Balancing combat internals with the Orca

I disagree on both your assumptions.

Well, you agreed on the 1st in that all ship hulls usage are really based on what you put in them, which is what I put.

2nd - Cargo slots make a small, but compounded difference to builds : A T6 has 16x armour when built as a trade ship; but 22xx armour as a death ship. <shrug>
 
TL;DR: Only certain internals should be "Combat Rated", and capable of taking SCBs/HRPs/Shields/etc

The Problem

It's clear to pretty much everyone that the power of ships whose every internal slot is given over to combat modules such as SCBs (shield cell banks) or HRPs (hull reinforcement packages) far exceeds that of a ship who has any space given over to quality of life or money-making modules such as Fuel Scoops, discovery scanners, cargo racks or vehicle hangars. Lets compare two Asps, one outfitted for a bit of everything, capable of completing missions, travelling, light combat and hauling cargo, and another purely outfitted for combat

The former has a total HP of 291 shields + 735 hull, for a total of 1026 HP

The latter has a total HP of 234 shields + 2095 hull, for a total of 2329 HP, more than double that of the other ship!

You can do similar comparisons for other ships, and the outcome is the same. A pure combat outfit vastly exceeds the combat-capable multipurpose ship by a vast margin.
So what?

Now you might be thinking, what's wrong with this? Surely a combat-focused vessel should have an edge over those who diversify?

And I would agree: BUT the issue is a matter of scale. Getting an edge in combat is one thing, but having a 2x or more HP advantage over even combat-leaning multipurpose ships simply makes the combat fit ship practically impossible to defeat.

Add into the mix that the combat fit ship is likely to use specialised PvP weapons such as Railguns and may be in a wing, and the overall effect is that fighting back is impossible: your only option is to run away

Here is a list of the negative impacts:

  • Speccing your multipurpose ship to be better in combat is pointless. What's the use in fitting of fitting weapons or armoured bulkheads when you don't have a shot at winning anyway?


  • It drives people who might enjoy Open into Solo. Since you have no chance of winning a PvP encounter, Open simply looks more and more like a deathtrap where gankers prey on the helpless with no chance of fighting back. Solo, while less "interesting", feels safer and "fairer" because NPCs don't stack combat internals


  • It inconveniences PvP players. If you want to fight other CMDRs, you can't run, say, a decent size fuel scoop and expect to win, because it cuts so deeply into your eHP. So every time you want to move a ship, you must re-outfit for travel, jump to your location, find a decent outfitting station and re-outfit for combat. It makes getting around even more of a chore.


  • It leads to less interesting, meaningful fights and emergent content. Since attacking a non-PvP ship is so one sided, it relegates interesting fights to pre-arranged duels between PvP ships, not vibrant emergent gameplay where fighting is random, desperate, close and brutal


  • It limits future ship balancing. FDev now have to make every Multipurpose or trade ship have awful base stats: otherwise their ability to stack combat internals would make them severely OP (See cobra IV, Keelback, Viper IV). Conversely, all new Combat ships have to have lots of internals to be competitive in combat, and thus must be given awful jump ranges to avoid them being OP at trading (see Corvette)


  • It devalues base stats and makes certain ship's downsides irrelevant. The Gunship may have a great base hull, but that's pointless when your base hull is but a fraction of your total HP. Meanwhile ships like the FAS can overcome their awful shield capacity and mediocre hull strength simply by stacking HRPs, making it an agile, tanky all-rounder with zero weaknesses

What's the solution? And how does the Orca come into this?

Now, I know what you're thinking. We've had conversations like this before, and a solution hasn't come up. Changing SCBs and buffing HRPs only lead to the current unsatisfactory situation. (As an aside, many people are keen to lay the state of the "Silent Running" PvP meta at my feet due to my vocal criticism of SCBs: but I was never in favour of a HRP buff to the extent that we saw, and the SCB "nerf" did not match my preferred solution)

The solution is not simply to nerf Combat internals such as SCBs or HRPs. All that would serve to do is either not enough to fix the problems or make them utterly irrelevant.

The problem with Combat Internals is not their power but their stackability.

The fundamental issue is that every single internal slot on every single ship can take them, which is what needs changing.

This can be fixed by drawing inspiration from the Orca. The Orca has 2 internal slots which can only take Cargo racks or HRPs, supposedly to represent the areas of the ship that could not fit complicated electronic modules. Why not take this system and apply it to other ships in a slightly different way?

