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Frighter "unfair rules"

Author
Naomi Knight
Ministry of War
Amarr Empire
#61 - 2013-04-11 13:01:58 UTC
Velicitia wrote:
Andski wrote:
Scuzzy Logic wrote:
Aaaaactually they can Just warp off to the nearest safe point and eject their pods, then have someone scoop their hull minutes afterwards. This is why even 0.6 and 0.5 systems are freighter-ganking heavens.

Also, regarding ISK worth, I have been killed in my Fenrir carrying about 250Ms worth of courrier'd assembled ships. Twice. Thus leading me to never fly a freighter between Amarr and Jita ever again.


lmao no this doesn't happen

what you saw was your freighter exploding and the ships warping off

what you didn't see was the ships getting concorded off-grid and the pilots saving themselves the need to pull concord off the gate

you only made the part you didn't see up and fell hilariously off the mark

also you didn't get ganked by 250m worth of ships lmao


actually, aren't you insta-pointed soon as you go criminal these days?

no

btw would be good thing if somewhere you could find how these things work
Naomi Knight
Ministry of War
Amarr Empire
#62 - 2013-04-11 13:07:13 UTC
if you dont want to be ganked dont fly freighter , this is the surest way to do it :D well , they then will gank other ships like mission runners, so dont fly expensive fit too , better to dont fly at all
Viden Anzomi
Marvinovi pratele
#63 - 2013-04-11 13:12:27 UTC  |  Edited by: Viden Anzomi
Sixx Spades wrote:
Hi Isaac Skytaker! Guess who's about to become totally useless for hauling. Big smile

¨

goons or respond to their underlings is not the same as forcing a mosquito to stop humming.

I do not complain that I lost cargo. was my fault tohel carry. Transporting it long enough, and thus without any problems. I needed that load quickly, and it was a mistake. Pisi here for playroom mechanics, which I will not come in order.

It is quite evidently that scum, that this advantage unjustly enriched, not against her writing.

pls including fans and minions goons to write factually.
Velicitia
XS Tech
#64 - 2013-04-11 15:18:10 UTC
Naomi Knight wrote:
Velicitia wrote:
actually, aren't you insta-pointed soon as you go criminal these days?

no

btw would be good thing if somewhere you could find how these things work


Crucible 1.6.3 Patch notes say otherwise

Miscellaneous

Pilots with a Global Criminal Countdown in high security space will be prevented from warping (if they are in any ship other than a capsule). This is to prevent a tactic declared to be an exploit recently.


Don't recall that being undone in any of the recent Crimewatch changes...

One of the bitter points of a good bittervet is the realisation that all those SP don't really do much, and that the newbie is having much more fun with what little he has. - Tippia

Gizznitt Malikite
Agony Unleashed
Agony Empire
#65 - 2013-04-11 16:07:49 UTC
Velicitia wrote:
Gizznitt Malikite wrote:

  • Give freighters fitting options so they can add tank and/or agility at the expense of carge...
  • -- In my opinion, this is the Best thing CCP could do... Idiots are idiots, and there will still be plenty of targets to support the emergent game play. At the same time, it gives frieghter pilots the ability to optimize their ship to manage cargo, speed, and tank. Things to be aware of... No highslots... (cyno's cool, but cloaks inappropriate!!)... Midslots as long as no easy MWD-to-warp shenanigans... Give lots of low slots, but balance HP to cargo capacity.... Untanked, freighter EHP ~100k... Fully tanked... freighter cargo should be about 75k m3... Max cargo fits should be less than 1m m3.

  • Alternatives that enhance game play, rather than inhibit it (propose more as you think of them):
  • Decoy Cargo Containers -- Insure your ship, configure it so the suicide gankers think your hauling something valuable... and laugh when they destroy your ship and get nothing...
    Exploding Freight Containers -- If your ship dies, the loot inside these detonate too...
    Smuggler Holds -- Unscannable storage areas for your ship...


    Actually the cargo thing wouldn't be too hard -- set it that a freighter cannot fit "standard" cargohold modules (Expanded Cargohold I, etc), and rather needs an "Expanded General Freight Cargohold I" or something, which gives like 1-2% bonus, and only one can be fit (no rigs). Quick maths show that a max skilled charon will get 1,000,875 m3 at max skills with 2% (so, obviously too big, though 1.9% gets you to 999,893), or 995k at 1.5%.

