Big ships price/performace ratio and proposed solution

I made a spreadsheet in an attempt to somewhat qualitatively guestimate the price/performance ratios between ships. One of the starting points is "how many sIdewinders do I need to match the armour and firepower of ship X". I didn't do all ships, including skipping dedicated traders. I did this based on listed armour values and hardpoints (but not manoeuvrability), just a formula combining them. Obviously these are wild estimates but I think somewhat of a guideline. So I got the following results:

Target shipSidewinders required
Eagle1.5
Adder2.5
Viper3.5
Cobra4
Asp6.5
Imperial Clipper11
Python15
Anaconda23

I then thought, what percentage of the cost of the target ship are you required to spend in purchasing sidewinders to have an even fight with the target ship. And this is what I got:

Target shipCost to purchase sidewinders compared to cost of target ship
Eagle100%
Adder90%
Viper80%
Cobra33%
Asp3%
Imperial Clipper1.5%
Python0.8%
Anaconda0.5%

The ships up to the Cobra are quite well balanced. Sure, the Cobra is a bit more expensive than the Viper, but what I haven't taken into account is it's cargo space and general multi-purpose nature. Also these prices are for the base ships and when upgraded the Cobra and Viper aren't as far apart in price.

The problem is the huge price gap between the Cobra and Asp.

Lets compare the Cobra and the Asp:

Asp has 25% more firepower due to the two extra small hardpoints.
Asp has 75% more armour.
Asp has 75% more shields.

So we can say the Asp is say 60% bigger, roughly speaking.

Lets go back to Frontier Elite 3 (first encounters), with the Cobra MkII and the Asp. In Elite 3, capacity was the most important determinant of a ship. Greater capacity means bigger weapons, more shields, etc.

Asp capacity: 120T
Cobra MkIII: 80T

A 50% difference. Close to our current situation. Lets look at the Elite 3 costs:

Asp cost: 187,000
Cobra MkIII cost: 124,000

Elite 3 Asp cost 51% more for 50% increase in size.

But Elite Dangerous Asp costs 1654% more for a 66% increase in size.

This is out of whack. You're paying more than 17 times more for the Asp for performance increase that is less than double. Two Cobras have as much cargo space as an Asp, and would take it out easily.

But lets go to other other end of the scale. Using my formulas, I got the following number of ships required to kill an Anaconda:

Ship to kill AnacondaNumber Required
Sidewinder23
Eagle19
Adder13
Viper10
Cobra9
Asp5.5
Imperial Clipper3
Python2

As you can see, the Python is well balanced with the Anaconda. Two Pythons are slightly cheaper than an Anaconda, but not by much. Three Imperial Clippers would probably take a Anaconda for half it's price, but that's not a huge magnitude of difference, and some small discounts for smaller craft is okay, particularly considering you need to get rank with the Imperial Navy to get the ship anyway. The Asps are slightly underpriced, but not by a drastic margin. The big problem comes in with the Cobras. You can pick up ten for less than 5 mill and take out Anaconda's easily. Note here I'm using conservative figures, you probably don't even need anywhere near 10, four or five would probably do the job.

So basically:

1. Sidewinder+Eagle+Adder+Viper+Cobra are fairly well balanced with each other.
2. Imperial Clipper+Python+Anaconda are also well balanced. Asp is somewhat balanced with this bunch too.

The issue is the huge price gap between the Cobra and the Asp that I think mucks up the balance and frankly makes the larger ships hardly worth the extra expense, maintenance and insurance cost risks, unless you really want to min/max income and you find a great trade route.

I've discussed this before, but I've refined this. My proposal is that all ships should have a class. Here's a proposed list for these ships:

ShipClass
Sidewinder1
Eagle1
Hauler1
Adder1.25
Viper1.5
Cobra1.75
Lakon Type 62
Asp3
Lakon Type 73.25
Imperial Clipper3.25
Federal Dropship3.5
Python3.75
Lakon Type 93.75
Anaconda4

Note that doubling the cost of the ship increases it's class by 0.25. In fact I assigned these classes using the following list:

ClassCost
132000
1.2564000
1.5128000
1.75256000
2512000
2.251024000
2.52048000
2.754096000
38192000
3.2516384000
3.532768000
3.7565536000
4131072000

This is only a guideline, it's possible trading ships will be in a lower than expected class.

