I disagree. If you're doing a run, having enhanced AX missiles & multicannons should take care of the problem on most builds, others it's high-waking. Then it's a matter of repairing at the destination, as you would refuel. They are scouts with added aggro.Not for a npc rescue ship - and who wants their modules degraded after a single encounter? They are space VD.
If Frontier took that stance then they would do nothing as it's basically saying keep everything the same. And then the complaint would be that there's nothing new. All games balance and have meta changes, it's what keeps things fresh.Will anyone think it is worth the time investment given the FDEV penchant for nullifying optimized builds when they emerge?
People would complain that SuperCell would nerf a new card once everyone had 'done the grind' to level it up, or make a meta card ineffective with a balance change or new card. I wonder how they'd be doing if they listened to those voices over their game designers opinions. I'm not saying they should be completely ignored either, before anyone thinks to go down that path of binary pivoting. Players opinions are to be heard but in the greater context of the game. Elite isn't Galaxians, you don't get three lives and five minutes of instant gratification.
oh, so this is about doom.There are many competitors emerging very soon, and I just don't see this treatment of the player base as a winning strategy.
As I mentioned already above, everyone repairs & refuels at their destination. It is literally nothing that isn't done already.Think about the damage model you propose. The most popular of AX combat zones was the surface zone since swarms could be avoided, repair and rearm services are available at those sites. So you can fix your ship repeatedly.
The Glaive module degradation at those sites simply means you spend less time "playing" and more time doing a repair loop. That is play-interrupting anti-fun.
Rescue missions are about going into an active war zone and, shock horror, rescuing people from danger. If a comfortable A-B route is desired, there are many passenger missions found everywhere in the bubble to do. You are literally trying to make an argument that the Thargoid rescue missions should work exactly like those.
In my unarmed Dolphin, I lasted 8 minutes while trying to work out methods to escape without having to high-wake. None of that worked, so I ended up high-waking. It's much ado about nothing, so much so, that I think those who are taking this position really aren't doing so in good faith.It is also a lazy damage mechanic. Simply by being in the presence of an NPC opponent you are subject to a DOT. That is not a damage type that can be avoided by player skill, furthermore it is designed to target player earned buffs. That is abusive game design by any measure.
People will have to adjust their builds to factor in a new, and reasonably easy, foe to contend with. Frontier bad.