[Proposal] 4-Pip Bonuses for WEP and ENG

As most of you are probably aware, having pips in SYS increases the amount of damage your shield can sustain in a non-linear relationship. Having 1 or 2 pips in SYS has little effect. Having 3 pips in SYS has a noticeable, but fairly moderate effect. Having 4 pips in SYS, however, has a monumental effect: your shield can sustain 2.38 times as much damage as it normally could. Neither of the other two sub-systems have this sort of non-linear scaling to similarly reward having a full 4 pips in them. This leads to CMDRs leaning towards builds that can run with 4 pips in SYS at all times, and put an undue amount of importance on weapon efficiency (since you'll at most have 2 pips to spare) and shield capacity (since you'll have less pips for ENG, and 2.38 times a bigger number is a much bigger number). I propose adding similar non-linear scaling bonuses to the other sub-systems to make fully powering them more attractive, and worth the massive loss in durability you experience by having less than 4 pips in SYS.

ENG:
While there is the easy answer of just making the ship's speed and rotation stats be significantly buffed at 4 pips, I don't think that's the right way to go. Increasing speeds more than they already have been by the engineers further devalues the slower projectile speed weapons, and introduces a variety of other subtle balance issues. Instead, I suggest having 4 pip in ENG significantly increase your ship's acceleration. This will allow you to change you velocity vector more quickly. With higher acceleration, you can more effectively utilize your lateral thrusters, more quickly close on your target without overshooting, better control drift, etc. It makes a big difference on ship maneuverability, without messing with the already delicate and questionable balance of relative rotation rates and speed. It would definitely be worth throwing 4 pips in ENG while you're trying to bring your ship back around after a pass, or trying to closely orbit a rotating enemy.

WEP:
This one's a little tricker, and I don't think I've necessarily got a "best answer". The options I see are as follows:
1) Significantly increase RoF of weapons. This makes sense with most weapons (stronger cooling, faster reloading mechanisms, etc.), but doesn't really benefit slow RoF weapons of opportunity (PAs, Cannons, etc.) Additionally, ammo weapons kinda get the shaft with less effective longevity.
2) Increase damage of weapons. This is universally beneficial to all weapon types, but doesn't make a lot of sense with the kinetic or missile ones. I mean, how does providing more ammo to a gun or missile rack suddenly add more explosive into the shell? Handwavium could be applied, but it just feels kinda ham-fisted.
3) Significantly decrease the capacitor draw of all weapons. Having 4 pips in WEP would thus allow you to not only fill your capacitor back up quickly, but also deplete it far more slowly as long as you keeps 4 pips in WEP. This would make it a very attractive option when you're in an advantageous position, and aren't taking a lot of damage. The problem with this approach is that it doesn't really give any benefit to low-draw weapons, like frags, MCs, and cannons.
4) A contextual combination of all of these. This would be a sort of "best of all worlds" approach. Some weapons would get a damage buff, some would get a RoF buff, and some would get an efficiency buff, depending on what makes the most sense for that weapon type. This would allow the devs to add a little more flavor to the different weapons (Maybe pulses get an efficiency buff, but beams get a damage buff), but also involves the most knowledge overhead for the players to learn.
In any case, the idea is to make putting 4 pips in WEP an attractive choice, when considering the opportunity cost of not having 4 pips in one of the other subsystems.

The perfect-world situation that I envision with this is the player frequently shifting pips around over the course of a fight to best leverage their current situation, instead of just settling into the "best" configuration and staying there. Imagine you get jumped. You go 4-2-0 (SYS-ENG-WEP) to give you some extra protection from the opening salvo, and turn to face your attacker. You boost past them to get out of their weapon arc. As soon as you stop taking the heavy fire, you change to 2-4-0, and utilize your increased acceleration to stop yourself from getting too far from the aggressor while allowing the SYS cap to recharge a bit, and then position yourself in their blind spot. As soon as your weapons get lined up, you throw your pips into a 0-2-4 and open up with all of your weapons, causing major damage. The enemy takes evasive action, so you go back to 0-4-2 to try to stay on their tail, while still allowing yourself some weapon energy. You notice your SYS capacitor is running dry but your shield is still damaged, so you adjust to 1-4-1 to keep some amount of weapon pressure on the enemy, while giving your shields a bit of power, too. The enemy manages to get their guns back on you, so back to 4-2-0 and begin the cycle anew.

That sort of on-the-fly adjustment would be awesome, and really take the combat in this game to the next level. You could stay at 2-2-2 the entire time and do ok, but at any given moment there'd be one of three subsystems that you could be fully-powering to better take advantage of the situation at hand. I realize you can do this now, but the reward for putting 4 pips in the other systems (ENG and WEP) just isn't really there. The main reason you ever do on lots of ships is just to fill the capacitor back up; I'd argue that isn't really much of an interesting decision. What are your thoughts on the matter?


Note: As far as changing the way SYS pips work, well, I'm perfectly ok with that. I'd actually prefer it, in fact. I think that if the other subsystems scale linearly, then so should SYS. I also think that more-than-doubling your shield capacity is WAAAAY too much of a bonus that causes a myriad of balancing issues. I've actually for a while been suggesting / advocating for the SYS pip bonus to be both reduced and made linear, but it hasn't happened. As an alternate approach, I'm suggesting how the other sub-systems could instead be brought up to the SYS level to create meaningful choice.
 
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I agree that ENG and WEP should get some buff at full pips. Perhaps MC and cannons get a RoF increase, PA and rails have better thermal efficiency, lasers do more damage, etc.

Of course, the other option is to remove the non-linearity of buff to shields. I doubt this would be popular, but it's the option that has the least chance of unintended consequences.
 
Uh, isn't there already parts of that in the game?

Sure, the ENG advantage isn't that great - but added Eng recharge and faster speeds is there.

I do know that WEP has a bonus as more pips mean more damage for Energy weapons, and the advantage for Ballistic is that the pips have little effect, letting you focus more on ENG and SYS.
 
I would add that for part I, there should be an affect on both Acceleration, and Deceleration.

I thought, up until recently, that pips to weapons did add to weapon strength. As pips to Sys adds to your shields toughness, something tangible should be gained for the choice.

I am not all that excited by all or nothing approaches either. The non-linearity of gain for each pip has never sat well with me. When one pip might as well me no pips, and 2.5 doesn't mean much more than one why disperse them at all. Just make a system for which aspect gets the attention. One button each to favor Sys, Eng, or Weap. Done.
 
Good post OP, I agree that this would make stuff a lot more interesting, but not sure how to execute it properly. 4 pips to weapon could benefit Burst Lasers' burst size, maybe adding one extra pulse in the burst.
 
4 pips to engines already offers a significant advantage to both speed and nose rate.

Try turning a python with 3 pips.....then add the 4th.

So.....thats 2 out of 3.

I do agree the weapons part of the capacitor could use a little love though. But just something small like a 10% reduced heat and 10% damage buff.
 
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The weapons capacitor has already a huge buff at 4 pips IMO
I have experienced that that weap-capacitor loads MUCH faster if you have 4 pips on it than it raises from 1 over 2 to 3. Also not linear. And the i have also the feeling that 4 pips in eng already increases the power of all thrusters, especially the lateral and vertical ones.
But that's just my opinion and maybe i'm wrong. I change pips a lot in combat.:S

Ah and your scenario with shields and recharge doesn't work with reinforced Bi-Weave shields :D even charge enhanced the capacitor runs dry on most ships with 3 or lesser pips^^ this deactivates fast every sort of countermeasure.
 
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I know what your point is, Frenotx but I have to say that adding bonuses will result in more builds that can run a fixed X-Y-Z configuration all the time, effectively removing a huge part of skill level in Elite combat which is pip management.

SYS: Your shield strength increases. You trade agility, speed and eventually depending on your loadout.

ENG: You are faster and more agile and trade sustainability and DPS depending on your loadout.

WEP: You can sustain your DPS/Burst-DPS longer which after all increases your overall DPS. Also, you reduce heat generated by your weapons. You trade sustainability, speed and agility.



This is what we have now and and IMO this is okay. Since pip management is a core mechanic of combat in ED, adjusting it means adjusting all the content it is connected with and we just have seen what engineers did to Elite. Imagine WEP would increase damage. I would just put 4 pips to WEP for a plasma burst and then go back to 4-0-2 but get a good amount of damage on top. Depending on how this stands in relation with the SYS shield bonus it could also negate the effect of SYS pips so everyone would try to dodge shots resulting in 0-4-2 builds.


If anything, change the way SYS Works. A full capacitor reduces the damage taken equal to 4 pips to SYS and scale that down until it has nothing in its capacitor (Taking shield damage drains the SYS capacicatir equal to the damge taken. So you drain your SYS faster if it isn't fully loaded.). This would nerf bi-weaves and anything that drains your SYS capacicator faster but also would assure to not adjust the way ENG and WEP works. Ultimately SYS would work passively instead of actively like WEP do now and this is better IMO as I really don't eant to see changes that imbalance so many things at once and create a new META so everyone flies the one and exact same loadout. :/
 
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I think pips already provide enough incentives to warrant their constant use. Max speed for running away, increased turning rates, very generous firing windows from capacity replenishment and heat reduction... I feel that increasing the bonuses they provide would need be accompanied by reductions elsewhere (for example DPS across the board), and we can't have that because then people would cry Nerf! and start a riot.

