial. And even if you do succeed you have to secure the loot.
Maybe there are some changes that could be made here to make more space for players to mess with criminals. But buffing Freighters (yet again) doesnât seem to address any of this. It just increases the costs on the gankers changing the target profile, but introduces no new game play.
Iâm quite confused on this. Killmails arenât rewards, and least in any material sense.
If a fleet ganks an empty ship they get nothing and lose a bunch of ISK when CONCORD shows up and explodes them. Which is why this happens only rarely, when there is some other reason to make such disincentivized game decision. Almost all ganking is standard piracy where they are looking for a reward, and whether that is possible is completely under the control of the hauler.
This is a sandbox game so we get to make up the reasons we do things.
Ok, well this mechanic isnât it. There is no counter play here for the predator, just more free cheese for the mice.
I mean, if CCP decides freighters donât have enough EHP to carry the amount of goods they think they should and so CCP wants to increase their EHP and thus the cost to gank, then I am for tying that to an new active module. Thatâs better than just giving them more EHP across the board like they did with the DCU changes. But that isnât going to create any new âgameplayâ - it just changes the profit calculation - so I suggest you stop trying to sell this idea as such.
This from the person who ignores all the responses that make his idea bad.
(post deleted by author)
Repeating nonsense over and over is not a discussion.
Anyway, I have reached my 3 response limit and you can have the last word, wrong or not
DSTs and freighters fill different specialties. Freighters can hold huge volumes and be tanky, but have nothing more to them.
DSTs hold less and arent as tanky, but have a fleet hangar which can be used by fleetmates for depositing and taking things, and can use the MWD-Cloak trick to be reasonably safe while hauling in most of lowsec, and potentially some nullsec areas. The DST also travels MUCH faster than a freighter even with a web alt, so if you arent carrying too much for a DST to carry you use the DST.
Essentially, The DSTâs meta is its ability to be used outside hisec and can travel faster, but it has less cargo capacity than freighters as a result