Nerf Engineers - A Suggestion

A wildly unpopular one, too, if I had to guess...but allow me to explain what I mean by 'nerf engineers'.

I almost exclusively fly in Open and, being a visitor of the forums, it won't come as a surprise I'm familiar with PvP, ganking, the 'open only' debate and so on. I personally feel PvP in Elite is pretty lackluster. I'd say there is a balance issue, but that isn't quite accurate. What is accurate is that there is a by-the-ship balance issue. Allow me to use some examples:


Some Examples...

1) You're flying your stock T-9 to a CG, you get interdicted by a FDL built for PvP - maybe G3 mods or better - and of course, die very rapidly. Your ship, being stock, simply lacks the defensive capability to withstand this killing machine. In my personal experience (which I draw this example from), I was dead before I could even open contacts to see what (and who) had even interdicted me.

2) You're cruising around in your PvP Corvette that you've been working on. You're G3 or G4 on most of your modules, and thus quite dangerous. That said, when you encounter another 'Big 3' ship attempting to interdict you, you choose to run or combat-log. You reason that nobody would risk their Big 3 ship against a similar target unless it was G5 across the board...a significant improvement over your current loadout.

3) You love to pick fights and interdict players every chance you get - but most just combat log or run off, and rarely fight! Trying a change of tactics...you build out a Diamondback Explorer for PvP. Resuming your interdiction shenanigans, you discover more targets willing to fight back! (Also drawn from experience) Why is this?


The Performance Disparity Gap

I'm not a numbers research guru, but it doesn't take one to know that if you were to match a stock ship against an A-Rated ship, there's a fair difference in performance. That said, it's generally accepted nobody keeps E-rated modules...so what about D-rated vs A-rated? Well, that could be a fight if the D-rated ship is in the hands of a swell pilot.

Put another way, before we take engineering into consideration we know that the 'balance' of a ship matched against itself is fairly narrow in terms of performance game-side. Instead, skill of the commander is the primary determining factor. Now, D-Rated vs. A-Rated might make that a 60/40 mix (Skill/Loadout)...but skill still matters more. This is balanced (and that's good) but why that balance matters is the meat of my topic:

'It's Just a Game' is a common utterance on both sides of the PvP / PvE fence. And they're all correct: it's just a game. As such, you're not forced into a life or death 'you must stay logged in' scenario as in real life. You just log into solo or PG, or combat-log. Vice versa, you stop interdicting fair targets and interdict anything that moves because finding a fair fight is about as common as a luxury Adder. But why avoid the fights? 'They're never fair' - and that is also true. 'You're all gankers' isn't true, but when you start interdicting everything...well, yeah, that kinda happens.

See, the vast majority of players (not just Elite players - any players!) size up PvP based on risk/reward: not risk vs credits, mind you, but risk vs winning (be that honor points, credits, rep, bragging, killboards, or just a good time). Players will take risks (it's a game after all), but only if the rate of winning is enough to warrant it. Most players won't take a risk if the ratio of loss to win is somewhere below 5 to 1. That just means you'll lose a lot...and that's not fun.

What's more, if those losses are fast - like I can't-check-my-contacts-I'm-already-dead fast - then the incentive to fight is further reduced. This is why TTK (time to kill) matters a lot in PvP-only games (like the battle royales of Fortnite or the old shooters of Counterstrike). Low TTK significantly reduces player satisfaction (winning AND losing) because the player can't perceive their skill's value in the match. If my skill has little to no bearing on survival...it's not a game, it's a gamble.


"But SandKid...what does this have to do with engineers?"


If the typical player doesn't have G3 mods or higher on their combat ship (assuming they are even flying a combat ship!), they already know that their chance of success in a PvP encounter is very likely quite low when interdicted. They assume (correctly and incorrectly) that their assailant is going to be stronger because they had the gumption to interdict them. Essentially, most players buy into the fallacy (like bad economic advisors) that an attacker won't be stupid enough to take on fights they might lose. Again, this is a false assumption - but they don't know that.