Currently there's a system in place where small and medium weapons only do 66% damage to hull against large ships. I propose to scrap that, and instead apply the following, to both hull and shield. First a weapons class table and different masses:

Hardpoint sizeClassCurrent massProposed mass
Small121
Medium244
Large3816
Huge41664

You would expect an Anaconda at 5000 times the cost of a sidewinder to have some pretty advanced systems, and in particular armour and shields that aren't stripped but by the most intense weapons. On the other hand a blowtorch is likely all that's needed to take down a sidewinder's shields and start melting it's armour. That's what happens with basic technology.

To reflect this:

"If a weapon's class is below the hit ship's class, for each one point it is below, half it's damage."

Basically weapon damage mult = 0.5 ^ min(Target ship class - weapon class). This accounts for fractions also.

You may have noticed weapons increase in price 4 times each hardpoint increase. Their damage only doubles though. Under my proposed system, damage doubles again, if you're below the class of the target. This is still only 4 times increase, which is the same as the price increase between the weapon classes anyway. I've also nerfed the large weapons slightly by making them heavier, but a huge plasma accelerator really should be at least 64 tons.

What this means as a Python's large hardpoint weapons won't do any more damage than they do currently. It's not like small ships will instantly explode when hit by a large beam. But against large expensive ships, small weapons in particular will be very ineffective, doing only 1/7th damage instead of the current 2/3rds amount. Basically small weapons are only annoyances for large expensive ships because their systems counter them so effectively. Get enough Eagles together and you can take down a Python, but really Eagles will then be used for what I think they should be, harassing small trading vessels. Want to take down a Python? Get a few friends in Vipers or even better The Hunter when it's released with it's two large hardpoints. The Asp is still an expensive ship for it's combat capabilities, but being class 3, at least it's got a bit of extra defence from smaller ships.

All this should be balanced by penalising large ships attempting to interdict. It should be really hard to interdict using say an Anaconda. We don't want people to be able to go around in their Python splattering people for fun. But if you've earned it, and paid 3000 more than a sole pilot in an Eagle or 1000 more than a Viper pilot (including potential insurance bill) you shouldn't really be annoyed by these things unless they're in packs. Basically Eagles shouldn't be able to take down Condas, but they should fine it easy to avoid them also.

Some people complain that this is taking the skill out of the game. That a skilful solo pilot should be win any fight even with poor equipment. I disagree. It's Elite Dangerous, it's an unforgiving world, and sometimes, you should just have to be careful, not just think you can fight your way though everything, no matter how long you've played the game.

It also I think makes for a better narrative. You start your life in a simple sidewinder, afraid of everyone and constantly avoiding interdictions whilst delivering packages to make a few dollars, eventually you work you way up, and when you get a Viper, you can start taking on some of the smaller craft comfortable. But still, when you see a Python or Anaconda it's just time to run. Eventually you can afford your own Imperial Courier or Python, and then you can start hunting those big ships yourself.

Instead, now it's save up a few hundred thousand credits over a few days, get a Viper with some shield cells and you can kill anything the AI throws at you with a little practice.

Lets go back to the old Elite style that I remember, where when you saw an Imperial Explorer with it's plasma accelerator beaming down on you and all you had was a 1MW beam laser, you didn't think about being a hero, you just put the thrusters at maximum and tried to get away ASAP.

I think what I'm proposing roughly achieves that, without seriously unbalancing things. Combat between similar ships is untouched, but like the old elite games, you need to work your way up a bit before you can take on the world.
 
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Deleted member 37733

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Quite a long post so I skimmed it but I think I get your gist.

Assuming I agree with the scale you have used to compare ships (which i don't really), you're only comparing combat scenarios. You pretty much admit this when you mention the Cobra but then don't take it into account.
 
