1. Hull reinforcements and SCB's both add to the "Effective HP" of a ship. SCB's do not help you if you do not use them (or your shields drop before using them), and Hull reinforcements help you stay alive but only mitigate a percentage of module damage (which is much more likely to disable a heavily armored ship.) .. Point is, SCB's and Hull Reinforcements should be a viable option for small OR large ships and should scale equally. This is a no-brainer, so not sure what your problem is with it.
My point is that I do not actually see a problem with them as they currently stand. The Hull Reinforcement packages can be used to build a damage soaker T9 for example
Coriolis build "Star Destroyer T9". As for SCBs, their current balance seems to be effectively double for the same slot class (e.g. 5A SCB v. 5D HRP) but they do go up higher in grade and weigh less probably because they draw power. If we are talking about adding HRPs above class 5 in-line with the current balance of SCBs v. HRPs or say a greater range of HRPs for each class (i.e. not just 1E, 1D, 2E, 2D, 3E, 3D, 4E, 4D, 5E, 5D) then I see no problem with it per se.
2. I run Prismatics on my Courier, as well. The ship is trash for PVE and trash for PVP. It doesn't have enough sustain for PVE and it doesn't have *ANYTHING* that makes it a good PVP ship anymore. It used to be passable because you could have 550MJ shields with several recharges with SCB's.. now, equipping the ship with SCB's is virtually suicide, so you have to resort to Hull Reinforcements... on a ship that is effectively NOT designed to hull tank.
Ever think about trying to not get hit in the first place, the courier is not exactly a slouch really and do not forget that shield boosters can add more shield strength overall without the heat/ammo problems of SCBs (which I believe are really meant for larger ships anyway to compensate for their size IMO). I am not sure what build my friend runs with his courier but this is
a build I would contemplate for it. To my mind, SCBs seem to be overused and over stated. Similarly with HRPs really.
pair limpets.. Limpets are already in the game and attack/repair limpets would function similarly. Furthermore, "swarming" would be limited by the amount of modules you had which could fire drones and how many drones those modules can launch. Some ships, obviously, if built purely as a drone boat, could create rather massive swarms, but they would also be sacrificing valuable defenses and stressing their energy requirements, which would mean they would have to sacrifice SCB's, Shields, Shield Boosters, or high-impact weapons such as PA's, Rails, Beams, Bursts, etc.
Limpets in an attack case would add to the ship population limits and associated network traffic by necessity, other kinds of limpets their precise position is not needed to be known by the other ships really, except in the limited case of a limpet being used to steal cargo perhaps.
4. PvPers don't inherently understand balance better than anyone else but they understand the limitations and capabilities of modules/ships better than anyone else. Sorry, but this truth is self-evident. Most (many) PVE players I come across aren't even aware you can high-wake out of any PVP situation. Most of them are not aware of MANY combat mechanics. Many of them don't even know how to do a simple 180 FA-Off flip, which is a fundamental PVP maneuver.
That is nothing to do with PvE v. PvP but rather experience in game and experimentation. In the PvE scenario, if you do not learn the things you have mentioned then you are almost certainly not a combat oriented pilot anyway. That does not mean that even many PvE'ers know the limits of the modules any less than a PvPer. The general assertion, is pretty much pretentious presumption IMO.
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The old you can high wake out of combat argument to avoid unwanted PvP is the age old "excuse" used by gankers, griefers, and other not nice people. If you have just been interdicted and are trying to run then without third party solutions such as Voice Attack (
and assuming you can get such things working well for you - which is far from a given) then the likelihood is that selecting a system to high-wake to when you are in your target system and under attack is not going to be as easy as some like to make out (
in addition there are additional concerns such as flight vector alignment, FSD recharge, and FSD disruption). The high wake to escape is not a PvP exclusive thing either.
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FA/OFF manoeuvres are not some PvPer secret, any experienced PvE combat pilot would need to get to know how to master FA/OFF at some point if they want to be able to take on (at least high end) AI Wings solo.
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There are some PvPers that do not know about Prismatic shields (
I have heard of some courier pilots being accused of cheating because their courier survives a ramming attack - either end) while many PvE'ers may know about them if they have investigated the options of PP.
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Overall, the point is that knowledge/understanding is about an individual player doing the appropriate research/experimentation not the PvE/PvP divide. PvP does not magically add something that allows you learn about the game any better.
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@Maccatan: WRT "if you don't know how ships suck then that is your problem", I counter with "if you don't know how to capitalise on a ship then that is your problem".
