Frontier, it's time you balanced ALL ships and internals- Size/Mass.

Nope.

It's a "slider" with specialisation at one end and choice at the other.
You increase one and you decrease the other.

Course, that's not to say it wouldn't be a good idea to adjust things one way or the other.
A little more specialisation might present people with interesting decisions to make.
Conversely, a little more choice might do the same too.

Well, I'll disagree about things being such a bleak two-dimensional box, but I am *all* about reaching that balanced middle ground. You're quite right that one must be careful of going too far either way!
 
Yes, each ship should have its own physics, and they shouldn't conform to to universal laws. Oh, wait, that is what happens now.

What really needs to happen here is that we need to stop having ships that are designed around how the model and animation look and start having ships that are a base volume and hardpoint configuration. You fill the volume with the components you want, and anything you don't use becomes your cargo volume. As a final step, the game does a compatibility check to ensure that you have enough life support, that the thrusters can lift the ship, and that you have enough mass devoted to sensors to create a navigation image. It doesn't tell you it is a GOOD design, it just provides an up or down check on basic viability.

I leave hardpoints separate because they are structurally designed points in the ship created to support the stresses of weapons fire and any given design would only be able to support so many. It also is a nod toward the animators. If you choose to use them for something other than weapons, that is fine, but they would still be the only place weapons could be mounted.

That's how they did it in Frontier.

Presumably they moved away from that model for reasons.
 
Yes, each ship should have its own physics, and they shouldn't conform to to universal laws. Oh, wait, that is what happens now.

What really needs to happen here is that we need to stop having ships that are designed around how the model and animation look and start having ships that are a base volume and hardpoint configuration. You fill the volume with the components you want, and anything you don't use becomes your cargo volume. As a final step, the game does a compatibility check to ensure that you have enough life support, that the thrusters can lift the ship, and that you have enough mass devoted to sensors to create a navigation image. It doesn't tell you it is a GOOD design, it just provides an up or down check on basic viability.

I leave hardpoints separate because they are structurally designed points in the ship created to support the stresses of weapons fire and any given design would only be able to support so many. It also is a nod toward the animators. If you choose to use them for something other than weapons, that is fine, but they would still be the only place weapons could be mounted.

As much as I like games that let you build your own spaceships like Space Engineers or Kerbal Space Program, I’m a realist enough to acknowledge that such things are rather niche, it would be horrible to balance, especially when you throw PvP into the mix.
 
Title says it all.

Enough of the "handwavium reasons", if a ship is of appropriate size/mass, you should be able to slot the appropriate amount of internals- or equip modules that fit into those internal slots.

There are ridiculous disparities between a lot of the ships because "reasons", and it's time to balance them all so there's appropriate reasons to utilize the internal space available. The fact that the Beluga is larger than the "Big 3" ships yet a Cutter can hold up to 792 tons of cargo is absolute proof of this. The Imperial Clipper is one of the larger ships in the game- yet the Python as a "medium" ship can hold more cargo?

Then we have that absolutely laughable 400T mass on the Anaconda... yet when compared in size to a similar ships- they simply don't hold a candle to the ability it gives the Anaconda in terms of Jump Range and being able to equip modules based on mass. Anaconda needs to be 800T, plain and simple.

There are many other examples - even down to the medium/smaller ships- Python being able to hold more cargo than a Type-7 (which is classified as a cargo ship- where the Python is not) and Keelback being able to field SLF with a Class 5 slot while a ship of comparative size even with a larger class slot is not able to equip one. Why? If you're paying someone to customize your ship- there shouldn't be a reason for why they cannot retrofit it with whatever module you please. You want to limit module sizes in ships of appropriate size for "balance" reasons- I get it, but why then further restrict what ships can do with those size internals even further? You have a cardboard box of "X" size, and you can put "Y" amount of mass inside that box. It's really not rocket science. Want to relegate it to "structural integrity"? Then the Anaconda is a clear example of how that fails- brittle internal integrity yet it can fit a godly amount of modules and hold up to the stresses of extreme range hyperspace jumps? Sorry, not buying it.

I could go on and on and on, but it's pointlessly obvious- and I'd just be parroting the same concerns that have been voiced for years now.