I like the idea of ENG pips affecting linear acceleration. Maybe an Engineer mod should be developed where you can trade maneuverability (angular speed or acceleration) for linear acceleration, that would sit well with some ships. Or an alternative set of engine mods with such characteristics.
 
I fully support the objective of this proposal which draws on many prior discussions to which I have contributed.

I will post more re detail later.

EDIT:- OK, HERE'S THE DETAIL:-

The observed proof that Frenotx is right

Ideally the game should be encouraging two things, pip-management-wise:

(1) Meaningful choices, that is a range of pip distributions offering respective powerful benefits

(2) Dynamic choices, that is frequent movement between those distributions

As the Developers have themselves wisely said many times, an in-game choice is illusory if one alternative eclipses all the others.

We would know that pip choices were meaningful if in apex PvP combat we saw Cmdrs as likely to run 1-1-4 as 4-0-2. We would know that one choice was not eclipsing all the others if 0-4-2 was reasonably often chosen as 4-0-2 or 4-1-1.

We would know that choices were dynamic if we could present in evidence apex FdL duels or wing fights with frequent rapid pip changes between the wide variety of options available.

Basically, Frontier will have got this right when we see skilled Cmdrs spending as much time (very, very roughly) with 4 pips to sys, with 4 pips to eng, with 4 pips to weps and in a balanced distribution as each other - very, very roughly, 25% of the time in each of the four broad configurations, AND with frequent movement between them.

In actuality, apex PvP fighting is (if shielded) conducted with at least 80% of the time with 4 pips in sys.

This is not due to lack of skill or knowledge on the part of the player base. It's evolution. The reason is that the game's 6 degrees of motion, combined when desired with FA-off, and reversal speeds, mean that time-on-target with most weapons is extremely high.

The most popular weapons are both hit scan or high-velocity AND low draw. This is no coincidence - it is linked to the function of the distributor.

The numbers dictate that once ships are exchanging fire with hit scan or high-velocity weapons that have low draw, having fewer than 4 pips to sys is simply innumerate.

In short, the game does not at this time offer sufficient alternative tactics in terms of fire avoidance or increased damage to make a strategy based around <80% 4 pips to sys helpful.

I was planning to link vid at this stage but can't connect to Youtube just now - however, ultimately as I have said many times, 4 pips to sys, low-draw weapons, titanic hit points, occasional/full FA-off to stay on target = meta. The damage-per-hour meta.

Any number of apex PvP duels or wing fights will prove the truth of what I say. I'm not talking about outliers I'm talking about what has been proven to win a thousand times over.

What would prove that a meaningful change had occurred?

As above - a meaningful change will have occurred when the best pilots demonstrably fly as often with pips in alternative configurations to 4 pips to sys. Survival of the fittest.

The best type of meaningful change would be dynamic, i.e. not just a good pilot choosing 1-1-4 because they like that better than 4-1-1, but moving between those (and other) configs much more often than now.

How to achieve that?

Here I am on shakier ground. I am not a games designer and prefer to report trends and problems and leave it to the Developers and more creative types to propose solutions.

However, broadly we might imagine:

1. Leave the Sys curve exactly as it is. Experience in other areas suggests that there will be too many complaints otherwise for FDev to follow through.

2. Replicate that curve by way of increased thermal damage from the wep cap. So at 4 pips you are at over 2x thermal damage. (There should be downsides, though, like increased heat - it shouldn't just equal and cancel out the Sys bonus against an enemy with 4 pips to Sys, who should still secure some greater protection.)

3. Replicate that curve by way of increased kinetic rate of fire from the wep cap. So at 4 pips you are at over 2x kinetic rof. (See above about downsides.)

4. Triple ALL ammunition reserves. Introduce an Ammunition Fabrication Unit. Triple material storage for synthesis.

5. Introduce a Sys curve for Eng that works for more than just accel/decel (sorry, my creativity is becoming exhausted, but I think it needs to be more than suggested in the OP).

6. Introduce a small yet special benefit for balanced 2-2-2 pips: I think a slightly enhanced regen across the board (equivalent to 2.5-2.5-2.5) could be something, or better cooling, maybe?

The above would have the massively desirable benefit of reducing TTK on fully engineered PvP combat ships (albeit not I think by too much - note that more Eng equals more evasion).

