Re: Deciat - CMDR Killer on the loose

Ranting again about this because holy hell. Let's take Imperial Cutter. It's one of the strongest ships in the game. Kudos to Newts by the way again.

We have bought a Cutter! Our first Cutter is just a basic one, with no boosters. We give it a class 8A shield and be on our merry way. Let's trade! This one has 943 shields and 720 hit points.

We decide to be bloodthirsty and outfit The Cutter for just combat. But we dislike engineering. Let's give it military armour, 8A shields, 1x8 and 1x6 SCBs, 1x5MRP, 3A interdictor and rest HRPs. For s and giggles I throw in 3x Heat Sinks and rest are shield boosters. We're looking at 3790HP and 1886MJ shields with 7500Mj in SCBs. This is a lot, over 5 times the HP and almost 10 times the effective shield we'd have in non-military specced 8A-shielded cutter.

Then we go insane: let's throw basic engineering to that combat Cutter so we have heavy duties all around, with a size1 therres HRP and couple of resistance boosters on top of heavy duties. We're now looking at 6430HP and 3370MJ base shield. With Specialized Cells, our entire shield is now over 11k MJ. Like lol, we have 9 times the HP (without calculating in resistances) and 11 times the MJ of our original model.

We're bored, and become gods. We implement a limitation: our Cutter now has some protection but can only utilize 2x shield boosters and HRPs/MRPs/SCBs are limited to military slots. With military grade nonengineered build we have 1320 shields and 1790 hull, since I'm not taking a C5 SCB but opt for an MRP+HRP. We have 140% the shield strength and 2,5 times the hull of the first off-the-shelf Cutter.

And if we engineer those, we can have around 1884Mj shields and 2734 hull. I throw mostly resistances here. This is still significant, but we're having twice the shields and 3,8 times the HPs of the store one (again without resistances). This is something I could perhaps expect to see. [Note that many Combat Zone Viper IVs have effective hull strength above this value.]

Now, the question is:
In what situation is it sensible to be able to have 11x the shields and 9x hull points (plus significant resistance buffs practically doubling those values) of the standard model, while damage output has only increased 100%? What sort of gameplay does this promote? How does this translate to PvP interactions, since a ship outfitted for just combat can have almost 20 times the defensive stats of a stock one? Like, even if the defendant could actually shoot back, is there ever a situation where the defendant could kill or damage the offender?

Like... ugh. If you want to have a Cutter and be able to sometimes defend against a PvP opponent, you already have to sacrifice a lot for HRPs and SCBs and SBs. If you want to be competitive, you basically fill your entire ship with HRPs and SBs. With more limited slots the situation would be bad, but it wouldn't be THAT hopeless.

Ugh.

Edit: A fully PA-kitted Cutter with no engineering does a total of 507 absolute damage per shot. 60 % of this ignores resistances and the rest hits something like 50/50 resistances, so we're looking at effectively 405 damage per salvo. This means that if a defender hits perfectly with no damage falloff, he/she requires a total of 45 salvos to kill the superhardened Cutter. With a fire rate of 0.3 per second, this means a total of 148 seconds of just holding down the trigger. But it gets worse! Since we know that player can only get at most two salvos per one complete distro charge, we have to count in the recharge time that is 10 seconds with 4 pips in weapons. This averages to about 1 shot every 7 seconds (roughly), so we're actually looking at over 5 minutes of uninterrupted, point blank, no-miss shooting with 4 pips in weapons.
 
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That's not strictly true, is it?

I mean, you don't expect to be murdered when you pop into town to get your car tuned-up, do you?

Deciat is supposed to be a medium-security democracy.
It's not like you're supposed to be travelling into Syria to get your car tuned-up.
The fact that taking a ship to Deciat can be as dangerous as taking your car to Syria for a tune-up only really serves to demonstrate how sucky C&P is.

