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

Engineers was a mistake. They shouldn't be this catch-all bandaid to problems that haven't actually been resolved. It'd just be heading deeper down the rabbit hole that Engineers is.

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It'd be more like sitting in a station and seeing 20+ variations of the Sidewinder, all supposedly from different years and makers, that all still look so similar that they might as well just be the same exact ship.



Personally, as Sylveria said, if I were out at Beagle Point with an Anaconda at the time of such a change, I'd embrace and live with it.

CMDRs have been making it to beagle point since before Engineers, remember? Including with Type-9s. It's more than possible to reach such locations (let alone 99.99% of the galaxy) without any Engineering.

Nobody with an Anaconda is going to have any real problems, except for an extreme few who intentionally seek out star systems out on the very fringe (so maybe 1% of 1% of 1% of explorers out there), and support can quite easily help such CMDRs out.

It would not be a big problem in the end at all. I guarantee, if it were to happen, the biggest complaint would be about how it takes longer to jump across the galaxy again, and even that argument would be invalid in the face of the Diamondback/Asp Explorer.

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Sorta off-topic, but that's a myth. People have since taken video/screenshots of the Challenger landing gear, it folds and retracts into quite a small space underneath the rest of the engine pod. You can observe it for yourself. Sure, it's still kind of an odd design choice, but fact is Fdev *did* pay attention to these details when making the ship.

Just wish they had that same eye for consistent detail where balancing numbers is concerned.

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You'll never encounter such a situation. Even if you're the 1% of the 1% of the 1% that goes to the very outer rim systems in the galaxy (which are *much* further out than Beagle Point is, since Beagle Point was reached by non-engineered ships like the Type 9), support *will* help you out.

I really wish that intentionally blowing oneself up wasn't treated by so many players as this short-cut to teleport across the galaxy, that kind of thing ruins so many people's perspectives...not that I have a good alternative in mind as of right now.

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Not true, balance is not something that applies to only combat - far from it. It's true that most games just don't prioritize it though.



Okay, you can stop this antagonistic attitude right now. Players seeking to do their best at a game is not a bad thing, and it's only to be expected. Trying to shame, namecall, and divisely look down on people for doing their best is wrong.



The only way it'd be reiterating the existing problem is if it's done willy-nilly without establishing some sort of formula to follow, something that takes all the necessary variables and accounts for them accordingly. 'Uniqueness' will occur naturally, because all those variables can then be tweaked to one's liking. 'Physics' only matters insofar as consistency, and has little to do with 'uniqueness'. As for your perspective on internal space, sure, that can be improved too. I myself don't feel like size vs mass of modules is consistent or even believable much at all, there's no reason that can't be improved.

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That's being more than a little disingenuous....



Okay, full stop. Blizzard hasn't ever TRIED to get this right.

Blizzard knows what they do best: making games look and feel pretty while telling a good story or two. They are *wizards* of their craft when it comes to that, they are VERY good at it; their creative departments are top-notch.

However, as can be observed with any of their games, they take a very laissez faire approach to balance. "If it feels cool and looks cool then it is cool" is about as far as they take tinkering with design and numbers. Sure, they pay lip service and show some attention to tweaking things around, but there's no formulaic approach to it and not even *close* to being done with any kind of scientific method.

There's every opportunity for Frontier to be different and prove themselves superior to Blizzard in this department.

Frontier =/= Blizzard. Just because 1 company doesn't get it right doesn't mean any other company can't.



I and many others besides Sylveria disagree directly about the Anaconda, and I in particular disagree with saying "nothing that matters" or that it's a 'personal axe to grind'. That's not a very compelling argument, you know?



The only reason to go any bigger than Anaconda is if you want more cargo space and thus to stay out for longer; having the most optional internal slots still makes it the most ideal for a task that requires lots of different optional internal slots.



It'd be fairer to call them fact-based opinions, but continue....



Who said the Anaconda was OP?



That's the point. It is a good choice for most things, there's not many compelling reasons to use a different ship. The mass thing is what takes it just a little too far.



Uh, doesn't this fly in the face of what you just said about the Anaconda being a 'solid ship choice for anything'? If you don't want homogenization, then you've got everything to gain by a balance update that applies consistent rules to *all* ships. Note that nothing about such a pass means giving all ships the same values, Fdev can tweak any and all variables to their liking to achieve the desired design vision they have for each of their ships. But they *ought* to be consistent and sensible about it.