It's time for a complete ship balance based on current implementation and the way it affects the game as a whole. You already know some players are going to kick, scream, cry and salt mine the forums in response but it needs to happen. There is no "gentle" way to approach it. Adjust prices accordingly as needed. If credit differences are the "reason" then we should have the option of customizing internals based on credits, too. Credit prices shouldn't be the reason why we cannot have ship balancing when it affects game play.

Either buff other ships so that they're in line with the same standards- or nerf the ones that are above standards. No more "Big 3 Go-To ships", every ship in this game should have purpose and meaning... not just exist as a stepping stone for the "biggest" available. Moving forward, future ship balance also needs to take into account this game is not (and never has been) solely a multiplayer experience- but a hybrid where both single and multiplayer experiences are available as a choice.

IMO ship size should not be a "progression standard" in Elite Dangerous- it's about experiencing the galaxy in its true form and scale.

Yeah, and especially because ist not Progression ist perfectly balanced.
 
Ive seen it mentioned about the place on different threads, and its always mystified me. What is so dreadfully out of balance about the conda that needs nerfing? And what is so appalling about the overall ship balancing that it needs a redesign so badly that 'needs' gets underlined and highlighted in bold etc.
 
Ive seen it mentioned about the place on different threads, and its always mystified me. What is so dreadfully out of balance about the conda that needs nerfing? And what is so appalling about the overall ship balancing that it needs a redesign so badly that 'needs' gets underlined and highlighted in bold etc.

The Anaconda weighs 400t. It's a large ship. Just go look at the weight of various small and medium ships. That'll tell you all you need to know.

It is not the only ship with a crazy stat anomaly.
 
I'm all for specialized ships. Even today, a fighter is not a c-130. Ships that are purpose built should be WAY better than those that are not at their given task. As for the Conda... I have no problem with the 400T as long as they adjust the integrity down to like 3. Its obviously made out of canvas right?
 
I'm all for specialized ships. Even today, a fighter is not a c-130. Ships that are purpose built should be WAY better than those that are not at their given task. As for the Conda... I have no problem with the 400T as long as they adjust the integrity down to like 3. Its obviously made out of canvas right?

Your conclusion is a logical one, but no fix will avoid frustrating some, particularly with the Conda since it's so flexible.

If you increase the mass, it will reduce the jump range of an exploration build. Arguably this is a good move since it's among the best in the game, but will frustrate (and potentially strand) explorers.

If you decrease the integrity it will reduce the hitpoints, frustrating traders & other players that rely on it's defences to save them. Arguably this is a good move too, since it's integrity is well above average.

Leaving it alone frustrates only those that have taken a peek behind the curtain & seen how the magic trick is done. Seems like the path of least resistance to me ;)
 
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I think the term you're looking for is "space opera."

Personally, I think everything in your list besides "stars you can look at" and "recoilless cannons" can be explained as applications of Witchspace technology, with the former explained by something similar to smart-glass for our canopies and Remloc helmets, while "recoilless" weapons exist in real life.

Up until Horizons, I would've put Elite: Dangerous rather firmly in the "One Big Lie" category on Moh's scale of Sci-Fi hardness. Under Sandro's leadership, I feel that Elite: Dangerous has lacked the same dedication to verisimilitude as it did under Brookes.

"Space opera" is good, but I do think gatling guns in space is a bit "punk". :)
 
Your conclusion is a logical one, but no fix will avoid frustrating some, particularly with the Conda since it's so flexible.

If you increase the mass, it will reduce the jump range of an exploration build. Arguably this is a good move since it's among the best in the game, but will frustrate (and potentially strand) explorers.

If you decrease the integrity it will reduce the hitpoints, frustrating traders & other players that rely on it's defences to save them. Arguably this is a good move too, since it's integrity is well above average.

Leaving it alone frustrates only those that have taken a peek behind the curtain & seen how the magic trick is done. Seems like the path of least resistance to me ;)[/QUOITE]

I know it will frustrate a large segment of the player base, so maybe your right in just leaving it alone. It does frustrate me that the answer to every question is buy a Conda. Thargoids...Conda, exploration...Conda. Defensible trader...Conda. No rank lock...Conda. It's kind of a Joke.
 
Absolutely this.