I'd much rather the game provided a more realistic level of safety in different systems.
The "lawful" engineers should be in high/medium security systems and they should be safe to visit.
The more sketchy engineers should be in low security systems and anarchies and they should be dangerous to visit - in both Open and Solo mode.
You're overthinking it. In a galaxy where stations murder you for double parking or taking too long about entering or exiting, life is obviously considered a VERY cheap commodity. To have it super hard for players to kill you for what are perfectly valid RP reasons in their own eyes, yet still get murdered for parking badly would grate much harder with me. It;s at least semi-consistent, death is always just around the corner for the careless pilot, and not just from other players.

Anyway, my point is specifically that the dude said 'I don't like people', and I said 'the game caters to you', which it does. Solo mode. No people. A more accurate statement would be hard to make.
 
Attacking others in a ship 10x more powerful then theirs is chicken crap and the ones who do it are no better then the white spot on top of the chicken crap which is chicken crap.

I'm all for pvp when its at least semi balanced, this game doesnt have that. And who gave all of you the power to tell others how to play their game?
Noone. Thats right you cant tell me or others how to play a video game that we bought with our money.

So my responce to you Phisto and others like you.... I will play the game how i want and if that means reporting every last ganker and murder hobo out there everyday for the first 20 minutes of my game play time from the list i have and keep adding to it after 1200 hrs in this game i will

Real monsters are not those that do monstrosities, but those that whine, moan and do nothing about them.

Don't QQ about gankers in PvP games. It makes you look silly.
 
PvP sucks because you have to encounter real people. People are garbage. I play video games to escape people. I truly do not understand why anybody plays PvP. Nor do I understand why FD insist on fostering the concept. Elite was and is in my mind a philosohy appropriate only for PvE. Trying to make it PvP is never going to work well.
And yet you're here talking with garbage. Hm.
 
Good luck with that. You might find life in real outer space before finding another CMDR in Mobius.

Do you play in Mobius? I do, and have for years. While their active numbers are down, I found commanders in all the typical hotspots this past weekend (Mobius PVE group, which I believe is North America Mobius). If you stay off the beaten path, you generally don't even see other CMDRs in open, let alone Mobius.
 
How nooby are you? (Nice way)

130946
 
Noob and newbie are not the same thing. A newbie is an inexperienced beginner, a n00b has spend much time in a game, but knows little and has no will to learn any more, thus making newbie mistakes, even after 25W 3D 23H and 9MIN of playing.

How did you find out how long I've played? 🤨
 
Noob and newbie are not the same thing. A newbie is an inexperienced beginner, a n00b has spend much time in a game, but knows little and has no will to learn any more, thus making newbie mistakes, even after 25W 3D 23H and 9MIN of playing.
It definitely is the same thing. Perhaps 'n00b' is something else, I don't speak 31337. If you think I haven't learned about all the outfitting noise within that time frame then the correct term would be something else entirely :)

I simply do not think Farseer is particularly useful in general, specifically for new players. Same goes for the engineers she unlocks. I can build ships without cannons, egg layers and FSDi mods. The rest of the blueprints they offer I consider non-essential gear.
 
We're bored, and become gods. We implement a limitation: our Cutter now has some protection but can only utilize 2x shield boosters and HRPs/MRPs/SCBs are limited to military slots. With military grade nonengineered build we have 1320 shields and 1790 hull, since I'm not taking a C5 SCB but opt for an MRP+HRP. We have 140% the shield strength and 2,5 times the hull of the first off-the-shelf Cutter.

