Limit engineered modules on ships

As a solution to current issues why not limit engineered modules on ships to one.

More than one module they become more fragile and easy to destroy.

The reason for this is to bring balance back to the game where ships could be explorer (better engines), trader (better shields) or PvP/hunter (better guns).

This might bring back the old days where Elite was balanced instead of just a race to engineers then kill everyone.

Thoughts?
 
Why? Engineers are not the issue when it comes to balance and if people have the time to spend grinding to engineer their ship then good for them.
 
Or make some* modifications illegal in most places (high/medium security).

That way, it'd be dangerous to fly around with your meta ship with all modifed weapons in some places, and you'd constantly be attacked by security.

*Mostly weapons with special effects, or that are considered OP, but difficult to balance.

CMDR Cosmic Spacehead
 
But why would a weapon be legal without a modification then illegal with one?

Similar to how some real life car modifications are illegal. But the car is perfectly legal otherwise.

It doesn't really make a lot of sense, but does add a level of choice to the best mods.

I literally just thought of it though, and it's already full of holes. Lol

CMDR Cosmic Spacehead
 
Doesn't make logical sense in a fluff standpoint.

Illegal modifications to cars have road worthiness reasons. Illegal lighting, for example, is either that you don't have the minimum standard lights on your vehicle to be recognized at night (or the ability to see), or the lighting gets you mistaken for a utility or emergency vehicle when you aren't. Both of which can disrupt road traffic in dangerous ways.

Illegal engine modifications can result in violating exhaust emissions laws meant to control smog or other atmospheric pollution. Or extremely high speeds that are just excessive when all road traffic is limited by speed for controllability safety reasons. Both of these have no real point to be limited in space travel where casual FTL is the name of the game, and the only speed limits are around populated stations because collision safety. And space can't really be... polluted by 'toxic gasses' from a nuclear fusion torch drive in the endless vacuum of deep space.

Weapons governing in a weapons free society is pointless because that just means the aggressive criminals will just continue to be armed with whatever mods they can make. Why hamstring all the law-abiding commanders in the galaxy when a good portion of Law and Order in space is 'Fend for yourself'?


It's a silly argument to make to approach these from the fluff-side of the game.
 
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Another M.E.G.A thread? The game balance is great (not perfect) and you still have to make choices with the focus of your builds. Speed over durability, cargo over ... Durability. Firepower over ...Shield boosters or chaff or point defence. Silent build hull tanks or whatever. I have been able to make viable the keelback for solo in a Haz Rez. And it's only because of engineering. The fact that people who put lots of work and time into the game are more powerful than those that don't, is not a flaw. And since it now takes no time to earn enough to buy an Anaconda, engineering balances THAT shortcut. It will never be perfect and just like everything everywhere, it won't be perfectly fair. But FD does a pretty good job.
 
As a solution to current issues why not limit engineered modules on ships to one.

More than one module they become more fragile and easy to destroy.

The reason for this is to bring balance back to the game where ships could be explorer (better engines), trader (better shields) or PvP/hunter (better guns).

This might bring back the old days where Elite was balanced instead of just a race to engineers then kill everyone.

Thoughts?

Sure, tell all the guys who spent hundreds of hours in engineering their ships that they now can dump 95% of their modules again...
This is especially a good idea with the Thargoids' imminent return... :rolleyes:
 
Another M.E.G.A thread? The game balance is great (not perfect) and you still have to make choices with the focus of your builds. Speed over durability, cargo over ... Durability. Firepower over ...Shield boosters or chaff or point defence. Silent build hull tanks or whatever. I have been able to make viable the keelback for solo in a Haz Rez. And it's only because of engineering. The fact that people who put lots of work and time into the game are more powerful than those that don't, is not a flaw. And since it now takes no time to earn enough to buy an Anaconda, engineering balances THAT shortcut. It will never be perfect and just like everything everywhere, it won't be perfectly fair. But FD does a pretty good job.

Exactly.

If Engineering the crap out of your ships is a joy of the game itself. It has an element of randomization that's fun and it allows you to create some pretty unique ship builds. It doesn't need to be neutered to that extent certainly.
 
And in the majority of those cases the logic behind such ideas is silly.
Silly logic about weapons laws is a fundamental part of the Elite setting, though.

Battle weapons: illegal in almost all systems
Personal weapons: illegal in probably about half of systems
Ship weapons with much more destructive power: sure, take as many as you want

The smallest class 1 ship weapon weighs 2 tonnes, the largest class 4 weighs 16 tonnes - so likely considerably more powerful than whatever's in a 1 tonne crate of battle weapons.

(New tip for smugglers: mount the crates in your hardpoints and no-one will question it)
 
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