Sandro 2.3 Q&A Summary

Can still be both. Attempt basic patch and mend repairs to tide you over, but a rescue squad would still be superior.

Since ship hull health is just a number out of 100% I don;t see how one will be any different from another. I also fear that if FD add Repair Limpets they'll not have a reason to add EVA gameplay, making space legs an even more distant addition to the game.
 
Since ship hull health is just a number out of 100% I don;t see how one will be any different from another. I also fear that if FD add Repair Limpets they'll not have a reason to add EVA gameplay, making space legs an even more distant addition to the game.

Oh for heaven's sake, must you jump to the most negative interpretation with such alacrity? :D

The concept art suggests a secondary metric in the form of hull breaching. Between that & percentile fixing there's a fair view options. EVA could heal holes to stem decompression but not repair much in the way of hull hit points for example.

EVA clearly has a ton of other proposed functions or potentials, from husk exploration, to planetary variants etc (that SRV is designed to open after all ;), and Brabes has talked about planets and walking in ways which suggest it's being considered), to the aforementioned sneaking onto ships. I don't think facilitating some form of Repair Rats is definitely the slippery slope you're thinking.
 
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Can still be both. Attempt basic patch and mend repairs to tide you over, but a rescue squad would still be superior.

We already have AFMUs...that's all the "basic patch and mend" we need.

"Repair hull using limpets" will be utterly abused, will either be meaningless to an explorer or make them completely invincible long term depending on PP longevity, and brings nothing to the game other than "I don't wanna die!"

If ED becomes any more of an arcade game we may as well just remove jump range limits, remove rebuy, and give us lives that are restored as we earn score....
 
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Thanks for the transcript. Awesome work Golgot.

It sucks that Sandy and maybe FD in general are so casualy naive about how MC works and affects PvP. It's really rather sad.

● Can join DURING COMBAT - Wow. Good one guys. So we can summon extra pips DURING COMBAT... Jesus Christ.
● We cannot see if a ship is Multi-crewed or not - Awesome! So these two in combination with each other basically means PvP is going to be beyond a joke going forward. Magic pips that can be summoned during combat and your opponent has no idea if they're fighting a single ship or a magic multi crew ship with 360° missile locks. Fantastic...

And the piece de resistance: FD essentially don't <Ahem> about alt account exploits. In fact Sandy is like, "Go for it guys. Means more money for us so we don't give a fig." - Great way to treat the PvP combat side of the game you just spent the last couple months trying to balance. Well that was a complete waste of dev time now wasn't it? Pay 2 exploit is in and here to stay. Combat balance means nothing from 2.3 onwards. Great game [up]
 
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We already have AFMUs...that's all the "basic patch and mend" we need.

"Repair hull using limpets" will be utterly abused, will either be meaningless to an explorer or make them completely invincible long term depending on PP longevity, and brings nothing to the game other than "I don't wanna die!"

If ED becomes any more of an arcade game we may as well just remove jump range limits, remove rebuy, and give us lives that are restored as we earn score....

Ok, that's it, I give up. The slew of 'end of days' / 'woe is me' / 'That's it everything's now officially ruined because they're considering repair limpets' style errata under these posts is just ridiculous.

I guess refuelling limpets also stopped the need for fuel-scooping and are even now devouring the game with their pernicious self-refuelling loops of cheaty shame.

Seriously... why not at least wait and see what the proposal is before writing off the mechanic, and indeed the whole game...?
 
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● Can join DURING COMBAT - Wow. Good one guys. So we can summon extra pips DURING COMBAT... Jesus Christ.
● We cannot see if a ship is Multi-crewed or not - Awesome! So these two in combination with each other basically means PvP is going to be beyond a joke going forward. Magic pips that can be summoned during combat and your opponent has no idea if they're fighting a single ship or a magic multi crew ship with 360° missile locks. Fantastic...

That´s pretty much ok for me. Since when should fights and encounters be predictable. No fair fights needed.
 
Because it takes forever to get any update, and FD don't talk about future stuff?

Ay true. Responding to a floated addition with: This can't possibly work, and adding it is tantamount to ruining the game, as StiTch basically did, is still a touch excessive though no? ;)
 
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That´s pretty much ok for me. Since when should fights and encounters be predictable. No fair fights needed.
How much PvP experience do you have? Do you fly in Open?

You don't seem to understand what this means. It means if you fly in Open and want to stand a chance in a random PvP encounter you not only have to be flying a boring meta PvP build (which is absolutely useless for doing anything else in the game) and RNGineered to the max - that's already 2 barriers to those interested in serious PvP. You will now also have to be ready to enter matchmaking during combat in order to summon magic pips in case your opponent already has or will be summoning magic pips of their own and 360° missile locking. The icing on the cake is you don't even get the chance to know what you're up against in terms of magic multi-pew powah or regular single player opponent.

Ultimately this means there will be even less skill involved in determining the outcome of a PvP fight. That's anathema to anyone who enjoys good skill based PvP.
 