    The other cans and whatnot are also fun HOWEVER, if we're gonna be adding a smuggler's hold to this (or any) ships, it has to reduce the size of the cargohold. For example, "Smuggler's Hold I" (rig?) creates a hold that's 10% the size of your cargobay, AND reduces your cargobay by 20%.

    All numbers in my post are merely for discussion, and I'm not attached to them in any way (TBH, they're pretty terrible).


    The details on how to balance max EHP vs max cargo vs .... aren't directly needed. I just tried to identify appropriate tradeoffs:
  • Super big tank, very small cargo compared to max...
  • A limit on max cargo to prevent moving caps into HS.
  • Big cargo hold fits generally mean small tank (100k EHP is easily gankable, yet still appropriate for a capital ship).

  • As for the smuggler hold.... I didn't list drawbacks... but you're right... it would need some serious limitations and drawbacks...
    Sir Marksalot
    Aliastra
    Gallente Federation
    #66 - 2013-04-11 17:11:50 UTC
    Naomi Knight wrote:

    no

    btw would be good thing if somewhere you could find how these things work


    You can't warp under GCC. Period.

    On the unlikely event that you're just being a pedantic autismlord; you are correct in that technically this is not being pointed.



    Viden Anzomi wrote:

    ¨

    goons or respond to their underlings is not the same as forcing a mosquito to stop humming.

    I do not complain that I lost cargo. was my fault tohel carry. Transporting it long enough, and thus without any problems. I needed that load quickly, and it was a mistake. Pisi here for playroom mechanics, which I will not come in order.

    It is quite evidently that scum, that this advantage unjustly enriched, not against her writing.

    pls including fans and minions goons to write factually.


    Your english keeps getting worse. I don't undersand what you just said.
    Sir Marksalot
    Aliastra
    Gallente Federation
    #67 - 2013-04-11 17:13:46 UTC  |  Edited by: Sir Marksalot
    Gizznitt Malikite wrote:
    Velicitia wrote:
    Gizznitt Malikite wrote:

  • Give freighters fitting options so they can add tank and/or agility at the expense of carge...
  • -- In my opinion, this is the Best thing CCP could do... Idiots are idiots, and there will still be plenty of targets to support the emergent game play. At the same time, it gives frieghter pilots the ability to optimize their ship to manage cargo, speed, and tank. Things to be aware of... No highslots... (cyno's cool, but cloaks inappropriate!!)... Midslots as long as no easy MWD-to-warp shenanigans... Give lots of low slots, but balance HP to cargo capacity.... Untanked, freighter EHP ~100k... Fully tanked... freighter cargo should be about 75k m3... Max cargo fits should be less than 1m m3.

  • Alternatives that enhance game play, rather than inhibit it (propose more as you think of them):
  • Decoy Cargo Containers -- Insure your ship, configure it so the suicide gankers think your hauling something valuable... and laugh when they destroy your ship and get nothing...
    Exploding Freight Containers -- If your ship dies, the loot inside these detonate too...
    Smuggler Holds -- Unscannable storage areas for your ship...


    Actually the cargo thing wouldn't be too hard -- set it that a freighter cannot fit "standard" cargohold modules (Expanded Cargohold I, etc), and rather needs an "Expanded General Freight Cargohold I" or something, which gives like 1-2% bonus, and only one can be fit (no rigs). Quick maths show that a max skilled charon will get 1,000,875 m3 at max skills with 2% (so, obviously too big, though 1.9% gets you to 999,893), or 995k at 1.5%.

    The other cans and whatnot are also fun HOWEVER, if we're gonna be adding a smuggler's hold to this (or any) ships, it has to reduce the size of the cargohold. For example, "Smuggler's Hold I" (rig?) creates a hold that's 10% the size of your cargobay, AND reduces your cargobay by 20%.

    All numbers in my post are merely for discussion, and I'm not attached to them in any way (TBH, they're pretty terrible).


    The details on how to balance max EHP vs max cargo vs .... aren't directly needed. I just tried to identify appropriate tradeoffs:
  • Super big tank, very small cargo compared to max...
  • A limit on max cargo to prevent moving caps into HS.
  • Big cargo hold fits generally mean small tank (100k EHP is easily gankable, yet still appropriate for a capital ship).

  • As for the smuggler hold.... I didn't list drawbacks... but you're right... it would need some serious limitations and drawbacks...



