Funnily enough, the most challenging encounter i've ever faced was when FD allowed NPC wings to be very large. A wing of 9 enemy Sidewinders is no laughing matter.
So, isn't this the actual pathway right here? Not cheating, just asymmetric?
Personally, I don't do Wing Assassinations or Threat 5/6 Pirate Activity sites because the pay is trash. I would
love these to be options in that sense. But when I do massacre stacks, I aggro the whole room for efficiency, which still makes it a comparable challenge (albeit a well-rehearsed one now), but it hemorrhages credits like nobodies business by contrast. Risk/reward.
I allude
to it here, but when it comes to combat alone, there's zero reason to sacrifice any of that combat fit in order to get the best outcome possible... that is, there's no extra reward for optionally introducing risk.... unlike say trading, where it's a tradeoff between ability to defend your ship vs ability to turn a profit[1].
This is one of the things EVE Online
hawk tuah gets right. If you fit a pure DPS and tank beast, you're unlikely to kill a thing. Good combat ships (where I focus on PvE here) are a tradeoff of introduced vulnerabilities against performance in particular areas. Where Elite is a pretty 1-dimensional scale of "Bad combat ship"->"Good combat ship", EVE is multi-faceted in that you can have a "Good combat ship" but it's a poor looting ship, leaving behind most of the very valuable battlefield salvage. Maybe you've got both of them, but it's got poor ECCM, so you have a very high risk of being destroyed if you ECCM. Without labouring the point more, it's a piece ED's completely missed.... in a PvE context:
- What reason should a combat ship fit a Wake Scanner? Manifest scanner?
- When would a combat ship need a refinery? Or a mining laser? I hear plasma cutters are all the rage when on foot...
- When would a combat ship need recon limpets? Passenger Cabins?
Answer is none for all of these... There's just no need to compromise your fitout in order to undertake proper post-battle exploitation. That's what introduces the risk.
Thargoid war has set a really good standard for how things
could be when thinking about combat. Imagine a mission where you needed to take out security ships near an outpost, dock up, take on a group of prisoners who just busted out... but as you land, a QRF of Eagles jumps in to respond, so you're under fire as you leave. No new godships there, just a need to actually fit things that aren't purely combat, while still doing combat.
The old FE2/FFE recon missions were great like this. You needed a combat ship, but the whole point wasn't to fight, it was to get close enough for a good photo, and short of using an energy bomb, you really couldn't hang around beyond a wave or two of ships.. There's just nothing like it today.
[1] the classic CIA security problem, where if you invest in the best Confidentiality and Integrity of your information (or the best ways to defend your hauler) at the expense of Availability (or your ability to haul cargo), then you fail.
You have it the wrong way round and is one of EDs glaring flaws.
FD should have made these NPCs come after you given certain thresholds and activities- and given high rewards for fighting them off.
PP2 was an ideal vector for this with places like strongholds, or (again) making certain situations (such as POI ambushes).
We already have this with ATR, PP2 should be no different given other powers should be actually wanting to win.
No, we're actually on the same page. Unsure what bit I wrote wasn't clear, but I 100% agree this is the
biggest flaw in the game. My point was rather that this needs to be addressed
before we even think about these types of new NPCs. Simply adding new NPCs
without addressing that issue would be pointless.
What you're talking about really leans into the C&P overhaul you and me both want
