PvP shouldn't be restricted solely to combat. I would however like to see more features encouraging player on player interaction in open play!
I like my two or three rounds of pvp mayhem IN AN GAME MADE SOLELY FOR IT.
PvP shouldn't be restricted solely to combat. I would however like to see more features encouraging player on player interaction in open play!
Let's put this simply... I have already pointed out one of your suggestions which I see a serious flaw with.Basically this.
Rlsg, please read my list of 13 changes *I* would like to see, and tell me which of those you think would have catastrophic effects on PVE.. The only one that I can really see would be limited/restricting the amount of SCB's you could have on your ship, which, if SCB's and Hull Reinf's are kept balanced and FD adds more modules (such as attack limpets and repair limpets) to the game, it would offset the necessity for excessive amounts of shield/hull tank.
I do not expect everyone to like my proposed changes and I expect FD to balance those specific changes to suit the game. I'm not giving hard numbers because that's FD's job to determine which numbers are appropriate. But currently it seems like FD is very out of touch with the PVP community and/or what PvP even is in their game!
I'd seriously be curious as to how many PVE players (such as yourself) have actual PVP experience in Elite and to what extent, because based on a lot of the dismissive arguments and opposition heard throughout the 11 pages in this thread, the majority of them are straw-man attacks and seem to lack any actual merit.
I think many of the changes I propose would actually benefit the PvE crowd just as much if not more than the PvP players, while simultaneously raising the learning curve, variety, and depth of combat in the game as a whole.
Currently, if I take a random player who's never PvP'd a day in his or her life, and I give them 5,000,000 credits to buy an A Rated Viper MkIII, I can teach them in 1 hour everything they need to know to take down any PvE fit ship in the game, OR at the very least escape with their life assuming it all goes poorly.
1. Learn to high-wake.
2. Stack hull reinforcements.
3. Chaff for Gimbal/Turret counters.
4. Heat Sinks for silent running.
5. Out maneuver and put 4 pips into shields any time you're taking damage.
The PvP in this game is NOT difficult to learn and that's part of my disappointment with the game. More options = more fun, more fun = more following, more follow = more challenge/competition, more challenge/more competition = better players all around.
A point that has been raised many times over the history of this forum, However...This is not really a pvp game.
As mentioned earlier in this thread, there are several balance changes which could be made "Soon"", and some others which would require some actual programming and new modules introduced to the game.
Starting with the easiest:
1. Balance SCB and Hull Reinforments Effective Health Values. This is to say, 2 modules of the same size should provide the same effective health, whether they be shield or hull.
Currently, small ships benefit more from hull reinforcements while ships with larger modules (Python, Anaconda, FAS, Corvette, Clipper, Cutter) benefit more from Shield Cell Banks. Also, MOST larger ships have large internals AND small internals. So their choice of defense is "divided" between hull and shield, while small ships are strictly limited to hull tanking in order to be competitive. A Courier, for example, has incredible natural shield values and incredibly weak hull. THAT is balance. Since 1.5/2.0, however, the Courier is now pigeon holed into choosing Hull Reinforcements for more effective HP, or choosing inferior shield cell banks. Since the Courier has horrible heat management (being a small light ship that it is), the sacrifice for choosing smaller shield cell banks would be too great to make worth it. In essense, the Courier is useless now, where in 1.3 it was a "shield tanky" fighter with mediocre DPS, speed, boost, and maneuverability.
The internals, defensive measures, and offensive measures for all ships should be decided by the strengths and weaknesses of the given ship. Making Hull Reinforcements scale down in size and SCB's scale up in size has pigeon-holed many ships into something that they're not suited for. The FAS basically got the best of all worlds with the recent changes, as it was a naturally hull tanky, maneuverable ship, with weak shields. So, it got: Bi-Weaves for faster shield recharge, and more tankiness + Buffed Hull Reinforcements for even more hull tankiness, and it has enough internal compartments to fit plenty of chaff and heat sinks without the need for Shield Boosters because shield boosters actually reduce the recharge rate of it's already low shield values, which means it can go "stealth" and break lock at just about any time, increasing it's effective "tankiness". Combine this with excellent speed (Up there with the FdL), and you have a ship that is extremely over-powered at the moment.
