FSD grades need to be improved by 1 level for every ship in the game.

Fine then make jumping itself quicker. I like how EVE does it. It's quick but it still takes time to go a long way away.

Careful. Thou hast spoketh the evil 3 letter word. The grognards will smite thee.

We can't use good ideas from other games 'round these here parts.
 
It's worse than the Cobra in almost every way. It definitely needs a little bit of focus. The distributor, heat, and weight management are the biggest problems.
Only thing Courier is worse in than Cobra is being a multirole ship. As a combat vessel it outclasses Cobra by a large margin. Cobra is quicker, I'll give you that. But that's where Cobra's supremacy ends)
 
It should still not be Elite: Jumping. 20 jumps to get somewhere in the bubble is ridiculous. A rated FSD combat ships should get 20 but have low fuel tanks. Multi roles should get 30 but have moderate fuel reserves. Explorers should get 50 but have a lot of fuel reserves. That should be the trade off.

Agree completely. Long trips make you a spectator in this game...
 
Only thing Courier is worse in than Cobra is being a multirole ship. As a combat vessel it outclasses Cobra by a large margin. Cobra is quicker, I'll give you that. But that's where Cobra's supremacy ends)

The cobra is comparable in combat as well. It has decent shields and a tough hull, far better heat management, good maneuverability, much better internals, similar firepower, and it can do everything else in the game much better.
 
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No. If jumping is boring you don't improve the game by making it so that every ship does a little less of it, thereby making the game slightly less boring. What you do is you make jumping into an interesting activity (read: skill and knowledge based with the ability to take meaningful risks for valuable rewards), or you get rid of jumping altogether.

There are all kinds of interesting ideas for more in-depth jumping mechanics in the DDF. Frontier should work on implementing some of those instead of hamfistedly tweaking the combat balance for the umpteenth time. Or get rid of jumping altogether if they're not willing to develop it further.
 
The cobra is comparable in combat as well. It has decent shields and a tough hull, far better heat management, good maneuverability, much better internals, similar firepower, and it can do everything else in the game much better.

I'd say both Cobra and Viper measure up to some degree. But in terms of pure combat Courier just feels like Viper on steroids. Only not as armored :D Shields compensate. I'll admit power distributor is a weak point of Courier. But that's why people love it I guess - it has limitations, but it's very rewarding once you learn how to overcome them. And yes, it can't be used as multirole really. It's a price you pay for basking in her glory :)
I personally don't think Courier is that great at long endurance sessions in HazRes like some other combat ships, but it's so fun that I can't help but go back to it and fly now and then. Also, it's very cool and stylish personal taxi)
 
This.

and: FSD ranges are a mesure of balancing. you can tweak your ship to enhance it but you need to make decisions. Cargo/Module or JumpRange what do you need.
Additional you can swap modules on stations to fit your needs with a 100% rebuy (which I don't understand).

Regards,
Miklos

Jump Range should never have become a balancing factor. Ever.

Yaw, pitch, turn, acceleration, maneuverability, hard points, power, shields, armor, top speed...ships have so many balancing factors, that using Range is senseless.

The only thing Jump Range as a balancing factor achieved is making the Vulture and FDL virtually useless in any system beyond the one you bought them in, and the biggest ships not far from.

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No. If jumping is boring you don't improve the game by making it so that every ship does a little less of it, thereby making the game slightly less boring. What you do is you make jumping into an interesting activity (read: skill and knowledge based with the ability to take meaningful risks for valuable rewards), or you get rid of jumping altogether.

There are all kinds of interesting ideas for more in-depth jumping mechanics in the DDF. Frontier should work on implementing some of those instead of hamfistedly tweaking the combat balance for the umpteenth time. Or get rid of jumping altogether if they're not willing to develop it further.

This is the REAL solution, of course. And it needs a hard look from Frontier. Soon.
 
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