What they do know is that their ship doesn't stand a chance against another engineered ship if it is a higher grade. Pretty much guaranteed loss, unless you think yourself a hotshot commander. And there are such commanders, but they often fail to understand how few and far between they are. Most players do not have the 'can do' attitude of a true PvP-er - and that's ok, it's just human psychology.

You see, engineering scales with the grades. Grade 1 to Grade 2 is a minor improvement, but Grade 4 to Grade 5 is quite large! From an RPG perspective, this makes great sense - we want to feel stronger and more powerful as we invest time and resources into our play experience in any game. But in Elite, this is a two-edged sword: engineers vastly expand the performance disparity gap. This gap is important because, as already explained, it fuels the player's risk vs reward calculation. Bigger gaps drive the win/loss ratio further down (as in more losses to wins) and thus convince more players to simply skip out on PvP altogether.

We see this in the unwillingness of Power Play to really 'be' legal PvP, or the fact solo is heavily utilized for CGs, Power Play, or just visiting ShenDez. Engineering is intended to allow further customization and investment in our favorite ships - but it also paves the statistical facts in our minds that unless we are at our best, the likelihood we will lose is quite high.


The Suggestion - Nerf Engineers

Imagine if a stock Type-9 took more than a minute to bring down with a Corvette. You'd probably think the 'vette pilot a fool - but what if it was just balanced this way? If we were to wave the magical FDev wand and remove engineers (I'm not suggesting that, mind you), TTK would dramatically increase across the board for all PvP encounters - consensual and not - just because the performance disparity gap would significantly thin.

I often like to reference another popular space MMO, EVE Online, which is often accused by the ignorant of being 'impossible for new players' because of the skillpoint gap between a veteran and a rookie. Interestingly, EVE Online has almost every ship in the game redundant - four versions, one for each race, but largely identical in performance with minor differences in how they play or fly. Despite these differences, if you take four ships of the same class but different races (and therefore very different loadouts and weapons) - a frigate for example - you'll find their performance nearly identical, despite being very different ships after loadout. Skill of the pilot will be the real determining factor in a battle.

In Elite, it's no secret that if you take a stock Fer-De-Lance and a stock Asp Explorer, the FDL is going to win an excessive number of times. Elite, though, isn't built with ship classes in narrow bands of performance...the FDL costs a lot more than the Asp, for starters, and is of course more well-appointed for combat in its internals and hardpoints! But strangely, if we were to remove engineering, a combat fit Asp Explorer might be willing to take on a FDL - if only because the perception of the performance gap is so much smaller. Any veteran PvP-er will tell you that if a ship is properly built for combat, it will perform at least satisfactorily within its same size class. An FDL still ought win out over an Asp...but pilot skill has more say, before engineers.


This is the heart of the suggestion: bring the performance gap back into check by nerfing engineer performance gains. Rather than giving performance gains that double the power of a given module, they should instead be limited to performance gains closer to 25% at grade 5. This sounds tiny! compared to now - but that's the price of putting the genie back in the bottle. I genuinely think PvP combat would greatly benefit from the reduction of engineer effectiveness in the game.

Elite will never have 'ship class balance' as it isn't designed with this in mind - but it can have a stronger ship-loadout balance where pilot skill plays a much greater role in the effectiveness of a ship. As it stands, only elite (no pun intended) PvP sees this play out. Anyone (which is most of us) who doesn't think themselves a crack pilot will largely avoid PvP confrontations because 'we know' (rightly or wrongly) our attacker is probably going to kill us before we even have a chance to get oriented. That just isn't very much fun. It's not a 'git gud' problem when the ability to even be gud isn't present.


There's my two credits (and a lot of words) - keep in mind my opinion is worth about that much, too, so try not to get too worked up if the notion hits close to home for you.
Fly dangerous! o7
 
OP does raise some valid points (which I tend to agree with), but the biggest thing missing in this post is not the WHAT, nor the WHY, it's the HOW. Most notably, HOW should FDev go about reducing the positive effects of engineers?
  • Which modules upgrades need to be nerfed? Do all module upgrades get nerfed across the board?
  • How will these changes affect defence stacking and hitpoint inflation? Will the changes increase TTK against engineered ships? If so, by how much?
  • How should legacy modules be handled? Do they get nerfed?
  • Do players with legacy modules receive compensation? If so, how?
  • Do players without legacy modules receive compensation? If so, how?