2. As Alexander The Grape mentioned, the Speed and maneuverability of smaller ships should be markedly superior to larger ships. It's very annoying (and unintuitive) that a Viper, Eagle, Courier, or even Vulture cannot "get behind" much larger ships for very long; if at all. Anything with a "LARGE" hull should be extremely slow to turn and require wing-mates to watch it's back. MEDIUM hulls should be in the middle ground, and SMALL hulls should be extremely maneuverable. In essence; small ships should have very little damage per second and a weak "tank" (shields/hull), but should be able to out-maneuver larger ships if piloted correctly. Basically, speed and maneuverability should be a form of damage mitigation; and right now it's just NOT. Yes, in a small fighter you can generally run away from an Anaconda or Python, but even the FAS and FdL can catch up to much smaller ships and match their maneuverability.
3. Reduce the heat output from SCB's considerably. Not COMPLETELY, mind you.. But considerably. As I mentioned in point 1, there should be a balance between Hull and Shield tanking, as I feel they should provide approximately the same effective HP. That said, certain ships which benefit the most from shields simply cannot handle the heat or cannot afford to sacrifice other utility modules for heat sinks (See: Courier, Python). The heat should be a factor, as in you shouldn't be able to boost, spam rail guns, and shield cell bank all at the same time... But 1 Shield Cell Bank should not melt your ship to the point where it currently does.
4. Limit the amount of SCB's and Hull RF's that can be equipped per ship. Having every ship max out as much defense as it can creates a meta of sustainability. Pulse Lasers, Multi-cannons, and other "sustain damage" are almost a necessary part of most builds, as they are required to "eventually" get through the tank of an enemy ship. This removes other options - Such as Burst damage builds where people slap 5 rail-guns on an FdL, or 4 PA's on a FAS.. This is not to say that these builds can't be effective now, but they are much less efficient and versatile. Ammo is one of the limiting factors. Burst damage, Sustained Damage, Mixed, Kinetic, Thermal, Mixed, Projectile, Hit Scan, Mixed, Fixed, Gimbaled, Turreted, Mixed... In an ideal world, all would be viable. Right now, Fixed Sustained damage is more favorable due to the tanky builds people are allowed to have because they can stack SCB's, Hull Reinf, and Boosters. If you limited everyone to 1 Hull reinf and/or 1 SCB, you would see battles lasting much less time and it would open the opportunity for more viable builds (Such as all Railguns, missiles, etc.)
5. Make Missiles viable. I think them NOT doing (much) damage to shields, is fine.. But they should do *a lot* of damage to hull. Torpedoes especially, seem to have fallen off since 2.0. I'm not sure if this is because people are all running hull reinforcements currently, or if they actually got nerfed. Either way, 1-2 torpedoes should destroy just about anything. They're expensive, they create a lot of heat, they're slow, they do nothing to shields, and their ammo capacity is extremely restricted. Other missiles should be viable as well, but this might require some other tweaks such as on their ammo capacity and/or internal compartments which can carry ammo. If you made Cargo bays able to carry ammo, you would suddenly have PvP ships that equip cargo bays in lieu of SCB's/HRP's, and you would increase the probability of people equipping Point Defense or ECM's to counter missile boats.
6. Mines... Something should be done with them. Right now they're useless. If they attached to peoples hulls and slowed them down or decreased their maneuverability or prevented them from high-waking for a short period of time (maybe increased their FSD charge time by 10 seconds, or something) you would start to make them viable. Could call them Grav Mines or Mag Mines, or something. They would be tricky to use but the pay-off would be awesome, and as above with missiles it would encourage using ECM/Point Defense to defend against them.
