There is a monster thread brewing called... How do jump range limitations make the game better? Anaconda's unrealistic hull mass... which has degenerated into a Mos Eisley like bar brawl.
Background for those who haven't read that thread:
In this thread I want proposed solutions ONLY on HOW TO RECONCILE the ANACONDA without any direct nerfs...
It has already been stated that FDEV know that the Annie is OP and that it's too late to nerf it without a spit storm.....
So please, DO NOT discuss the rights and wrongs of current game balance in this thread.
ONLY Solutions to improve balance of other types of ships without unbalancing the game unduly...
Note, please DO NOT include ship specific improvements like:
The Corvette needs an bigger FSD.
The FDL needs to jump further.
The T7 needs to land on a medium pad.
And definitely no
The Anaconda needs a nerf.
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Here are some proposed solutions:
One elegant solution by NW3 made on page 10 of that thread here states
On improving jump ranges, one approach would be to have an engineer who can lighten your hull; that would help a lot. It could also explain the Anaconda: Its magical-lightweight hull has already been engineered to the max and cannot be lightened any further, but other ships can be buffed to a similar extent. As for materials, I'd suggest gathering pieces of anacondite from USSes, where an Anaconda was reduced to scrap.
A later post suggests that the "ORIGINAL" weight of the Anaconda was 600T, engineered fully down to 400T without compromising its strength. Thus other ships should be able to remove 33% from their own weight.
NW3 also adds a few salient changes, some of which have made it into the game.
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Another solution for ship balance would be to offer optional modules that augment specific core functions. One being a Hyperspace Jump Augmenter... It's size could be any class up to the class of the FSD with diminishing returns. Thus the most powerful module would be a grade A module of a class equal to that of the FSD, adding some nominal boost to the optimal mass (33%?) or increasing the maximum fuel allowed per jump.
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Another solution has been supplied by Mengy... It requires no extra game mechanics and achieves pretty much the same as the above Engineer method, but without any effort on part of the players to bring their ships up to Anaconda spec (i.e. engineer their hull to G5).
Frontier will never nerf the Anaconda now, it’s far too popular and is the most flown ship in the game. Probably due to it’s brokenness no doubt. So with that option off the table there is only one other way left to address the imbalance: boost the rest of the fleet up to meet it.
If I were Frontier right now, here is how I would fix the ship design imbalance:
Adjust the hull mass numbers of the fleet downwards to be more in line with the Anaconda’s design, resulting in slight buffs for every other ship. Also where applicable boost some armor values for a few combat ships too.
I’ve played with the math of mass vs jump range and it wouldn’t require huge reductions, in most cases rather minor ones actually. Frontier has actually been doing this gradually, they reduced the DBX hull a while ago (not enough though), they reduced the Beluga hull (again not enough), and just this week they reduced the T7 hull too. They need to go farther to make up for the gross imbalance of the Anaconda.
For example, if the Asp Explorer’s hull was lowered from 280T to 250T (just a 30T reduction, or 11%) it would today jump almost exactly like the Anaconda, no other change needed at all. Similarly if the DBX hull was lowered from 260T to 245T (15T or 6%) it too would jump as far as the Anaconda does. Now drop both exploration ships an extra 5T and suddenly the ships with the word “Explorer” in them have the best jump ranges in the game, not much more than the Anaconda currently but a bit more. And all it took was a small reduction in hull mass, that’s it.
Likewise you could drop the hull mass of the rest of the fleet too, boosting the jump ranges of combat ships and traders alike. They would never jump as far as the Anaconda but they could be much more comparable. The three passenger ships should all jump closer to the Anaconda, still less than it but not by as much as they do now. If I were doing it I’d make the Dolphin jump a bit more than the Orca with the Beluga being a bit behind the Orca. These mass reductions would result in the following rebalancing of the fleet:
That’s how I’d address it. Just lower hull mass and boost some combat ship armor values and leave everything else alone, then reassess after that.
Background for those who haven't read that thread:
That thread has somewhat moved away from the OP question and become a rather heated and unfocussed discussion about the game's state...
Among the "gems" on that thread: anaconda is bug****d, FDEV's integrity as a game developer is dirt, the game is s**t, the readers of this forum lack integrity and are dishonourable...
the list goes on, just as Ziggy Stardust predicted on page one.
Among the "gems" on that thread: anaconda is bug****d, FDEV's integrity as a game developer is dirt, the game is s**t, the readers of this forum lack integrity and are dishonourable...
the list goes on, just as Ziggy Stardust predicted on page one.
In this thread I want proposed solutions ONLY on HOW TO RECONCILE the ANACONDA without any direct nerfs...
It has already been stated that FDEV know that the Annie is OP and that it's too late to nerf it without a spit storm.....