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Maybe a bit off topic, but I was wondering wether anyone has actually fought AGAINST one of these multi-crew monstrosities. It seems my rule number one of big ship combat is no longer valid ( stay away from the pointy end!) with 360 weapons which are spoof proof…. Seems like a losing scenario. Curious to see how it plays out. I do think that it is absolutely necessary that multi-crewed ships are somehow identified, so we can make a rational decision to engage or run. I for one, see this as a major advantage that can’t easily be countered.
 
How much PvP experience do you have? Do you fly in Open?

You don't seem to understand what this means. It means if you fly in Open and want to stand a chance in a random PvP encounter you not only have to be flying a boring meta PvP build (which is absolutely useless for doing anything else in the game) and RNGineered to the max - that's already 2 barriers to those interested in serious PvP. You will now also have to be ready to enter matchmaking during combat in order to summon magic pips in case your opponent already has or will be summoning magic pips of their own and 360° missile locking. The icing on the cake is you don't know what you're up against in terms of magic multi-pew powah or regular single player opponent.

Ultimately this means there will be even less skill involved in determining the outcome of a PvP fight. That's anathema to anyone who enjoys good skill based PvP.

So, if it is not the PvP group, WHO is the target audience of MC/2.3? We know it's useless for BGS purposes, mining sucks in MC, and it brings nothing else for non-combat roles.
 
Ay true. Responding to a floated addition with: This can't possibly work, and adding it is tantamount to ruining the game, as StiTch basically did, is still a touch excessive though no? ;)

So basically, if there is feedback which is negative, we can't raise it for being too dramatic? -_-

Son I can do dramatic, and can assure you that if you confuse "confident" with "dramatic" this often...you're gonna have a bad time, mmkay?
 
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Maybe a bit off topic, but I was wondering wether anyone has actually fought AGAINST one of these multi-crew monstrosities. It seems my rule number one of big ship combat is no longer valid ( stay away from the pointy end!) with 360 weapons which are spoof proof…. Seems like a losing scenario. Curious to see how it plays out. I do think that it is absolutely necessary that multi-crewed ships are somehow identified, so we can make a rational decision to engage or run. I for one, see this as a major advantage that can’t easily be countered.

I've only played Gunner side, but I suspect there will still be some tactics available. Hanging out in vicinities where only the weakest turrets can reach you will still be viable, and speed for smaller ships well help make keeping lock harder.
 
Maybe a bit off topic, but I was wondering wether anyone has actually fought AGAINST one of these multi-crew monstrosities. It seems my rule number one of big ship combat is no longer valid ( stay away from the pointy end!) with 360 weapons which are spoof proof…. Seems like a losing scenario. Curious to see how it plays out. I do think that it is absolutely necessary that multi-crewed ships are somehow identified, so we can make a rational decision to engage or run. I for one, see this as a major advantage that can’t easily be countered.
Precisely why I think it utterly ridiculous to have no way to know if a ship is multi-crewed or not. It's just silly. What possible reason could there be against having a way to see if a ship is multi-crewed?
 
So, if it is not the PvP group, WHO is the target audience of MC/2.3? We know it's useless for BGS purposes, mining sucks in MC, and it brings nothing else for non-combat roles.
No idea. It's supposed to be fun with friends but it brings in a boat load of combat advantages because the devs thought peoole need an incentive to use a fun with friends feature???

The devs have zero experience and sense of PvP so in their desperation to 'sell' people on MC they tragically decided to make a joke out of combat balancing in order to further entice what I can only assume is the ganker and murder hobo crowd in to using MC. Because people who want fun with friends would use MC regardless of any magic combat advantages.
 
How much PvP experience do you have? Do you fly in Open?

You don't seem to understand what this means. It means if you fly in Open and want to stand a chance in a random PvP encounter you not only have to be flying a boring meta PvP build (which is absolutely useless for doing anything else in the game) and RNGineered to the max - that's already 2 barriers to those interested in serious PvP. You will now also have to be ready to enter matchmaking during combat in order to summon magic pips in case your opponent already has or will be summoning magic pips of their own and 360° missile locking. The icing on the cake is you don't even get the chance to know what you're up against in terms of magic multi-pew powah or regular single player opponent.

Ultimately this means there will be even less skill involved in determining the outcome of a PvP fight. That's anathema to anyone who enjoys good skill based PvP.

I totally agree and understand what you are trying to say. But again, you will never see "fair" or "skill based" PvP in Elite. If you (we) want fair PvP, we need same ships and the same builds.

And here we are at a Point where you have two fundemental opinions of the community. One half is for realism (non-predictable, engineered builds), the other is for "fair" PvP.

Oh wait, it´s 70:30 :) (no poll needed).
 
I agree with this being a problem. For me, without the labels, it seems like my only two choices are to play in solo. or run away from anything that "could" be MC.not much fun there! I write software for a living, and I assure you it would be childs play to add a MC tag or such to the UI.... a decision not to do so is a design decision, not a resource issue.
 
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