Bring balance to the galaxy

I hope the ''new era'' of elite will be called elite:dangerous balancing the galaxy. Cus thats whats needed!


Pvp bounty hunting is impossable as the mark can run before you kill them every time. Pvp piracy.. same. A bounty on your head no one can claim unless you let them, seems to trivialise crime and punishment, and the role of bounties. Piracy has had a bad rap from relise and thing havent improved much, especially in the pvp department.

Perhaps we could scoop cargo on the move so you could chase and scoop after the target as the hatchbraker did its thing and they charged there hyperdrive. Make limpets and the cargo they carry not explode on your hull at speeds over 30ms.


The mechanic of having to go back to a sidey if you die and have no money may as well be removed as credits rain from the stars and after a short time you will have more than you know what to do with. All you can loose is your cargo, data,bounties and some times a little rep.



Engeneers and the lack of ballance in there effects have bottle necked most pvp fights into cookie cutter builds in a few medium ships all of wich are flown the same, with faoff and permaboosting, and a few large ships with insaine shilds.. doing what ever they like cus they are invincible lol

Engeneers have also made npcs a trivial threat unless you are fighting large numbers of them all focused on you, and even then you can usualy escape before you die if you get into a bit of bother.


Creddits,materials and rep are the reward currancy of the game and each become valuless as a reward once you have enough as they never deplete. You wont loose money you alredy have, you wont loose mats/engineering once you have them and rep is only relevant to unlock things and can be easily re earned if you fail a mission, wich is unlikely exept by mistake or forgetting to complete it before loggin off.


We need more money sinks. fuel,repairs and rebuys along with fines and bounties should scale up much more

we need less hit points from engeneers.
This has been mentioned so many times by so many people and causes so many problems. You can run in a very casual manner from any threat due the the insaine amount of hit points you can achieve especially from shilds as they have no inbuilt counter, at least hull exposes modules.

We need smaller shilds with faster regen.
Much as the above, this would add merrit to shield pip management and introduce interplay between shields up and shields down game play, the exposed modules will only be exposed for a short time before the shields are back up so they are chipped away at on large vessels between bouts rather than leaving you with your pants down for several minutes and the feeling that once the shilds are gone its time to run.

We need a bigger disparity between ship size/mass and acceleration.
Small ships arnt much faster if at all than medium ships with vastly greater fire power and defence capabilities nor do they have much better acceleration alowing for fast changes in direction and evasion. This leads small ships to be utterly crushed by medium ships.

We need all secondary effects to have a similar impact in effectiveness so there isnt just a few obvious choices for each.
The old secondery effects that become special effects are trivial in comparison to many other effects and cannot compete in effectiveness, to they just dont see use and this narrows choice and diversity in builds.

Rep should fall sharply for mission failure and time limmits/other mission paramiters should be tight.
Its why the smuggling/data runs from robigo were so fun. If you missed a target for assasination cus you were late it should cost you mega rep for such incompetance! Same as loss of cargo or confidential data falling into the wrong hands.
Perhaps a wrinkle or two from pirates offering you more money to take the hit on rep and sell them the goods/data like the old slave missions. Pehaps an assasin would be sent after you for your treachery.

Perhaps you should have to pay extra for engeneering insurance so the cost of loosing goes up as you engeneer? Risk and reward and all that. Also would make death more meaning full as you pregressed and you wallet fattened and as it thinned due to repeated failure you might have to make sacrifices.


It would be quite nice if instancing factored wing numbers into it so that wings of simalar size were instance together first. A 4v4 wing fight is fun, a 4v1 wing fight is boring.

Or limmit wings size to a mass limmit so that if your are in a large ship you can only have one wing man but if you are in a small ship you can have 6 other small ships in your wing. Some thing to balance wings would be great. But i feel this is a little tenuous as it seems to lack lor integration.
 
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