New ship: Panther Clipper

I'm speaking more broadly here- engineering should be a way for someone who is credit poor to approximate / lash up something that is almost as good as 'the real thing'. Thats an excellent use of engineering for a game if it was subject to scarcity would justify the time spent in that system. Of course there are edge cases but for the most part its maxxing out rather than compensating. When was the last time when you bought a new ship did you keep the stock modules because you could not afford any more?

Imagine if engineers as they are now was in ED at the start when scarcity was very real? It would have opened up a parallel path to players for upgrades and really made a difference. You could be broke but come across floating junk to make your ship good enough to survive early CZs better, or jump further when fuel scoops were not in game.


Call me a purist, but when I would attack Horizons bases for BGS work I......simply pointed my ship down.

If FD develop new uses for old ships I'd be very happy. But as it stands in a game as old as ED its out with the old as the new brings in the cash....
I have spoken to Arf for a short while at both the last 2 ECM's. Not in any detail and no secret squirrel stuff, but they are looking at legacy items. So maybe you will become happier. It is quite clear even from the future introduction of the Panther Clipper that they are looking at all the ships and weapons ;).

In regards to credits/ vs stock ships, thankfully that ship sailed a long time ago. We are lucky that we have a complex game that has survived and changing for the better, albeit slowly.

As for keeping stock items, that's what stellar versions are about. Cynical mode on/off.

The use scenario of the Assault ship. Hugging the ground and popping up like an Apache, is fun. If you want to do 'work' then whatever is easier.
 
I have spoken to Arf for a short while at both the last 2 ECM's. Not in any detail and no secret squirrel stuff, but they are looking at legacy items. So maybe you will become happier. It is quite clear even from the future introduction of the Panther Clipper that they are looking at all the ships and weapons ;).

In regards to credits/ vs stock ships, thankfully that ship sailed a long time ago. We are lucky that we have a complex game that has survived and changing for the better, albeit slowly.

As for keeping stock items, that's what stellar versions are about. Cynical mode on/off.

The use scenario of the Assault ship. Hugging the ground and popping up like an Apache, is fun. If you want to do 'work' then whatever is easier.
Lets hope so, although I look at the state of crime, C+P etc and wonder if FD really have the chops to do what needs to be done.

We are lucky that we have a complex game
IMO its not though. Engineering is simply time gating the 'best' with quite narrow metas- its why I pray to Brabus this legacy polish is done with care so that we actually get useful variety and not more novelty hobby modules. Adversity should breed creativity facilitiated by options provided in the game, and not be seen as a detriment. We have a massive and impressive BGS that could drive all of it, and yet, its all the same. In an ealrier post I mention repairs- you could make generic ships more attractive by limiting where Fed / Imp ships can be serviced, which would make Imp / Fed territory more important to have and also be a useful PP perk for powers like Denton who rival LYR. Your T-9 truck could be repaired anywhere while the Cutter can only be repaired where the Empire exists- but then you could leverage engineering effects to make sturdy / double braced modules less bendy and thus you can go longer without performance degrading.

This is how you make a complex game, by meshing lots of little aspects that build more varied and logical outcomes. Or, you could slap on a prismatic, G5 your Cutter engines and get servicing at Sol. Ships like the Panther could have so many more metrics beyond its massive tummy, but thats all it will be measured by sadly.
 
Yes it is.
Mass of the space ship (for your comment, empty or fully loaded) influence the acceleration time to max speed, not the max speed itself.

not pure magic but pure physics
We call it acceleration and it works differently.

You get me no right if they decided to limit the speed for a ship in a vaccum (not right but let it) then it should be calculated from the starting point when the mass of the ship is 0.

And when the speed does not fall to half of the load and then begins to fall - this is not math !
 
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Yep, and that's fine. But let's go back to the Type-7 – should Frontier allow it to continue to exist in the game as-is, knowing that a player with endless money has no reason to fly it over an 8, 9, Cutter or Panther? Or do we have to buff the Type-7 to be competitive with them? I've no idea how we'd even begin to do that, even.

In general I think buffing underperforming ships is good, but for the Type-X ships it really does feel like they're just supposed to be stepping stones and that has to be okay. As long as they actually work as stepping stones, as in they're the highest capacity hauler at their cost. And they are, still: the order technically goes Sidewinder, Eagle, Hauler, Adder, Cobra 3, Cobra 4, Type-6, Asp Explorer, Federal Dropship, Type-7, Type-8, Type-9, and then Cutter.
Another important thing to consider which is often ignored is that it's good to have a wide variety of ships in the game even just for background variety. For flavour.
Given the current system of adding ships for Arx, it's unlikely that anytime soon FDev are going to be working on adding new ships with 'power levels' like the Adder, Asp Scout or Type-7, but just having them in the game driven by NPCs does add a lot to the experience.

They don't need to be buffed so long as they fill a role for new players, and then form part of the background after that. They're also still there for experienced players to go back to for challenges and meme-builds for fun.
 