The Solution: Combat Rated vs Utility Rated internals

Every ship is different, and as such it would make sense that some ships internals are better suited to combat modules than others.
A Class 6 slot on the cheap, hulking Type 7 should not always have the same capabilities as a class 6 slot on the Federal Corvette!

Similarly, certain internal slots on the same ship should not be equal in capacity. There would be no utility or sense in stuffing every inch of a Python with solid metal, but strategically located reinforced points would benefit from an increase in armour beyond bulkheads, or would have the necessary electronics and capabilities for fitting a shield generator or SCB.

This should be represented by having 2 different designations of internal:

C for Combat rated (can fit combat-focused internals such as SCBs, shields, HRPs or interdictors in addition to standard internals)

U for Utility rated (Cannot fit combat-focused internals such as SCBs, shields, HRPs or interdictors, but can still fit Fuel Scoops, Fuel tanks, Refineries, Cargo racks, etc etc.)

How would this work in practice?

Let' go back to the example of the Asp. The Asp currently has internals of 6/5/3/3/3/2/2, each of which can fit any module. Under the rated internals systems, they would be given a rating based on their capability, becoming 6U/5C/3C/3U/3U/2C/2U

For our Multipurpose Asp, this changes nothing. They still are able to keep their current build, and have the option to swap out an internal here and there for added defensive capability.

Our PvP Asp now finds that no longer can they simply fill every slot with combat modules, and now have some choices to make. They could put a class 6 fuel scoop to get around easier, add some cargo and hatch breakers to try a spot of piracy now and then, add a discovery scanner or a vehicle hangar to take planetary missions now and then, and overall have a ship that's better at having fun in, while maintaining a significant edge over non-combat focused ships (it still has 30% more armour!).

Of course, this is just an example, and ships might have a higher or lower proportion of combat rated versus utility rated internals: but the beauty of this system is it allows Frontier an easy way of balancing on a ship-by-ship basis rather than, as we've seen previously, having "winners" and "losers" from broad buffs or nerfs to every internal.

Overall, this system would:

  • Lead to more interesting choices for Combat pilots beyond combat: Do I fit a fuel scoop to get around faster, or a cargo rack to take smuggling missions every now and then?


  • Encourage close, interesting and spontaneous PvP: With the gulf between combat and non-combat fit ships slighter, combat can become less seal-clubby


  • Conveniences and makes for more varied gameplay for min-maxers. No longer will you have to pass up that juicy mission or floating cargo because you're waiting for the enemy wing to instance with you. Nor will you have to reoutfit and shuttle about 4 times every time you head to a CG. If you sometimes fancy a relaxing drive on planets in between wing fights, you don't have to worry about fitting a vehicle bay


  • Allows dynamic, smart and precise ship balancing: Gunship underwhelming in combat? Advances in internal wiring systems allows for more combat rated internals. FAS OP? Part shortage means that the class 3 slot is longer capable of supporting combat internals


  • Makes lesser-used modules more viable: Want to try an AFMU, or hatch-breakers as a targetting aid, or deploying biowaste as a distraction in combat? Now you don't have to sacrifice 20% of your eHP compared to the enemy


  • Makes NPCs/police more of a credible threat for experienced min-maxing pilots: No longer will you be able to watch netflix while fighting Elite Anacondas. Now you'll have to rely on skill rather than simply having 10x the health of them.

Overall I feel like this suggestion would be incredibly healthy for combat, PvP, and the game in general. What do you think?

Great post. I would certainly love to not feel like I HAVE to outfit my combat ships entirely with HPRs or SCBs, and I'd love for the strong base hull on the FAS/Gunship to actually mean something. What do you think about the newly announced Feedback Cascade railgun? I was certainly no fan of the 1.3 SCB stacking meta, but this seems like quite a lot of overkill.
 
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Removing choice/option/freedom, no thanks. Can't see anything good gained from that other then maybe when it comes to PvP, but I'm not a fan of the Idea that everything and there mother in the Game has to be build around PvP. That tends to makes the PvE worse in most cases.
 
The idea behind this change is essentially to prevent min/maxing, and that's impossible.

No, the idea is to reduce the degree to which you can min-max. Eliminating min-maxing is impossible. Mitigating it is possible, and is something that every game does to one degree or another.
 
Yeah, no. The "PvE combat loadout" vs "PvP combat loadout" gap absolutely should be bridgeable by pilot skill.

To some extent, it already is, but you need either a really good pilot in the PvE ship or a really crappy one in the PvP ship.

Your first sentence here pretty much is contradicted by your second sentence.

So to restate this for you; disregarding extreme outliers in skill - any player in a PVP ship should be able to beat any player in a PVE ship.
 
