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So you want to hunt player traders...

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2 minutes ago, Slim Jimmerson said:

borrowing ship mats from another nations safezone to haul back to your safezone? I don't think so.

I think he means - capping traders or ships.  But what he really means is that he would rather pillage his goods than craft, but he can't because every single thing a player sails needs to be sunk so he can purchase items from an absurdly stupid PVP mark system.  

Edited by Christendom
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Just now, Christendom said:

I think he means - capping traders or ships.  But what he really means is that he would rather pillage his goods than craft, but he can't because every single thing a player owners needs to be sunk so he can purchase items from an absurdly stupid PVP mark system.  

Either way, it'd be a lot more efficient to just collect and craft your mats from your own safezone than go out, get some nub trader to tag you on route to avoid reinforcements, and haul his load of mats ALLLL the way back to your home ports. Might as well cut out the tedium for everyone instead of keep it for a small % of players who like to take extra time in things.

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2 minutes ago, z4ys said:

The difference is the basic cutter is a ship of new players . They get their first impression of the game in them. While a tbrig is a merchant vessel and a choice. Sail it and make yourself a target because of the goods you might carry.

 

T-brig is also a ship of new players, and a lot more is at stake. 

 

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Just now, Barbancourt (rownd) said:

T-brig is also a ship of new players, and a lot more is at stake. 

 

what new players starts with a tbrig?

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Just now, Slim Jimmerson said:

Either way, it'd be a lot more efficient to just collect and craft your mats from your own safezone than go out, get some nub trader to tag you on route to avoid reinforcements, and haul his load of mats ALLLL the way back to your home ports. Might as well cut out the tedium for everyone instead of keep it for a small % of players who like to take extra time in things.

hmm Dunno.  I was just up and down the US coast yesterday and your safezone is absurd.  I fail to see how traders can get ganked in it.  VCO somehow managed to do all it's crafted back when we were pirate and now russian, without a safezone.  It's not hard.

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Just now, z4ys said:

what new players starts with a tbrig?

we all did post wipe. Its only what, 60 crew? Its one of the first ships a player can sail.

Edited by Slim Jimmerson

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Just now, Christendom said:

hmm Dunno.  I was just up and down the US coast yesterday and your safezone is absurd.  I fail to see how traders can get ganked in it.  VCO somehow managed to do all it's crafted back when we were pirate and now russian, without a safezone.  It's not hard.

My point is that capping traders with crafting mats is hardly ever valuabe in the time it takes to actually get them back to your ports where you can use them. If anything they just get sold to the nearest freeport.

So why not cut out the need to haul these mats, since they're already only going from safezone port to safezone port, make crafting less tedious and give combat marks more use? Not only that but you can almost assure any trader you capture will be full of valuable TRADE goods and not useless, overburdening craft mats.

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6 minutes ago, z4ys said:

what new players starts with a tbrig?

With the steep learning curve in this game and huge amount of time required to get anything done most players are new players for months. 

Edited by Barbancourt (rownd)

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5 minutes ago, Barbancourt (rownd) said:

With the steep learning curve in this game and huge amount of time required to get anything done most players are new players for months. 

I am talking about first impression. Getting attacked while sailing a tbrig or any other ship is part of the learning.

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12 minutes ago, Slim Jimmerson said:

Either way, it'd be a lot more efficient to just collect and craft your mats from your own safezone than go out, get some nub trader to tag you on route to avoid reinforcements, and haul his load of mats ALLLL the way back to your home ports. Might as well cut out the tedium for everyone instead of keep it for a small % of players who like to take extra time in things.

I dont play for efficiency....  I play the style I enjoy....   If not, its just a job.

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Just now, z4ys said:

I am talking about first impression. Getting attacked while sailing a tbrig or any other ship is part of the learning.

There's nothing to be learned in that situation.  If you can't outrun you just surrender. 

 

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3 minutes ago, Barbancourt (rownd) said:

There's nothing to be learned in that situation.  If you can't outrun you just surrender. 

 

Like in other games that rely on ferrying goods, risk it alone or go in good company. That what's to be learned at the basic level. Solo life, whatever playstyle is full of danger. 

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2 minutes ago, Vernon Merrill said:

I dont play for efficiency....  I play the style I enjoy....   If not, its just a job.

You can still hunt traders, its optional to buy crafting mats with marks. Furnishings are already the most expensive true crafting material that are optionally with bought combat marks, you don't see people complaining about not getting them from traders. Woods like teak, WO, LO, wouldn't be able to be bought with marks. Those are the real items your want if you're hunting for craft mats and have to be traveled out of safezone to acquire.

Edited by Slim Jimmerson
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4 minutes ago, Hethwill said:

Like in other games that rely on ferrying goods, risk it alone or go in good company. That what's to be learned at the basic level. Solo life, whatever playstyle is full of danger. 

You're always going solo.  Almost nobody has time to waste "escorting" traders when they could be using that precious time for something more lucrative and interesting.

