I would say that FDev have lost confidence in their original plan (arguably down to overhyping the upgrades which may have been released too early) and started pandering to their community (possibly favouring he who shouts or threatens loudest).
I can actually get the pilot to start blacking or redding out in my Viper IV when I do some of my more... adventurous maneuvers. My assumption is that through years of genetic engineering, advancing medical science, and advancing flight suit technology, the G-tolerance of your average space pilot is much higher than that of pilots today.And my experience is with 8 G break turns, and Elite is seriously unrealistic. Blackouts/redouts would be common, if the game was realistic.
Artificial gravity is the only way crews could survive. Frontier fears the blowback from doing the most used handwavium in space games.
And my experience is with 8 G break turns, and Elite is seriously unrealistic. Blackouts/redouts would be common, if the game was realistic.
Artificial gravity is the only way crews could survive. Frontier fears the blowback from doing the most used handwavium in space games.
The 'diluted/removed benefit of sunk grind' issue has already affected those with an interest in combat (PvP or PvE) far more than those with an interest in original pastimes such as Conda Canyoning, though.
We have had rebalance after rebalance. I have hangars full of nerfed thermal cascade weapons, nerfed rapid fire weapons and now superseded legacy modules of every possible description. So many hangars full that I have 32 ships at Shinrarta full of the things, plus at three other stations, plus near-full storage on top. 90%+ superseded and waiting to be wiped or sold.
Whilst I did enjoy your Conda Canyoning description we come back to the fact that if the relative gain of every modification relative to all else must be preserved forever, the game would be frozen.
I really like this idea.
Lol man, you did clock the fact didn't you, that when Frentox's Viper IV broke the shields on Morbad's Vette, I made a point of stating that Frentox was up against the guy considered by many to be the best PvP Corvette pilot in the game, flying the best PvP Corvette in the game..?
Because there are Vette pilots and Vette pilots, and Vettes and Vettes, if you see what I mean.
You don't get to chase Morbad away ... he uses a unique build that even Ryan_m of SDC has credited. His shield drops, then he blows the other guy(s) away anyway.
I would like to agree but in my heart of hearts I know that I do it because I have an occupation that gives me generous amounts of access to the internet yet doesn't actually let me play ED.
I would personally like the flight model to be split up between ship sizes. Smaller ships have incredible agility and dog fighting abilities.(but heat management more of a gameplay focus) Medium ships should get best top speeds and lower maneuver ability and poorer directional thrusts.(Gun and run style of play) While larger ships should be slower and more ponderous while having a large bump to hardness and a second NPC fighter pilot.(and a few more C1 turret locations.
Would be cool to have larger ships be like mini capital ships that could move. Who's armor is so tough you would be better off going for sub systems.
Don't care how good a pilot you are in a Vette. Small ships flown well always have the advantage
Sub system targeting is huge already in PvP.
That's the best solution and that goes for all small classed ships. But not without a turret buff.
Children of a Dead Earth. I didn't have to think long.I'm REALLY struggling to think of a space game when the players thought that having a "small fast / medium balanced / big slow" system was anything other than logical.
You could start by using physics to determine how a ship performs due to it's weight and how much thrust it can generate to accelerate it. Having internal modules that made sense with their weights/size all calculated using a set algorithm based on the ships weight and where it's thrust ports are and what type of thruster is there.
That would at least reign in the stupidness of large ships outturning small ships.
You are the mis-informed one...
The PvE combat in ED is currently "balanced and well designed", it is consistent with the flight models used in many space flight games.You are just convinced that I'm a primarily PvP player (and likely ganker specifically, considering your vitriol), aren't you? Is it really so inconcievable that someone that engages primarily in PvE combat would care about the game being balanced and well designed? Is it really that overwhelmingly mindblowing that someone might actually want to see challenge and variety in the game, instead of just championing changes to make the game easier for them?
Yesterday I was "flying" my Conda from the rear corner of the bridge using camera mode, and I was amazed / dismayed at just how radically it rolls and pitches for such a large ship. This is the Anaconda I'm talking about, with undersized class-D thrusters! I can't even imagine what the Corvette (don't own one) is like!
