'tis a marmite/vegimite ship
To be frank, since long time, i don't really think about a conda nerf, but more in favor of a T9 massive cargo capacity upgrade. We need all T-X ships be better in trade than others ships in the same category.
Pointless arguing about numbers and trying to make sense of it as weight in all cases are just figures that in part are used as balancing tool for ship performance such as speed, jumprange, agility etc. You do notice all modules follow a pattern when looking at weight, right? And you're asking for realism when this exists?
But sure, add mass to the Anaconda, and watch FDev tweak the hidden numbers that we cant see on the UI to make it perform roughly the same minus the jumprange. But at least we can celebrate it makes sense now, right? Just like the 128T 7A Collector limpet controller.
Again, I get that it's done for "balance" but I would have thought the way forward should be to standardise stuff like this and then find more plausible ways to "balance" the ships overall.
Said it before but I'd like to see somebody create a spreadsheet which shows the performance of all the ships, according to their statistics, without any of the hidden fiddle-factors applied.
Seems, to me, that ultimately there needs to be consistency in the way ship-stat's are applied and then FDev need to work a bit harder to find plausible ways to differentiate between ships.
One simple suggestion being, for example, if the Anaconda is supposed to be a "super-explorer" then fit it with a hokey PDist so it can't run powerful weapons and A-rated thrusters at the same time.
And of course, the modules, themselves, could certainly benefit from similar scrutiny.
Quite why a shield-booster fitted to an Eagle requires the same amount of power as a booster fitted to a Cutter, for example, is beyond me.
Surely the power requirements of the SB should be a function of the power required by the shield they're boosting rather than a fixed value?
And why does the Sensor package on a Cutter weigh hundreds of tonnes when the sensor package on an Eagle can do exactly the same job and only weighs 2.5t?
Is there some reason why the same box of electronics wouldn't be fitted to both ships?
Again, I get that it's done for "balance" but I would have thought the way forward should be to standardise stuff like this and then find more plausible ways to "balance" the ships overall.
T9 excels at short range trading and mining. Use it for what its good for. Use other ships for what they are good for.
Now, if only FD would change the MLF on it to be somehing reasonable...
The only way is to move even more towards hidden figures.
Realism and balancing are in effect mutually exclusive here. Either the figures appear realistic, and hidden numbers tweak the results to achieve game balance, or the game balance defines the figures we see.
I'm happy with the system we got. I couldn't care less whether a ship shows a 400T or 4,000,000T hull mass in outfitting, as long as it does its job in the field and behind closed doors we can calculate why.
Tbh there are very few hidden figures, and even less you can't look up. I worry more about whether the game balance is correct (so again...why the C8 distributor? -_-)
Nah,
I get that it might appear to be (mostly) working on the surface but it just creates constant headaches for the dev's and confusion for players.
Going forward, it'd be far better to eliminate all the fiddle-factors and rely on consistent calculations.
That way, whenever you design a new ship you've got a bunch of pre-defined tools which calculate it's stat's and then you can tweak things to obtain the desires results.
I suspect that the big problem is that they can't actually "nerf" anything in a meaningful way as long as somebody's flying it.
It'd be a bit of a downer if you were exploring Beagle Point in your Anaconda, logged off for the night and then, when you logged back in, you found that your ship no longer had sufficient jump-range to get to another system or that the slot which you had your SRV or AFMU in had vanished, taking a module with it.![]()
Nah,
I get that it might appear to be (mostly) working on the surface but it just creates constant headaches for the dev's and confusion for players.
Going forward, it'd be far better to eliminate all the fiddle-factors and rely on consistent calculations.
That way, whenever you design a new ship you've got a bunch of pre-defined tools which calculate it's stat's and then you can tweak things to obtain the desires results.
I suspect that the big problem is that they can't actually "nerf" anything in a meaningful way as long as somebody's flying it.
It'd be a bit of a downer if you were exploring Beagle Point in your Anaconda, logged off for the night and then, when you logged back in, you found that your ship no longer had sufficient jump-range to get to another system or that the slot which you had your SRV or AFMU in had vanished, taking a module with it.![]()
Yes but while you're travelling to Flic' in your T-9 you could probably have gotten to Elite in Trading using only a stock Hauler right?
Sorry being a bit Salty there![]()
Eh?
Hidden figures are needed. Otherwise FD cannot achieve any level of intended balance. If you want to propose to FD that we remove all existing combat balance because it upsets you to see a big ship with a 400T hull, be my guest, but that's the only "headache" it causes![]()
Funny image. Here are my tenYeah, T9.
https://i.imgflip.com/1xci90.jpg
Bought one after the Kamadhenu campaign to play following ones and fully A-graded it.
It resulted in me being unable to run away from interdictors, unable to outmaneuver interdictors, outlast damage made by or deliver proper damage to aggressors fast enough.
The jumprange was >>MEDIOCRE!<< at best, taking me thrice the time I could have used when flying an IClipper: Transporter-Configuration, notwhithstanding the time the T9 needed to dock.
The only way to survive even single encounters above "Competent" was to High Wake out of the target system and then to return and try again (sometimes twice in a row).
Sure the cockpit is awesome, the boost sounds mighty and you feel like a an oil greased titanium snowflake amongst all the goldrushed Cutters and Condas. But that was all there was to it.
It ended up with me being blown up by an "Expert" Diamondback with a torpedo to my Power Plant. An opponent I usually brush aside with ANY ship I fly...!
So, I switched to Anaconda for combined transporter-passenger runs finally.
And - while I have fond memories of wishing my shrimp coloured T9 to work properly - I never looked back.
Pity, that...!
Well, I tried the T-9 ONCE because I wanted to deliver 500 tonnes of cargo in one go.
- Had to refuel TWICE to get there
- Poor jump range
In comparison I could have taken the Beluga for 10 more millions, FAR better jump range and TWICE the fuel tank.
Sure, i "only" squeeze in around 300 cargo but in the time the T-9 took to get there with refuelling I could have taken the Beluga there TWICE without refueling.
Sure, the T-9 has more HP and hardness but the Beluga's mass lock factor is better, not to mention the Beluga's speed.
Im sure the T-9 if engineered can be awesome but until then...no.
Intended balance?
The only balance they have is basically Ship Better = More Expensive
Certain ships are simply illogical and imbalanced. The iCourier is a prime example with a bloated shield value while using a smaller shield than the Adder and simply being more expensive.
- Shield generators should give X base MJ
- Shield generator size gives Y MJ recharge rate
- Modified by MIN/OPT/MAX hull VS actual hull mass
There should be no hidden minimum values pulled out from the air.
There should be no hidden minimum values pulled out from the air.