PvP balance in a game with different sized ships would be hard to achieve. Also difficult to achieve when you can have 4 vs 1 scenarios.
No. It's really not. Nobody is saying a Viper should be able to destroy an Anaconda 1v1. That's not what "balance" means.
Balance is only really possible when everyone has equal access to ships, loadouts, and has equal penalties. Games like Quake 3 for example has balance. There is no difference between characters and once you know a map, you know where to get the weapons, and your opponents also.
Again, no it doesn't. Different ships should have different advantages and disadvantage. Progress (to better and better ships) should not be linear. A viper should be good for SOME situations and an Anaconda should be good for OTHER situations. Namely, an Anaconda should be big, slow, tanky, and threatening. It is those things, but it's also nearly as maneuverable as other, smaller ships. A FAS for example is basically a Vulture on Steroids. I'll say it again - Every ship should have a "role", something it's GOOD at, some reason to pick it over something else. For example, the DBE and DBS make AMAZING stealth ships. The Courier USED to be a great "small tank", with the huge shield values, horrible heat distribution, horrible hull values, and mediocre everything else. Now the Courier is effectively useless because low-end SCB's are useless and the Courier doesn't have the heat management to deal with them. So if you want to fly a Courier, what do you do? You stack it up with HRP's like every other small ship!
My point is - balance is possible, but the way FDev goes about it is completely unintuitive. For example, rather than simply buffing Hull Reinf, or limited the # of SCB's you could have per ship, or lowering the amount of SCB charges you got per module, they did a few things:
1. Increased heat on SCB's (what?!)
2. Made LOW end Hull Reinf GOOD but high end Hull Reinf BAD
3. Made HIGH end SCB's GOOD but LOW end SCB's bad.
4. Buffed heat sinks to compensate for the SCB heat nerf.. They buffed heat sinks to solve a problem they created that didn't need to be created!
SMALL ships (the ones that equipped small SCB's), were never the problem! They weren't the ships causing 20 minute long PVP encounters. You're thinking Anacondas and Pythons in 1v1... Anacondas should be most effective when escorted by a wing of smaller ships. They should not be a solo monster. That should be heavy fighters (See: FdL)
To balance PvP in ED they would have to make a lot of unpopular changes to the ships for a start. Bigger ships would either have to get nerfed or smaller ships boosted. Then the questions would start as to why people should even bother going for bigger ships. And then the higher insurance cost on bigger ships would become a more important point of contention... why pay more when its no more effective?
Again, not a problem if you have ROLES.. It's possible to make every ship VIABLE in PVP while also having some restrictions on how it *should* be used. No single ship should be able to dominate every other ship (See: The current FAS.) If you have a Rock-Paper-Scissors dynamic, it allows for counter-play.
I don't think ED lends itself well to balanced PvP and FD can't really do much here to help.
Sure it does. FDev just doesn't know how to balance a MP Game, clearly, or they would have never created the bonuses that Arissa Lavingy Duval and Zachary Hudson get, when compared to the Bonuses of, say, Patreus. They would have never thought Prismatic Shields and Imperial Hammers and Pulse Disruptors were comparable to useless modules like...a mining lance.
What FD might be able to do is make PvP more enjoyable... but that's going to be highly subjective as well. We had big ships able to stock up on SCBs making PvP often a game of long term attrition, often ending with the loser simply jumping out once they had run out of SCBs. FD changed that, and people complained as well. Some people want longer drawn out fights, some people want quicker fights i suppose.
I think the actual best thing for those who want PvP to do is actually organize PvP events for their PvP fix. Set some basic rules, and set to it. As I recall, the hutton trucker event, Vipers vs Cobras was a big success. Its not hard to control, no complicated rules needed regardling loadouts etc. Set a time, place, and any restrictions, and go for it.
Know what organized PVP events consist of? 1 hour of attempting to work around broken instancing.
Know what else happens in ALL PvP?
People shoot each other, people tank as much as they can, when their tank runs out they high-wake out to avoid a 5% or lower rebuy cost.
Know what should happen?
People should be able to employ tactics, ships, builds, and skills which can overcome one another through counter-play.
This is the fundamental problem with ED "Balance" right now.. It's not that Small ships are




and big ships are awesome. (not the case). It's not that SCB's or HRP's are broken (they need balancing, but they're not broken.).. The problem isn't that SCB's create too much heat (they do) or that they should remain the way they are (they shouldn't)..
The problem is, THERE IS NO COUNTER-PLAY TO ANYTHING.
Here's how simple PVP is in this game:
1. Learn how to high-wake.
2. Stack shields/Hull Reinf/whatever defense is best for your particular ship
3. Learn to shoot with Fixed weapons and do so.
4. Interdict or get interdicted, deal as much damage as possible before you're forced to run or the enemy is forced to run.
5. ???
6. No profit.
The problem is the PvP is STALE. It's not REWARDING.. and I am not saying we need credits or merits or "in game" rewards for PvP.. I'm saying the game has an AMAZING Space-Combat engine, and it squanders it through stale game-play and jacked up balance decisions that have made it completely linear/1 dimensional.
There's no "risk/reward". There's no innovation or creativity that goes into it.
Fix that, and you have the best space combat game on the market.
Don't fix it, and Elite Dangerous remains an extremely niche market where eventually games like Star Citizen (which I do not like, mind you), take over.. Or other games (Eve) release 1st person versions and they take your player-base.. Or.. something new comes along and does well what ED does poorly.
In any case, I love the game and I hate the idea of quitting; but it's really getting to that point where I feel like the Devs make decisions that MAKE NO SENSE.