Only if you take the Blizzard approach to balancing things, that is, just doing it by "feel" and not doing the numbercrunching work, which is admittedly a time-consuming task without an established consistent base.

Guess what - Blizzard is not perfect nor The Almighty. They are not even all that great, in my eyes, though I've enjoyed their single-player/PvE experiences quite a bit. I think you're placing way too much stock in their success and aren't looking at the whole picture there, there's a whole lotta flaws going on where Blizzard is concerned.

Not that you're alone, I think there's way too many game developers around the gaming world as a whole that look at other successful developers and, rather than do their own thing and seek to do the best they can at a given ideal, just copy what's already been done and take the same approaches. It's a real darn shame, if you ask me.



It's not about OCD, there's that disingenuity again.

The game is pretty good as-is, that is true. But it can be better and there's no reason to try obstructing it being improved upon.

One of DE's biggest mistakes with Warframe, and one of the most common complaints I see from its players, is that they don't improve upon what they've built so far - they keep moving on and piling on more quantity instead of working on the quality. To an extent, it's worked, but it's also starting to snowball with how many glaring flaws, inconsistencies, and jarring disjointedness there really is with the game.

Just like in Elite, their "PvP" mode is a joke that goes ignored by at least 99% of the community. And just like in Elite, any semblance of balance is made an even worse joke because of their modding system - Engineers is pretty bad, but boy howdy is Warframe's modding system hundreds of times worse.

I guarantee, if DE did not take their innovative approach to being an independent F2P game with freely tradeable 'premium' currency, there's no chance Warframe would enjoy its current popularity, because the quality is just not there.

And I'm personally quite scared that Fdev's already been trapping themselves with the same mindset.

I can't rep you right now, but it's my mission to change that ASAP. This post is the essence of logic.
 
images


Vulture 230T. Anaconda 400T.

images


‘Nuff sed.
 
This more than anything. Absolutely fracking ridiculous. As an engineer this kind of stupidity and pathetic handwavium really gets me.

9MW for a 1.5T power plant but an 80T one only manages 36MW.
(Or something, cznar be bothered to check).

Absolute bullocks.

I'm with you 100% percent with this.

FD also need to have another look at the absurdity of the scaling certain modules. In particular limpet controllers. Why a class 7 module that is 64 times large than a class 1 module only controls 4 times the number of limpets is just ridiculous.
 
That's not necessarily true.

I think it is - he has two premises in there, firstly that internal slots are defined by the ship size, and secondly that if a slot of a given size exists, you can fit anything to it.

This means all small, medium and large ships will respectively have the same slot layouts, and that things such as luxury cabins or ship launched fighters will fit on anything with a slot of the right size.

It sounds tedious to me, and rather than balancing anything, seems to chuck the Saud Kruger ships on the scrapper, along with some ships currently rescued from mediocrity by their SLF bay.

The more I think about it, the worse this idea seems - whatever happened to vive la difference?
 
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Because you "don't see a point" doesn't mean it's not something that needs to happen.

Has nothing to do with "OCD" and has everything to do with consistency and credibility- if Frontier states things are meant to be a certain way "because mechanics" it had better be that way for all ships and not just all but a few "favorites".

As for your "example" of Beagle Point... although that's highly unfortunate, those CMDRS also knew very well what they were getting into and nothing a rebuy screen wouldn't remedy. In fact, Frontier could even make the first one "free". ;)

Next excuse?

Ah, I see how this is. Since YOU think it should be different, then it “NEEDS” to happen. Well, since the almighty God has spoken, I’m not sure why this discussion needs to be so long. I expect that FDev is frantically coding as we type to make Elite conform to your will.
 
I think it is - he has two premises in there, firstly that internal slots are defined by the ship size, and secondly that if a slot of a given size exists, you can fit anything to it.

This means all small, medium and large ships will respectively have the same slot layouts, and that things such as luxury cabins or ship launched fighters will fit on anything with a slot of the right size.

It sounds tedious to me, and rather than balancing anything, seems to chuck the Saud Kruger ships on the scrapper, along with some ships currently rescued from mediocrity by their SLF bay.

The more I think about it, the worse this idea seems - whatever happened to vive la difference?

There's a "size classification" (small/medium/large), then there's a ships "dimensional size". Two completely different things.

If a ship's "dimensions" are to be used as a limiting factor in terms of gameplay- then it needs to be applied equally in terms of available "volume" within the ship itself in regard to internal modules.

By way of comparison- if a Clipper is larger in dimensions than a Python (therefore it's classified as "large" and can't land on medium pads) then why the hell can it hold more in actual volume (by far) than a Clipper in terms of modules internally? We can further conflate this (as most do) by then comparing the "volume" of the Type 7 in comparison to the Python... yet the Type 7 is also classified as "large" and can only hold just a few more tons of cargo than the Python.

Also, how is adding a Class 8 slot to the Type 9 actually justified physically? They can make seemingly "arbitrary" decisions regarding particular ships- yet leave others the same because "reasons"? I'm not knocking the Type 9's buff- on the contrary- I'm saying they need to finish buffing all other ships that need improvements, instead of simply releasing more and more into the game. Yeah, I like "new things" too, but I'd prefer to see existing problems fixed first.

As to scrapping ships... does this mean any/all on the table for such treatment? If not, why?

Why shouldn't passenger ships excel at their actual roles instead of being eclipsed by other ships because they're "multi/omni"role? Remove the restrictions for Passenger ships. Allow people to equip whatever the hell they like in those slots- but keep Luxury cabins restricted to only those ships. (on that note, why does the slot need to be "restricted" in order to validate its ability to use Luxury cabins?....) Because right now, with the lack of balance in terms of payout for time/effort investment in regard to Luxury pax missions, they're completely eclipsed by others that can do the job without being hampered purposely with restricted slots, etc. (mission overhaul is another thing I'd like to see... but this isn't thread for that discussion)

For SLF's... it might help if Frontier actually provided some reasoning beyond seemingly arbitrary design decisions as to how SLF availability is decided. If it's not Slot Class "size" then why are some ships allowed to have a bay door for launching SLF's, and others not? More detail is what I would like here.
 
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Ah, I see how this is.

No, actually I don't believe you do.

Implying someone is "OCD" simply because they'd like to see some consistency in terms of game mechanics and how they're applied to the internals of a ship isn't being obsessively compulsive.

You're free to see it however you wish, though. Clearly others differ as well. Are you implying they're "OCD", too?
 
Not true, balance is not something that applies to only combat - far from it. It's true that most games just don't prioritize it though.

>snip<

Okay, you can stop this antagonistic attitude right now. Players seeking to do their best at a game is not a bad thing, and it's only to be expected. Trying to shame, namecall, and divisely look down on people for doing their best is wrong.

The fault for "optimaxing" being a thing lies with the designer of the game that creates that situation, not with the players for playing the game for what it is.

You are misconstruing my intent and are reading more into the statement than I am making. Also, I find it incredibly humorous that you accuse me of shaming, then turn around and shame Frontier in the next sentence.

The "need for Balance" is something that people demand as a method of control when you have elements in the game that the game itself cannot control; in this case, that is pilot skill, and, to a lesser extent, investable time. This is additionally complicated by the sandbox nature of the environment.

I stand by my original statement that attempting to balance combat against exploration, mining, and racing is not practical when you make artificial limitations that only exist in the game as an attempt at balance or "lore". There is literally no logic that makes sense that says I can ONLY put the drives in the Thruster and FSD compartments when I have half of the Internal Compartments empty.

Again, the only place where this kind of reasoning makes sense is Hardpoints, and that is based entirely on the idea that weapons mounts have to be reinforced to handle the stress firing places on the ship. As a real world example, the 25mm AutoCannon used on US Navy ships generates 10,000 pounds of recoil per bullet fired, at a rate of 50 rounds per minute. 7,000 pounds of that recoil is absorbed by the mounting. That is not something you could just scatter around in as many locations as you have volume for.

All of that said, the system would find some sort of equilibrium in that you would need the components, life support and cubeage, drives, weapons, a way to supply power for the various components, and fuel for the power plant. What you wouldn't have is artificial limitations that leave gaping holes in the architecture because "you can't use that space for this".
 
You are misconstruing my intent and are reading more into the statement than I am making. Also, I find it incredibly humorous that you accuse me of shaming, then turn around and shame Frontier in the next sentence.

The "need for Balance" is something that people demand as a method of control when you have elements in the game that the game itself cannot control; in this case, that is pilot skill, and, to a lesser extent, investable time. This is additionally complicated by the sandbox nature of the environment.

