New ship: Panther Clipper

Yes it is.
Mass of the space ship (for your comment, empty or fully loaded) influence the acceleration time to max speed, not the max speed itself.

not pure magic but pure physics
We call it acceleration and it works differently.

You get me no right if they decided to limit the speed for a ship in a vaccum (not right but let it) then it should be calculated from the starting point when the mass of the ship is 0.

And when the speed does not fall to half of the load and then begins to fall - this is not math !
 
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Yep, and that's fine. But let's go back to the Type-7 – should Frontier allow it to continue to exist in the game as-is, knowing that a player with endless money has no reason to fly it over an 8, 9, Cutter or Panther? Or do we have to buff the Type-7 to be competitive with them? I've no idea how we'd even begin to do that, even.

In general I think buffing underperforming ships is good, but for the Type-X ships it really does feel like they're just supposed to be stepping stones and that has to be okay. As long as they actually work as stepping stones, as in they're the highest capacity hauler at their cost. And they are, still: the order technically goes Sidewinder, Eagle, Hauler, Adder, Cobra 3, Cobra 4, Type-6, Asp Explorer, Federal Dropship, Type-7, Type-8, Type-9, and then Cutter.
Another important thing to consider which is often ignored is that it's good to have a wide variety of ships in the game even just for background variety. For flavour.
Given the current system of adding ships for Arx, it's unlikely that anytime soon FDev are going to be working on adding new ships with 'power levels' like the Adder, Asp Scout or Type-7, but just having them in the game driven by NPCs does add a lot to the experience.

They don't need to be buffed so long as they fill a role for new players, and then form part of the background after that. They're also still there for experienced players to go back to for challenges and meme-builds for fun.
 
Another important thing to consider which is often ignored is that it's good to have a wide variety of ships in the game even just for background variety. For flavour.
Given the current system of adding ships for Arx, it's unlikely that anytime soon FDev are going to be working on adding new ships with 'power levels' like the Adder, Asp Scout or Type-7, but just having them in the game driven by NPCs does add a lot to the experience.

They don't need to be buffed so long as they fill a role for new players, and then form part of the background after that. They're also still there for experienced players to go back to for challenges and meme-builds for fun.
What's that got to do with the background? It's about something else. All the time people used T9 in the game, in fact just because of the game background and not losing to Cutter.
Now Cutter is going to die as a carrier, and T9 is going to die as a ship.
 
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IMO its not though. Engineering is simply time gating the 'best' with quite narrow metas- its why I pray to Brabus this legacy polish is done with care so that we actually get useful variety and not more novelty hobby modules....
I think we have the same desire for the game to be better, however your comment is rather misleading.

Apart from PVP which I would agree with being a narrow meta. PVE engineering is large, though sadly rather opaque to the average player. Some of the data can only be obtained from EDSY and Coriolis web pages, which in one sense is sad state of affairs.

Time gating which has been diminished from the mats part. The engineers do need to be overhauled. I will give an example of the vast and useful variety. How many have used sturdy as an engineering mod? It makes weapons more effective in terms of penetration, which is the second damage roll. Very useful for smaller ships attacking ships with high shields and 65 - 75 armour. There frankly is not a narrow range of metas. I could go on at length, the game design is complex and there are multiple choices, another example for experimentals' is the use of thermal shock to push NPC's to 100% heat whereby they stop firing or even stop, yes even spec ops! I will leave it to ones imagination on how that helps noobs in combat zones and elsewhere. These are not hobby configurations, and we haven't even started on special effects from Power Play Weapons, which can be truly OP and very desirable.
 
Hi :)

I suppose its too early (since we don't have in game model shots yet) but has anyone spotted hardpoint hatches?

Not directly, but at the nose end there's some 'hatch work' there in the graphics.....maybe when you deploy weapons it activates a sliding hatch, and then (as in the original FE2 /FFE) a humongous cannon exposes itself (please...no rude comments) single, but something like a class 5, 6, or 8 (take your pick) beam laser, shock cannon, plasma beam, giant frag or multi cannon. 😲....Perhaps a new 'death ray beam'?....🤭

Jack :)
 
Hi :)



Not directly, but at the nose end there's some 'hatch work' there in the graphics.....maybe when you deploy weapons it activates a sliding hatch, and then (as in the original FE2 /FFE) a humongous cannon exposes itself (please...no rude comments) single, but something like a class 5, 6, or 8 (take your pick) beam laser, shock cannon, plasma beam, giant frag or multi cannon. 😲....Perhaps a new 'death ray beam'?....🤭

Jack :)
Why a new one? It was forged from the Thargoid like the engine.
 