Yes, that's true, but it's not like cargo capacity or anything increases 17 times between the Cobra and the Asp.

To put it simply, the small ships are too cheap. This would be more balanced.

ShipPrice
Sidewinder250,000 (8x increase)
Eagle375,000 (8x increase)
Adder700,000 (8x increase)
Viper1,200,000 (8x increase)
Cobra2,000,000 (5x increase)
Type 63,000,000 (3x increase)
Asp6,000,000 (same)
Imperial Clipper21,000,000 (same)
Python55,000,000 (same)
Anaconda141,000,000 (same)

Lets ignore the Eagle and Viper, and focus on the more multipurpose craft as they're easier to compare.

Sidewinder to Adder: Triple price
Adder to Cobra: Triple price
Cobra to Asp: Triple Price
Asp to Clipper: Triple Price
Clipper to Python: Triple Price
Python to Anaconda: Triple Price

I've rounded the above, but you get the idea.

An Anaconda is still over 500 Sidewinders, which is still much more than it's performance, but it's not 5000 times more!

Whether you're talking about combat, trading or whatever, I think these are similar steps. The difference between a Sidewinder and Adder is not less significant than between Cobra and Asp.

But what do we get with the real prices?

Sidewinder to Adder: Triple price
Adder to Cobra: Quadruple price
Cobra to Asp: 17x price
Asp to Clipper: Triple Price
Clipper to Python: Triple Price
Python to Anaconda: Triple Price

It's the Cobra to Asp jump that stands out like a sore thumb, and it also unbalances the rest. Think about what you get with these steps:

Sidewinder to Adder: A bunch of new cargo space and a class 2 hardpoint.
Adder to Cobra: Another class 2 hardpoint, and a doubling of cargo space.
Cobra to Asp: Two extra small hardpoints, and a doubling of cargo space.
Asp to Clipper: Significant increase in cargo, also 2 class 3 hardpoints!
Clipper to Python: Well, it's a python. An extra class 3 hardpoint, best shields in the game.
Python to Anaconda: The class 4 mega hardpoint, plenty of cargo space, best ship in the game.

These are all significant improvements, but the Cobra to Asp jump isn't anything spectatular. It's good, but so are all the others. It doesn't warrant the 17x price increase. And that increase flows through and hence makes bigger ships after the Cobra cost 5-10 times more than they should.

How you can balance this is increase the cost of the smaller ships (or reduce the cost of the bigger ones). Or alternatively, nerf the small ship/make the bigger ones better. I prefer the latter because it gives more variety in the ships, gives more range in the gameplay experience, which I've attempted to propose. But I think something needs to be done.
 
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Keep in mind Frontier First Encounters had both the Anaconda and the Sidewinder.

Sidewinder: 25T capacity.
Anaconda: 650T capacity.

Similar order of magnitude difference as in Elite Dangerous. These were the prices:

Sidewinder: 44,000Cr
Anaconda: 1,060,000Cr

24x difference. So the Sidewinder was more expensive before than today, but the Anaconda has gone up in price about 130 times.

It's simply not justified paying a 4400 times more insurance for an Anaconda over a Sidewinder, or almost 1000 time over a Viper, a dangerous craft to an Anaconda. I'm not saying we go to the FFE model where cost is proportional to cargo space/shield capacity/armour (you get issues of exponential growth through cargo trading), but the current prices are well out whack with performance, particularly at the Cobra->Asp jump.

I think it's a better approach to keep the price range but give owners of ships at the Asp level+ a bit of a relative performance boost. Anaconda owners should be worried about combat kitted out Pythons and pairs of Clippers, not lone Vipers who's weapons should bounce off the shields of something that costs a small fortune.
 
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Fine with me, but why increase the price of the small ships, I would much rather see the price of the larger ships go down 8x.
 
Can you remember how long it took you to make money in a sidewinder? I took me 3 DAYS each day about 5hrs to buy an addernd 8x increase on an adder wouldv'e taken me 120 hours... Thats INSANE! Im not liking it but if 1.2 makes money easier then fine by me
 
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