It's kind of like Ferrari building a minivan that does 200mph on any terrain and gets 60mpg and then forcing every other car manufacturer to build either a sportscar, a 4x4, a minivan or an economy vehicle.

The other manufacturers would be forced to build insanely specialised vehicles in order to be sufficiently better than the Ferrari minivan in only one way to offset all the other advantages that the Ferrari van has.
Lamborghini might build a sportscar that does 250mph and people will still say "Well, that's nice but I can get my whole family in the Ferrari, drive it off-road and still get great gas mileage".

In ED terms, people can harp on about "specialisation" and "choice" all they want but as long as there's still a giant Anaconda-shaped fly in the ointment it's never going to happen sufficiently well to please the people who want those things.

Consistency would mean that FDev could leave the Annie as some kind of "aberration" if they wanted to but they'd be forced to concede something in order to provide for either choice or specialisation.

+Rep.
That's the best analogy I've heard in while about how broken the Anaconda is.
Yes, I'm in my Anaconda right now.
 
I'd be more up for a complete rebalance including ship strengths, performance and their moduiles too!

It's all got worse and worse with FD's questionable approach at adding more content whcih all too often meant little consideration to the outcome in its eagerness to create "meaning and content" (translated - a reason to grind to upgrade your ship instead of do more involved and interesting things in ED). And yes, this includes the Engineers G1->G5 rampifications, along with their magic side effect spells!

If ships' performance, modules and needless Engineers 2x performance could all be rebalanced/reconsidered? Yes please!
 
A balance pass on all ships would be a wonderful thing, and should be a regularly-occurring activity.

That's not to say that ships should be constantly being tweaked, just that Frontier should be (if they're not already) always open to the idea that, in an online game that's having content actively added to it, everything in it needs to be monitored and possibly changed to ensure it's working properly in a continually-evolving world.
 
If the Anaconda is so fantastic at everything, how come I can't dock one at an Outpost.

Yeah.

In other words - quit blathering about the Anaconda - it does a lot of things very well, it has a fantastic jump range which can be made even better with tinkering - but ask it to dock at Outposts and it'll gibber incoherently.
 
"Space opera" is good, but I do think gatling guns in space is a bit "punk". :)

Kinetic Energy Weapons are too much a staple of hard science fiction to consider them an anomaly, let alone “punk,” which as a genre is more about examining the social effects of transformative technologies with a heavy emphasis on the negative, dystopian effects, as opposed examining just the technology.

While the Elite Universe has a lot in common, setting wise, with the cyberpunk genre, it’s hard for me to see it that way. In classic cyberpunk, the protagonists are generally anti-heroes resisting the Big Bad of their setting: an oppressive state, corporation, or some form of conspiracy by the Hyperclass. In Elite: Dangerous, the role of Big Bad is filled by the Pilots Federation. ;)
 
What you see as "homogenizing" I see as "balance".

That is not a matter of opinion; what you are talking about, specifically when you say "if a ship is of appropriate size/mass, you should be able to slot the appropriate amount of internals- or equip modules that fit into those internal slots." is homogenising - they would not be "similar" or "balanced" they would be the same.

And it'd bore me - I like the variety, and I like that for those that don't like the variety, there are solid all-rounders that can be put to any task so no thanks.
 
As much as I like games that let you build your own spaceships like Space Engineers or Kerbal Space Program, I’m a realist enough to acknowledge that such things are rather niche, it would be horrible to balance, especially when you throw PvP into the mix.

No matter how you design a game, combat munchkins will optimax for advantage. Your argument is meaningless because balance is meaningless. We already have munchkins.

What my recommendation works for is a realistic approach. You can only fit so much equipment in a given volume, and that will make practical limits to what a design can achieve.
 
If the Anaconda is so fantastic at everything, how come I can't dock one at an Outpost.

Yeah.

In other words - quit blathering about the Anaconda - it does a lot of things very well, it has a fantastic jump range which can be made even better with tinkering - but ask it to dock at Outposts and it'll gibber incoherently.

I can't help but agree with this, the Conda is a great ship. I want more great ships like this, not to nerf the good ones.

But that said, one of my other arguments is that of the big three, the Conda is too light/too tough, the Cutter is too fast/has too big a base shield, and that the Vette is the one that's got sensible stats.
 
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