Yep, and that's fine. But let's go back to the Type-7 – should Frontier allow it to continue to exist in the game as-is, knowing that a player with endless money has no reason to fly it over an 8, 9, Cutter or Panther? Or do we have to buff the Type-7 to be competitive with them? I've no idea how we'd even begin to do that, even.

In general I think buffing underperforming ships is good, but for the Type-X ships it really does feel like they're just supposed to be stepping stones and that has to be okay. As long as they actually work as stepping stones, as in they're the highest capacity hauler at their cost. And they are, still: the order technically goes Sidewinder, Eagle, Hauler, Adder, Cobra 3, Cobra 4, Type-6, Asp Explorer, Federal Dropship, Type-7, Type-8, Type-9, and then Cutter.
i dont think they should buff the ships any more than i should be able to take a 2011 nissan leaf back to nissan and them upgrade it to compete with a 2024 model

however I dont want them to become worthless either and as such i think the mission board should have an entire rework with a new section of missions added where a specific ship and loadout is supplied and the player has to live with it

these could be ship delivery / heist missions
patrol missions for a given faction
under cover missions where you infiltrate a pirate faction and build a reputation in a specific ship
or terrorist missions where the entire point is to land a cheap ship loaded with explosives etc.

thus FD not having to constantly rebalance ships but still meaning that there is a reason to fly all the ships in the game. (albeit we may choose not to keep them in our own personal collection other than for nostalgia)
 
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I think we have the same desire for the game to be better, however your comment is rather misleading.

Apart from PVP which I would agree with being a narrow meta. PVE engineering is large, though sadly rather opaque to the average player. Some of the data can only be obtained from EDSY and Coriolis web pages, which in one sense is sad state of affairs.

Time gating which has been diminished from the mats part. The engineers do need to be overhauled. I will give an example of the vast and useful variety. How many have used sturdy as an engineering mod? It makes weapons more effective in terms of penetration, which is the second damage roll. Very useful for smaller ships attacking ships with high shields and 65 - 75 armour. There frankly is not a narrow range of metas. I could go on at length, the game design is complex and there are multiple choices, another example for experimentals' is the use of thermal shock to push NPC's to 100% heat whereby they stop firing or even stop, yes even spec ops! I will leave it to ones imagination on how that helps noobs in combat zones and elsewhere. These are not hobby configurations, and we haven't even started on special effects from Power Play Weapons, which can be truly OP and very desirable.
If time gating has been removed, then there is no point to rolling if you want 'the best' now.

And I can say, why are those examples all offensive? For example with engines. You could have drag drives that offer the speed they do but actually be unreliable, thus making non boosted drives viable but also promoting clean drives which could have lower fuel use / more stable SCO / require less maintenance. Thats complexity, because it has ramifications far beyond your ship. So, link that with a T series ship that can be repaired anywhere, has reliable clean drives and is cheaper than a Cutter, you build out a convincing logical context for your choices that validates (rather than invalidates) 'lesser' ships. Or that with drag drives every so often the boost might not work, so that in combat you might have luck against you, and that when you are hit by drag munitions you can't boost out. You are building a more complex situation and outcomes that force you to engage with your choices.

Engineering could really, really permiate your ship, but for the most part it does not.
 
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We won't be there for a very long time with the larger ships.

A T-9 is almost 160k cubic meters. A canister is about 1.5 cubic meters. Even if we assume very generous allotments for everything, the ship will reach maximum thruster mass long before it runs out of empty space.
the larger ships no... but the smaller ones i suspect will be difficult.
i have not done the maths so if someone has and says i am wrong i will bow to them, but my gut feeling is the cobra MKV has cheated somewhere along the way. (just going on my VR rummage around the cockpit and what not).
 