Having served on a real seafaring ship, it felt unrealistic for the ship's size, as my crew would be constantly sick or suffering from blackouts and redouts from this extreme maneuvering. Try it for yourself, you'll see what I mean. I'm guessing VR folks can appreciate this even more. You really don't know how unrealistic the flight model is on these larger ships until you fly from the back seat with the entire bridge in view.
ps - this would probably wouldn't bother me if artificial gravity and inertial dampeners were part of the ED lore. After all, some of the starships of ST:TNG could whip around like a small fighter.
And my experience is with big boats, not giant jets, so perhaps that skews my sense of 'realistic'.
Children of a Dead Earth. I didn't have to think long.
The idea of small single seat fighters kind of falls apart when you throw real physics at it. Big ships will always do almost everything better - and whatever the small fighter is good at can be more efficiently done by a drone or a missile.
That's of course, only if you value realism over gameplay or preserving the popular sci-fi mythos of human-piloted fighter planes and carriers in space.
Not that I'm saying this should be relevant for ED, but just saying.
The PvE combat in ED is currently "balanced and well designed"
Imagine if you will, a world where FDev both resolved the perma boost problem, AND made boosting as or more fun for canyon runs, too. Why languish in the status quo when you can strive to improve? Perhaps something like making "boost" a sub-module of the engine module (like how SRV bays work), thus allowing for the pilot to choose what kind of boost they want.
- Afterburner
- Maximum speed
- Long boost cycle, or perhaps even a toggle on / off
- Little to no impact on maneuvering thrusters or rotation rates
- Great for travel or racing
- Pulse Jets
- Short boost cycle
- Major increase in lateral and linear acceleration
- minimal impact on top speed or rotation rates
- shortish cooldown
- Great for dodging and making tight corners
- Flywheel Overdrive
- Very Short boost cycle
- Major increase in rotation rates
- minimal impact on top speed or acceleration
- long cooldown
- Great for occasionally turning the tables on a more evasive opponent
This isn't necessarily the only or even best solution. I'm just trying to make a point that it's good to open your mind, and not just settle for the way things are- there's always room for improvement.
You are the mis-informed one...
First off, this is a sci-fi context and some things will not gel precisely with real world physics.
Secondly, there is obviously some form of heat dissipation technology in ED that involves radiating heat into space - just look at some of the ship designs to see that - prominently the Asp Explorer is a simple and visible example of this class of technology. There are obvious limits to this technology which is why we have heat sinks in ED. As for radiation requiring air, actually no - that would be via convection and/or conduction. I suggest you go back and relearn physics.
Thirdly, I know exactly what water/liquid cooling is and is not and your second statement essentially contradicts what you were arguing against, and reinforcing my overall point. The whys and hows are a bit moot, but larger ships will have more surface area to accommodate heat dissipation technologies and more internal space to accommodate heat transference technologies using a mix of conduction, convection, and possibly radiation. This is relevant when considering relative heat accumulation and dissipation factors of different ships. Fundamentally in ED, the net heat dissipation model is probably extremely simplified but the rationale of larger ships being able to dissipate more heat energy more effectively is sound.
Finally, where ship momentum is concerned greater mass achieves a higher momentum which in turn needs a greater force to stop with-in the same time frame. In the context of ED, there is a momentum bleed off factor between boost speed and whatever the natural speed is of a ship in a given direction. This rate seems to be related to the relevant acceleration and deceleration curves for the given ship, therefore larger ships which typically have less steep curves than with the smaller craft will naturally be able to perma-boost more easily.
I agree that how things work is not terribly relevant. That's why at the bottom of the post you're replying too, the one that explains all the real-life stuff, I say, "This stuff isn't terribly relevant, but it just irks me when someone is so misinformed, but seem to think they're not."As for it not being relevant, in the context of the discussion at hand it is quite relevant. The flight mechanics and apparent associated fictional technologies are currently consistent with-in themselves and what you and some others are arguing for is essentially a massive rewrite of the status quo. There have been similar or comparable discussions to this over the life of the forum and IMO what you are arguing for should never be done.
You are the one who is making the wrong assumptions especially where my assumptions are concerned.Your real life and physics-based arguments were based on incorrect assumptions