Good analysis and suggestions. I'd also limit players who got a PvP bounty to Open until it's claimed.
Good analysis and suggestions. I'd also limit players who got a PvP bounty to Open until it's claimed.
Here is a good possibility:
A trucker engine for non combat ships (needs a better name).
This could be a cat C engine, offered similarly to how bi-weave shields are. Other possibilities are a class 1 optional module, or a class C distributor....however it comes, should be low cost.
The way I see it, hard trade/explorer/mining vessels all have a capacitor for weapons...but rarely use it (miners excluded, but they are covered).
So one option to add balance would be to have some way for these playstyles to sacrifice cruising speed for a super boost engine that drains both the engine and weapon capacitors. To give an idea numerically, we are talking 100m/s cruising speed, but 600m/s boost speed.
The idea needs fine-tuned, obviously. But you get the general idea, something to the effect of good for truckers and bad for combatters would go a long way in balancing out the two playstyles.
Another more controversial idea may be to have the FSD Interdictor drain weapon capacity, forcing a grey area where gankers can not drop you and immediately fire off plasma rounds. And it makes some sense that maintaining an interdiction would seemingly require a power source. So in this system, it's more advantageous for the ganked player to drag out the interdiction and drain the gankers power a bit, then fail or submit. Sure, he might shoot some torpedoes at you on drop, but shields are more capable of handling this over plasmas or huge beams.
Anyways, that's all I got, you've covered anything else thoroughly. Hopefully something comes of it, but sadly I won't be holding my breath.
In an ideal ED world, the difference of rift caused by the unbalance has been tuned down like in the OP, such that there is no immediate difference between npc interdictor or a player one thus the paranoia and stress issue no longer present.
To be fair, a not-insignificant amount of that backlash came from NPCs being bugged with superweapons (Plasma frag cannon, anyone? Multicannon rail gun?), plus people being ignorant of engineering and thinking the resulting absurd DPS was just coming from NPCs being engineered / having better AI.They briefly made NPCs similar to low level pvp players and there was such an outburst they ended up lobotomising them again.
To be fair, a not-insignificant amount of that backlash came from NPCs being bugged with superweapons (Plasma frag cannon, anyone? Multicannon rail gun?), plus people being ignorant of engineering and thinking the resulting absurd DPS was just coming from NPCs being engineered / having better AI.
To be fair, a not-insignificant amount of that backlash came from NPCs being bugged with superweapons (Plasma frag cannon, anyone? Multicannon rail gun?), plus people being ignorant of engineering and thinking the resulting absurd DPS was just coming from NPCs being engineered / having better AI.
I quite like that, I had a broadly similar idea but for shields a while back:
Stronger Shields if Hardpoints are not Deployed
I quite like that, I had a broadly similar idea but for shields a while back:
Stronger Shields if Hardpoints are not Deployed
Would these changes completely eliminate ganking?
No. They are simply iterations on the same theme and Frontier have already attempted quite a few of these changes, with variable degrees of success. You've actually missed the elephant in the room that is power-creep, and mass-lock. They have combined, to make it a very trivial exercise for a medium ship (Python, FAS, FDL, et-all) to engage a large ship with ruthless efficiency. Python and FDL can mass-lock a type-9. Who the hell knows why Frontier thought this was acceptable at the time. Quite a few combat ships can.
It boggles the mind they still consider that acceptable. Yes you can high-wake. Or just, you know, combat log, since that's expedient and zero-consequence. Or just 'die'. Rebuy works, and it's pretty efficient now, as far as the timeline of being shot, and being at rebuy screen. It's all quite efficient.
One of my recent trips in type-9 resulted in a pretty fireball, but I didn't care overly as my commander is wealthy (as frontier assumes it would be) and the perp got hit with a 3mil tax on my rebuy. Which is fine if you have a decent buffer in credits (but we can't have that, because that's not playing correctly) so.. really I don't think more barbaric punishment has any value.
Neither is just 'more hull' or 'more shields'. The solution isn't making players not shoot each other, either; since that's a core part of the game. Or even yet more power creep (because surely if you have enough gun, or enough engineered armour everything will be fine) it's solving the actual cause of the balance point; mass-lock and ship capability versus purpose, against a backdrop of relative player wealth.
The game assumes commanders will be wealthy by the time they have large/ expensive ships. The game's expectation, does not align with actual. Because apparently credits are unimportant (and yet they are a pivotal part of supporting the rebuy mechanic, never mind the entire credit-sink aspect of the game people love to conveniently forget exists).
The entire line of ships needs a rethink for mass-lock and what the relative power balance should be. Frontier also need to get a handle on the considerable amount of credits they naturally assume commanders now have due to the endless addition of ships and wealth now required to own more than just 2-3 ships. It's Frontier simply getting a better handle on what the experience is; and not being afraid to make dramatic changes to improve.
The ways and means are the least of the problems at this point. There are endless solutions. It's Frontier being prepared to make some hard decisions, adapt the vision to match actual and risk the ire of some, to improve the results for all. Powerplay is exactly an example of that; and if it survives being shouted down, I will be (pleasantly) shocked.
Repped.
I would love to see a "Special Weekend" with the following changes only (for testing purposes):
- mass lock factor directly related to ship mass*
- rebuys zero'd
You'd still have consequences due to losing time and cargo, but no more rebuys.
I bet the Corvettes and Anacondas would come out in force in open like with the beta.
*that one more for immersion purposes though. The big factor would be the rebuys I guess.
The op kinda makes the same mistake many do; assuming the issue is simply not knowing how to fix the problems. It's not that Frontier don't know how at this point. It's the ability and willingness to action them and be brave enough to stay the course, when it's super important they do.
I guess from my perspective? Change the entire paradigm. So here's some dramatic changes that will ostensibly reset the field. Are you ready? Here we go.
- Set hardness of trade ship hulls to high number, so that there is a much higher penetration resistance; sniping modules becomes a case of having to beat down a lot of hull first.
- Remove mass-lock; it's a garbage bin fire of nonsensical twaddle and is made redundant by high-wake, logging and the rampant speed now available due to engineering.
- Create small and medium hardpoint scaled defence modules that mitigate large amounts of incoming fire (have it target and hit most projectile types)
- Consider adding cargo insurance as an optional commodity tax that covers cargo in the event of total ship loss
If traders are getting smoked in open, it is because of their own greed or inability to outfit their ship for the risks they will be facing. Stop the hand holding and let them be responsible for their own safety.