Admittedly, I don't have answers to these questions either. It's all well and good saying that engineers should be rebalanced, but unless you can provide a possible method (and the reasoning behind it) to implemented the changes, you really aren't bringing anything new to the table.
I'm pretty sure this is more of a 'finish the bottle' topic due to how frequently it is reposted.
 
OP does raise some valid points (which I tend to agree with), but the biggest thing missing in this post is not the WHAT, nor the WHY, it's the HOW. Most notably, HOW should FDev go about reducing the positive effects of engineers?
  • Which modules upgrades need to be nerfed? Do all module upgrades get nerfed across the board?
  • How will these changes affect defence stacking and hitpoint inflation? Will the changes increase TTK against engineered ships? If so, by how much?
  • How should legacy modules be handled? Do they get nerfed?
  • Do players with legacy modules receive compensation? If so, how?
  • Do players without legacy modules receive compensation? If so, how?
Admittedly, I don't have answers to these questions either. It's all well and good saying that engineers should be rebalanced, but unless you can provide a possible method (and the reasoning behind it) to implemented the changes, you really aren't bringing anything new to the table.

I'm pretty sure this is more of a 'finish the bottle' topic due to how frequently it is reposted.

Absolutely agree - and like I said, good luck getting the genie back in the bottle. As someone posted recently in a thread about changing paintjobs in space...

It's official, we'll complain about all changes.

So...yeah...the actual metrics of this goes far beyond the capabilities of us armchair developers. My OP is more of an open essay I suppose than a codified suggestion. Such a sweeping change is highly unlikely, but I wrote it more for folks to maybe grasp some of the 'why' PvP is where it is (and it isn't) in Elite.

Ironically, if CQC functioned well...this would be even easier to understand, given its nature in terms of how loadouts and balance work.
 

dxm55

Banned
All good if you also nerf the grind and requirements for engineering.
Scale down the stupid path to engineering since the rewards are diminished.

Engineer entry requirements reduced
Only need 1 or 2 more common materials for G4 / G5
Engineering = one click success
 
When engineers were first proposed I said it'd be crazy if they increased performance by more than 5% (without some drawbacks). I couldn't imagine anyone creating such an incredibly imbalanced system. Well, here we are! Now I know why I'm not employed as a game designer. I'm obviously not qualified.
 

dxm55

Banned
When engineers were first proposed I said it'd be crazy if they increased performance by more than 5% (without some drawbacks). I couldn't imagine anyone creating such an incredibly imbalanced system. Well, here we are! Now I know why I'm not employed as a game designer. I'm obviously not qualified.

Well, they should have left the weapons and armor/shield stats alone.
Or simply limited them to G3s.

The other stat increases, like jump range and thrusters were fine.

But that's a door you can't close now, not especially since so many players have gone to great lengths to grind for the crap needed to engineer their modules.
 
2) You're cruising around in your PvP Corvette that you've been working on. You're G3 or G4 on most of your modules, and thus quite dangerous. That said, when you encounter another 'Big 3' ship attempting to interdict you, you choose to run or combat-log.

stopped reading right there.
engineers? scrap'em. or don't. it's moot anyway.
 
When they first introduced engineers I thought it wouldn't be so extreme. I expected a max grade engineering mod to give maybe 8-10% increase over stock with a 2-5% penalty in some other stat (for instance a beam laser would do 10% increased damage but generate 3% increased heat at grade 5, with the ratio being the main changing factor as grade goes down, maybe a grade 1 would give you 5% increased damage for 10% increased heat, grade 7% damage increase for 7% heat gen, or something along those lines).

I assumed, wrongly, that engineers would allow us to play with the balance of our ships, instead they just take balance and demolish it mercilessly.

I think the game would be more interesting if the mods were much more about allowing players to re-balance the stat budgets of modules. I want increased shot speed, at the expense of rate of fire, or vice versa. I want to pump my beam distro draw and damage per second, at the expense of massive heat generation, or vice versa.

Unfortunately they made far too many mats that are inconvenient to collect (sitting in a RES waiting for limpets to pick up ship parts....ugh) so they needed to fatten the carrot to an extreme to get players to want to buy in.
 
