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Post by vecuccio on Feb 18, 2011 0:07:19 GMT -5
Hello,
It is very easy to get as much cash as you want in the game, just by blockading a planet. Every turn nets you between 300 and 1300 dollars, and you can do it forever because THERE IS NO FUEL COST PER TURN.
I was hoping that the Syndicate whose planet I was blockading would send a really awesome warship to sort me out that I could capture, but instead I just got the usual random weak enemies that I could engage in battle and then immediately press RETREAT to, and go back to blockading.
I'm not suggesting that the Devs should change fuel costs to match that used by normal travel, but at least SOME incurrence of fuel costs is necessary to stop a person blockading until they have so much cash that there is no incentive to play the game properly.
Because fuel doesn't fall, crew morale never falls either.
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Post by Cory Trese on Feb 18, 2011 0:45:20 GMT -5
You got to a point where fuel use is zero in a green sector. Perhaps blockades should consume more fuel than normal ship flight, but I would not say this is an "exploit" per say.
Blockading costs reputation, if you do it against a Faction planet. Otherwise, it triggers a lot of hostility from ships over an Independent planet which generates a lower loss of reputation, but should also generate a lower amount of tribute.
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Post by vecuccio on Feb 18, 2011 1:35:42 GMT -5
Ah, I didn't know that. You guys have really thought of everything for this game.
I'll see if I can edit the title of this post to change the word 'exploit'.
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Post by oldalchemist on Feb 18, 2011 10:54:20 GMT -5
I'd like to see planetary missile defenses on core worlds.
"Blockade this, pirate!" <LAUNCH>
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Post by gandalf on Feb 18, 2011 11:17:53 GMT -5
I'd like to see planetary missile defenses on core worlds. "Blockade this, pirate!" <LAUNCH> Actually, that would be a great way of balancing out the 'infinite money' situation that there is now. As whenever I am low on cash, I go to the nearest independant world and blockade the hell out of it!
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Post by oldalchemist on Feb 18, 2011 15:52:00 GMT -5
The longer you stay, the better the chance that the planetary defenses can get a lock on you. Modify it by your stealth and pilot skill vs. hull signature and turns elapsed.
Big ships might be able to take a hit and limp away, small ships will probably not survive a hit, but have a better chance of gettin' out while the gettin's good. Of course, smaller ships will probably end a blockade when big ships show up to chase them out.
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spike
Exemplar
Posts: 360
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Post by spike on Mar 2, 2011 9:06:51 GMT -5
Surely the threat level of the defending ships should rise, the longer you blockade. The first ship might be weaker than you, the second should be at least equal, and later ships should be tougher than you, and increasingly so. After all the defenders are not stupid. And if they don't own any tougher ships than yours, they hire Bounty Hunters or request help from allies / Faction HQ.
Alternatively they pay you a big sum of cash just to go away.
I don't think Fuel use should be increased, after all you are not warping space to Ix, you are just pootling around a system in normal space. A starship can probably do that for about a million years before it needs to refuel.
Missile defences, -1. You just hide behind a moon or a planet, you have the whole solar system to hide in. Even if they build Orbital Death Lasers, you can probably just duck.
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Post by oldalchemist on Mar 2, 2011 10:58:48 GMT -5
While you're hiding behind a planet or moon, you're not blockading.
Small, maneuverable ships can probably dodge planetary defenses. Cap ships may not be as agile.
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