    Freighters aren't broken as-is. This is literally like saying Archons are broken and need extra tank and firepower because I can't just motor around hostile space without someone murdering me horribly.


    e: Didn't CCP make it so that you cant cargoscan certain blockade runners? Jesus christ people stop being so bad.
    Naomi Knight
    Ministry of War
    Amarr Empire
    #68 - 2013-04-11 17:15:04 UTC
    Sir Marksalot wrote:
    Naomi Knight wrote:

    no

    btw would be good thing if somewhere you could find how these things work


    You can't warp under GCC. Period.

    On the unlikely event that you're just being a pedantic autismlord; you are correct in that technically this is not being pointed.



    Viden Anzomi wrote:

    ¨

    goons or respond to their underlings is not the same as forcing a mosquito to stop humming.

    I do not complain that I lost cargo. was my fault tohel carry. Transporting it long enough, and thus without any problems. I needed that load quickly, and it was a mistake. Pisi here for playroom mechanics, which I will not come in order.

    It is quite evidently that scum, that this advantage unjustly enriched, not against her writing.

    pls including fans and minions goons to write factually.


    Your english keeps getting worse. I don't undersand what you just said.


    well i tried it on test after the patch and actually i could warp out after agressing :P you just have to be very quick , maybe it is fixed now , i have to test it again it seems
    Sixx Spades
    Republic Military School
    Minmatar Republic
    #69 - 2013-04-11 17:17:38 UTC  |  Edited by: Sixx Spades
    Velicitia wrote:
    Actually the cargo thing wouldn't be too hard -- set it that a freighter cannot fit "standard" cargohold modules (Expanded Cargohold I, etc), and rather needs an "Expanded General Freight Cargohold I" or something, which gives like 1-2% bonus, and only one can be fit (no rigs). Quick maths show that a max skilled charon will get 1,000,875 m3 at max skills with 2% (so, obviously too big, though 1.9% gets you to 999,893), or 995k at 1.5%.

    The other cans and whatnot are also fun HOWEVER, if we're gonna be adding a smuggler's hold to this (or any) ships, it has to reduce the size of the cargohold. For example, "Smuggler's Hold I" (rig?) creates a hold that's 10% the size of your cargobay, AND reduces your cargobay by 20%.

    All numbers in my post are merely for discussion, and I'm not attached to them in any way (TBH, they're pretty terrible).

    No. How about everyone uses the mechanics and tricks already available to them to avoid being ganked. Furthermore, let's take a lesson from those who've been previously ganked and learn from their mistakes. The Gankers have done their homework to figure out their profit margins and the amount of firepower needed. The least you guys can do is stop being lazy, figure out counter-tactics, and haul smart.

    Freighter don't need a buff. Pilots need a brain.



    P.S. Nulli Legio is marked red on our lists, as well as any alts that are discovered. You're going to get destroyed regardless of what you're carrying. However, I encourage you to look into our Whitelist program and contact Seraphim Foad to negotiate a protection fee. You can find the details in this thread.

    Using a weapon as a deterrent in a diplomatic situation is only viable when you have proven that you have deployed it in the past and are willing to use it in the future.

    Sir Marksalot
    Aliastra
    Gallente Federation
    #70 - 2013-04-11 17:18:22 UTC
    Naomi Knight wrote:
    Sir Marksalot wrote:
    Naomi Knight wrote:

    no

    btw would be good thing if somewhere you could find how these things work


    You can't warp under GCC. Period.

    On the unlikely event that you're just being a pedantic autismlord; you are correct in that technically this is not being pointed.



    Viden Anzomi wrote:

    ¨

    goons or respond to their underlings is not the same as forcing a mosquito to stop humming.

    I do not complain that I lost cargo. was my fault tohel carry. Transporting it long enough, and thus without any problems. I needed that load quickly, and it was a mistake. Pisi here for playroom mechanics, which I will not come in order.

    It is quite evidently that scum, that this advantage unjustly enriched, not against her writing.

    pls including fans and minions goons to write factually.


    Your english keeps getting worse. I don't undersand what you just said.


    well i tried it on test after the patch and actually i could warp out after agressing :P you just have to be very quick , maybe it is fixed now , i have to test it again it seems


    You can fire on someone during warp and concord will kill you when you land. This is useful for the lazy who don't feel like pulling concord off grid.

    It's hardly a way to ~evade concord~ like so many idiots say.
    Naomi Knight
    Ministry of War
    Amarr Empire
    #71 - 2013-04-11 17:19:31 UTC
    Sir Marksalot wrote:



    Freighters aren't broken as-is. This is literally like saying Archons are broken and need extra tank and firepower because I can't just motor around hostile space without someone murdering me horribly.


    high sec is not hostile space , also i can fit the archon ,so you have like 0% chance to catch it

    your whole argument is against anything ,what could take away your easy ganking without consequences
    Naomi Knight
    Ministry of War
    Amarr Empire
    #72 - 2013-04-11 17:21:54 UTC
    Sir Marksalot wrote:

    You can fire on someone during warp and concord will kill you when you land. This is useful for the lazy who don't feel like pulling concord off grid.

    It's hardly a way to ~evade concord~ like so many idiots say.


    i bet there are some small doors to do it :) you goons must know , or the other wannabe pirates , just dont want to share with us :(
    Sir Marksalot
    Aliastra
    Gallente Federation
    #73 - 2013-04-11 17:22:26 UTC  |  Edited by: Sir Marksalot
    Naomi Knight wrote:
    Sir Marksalot wrote:



    Freighters aren't broken as-is. This is literally like saying Archons are broken and need extra tank and firepower because I can't just motor around hostile space without someone murdering me horribly.


    high sec is not hostile space , also i can fit the archon ,so you have like 0% chance to catch it

    your whole argument is against anything ,what could take away your easy ganking without consequences



    Tell me more about your triple WCS nanoarchon :allears:

    Is losing a billion isk if nothing drops not a risk? Is losing nearly a billion if someone screws up not a risk? I guess killrights and wardecs don't even exist in your world, much less the ability to foil ganks with your friends who are trying to save you.

    e: I think you're seriously overestimating how much money there is to be made off of this, by the way.
    Sir Marksalot
    Aliastra
    Gallente Federation
    #74 - 2013-04-11 17:23:17 UTC  |  Edited by: Sir Marksalot
    Naomi Knight wrote:
    Sir Marksalot wrote:

    You can fire on someone during warp and concord will kill you when you land. This is useful for the lazy who don't feel like pulling concord off grid.

    It's hardly a way to ~evade concord~ like so many idiots say.


    i bet there are some small doors to do it :) you goons must know , or the other wannabe pirates , just dont want to share with us :(


    If there were we would be subject to a large round of banning. Concord evasion isn't something you get away with.


    e: And considering how often GMs like to ruin our ganks, I'd assume that if we were breaking the rules while doing this they would probably ban the entire alliance or something.
    Naomi Knight
    Ministry of War
    Amarr Empire
    #75 - 2013-04-11 17:35:34 UTC  |  Edited by: Naomi Knight
    Sir Marksalot wrote:


    Tell me more about your triple WCS nanoarchon :allears:

    Is losing a billion isk if nothing drops not a risk? Is losing nearly a billion if someone screws up not a risk? I guess killrights and wardecs don't even exist in your world, much less the ability to foil ganks with your friends who are trying to save you.


    wcs? why would i need wcs?

    loosing a bill isk is not much compared to the loss of the target, his empty ship costs more
    someone screws up? how hard is it to screw up?
    killrights and wardecs , oh yeah , some noobs sure fly freighters with that, those deserv to be killed

    "e: I think you're seriously overestimating how much money there is to be made off of this, by the way."

    that only shows that most ganker just doing it to harm the target :)
    Sir Marksalot
    Aliastra
    Gallente Federation
    #76 - 2013-04-11 17:40:19 UTC  |  Edited by: Sir Marksalot
    Naomi Knight wrote:
    Sir Marksalot wrote:


    Tell me more about your triple WCS nanoarchon :allears:

    Is losing a billion isk if nothing drops not a risk? Is losing nearly a billion if someone screws up not a risk? I guess killrights and wardecs don't even exist in your world, much less the ability to foil ganks with your friends who are trying to save you.


    wcs? why would i need wcs?

    loosing a bill isk is not much compared to the loss of the target, his empty ship costs more
    someone screws up? how hard is it to screw up?
    killrights and wardecs , oh yeah , some noobs sure fly freighters with that, those deserv to be killed



    The joke was that it's a dumb fit. Way to catch that.

    And an insured freighter loss is under a billion. As for screwups, DPS with safeties left on, dps out of range, hauler warpin messed up, hauler got ganked before it could warp out, missed bump and the freighter leaves, aggression timer runs out because these fleets are like herding ******** kittens sometimes, jams, webs, counterganks, WTs, killrights, logi, do I really need to do this?

    I'm inclined to say you're trolling, but half of eve-o really is this dumb.

    e: And that's if we catch you in the first place.
    Sixx Spades
    Republic Military School
    Minmatar Republic
    #77 - 2013-04-11 17:54:32 UTC
    Naomi Knight wrote:
    that only shows that most ganker just doing it to harm the target :)

    Thwarting enemy logistics, disrupting supply chains, and screwing all opposition in Highsec? By golly, where do I sign up?

