Easy fix for Open mode...

Let's ask for a Colonnia 2 where credits are worthless, ship transfer is impossible and aspiring enigneers are directly converted to biowaste. Near a blackhole where the first time you jump in the system your ship is destroyed. Soft reset to vanilla mode.
 
I support the OP. I've played many pve/pvp games that standardized gear kits in the pvp setting, and actually nerf skills/abilities relative to the pve game.

On a parallel note, cheaters in those other games receive permanent public bans.

It's a little late for this game though - 6$ on something on Steam? You can farm a ton of salt for that low an entry price.
 
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This can never be. Honestly, its impossible.

One of the main elements of elite is the ability to build and modify ships for certain roles. With or without engineering, makes no difference.
A ship that has been build entirely for combat will always be better suited for combat than a ship that is also viable for other roles, let alone a ship that is not meant to fight at all.
And that means that if you fly a ship that is not build for combat alone, you will always lose. With or without engineering.
You will never win with a T9 against a FDL. But with engineering you can survive with a T9 against a FDL.

The only way it could work is if anyone had the exact same ship.
It's ok for something to be better at combat than something else. The important thing is that the delta be small enough that it's possible to be overcome with skill. When that T9 has an SLF and the cops helping out, that fight starts to be a lot more potentially winnable, especially with a modest skill gap. In a world without defense stacking and broken engineering, of course.
 
So wait, you want it to be viable for a dedicated combat ship to be able to be matched by a cargo ship that is not specialized in combat? Yeah, that is a pretty "wild concept".

You're basically throwing the concept of balance out the window for the sake of this response.
Yes, that's exactly what I want. A trade ship that's fully built should be able to present a credible threat to an attacker, especially once the cops start helping. I think that's what FDev want, or at least wanted, too. Why else do trade ships have weapons and SLFs? You don't need either of those if you're only ever supposed to flee whenever you're attacked. Why even send cops if you're supposed to run right away?

Would you want to use a trade ship for bounty hunting? Probably not, as you wouldn't have any gear to assist in tracking and maximizing profit, nor would you be able to persue a fleeing target as well. Would you want to a combat zone? No, as you don't have any equipment to keep your hull and modules in good repair for an extended sortie.

For a SINGLE engagement, though? A fully built trade ship should absolutely be able to provide a credible threat to an attacker. It makes the game far for exciting and thrilling for all parties involved, introduces more tactical decision making, and opens the game up for far more interesting stories to unfold. There is absolutely no reason that traders MUST be toothless prey with no option but to run, other than people being incapable of seeing past the status quo, or the tropes established by some other games.
 
Yes, that's exactly what I want. A trade ship that's fully built should be able to present a credible threat to an attacker, especially once the cops start helping. I think that's what FDev want, or at least wanted, too. Why else do trade ships have weapons and SLFs? You don't need either of those if you're only ever supposed to flee whenever you're attacked. Why even send cops if you're supposed to run right away?
These are there to fight against npc pirates. NPCs are scaled to the combat strength of your ship. You always have a chance to win against these, because they don't always have the strongest build possible, unlike human cmdrs.
Pvp is only a very small segmend of this game and doens't have much priority for the balancing. There are probaly thousands of pve fights for one pvp fight.
 
Yes, that's exactly what I want. A trade ship that's fully built should be able to present a credible threat to an attacker, especially once the cops start helping. I think that's what FDev want, or at least wanted, too. Why else do trade ships have weapons and SLFs? You don't need either of those if you're only ever supposed to flee whenever you're attacked. Why even send cops if you're supposed to run right away?

Would you want to use a trade ship for bounty hunting? Probably not, as you wouldn't have any gear to assist in tracking and maximizing profit, nor would you be able to persue a fleeing target as well. Would you want to a combat zone? No, as you don't have any equipment to keep your hull and modules in good repair for an extended sortie.

For a SINGLE engagement, though? A fully built trade ship should absolutely be able to provide a credible threat to an attacker. It makes the game far for exciting and thrilling for all parties involved, introduces more tactical decision making, and opens the game up for far more interesting stories to unfold. There is absolutely no reason that traders MUST be toothless prey with no option but to run, other than people being incapable of seeing past the status quo, or the tropes established by some other games.

Regardless of the method to get there, that's the game I always wanted to play ;)

And against NPCs, it is the game I play. My CZ/RES hunting ships are equipped for exploration data & mat gathering too, my traders are equipped to pop mission spawn pirates, my mission running trade Pythons are equipped for assassination missions.

But all are equipped only to survive a PvP encounter rather than to fight back with any reasonable expectation of success.
 
These are there to fight against npc pirates. NPCs are scaled to the combat strength of your ship. You always have a chance to win against these, because they don't always have the strongest build possible, unlike human cmdrs.
Pvp is only a very small segmend of this game and doens't have much priority for the balancing. There are probaly thousands of pve fights for one pvp fight.
The only reason there's a big difference between NPC and CMDR builds is a combination of engineering being balanced the way it is, and defense modules being able to be put in optional and utility slots. Beyond that, Commander and NPC alike are both capable of having incomplete / not-min-maxed builds.
 
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I want my station wagon to keep up with supercars, but maintain the cargo space.
I can't comprehend the difference between being able to present a credible threat in a single fight, and being able to profitably fight in extended sorties.
 
Personally I like engineers and enjoy engineering, it gives me something to work for however Indo wish the offensive and defensive module buffs were in the order of 5% max. Power creep is a think in most games with expansions and I am ok with that. Not much point spending hrs just for side grades... But the level of power "creep" in ED is too much imo (and that is without features like crew which I hope 1day will give us even more passive bonuses to work for)
 
To chime in, the dedicated transport ships in Elite (T6, T7 and T9) are pitifully underarmed compared to their multirole or combat
equivalents. So I'd say it's not that obvious that FD wanted them to compete with combat ships.
A Python is a multirole, arguably even a combat ship.
If I interprete old videos right, before engineers the Python was one of the premier PvP vessels (correct me if wrong though)
 
Personally I like engineers and enjoy engineering, it gives me something to work for however Indo wish the offensive and defensive module buffs were in the order of 5% max. Power creep is a think in most games with expansions and I am ok with that. Not much point spending hrs just for side grades... But the level of power "creep" in ED is too much imo (and that is without features like crew which I hope 1day will give us even more passive bonuses to work for)
I'm not suggesting removing Engineers, merely an option in Open mode.
 
These are there to fight against npc pirates. NPCs are scaled to the combat strength of your ship. You always have a chance to win against these, because they don't always have the strongest build possible, unlike human cmdrs.
Pvp is only a very small segmend of this game and doens't have much priority for the balancing. There are probaly thousands of pve fights for one pvp fight.
Since when are NPC scaled to ship strength?
 
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