And if we engineer those, we can have around 1884Mj shields and 2734 hull. I throw mostly resistances here. This is still significant, but we're having twice the shields and 3,8 times the HPs of the store one (again without resistances). This is something I could perhaps expect to see. [Note that many Combat Zone Viper IVs have effective hull strength above this value.]
See, that's not an unreasonable amount of HP inflation for a completely minmaxed ship versus a multirole that doesn't dedicate absolutely everything to HP. It's still a significant advantage, but it's within the realms of "if the defender is more skilled than the attacker they could possibly overcome this".
The problem is that adding a module limit retroactively into the game when ships that exceed that limit already exist would be a nightmare. This is why I've been an advocate of "you can still fit them, but see significant diminishing returns on any boosters after the first" as that wouldn't touch anyone's loadouts on the update. It'd shake things up a lot and people would end up switching their fits around to adjust for sure, but it wouldn't break things.
 
As others have said, there is no need of hiding in Solo. There are good evasion techniques, which nearly always work. (I nearly always fly in open and I've been attacked, but never killed by gankers) Just gear your ship for the trip as you would do in other situations. (Make sure that you're not flying a paper plane, at least triple your original hull points and get some resistances). When you're confident in your combat experience (and a good way to get your rebuys), head to Deciat, Eravate or Shinrarta and find someone to fight, most people are actually happy to join a friendly sparring match.

I think PvP should influence the BGS and give influence to Anarchy factions. Deciat should be an Anarchy System, to mark the danger, especially to newbies.
While I agree there are methods to handle interdictions and evasions to employ in an interdiction instance, many PVE players find this dance an unecessary waste of time, especially since the in-game RP rationale (outside of piracy) is an extremely tenuous thread.

I also agree that there is absolutely nothing wrong with ganking in terms of the EULA.

My complaint is that FDEV are complete ostriches for ignoring decades of strategies for offering effective pve / pvp instances for global mmo gameplay. They either enjoy time-taxing noobs, or haven't played a single AAA mmo - ever. It is curious that the engineering design focuses on snare and cripple mechanics with burst dps - a concoction built for ganking.

The creation of noob systems is such a sad bandaide for recognition of the problem. Maybe with Elite Dangerous 2.0 we'll see the institution of more conventional solutions that balance socialization with pvp.
 
That's not strictly true, is it?

I mean, you don't expect to be murdered when you pop into town to get your car tuned-up, do you?

Deciat is supposed to be a medium-security democracy.
It's not like you're supposed to be travelling into Syria to get your car tuned-up.
The fact that taking a ship to Deciat can be as dangerous as taking your car to Syria for a tune-up only really serves to demonstrate how sucky C&P is.

I'd much rather the game provided a more realistic level of safety in different systems.
The "lawful" engineers should be in high/medium security systems and they should be safe to visit.
The more sketchy engineers should be in low security systems and anarchies and they should be dangerous to visit - in both Open and Solo mode.


According to the lore all the Engineers are supported by the Club. They are not lawful in any way, shape, or form. Some, like Bill Turner, are all too happy to help.

Read your Orwell, folks. It’ll help make sense of why Elite’s universe says one thing when the reality is totally something else.
 
See, that's not an unreasonable amount of HP inflation for a completely minmaxed ship versus a multirole that doesn't dedicate absolutely everything to HP. It's still a significant advantage, but it's within the realms of "if the defender is more skilled than the attacker they could possibly overcome this".
The problem is that adding a module limit retroactively into the game when ships that exceed that limit already exist would be a nightmare. This is why I've been an advocate of "you can still fit them, but see significant diminishing returns on any boosters after the first" as that wouldn't touch anyone's loadouts on the update. It'd shake things up a lot and people would end up switching their fits around to adjust for sure, but it wouldn't break things.
Yeah, I was actually surprised when I looked at the numbers and went "but... this looks actually quite sensible" :O there's a solid balance idea behind those things, it's just it does not work right now!

I'm not even certain hard limits would be impossible to implement. Certainly not trivial, but it could be within the realms of possibility (the game can still track if e.g. cargo racks are used etc., we have had locked slots before etc.) Sure it's a nightmare, since a docked ship would throw up prompts of "YOU HAVE AN ILLEGAL MODULE IN YOUR SHIP. STORE/SELL/CONVERT TO MATERIALS" prompts like... 91431 times per player. A complete mess. But it would be one-time nerf that would probably hit hardest at people who are not fans of the current situation anyways.