I stand by my original statement that attempting to balance combat against exploration, mining, and racing is not practical when you make artificial limitations that only exist in the game as an attempt at balance or "lore". There is literally no logic that makes sense that says I can ONLY put the drives in the Thruster and FSD compartments when I have half of the Internal Compartments empty.

Again, the only place where this kind of reasoning makes sense is Hardpoints, and that is based entirely on the idea that weapons mounts have to be reinforced to handle the stress firing places on the ship. As a real world example, the 25mm AutoCannon used on US Navy ships generates 10,000 pounds of recoil per bullet fired, at a rate of 50 rounds per minute. 7,000 pounds of that recoil is absorbed by the mounting. That is not something you could just scatter around in as many locations as you have volume for.

All of that said, the system would find some sort of equilibrium in that you would need the components, life support and cubeage, drives, weapons, a way to supply power for the various components, and fuel for the power plant. What you wouldn't have is artificial limitations that leave gaping holes in the architecture because "you can't use that space for this".

I specifically did NOT include hardpoints as a point of balancing in this thread specifically because I acknowledge the fact that combat balancing is indeed another monster entirely.

This however, should not preclude the fact that internal modules need a good looking over to ensure all ships maintain consistency. Currently, as many examples have been given over the course of this thread (and many others can surely be made) they are indeed not balanced. In fact, Frontier has already acknowledged some of this with recent changes (Type 9 and an additional Class 8 slot) but an entire balance pass to all ships has not yet been made. Over the course of 4+ years we've had no complete passes whatsoever- just cherry-picked changes for a few individual ships.

The Python, for example... was "nerfed" twice yet it's still one of the most frequently used ships in the game, while others are clearly under-utilized by comparison. Why do you think that is?

Enough of the cherry-picked individual nerfs. We need a complete and thorough review.
 
You are misconstruing my intent and are reading more into the statement than I am making. Also, I find it incredibly humorous that you accuse me of shaming, then turn around and shame Frontier in the next sentence.

It's like you didn't even read the full sentence. Praytell what I said that makes it funny that I would say the onus is on Fdev, the developer of the game, and not on the players for playing the game for what it is?

The "need for Balance" is something that people demand as a method of control when you have elements in the game that the game itself cannot control; in this case, that is pilot skill, and, to a lesser extent, investable time. This is additionally complicated by the sandbox nature of the environment.

I don't think you have the correct grasp of things here.

Proper balance is done whilst purposefully excluding the variable of player skill. By doing so, you leave that factor entirely in the hands of the players, which is as it should be.

I stand by my original statement that attempting to balance combat against exploration, mining, and racing is not practical when you make artificial limitations that only exist in the game as an attempt at balance or "lore". There is literally no logic that makes sense that says I can ONLY put the drives in the Thruster and FSD compartments when I have half of the Internal Compartments empty.

Where are you going off about "balancing combat against exploration, mining, and racing"? What has that got to do with anything? You're needlessly complicating/obfuscating things for yourself. Apply the K.I.S.S. principle.

As for logical reasons you can only put the Drives in the Thruster compartments? Yeah, there's a physical part of the ship where thrusters are put. You can't just slap engines in the cargo bay of a C-130 instead of on the wings and expect it to fly; even if you could open the bay up to get airflow in, you don't have the necessary linkages, wiring, fuel lines, and so on all set up - it'd be a nonstarter of a fool's errand, because that's not the way the C-130 was designed. You'd have to design an entirely new aircraft if for whatever reason you were dead-set on achieving an aircraft powered by engines located in its cargo bay.

What's not logical is the preconception you seem to have that any item you like can fit into any open inventory space you can observe, which aren't really realistic in the slightest and probably stems from you spending too much time playing the likes of PubG or RPG games where such inventory systems exist.

Again, the only place where this kind of reasoning makes sense is Hardpoints, and that is based entirely on the idea that weapons mounts have to be reinforced to handle the stress firing places on the ship. As a real world example, the 25mm AutoCannon used on US Navy ships generates 10,000 pounds of recoil per bullet fired, at a rate of 50 rounds per minute. 7,000 pounds of that recoil is absorbed by the mounting. That is not something you could just scatter around in as many locations as you have volume for.

