I've come to the conclusion that some folks just want a TARDIS.
I'll take a crack at this:
Having 'more options' suggests more than one way to achieve a goal. One ship & loadout can reasonably be considered the best overall (the meta build), but any shortcomings of different combos should be capable of being compensated for by the skill or tenacity of the pilot within reason. Any issue is with the individuals definition of 'within reason'.
I don't personally worry too much with rock/paper/scissors balance, I am only concerned about a minimum standard for the task I want to achieve. So for example if I want to transport 100t of stuff, a sidewinder won't do that all in one trip but an AspX could, and a Conda would be overkill. As long as it's viable it's okay imo, and again the definition of viable may be different for others.
Look guys, the Anaconda is available to anyone with the credits to buy one. If you think that it's the best ship in the game, as op as a main battle tank at the Battle of Meggido, you're free to fly one. If you refuse because it's too op, then that's fine as well. There are loads of other ships to chose. Let's not nerf all the things just because you don't agree with some design choices. There'll always be a 'best' ship, try not to get hung up on it.![]()
Gotta disagree about the logic there, mate. Irl there are any number of amazing vehicles and tools that are just head and shoulders above their competitors, for no particular reason- or, perhaps, a raft of them.
Are you a Brit? Take the iconic British Merlin engined fighters of WW2. There's a world of difference between Hurricanes, Spitfires, Kittyhawks and Mustangs, even although they look almost identical on paper- three ton aluminium prop planes sharing the same engine. How about swords? We think we know what the secret of a Damascus blade was today, but those swords were lighter, sharper and stronger than anything forged before the late 20th century. Or firearms? An Armalite is lighter, longer ranged and more accurate than a Kalashnikov, but most people would be hard pressed to come up with a reason for why that happens to be.
From an immersion point of view I expect- heck, I absolutely demand- some things in game to have that same inexplicable 'x factor'. It can be justified or rationalised by factors not presented to the player, such as more expensive materials and construction methods. I imagine Lakons to be the equivalent of tramp steamers- all riveted boiler plate and coal bunkers- where Faulcon deLacy build welded, turbine powered motor yachts. Ok, cheesy metaphor, but utilitarian kit is often very different to more expensive alternatives.
Notwithstanding "within reason", I for one do not expect skill and experience to always make up for a difference in ship strengths and find this obsession with "balance" a bit silly. In real life if I'm in a Ferrari and my opponent is in an old Chevy Chevette his driving skills have little chance of overcoming my speed ability even if I'm a new or mediocre driver. I like it this way. Its REAL. You want a Federal Corvette to own hazres? Go earn one! You want mega cargo? Earn your Python or Conda!
I think it should be near impossible for a sidewinder piloted by a veteran ED player to defeat a newer player in a corvette. Not impossible, but nearly.
If all ships are "balanced" too much it leaves little reason to own different ones.
Or firearms? An Armalite is lighter, longer ranged and more accurate than a Kalashnikov, but most people would be hard pressed to come up with a reason for why that happens to be.
This game isn't all about pew-pew.
I mean, if it's all about having "the best ship" at the end of the day, hmm?
Not everyone wants to own an SUV because it's versatile and "utilitarian" for everything. If every ship is designed to be "multirole" instead of making them exceptional in one way compared to another we might as well have "X-Rebirth in ED", where you can only fly ONE ship rather than having a wide range of choices available.
Why is that so hard for some people to understand?
Do you seriously want to be relegated to only one ship the entire game? Hell- why don't we just ask FD to take everything but the Cobra, Python and Anaconda out then?
I mean, if it's all about having "the best ship" at the end of the day, hmm?
Notwithstanding "within reason", I for one do not expect skill and experience to always make up for a difference in ship strengths and find this obsession with "balance" a bit silly. In real life if I'm in a Ferrari and my opponent is in an old Chevy Chevette his driving skills have little chance of overcoming my speed ability even if I'm a new or mediocre driver.
Not everyone wants to own an SUV because it's versatile and "utilitarian" for everything. If every ship is designed to be "multirole" instead of making them exceptional in one way compared to another we might as well have "X-Rebirth in ED", where you can only fly ONE ship rather than having a wide range of choices available.
Why is that so hard for some people to understand?
Do you seriously want to be relegated to only one ship the entire game? Hell- why don't we just ask FD to take everything but the Cobra, Python and Anaconda out then?
I mean, if it's all about having "the best ship" at the end of the day, hmm?
You seem to be confusing balanced and identical. Making things identical is an easy way to achieve balance, but is also the worst possible way as it strips out depth and player interaction.
Balance doesn't mean that every trader has the exact same cargo hold, balance for traders means that equivalent ships should all have similar cargo/hour under reasonable running conditions. This might mean some have larger holds but shorter jump ranges. Others might be extremely maneuverable in SC but fly like a brick, slowing down docking. Others might have great general cargo capacity, but suffer greatly from pirates (assuming FD ever make pirates intelligent and competent). The methods behind each trader's performance might vary, but the performance itself shouldn't very to a significant degree outside of certain extreme conditions.
Balance is when someone asks "what is the best X" and, rather than simply getting a direct response back, the question leads into a 100 page discussion about half of the ships in the game and their relative merits and demerits.
Sigh.
As I see in all threads discussing ship balance... similar circular arguments regarding "combat" focus.
This is why we have imbalance to begin with- because people always come back around to combat, rather than every other activity available in the game.
We already have "combat" balance. FD has spent the majority of their time and resources on this for the last 4+ years, and very little on other aspects. It needs to stop.
This game isn't all about pew-pew.
For myself it's less about balance and more about consistency of the fleet design. For the most part the ships in Elite are well balanced against each other, they all have their pros and cons, their uses. But there are a few outliers which make no sense at all. The Asp Scout is the least flown ship for example, and for good reasons.
With regards to the Anaconda, it's design does not fit in with the rest of the ships. It's hull mass is far too low for what it is, and this is the root of what breaks it with regards to consistency. The ship is too good, it excels in nearly every aspect of the game, because of this more people fly it than any other ship. It makes the ships that ARE balanced well underwhelming by comparison.
That is why I care. A balanced fleet equals a wide variety of ships chosen for roles, and an OP ship equals a lot of other ships going ignored. Why add any more ships to the game if they'll never be able to compete with the one OP ship?