The grind can be annoying, especially if one seeks PvP above all else. But I wouldn't want to miss even these parts of engineering. It should be something of a major project to push a ship to it's limits.
The main problem as I see it, is that these limitations should not be the rock-paper-scissors model we have now. In comparison take a look at dark souls pvp, which is tactically quite complex and allows for many more viable PvP builds, which do not cripple the PvE capabilities. Dark souls has much stricter soft caps than ED, which helps to balance the combat.
The inflation of hitpoints is the main problem in my view. Because a PvE ship has normally no real chance to hurt a combat build. While this makes sense with traders and explorers, a PvE pirate or bounty hunter build should at least be combat ready, which they are usually not. I think hull and shield reinforcement should be more limited.
The main problem as I see it, is that these limitations should not be the rock-paper-scissors model we have now. In comparison take a look at dark souls pvp, which is tactically quite complex and allows for many more viable PvP builds, which do not cripple the PvE capabilities. Dark souls has much stricter soft caps than ED, which helps to balance the combat.
The inflation of hitpoints is the main problem in my view. Because a PvE ship has normally no real chance to hurt a combat build. While this makes sense with traders and explorers, a PvE pirate or bounty hunter build should at least be combat ready, which they are usually not. I think hull and shield reinforcement should be more limited.
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