FD has stated that they want PVP elements to the game.

As it stands, PVP-built ships are over-powered against non-PVP ships.

This means non-PVP ship have no option but to run when they met a PVP-built ship.

As you can't tell what kind of ship is interdicting you the smart thing to do is always to run unless you are also in a PVP-built ship (you could stop but the chances are you will die if you do).

This constant fleeing is as dull for PVP players as it is to non-PVP players. This also affects players that want to pirate.

I don't PVP much myself but recognise it's a valuable gameplay element of Elite.

PVP in Elite needs improvement. I don't feel the OPs solution fully addresses the issues but it helps a little.
 
Your first sentence here pretty much is contradicted by your second sentence.

So to restate this for you; disregarding extreme outliers in skill - any player in a PVP ship should be able to beat any player in a PVE ship.

I think we just disagree on the ideal size of the power gap. IMO you shouldn't need extreme skill differences like you currently do.

EDIT: Although maybe I'm just misunderstanding your use of "should" to mean "this should be the ideal" instead of "this is what we currently have."
 
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I think we just disagree on the ideal size of the power gap. IMO you shouldn't need extreme skill differences like you currently do.

EDIT: Although maybe I'm just misunderstanding your use of "should" to mean "this should be the ideal" instead of "this is what we currently have."

We're violently agreeing with each other here then :)

Disregarding extreme outliers in skill - any player in a PVP ship should be able to beat any player in a PVE ship. <-- Current state

Any player in a PVP ship should be able to beatable by a more skillful player in a PVE ship. <-- Ideal state
 
Fantastic. Care to address the rest of my points?

It's what I was born to do.

this ultimately won't do much to balance anything between ships

It's not meant to, it's meant to balance more inside of the same ship type, which it does.

The FDL and the FAS, the current kings of PVP, are clearly not multipurpose ships in any sense. They would hardly be touched by this proposed change, as it only makes sense for them to be designed with all or nearly all combat internals in mind. They will still have huge advantages over all other ships in combat. If anything this will just make that gap worse, as cheaper multi-roles won't even be able to hold their own.

Your argument is "if we don't implement this concept to these two ships, then it will not be implemented for those two ships". I can not fault your logic, given your premise, but your premise is flawed. The obvious solution is to implement the concept across all ships, not skip the FDL and FAS so you can make a silly point. (Also, the FAS makes a pretty great multirole ship. FDL would too, if not for the range.)

PVPers are always going to gravitate towards the biggest advantage in their preferred playstyle

Agreed, and that is fine. The advantage should not be a huge one however, in my opinion. Thematically "PvP combat" should be relatively close in build goal as "PvE combat". There will always be differences, but the closer the two can just be "combat" the better.

there's always going to be a huge gap between these 80-120mil combat-kitted ships over all others

I disagree, that's very narrow-minded thinking. There often is now, sure. There doesn't "always" have to be, that's illogical to claim.

The amount by which this proposed change would even "balance PVP" is debatable at best

Hence the debate.

Currently, you can take a Cobra or a Viper or an Asp and shake it up with the combat-tier FDLs and FASes, if you outfit it for that purpose. And this is a good thing. This encourages people to get into PVP at lower levels, before they can afford the more expensive ships. What I see this proposed change doing is making these multi-roles and smaller ships even less viable against the current, very expensive, min/max builds that dominate the really hardcore PVP crowd.

Only really works if you assume that the FDL's and FAS's are going to min/max just as much. Which wouldn't be the case. I'd happily tangle with a player FAS or FDL in my Viper Mk III, given less min/maxing. Might not win, but it'd be much more likely to accept the fight.

The proposed change will make fewer ships able to hold viable PVP builds.

No, because it changes what "viable" means.

It will NOT automatically make people who were never going out with PVP in mind more likely to engage in it.

It's not meant to make all of them PvP, it's meant to make it be more of a reasonable option. Plenty of people who don't PvP right now have already said it would make them consider it, so you're just flat out and empirically wrong.

It will NOT help the lone bounty hunter being ganked by a wing of 4 combat ships

So? It shouldn't help someone in a 4 v 1. It also won't make cupcakes. That's not a knock against the idea though.

The only thing I can see a change like this doing is preventing people who are interested in PVP from trying it until they can afford FDLs, FASes, Clippers, etc, because they will have fewer options to be competitive with them​.

Yes, you do seem to lack imagination right now. You're also still arguing under the illusion that this wouldn't apply to those ships, because you said so.

Pretty much your entire argument is based on the false premise that this proposed change wouldn't affect the FAS.
 