You haven't really articulated why those things would improve my enjoyment of the game, to be fair. Or why we should make an already punishing new player experience, even more so. What's the upside here?
i dont think anyone can articulate what will improve your enjoyment of the game (only you can do that)...... we can only articulate what would improve our enjoyment of the game.... and perhaps if we reference back we could compare where the game is now and see how it works compared to FDs stated design goal of how they wanted it to work and suggest changes to make it closer to that.
I am taking a punt so please do not take offence if i get it wrong however..................

from posts i have noticed from you i feel you want Elite to be more of a pure sandbox where you get the toys as easily as possible and you get to play with them. (a bit like minecraft creative mode or lego fortnite sandbox mode)

where as I would prefer elite to be more of a role playing game where i am a commander with very little with dreams of being the captain of a huge fleet of ships and the game for me isnt about having access to all the toys in the game - or at least that is only my end game goal.

for me the game is about the journey of how to get to that point, i want to try my hardest to earn stuff but at the same time i want that to be difficult and take time. i want to sometimes be stuck in objectively worse gear as i save up for better stuff. BUT it is by this metric where i believe i am not wrong in saying in many ways the game is worse today than it was in 2014, despite having a huge amount more "stuff".

skinner box? perhaps in part! but that is part of most RPGs where you do stuff to earn better stuff..
 
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Hi :)
Why a new one? It was forged from the Thargoid like the engine.
Ah, yes but....apart from the anti thargoid stuff we haven't had a completely new weapon have we for some time?...(as far as I'm aware).:)
New ship, and an Iconic one at that. That large frontal weapon though that was also iconic in the FE2 game, I personally think that it shouldn't be overlooked in this 2nd reincarnation, but that's my personal view...just take this observation with a pinch of salt though. :LOL:

I also think this ship should have a smallish ship bay, to store a single ship, something like a DBX or Mandalay / Cobra, but obviously that would take up a significant amount of cargo space.....but you'd still be able to instal an MB mk5 mining / explorer machine though. :cool:

Jack :)
 
And I can say, why are those examples all offensive? For example with engines. You could have drag drives that offer the speed they do but actually be unreliable, thus making non boosted drives viable but also promoting clean drives which could have lower fuel use / more stable SCO / require less maintenance
Without being facetious, that is a another layer of complexity, which may have a future and it is not for me to say. Weapons are the most prevalent item and the most essential in game. Offense is indeed the best defence. If a NPC is stationary and can't use its defences, then you win at Pirating, attacking, defending and if you blow it up well all the better ;)
If you want an example of drives being ineffective Dirty Drag Drives on a ShardConda were not the best solution as Hydra's targeted them first, Strengthening although making the ship even more of a house brick made it possible for the average Joe to survive, or even Strengthening Double Braced for even more integrity. For that purpose I designed and ran a ship that had max integrity and could survive Hydra love bites for much longer.

You can argue that is niche and yes it is, but investigating the other effects does make you more aware of the depth in game. Another use very pre Thargoid was the use of clean drives on a small ship making it invisible anything outside of Line Of Sight. I had great fun hanging around Jamesons trolling the gankers there. I play the game for fun. Maybe my next Ship will be called One Punch Man :).
 
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Or that with drag drives every so often the boost might not work, so that in combat you might have luck against you, and that when you are hit by drag munitions you can't boost out.
Do NPCs use drag munitions?

If not, I suspect the argument may be solely academic for some of the players who post on this here forum... ;)
 
Without being facetious, that is a another layer of complexity, which may have a future and it is not for me to say. Weapons are the most prevalent item and the most essential in game. Offense is indeed the best defence. If a NPC is stationary and can't use its defences, then you win at Pirating, attacking, defending and if you blow it up well all the better ;)
If you want an example of drives being ineffective Dirty Drag Drives on a ShardConda wasn't the best solution as Hydra's targeted them first, Strengthening although making the ship even more of a house brick made it possible for the average Joe to survive, or even Strengthening Double Braced for even more integrity. For that purpose I designed and ran a ship that had max integrity and could survive Hydra love bites for much longer.