I'm not a numbers research guru, but it doesn't take one to know that if you were to match a stock ship against an A-Rated ship, there's a fair difference in performance. That said, it's generally accepted nobody keeps E-rated modules...so what about D-rated vs A-rated? Well, that could be a fight if the D-rated ship is in the hands of a swell pilot.
On most modules, the gap between A-rated and D-rated is similar to the gap between A-rated + G5 and A-rated stock (and D-rated + G5 is usually better than A-rated stock, but not by much)

Low TTK significantly reduces player satisfaction (winning AND losing) because the player can't perceive their skill's value in the match. If my skill has little to no bearing on survival...it's not a game, it's a gamble.
As a counter to that, I much prefer CQC (TTK about 30 seconds in a head-to-head fight, though it can run several minutes if both sides are smart about tactical retreats) to the main game (TTK about 10 minutes between PvP-fit ships). Nevertheless, there's a really big skill gap in CQC between beginners and aces.

But CQC your downtime from being killed is only 10-15 seconds, whereas in the main game it'll take you at least a few minutes to get back to the fight.

You see, engineering scales with the grades. Grade 1 to Grade 2 is a minor improvement, but Grade 4 to Grade 5 is quite large!
Most of the modules and blueprints don't work this way - I can't think of a single module where G1->G2 is smaller than G4->G5 (though there may be some), and usually G4->G5 is smaller than G1->G2

Imagine if a stock Type-9 took more than a minute to bring down with a Corvette. You'd probably think the 'vette pilot a fool - but what if it was just balanced this way? If we were to wave the magical FDev wand and remove engineers (I'm not suggesting that, mind you), TTK would dramatically increase across the board for all PvP encounters - consensual and not - just because the performance disparity gap would significantly thin.
A stock type 9 can have about 2500 effective HP and still carry a lot of cargo. (7A shield, two 0A boosters, 4 pips to systems, military hull). Stick a bunch of HRPs and MRPs in the small slots which doesn't significant affect cargo capacity, and it's up to about 3500 effective HP.

So the Corvette needs to be dealing about 60 DPS to kill it in a minute.

Bad news: a Vulture with two stock Frag Cannons does about 60 sustained DPS if it can consistently fire point-blank (and it probably can). A Corvette with an all gimballed-multicannon loadout (stock!) can do about 80 sustained DPS without trying - considerably more if it's using frags, plasma accelerators, or other higher-skill weapons. Again, stock, no engineering.

Good news: the T-9 only needs about 25 seconds to high-wake, and it can probably manage that with decent piloting even if the enemy has engineered guns, and certainly if they're only stock.

Now let's try engineered. An engineered T-9 (defences only) can have about 9000 effective HP in the same trading fit - triple what it had before. But overcharged is only about 75% extra damage, so it probably will take well over a minute to kill them.

In Elite, it's no secret that if you take a stock Fer-De-Lance and a stock Asp Explorer, the FDL is going to win an excessive number of times. Elite, though, isn't built with ship classes in narrow bands of performance...the FDL costs a lot more than the Asp, for starters, and is of course more well-appointed for combat in its internals and hardpoints! But strangely, if we were to remove engineering, a combat fit Asp Explorer might be willing to take on a FDL - if only because the perception of the performance gap is so much smaller. Any veteran PvP-er will tell you that if a ship is properly built for combat, it will perform at least satisfactorily within its same size class. An FDL still ought win out over an Asp...but pilot skill has more say, before engineers.
I did Asp vs Vulture once (I had the Vulture, the competent PvPer had the Asp) - both in PvP fits. It wasn't even close - the Vulture is just a far better combat ship.

The FDL is considerably higher than either the Asp or Vulture - the Python (or maybe Krait II, nowadays) is probably the multirole of a similar size to compare it with.


Rather than giving performance gains that double the power of a given module, they should instead be limited to performance gains closer to 25% at grade 5.
Quite a lot of the engineering bonuses are that already.

Overcharged Powerplant? 40% extra power, and one of the few to have meaningful downsides too. Armoured only gets about 10% extra power, and 100% integrity (but 25% integrity boost would be barely noticeable)

Charge Enhanced Distributor? 50% more charge rate - closer to 25% than to double.