You've got the opposite of things here, too. Weapon 'hardpoints' are in fact far more flexible than internal equipment on just about any vehicle. Look at how many military crafts (whether land, air, or sea) have been retrofitted with different weaponry throughout history - tanks, warships, planes, they're all much easier to adjust weaponry with than trying to change the engine, fuel tanks, flight controls, etc., partly because they're often designed on-purpose to be that way.

All of that said, the system would find some sort of equilibrium in that you would need the components, life support and cubeage, drives, weapons, a way to supply power for the various components, and fuel for the power plant. What you wouldn't have is artificial limitations that leave gaping holes in the architecture because "you can't use that space for this".

Isn't that precisely why it's necessary for Fdev to balance ship mass & internals? Bring some consistency and sense to what is currently *not* a balanced or consistent thing?
 
“Ship balancing” is the least of ED’s problems and, even if needed, would be one of the last things I would worry about.
No one is tricked into a ship purchase and knows exactly the pros/cons of what they are buying and getting.
Instead of wasting time on a balancing act, with the obligatory complaint posts here by the dozen, there are a lot more important things I want to see Dev time spent on.
 
There's a "size classification" (small/medium/large), then there's a ships "dimensional size". Two completely different things.

If a ship's "dimensions" are to be used as a limiting factor in terms of gameplay- then it needs to be applied equally in terms of available "volume" within the ship itself in regard to internal modules.

By way of comparison- if a Clipper is larger in dimensions than a Python (therefore it's classified as "large" and can't land on medium pads) then why the hell can it hold more in actual volume (by far) than a Clipper in terms of modules internally? We can further conflate this (as most do) by then comparing the "volume" of the Type 7 in comparison to the Python... yet the Type 7 is also classified as "large" and can only hold just a few more tons of cargo than the Python.

Also, how is adding a Class 8 slot to the Type 9 actually justified physically? They can make seemingly "arbitrary" decisions regarding particular ships- yet leave others the same because "reasons"? I'm not knocking the Type 9's buff- on the contrary- I'm saying they need to finish buffing all other ships that need improvements, instead of simply releasing more and more into the game. Yeah, I like "new things" too, but I'd prefer to see existing problems fixed first.

As to scrapping ships... does this mean any/all on the table for such treatment? If not, why?

Why shouldn't passenger ships excel at their actual roles instead of being eclipsed by other ships because they're "multi/omni"role? Remove the restrictions for Passenger ships. Allow people to equip whatever the hell they like in those slots- but keep Luxury cabins restricted to only those ships. (on that note, why does the slot need to be "restricted" in order to validate its ability to use Luxury cabins?....) Because right now, with the lack of balance in terms of payout for time/effort investment in regard to Luxury pax missions, they're completely eclipsed by others that can do the job without being hampered purposely with restricted slots, etc. (mission overhaul is another thing I'd like to see... but this isn't thread for that discussion)

For SLF's... it might help if Frontier actually provided some reasoning beyond seemingly arbitrary design decisions as to how SLF availability is decided. If it's not Slot Class "size" then why are some ships allowed to have a bay door for launching SLF's, and others not? More detail is what I would like here.

Sylveria, I think you’re confusing docking bay size for ship size. As far as I’m concerned, the Imperial Clipper is a medium ship that, for purely aesthetic reasons, is slightly too wide to fit into a medium docking bay. It handles like a medium ship in Supercruise, it carries similar amounts of cargo compared to medium ship, and it’s priced like a medium ship. If it wasn’t for that classic Gutamaya design, it would fit comfortably in a medium docking bay.

Furthermore, it’s speed and Supercruise agility make it a superior blockade runner, compared to the Python. And since it’s a third of the price of a Python, if the worst happens, your rebuy is much smaller as well.

What makes the Python the “anomaly” it is that for three to four times the cost of other ships in its class, you get a “jack of all trades” ship. Great for players who fly only one ship, but if you have a stable and home base, you’re better off, in the short term, going with cheaper specialized ships.
 
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Sylveria, I think you’re confusing docking bay size for ship size. As far as I’m concerned, the Imperial Clipper is a medium ship that, for purely aesthetic reasons, is slightly too wide to fit into a medium docking bay. It handles like a medium ship in Supercruise, it carries similar amounts of cargo compared to medium ship, and it’s priced like a medium ship. If it wasn’t for that classic Gutamaya design, it would fit comfortably in a medium docking bay.