    Oh, wait. We're called The Ministry of Love, the dedicated arm of the CFC that operates in your neighborhood. We've dunked countless numbers of capitals and supers in their infancy without ever having to shoot a POS, stopped the resupply shipment of hostiles to the point where they've been forced to withdraw due to a lack of ships, and have caused enough outrage in empire space to have entire threads dedicated to us.

    All the while, we're still turning a profit and our members are well fed. However, don't misconstrue that point as meaning that this trade comes with no risk. There are a ton of things that can go wrong on any gank that we engage in and, even then, there's a good possibility that nothing drops. Furthermore, since we're working under a "All Reds Must Die" policy, we're not as hilariously rich as people would expect.

    Still, we get the job done. You will die, we will laugh, and another op will be considered a success.

    Using a weapon as a deterrent in a diplomatic situation is only viable when you have proven that you have deployed it in the past and are willing to use it in the future.

    Gizznitt Malikite
    Agony Unleashed
    Agony Empire
    #78 - 2013-04-11 18:51:47 UTC
    Sir Marksalot wrote:
    Gizznitt Malikite wrote:
    Velicitia wrote:
    Gizznitt Malikite wrote:

  • Give freighters fitting options so they can add tank and/or agility at the expense of carge...
  • -- In my opinion, this is the Best thing CCP could do... Idiots are idiots, and there will still be plenty of targets to support the emergent game play. At the same time, it gives frieghter pilots the ability to optimize their ship to manage cargo, speed, and tank. Things to be aware of... No highslots... (cyno's cool, but cloaks inappropriate!!)... Midslots as long as no easy MWD-to-warp shenanigans... Give lots of low slots, but balance HP to cargo capacity.... Untanked, freighter EHP ~100k... Fully tanked... freighter cargo should be about 75k m3... Max cargo fits should be less than 1m m3.

  • Alternatives that enhance game play, rather than inhibit it (propose more as you think of them):
  • Decoy Cargo Containers -- Insure your ship, configure it so the suicide gankers think your hauling something valuable... and laugh when they destroy your ship and get nothing...
    Exploding Freight Containers -- If your ship dies, the loot inside these detonate too...
    Smuggler Holds -- Unscannable storage areas for your ship...


    Actually the cargo thing wouldn't be too hard -- set it that a freighter cannot fit "standard" cargohold modules (Expanded Cargohold I, etc), and rather needs an "Expanded General Freight Cargohold I" or something, which gives like 1-2% bonus, and only one can be fit (no rigs). Quick maths show that a max skilled charon will get 1,000,875 m3 at max skills with 2% (so, obviously too big, though 1.9% gets you to 999,893), or 995k at 1.5%.

    The other cans and whatnot are also fun HOWEVER, if we're gonna be adding a smuggler's hold to this (or any) ships, it has to reduce the size of the cargohold. For example, "Smuggler's Hold I" (rig?) creates a hold that's 10% the size of your cargobay, AND reduces your cargobay by 20%.

    All numbers in my post are merely for discussion, and I'm not attached to them in any way (TBH, they're pretty terrible).


    The details on how to balance max EHP vs max cargo vs .... aren't directly needed. I just tried to identify appropriate tradeoffs:
  • Super big tank, very small cargo compared to max...
  • A limit on max cargo to prevent moving caps into HS.
  • Big cargo hold fits generally mean small tank (100k EHP is easily gankable, yet still appropriate for a capital ship).

  • As for the smuggler hold.... I didn't list drawbacks... but you're right... it would need some serious limitations and drawbacks...



    Freighters aren't broken as-is. This is literally like saying Archons are broken and need extra tank and firepower because I can't just motor around hostile space without someone murdering me horribly.


    e: Didn't CCP make it so that you cant cargoscan certain blockade runners? Jesus christ people stop being so bad.


    First off, I never stated freighters are broken.. but I definitely think they can be much improved in a manner inline with the spirit of EvE gameplay. Furthermore, your comparisons are extremely bad...

    A transport ship has many options... the deep space transport can wield a 100k EHP tank while sacrificing all but 6k cargo... or it can carry 30+k m3 while having little tank...

    An archon can be fit for all sorts of things... from lowsec invulnerable jump travel to long range logistics to direct combat to triage support...

    In contrast, a freighter is a VERY static ship.... It's hauling capacity is static, it has a static velocity, a static agility, it has a static amount of HP.... and you can't change diddly about it... I realize the freighter's role is 1-Dimensional, but that doesn't mean it should have static attributes... While many ships have pretty narrow role definitions, their fitting options allow players to optimize the ship while performing that role. Optimizing your fittings is a MAJOR part of flying a ship right, and allowing freighters pilots fitting options (within reasonable restrictions) is completely within the spirit of EvE.

    FYI: Limiting your cargo to make you less suited to suicide ganking is NOT a form of optimizing the freighter, it's a means of optimizing your logistics... There is a very big difference!

    If you think the fitting options I suggested are out-of-line... please elaborate....
    If you think freighters shouldn't be optimize-able... please elaborate...
    Gizznitt Malikite
    Agony Unleashed
    Agony Empire
    #79 - 2013-04-11 19:12:29 UTC
    Sixx Spades wrote:
    Velicitia wrote:
    Actually the cargo thing wouldn't be too hard -- set it that a freighter cannot fit "standard" cargohold modules (Expanded Cargohold I, etc), and rather needs an "Expanded General Freight Cargohold I" or something, which gives like 1-2% bonus, and only one can be fit (no rigs). Quick maths show that a max skilled charon will get 1,000,875 m3 at max skills with 2% (so, obviously too big, though 1.9% gets you to 999,893), or 995k at 1.5%.

    The other cans and whatnot are also fun HOWEVER, if we're gonna be adding a smuggler's hold to this (or any) ships, it has to reduce the size of the cargohold. For example, "Smuggler's Hold I" (rig?) creates a hold that's 10% the size of your cargobay, AND reduces your cargobay by 20%.

    All numbers in my post are merely for discussion, and I'm not attached to them in any way (TBH, they're pretty terrible).

    No. How about everyone uses the mechanics and tricks already available to them to avoid being ganked. Furthermore, let's take a lesson from those who've been previously ganked and learn from their mistakes. The Gankers have done their homework to figure out their profit margins and the amount of firepower needed. The least you guys can do is stop being lazy, figure out counter-tactics, and haul smart.

    Freighter don't need a buff. Pilots need a brain.



    P.S. Nulli Legio is marked red on our lists, as well as any alts that are discovered. You're going to get destroyed regardless of what you're carrying. However, I encourage you to look into our Whitelist program and contact Seraphim Foad to negotiate a protection fee. You can find the details in this thread.


    To be frank, it's exactly like your "red list" that freighter's SHOULD be given fitting options. Then they can "fit a tank" to attempt inhibit your gank (perhaps sacrificing 90% of their hauling capacity to do so), or they could try something else...

    And even if CCP arbitrarily doubled the EHP of freighters (which I don't support), it would take 5 seconds to "do the homework" and determine the profit margins and firepower needed. And there would still moronic freighter pilots making themselves viable targets...

    Now, are you too lazy to do this? Can you not activate that brain of yours and determine a new profit threshold? In truth, organized groups like the goons should support giving freighters reasonable fitting options... because a non-homogeneous line up of freighters created by fitting perturbations makes calculating the profitability threshold much more difficult to emulate. In other words.. it makes it so smart gankers have a wider array of acceptable targets than some random copycat corp.
    Sixx Spades
    Republic Military School
    Minmatar Republic
    #80 - 2013-04-11 19:29:54 UTC  |  Edited by: Sixx Spades
    Tell me more about tanking your freighters because you don't want to fly other ships better suited for hauling discreetly. :allears:

    I bolded the important parts because I can't trust the audience in this thread to have the :effort: to look beyond the stuff that stands out. For instance, here's the tl;dr of your post:

    Gizznitt Malikite wrote:
    I want more EHP on my freighter because the current mechanics are haaaard. Hauling is haaaard. Taking preventative measures is haaaaard. Training into a Transport Ship is haaaard. Fix it, CCP.

    In the end, all you want to do is fly around with 10B in cargo without worrying about getting ganked and having the assailants make a profit on you. Where I come from, we call that argument "Isk Tanking", and it ruins quite a few ideals of this game. What's next, gonna ask for a Low Slot so you can fit a Damage Control II to increase you EHP x3?

    Oh, and reading your posts is like having to read a book by E. L. James. Overusing an ellipse at the end of every sentence doesn't make your posts sound more whimsical or downtrodden; It makes you look like an amateur.

    Using a weapon as a deterrent in a diplomatic situation is only viable when you have proven that you have deployed it in the past and are willing to use it in the future.