7. A module which temporarily increases your boost speed/range. Maybe a 1 or 2 time use until it burns out/runs out of fuel, but that GREATLY increases your speed and gives you a "GTHO" alternative to simply high-waking.
8. Allow the AMFU to repair systems while in-combat ie: while that system is being used.. This has severe implications so balancing it would be difficult, but it's an idea.
9. "Repair Limpets" .. We already have limpets in the game. Create a version that can repair your hull/systems from outside of the ship. This could be used in combat (and countered by ECM, Point Defense, or shooting the limpets), and it could be used by explorers or traders to extend their journeys.
10. "Attack limpets".. Small, fast, maneuverable, but with relatively low DPS (maybe a small pulse laser or slightly lower). A limpet controller and cargo bays to carry limpets could open up PvP options for trade ships (like the Asp, for example.), and would start to create real "decisions" that larger ships have to make. Again, these could be countered by ECM or Point Defense, which means you'll see less Shield Boosters, Heat Sinks, and Chaff, which makes all of the things those affect more viable. (Gimbals/turrets) Note: It would also give the "much slower and less maneuverable" LARGE ships like Anaconda/Cutter/Clipper/Corvette options for defending themselves against small fighters.
11: Size 1-4 of *most* weapons. Why are there no Size 4 Torpedoes that carry 4 Torpedeos? Why are there no Size 3-4 Railguns or Multi-cannons, etc?
12: Balance the PP unique weapons/modules. Currently only a handful of them are even USEFUL, let alone "viable": Antals Cannons are decent, Imperial Hammers are good, Prismatic Shields are good, Advanced Plasma are good, Pulse disruptors are GREAT for PvP but useless in PVE, and Hudsons Enforcer Cannons are now "better", but they used to be trash. So.. Mining Lasers, Pack Hounds, Heat-beamey-thing.. They're crap. Fix/buff/change them.
Edit: 13: Fix Stealth mechanics vs NPC's!
Ok, a bit more detail focused on your points...
Not apples and oranges. Shields and Hull = Tank/effective hit points. Different kinds of tank. Some ships have naturally strong shields, some ships have naturally strong hull. Some ships make better shield tanks, some better hull tanks.Ok, a bit more detail focused on your points...
1 SCBs and Hull Reinforcements - Apples and Oranges IMO the two things serve different purposes. IMO it is fair that one type of ship benefits more from one kind of upgrade than the other.
Speed and Manouverability - Covered this earlier but to summarise, only if NPC wingmen are added otherwise please leave as is.
Reduce heat output of SCBs - Not sure about this one, but I do not believe the Courier is as bad as you make it out to be.
Limiting SCBs/Hull Reinforcements - Disagree, no need to IMO.
Missiles - I know people who do use them and find them quite viable. Individually they may be quite weak but load up a few of them and they can be VERY effective. Not sure if messing with the balance of them is wise.
Mines - Ok, a well known issue and not just from a PvP perspective.
Boost Speed/Range "Nitro" - Like the idea, synthesis anyone? But at a heat (or engine component damage) cost perhaps.
AFMU - From what I know, the restricting factor is it has to turn off what is being repaired while it is being repaired. This is a fair and reasonable limitation IMO.
Repair Limpets - Like the idea, been raised elsewhere I believe.
Attack Limpets - Not sure, would prefer NPC wingmen to this.
Size 4 weapon variants - Agree but balance would be a concern (not many ships fit them and they could become big I WIN buttons)
PP unique equipment - Tricky one, I am not sure I agree with the original idea but in general perhaps just add Class 2-3/4 variants of the guns (as I understand it there are only class 1 variants in the main).
Stealth v NPCs - I thought this did work already to at least some degree (I have heard of smugglers using silent running to avoid scans while docking), once you fire though I believe even PCs can target you. I am not sure how it should work in certain cases though (e.g. they interdicted you and have line of sight so should be able to shoot you).
In general though, despite the original title of this thread (which is tantamount to click-bait for non-PVPers IMO) your points are more general (almost nothing to do with PvP specifically) and I believe most of the topics have already been raised elsewhere.