Another important thing to consider which is often ignored is that it's good to have a wide variety of ships in the game even just for background variety. For flavour.
Given the current system of adding ships for Arx, it's unlikely that anytime soon FDev are going to be working on adding new ships with 'power levels' like the Adder, Asp Scout or Type-7, but just having them in the game driven by NPCs does add a lot to the experience.

They don't need to be buffed so long as they fill a role for new players, and then form part of the background after that. They're also still there for experienced players to go back to for challenges and meme-builds for fun.
What's that got to do with the background? It's about something else. All the time people used T9 in the game, in fact just because of the game background and not losing to Cutter.
Now Cutter is going to die as a carrier, and T9 is going to die as a ship.
 
...


IMO its not though. Engineering is simply time gating the 'best' with quite narrow metas- its why I pray to Brabus this legacy polish is done with care so that we actually get useful variety and not more novelty hobby modules....
I think we have the same desire for the game to be better, however your comment is rather misleading.

Apart from PVP which I would agree with being a narrow meta. PVE engineering is large, though sadly rather opaque to the average player. Some of the data can only be obtained from EDSY and Coriolis web pages, which in one sense is sad state of affairs.

Time gating which has been diminished from the mats part. The engineers do need to be overhauled. I will give an example of the vast and useful variety. How many have used sturdy as an engineering mod? It makes weapons more effective in terms of penetration, which is the second damage roll. Very useful for smaller ships attacking ships with high shields and 65 - 75 armour. There frankly is not a narrow range of metas. I could go on at length, the game design is complex and there are multiple choices, another example for experimentals' is the use of thermal shock to push NPC's to 100% heat whereby they stop firing or even stop, yes even spec ops! I will leave it to ones imagination on how that helps noobs in combat zones and elsewhere. These are not hobby configurations, and we haven't even started on special effects from Power Play Weapons, which can be truly OP and very desirable.
 
Hi :)

I suppose its too early (since we don't have in game model shots yet) but has anyone spotted hardpoint hatches?

Not directly, but at the nose end there's some 'hatch work' there in the graphics.....maybe when you deploy weapons it activates a sliding hatch, and then (as in the original FE2 /FFE) a humongous cannon exposes itself (please...no rude comments) single, but something like a class 5, 6, or 8 (take your pick) beam laser, shock cannon, plasma beam, giant frag or multi cannon. 😲....Perhaps a new 'death ray beam'?....🤭

Jack :)
 
What's that got to do with the background? It's about something else. All the time people used T9 in the game, in fact just because of the game background and not losing to Cutter.
Now Cutter is going to die as a carrier, and T9 is going to die as a ship.

Why?

There’s a lot of assumptions there. I flew a T9 for a long time, even after getting access to the Cutter because it was the biggest ship I could afford while being able to fill with cargo. - And I only actually changed the Cutter to a hauler when I got the ‘Vette.

We have no idea about the details of the PC yet, but even with 2k cargo it’s not necessarily going to be the only ship to haul in.

As a supporting example, I seemed to take approximately the same time in my T8 to build my outpost as many who were using large ships and carriers, when looking at hours in game. Because I was able to source commodities at outposts and had no shortages when a bunch of other players entered the same system, because they were all on the large pads.

If the PC is in keeping with the original, it will be huge but slow. Ideal for loading a FC, but the T9 might still make sense of you’re hauling the old fashioned way.

Also, I don’t really see the problem with old ships becoming obsolete.

We all like space ships, FDev making new ships to replace old ships is a good thing, it means more ships overall! Back in the day when I was collecting ships there were ships that just sat in the hanger because, either I didn’t get on with them or they simply didn’t fit my play style. I never lamented the FDL being of no use to me.

A completely new player is still going to fly the old ships and have a great time.
 
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Hi :)



Not directly, but at the nose end there's some 'hatch work' there in the graphics.....maybe when you deploy weapons it activates a sliding hatch, and then (as in the original FE2 /FFE) a humongous cannon exposes itself (please...no rude comments) single, but something like a class 5, 6, or 8 (take your pick) beam laser, shock cannon, plasma beam, giant frag or multi cannon. 😲....Perhaps a new 'death ray beam'?....🤭

Jack :)
Why a new one? It was forged from the Thargoid like the engine.
 
Yep, and that's fine. But let's go back to the Type-7 – should Frontier allow it to continue to exist in the game as-is, knowing that a player with endless money has no reason to fly it over an 8, 9, Cutter or Panther? Or do we have to buff the Type-7 to be competitive with them? I've no idea how we'd even begin to do that, even.