You can argue that is niche and yes it is, but investigating the other effects does make you more aware of the depth in game. Another use very pre Thargoid was the use of clean drives on a small ship making it invisible anything outside of Line Of Sight. I had great fun hanging around Jamesons trolling the gankers there. I play the game for fun. Maybe my next Ship will be called One Punch Man :).
I talk about everything else other than weapons because there is more to a ship than shooting things (which is something I'd never hear myself say)- its why I'm illustrating this as much as possible without combat in mind but from other perspectives. The Thargoids never took over the galaxy making changes actually relevant for most players... while having a well engineered T-9 that was built with an awareness for superpower / faction type, maximum efficency and ease of repair would. Trucking would then require more thought as to what you flew and where just as much as an awareness of markets. Right now advice is 'get a Cutter'- soon it will be 'get a Panther' and the T-9 will be the new T-7. To me thats wasting massive potential to make flying and owning certain ships rewarding because the lack of constraints imposed.

This can be extended to other ships- for example the FdL and other high end exotic combat ships- if you made them tempremental and unreliable unless spotlessly maintained you'd make owning and using them more involved. These constraints could be mitigated via engineering but lower the potential, or make pirates and criminals think twice about indiscriminate use because only high end places can fix them. This would then make lesser more generic ships candidates for crime, as thats what works the best.

Thats the complexity I'd want to see as engineering, ships, BGS / PP and other factors correctly synergise into a satisfying game.
 
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Do NPCs use drag munitions?

If not, I suspect the argument may be solely academic for some of the players who post on this here forum... ;)
But then again (as I pointed out) it makes choices matter and possibly attenuate combat ships in certain modes. For example if the attacker opted for clean drives they would not be as fast, making the disparity between ships less but if hit by drag they could still deal with having the throttle jammed.
 
We all have choices, and the PC is one of them. What is envisaged by the OP is a space trucking simulator and some other esoteric decay mechanics relating to PVP and applying them to PVE which is nonsense. Most of the dynamic decay is already in place. A maximum of 2 million bounty for ganking is pitiful. Making ships go off-line because of damage is already there, so really nothing new. Ship engineering, its variety and the game is meant to be fun and I am looking to see how Vanguards will help. If I wanted everything spreadsheets I would go to Eve Online. (Yes I know, Colonisation is a spreadsheet, but thats until the 3rd parties get involved ). One final thought is that large number of people in this game are explorers, they would have no interest in this solution either.

If you want to learn more about how engineering can help you, hit me via DM or via ENEX Squadron ;)
 
We all have choices, and the PC is one of them. What is envisaged by the OP is a space trucking simulator and some other esoteric decay mechanics relating to PVP and applying them to PVE which is nonsense. Most of the dynamic decay is already in place. A maximum of 2 million bounty for ganking is pitiful. Making ships go off-line because of damage is already there, so really nothing new. Ship engineering, its variety and the game is meant to be fun and I am looking to see how Vanguards will help. If I wanted everything spreadsheets I would go to Eve Online. (Yes I know, Colonisation is a spreadsheet, but thats until the 3rd parties get involved ). One final thought is that large number of people in this game are explorers, they would have no interest in this solution either.

If you want to learn more about how engineering can help you, hit me via DM or via ENEX Squadron ;)
We will have to agree to disagree there.

What is envisaged by the OP is a space trucking simulaton
Given my post history and what I do in game thats not exactly the case.....
 
Unfortunately, this is not true, its maximum empty speed is 600, we load it, load it, and it still remains at 600. Is this mathematics?

Yes.

The reason it stays 600 is because it's difficult to reach the minimum mass rating of the thrusters. Still math.

My old Buick has enough power to get to 140+ mph, on level ground, before it's capped by air or rolling resistance. However, it also has a governor to limit it to 120mph, because that's already 35mph higher than any posted speed limit in the States, and because the tires start to melt much past that. I can reach that 120mph limit with a thousand pounds of cargo in the car, or with one of the doors propped open, because it has power to spare, but with the stock governor in place, it will not go past that limit no matter what is done to it's aerodynamics or rolling resistance. Doesn't mean it's defying any physical laws or any mathematical truths, just that the computer refuses to inject more fuel past a certain point.

just pure magic.

So is FTL anything, but magic isn't the problem with that, the lack of internal consistency, or at least the lack of an internally consistent explanation for the apparent arbitrariness of the mass lock value, is.
 
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