The beer cooler from Car Wars lives!We are not flying specialised military vehicles, we are flying the equivalent of Toyota Pick-ups & Jeeps with bed mounted machine guns![]()
The beer cooler from Car Wars lives!We are not flying specialised military vehicles, we are flying the equivalent of Toyota Pick-ups & Jeeps with bed mounted machine guns![]()
That's a 20% decrease. Pretty substantial on the P/L. Freighters would be better off running in convoy.
See the bit I highlighted. The freighter is not longer capable of carrying frieght, it is in fact freightless. If Morbad has said something along the lines of …"Take a freighter and instead of carrying 100% of your normal freight load, reduce it by half by including extra armour" ....... then your argument would be valid![]()
Convoys aren't as effective in ED as they have been historically, mostly relying on preemptive interdictions to really be useful.
20% is definitely at the high-end of what's required to make a cargo vessel survivable in ED. 10% is more common, but even losing 20% off one's profit is probably better than losing all the profit and facing a rebuy.
If I want a combat ship and all I have is hull of a freighter, I don't need to reserve any of it's capacity for freight. I can arm and armor it until it runs out of available displacement.
Plenty of historical cases of commerce raiding conducted by converted freighters. They usually weren't carrying any cargo, they were just converted cargo ships so they were less likely to be accosted by actual warships and could approach real merchant vessels more closely, before opening fire on them.
Go back a bit further and the only difference between a cargo vessel and a ship of the line was that the latter omitted the cargo for more guns and marines.
In WWII, there was a German armed Merchantman, the Kormoran (it was one of several merchantman that had been outfitted with naval artillery pieces, additional armour, bulkheads etc.), which fought successfully against an Australian light cruiser. It got close under false colours, then struck. It got heavily damaged in the exchange, and the crew had to abandoned ship, but their official report was that the light cruiser (a dedicated warship) was ablaze from aft to stern when they broke off.
@ Riverside
Federal Assault Ship, Federal Gunship, Federal Corvette, Vulture . . . very much military vessels. NOT the equivalent of converted pickup trucks with M2 brownings added.![]()
Good observations - apart from the SCB. If you consider the SCB is connected directly to the shield generator rather than just pouring umpteen ergs into the PD it will make sense.Plausible or not plausible is not that important when it comes to game play balance.
There are already a bunch of examples in the game of non plausible functions used to affect combat capability.
A few:
There are also a bunch of weapons special effects that are just magic spells. For example you get corrosive effect by modifying the gun, not the ammo. You don't even have to reload.
- MRPs protects all modules, no matter where its placed. It's like putting a lump of concrete in the boot of your car, to protect the engine.
- An A rated Shield booster will give 20% boost to both a class 8 shield and a class 2 shield. It even uses the same amount of power to do this.
- Shield Cell Banks works only on shields and by pass the PD. Logically they are just energy banks and should boost reservoirs in the PD.
- HRPs cost less and adds less weight per hit point that external armour. They also protect the entire hull, even if they are put in a specific compartment.
All these are examples where FD has prioritized convenience over realism. It's after all just a game.
Plausible or not plausible is not that important when it comes to game play balance.
There are already a bunch of examples in the game of non plausible functions used to affect combat capability.
If you consider the SCB is connected directly to the shield generator rather than just pouring umpteen ergs into the PD it will make sense.
That's the word I couldn't find in my head! (not enough caffiene yet...)I consider them connected directly to the shield emitters!
Good observations - apart from the SCB. If you consider the SCB is connected directly to the shield generator rather than just pouring umpteen ergs into the PD it will make sense.
The rest we have to use a little more imagination with![]()
I like your list of debatable examples, but my conclusion is that FDEV should try harder on plausiblity. After they fix serious bugs.
True - but then they wouldn't be called SCB's...The SCBs could be connected directly to the emitters, as morbad says. The question is why?
If you have stored energy cells on your ship, it would be practical to be able to distribute it where it's needed. If I was the producer of fantastic energy banks, I wouldn't make them work only on shields. That would limit my market.![]()
Exactly. It's done for game play reasons, not plausibility. FD has stated several times that game play trumps realism.True - but then they wouldn't be called SCB's...