In general I think buffing underperforming ships is good, but for the Type-X ships it really does feel like they're just supposed to be stepping stones and that has to be okay. As long as they actually work as stepping stones, as in they're the highest capacity hauler at their cost. And they are, still: the order technically goes Sidewinder, Eagle, Hauler, Adder, Cobra 3, Cobra 4, Type-6, Asp Explorer, Federal Dropship, Type-7, Type-8, Type-9, and then Cutter.
i dont think they should buff the ships any more than i should be able to take a 2011 nissan leaf back to nissan and them upgrade it to compete with a 2024 model

however I dont want them to become worthless either and as such i think the mission board should have an entire rework with a new section of missions added where a specific ship and loadout is supplied and the player has to live with it

these could be ship delivery / heist missions
patrol missions for a given faction
under cover missions where you infiltrate a pirate faction and build a reputation in a specific ship
or terrorist missions where the entire point is to land a cheap ship loaded with explosives etc.

thus FD not having to constantly rebalance ships but still meaning that there is a reason to fly all the ships in the game. (albeit we may choose not to keep them in our own personal collection other than for nostalgia)
 
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I think we have the same desire for the game to be better, however your comment is rather misleading.

Apart from PVP which I would agree with being a narrow meta. PVE engineering is large, though sadly rather opaque to the average player. Some of the data can only be obtained from EDSY and Coriolis web pages, which in one sense is sad state of affairs.

Time gating which has been diminished from the mats part. The engineers do need to be overhauled. I will give an example of the vast and useful variety. How many have used sturdy as an engineering mod? It makes weapons more effective in terms of penetration, which is the second damage roll. Very useful for smaller ships attacking ships with high shields and 65 - 75 armour. There frankly is not a narrow range of metas. I could go on at length, the game design is complex and there are multiple choices, another example for experimentals' is the use of thermal shock to push NPC's to 100% heat whereby they stop firing or even stop, yes even spec ops! I will leave it to ones imagination on how that helps noobs in combat zones and elsewhere. These are not hobby configurations, and we haven't even started on special effects from Power Play Weapons, which can be truly OP and very desirable.
If time gating has been removed, then there is no point to rolling if you want 'the best' now.

And I can say, why are those examples all offensive? For example with engines. You could have drag drives that offer the speed they do but actually be unreliable, thus making non boosted drives viable but also promoting clean drives which could have lower fuel use / more stable SCO / require less maintenance. Thats complexity, because it has ramifications far beyond your ship. So, link that with a T series ship that can be repaired anywhere, has reliable clean drives and is cheaper than a Cutter, you build out a convincing logical context for your choices that validates (rather than invalidates) 'lesser' ships. Or that with drag drives every so often the boost might not work, so that in combat you might have luck against you, and that when you are hit by drag munitions you can't boost out. You are building a more complex situation and outcomes that force you to engage with your choices.

Engineering could really, really permiate your ship, but for the most part it does not.
 
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We won't be there for a very long time with the larger ships.

A T-9 is almost 160k cubic meters. A canister is about 1.5 cubic meters. Even if we assume very generous allotments for everything, the ship will reach maximum thruster mass long before it runs out of empty space.
the larger ships no... but the smaller ones i suspect will be difficult.
i have not done the maths so if someone has and says i am wrong i will bow to them, but my gut feeling is the cobra MKV has cheated somewhere along the way. (just going on my VR rummage around the cockpit and what not).
 
You haven't really articulated why those things would improve my enjoyment of the game, to be fair. Or why we should make an already punishing new player experience, even more so. What's the upside here?
i dont think anyone can articulate what will improve your enjoyment of the game (only you can do that)...... we can only articulate what would improve our enjoyment of the game.... and perhaps if we reference back we could compare where the game is now and see how it works compared to FDs stated design goal of how they wanted it to work and suggest changes to make it closer to that.
I am taking a punt so please do not take offence if i get it wrong however..................

from posts i have noticed from you i feel you want Elite to be more of a pure sandbox where you get the toys as easily as possible and you get to play with them. (a bit like minecraft creative mode or lego fortnite sandbox mode)

where as I would prefer elite to be more of a role playing game where i am a commander with very little with dreams of being the captain of a huge fleet of ships and the game for me isnt about having access to all the toys in the game - or at least that is only my end game goal.

for me the game is about the journey of how to get to that point, i want to try my hardest to earn stuff but at the same time i want that to be difficult and take time. i want to sometimes be stuck in objectively worse gear as i save up for better stuff. BUT it is by this metric where i believe i am not wrong in saying in many ways the game is worse today than it was in 2014, despite having a huge amount more "stuff".

skinner box? perhaps in part! but that is part of most RPGs where you do stuff to earn better stuff..
 
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Hi :)
Why a new one? It was forged from the Thargoid like the engine.
Ah, yes but....apart from the anti thargoid stuff we haven't had a completely new weapon have we for some time?...(as far as I'm aware).:)
New ship, and an Iconic one at that. That large frontal weapon though that was also iconic in the FE2 game, I personally think that it shouldn't be overlooked in this 2nd reincarnation, but that's my personal view...just take this observation with a pinch of salt though. :LOL:

I also think this ship should have a smallish ship bay, to store a single ship, something like a DBX or Mandalay / Cobra, but obviously that would take up a significant amount of cargo space.....but you'd still be able to instal an MB mk5 mining / explorer machine though. :cool:

Jack :)
 
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