What's the fun of being forced to carry useless modules?
Speed: You can make your ship go super fast if you want, just make it light and get good thrusters.
Jump range: Get a good FSD and make your ship light.
Heat management: Low emissions powerplant, remove shields, add a ton of heat sinks, make your weapons efficient.
Firepower: Well, PvP ships already do this so I'll skip it.
Cargo capacity: Fill up with cargo racks.
You can boost certain stats in your ship but that comes with a price. My 57 ly Asp won't stand a chance with a PvE Asp in combat because mine doesn't even carry weapons. A shieldless trade ship won't last long against another ship as well. A cool ship doesn't have the same protection as many combat ships.
We have freedom. We can do anything. Please don't remove that feature.
Easy way to ballance, is to limit the use of defensive modules and utilities.
Everyone has access to the same modules and engineering, if they want it. This means that the game is balanced, as no-one has an intrinsic advantage over anyone else. If one player spends a couple of weeks of game time preparing a combat build ship, then I would expect that ship to be significantly more powerful than my trade ship that I spent half a day engineering. No-one has yet provided a convincing argument as to why this should change. If you want balance, play CQC. It's a simple as that. Ships cannot possibly be balanced in the main game - the level of imbalance is irrelevant (but just because you can't balance a trade and a combat ship, does not mean that the game itself is not balanced).
Just thinking out loud, I haven't given this full processing power yet, but let's get a discussion going and see...
The way I see it, the problem with pvping in open, is that the people who are just minding their own business, doing CGs, missions, whatever, are in ships that have possibly 'some' armor, 'some' shield batteries, but they'll be mostly technical, non military modules, limpet controllers, cargo racks, scanners, docking computer, etc etc.
The griefers on the other hand and those out looking for a pvp fight in general, have a military item in every single slot. Their ships are useful for NOTHING except dogfighting, they even have to dock to refuel and visit a nav beacon to scan a system. ANYTHING less than that is BADLY suboptimal. I enjoyed building my FAS, it is overpowered as hell, completely ridiculous, over 9000 (lol, unintentional reference there) effective armor against all conventional attacks (shieldless), but like that, I can only do one thing. Fight other players. I'm not even optimal for fighting one on one against NPCs as I don't have my warrant scanner.
This creates a huge disparity, the murderers are in untouchable ships and the victims are in squishy mission runners.
So, why not simply make it so you can't have a military item in every slot? If every ship was restricted in terms of military slots, you could still have a pvp meta ship and still run a few missions, and otherwise play the game, not having to refuel at stations, being able to disco scan and fuel scoop, and STILL pvp at the highest level the next minute.
I know if this was implemented, I would play in open from that moment on, knowing that I could be competitive against griefers in my mission runner, it would FREE me to play in open and LOOK FORWARD to my next interdiction. I could know I wouldn't have to face someone who was 50% stronger than me before skill even came into play.
Just a thought.
Why do players need all this defense? Who would be hurt if it was restricted?
Because it is still possible to take down a Cutter in less than 30 seconds with a suitably outfitted combat ship. I know this from personal experience at Obsidian Orbital the other night.In fact, I don't think I even lasted 30 seconds.
But more to the point, who is hurting now? Why restrict when in itself the restriction is pointless?
if you want to carry 700+ cargo don't expect to survive in open
It's not on the same level. Defensive hit points can be raised by at least 1000% from engineering and module stacking.
Speed is max 40%
Jump range about 60%
Firepower about 100%
Easy way to ballance, is to limit the use of defensive modules and utilities.
Forget the how, my idea is just one of a lot of different suggestions. This...
https://forums.frontier.co.uk/showt...Gs-in-open-have-got-really-toxic-haven-t-they!
...is the why.
You're making invalid assumptions about what I fly in Open - I didn't have anywhere near 700t cargo capacity, and was loaded with prismatic shields and other defences. At which point in my post did I complain about being destroyed? I know what happens when you go to a CG in Open, I was there by choice. The reason I didn't survive was actually down to a computer problem - it doesn't change the fact that it is possible to take down a Cutter very quickly. A CG is an ideal place to demonstrate that.
The only way that's true is if someone gets the drop on you with reverbs, which is pretty rare tbh. Other than rare outlying cases, the Cutter is a nigh impregnable fortress that you actually have to want to die in to do so.
With a specialized bomber I'd think otherwise.
With a specialized bomber I'd think otherwise.
Yes, a specialized bomber with reverbs, as I mentioned. And even then you'd have to be watching Netflix on the other screen or talking on the phone to succumb before being able to wake out. And, as I said, "specialized bombers" are pretty rare. It's easy to spot them and act accordingly. To die in a "properly outfitted" Cutter you basically have to not be paying attention, or to fall for some station kill shenanigans.
¯\_(ツ)_/¯ I don't have enough experience to really say anything about that. I guess the other options would be to cook alive the Cutter and keep it in a place for some time with containment missiles.
The only way that's true is if someone gets the drop on you with reverbs, which is pretty rare tbh. Other than rare outlying cases, the Cutter is a nigh impregnable fortress that you actually have to want to die in to do so.
To die in a "properly outfitted" Cutter you basically have to not be paying attention, or to fall for some station kill shenanigans.
Unlikely enough that I think a single combat ship taking down one should be a noteworthy event worthy of a round of drinks and a celebratory air around the bar![]()
I haven't been following the thread very closely, so I imagine I'm missing the point and narrative, so I apologize if that's the case. I just happened to see the comment about a Cutter being "easy" to destroy and I lasered in on it. Of course any ship can be destroyed if a proper trap is laid, but the trap usually involves a number of very unlikely variables coming together. Unlikely enough that I think a single combat ship taking down one should be a noteworthy event worthy of a round of drinks and a celebratory air around the bar![]()
The OP says that be limiting the amount of military modules in our ships, that would improve PvP in general and make more people go to open. If you wonder, I disagree with it.