I've seen many great ideas and suggestions with regards to the primary points of the OP, so I'd like to dedicate my post as a response to this one sentence at the end:
Other Feedback and Suggestions
Feel free to respond with other ship Engineering balancing feedback and suggestions that go beyond the ideas mentioned above.
I do apologize in advance if what I am about to state has already been brought up by others; I have only skimmed through the various pages of suggestions here, but I feel strongly about the following issues and have been searching for a solution to them via in-game means since the Engineers themselves were introduced back in the 2016 2.1 Engineers update -
five years ago.
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Hitpoint Inflation
Of the many improvements to our ships that the Engineers allowed us to do, increasing the health of our ships either by directly increasing HP, boosting damage resistances, or commonly both is perhaps the one most visible throughout the game. Normal NPC ships inside of Conflict Zones have Engineered Bulkheads and Hull Reinforcements, leading to each engagement feeling like a prolonged slogfest. Ammo becomes a significant concern by the halfway mark in High CZs; Small ship loadouts will be running dry at that point, even when factoring in Plasma Slug Railguns and targeting Powerplants [1].
NPC HP pools pale in comparison to what players can achieve with fully optimized Engineered loadouts. Examples of these ships include, but are not limited to:
- The Classic Meta-De-Lance: https://s.orbis.zone/g_hj
- Shields [2]:
- Absolute HP: 10 GJs [3]
- Kinetic HP: 20 GJs
- Thermal HP: 14.6 GJs
- Hull:
- Absolute HP: 841 MJs
- Kinetic HP: 699 MJs
- Thermal HP: 839 MJs
- My Tri-Rail Hybrid Federal Assault Ship: https://s.orbis.zone/g_hm
- Shields [2]:
- Absolute HP: 788 MJs
- Kinetic HP: 1.2 GJs
- Thermal HP: 1.5 GJs
- Hull:
- Absolute HP: 4 GJs
- Kinetic HP: 7 GJs
- Thermal HP: 7.5 GJs
- My Hybrid Vulture: https://s.orbis.zone/g_ho
- Shields [2]:
- Absolute HP: 1.8 GJs
- Kinetic HP: 2.8 GJs
- Thermal HP: 3.3 GJs
- Hull:
- Absolute HP: 2 GJs
- Kinetic HP: 3.4 GJs
- Thermal HP: 7.4 GJs, thanks to a 72.5% Thermal Resistance value.
- This build theoretically Engineers-out the omnipresent threat of Long-Range Railgun damage to modules, assuming resistances affect incoming module damage.
- A Combat-Oriented Cutter: https://s.orbis.zone/g_j5
- Shields [2]:
- Absolute HP: 40 GJs
- Kinetic HP: 80 GJs
- Thermal HP: 68 GJs
- Hull:
- Absolute HP: 7.5 GJs
- Kinetic HP: 17 GJs
- Thermal HP: 14 GJs
These HP values lead to absurdly prolonged PVP engagements that can average around
20 minutes per fight between equally skilled opponents
. Moreover, inflated HP pools strongly encourage face-tanking / DPS racing over a positional dogfighting approach. This further accentuates the need for high-damage weaponry with large Total Potential Damage pools (such as Plasma Accelerators and Plasma Slug Railguns) and elevates a small subset of weapons far above the rest, which are largely forgotten (e.g. Shock Cannons, laser weaponry due to low DPS output / high Distributor draw).
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Permaboosting
Permaboosting is defined as a ship's ability to indefinitely chain boosts together; boosting in a ship increases the velocity as well as the power of vertical / lateral thrusters and rotational speed. The increase in rotational speed ignores the "Blue Zone" and provides the maximum rotational rate regardless of how fast the ship is moving. Further boosts to maneuverability can be made by employing "Boost Bleeding" techniques, whereby the player slams the throttle in full reverse to divert the boost power away from the main engines to the other thrusters, resulting in a type of supermanuverability for ships with decent boost multipliers and boost durations.