It would increase pilot involvement in combat outcomes, encourage dynamic decision making and revision.

And finally it might offer some faint hope of greater diversity in weapon selection - packing an ultra-high DPS weapon for when the opponent is on one ring, knowing that you could crank up your DPS via 4 pips to weps at the crucial moment to try to get the burst, for example.
 
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UMMM NO Having it all and instant gratification just isn't enuff for some.
I honestly have no idea what you're talking about. If anything, this entire suggestion is all about introducing more choices / sacrifices. I fail to see what power distribution has to do with "instant gratification", and a suggestion based entirely on getting one bonus by giving up two others is very much NOT having it all.
Uh, isn't there already parts of that in the game?

Sure, the ENG advantage isn't that great - but added Eng recharge and faster speeds is there.

I do know that WEP has a bonus as more pips mean more damage for Energy weapons, and the advantage for Ballistic is that the pips have little effect, letting you focus more on ENG and SYS.
The problem is that the SYS bonus is non-linear, but the other bonuses are linear. This means that taking one pip out of WEP only costs you 25% capacitor. Reducing your SYS pips from 4 to 3 means you're giving up 25% of your SYS recharge rate, AND you're giving up 63% of your effective health (going from a 2.38x multiplier to shield health at 4 pips, to a 1.46x multiplier). That's huge. The cost of giving up 4 pips in SYS far outweighs the benefits of having more than 2 pips in anything else, which is why players so often tend to just sit at 4-0-2, or 4-1-1.

I would add that for part I, there should be an affect on both Acceleration, and Deceleration.

I thought, up until recently, that pips to weapons did add to weapon strength. As pips to Sys adds to your shields toughness, something tangible should be gained for the choice.

I am not all that excited by all or nothing approaches either. The non-linearity of gain for each pip has never sat well with me. When one pip might as well me no pips, and 2.5 doesn't mean much more than one why disperse them at all. Just make a system for which aspect gets the attention. One button each to favor Sys, Eng, or Weap. Done.
Deceleration is acceleration, just in reverse. When I say acceleration, I mean in the physics sort of definition: the rate that your velocity changes.

I'm 99% sure that pips in WEP doesn't increase damage, actually.
The only effect of having more pips in WEP is a linear increase in WEP capacitor recharge rate; 25% per pip.
4 pips to engines already offers a significant advantage to both speed and nose rate.

Try turning a python with 3 pips.....then add the 4th.

So.....thats 2 out of 3.

I do agree the weapons part of the capacitor could use a little love though. But just something small like a 10% reduced heat and 10% damage buff.
The effects of ENG pips varies wildly across different ships. Some ships are heavily affected, and on others the effect is extremely minor. The python, as you mentioned, sees a big difference. The FDL and vulture however, barely lose any speed at all by going to 0 pips in ENG. This is actually part of why drag munitions are a fairly unreliable special effect: reducing someone's maneuverability to that of 0 pips barely has any effect on some ships. As for WEP bonus, I'd argue it actually needs to be fairly strong. Again, a 2.38x multiplier is a HUGE deal. That's over doubling the amount of effective shielding you have. If you want people to every choose any other option besides that, then those options need to be pretty attractive. Unless the ENG buff can effectively allow you do dodge enough damage to come close to the survivability offered by simply over doubling the size of your shield, then it needs to be substantial.

The weapons capacitor has already a huge buff at 4 pips IMO
I have experienced that that weap-capacitor loads MUCH faster if you have 4 pips on it than it raises from 1 over 2 to 3. Also not linear. And the i have also the feeling that 4 pips in eng already increases the power of all thrusters, especially the lateral and vertical ones.
But that's just my opinion and maybe i'm wrong. I change pips a lot in combat.:S

Ah and your scenario with shields and recharge doesn't work with reinforced Bi-Weave shields :D even charge enhanced the capacitor runs dry on most ships with 3 or lesser pips^^ this deactivates fast every sort of countermeasure.
I promise you that the WEP recharge rate is strictly linear relative to the number of pips assigned: 25% max per pip. Your max speed also scales linearly with each pip to eng, 25% of the difference between your 0 and 4 pip speeds per pip. These are both easily measurable in game with a video recorder, frame-by-frame playback, a stop watch, and your eyeballs. I don't think ENG pips actually affect your acceleration at all at the moment, but I'm not 100% sure. If they do, the effect is minor enough for me to not even notice. Again this is something that's fairly easy to test, but again, if the effect is so minor that you need dedicated testing to detect it, then it's too minor compared to 2.38x stronger shields. Even if the acceleration is affected, I'd be willing to bet a boatload of credits that the scaling is linear.