Dirty Drives, again, close to 40% speed boost at G5.

The only ones that really come close to doubling a module are the defensive boosts - shields, shield boosters, hull reinforcements - with weapons boosts generally in the 50-75% range.

The problem is that ships have a lot of modules, so even 25% extra on all of them adds up to a lot of extra performance. (On most modules, 25% is about G3 territory - and if you compare G3 to stock, you get a really big gap for the ship as a whole)


The combat/multirole gap was made worse by engineers (though they did make it easier for the multirole to build defensively and guarantee its escape, relative to pre-engineers) ... but it really came in with 1.3 and the ability to stuff a combat ship full of defensive modules. I fly a mostly G5 Krait Phantom, which can take on any NPC easily, and can run away from a well-flown and well-built PvP ship without losing a ring of shields ... but I would very rarely consider standing and fighting in it because I know that it's going to take me at least ten minutes to get through their massive shield/armour reserves, whereas it'll take them maybe two minutes to get through my more basic ones.
 
I was hoping they'd let you take a ship that wasn't quite good for a role and make it good for that role by sacrificing it's ability in other roles. Not that it'd be a required 5 stages of upgrade like the base module classes.
 
Is it not clear that modded ship can easily destroy stock one? Is this required to prove each time?
Should not modded ship accept greater challenges? For example, solo fight against wings.
Great power means great responsibility.
Please no more "role playing" stuff here. This is obviously cat vs mouse things.

I do not agree with the suggestion. With the modded viper I can kill anacondas.
 

Deleted member 38366

D
IMHO how Engineering should have worked from the get-go :

  • maximum Engineering limited to 30% analog to Synthesis (which was nerfed from +50% to +30% during its Beta for the exact right reasons : unbalanced, OP)
  • only exception : anything not directly offensive or defensive (i.e. FSD, Scanners)
  • Engineered Alpha DPS Weapons such as Frags increasingly ineffective against Shields (Incendiary Effect works but cuts into total DPS)
  • Shield Booster stacking limited by Power Usage

A G5 Engineered Ship then would be limited to being 30% more effective in Offensive Terms, while the defensive gains would be limited just as well (SB stacking balancing can still be used to finetune in terms of total Shield boost and Resistances as it can be done now).

Voila, pretty much all existing Engineering imbalances solved in a Minute, just by applying common sense.

Alas, might be a little late to tame the Monster that the Engineers let out of Pandora's Box.
 
Limit engineered, special or guardian modules to 4. Like experimental.

Mods and experimental effects should also induce chances of failure with the level applied. If anything Elite, firmware update should be full of bugs.
 
Is it not clear that modded ship can easily destroy stock one? Is this required to prove each time?
Should not modded ship accept greater challenges? For example, solo fight against wings.
Great power means great responsibility.
Please no more "role playing" stuff here. This is obviously cat vs mouse things.

I do not agree with the suggestion. With the modded viper I can kill anacondas.

Great discussion from all of you - honestly, I expected this to settle to the bottom pretty quick...lol

Specific to this quote, 'accept greater challenge' - that's part of my point. And again, the entire suggestion of 'nerf engineers' is based on the human psychology aspect of PvP: that if the risk/reward gap scales with the performance disparity gap...and we want that gap to stay small. Not eliminated, mind you, but fairly tight.

This is, of course, one of the foundational challenges (not problem) of RPG titles with PvP - balancing that performance disparity gap against the desire of the player to 'grow in power'. This is where Power Creep comes from (though power creep in and of itself goes beyond PvP and affects many aspects of a game). Elite doesn't have bad power creep - not yet, anyway (and probably not any time soon with how AX weapons are being developed, lol).

I think the issue with engineering - relative to PvP - is that the gap between an engineered ship and non-engineered (or lesser engineered ship, even) is too great such that folks won't take fights. An earlier poster mentions a Type-9 engineered would have plenty of time to high-wake out. This is true! Yet, how many folks are going to grind out engineering...for a Type-9? This speaks more to engineering's current grindy design than this topic, but the point still stands: you know if you don't have a somewhat engineered non-combat ship, you're probably going to get hosed when interdicted.