But Energy Cell Banks - that would be the Duracell of ED(and would destroy balance further, surely!)
Sadly, I am one of the (my bolded) above - so find 'balance' as discussed fairly irrelevent to my game playing (as like the rest of us, I'm playing to enjoy myself) even though I can appreciate the concerns for those who play ED as a PvP game.Exactly. It's done for game play reasons, not plausibility. FD has stated several times that game play trumps realism.
The main objective in combat game play design has been to give players with medium skill and up, the ability to massacre NPCs. They have managed this by giving access to almost unlimited defensive capability.
The amount of asymmetry between those that are stacked with defense and those who aren't, is to big.
The there is also no way to compensate with offensive capability. The TTK in a fight between two equal pilots in meta PvP ships is probably ten times higher than if the same pilots were in standard ships.
The game is purposely unbalanced to benefit the income of PvE bounty hunters. This hurts all PvP encounters. Both symmetric and asymmetric.
And overall it is less fun on the long term.The game is purposely unbalanced to benefit the income of PvE bounty hunters. This hurts all PvP encounters. Both symmetric and asymmetric.
I never do PvP myself. Partly because I don't like the outfitting requirements and how they affect the rest of my game and partly because I'm busy with other activities.Sadly, I am one of the (my bolded) above - so find 'balance' as discussed fairly irrelevent to my game playing (as like the rest of us, I'm playing to enjoy myself) even though I can appreciate the concerns for those who play ED as a PvP game.
I have no desire to 'git gud' - at my age I'm probably as good as I'll get - but I do want to enjoy the game as is, the challenge is just about 'right' to me, so all is fine. Of course this situation doesn't satisfy those who have honed their skill to the point where NPC's, no matter how powerful, present no challenge.
ED has much to offer everyone, but we all see things from our own perspective - leading to many debates over features of the game, representing many differing opinions - we are all 'right' of course, even if we differ.
The SCBs could be connected directly to the emitters, as morbad says. The question is why?
Exactly. It's done for game play reasons, not plausibility. FD has stated several times that game play trumps realism.
The main objective in combat game play design has been to give players with medium skill and up, the ability to massacre NPCs. They have managed this by giving access to almost unlimited defensive capability.
The amount of asymmetry between those that are stacked with defense and those who aren't, is to big.
The game is purposely unbalanced to benefit the income of PvE bounty hunters. This hurts all PvP encounters. Both symmetric and asymmetric.
Most totally unaugmented trade vessel should fold like a wet paper bag.
Perhaps? But if we can put an HRP in a compartment and increase the overall hull strength, shouldn't a full cargo rack at twice the mass in the same compartment also increase hull strength? Those containers are quite sturdy and the rack it self should stiffen the hull, one would think.
Seriously they should have put all armour on the outside. Just add stronger and heavier classes for those that want more. Then one could hull tank by skipping the shield generator and adding the freed up weight as armour. All balancing would be so much easier.
Balance is just as important for a good PvE experience. Rate of progress, Damage output and intake, "killspeed" - all gameplay-relevant stuff.Sadly, I am one of the (my bolded) above - so find 'balance' as discussed fairly irrelevent to my game playing (as like the rest of us, I'm playing to enjoy myself) even though I can appreciate the concerns for those who play ED as a PvP game.
I have no desire to 'git gud' - at my age I'm probably as good as I'll get - but I do want to enjoy the game as is, the challenge is just about 'right' to me, so all is fine. Of course this situation doesn't satisfy those who have honed their skill to the point where NPC's, no matter how powerful, present no challenge.
ED has much to offer everyone, but we all see things from our own perspective - leading to many debates over features of the game, representing many differing opinions - we are all 'right' of course, even if we differ.
But I am enjoying a good PvE experience, as I clearly stated, why should I wish things to be changed? The balance is not entirely in my favour (as was illustrated last evening when, in a Med CZ, all 4 Spec Ops ships instanced next to me!) as, even heavily G5 engineering enhanced, NPC's are able to challenge my supremacy very effectively.Balance is just as important for a good PvE experience. Rate of progress, Damage output and intake, "killspeed" - all gameplay-relevant stuff.