The Galaxy - Is its size now considered to be a barrier to gameplay by the Developers?

And now, of course, the ability of a player group to concentrate their forces quickly (whether that be for ill or good) will be determined not by coordination, planning, effort but instead SOLELY by their credit balance (which in many cases is not inconsiderable).

How do we handle the fact that a rich player group may all be outfitted in 'Vetts, while the poorer group can only field FAS's? How do we handle a group that can coordinate Engineering all the ships in their group, while it's competitor cannot? We chalk that up to playing the game. The same as we should those that can use any game mechanic better than their opponents. With a shrug.

What ever mechanic one group uses to amass forces, the opposition can use the same way. Balance at it's finest.
 
How do we handle the fact that a rich player group may all be outfitted in 'Vetts, while the poorer group can only field FAS's? How do we handle a group that can coordinate Engineering all the ships in their group, while it's competitor cannot? We chalk that up to playing the game. The same as we should those that can use any game mechanic better than their opponents. With a shrug.

What ever mechanic one group uses to amass forces, the opposition can use the same way. Balance at it's finest.

Went to a school playground today and gave all the kids pocket knives and shouted 'FIGHT'.
Shrug. Balance at it's finest.
 
So, 440 pages in, in all the threads, wonder if we are all thinking that a rethink is in order? Because the current idea is just wrong
 
Not all of us role play. You can't expect all of us to role play. Role play is using your imagination, so just.... imagine it takes 20 minutes longer.
A game shoiuldn't require you to roleplay to have fun, togh having a believable world that enhances Roleplay doesnt mean it can't be fun without Roleplay. Really good games can present a beliavable world and fun gameplay, not just one or the other.
 
Went to a school playground today and gave all the kids pocket knives and shouted 'FIGHT'.
Shrug. Balance at it's finest.

Hardly worthy of a response. I shouldn't reward absurdity with logic. But, if we change the playground to a space arena, and pocket knives to laser guns, boom we're back in business.

Because we all know that instant transfer of pixels is the same thing as knives in the hands of children....
 
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Then the opposition could to the same. Crash 'Sidies and head to LHS 3447. It's all the same. No advantage to either side.

What good does it do for Hudson players to spawn in LHS 3447?

They can't fortify from there, that requires cargo from Nanomam. They can't intercept underminers there, the underminers can just avoid it with the Solo Cloaking Field. They can't undermine any other powers from there, it's Hudson territory.

The only way Hudson can use teleportation to retaliate is to manually fly Asps out to the other powers' territories and teleport their combat ships in, but that's not nearly as fast or efficient as what the powers can do to them.

It's entirely a one-way street and not fair to Hudson at all.
 
What ever mechanic one group uses to amass forces, the opposition can use the same way. Balance at it's finest.

That's not true - this is a mechanic that favours richer/more established players and penalise newer or casual players - this seems counter to what we should really want. Rich players won't be effectively penalised by any cost associated with ship transfer and they're more likely to have more ships available - so will have the optimum ship at hand for whatever circumstance - while newer players won't. This increases the gap between players and I think that puts off newer or casual players. I've already explained at length why this gives richer players an advantage in PP and CGs - rich players already have an advantage in the game, I don't think extending that advantage is a good idea and I think that's more likely to put newer or casual players off the game and certainly off CGs or PP.
 
Hardly worthy of a response. I shouldn't reward absurdity with logic. But, if we change the playground to a space arena, and pocket knives to laser guns, boom we're back in business.

Absurd yes! But according to your criteria absolutely fine and dandy because it's balanced and fair, so therefore not a terrible idea!
Your entry into the thread with this particular line of argument is a sure sign that it has well and truly run it's course.
 
What good does it do for Hudson players to spawn in LHS 3447?

They can't fortify from there, that requires cargo from Nanomam. They can't intercept underminers there, the underminers can just avoid it with the Solo Cloaking Field. They can't undermine any other powers from there, it's Hudson territory.

The only way Hudson can use teleportation to retaliate is to manually fly Asps out to the other powers' territories and teleport their combat ships in, but that's not nearly as fast or efficient as what the powers can do to them.

It's entirely a one-way street and not fair to Hudson at all.


I can see that you want edge cases to rule the day. This is not enough of a barrier to a good feature entering the game. If it become something of a concern, maybe an adjustment elsewhere could be made.

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That's not true - this is a mechanic that favours richer/more established players and penalise newer or casual players - this seems counter to what we should really want. Rich players won't be effectively penalised by any cost associated with ship transfer and they're more likely to have more ships available - so will have the optimum ship at hand for whatever circumstance - while newer players won't. This increases the gap between players and I think that puts off newer or casual players. I've already explained at length why this gives richer players an advantage in PP and CGs - rich players already have an advantage in the game, I don't think extending that advantage is a good idea and I think that's more likely to put newer or casual players off the game and certainly off CGs or PP.