 

Edited by Barbancourt (rownd)

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2 minutes ago, Barbancourt (rownd) said:

You're always going solo.  Almost nobody has time to waste "escorting" traders when they could be using that precious time for something more lucrative and interesting.

 

Okay. If you say so.

( too many opposition to attempts of collaboration and multi player game )

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Just now, Barbancourt (rownd) said:

You're always going solo.  Almost nobody has time to waste "escorting" traders when they could be using that precious time for something more lucrative and interesting.

I've escorted traders on the US coast from safezone port to safezone port. Its not a waste of time if it means 1000 teak logs get to your capital.

On the other hand traders usually run in fleets, there's always room to fit a escort AI or escort your fleet yourself. Any trader who disagrees is unconfident to make a difference in a combat ship, and a difference it does make.

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3 minutes ago, Hethwill said:

Okay. If you say so.

LOL, you're volunteering to "escort" my t-lynx fleet across the map for a couple of hours? Remember to bring a good book to read on the way. :D

Edited by Barbancourt (rownd)

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6 minutes ago, Slim Jimmerson said:

I've escorted traders on the US coast from safezone port to safezone port. Its not a waste of time if it means 1000 teak logs get to your capital.

On the other hand traders usually run in fleets, there's always room to fit a escort AI or escort your fleet yourself. Any trader who disagrees is unconfident to make a difference in a combat ship, and a difference it does make.

9 times out of 10 those 1000 teak logs are going to get there without incident.  It makes no sense to waste a players' time "escorting" that, and it makes no sense wasting a fleet slot on a warship "escort" that's just going to sink if attacked anyway when you could use that fleet slot for another trade ship to increase your profit per hour instead. 

Edited by Barbancourt (rownd)

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Just now, Barbancourt (rownd) said:

and it makes no sense wasting a fleet slot on a warship "escort" that's going to sink if attacked anyway

This is what I mean, if you're attacked by 1 hunting frigate, and you have a frigate, along with 2-3 indiamans you have a pretty good shot at fending off whoever it is.

 

Just now, Barbancourt (rownd) said:

 when you could use that fleet slot for another trade ship to increase your profit per hour instead. 

or maybe its just greed.

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24 minutes ago, Slim Jimmerson said:

This is what I mean, if you're attacked by 1 hunting frigate, and you have a frigate, along with 2-3 indiamans you have a pretty good shot at fending off whoever it is.

 

Anyone who's going to attack you will only do so when they already know they're going to win.  Why throw away a warship in addition to slowing down your trading fleet so that it's easier to catch, and reducing your cargo capacity on top of that?

Indiamans....LOL, I had made my fortune and retired from trading before I could ever build or crew a fleet of those.  It was t-brigs 90% of the time, with a little LGV at the end. I've never had an Indiaman. 

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Basically there are five kind of trading fleets

1) Tbrigs fleets: most common, low cost in case of loss, no escort and unarmed, perfect for moving trade goods in mid-danger waters; 

2) LGV: very rare (they cost much more than Tbrigs and give no actual advantage), used in more dangerous waters since low level gankers can be scared off.

3) Indiamans fleets: long distance trading of exotic goods or hauling of woods or margin trading of crafting materials in safe waters.

4) Tlynx: teak 

5) cheap fast combat ship + trader fleet: bascially the tradeoff is "you let escape my traders and you will kill my cheap combat ship" (no cargo loss for the trader and low cost of replacing combat ship + PVP marks for the attacker: win/win).

PS: I forgot to mention the infamous fir/fir speed fitted lynx for books, blueprints and so on.

Edited by victor
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15 minutes ago, victor said:

2) LGV: very rare (they cost much more than Tbrigs and give no actual advantage), used in more dangerous waters since low level gankers can be scared off.

 

LGV are the most common AI trade ships I see in the game now, so they have become an easy choice for higher level captains.  Sometimes 3 of them are within sight of a port, ready to be capped. 
 

I was so excited when I got my first LGV permits and could build them, and it seems like it was that same week they did away with the permits and made LGVs capturable.  ARGH!  I still have those permits sitting in my warehouse. 

 

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14 minutes ago, victor said:

Basically there are five kind of trading fleets

...

2) LGV: very rare (they cost much more than Tbrigs and give no actual advantage), used in more dangerous waters since low level gankers can be scared off.

...

 

Disagree.  If you trade in V-Terracota, LGV carries 3 to the Tbrigs 2, although both carry only 2 P-Furnitures.  You add about 100K g to your profit for each ship in your fleet for that good, and then the LGV gives you much more spare beyond Tbrig for the extra stuff.  Second, as has been discussed much on this forum, it's a worthy fighting opponent up to certain size ship attacks.  Tbrig is not.  I see big difference between those two, and almost any captain can cap an LGV so it costs nothing to acquire.

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2 minutes ago, Barbancourt (rownd) said:

...

I was so excited when I got my first LGV permits and could build them, and it seems like it was that same week they did away with the permits and made LGVs capturable.  ARGH!  I still have those permits sitting in my warehouse. 

 

LOL, same thing happened to me.

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