- Joined
- Oct 18, 2015
- Messages
- 76
- Reaction score
- 9
Would actually think it to be the opposite, in terms of smuggling and piracy (which, I wasn't aware there was a "smuggling" aspect to the game, given there's no contraband or way to scan cargo of other ships). I imagine that if you've tracked down a freighter that traveling from a to b and you've got your pirate fleet on standby, you can warp inhibit it, give the sector coords, and your entire fleet could be loaded in in a matter of seconds.This idea in general would actually limit diversity in gameplay and strategy. Pirating would be significantly harder and Smuggling would be significantly easier with any of the "Catapult" ideas implemented. The only way to resolve that would be another type of "Jump Inhibitor" which (to me) would be unnecessarily redundant.
I would love some launch rails though!
If smuggling does become an actual thing (and anti smuggling enforcement becomes possible), the smuggler would be idle for a while before the catapult aligns and eventually sends the ship down the rails to launch. In the meantime, any observing vessel can do a quick scan down of your vessel, see what you're hauling, and interrupt the process (destroying the catapult, destroying you, using a jump inhibitor, etc) to bring your villainous life to an end.
Besides, as mentioned, the catapult has free-range of destinations, but has to calculate in stellar objects. Even if the smuggler could get free, he'd likely not get far enough without having either jumping or using another catapult.