New Ai - hard - but more realistic
New AI - A great improvement
Yes it can be seat of the pants ride - low CZ - Python all A's but pulse turrets - so not great fire power - but to lose my thrusters on 2nd hit from vulture NPC - that was a hard blow - shields were not down (well at least at that point) - went FA before all speed dropped, but having no lateral meant no dodging shots - used repair feature to give me 10% thrusters - just enough to get speed for FSD - shields came up @ 2% hull - 175K damage but not 4Mil insurance. Skin of my teeth - real experience!
So what to say - need more practice - yes I may get blown up - so swapping to fighter - FAS/FGS or vulture and go find somewhere to develop more skills. [hotas]
Newbies - are going to have issues - I would suggest that the initial start points have a modifier applied depending on their rating - lesser level or fewer ships at interactions - this is a automatic slider scale (background) but leave the initial start area (1 or 2 systems) then full tilt. This would allow them to do surface and trade missions - building up their rep and allowing them to upgrade. They should not be starting to go to the engineers immediately, but learn the craft and environment - but if they wish to dive straight in - well the 'water' is dark, fast and full of rapids!
New AI - A great improvement
Yes it can be seat of the pants ride - low CZ - Python all A's but pulse turrets - so not great fire power - but to lose my thrusters on 2nd hit from vulture NPC - that was a hard blow - shields were not down (well at least at that point) - went FA before all speed dropped, but having no lateral meant no dodging shots - used repair feature to give me 10% thrusters - just enough to get speed for FSD - shields came up @ 2% hull - 175K damage but not 4Mil insurance. Skin of my teeth - real experience!
So what to say - need more practice - yes I may get blown up - so swapping to fighter - FAS/FGS or vulture and go find somewhere to develop more skills. [hotas]
Newbies - are going to have issues - I would suggest that the initial start points have a modifier applied depending on their rating - lesser level or fewer ships at interactions - this is a automatic slider scale (background) but leave the initial start area (1 or 2 systems) then full tilt. This would allow them to do surface and trade missions - building up their rep and allowing them to upgrade. They should not be starting to go to the engineers immediately, but learn the craft and environment - but if they wish to dive straight in - well the 'water' is dark, fast and full of rapids!