Cross posting from Reddit for maximum visibility with permission from the OP
http://www.reddit.com/r/EliteDanger...ank_you_for_the_last_3_major_content_updates/
For those too lazy to click over:
Hello Frontier Developments,
Thank for you staying true to your word and releasing continued content updates for Elite
angerous. The new community goals of 1.1, the new ships and wings mechanism of 1.2, and soon the new content and political machinations of 1.3 have all been a great and welcome addition to E
experience. Throughout these content updates, you've also included occasional 'balancing' updates to various aspects of the game of both small and large consequence. For example, you've reduced the Python's maneuverability, increased revenue from Bounty Hunting, and adjusted the mechanics of shield cells, just to name a few. Often times these were done to address glaring imbalances in the game that either helped some activities be relevant, or toned down the 'overpowered' aspects of others. While these small, targeted balancing efforts were good and needed, I urge you to considering balancing as the primary goal of your next major update.
Most mechanisms in the current game are in need of balancing. I propose that this is not something to be done "over time" and taking second place in priority to new content. Rather, it is something that should be done very soon, be considered, thought about, and worked on and prioritized as much as new content is. Following is a list, in no particular order, of game mechanisms that I believe need to be thoroughly thought about and balanced. It is compiled based on my own experiences playing the game since Beta, and also on the feedback from the reddit community.
Ships
Everything to do with ship mechanics. You recently "fixed" the mass-lock values for each ship, but more needs to be balanced. Everything from module size and number, hull mass, hull volume vs. max cargo capacity, powerplant size, shield strength, power distributor size, maneuverability, hull price, hull plating price, total fitted cost and insurance cost, intended role, etc... Each ship should be looked and considered in terms of its maximum viable outfitting, not the base outfitting or role without upgraded components.
Weapons and Modules
A bit of work has been done in this area, especially during beta, but more work is needed. Each weapon should be reconsidered individually as well as compared to the other weapons. Cost, power, capacitor drain, accuracy, damage, velocity, role and ammunition all need to be reconsidered. Weapons that in beta were "overpowered" such as the frag cannon, are now ineffective and hardly used. Tied to weapons is also utility and internal modules, such as point defenses, shield boosters, shield generators, kill warrant scanners, scanners and even cargo racks. Please take some time to discuss and evaluate all of the weapons and modules, and create a coherent plan to give each a purpose in the game.
Player vs Player mechanics
Perhaps this is not important to all of your players, but many, especially in this community, find player vs. player interactions, be it direct combat, pirating, evasion, and even geo-political activities, as the main driving force for their enjoyment of the game. Please reconsider how we as players interact with each other, and look for ways to improve this interaction. Interdictions, murders, theft, aid, communication, hunter and hunted, instancing and supercruise mechanisms all could use a balancing sweep to enable more enjoyable and meaningful player vs. player interaction.
Roles
While also in need of balancing, you're already addressing the some of the discrepancies in the various professions a pilot can take, and the risk vs. reward. I cautiously look forward to the results of this balancing pass that is to come with 1.3.
Other
Yes, having a catch-all is cheating a bit, but some items are perhaps less important and don't require their own category. Brainstorming briefly, I can think of:
Sincerely, cmdr jynxst
Edited for formatting and content.
http://www.reddit.com/r/EliteDanger...ank_you_for_the_last_3_major_content_updates/
For those too lazy to click over:
Hello Frontier Developments,
Thank for you staying true to your word and releasing continued content updates for Elite
Most mechanisms in the current game are in need of balancing. I propose that this is not something to be done "over time" and taking second place in priority to new content. Rather, it is something that should be done very soon, be considered, thought about, and worked on and prioritized as much as new content is. Following is a list, in no particular order, of game mechanisms that I believe need to be thoroughly thought about and balanced. It is compiled based on my own experiences playing the game since Beta, and also on the feedback from the reddit community.
Ships
Everything to do with ship mechanics. You recently "fixed" the mass-lock values for each ship, but more needs to be balanced. Everything from module size and number, hull mass, hull volume vs. max cargo capacity, powerplant size, shield strength, power distributor size, maneuverability, hull price, hull plating price, total fitted cost and insurance cost, intended role, etc... Each ship should be looked and considered in terms of its maximum viable outfitting, not the base outfitting or role without upgraded components.
Weapons and Modules
A bit of work has been done in this area, especially during beta, but more work is needed. Each weapon should be reconsidered individually as well as compared to the other weapons. Cost, power, capacitor drain, accuracy, damage, velocity, role and ammunition all need to be reconsidered. Weapons that in beta were "overpowered" such as the frag cannon, are now ineffective and hardly used. Tied to weapons is also utility and internal modules, such as point defenses, shield boosters, shield generators, kill warrant scanners, scanners and even cargo racks. Please take some time to discuss and evaluate all of the weapons and modules, and create a coherent plan to give each a purpose in the game.
Player vs Player mechanics
Perhaps this is not important to all of your players, but many, especially in this community, find player vs. player interactions, be it direct combat, pirating, evasion, and even geo-political activities, as the main driving force for their enjoyment of the game. Please reconsider how we as players interact with each other, and look for ways to improve this interaction. Interdictions, murders, theft, aid, communication, hunter and hunted, instancing and supercruise mechanisms all could use a balancing sweep to enable more enjoyable and meaningful player vs. player interaction.
Roles
While also in need of balancing, you're already addressing the some of the discrepancies in the various professions a pilot can take, and the risk vs. reward. I cautiously look forward to the results of this balancing pass that is to come with 1.3.
Other
Yes, having a catch-all is cheating a bit, but some items are perhaps less important and don't require their own category. Brainstorming briefly, I can think of:
- Ship skins vs. importance of the ship. I can't imagine the sales of sidewinder skins is doing all that well, while the selection is quite staggering given the lack of skins for other ships. Perhaps it would help to prioritize skins for ships pilots like to consider their primary for a long time, such as the viper and cobra during the early game, vulture and ASP mid-game, and python, clipper and FDL during the late game.
- Silent Running and hull tanking. It would be great if these two related combat concepts could be used more effectively. Silent running used to be an important concept in the early game that has lost relevance in today's combat. Hull/armor tanking is also an important game mechanic that has lost relevance in favor of stronger shields. I think the community would enjoy a revival of these two rather fun mechanics.
- TBD. I will gladly edit this post and add more items either in this list, or as a main category with the help of the reddit community.
Sincerely, cmdr jynxst
Edited for formatting and content.