Challenger = Chieftain = Crusader, Krait = Python... What's the point?

Player choice is good.
But maybe put effort into gameplay depth instead of just more and more and more variations on a common theme?

As I said in another thread wouldn't it be nice instead of yet more combat fighters, no doubt being introduced to create some more unlock "gameplay" (and paint jobs in the shop), if instead that time and effort was dedicated to something like a mining orientated SLF to fit in with the new Q4 mechanics?

Ie to actually offer some depth and variety there with *shock horror* some actual multi crew gameplay/purpose too?

Yes variety is lovely, but at some point more and more variations of weapons and the like just comes across as lazy and worse still risks creating balancing headaches. And I'd suggest we reached that point a while back in some areas.
 
I use multicrew quite a lot. There are often people hopping into my Krait to shoot Thargoids. Many of them claim to have never been on board a Krait before, or even tried multicrew before though. I also tend to find a ship to jump into after clicking the search for other ships button in it's various forms after a few minutes.

Though, it would be good, if you could say you want to join any ship that pops up within a range of activites, then it' just keep trying automatically. Gotta keep clicking manually right now which kinda sucks.

Anyway, it does get used, it is decent fun for what it is.

It's a MASSIVE shame it wasn't developed into what the devs wanted it to be though. (Multicrew SRVs, multicrew working with wings (up to 4 max players) and the other proposed role(s) )

I suspect that those who use MC use it a lot but how many actually use it? Is it really that popular that they need to keep cloning ships to support the feature?
 
But maybe put effort into gameplay depth instead of just more and more and more variations on a common theme?

As I said in another thread wouldn't it be nice instead of yet more combat fighters, no doubt being introduced to create some more unlock "gameplay" (and paint jobs in the shop), if instead that time and effort was dedicated to something like a mining orientated SLF to fit in with the new Q4 mechanics?

Ie to actually offer some depth and variety there with *shock horror* some actual multi crew gameplay/purpose too?

Yes variety is lovely, but at some point more and more variations of weapons and the like just comes across as lazy and worse still risks creating balancing headaches. And I'd suggest we reached that point a while back in some areas.

The kraits very popular so there's obviously a lot of current player interest in SLF capable smaller ships.
 
The kraits very popular so there's obviously a lot of current player interest in SLF capable smaller ships.

I have no interest as I don't use telepresence, but yeah, there is some.

I think having the variants of some ships is fine, but in general I would prefer different kinds of ships, both aesthetics and performance.

What I'd actually really like to see is a high-end small ship in the 100M range that could hopefully help mitigate some of the Engineers/Guardians progression meta. Something like a cross between the Vulture and the iCourier with less drawbacks would be nice.

Oh well, a guy can dream. :)
 
I have no interest as I don't use telepresence, but yeah, there is some.

I think having the variants of some ships is fine, but in general I would prefer different kinds of ships, both aesthetics and performance.

What I'd actually really like to see is a high-end small ship in the 100M range that could hopefully help mitigate some of the Engineers/Guardians progression meta. Something like a cross between the Vulture and the iCourier with less drawbacks would be nice.

Oh well, a guy can dream. :)

Courier MKII slower but with 2 large hardpoints on beefier nacelles would be fun.
 
Ship choice is very good, if not in functionality then for aesthetic reasons.
To bad there's not much variety in what you can do with those ships.
Maybe comming up with some more activities is a good idea instead of twelve different hammers to hit a single nail.
 
SLFs are very useful, I love the Krait and the Crusader looks like a fine addition to my fleet!

I have to work soon and there's a hurricane on my doorstep but I keep thinking about that new ship.
It's the best looking of those three related hulls, by a landslide.
I just hope it's not a pig handling-wise, and has 2x c6 slots.

Did they release the internal slot dimensions?
 
Krait v Python handling characteristics are IMO not minor. The 2 feel very different and I happen to find fighters very useful even if at times fragile. I would never take the Python over the Krait for a dedicated PvE combat ship.

Similarly the Chieftain v Challenger I have set up completely differently and fly very differently as well.
 
I disagree that these ships are clones. Among this list, Python is the best trader. Krait is best at combat, IMO. Challenger (diff wep loadout than the Krait) fits my combat style better than Chieftain, hence I find the Chieftain redundant in my fleet.

However, if I could only keep 2 of these, I would keep the Python and Krait.
 
I think people here have lost sight of the fact that while the ships may not be exactly, precisely, perfectly identical, they are very similar, and we have them at the expense of true variety.
 
Strawberry, or strawberry, or strawberry is not choice.
It's actually strawberry+strawberry or strawberry+lemon or strawberry+vanilla.

All three are two scoops of ice with strawberry. If you superficially ignore the second scoop, they're all the same, yet the experience of eating them has a decidedly different flavor from each.
 
Its all about the cash shop OP.
Little effort to reskin a ship mesh and change a variable or 3 but the paintjobs do not fit all. Its simple cash shop £££ for very little work.
More clone ships is more £££ expect to see many more.
 
I think people here have lost sight of the fact that while the ships may not be exactly, precisely, perfectly identical, they are very similar, and we have them at the expense of true variety.
The Alliance named ships are intended to be direct variants which is a very real and expected thing considering the efficiencies of reusing existing parts. Sure, it may not make for the most visually exciting designs but makes sense in ways that to me at least, feel more "real".

From a performance perspective, we have combat ships aimed at elements that combat ships should deliver: Firepower, agility and resilience. Despite that I don't feel we've reached redundancy as of yet. To the notion that it's at the expense of more variety, unless there is a hard cap on total ships the game can potentially have I'm not sure how that works out. This season's ships have been focused in one area, true enough. However that doesn't prevent further, more varied expansion later.

Also we've seen this going towards something of a FDS/FAS/FGS set. Complaining about getting exactly what this was looking like it was going to be seems odd in itself.
 
I think no one here disputes the fact that variants are the path of least resistance for the devs to churn out new ships. It's just that this variant came out right after the previous Chieftain one got introduced (a few months ago?), hence the disappointment. Some would argue that it would've been nice if they mixed things up and released a new version of a different ship instead.
 
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