I don't think it's got the behind-the-scenes structure to really cope with pvp as we know it from true pvp games. 'Fine with me, if I want pvp I'll go play a real pvp game.
This is what makes me sad about this community.
I don't think it's got the behind-the-scenes structure to really cope with pvp as we know it from true pvp games. 'Fine with me, if I want pvp I'll go play a real pvp game.
WRT NPC Wingmen - my understanding was they were not being added, neither is NPC crews. I used to think they were being added but in a recent discussion with a friend who normally keeps a closer eye on the ED news than me they indicated that NPC Wingmen/Crews were not going to be added.
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WRT SCB and HR .... one is a consumable recharge mechanic, the other is just an additive element (c/f Reinforced and Military Grade Armor) thus are sufficiently different to be not directly comparable.
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I have a friend who likes the courier and has used it a lot - I do not believe they have depended on SCBs to make best use of it. However, they did fit their main courier with Prismatic Shields. If your claim is the SCB changes make a particular ship useless then perhaps you did not know how it was intended to used in the first place? Nothing to do with PvE/PvP divide in that regard really.
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I know what Class 4 weapons there are... WRT the Class 4 weapons in general, with other weapons balancing could become a major concern. Cannons and PAs are big slow firing guns designed for big ships to kill other big ships primarily (as I understand it). A Class 4 multi-cannon could turn out to be really OP, I have tried comparable ideas when modding another game - fun for a while, but quickly proves to be OP in the main.
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WRT attack limpets - c/f my earlier comment plus I have never really been a big fan of drone swarms (which is basically what you are talking about) and in an MMO like ED it may be impractical because of several issues (network bandwidth being one - I know at least one gamer who has issues if there are too many players in a given area - never mind adding attack drones to the mix).
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As for PvPers understanding balance better than anyone else, complete and utter tosh IMO. Where game balance is concerned in ANY game, the whole thing is very subjective. It is that line of reasoning (PvPers know best) that has probably lead to so many screw-ups in balancing of other games. Your re-iteration of that POV just reinforces my point of concern to my mind (not refute it).
This is what makes me sad about this community.
"IF YOU WANT PVP GO SOMEWHERE ELSE! THIS GAME WAS NOT MEANT FOR PVP."
Okay.. I'll go play something else. Thanks for ruining a game which could be potentially awesome for PVP by remaining extremely close-minded and judgmental towards people who have a different way of enjoying this game than you do. (Speaking generally here, not toward you.)
FD quality.
ED is for both, for PvE and PvP audience. At least I have not seen any announcements.
Balancing things has never been a factor for FD. Or if it has, they are doing extremely bad job here.
PvE is equally broken, if not worse.
Yeah this is ridiculous. I have the feeling that half the people here are 40+ y/o risk averse dads that want a slow paced game where the chance of randomly losing your ship is minimized.
If you dont want PvP thats ok.
But dont tell the rest of us what we should like or which game is for us and which isn't. The ship balance issue hurts both aspects of the game and if you dont see how some ships simply suck then that is your problem. Currently there are several ships that are massively better at destroying others (be it npc's or players). Making half the other ships in the game obsolete without balancing them is just bad design.
There is place for PvP and Pve in the game. If someone doesnt like getting shot at by other players, he can go hide in solo or private group.
I dont actively do PvP, but I am always in open. Getting interdicted by a player gets my heart racing and its very exciting. In my entire career I have interdicted several ships, mainly for RP purposes ("This is the space police, sumbit to a scan" etc) and shot one of them when he didnt respond at all. Didn't destroy him, but it got my heart racing. Player vs player interaction simply gives the Elite a completely different feel, which I find great for the diversity. Otherwise the game feels empty and boring.
Oh and btw some people here will disagree, but influencing power play from solo mode completely defeats the purpose of this faction warfare aspect of ED. :/ it made me simply drop it and stop bothering.