Rafe Zetter
Banned
#I do agree with you that there's too much "Oh you have this? Well haha, I have that, and that means your this is useless!! Haha!". It's too black & white the way it is now, and the rubbish heat mechanic change they were looking at is an acknowledgement that PvP and combat in general is stale and void of any real depth.
The way Roberts is doing things with SC, is that there are various ships that fill various roles, which makes combat interesting and full of tactical opportunity. What about modules that specifically reduce a ships heat signature (Not temporarily) at the sacrifice of shields? That way, you could actually make use of sidewinders as scout ships.
What about ECM jammer units that scramble enemy sensors completely, but they are based off weapon power, generate a tonne of heat, and take up a weapon slot. Just more tactical options and more combat depth would be fantastic, and it would definitely make PvP more exciting. However, my opinion is that ED NEEDS clans/corps in order to fulfill it's potential. Maybe limit clan size to 50, but it would mean that clans/corps could take up residence in systems and that could lead to some great clan/corp wars.
What about repair beams? The ability to actually support your friends in combat, by repairing them if they get banged up, would be great!
There's so much cool stuff they could do with this game, but there's too many purist fanboys who just want a 3D version of space invaders, with no real tactical depth at all.
Repair beams for hull or sheilds idea was put forward many many..many many and a few more times on the forums - every single time it caused a massive argument and then FDev stepped in and said: "No."
Same for clans / guilds.
I'm glad the OP has really put some thought into this, I've not launched the game yet so had no idea that each weapon type had a hard counter. In the original Elite, ECM lasted for just 1 missile, and iirc couldn't be used in rapid succession, so if the first one got blasted the one on it's tail got through - so you played chicken with the first wondering if there was another about to be launched so you got both of them with 1 ECM blast. Only FDev know why this simple but effective mechanic was altered, as the OP said this required more thought than simply button mashing.
The idea of different module sizes giving substantially different bonuses was also put forward - and so far rejected; by different I mean different + added extra's not just bigger = stronger effect of same. (just as the different cargo cannister sizes idea so that more of the market commodities get used was also rejected, seems FDev have an aversion to good logical ideas - but I'm sort of hopeful that FDev will look at the trading info, see half the stuff on their is ignored by almost everyone and reconsider).
FDev constantly said we don't wish to make an Eve-Alike game, yet without knowing it (or maybe they do) they have made a game that while not having many features Eve O does, it also has more than a few game mechanics that are Eve O clones.
In Eve O if you want to go hunt in a certain sector of space, we'll call it type #2, with a certain type of Badguy (rats we call them, no idea why) you take "special loadout #2" which will get you through 95% of all encounters without death because Badguy type #2 shoots X type weaponry and is weak against Y weaponry, so you take defence system X and weapons Y.
Rock-paper-scissors all over again (but with more content).
I love the commitment the OP has put into this but I wouldn't hold your breath on even a fraction of this being implemented.
Last edited: