Not all players consider that other players make any feature "come alive" - and they bought a game that suits their play-style.
But then by making the default mode Solo (because Open is optional right now), you make Powerplay grindy.
Not all players consider that other players make any feature "come alive" - and they bought a game that suits their play-style.
It's a consequence of buying a game with entirely optional PvP (apart from CQC/Arena) - which everyone has done.But then by making the default mode Solo (because Open is optional right now), you make Powerplay grindy.
They provide back story to who they are - the direct PP related information is under the Galactic Powers screen which is not exactly hidden.
Try actually looking under the Galactic Powers screen... while there is a fair amount of information on each page it is quite clear what each page is getting at.
Where the map is concerned, there is a key to the colours - it is essentially a 3D version of a geopolitical map which should be obvious to anyone with even the most basic teaching in geography.
Perhaps forced is the wrong term, and with the number of balance passes FD have done on shields and weapons I think it is fair to say that the wider community have had more than a fair say in how things are balanced currently.Before the engineers, I used to be able to out run, most of the clubers, in my Cobra and Clipper; but now there are Fed ships built, that can stay on my tail and even with turreted weapons firing backwards, I still loose out. Once again, F.D. is kind of forcing me to grind an aspect of the game (engineers) that I have no time for, or desire, to take up.
It's a consequence of buying a game with entirely optional PvP (apart from CQC/Arena) - which everyone has done.
Beef them for PP ships only and therefore only those who profess to seek challenge for PP would be affected. Make them more dangerous than any player and boom, the need for open only goes away. Bots will whither before the onslaught. 5Cers will have to fly stronger ships therefore less cargo, and so will the PP haulers, and the PvPers will be glad for the times they see a human opponent.
Release the MoM!!!!
Before the engineers, I used to be able to out run, most of the clubers, in my Cobra and Clipper; but now there are Fed ships built, that can stay on my tail and even with turreted weapons firing backwards, I still loose out. Once again, F.D. is kind of forcing me to grind an aspect of the game (engineers) that I have no time for, or desire, to take up.
Indeed - and they reaffirmed their unchanged stance on the BGS later last year in the BGS & Scenarios stream.Which FD are trying to keep popular by continually looking for new opportunities.
Reading a 3D map is rarely an easy thing - there is no getting around that - ultimately, the situation is easy to confirm one-way or another. You fly to the system of interest and review the local faction information (or use the filters of course).Except the coloured overview does not actually provide much information, and is inaccurate. A PMF attacked Utopia because the spacial coloured map showed they were 'in' Utopias domain- but when they applied the control filter the PMFs system was outside and not affected. If you don't know the subtle differences, it can cause a lot of problems.
Unless these god ship NPCs fly like players they'll be no real difference for the reasons I outlined earlier with NPCs. I regularly tangle with ATR, and even they are predictable and easily avoided.
In your opinion - not everyone may feel the same way. If you find PP in Open provides the best experience for you then fair enough, just don't expect everyone else to agree with your perspective.But then by making the default mode Solo (because Open is optional right now), you make Powerplay grindy.
Indeed - and they reaffirmed their unchanged stance on the BGS later last year in the BGS & Scenarios stream.
Just because Open only has been put forward as a potential change as part of an investigation does not mean that it will happen.
So, what i'm hearing is they need to be even more dangerous than ATR! Noted! They should be tenacious, make serial interdictions, fly in groups of big ships for mass lock and fast ships for damage dealing. They should have PvP like meta loadouts as well! And of course, god like aiming skills.
Good enough? Or do you need even tougher? I'm sure MoM is up to the challenge!
Why not? That is essentially where PP is currently. If you want something that is not overlapped then we are talking new mechanics which takes us back to the squadron based proposal in essence.FD can't overlap features and Powerplay needs to define its place.
In your opinion - not everyone may feel the same way. If you find PP in Open provides the best experience for you then fair enough, just don't expect everyone else to agree with your perspective.
Why not? That is essentially where PP is currently. If you want something that is not overlapped then we are talking new mechanics which takes us back to the squadron based proposal in essence.
I don't see PP as a "competitive" feature, and I am sure many others feel the same way. Sure there is an element of competition (same can be said of many elements of ED) but it is far from being the same thing as "competitive" in true PvP terms and was never designed that way. The barn door is open and horse has long since bolted on that one.But if PP is a competitive feature
Not entirely true, CGs/IAs are different from PP in both approach and intent. Any similarities are superficial in nature.Powerplay is a rehash of CGs
OK, what I am saying is this: Back in the day, if I was in my Cobra or Clipper and saw a Fed ship, any Fed built ship, pulling me from super-cruise. I knew that I would not have to high-wake, all I had to do was keep running and they would fall behind. I did not have to worry about leaving the system and I could just carry on to my own destination. Back in the day, before engineers, the only ships that could keep up with a cobra, was another cobra or Clipper.Perhaps forced is the wrong term, and with the number of balance passes FD have done on shields and weapons I think it is fair to say that the wider community have had more than a fair say in how things are balanced currently.
I understand how to use my thrusters, one of the things I like with this game, over the 84 game; are the extra thruster options. out runing them, is out ranging them. Most engineered ships will do over 500ms, all the dodging etc, in a Clipper that tops out at 440ms, is going to die; especially if the guy doing the chasing, has also engineered their weapons.If you run away in a straight line, you are dead. If you keep close and keep out of your attackers LOS it gives you enough time (or more time) to HW.
Not entirely true but I get where you are coming fromOK, what I am saying is this: Back in the day, if I was in my Cobra or Clipper and saw a Fed ship, any Fed built ship, pulling me from super-cruise. I knew that I would not have to high-wake, all I had to do was keep running and they would fall behind. I did not have to worry about leaving the system and I could just carry on to my own destination. Back in the day, before engineers, the only ships that could keep up with a cobra, was another cobra or Clipper.
Is that necessarily a bad thing? I agree that some take engineering too far resulting in ganker builds but ultimately it is the players that are the problem not the engineers themselves.Now, because a key aspect of this game; is decisiveness, thinking on your feet and just getting on with it. These days, we have no idea, of the potential speed of another player's ship; it is only when we 'see' them keeping up with you, that you know, High waking, is the only option; however: By then it is too late, as you are already dead. There used to be a speed pecking order of ships, now that has gone out of the window; due to engineers.
Even pre-engineers Open was still vulnerable to ganking behaviours, but ultimately the problem is less with the range of options and threat identification but more to do with the behaviours of individuals.So my options then become limited. High wake 'every time', thus wasting time. Or go to the engineers and increase the speed of my ship. Thus, I am forced to go to the engineers, if I wish to play in open; unless I can handle the loses. I started a thread a few months back; asking, does open play now require the use of engineers and the general consensus was: That it is stupid to fly in open, without engerneering your ship first. I still play in open, because I can afford the loses to other players.