I usually agree with your posts Alexander but in this circumstance I think your wrong, the issue isn't module stacking, its that the combat statistics of modules have no interaction together, making a FAS weigh 1000 Tons should have a drawback, it doesn't.

That's where they should be addressing changes. The difference between the heaviest and lightest possible FAS is basically nothing in a combat situation, this leaves very little room to customise a setup as one is so clearly better than the other.
 
the combat statistics of modules have no interaction together, making a FAS weigh 1000 Tons should have a drawback, it doesn't.

I agree with this as well. Large ships are mostly immune to the problem of weight balancing (aside from jump range) that is a relatively big issue for small ships, and I think it would make large ships more interesting if they had to pay more attention in this area.

Something like HRP's having a noticeable agility / acceleration / speed penality, that rises exponentially as you stack them, would be very effective solution. I think the major problem with that though is that it would be rather hard to convey that information to the player at outfitting, and so would end up being a lot more complex a solution.
 
As much as I appreciate your write-up and thought process behind the suggestions, I still feel that this energy would be better directed at Arena. If PvP balancing is important to you, put all of that creative energy into making Arena the PvP haven you crave.

At the end of the day Elite: Dangerous is not a PVP-centric game. Balancing all of the ships for fair PvP combat will hinder the diversity of choice for the rest of the game. Arena on the other hand is only PvP and I'm sure FDev would love inputs like this to make Arena a truly fair and competitive arena combat game.

For the record I have absolutely nothing against PvP or people playing Elite the way they want to play, I'm simply against trying to force Elite into something that it's not.

Now in the future if FDev decides Elite Dangerous is going to become PvP-centric, then I'll zip my lips and you won't hear another peep from me.


Sorry but no. PvP is not just combat, nor should the focus of PvP combat be forced/relegated to Arena. Most hardcore PvPers have little to no interest in Arena for various reasons-- the primary being that they signed up to play the main game with PvP-- enough said. They (we) don't want session based gaming. The OP made excellent suggestions to help the game for players that want PvP and/or PvE. There are benefits for all parties here. I wish I could say I was surprised to see such a flat rejection of this idea from a PvEer just because it benefits PvP (too).
 
People are not rejecting what OP is trying to achieve, it's just the method is far from ideal in many people's eyes (including mine). If we look at what may be considered the biggest issue highlighted - HRPs and armor values - someone (or perhaps several people) have suggested that armor increases should be based on the base armor of the ship. I believe this to be far more sensible than limiting what slots can take a HRP. That way, a ship designed to be well armored will still be at an advantage, armor wise, over a lightly armored ship, irrespective of what internals you mount. Makes sense to me - a tank with extra armor would be tougher than a Ford Mondeo with some armor slapped on the roof. Then, instead of changing the entire internal system, FD would just need to tweak a few armor values and make HRPs a % increase based on the ships base hull armor. SCBs have already been nerfed and with the new shield busting gun mod coming out, I doubt they need any more nerfing just yet.
 
People are not rejecting what OP is trying to achieve, it's just the method is far from ideal in many people's eyes (including mine). If we look at what may be considered the biggest issue highlighted - HRPs and armor values - someone (or perhaps several people) have suggested that armor increases should be based on the base armor of the ship. I believe this to be far more sensible than limiting what slots can take a HRP. That way, a ship designed to be well armored will still be at an advantage, armor wise, over a lightly armored ship, irrespective of what internals you mount. Makes sense to me - a tank with extra armor would be tougher than a Ford Mondeo with some armor slapped on the roof. Then, instead of changing the entire internal system, FD would just need to tweak a few armor values and make HRPs a % increase based on the ships base hull armor. SCBs have already been nerfed and with the new shield busting gun mod coming out, I doubt they need any more nerfing just yet.

The problem with this, and the reason why HRP's have a high armor value, is that a percentage increase would make them worthless to lightly armored ships. A static value, that benefits all ships, is far superior than a percentage, which would basically only benefit a few ships.
 
The problem with this, and the reason why HRP's have a high armor value, is that a percentage increase would make them worthless to lightly armored ships. A static value, that benefits all ships, is far superior than a percentage, which would basically only benefit a few ships.

No more so than shield boosters are. The fact that hull is static value and shield boosters are percentage has always puzzled me.

What about percentange benefits, but with a proportionally scaling cost. So the more actual shield / hull boost you get out of it, the more energy / weight it costs to run. I don't think outfitting supports this right now, though.
 
The problem with this, and the reason why HRP's have a high armor value, is that a percentage increase would make them worthless to lightly armored ships. A static value, that benefits all ships, is far superior than a percentage, which would basically only benefit a few ships.
That really doesn't hold up, I have to say. A complaint has been made that stacking hrp can lead to a situation where stacked ships have many TIMES the armor of non stacked ships - that is a percentage issue. Now either you want the effectiveness of hrp reduced or you do not. Saying that every ship should be allowed the exact same armor bonus, irrespective if it's a 50k starter ship or a billion credit super fighter (which is what you are saying if hrp value is static and number of hrp is then limited on each ship - first bit being what you said and second bit being the topic of the thread)well that just makes no sense at all. Can't agree with you on this one.
 
Sorry but no. PvP is not just combat, nor should the focus of PvP combat be forced/relegated to Arena. Most hardcore PvPers have little to no interest in Arena for various reasons-- the primary being that they signed up to play the main game with PvP-- enough said. They (we) don't want session based gaming. The OP made excellent suggestions to help the game for players that want PvP and/or PvE. There are benefits for all parties here. I wish I could say I was surprised to see such a flat rejection of this idea from a PvEer just because it benefits PvP (too).

I'm sorry you didn't understand my comment. As I said over and over in this thread, balancing all of the ships for one specific play-style is a mistake. The type of play-style is irrelevant. If someone made a post about balancing all of the ships for mining, I would object all the same. I'm against limiting outfitting any further than it all ready is to benefit one type of play-style.

Now Arena on the other hand is all about PvP combat. Arena should be tweaked and fiddled with until the PvP combat crowd is as pleased as a bug in a rug. My suggestion was to take all of these great PvP combat ideas and implement them in Arena where they won't negatively (IMO) impact everyone else. Yes PvP combat is a part of the main game, but the main game is not PvP combat-centric, just like it's not Trading-centric or Mining-centric.
 
I think its logic that a fighter build is way stronger than a trade build.

traders shouldnt rely on armor but on a good crime system.. what we dont have atm.

Exactly. And since the crime system is garbage, they just use solo - damaging the emergent meta play this game should have.

You could even argue FD use Solo as an excuse not to fix the crime system.
 
Your argument is "if we don't implement this concept to these two ships, then it will not be implemented for those two ships". I can not fault your logic, given your premise, but your premise is flawed. The obvious solution is to implement the concept across all ships, not skip the FDL and FAS so you can make a silly point. (Also, the FAS makes a pretty great multirole ship. FDL would too, if not for the range.)

Not sure why you're latching onto the FAS so much, I talked about the FDL as well.

I may have overstated that they would be unaffected. What I meant was that they would just be far less so than cheaper multirole ships with many internal slots.

The FDL would HAVE to be allowed to put military grade equipment in its top three slots. It is a pure combat ship, it is intended as a pure combat ship. To have any of those C5 or C4 slots not able to mount HRPs, SCBs, or Shield Gens would be beyond illogical. So lets make the remaining slots Utility only. Whoop-dee-doo, you lose a C2 and a C1. A non-issue for a (proper) shield-tank build on that ship (I say "proper" because why would you forgo shields on one of the best shielded ships in the game? And C1/C2 SCBs are hardly a drop in that massive bucket), somewhat of a nuisance for hull tankers. I suppose I don't have a problem with that, I'd like to see less of those flying around. But, ultimately, there's little to no difference in the effective HP of the FDL's biggest strength, its shields.

I can see the FAS becoming slightly less effective. Applying the same sensible logic as we did with the FDL, that the topmost three slots on a combat-oriented ship will have military-grade internals of the type OP describes. In this case, the biggest 3 internals. Again, I can't possibly see a ship with "Assault" in the name not putting its military grade hardware in its most prominent slots. The max armor drops from around 2610 to 2160. That's losing the class 3 and a class 2 internal for HRPs, since we'll assume one C2 is being used for an FSD interdictor in both cases. Not ignorable, certainly, but that's still quite a bit of armor on the FAS.

Lets make a note here of the pre-adjusted 2610 HP for the FAS, vs 2485 HP on an Asp also fitted with nothing but HRPs and an FSD interdictor. Seems pretty balanced to me. Throw a bunch of rails on that Asp and you've got something to make any FAS pilot sweat.

Let's go to the OP's example now, and apply his proposed changes to the Asp. 6U/5C/3C/3U/3U/2C/2U. This allows for... 1575 HP. 2160 vs 1575 is far less appealing. The Asp is hit for nearly 1000 potential HP while the FAS loses 450 from this change. The FAS is not unaffected, no, but it is far less affected.
 
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