I demand we also get an instant route plotting laser and terraformable earth like worlds. Why do we never see those?
I think maybe the biggest fear some PvP'ers will have it is prolonging fights, and their current ships are basically set up for alpha strikes, and they might think such setup's will become weaker, when it really really will depends on what the one's they are fighting have of setup...and given how dynamic battles can be, I really don't think there needs to be that much worry, just an awareness of it existing so they can counter.This is super promising. This is the alpha counter shield tanking wing builds needed.
It's never going to be overpowered, because either you all never deal damage or one ship is always vulnerable. Plus very few ships are optimal with beam lasers for max DPS considering the high cap draw. I think the optimal ship to have this on would be a vulture: big cap/HP ratio, can rush about to heal allies, and can dodge alpha itself due to small size, good flight model and ability to silent run
Will be interesting to see how things work in beta - and that's what beta is for, right?
Yeah, but the balance isn't exactly right currently either if you ask me in terms of PvP, but they are adding more then this thing obviously so we will see what happens.But for PvPers, I could well understand some misgivings on that front if the balancing is not right. But then, balancing such things to suit both PvE and PvP is always problematic. Will be interesting to see how things work in beta - and that's what beta is for, right?
That's not how it works in almost all cases, unfortunately. For a "healer" to feel useful they have to heal for a significant amount. If they can heal for a significant amount, they are obviously incredibly useful, and become the cornerstone of any group PvP or PvE encounters. This means that the designers have to design with the expectation that group will have a healer. Which means, effectively, that groups without a healer are gimped by the new PvE or PvP design, and you've ended up hugely limiting player choice.
That isn't really how Elite works though in terms of combat, especially being procedural in nature, I could imagine coop missions based around this, but that really is about it. For procedural generation you generally don't rely on 'maybe these people have this setup' and rarely give one single type of scenario, I think you worry over nothing, there are plenty of other games that work just fine in combat with or without a healer.That's not how it works in almost all cases, unfortunately. For a "healer" to feel useful they have to heal for a significant amount. If they can heal for a significant amount, they are obviously incredibly useful, and become the cornerstone of any group PvP or PvE encounters. This means that the designers have to design with the expectation that group will have a healer. Which means, effectively, that groups without a healer are gimped by the new PvE or PvP design, and you've ended up hugely limiting player choice.
It's amazing how even a basic understanding of game design can tear this entire healing-laser idea down, isn't it?
I am not excited about this idea at all. When I first read about it I thought it was a joke; once I realised it wasnt, I just shook my head.
It's never going to be overpowered, because either you all never deal damage or one ship is always vulnerable.
That isn't really how Elite works though in terms of combat, especially being procedural in nature, I could imagine coop missions based around this, but that really is about it. For procedural generation you generally don't rely on 'maybe these people have this setup' and rarely give one single type of scenario, I think you worry over nothing, there are plenty of other games that work just fine in combat with or without a healer.
Shield Regeneration Lasers
Discuss.