Discuss!
Back Story
A long time ago, when I enjoyed using my FDL as my primary ship, I regularly got frustrated with its pathetic jump range. This was long before The Engineers.
I regularly used to bang on about how jump range shouldn't be used as a balancing factor, because it's basically a form of transport, which punishes you for picking one ship over another.
Due to the nature of the multiplayer portion of ED, there is almost no gameplay in chasing another CMDR to another system.
And even if there was, the FDL wasn't the ship to do it, despite its role as bounty hunter. Lol
So I asked the question, Should Jump Range Be Used As A Balancing Factor?.
It got some interesting responses, but it's long since locked, and beyond out of date, so I'm starting a new discussion.
Edit: I found the post, it's still an interesting read.
Now, with all the Engineers, most of us generally can jump 50~% further in one go. Which is nice, but some ships are still lagging behind quite badly, and a low jump range basically makes them unpleasant to travel in, while offering no particular benefits.
The ships fuel tank makes an excellent balancing factor. The FDL, on a standard tank, can only perform 3 maximum range jumps before needing to refuel.
The problem is, (it's not really a problem) is Jump Envy.
The problem isn't really that it takes a lot of jumps to get a Corvette or FDL from one end of the bubble to another. The problem is, is that it takes a lot of jumps to get a Corvette or FDL from one end of the bubble to another, compared to most other ships.
Or Jump Envy.
So while Asp, Anaconda and Python users can skip along to the next CG relatively quickly, FDL and Corvette, and many other low ranges ships, must spend the same time to do the exact same thing.
On top of that, they also have terrible fuel tanks, so they take even longer.
Simply because they are good in combat.
(Although, the T9 is one of the low ranged ships...lol)
So, I'm asking the question again,
Should Jump Range Be Used As A Balancing Factor?
Would the game really change that much, if all ships(bar exploration class), could more or less jump the same distance, but we're instead, balanced just by their fuel tanks?
Using the FDL as an example, if it had a more "normal" jump range, say 30~ly (modified), when battle loaded (which is it's only job) and was still limited to 3 jumps on a tank, it would still be a harder ship to travel in, compared to a Python (in Multirole loadout), with 30~ly range, which can perform about 5 jumps per tank. But the travel time would feel better, because you're interacting with the game by scooping, rather than just watching more loading screens than the Python.
In order to make the FDL travel better, it needs to sacrifice two internal slots, 1 for a fuel tank, and 1 for a fuel scoop.
That already seems like a good enough balance to me, without the unnecessary gimping of jump range.
The same logic could be applied to all ships, allowing travel times to be more dependent on fuel scoop and tank, than simply what ship you chose to travel in.
Going off topic slightly, but in my general opinion, if ship class was going to effect anything, it should effect supercruise more. Combat ships being the fast, agile interceptor types, and the larger ships being the slow, but an almost unstoppable force.
Anyhoo, discuss!
CMDR Cosmic Spacehead
Back Story
A long time ago, when I enjoyed using my FDL as my primary ship, I regularly got frustrated with its pathetic jump range. This was long before The Engineers.
I regularly used to bang on about how jump range shouldn't be used as a balancing factor, because it's basically a form of transport, which punishes you for picking one ship over another.
Due to the nature of the multiplayer portion of ED, there is almost no gameplay in chasing another CMDR to another system.
And even if there was, the FDL wasn't the ship to do it, despite its role as bounty hunter. Lol
So I asked the question, Should Jump Range Be Used As A Balancing Factor?.
It got some interesting responses, but it's long since locked, and beyond out of date, so I'm starting a new discussion.
Edit: I found the post, it's still an interesting read.
Now, with all the Engineers, most of us generally can jump 50~% further in one go. Which is nice, but some ships are still lagging behind quite badly, and a low jump range basically makes them unpleasant to travel in, while offering no particular benefits.
The ships fuel tank makes an excellent balancing factor. The FDL, on a standard tank, can only perform 3 maximum range jumps before needing to refuel.
The problem is, (it's not really a problem) is Jump Envy.
The problem isn't really that it takes a lot of jumps to get a Corvette or FDL from one end of the bubble to another. The problem is, is that it takes a lot of jumps to get a Corvette or FDL from one end of the bubble to another, compared to most other ships.
Or Jump Envy.
So while Asp, Anaconda and Python users can skip along to the next CG relatively quickly, FDL and Corvette, and many other low ranges ships, must spend the same time to do the exact same thing.
On top of that, they also have terrible fuel tanks, so they take even longer.
Simply because they are good in combat.
(Although, the T9 is one of the low ranged ships...lol)
So, I'm asking the question again,
Should Jump Range Be Used As A Balancing Factor?
Would the game really change that much, if all ships(bar exploration class), could more or less jump the same distance, but we're instead, balanced just by their fuel tanks?
Using the FDL as an example, if it had a more "normal" jump range, say 30~ly (modified), when battle loaded (which is it's only job) and was still limited to 3 jumps on a tank, it would still be a harder ship to travel in, compared to a Python (in Multirole loadout), with 30~ly range, which can perform about 5 jumps per tank. But the travel time would feel better, because you're interacting with the game by scooping, rather than just watching more loading screens than the Python.
In order to make the FDL travel better, it needs to sacrifice two internal slots, 1 for a fuel tank, and 1 for a fuel scoop.
That already seems like a good enough balance to me, without the unnecessary gimping of jump range.
The same logic could be applied to all ships, allowing travel times to be more dependent on fuel scoop and tank, than simply what ship you chose to travel in.
Going off topic slightly, but in my general opinion, if ship class was going to effect anything, it should effect supercruise more. Combat ships being the fast, agile interceptor types, and the larger ships being the slow, but an almost unstoppable force.
Anyhoo, discuss!
CMDR Cosmic Spacehead
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