POWER PLAY!
Heck yes.
POWER PLAY!
It was always meant to be like this and applies in the same way as the ship selling.
Michael
I don't have tons of money (and haven't actually played for months, though will play 1.3), but I have many times in the past been able to experiment freely with different load outs and also change stuff for single missions. I don't even have any of the really expensive ships that will lead to huge losses. I can still see it being a problem.
I really don't see what benefits this change brings. True, if it had been in from the beginning no one would have even noticed, but you could say the same amount real time mission timers...
People think a lot about what they're purchasing. If you're a player in just one multi-purpose ship and you refit that ship every day because you don't want to be stuck doing the same thing over and over - i.e. you want to explore today, but next week you want to trade, and after a day of trading, you want to hunt bounties, this patch is going to hurt you _really hard_, and this applies to everyone but the ultra rich, who have multiple ships fitted for different roles. Refit a combat Asp to a trader Asp? That's 2 million credits just gone. Are players in Asps now filthy rich players who need their credits sunk down?
Multi-purpose ships will become a lot less attractive for beginner players now. This starts with the Adder and ends with the Anaconda. It affects all multi-purpose ships equally.
I see a lot of players here who heavily favor more and more cash sinks. I wonder how rich you people are.
People think a lot about what they're purchasing. If you're a player in just one multi-purpose ship and you refit that ship every day because you don't want to be stuck doing the same thing over and over - i.e. you want to explore today, but next week you want to trade, and after a day of trading, you want to hunt bounties, this patch is going to hurt you _really hard_, and this applies to everyone but the ultra rich, who have multiple ships fitted for different roles. Refit a combat Asp to a trader Asp? That's 2 million credits just gone. Are players in Asps now filthy rich players who need their credits sunk down?
Multi-purpose ships will become a lot less attractive for beginner players now. This starts with the Adder and ends with the Anaconda. It affects all multi-purpose ships equally.
I see a lot of players here who heavily favor more and more cash sinks. I wonder how rich you people are.
They listen to all feedback and when it hits the full player base they will continue listening. It isn't like they only listen to those with Beta access.
So, an Anaconda with some Type A Size 7 modules say, they can cost 15 million credits, which would put the penalty at 150,000 credits, which in my current status is indeed quite a hit.
What if the fee had a cap like 10K Cr, or dropped to 1% of the module value?
will check it out in Beta tonight or tomorrow.
Problem is, unless you're using edshipyard (are they going to add this in game?), the only way to test out your builds is to get out there and use them. Not to mention, the outfitting information provided in game is severely lacking, and downright inaccurate at times. People should also be able to keep what they buy, I shouldn't have to sell a fuel scoop to buy shields. Until there is a way to counter the depreciation for multi role ships at least, this "feature" should be removed.Agreed, well done FD people should think about the choices they make.
What's wrong with real time mission timersI'm not even going down that discussion again hehe.
I don't have lots of credits either, I've only got a Cobra (started with), a Type 6 and an Asp for exploring (plus the never flown free Eagle) and 1.5mill Credits, just so you don't think I'm someone who has it all
What you say about being able to freely experiment with different loadouts and change stuff for single missions, well that is not my idea of fun at all. That for me strips all point from the game, what is the point of playing if you don't have to work at something (not saying I love grinding) but if you want to be able to trade and then quickly go and do some bounty hunting (for example) then I don't think you should just be able to swap everything out without a cost, either compromise or get another ship.
Can someone please tell Quineloe he's wrong.
10% penalty only if there is something in game that tells me that i'll incur heat damage after x amount of seconds of constant weapon fire for the current loadout.
Which means the loadout/purchase screen has to be modified.
We choose (not buy) all the items we want, and the summary screen has to include heat generation stats.
We edit our loadout.
We hit "buy all" when it's clear that the loadout will allow us to fly, shoot, and not melt within 5 seconds.
Also, FD you shouldn't "balance" gameplay by messing with power requirements anymore.
That was the claim as well when you modified the ship insurance to apply to the hull and not modules. The same story is here, this wasn't something the community wanted, that was nonsense so far out from beta release. Now we're talking a few months after the game has been released... come on.
Can someone please tell Quineloe he's wrong.
Sorry, but the Diamondback is useless with these pathetic stats. 26 LY jump range?
People think a lot about what they're purchasing. If you're a player in just one multi-purpose ship and you refit that ship every day because you don't want to be stuck doing the same thing over and over - i.e. you want to explore today, but next week you want to trade, and after a day of trading, you want to hunt bounties, this patch is going to hurt you _really hard_, and this applies to everyone but the ultra rich, who have multiple ships fitted for different roles. Refit a combat Asp to a trader Asp? That's 2 million credits just gone. Are players in Asps now filthy rich players who need their credits sunk down?
Multi-purpose ships will become a lot less attractive for beginner players now. This starts with the Adder and ends with the Anaconda. It affects all multi-purpose ships equally.
I see a lot of players here who heavily favor more and more cash sinks. I wonder how rich you people are.
Well, you don´t have to do it. Existence of a free swap is no skin off your teeth.
He's not.
I'm probably moving to three dedicated ships from my Python. It'll be a hell of a lot less expensive.
Ah OK then, so my play style doesn't matter and I should not be considered. Fair enough.
I'm afraid he is in what he stated.
Also is it just me then that doesn't think that multi-purpose should mean can be the best at multiple different roles, rather than something that can be used for multiple roles rather than a dedicated fighting/trading ship?
I see my lack of experience with the more expensive stuff may be coloring my reaction to the reaction unfairly. I wonder if FD testing included the effect of this on player tinkering and bank-accounts for changing play-styles like combat tonight versus trade next week in more expensive ships?
So, an Anaconda with some Type A Size 7 modules say, they can cost 15 million credits, which would put the penalty at 150,000 credits, which in my current status is indeed quite a hit.
What if the fee had a cap like 10K Cr, or dropped to 1% of the module value?
will check it out in Beta tonight or tomorrow.