It would be radical, sure, and would require some sort of reissuing the materials of those G5 HRPs etc., but I'd love to think it's not impossible from code PoV. From practical perspective, though? Yeah, nope, not seeing it. Any kind of huge nerf hammer would be appreciated at this point, though. I'm not certain anyone is actually having fun with the current defence buffs.
 
It would be radical, sure, and would require some sort of reissuing the materials of those G5 HRPs etc., but I'd love to think it's not impossible from code PoV. From practical perspective, though? Yeah, nope, not seeing it. Any kind of huge nerf hammer would be appreciated at this point, though. I'm not certain anyone is actually having fun with the current defence buffs.

I am :D Although, I nice nerf would be to eliminate SCB from the game and good riddance.
 
A dash of situational awareness goes a long way. Use your radar, avoid the interdiction, or submit, boost and high wake out.

Not hard at all.
 
According to the lore all the Engineers are supported by the Club. They are not lawful in any way, shape, or form. Some, like Bill Turner, are all too happy to help.

Read your Orwell, folks. It’ll help make sense of why Elite’s universe says one thing when the reality is totally something else.
I agree. Additionally the CMDRs are, even if you ignore the gaming elements, a very disruptive and even disturbing part of elites socioeconomic background. Even the more peaceful CMDRs regularly help to overthrow governments. The "punks killing each other" in deciat are harmless in that perspective. Many CMDRs have access to military hardware and are not really bound to any specific jurisdiction, instead they just "pledge" themselves to the galactic powers without being part of them. I think it's worth to note that only pilots federation members fly spaceship without being funded by or being a part of any intrasystem or galactic factions.
Elite is not an optimistic depiction of the future. Especially not if you take the pilots federation in account. If you look for an example in sci-fi literature, the CMDRs are comparable to the Ultras of Alastair Reynolds. It's not surprising that half of them look like monster clowns.
 
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I am :D Although, I nice nerf would be to eliminate SCB from the game and good riddance.
I think SCBs would be better off with a complete overhaul rather than the "you have X health potions" they currently exist as. I had an idea a while back which was roughly as follows:
  • A scree-brand shield cell bank carries the same number of MJ as a standard shield of the same class and rating, not counting boosters etc.
  • There is no limit to the number of uses. The cell recharges at the same rate as a standard shield of the same class, and draws from the SYS capacitor.
  • Powering down the bank discharges it, just like a shield generator.
  • The bank MAY be used to rapidly repair a collapsed shield - likely spending the entire bank in the process.
  • If used to repair a shield that has NOT collapsed, the shield cell is vulnerable to feedback rails - they cause the cell bank to malfunction and lose a huge chunk of its charge.
  • If the shield is charged to full, the remaining charge in the cell bank is retained.
  • (unsure about this) the thermal load for repairing a collapsed shield is much lower than repairing an active one. Collapsed shields do not become live if a cell bank is actively charging them (ie, if you mash 500MJ of cells and your shield is only 400MJ, your shield won't come back at 50% strength halfway through the charge, the cells will charge the shield to 100% and then it comes back)
tl;dr they can be charged off the sys capacitor and theoretically you won't run out if you use them sparingly or over a long period of time, making them more viable for people who want to hit up a res site for ages and hunt pirates, but would have considerably less overall MJ than the current model (for comparison - an 8A shield's worth on a cutter is 943 MJ, whereas an 8A SCB provides an effective 5525MJ)
 
A dash of situational awareness goes a long way. Use your radar, avoid the interdiction, or submit, boost and high wake out.

Not hard at all.

This is normally true. But was watching Potter's stream over the past couple days.

If you run into a group of gankers, planet side, right above an engineer base you are gonna have a rough time.

Anything planet side is really dangerous in terms of escaping.
 
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