I can sling a spreadsheet as well as the next person. I know how to minmax, and I've done it in other games. I actually think FDev has the right idea here, rewarding gameplay that embraces compromise and discouraging gameplay that focuses on extreme specialization.
And this improves/benefits the game... how exactly?
One useful effect this might have is make the smaller ships be more useful to the multi-millionaires.
The cost is not going to be so bad for the smaller ships. And if you have enough money to spend on the modules that are 1mil+, you have enough to pay for the 10%.
currently I can meet a player who has his ship equipped for trade,10 minutes later I can meet the same ship, now filled to the brim with scb's and in full offensive kit. Doesn't seem right. Sorry but this game isn't about being able to do everything at once. You have to compromise, and live with your choices.
Doesn't seem right.. why? That's not 'doing everything at once'. That's running away, docking, planning, refitting for different purpose, undocking, and THEN doing a DIFFERENT thing - namely, fighting back.
So small ships should be able to practically freely alter their role, but big ships should not? Why? Because you can laugh away the small ships in any setup, but heaven forbid a big space whale coming back with vengeance?
Same question again - locking bigger ships to single role, is beneficial to the game... how exactly? The ships are limited by their frame, by their ability to carry various modules.. and on the other hand by their cost, which reflects in their rebuy cost (in other words, the risk of flying said ship in particular kit). Those are the factors that define the ship's (or ship frame's) role. Some ships have more narrow utility, but they are generally better in that area, and cheaper to acquire (which makes them stronger when compared to multi-purpose ships in same price range). The ships are made with easy to swap, standardized hardpoints, instead of having their hardpoints welded in, never to be replaced. Everything in the design speaks to me of purpose of being able to quickly and easily change your loadouts. Nothing suggests to me that you're supposed to decide on one setup for the ship, and stick to it, rain and shine. So I utterly fail to understand where people are pulling this idea from, that ships are not meant to be rekitted.. and that going against that dogma should always be punished.
My guess is that people are misinterpreting this change. I don't think it's real intent was to punish people who like to rekit their ships, and certainly not to make multi-purpose ships less versatile and viable. I'd think the two major reasons would be, first - to introduce a way to drain some loose capital from circulation.. and second, because 'it seems right because that's how it works in most places'. I just feel that it fails on both counts... for reasons I've pointed out before, several times I think.
From what I understand of PvP side, big reason to why the 'multi ships' are potentially so powerful in combat, is their ability to kit up with so many shield recharges. I think that's an issue separate from the rekitting, though. One solution might be to make the recharges work similar to shield generators themself - in that only one is allowed in a ship. Balance the number of charges, power drain, and weight as necessary. This same could apply for shield boosters. This should close the gap somewhat between combat ships and multi-role ships, on that issue at least. Personally I think the role of shield recharges (and shields in general) in combat is currently far too important, as they multiply your potential shields manyfold, which in turn protect critical modules, which armor by and large fails to accomplish. Consequently, I think balance should shift from shield recharges to shield generators, and from shield generators - somewhat - towards armor. Perhaps allow a bit of damage to creep through shields, increasing proportionately as shields get weaker - at 3 rings, nothing gets through, but as shields weaken, more and more begins to come through. Perhaps allow armor to mitigate some of the damage to modules - maybe as a portion of strengthening - or 'armoring' given to each module, based on the hull/armor of the ship. In other words, before you can hit the module, you have to break the armor on top of that module. I'm sure someone else is better qualified to suggest particulars of this, since I'm personally not experienced - nor interested - in PvP.
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