Awesome.
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Things should serve a gameplay purpose.
Having to earn ships (rather than being given all of them them right from the start) is a way to gate progress (in ED it's quite a "grindy" gate which is another bad no-no when it comes to design, but let's move on), which in turn is there to create a progression path for players and for balance reasons as well (if everyone could access all ships at their whim then small ships would probably be largely unused).
Having bigger shields is offset by them recharging longer, yes - which is fine outside of stations, when unexpected things can happen. It's during an engagement when you need the bigger buffer and having said buffer replenish slowly is the offset (albeit given the current state of shields, their prices, SCBs and general recharge times I'd say this entire aspect is in major need of an overhaul - but this is besides this point).
There's absolutely no reason for the shields to not recharge instantly when docked. You can refuel instantly, you can repair instantly, you can change armaments and reload instantly... But to ask for a shield recharge? Oh no! Tis mission impossible!
If you really can't see a difference (and aren't just plain trolling), then you really don't have a clue about game design.
My assessment of your assessment is that you're a child of post 2000 era gaming. Anyone with a head more mature than that wouldn't be asking for things like out of combat regeneration, or call currency acquisition a 'grindy gate nono' of player progression.
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I feel that ED definitely aligns more strongly with pre 2000 era mentality, hence the need for CQC for the game to appeal at all to the xbone crowd. Many of ED's mechanics support this, most obvious one being failing to meet insurance. Also, this isn't a single player game - I wouldn't call it an MMO, but it's definitely a multiple player game, and the setting supports this perfectly. There is no hero's journey, there is no critical path, there are none of these things that operate as borders to shape the player's 'progression path'. All we have are goals and limitations, the two fundamental ingredients for a game. This is great. It's a throwback to older games that I absolutely love.
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Let's break a moment to get something straight. The point you bring up about shield regen and mission timers is superb. However, I believe there's a technical limitation in this area. Also, outfit, refuel, repair, rearm, and commodity exchange instantly? I'd love to see these things removed. Shield recharge? I'd love to see this tightened and cleaned up a bit. Bringing these all these things into alignment would make the game more cohesive. The question is whether to bring shield recharge to meet the other ones and happen instantly, or to bring the other ones to meet shield recharge and be not instant.
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I lean on the side of the latter. Why? Realization of time. Many things are realized pretty well in ED (though a lot of things aren't too, and the game modes are a huge cause of this). We have things like supercruise and jump range as limitations for movement. We have hubs like high tech systems and things like CGs pushing players around. We have to fly to stations to cash in bounties, turn in missions, etc etc etc. All of these things ask the player to decide:
"Is this inconvenience worth it?" and this is a meaningful decision. Perhaps a cobra over the cheaper yet equally capable fighter, the viper. Maybe a python over the larger and faster but similarly capable trader, the clipper.
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Time should be realized too, and time spent while docked is not a lesser form of time than time spent in a dogfight. This is really the keystone of my argument, and my issue with your post. Supercruise 10,000ly out of the bubble is still supercruise, you shouldn't get a maneuverability boost just because it's not as meaningful. Fuel is still fuel, and shouldn't get ignored just because you have a big scoop and a 128t capacity of it. A fight is still a fight, even if it is a stock sidewinder against your
vastly superior FAS.
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It comes back to that bolded decision up there:
"Is this inconvenience worth it?". If you can't deal with the outfit costs, the speed and maneuverability, the size, or other limitations/drawbacks of an anaconda,
you shouldn't be flying one. Shield recharge time is no different. If you see a difference, you don't know the first thing about game design.