I know what your point is, Frenotx but I have to say that adding bonuses will result in more builds that can run a fixed X-Y-Z configuration all the time, effectively removing a huge part of skill level in Elite combat which is pip management.

SYS: Your shield strength increases. You trade agility, speed and eventually depending on your loadout.

ENG: You are faster and more agile and trade sustainability and DPS depending on your loadout.

WEP: You can sustain your DPS/Burst-DPS longer which after all increases your overall DPS. Also, you reduce heat generated by your weapons. You trade sustainability, speed and agility.



This is what we have now and and IMO this is okay. Since pip management is a core mechanic of combat in ED, adjusting it means adjusting all the content it is connected with and we just have seen what engineers did to Elite. Imagine WEP would increase damage. I would just put 4 pips to WEP for a plasma burst and then go back to 4-0-2 but get a good amount of damage on top. Depending on how this stands in relation with the SYS shield bonus it could also negate the effect of SYS pips so everyone would try to dodge shots resulting in 0-4-2 builds.


If anything, change the way SYS Works. A full capacitor reduces the damage taken equal to 4 pips to SYS and scale that down until it has nothing in its capacitor (Taking shield damage drains the SYS capacicatir equal to the damge taken. So you drain your SYS faster if it isn't fully loaded.). This would nerf bi-weaves and anything that drains your SYS capacicator faster but also would assure to not adjust the way ENG and WEP works. Ultimately SYS would work passively instead of actively like WEP do now and this is better IMO as I really don't eant to see changes that imbalance so many things at once and create a new META so everyone flies the one and exact same loadout. :/
That's not how it works out in reality, though. If you're looking to be as effective as possible, you max out your shield strength, select extremely high DPE weapons that are also high DPS (looking at you, MCs), and face tank with 4-0-2. Putting more pips in ENG doesn't give you enough maneuverability to dodge as much or more damage that you could just tank with 4 in sys, and there's no point in having more than 2 pips in WEP when you can have high DPS weapons that can run off of just 2. So people don't give up DPS or meaningful maneuverability by sitting at 4 pips in sys- they just give up variety and interesting combat. The overwhelmingly most effective tactic shouldn't also be the least interesting, and least interactive one.

As far as changing the way SYS pips work, well, I'm perfectly ok with that. I'd actually prefer it, in fact. I think that if the other subsystems scale linearly, then so should SYS. I also think that more-than-doubling your shield capacity is WAAAAY too much of a bonus that causes a myriad of balancing issues. I've actually been suggesting / advocating for the SYS pip bonus to be both reduced and made linear, but it hasn't happened. As an alternate approach, I'm suggesting how the other sub-systems could instead be brought up to the SYS level to create meaningful choice.
 
I don't have any particular problems with the current system. Yes, SYS effect on shield resistance is very potent, but many setups are quite constrained in performance by how often they can boost or WEP capacitor draw.

Sure, you can do 4-0-2 and be ok in plenty of scenarios, but even with a ship that doesn't see much scaling from ENG pips in basic maneuverability, and that has high DPE weapons that can fire for quite some time with two pips in WEP, you'll still be seriously limiting yourself in many other scenarios.

In short, I feel I have meaningful choice now, in every ship I fly.
 
@OP I - like your idea.

I can't deny the facts of the 4 pips to shield thing as many people have tested this and there may even be actual figures for it but I've never felt it as simple as that. Some ships the shields are not good so IMO agility and RoF is your best friend and in others the shields are so OP that who care how many pips you've got in them? And then you've got SCB and now you also have MRP as well as HRP.

Personally I've always actively managed my PIPS very dynamically via top hat HOTAS. But always in favour of engine power, then weps then sys, just really to keep it topped up.*

So I'd be all for evening out the PIP effect across the panel. And I particularly like the ideas you put forward re weps.

* But I've not really had to deal with anything less than 4 or 5 mods such as Charge Enhanced PD's, Reinforced shields/boosters and OC PP's for quite a while. So it is possible I'm not being objective to players who haven't gone so far down the engineering route.
 
I really think this non-linear SYS pip system is not very good. It should be linear. Currently the 1 and 2 pip is negligable which shouldnt be the case. I think SYS pip management should be linear as well.
 
I agree with the basis of this thread, but not the solution. I think that 4 pips into SYS at the moment simply is too powerful. It was strong already before we had resistance boosters and stuff, with them in place it is over the top.
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So my solution would rather be on the other side: reduce things. Bring in diminishing returns for resist boosters earlier, slightly reduce the gain for many pips in shields. So having pips there would still be an advantage, but not the only way to go.
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