A ship attains permaboosting capabilities most often as a result of applying the Charged Enhanced Distributor blueprint to the A-class of the largest Distributor size it can equip and further enhancing it with the Super Conduits Experimental Effect. It can likewise be attained through the Engine Focused blueprint, though the former is much preferred due to benefits to the other capacitors. The majority of ships with permaboosting capabilities require four pips in the Engines capacitor to maintain permaboost; the two Krait variants are a notable exception, needing only two pips to maintain it.
Permaboosting becomes problematic as it allows ships to effectively bypass their flight models and become far more maneuverable than intended. This is compounded by the improvements to overall ship maneuverability from the G5 Dirty Drives blueprint and Drag Drives / Drive Distributors Experimental Effects [4]. For example:
- Typical FDL: 60 deg/s nominal | 80 deg/s boost
- Chieftain: 63 deg/s nominal | 90 deg/s boost
- FAS: 60 deg/s nominal | 100 deg/s boost
- Corvette: 40 deg/s nominal | 52 deg/s boost
- Vulture: 69 deg/s nominal | 111 deg/s boost
The above rotational rates are in addition to increases to vertical/lateral thruster power thanks to boost multipliers; some ships, predominately the FDL, have such high boost multipliers that they handle better than most Small ships
and can permanently keep that up. This has a knock-on effect with how combat plays out in-game, as most engagements devolve into jousting runs or face-tanking/DPS racing as neither side can gain a positional advantage due to such on-demand high rotational rates, further favoring weapons that deliver their damage in as short a window as possible during merges (i.e. Plasma Accelerators).
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The Medium Ship Problem | The Small Ship Conundrum
The above issues that arose as a result of the Engineering system can be demonstrated on most combat-oriented Medium ships. For instance, recall the Classic Meta-De-Lance build [
https://s.orbis.zone/g_hj]:
- Upwards of 10-20 GJs of Shield HP depending on damage type [2]
- 60 deg/s nominal | 80 deg/s boost with permaboosting capabilities and a very high boost multiplier
- 294.5 MJs of raw damage from a single volley of 3 PAs | 471.2 MJs when under the effects of the Thermal Conduit Experimental Effect.
Contrast that with the following two small ship builds, both of which I actively use:
- Plasma Slug Eagle: https://s.orbis.zone/g_hh
- Shields [2]:
- Absolute: 417 MJs
- Kinetic: 571 MJs
- Thermal: 686 MJs
- Hull:
- Absolute: 842 MJs
- Kinetic: 1.3 GJs
- Thermal: 1.35 GJs
- Rotationals: 83 deg/s nominal | 120 deg/s boost; no permaboosting capabilities
- Maximum 70.9 DPS when all weapons are firing at optimal ranges
- The Lightweight Plasma Slug Railguns can dish out a total of 12.5 GJs worth of raw damage under optimal ranges with 12t of fuel; actual damage is less due to resistances
- Lightweight Combat Courier: https://s.orbis.zone/g_tc [5]
- Shields [2]:
- Absolute: 1.2 GJs
- Kinetic: 2.2 GJs
- Thermal: 2.6 GJs
- Hull:
- Absolute: 948 MJs
- Kinetic: 1.3 GJs
- Thermal: 1.9 GJs
- Rotationals: 63 deg/s nominal | 85 deg/s boost; no permaboosting capabilities
- The single Modified Guardian Plasma Charger can deal ~17 GJs of pure Absolute damage, which can be increased further against hulls with the help of the Corrosive Shell Experimental.
Herein lies the issue: when presented with the above information,
why would a player opt for the Small ships when the FDL has it all: the firepower, the maneuverability, and the durability? The FDL (and indeed many of its peers) will absolutely be able to dictate the terms of any engagement with a Small ship; the Small ship will be in the FDL's forward firing arc for the majority of the engagement and be unable to leave it unless the Small ship withdraws. If the Small ship manages to land some hits on the FDL, it needs to grind through the FDL's massive HP pool to bring it down, which many can't do due to ammo limitations (or risk prolonging the fight by using Laser weaponry) - the FDL only needs to land a hit or two to significantly damage the Small ship, at which point it can employ Long-Range Railguns to effortlessly destroy the Small ship's modules. As a result: Small ships don't have a place anywhere in the current combat meta. There is no reason to choose one outside of personal enjoyment/challenge seeking over an FDL (or other Medium vessel) as it would be detrimental to a player's effectiveness to do so in any combat-oriented activity, such as PVP engagements, any significant BGS work involving combat, and Anti-Xeno combat.
