Rework the masslock system

Instead of having arbitrary numbers, make it an actual system based on mass. +1 to masslock for every 100t sound about right, and I mean the actual mass. That means it changes depending on loadout and cargo. The range of masslock factors would stay more or less the same. My own Cutter would have factor 25 when fully loaded.
 
Everything about mass lock is just kind of poorly done in my opinion. The mass of a PLANET isnt even enough to stop me from supercruising a mere 2km above the surface. A station? 5km. A measly ship?? A fate worse than death.

The concept itself of mass slowing down your engine makes a lot of sense though. When it comes to pvp, the intention was to keep people from running. Except it only means that small-fries are sitting ducks. I just want petter PvP that balances stats a LITTLE if its PvP as opposed to PvE. With more lasting consequences for psychopathic gankers.
 
Everything about mass lock is just kind of poorly done in my opinion. The mass of a PLANET isnt even enough to stop me from supercruising a mere 2km above the surface. A station? 5km. A measly ship?? A fate worse than death.

The concept itself of mass slowing down your engine makes a lot of sense though. When it comes to pvp, the intention was to keep people from running. Except it only means that small-fries are sitting ducks. I just want petter PvP that balances stats a LITTLE if its PvP as opposed to PvE. With more lasting consequences for psychopathic gankers.

Well of course it doesn't make sense, it's designed to make combat more fun and entertaining, that's all. I mean they could make it consistent either way, and that would end up with every NPC and player immediately jumping out when attacked, or you would need to fly in normal space to several hundred kms above the planet before you could engage SC. It's one of those gamey things, not one of those simulation things!
 
Well of course it doesn't make sense, it's designed to make combat more fun and entertaining, that's all. I mean they could make it consistent either way, and that would end up with every NPC and player immediately jumping out when attacked, or you would need to fly in normal space to several hundred kms above the planet before you could engage SC. It's one of those gamey things, not one of those simulation things!
Yeah I totally get it. I just think it doesn't work. Though admittedly I don't have a better solution. If you're not physically faster than the other ship and they are bigger than you, you have pretty much zero chances of getting away without a system hyperspace jump plotted to avoid the effect altogether. Given that inderdiction minigames are almost unwinnable for the victim of a size 4A interdictor, a rebuy is predicated on wether or not I can avoid getting a ship on my tail in SC. Now, at this point even if I am the bigger ship, the time to kill for ships is so low with engineering, masslocking isnt even an issue because theres not enough time in a fight for it to matter. Its why people go solo. They want to min max their ships as to not waste their time, and making ships defendable pretty much means using all of your internals, weighing you down, taking up storage, etc. Easier to avoid it altogether
 
Nice idea... could even lead to people making combat ships full of cargo to increase MLF!

Overall though, i doubt FD will do it, so i'd just settle for the Type 9's MLF to be adjusted to be one of the highest in the game. The fact that a Python can mass lock it is just stupid.
 
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