So please, DO NOT discuss the rights and wrongs of current game balance in this thread.
ONLY Solutions to improve balance of other types of ships without unbalancing the game unduly...
Note, please DO NOT include ship specific improvements like:
The Corvette needs an bigger FSD.
The FDL needs to jump further.
The T7 needs to land on a medium pad.
And definitely no
The Anaconda needs a nerf.
ーーーーーーーーーーーーーーーーーーーー
Here are some proposed solutions:
One elegant solution by NW3 made on page 10 of that thread here states
On improving jump ranges, one approach would be to have an engineer who can lighten your hull; that would help a lot. It could also explain the Anaconda: Its magical-lightweight hull has already been engineered to the max and cannot be lightened any further, but other ships can be buffed to a similar extent. As for materials, I'd suggest gathering pieces of anacondite from USSes, where an Anaconda was reduced to scrap.
A later post suggests that the "ORIGINAL" weight of the Anaconda was 600T, engineered fully down to 400T without compromising its strength. Thus other ships should be able to remove 33% from their own weight.
NW3 also adds a few salient changes, some of which have made it into the game.
- Multi-role ships should be mediocre-to-good at most tasks, but not excel at any. That means that (because of the Anaconda) all of the other ships need some tweaks, so that the best ones are better than an Anaconda in 1 or 2 metrics.
- Explorer ships should have very-good jump ranges and have dedicated slots for exploration tools like scanners and scoops, with enough free slots for SRV hangers, AFMUs, hull repair limpets, etc.
- Combat ships should have decent jump ranges, but a fully-armored and weapon-fitted ship should not be able to jump as far as a multi-role ship, because it's HEAVY. It should have a jump range similar to a laden trade ship. Perhaps engineers could offer light-weight mods for armor, shields, and weapons, so you could jump further, but with some sort of a tradeoff.
ーーーーーーーーーーーーーーーーーーーー
Another solution for ship balance would be to offer optional modules that augment specific core functions. One being a Hyperspace Jump Augmenter... It's size could be any class up to the class of the FSD with diminishing returns. Thus the most powerful module would be a grade A module of a class equal to that of the FSD, adding some nominal boost to the optimal mass (33%?) or increasing the maximum fuel allowed per jump.
ーーーーーーーーーーーーーーーーーーーー
Another solution has been supplied by Mengy... It requires no extra game mechanics and achieves pretty much the same as the above Engineer method, but without any effort on part of the players to bring their ships up to Anaconda spec (i.e. engineer their hull to G5).
Frontier will never nerf the Anaconda now, it’s far too popular and is the most flown ship in the game. Probably due to it’s brokenness no doubt. So with that option off the table there is only one other way left to address the imbalance: boost the rest of the fleet up to meet it.
If I were Frontier right now, here is how I would fix the ship design imbalance:
Adjust the hull mass numbers of the fleet downwards to be more in line with the Anaconda’s design, resulting in slight buffs for every other ship. Also where applicable boost some armor values for a few combat ships too.
I’ve played with the math of mass vs jump range and it wouldn’t require huge reductions, in most cases rather minor ones actually. Frontier has actually been doing this gradually, they reduced the DBX hull a while ago (not enough though), they reduced the Beluga hull (again not enough), and just this week they reduced the T7 hull too. They need to go farther to make up for the gross imbalance of the Anaconda.
For example, if the Asp Explorer’s hull was lowered from 280T to 250T (just a 30T reduction, or 11%) it would today jump almost exactly like the Anaconda, no other change needed at all. Similarly if the DBX hull was lowered from 260T to 245T (15T or 6%) it too would jump as far as the Anaconda does. Now drop both exploration ships an extra 5T and suddenly the ships with the word “Explorer” in them have the best jump ranges in the game, not much more than the Anaconda currently but a bit more. And all it took was a small reduction in hull mass, that’s it.
Likewise you could drop the hull mass of the rest of the fleet too, boosting the jump ranges of combat ships and traders alike. They would never jump as far as the Anaconda but they could be much more comparable. The three passenger ships should all jump closer to the Anaconda, still less than it but not by as much as they do now. If I were doing it I’d make the Dolphin jump a bit more than the Orca with the Beluga being a bit behind the Orca. These mass reductions would result in the following rebalancing of the fleet:
- The two Explorer ships now jump a tad farther than the Anaconda.
- Combat ships all jump more, which is sorely needed.
- Trading ships can jump much more when empty and slightly more when loaded.
- Passenger ships jump a bit behind the Anaconda but not a lot (Dolphin best, Orca next, then Beluga).
- The Anaconda stays right where it’s at, still an OP multirole but much less so when compared to the rest of the fleet.
That’s how I’d address it. Just lower hull mass and boost some combat ship armor values and leave everything else alone, then reassess after that.
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