So does the cost of ships and modules, and the ability to Engineer your ship. We don't go around making sure each player has an equal ship, all we do is give them equal access. It's the same principal.
 
I can see that you want edge cases to rule the day. This is not enough of a barrier to a good feature entering the game. If it become something of a concern, maybe an adjustment elsewhere could be made.

I've always thought that the beginning spawn and subsequent free sidey spawns should be at a random location in the bubble.
 
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Absurd yes! But according to your criteria absolutely fine and dandy because it's balanced and fair, so therefore not a terrible idea!
Your entry into the thread with this particular line of argument is a sure sign that it has well and truly run it's course.

Not at all. The only thing not reasonable in your scenario, is your scenario. It can't be defended on any front. I believe the phrase 'Strawman' comes to mind.

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I've always thought that the beginning spawn and subsequent free sidey spawns should be at a random location in the bubble.


There, an instant solution.
 
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How do we handle the fact that a rich player group may all be outfitted in 'Vetts, while the poorer group can only field FAS's? How do we handle a group that can coordinate Engineering all the ships in their group, while it's competitor cannot? We chalk that up to playing the game. The same as we should those that can use any game mechanic better than their opponents. With a shrug.

What ever mechanic one group uses to amass forces, the opposition can use the same way. Balance at it's finest.

Except, as I've said before, it should TAKE TIME to concentrate such force, not be effectively instant once the first elements arrive. That's the gameplay balance that's being thrown out the window here. A wealthy group can concentrate heavy forces and establish dominance almost instantly, while a less wealthy group may not. Hence, such dominance and the outcome will be determined first by credit balance instead of more important considerations such as strategy, planning, effective coordination, and the length of travel distance for forces to come from. Now, for simple CG participation this may not be a huge problem - beta will tell us that. But what about conflicts between the Federation and Empire, which are surely coming? What about countering a Thargoid incursion? It should take time for forces to be coordinated and arrive but now all we'll have to do is travel quickly in our long range taxi and then instantly summon our combat ships. It inherently changes the dynamics of how such battles should be expected to play out, particularly in the early stages of the engagement. For 'gamey' purposes it might get people into the fight quickly, but does it make sense? I say no, it doesn't.
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But, thinking about it some more, I'm wondering if they've gone instant because they want pop-up, short-lived capital ship engagements between the Federation and Empire, and perhaps even with the Thargoids and they want players to be able to bring forces to bear, to be able to respond, in as short a time as possible. I still wouldn't agree with the instant approach, but it might explain why they've chosen that approach rather than a more substantial delay in delivery.
 
What about countering a Thargoid incursion? It should take time for forces to be coordinated and arrive but now all we'll have to do is travel quickly in our long range taxi and then instantly summon our combat ships. It inherently changes the dynamics of how such battles should be expected to play out, particularly in the early stages of the engagement.

I've pointed this one out before as well. The Thargoids would leave in a hurry seeing our advanced technology! Can you imagine how they would react if every commander in the bubble arrived at the nearest shipyards to the battle area and could then instantaneously bring every warship they own behind them?
 
They don't have a valid license to create the ship, the ship transfer does.

Michael
You've probably backed away from this, but it's a huge can of worms you shouldn't open. Molecular level 3d printing like this would result in a very different kind of setting than what we see. It makes the Engineer tuned gear being unique even more bizarre than it already is too.
 
Much like your line of reasoning.
Keep on about balance and fairness - it has absolutely nothing to do with whether instant transport is a good idea.

Exactly, fairness is assured but, the real question is about preference. At this point, my goal is to just frame this discussion realistically.
 
But, thinking about it some more, I'm wondering if they've gone instant because they want pop-up, short-lived capital ship engagements between the Federation and Empire, and perhaps even with the Thargoids and they want players to be able to bring forces to bear, to be able to respond, in as short a time as possible. I still wouldn't agree with the instant approach, but it might explain why they've chosen that approach rather than a more substantial delay in delivery.
I also suspect something like this. The problem is that the instant affects people like me who have and will have absolutely no interest in such an event. It's not positive for me.
 
How i regret asking for ship transfer, thinking it would involve game play, well thought out taxi missions and fun. Ibstead, they throw around terms like QoL and ease of use. Fdev has ability to implement everything in worst possible way - like corporate or school canteen.

Take it back please, give it time, do it properly!
 
You've probably backed away from this, but it's a huge can of worms you shouldn't open. Molecular level 3d printing like this would result in a very different kind of setting than what we see. It makes the Engineer tuned gear being unique even more bizarre than it already is too.

IMHO a better solution would be a used ship brokerage at some (if not all) locations where you can basically exchange (for a large fee, the more Mods the more expensive) your ship in one location for another of almost identical spec in your current location. The only difference being the paint job and some pretty insignificant modules (RNG) but any engineer mods carry over. It is instant, reduces the barrier to entry but isn't daft as a brush on the believability scale for us nutters who want our disbelieve suspended
 
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