You might be wrong, of course - I'm one of those guys who interdicts with an A-rated but unengineered DBX for kicks - but the psychology of it explains why you'd be 'right' to just assume the worst and not take the fight. You can't change people's minds easily, but you can change the systems that inform their minds. That's the meat of my suggestion in regards to engineers: scale that performance disparity gap down and you'll see gains in PvP participation.
 
[flexes in hilariously durable T9]

What, people can engineer six whole boosters for an FDL, or more for a larger ship, but can't afford the time to make a couple for their T9?

It doesn't take as much as you think to make them sturdy enough for open.

Hell, people could even make a non-engineered T9 tough enough to survive if they weren't so greedy.
 

dxm55

Banned
[flexes in hilariously durable T9]

What, people can engineer six whole boosters for an FDL, or more for a larger ship, but can't afford the time to make a couple for their T9?

It doesn't take as much as you think to make them sturdy enough for open.

Hell, people could even make a non-engineered T9 tough enough to survive if they weren't so greedy.

Which would defeat the purpose in using a T9 in itself.
Imagine loading it up with top shields, and then M/HRPs and tanking it up and then leaving so little cargo space left after.

Might as well fly an Annie to begin with. Or work towards the Cutter.
 
Even a lightly engineered T9 (Many of which can be accessed from farseer) can carry nearly 700 tons, and have great chances of survival. 459mj is quite a bit with four pips to systems, and that's not counting banks that you can spam immediately after drop. You only have to survive for what, 30 seconds? If the shields go, there's armor and module defense that should keep you alive long enough to bail out.

They can be made much tougher with more extensive engineering, of course.

Before the T9 received the additional 8 optional slot awhile ago, I would agree with you. The conda was the much better choice back then because of the balance of survivability and cargo. But now, if you wanna haul a huge load, the T9 is way to go. That extra 256T freed up quite a bit of space for defensive upgrades.

Even with no engineering at all, you can carry much more than an Anaconda, and still survive, it just takes a little more effort. If you have access to the Cutter, sure. It's the safest option. But if you're fairly new, the T9 is far more accessible, and more capable than it has ever been.
 

dxm55

Banned
Well, you're looking at survivability from a tanking perspective.

The Annie and Cutter have other factors, besides hull/shield tanking, in the form of more, and larger hardpoints, and better engines by default.

Cant argue about how relatively cheap the T9 is though.
 
Even a lightly engineered T9 (Many of which can be accessed from farseer) can carry nearly 700 tons, and have great chances of survival. 459mj is quite a bit with four pips to systems, and that's not counting banks that you can spam immediately after drop. You only have to survive for what, 30 seconds? If the shields go, there's armor and module defense that should keep you alive long enough to bail out.

They can be made much tougher with more extensive engineering, of course.

Before the T9 received the additional 8 optional slot awhile ago, I would agree with you. The conda was the much better choice back then because of the balance of survivability and cargo. But now, if you wanna haul a huge load, the T9 is way to go. That extra 256T freed up quite a bit of space for defensive upgrades.

Even with no engineering at all, you can carry much more than an Anaconda, and still survive, it just takes a little more effort. If you have access to the Cutter, sure. It's the safest option. But if you're fairly new, the T9 is far more accessible, and more capable than it has ever been.

I'm digging the vibes on the survivability of a T-9...but I think we're missing a point here:

Running from a fight is PvP in the thinnest sense possible.

Don't get me wrong - you need to be able to run. Fighting in a Type-9 against anything medium or larger is probably a bad idea just because you'll be relying on the SLF to get the job done, and that will take longer than it's worth...hence running.

My point is that the OP is more about PvP between combat ships than combat vs non-combat - like I already said, Elite isn't balanced by ship class (nor should it be) and by and large, combat on non-combat isn't in a terrible place except for the few ships that have great difficultly avoiding interdiction. Even if we remove combat-logging (oh that'll be the day...sigh), many ships can easily escape if they intentionally submit then boost.

The OP is more about the fact so many aren't willing to take fights - in combat ships - because of the perception of that performance disparity gap.
 
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