Furthermore, it’s speed and Supercruise agility make it a superior blockade runner, compared to the Python. And since it’s a third of the price of a Python, if the worst happens, your rebuy is much smaller as well.

What makes the Python the “anomaly” it is that for three to four times the cost of other ships in its class, you get a “jack of all trades” ship. Great for p,Ayers who fly only one ship, but if you have a stable and home base, you’re better off, in the short term, going with cheaper specialized ships.

IIRC one of the hidden ship stats is it's 'size', only loosely related to landing pad requirements. It affects how the ship takes damage from the various sized weapons in some cases. It's not something I pay much attention to other than knowing that class 3 & 4 weapons apply full damage to large ships.
 
IIRC one of the hidden ship stats is it's 'size', only loosely related to landing pad requirements. It affects how the ship takes damage from the various sized weapons in some cases. It's not something I pay much attention to other than knowing that class 3 & 4 weapons apply full damage to large ships.

Isn't that Hardness and not hidden any more

Weapon Penetration vs Ships Hardness
If hardness exceeds penetration there is damage reduction, if not then weapon does full damage.

Thus one of the Fer Der Lance's strengths is 70 Hardness which is equal to the Corvette and Cutter and exceeded only by the Type 10

So even class 4 pulse lasers and Multi cannons don't do full damage to those ships

The Sturdy Engineering modification usually increases penetration so can make a world of difference getting weapons over certain thresholds of penetration to do full damage as a Class four Beam will go from 60 Penetration not doing full damage to the
Chieftain
Challenger
Python
Anaconda
Type 9
Fer De Lance
Cutter
Corvette
Type 10

To with a grade 2 sturdy doing full damage to them all.
 
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Sylveria, I think you’re confusing docking bay size for ship size. As far as I’m concerned, the Imperial Clipper is a medium ship that, for purely aesthetic reasons, is slightly too wide to fit into a medium docking bay. It handles like a medium ship in Supercruise, it carries similar amounts of cargo compared to medium ship, and it’s priced like a medium ship. If it wasn’t for that classic Gutamaya design, it would fit comfortably in a medium docking bay.

Furthermore, it’s speed and Supercruise agility make it a superior blockade runner, compared to the Python. And since it’s a third of the price of a Python, if the worst happens, your rebuy is much smaller as well.

What makes the Python the “anomaly” it is that for three to four times the cost of other ships in its class, you get a “jack of all trades” ship. Great for p,Ayers who fly only one ship, but if you have a stable and home base, you’re better off, in the short term, going with cheaper specialized ships.

I'm not confusing anything. I see it rather clearly- and as you pointed out, the Clipper should indeed be classified as a "medium" ship if it wasn't simply for the wingspan alone that hampers it. What would really change if Frontier were to shorten the wingspan, after all? Ships aren't based on aerodynamic qualities- if they were most of the ships in this game wouldn't be able to fly.

I also get the quite niche game play it's suitable for- what I'm suggesting is that all ships simply conform to the same standards. Not too difficult to comprehend that logic. :)

The Python, while being of the same contentious debate as the Anaconda, isn't the reason why everything else is imbalanced- it's the lack of standardization being followed when ships are introduced, which have unintended consequences on the roles of other ships. The Python and Anaconda only stand out clearly because they're at the extreme ends of the spectrum for highlighting this flaw, IMO. Buffing other ships in some way to make them "viable" again is my sole intention here. Down with the "Big 3" (as well as Pythonconda Syndrome) and up with the 27+ other ships that exist in this game.
 
Im just glad FD dont feel the same as the OP.

If ships need a bit of handwavium to fit into the roster and give players a reason to fly them,so be it.

Again this is a game,not a sim that relies on a rigid approach.
 
Do they need that though? Just asking, can ships that make more sense not still be diverse and compelling?

I completely agree, my only real disagreement with the OP is how much work is required to 'solve' any gameplay problems arising from these inconsistencies.

Ideally everything gets looked at from every angle & the game physics, even if not realistic, becomes internally consistent & ship properties can be anticipated & derived from basic principles rather than lookup tables. But that comes close to a new game, or a reboot.

Realistically, I think a few tweaks on the worst offenders would be enough. Make the AspS a little faster, weaken the hull of the Conda, split a module bay on the diamondbacks. Just tweaks of the kind the Beyond season is hopefully intended to address.
 
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