For example, take the two videos below. The first features the lightweight Courier as described above. The second showcases my Federal Assault Ship [
https://s.orbis.zone/h016] - one of the FDL's peers.
Source: https://youtu.be/dIUHPoexqEU
Source: https://youtu.be/TsRDXyZbEiM
Due to having much better damage output, durability and maneuverability, the FAS is able to handle the High CZ much better than the Courier. The first two are to be expected of a Medium ship; the latter, especially when considering the differences in weight (77 vs. 881 tons), is not. The Courier's relative lack of maneuverability prevented it from obtaining advantageous positions to attack critical modules like the Powerplant to end engagements faster against the maneuverable Alliance Medium ships (well, at least the ones that decided to continue attacking - the CZ AI has been temperamental as of late), whereas the FAS had no difficulty doing so at all thanks to its forgiving permaboost capabilities.
This issue is largely the result of the inherent imbalance in the way the Engineering system improves our ships:
percentage based gains. Ships with higher-class equipment will benefit greater from a 50% increase in a stat compared to ships with lower classes, such as with the Distributor blueprints. Using the Charged Enhanced blueprint with the Super Conduits Experimental Effect that increases capacitor recharge rates by 50.8%:
- A 6A Distributor gains an increase of 1.03 MJ/s to both ENG and SYS (4.83 MJ/s total); WEP recharge rate is increased by 2.6 MJ/s (7.8 MJ/s total)
- A 3A Distributor gains an increase of 0.66 MJ/s to both ENG and SYS (1.96 MJ/s total); WEP recharge rate is increased by 1.4 MJ/s (4.2 MJ/s total)
A Courier with a 3A Charged Enhanced/Super Conduits Distributor can get its boost back in about 5 seconds, running out of Engine capacitor charge in 2-3 boosts when 4 pips are put into Engines; an FDL or FAS with a similarly configured 6A Distributor can get its boost back in 3 seconds and maintain it indefinitely.
Similar disparities can be demonstrated with the various classes of Hull Reinforcement Packages with the Heavy Duty blueprint and Powerplant power generation with the Armored / Overcharged blueprints, among others. This leads to lower overall increases in effectiveness on Small ships for the same material costs as larger vessels.
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Suggestions
Suggestions to redress the issues stated above and help bring Small ships up to parity will widely impact the way combat functions in Elite, and could include the following:
- Massive reductions to HP pools / reduced effectiveness of stacking Shield Boosters and Hull Reinforcement Packages / adjustments to Shield Cell Banks
- Removal of Permaboosting capabilities for Medium and Large ships through either adjustments to the Charged Enhanced blueprint, the Distributors themselves, or both
- Reductions to out-of-Blue-Zone rotational rates of Medium and Large ships
- Increases to the boost duration of most Small ships
- Reductions to the Distributor Draw for boosting in most Small ships
- Increases to the strength of vertical / lateral / retro thrusters of most Small ships (particularly lightweight Smalls)
- Removal of the rotational rate increase from boosting / ability to ignore the flight model from boosting
- Adjustments to the percentage gains on higher-class modules to keep the increases more in line with ones from lower classes
Further effects from these changes, such as the interplay between Trading and Combat ships, relative performance of Large vessels, the balance between shield and hull tanks, and Anti-Xeno combat, would need to be closely monitored and adjusted as needed. A long public Beta where these adjustments could be tested to their fullest extent would be the ideal place to do so.
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Footnotes
[1] Ships with Medium Sized Short Range Blaster Plasma Slug Railguns can have massive Total Potential Damage pools exceeding 90 GJs with 24 tons of fuel; this is impractical for most Small ships without significant compromises to their builds, however, so smaller fuel stores are used.
[2] When 4 Pips are placed into Systems for a 2.61x increase to shield strength.
[3] GJ: Gigajoule, 1,000 MJs.
[4] The latter of which is typically only employed on Small ships with Enhanced Performance Thrusters in lightweight configurations.
[5] Due to the introduction of Modified Guardian Plasma Chargers, this build is undergoing active optimizations.