For CQC we reworked the whole sensor system so that breaking line of sight breaks target lock. You can duck behind an asteroid, stop and reverse out and you’ll have lost the person chasing you. You can go into a tunnel and the second there’s something between you and your enemy, they won't be able to see you and they’ll lose their lock. You have to be clever and use that to your advantage.
The four ship power-ups are a big one. We have a stealth mode, a speed boost, a damage boost and a shield boost. We think those make for really exciting moments in the battle – a surprise chance to turn the tide.
Suddenly someone gets a power-up and everyone has to reassess their priorities. It shuffles the deck mid-game. If you've lost your shields you could go through the power-up ring and get your shields back instantly.
And we have a ranking system. We track your progress and award XP, and you’ll unlock new weapons and modules as you play. We have leaderboards where you can compare amount of kills and your stats. It’s a very pure way to fight in the Elite: Dangerous galaxy for players who care about their Kill/Death ratio!
So you've got your Guns, Modules and Abilities. Modules might add to your shield resistances or boost duration, but your Abilities might dictate what countermeasures you have. Each ship will have its own set of Abilities. The Sidewinder will have Abilities that allow it to take more damage, the Federal Fighter will be able to lose people more quickly and chaff that confuses gimballed weapons.
Well we've been playing with it internally for a while, but the F63 Condor Federal Fighter is a brand new ship for players, so we're starting from scratch there. In CQC you can fly an Eagle or Sidewinder – the same huge ships you’ll find in the open galaxy with some modifications – or the new Federal Fighter, which doesn't even have room for cargo or a Frame Shift Drive. It’s much smaller and lighter, very fast and more manoeuvrable, but not as strong as the Eagle or Sidewinder. The Sidewinder feels like a small ship in open galaxy, but in CQC it’s like our tank class!
(Source)
What I take away from this interview is, basically, is that the ships and equipment within CQC are separated from the main game. Their stats as well as the means to acquire them are different, and are balanced with different goals and constraints in mind (e.g. Sidewinder = tank and the the existence of power-ups).
Let me first say that I applaud this approach. It has been a disaster in pretty much every MMO that trieds to balance a competitive PvP mode with the rest of the open game and PvE, a constant back and forth between nerfs and buffs that never really work on both sides equally. Balancing one game mode is already difficult enough, balancing these two modes with each other next to impossible. It's become a mantra in MMO forums when a game tries the impossible: just completely sever all ties (beyond cosmetics, i.e. items and abilities can and should of course have the same names, 3D models, visual FX etc.) between the modes and balance them individually, never affecting the other. Rarely does an MMO actually follow this advice, once the path is set it usually never changes, sadly.
So the interview from which I quoted above makes me very, very happy. You understood the lesson of more than a decade of PvP vs PvE balancing impossibities, and follow through with a clean separation right from the start. Thank you.
But. Because there is always a but. I still hope that balancing changes (read: buffs) for the small ships in the main game (anything priced below the Cobra) are on the table, and ships like the Sidewinder, Hauler, Adder, Eagle and Viper can maintain a role* as a player ship in the big picture that goes beyond "low level gear" that is replaced ASAP with something that is better in every regard.
*As usual with this topic, I do not consider "stepping stone to more expensive stuff" a viable role at all in a game that is very specifically not about gaining levels and higher gear with ever escalating statistics. And I do not accept "throwaway that is cheap to rebuy" as a viable role, either, not only because death makes you lose missions, bounty vouchers, combat bonds, cargo etc. (the rebuy cost is only a part of the entire set of consequences of ship destruction), but also because it goes against the spirit of the game to not care about your ship and having it destroyed.
I also want to particular dispel the illusion that "4 Eagles in a wing are a very dangerous thing", because 4 Vultures in a wing are at least 10x more dangerous and would blow the 4 Eagles to smithereens with impunity.
Last edited: