small and big ships

the big ships have class 5,6,7,8 module slots
the small ships dont have these slots

the work we have to do , ranks,credits,grinds,engineering is way more then a vulture or a side winder
still these smaller ships can take down the big ships

so give us class 5,6,7,8 modules like shield reinforcements and hull or module reinforcements
that will even up the fairness in the game
this way specific combat groups will be created in pvp like >>> conda,corvette,cutter >>> fdl,vulture.dbx >>> and ofcourse the smaller ships

at this moment its just not ballanced
so please considder this
 
hum.. A 2A Thruster (Sidewinder) has a maxim mass of 108T. A size 6 Cargo bay holds 64T, so pretty much anything over a size 6 exceed the capabilities of the thrusters.
Outfitting the smaller ships with larger optional internals would commonly exceed the ships capabilities, Thrusters, power plant or distributor. So the choice would quickly becomes. Outfit this one large module slot and nothing else, or keep it empty and outfit with multiple options.
The size of the ship determines the size of its modules, Would need some serious Dr Who tardis tech going on to make this work.
 
hum.. A 2A Thruster (Sidewinder) has a maxim mass of 108T. A size 6 Cargo bay holds 64T, so pretty much anything over a size 6 exceed the capabilities of the thrusters.
Outfitting the smaller ships with larger optional internals would commonly exceed the ships capabilities, Thrusters, power plant or distributor. So the choice would quickly becomes. Outfit this one large module slot and nothing else, or keep it empty and outfit with multiple options.
The size of the ship determines the size of its modules, Would need some serious Dr Who tardis tech going on to make this work.

OP is suggesting making class 6, 7, and 8 modules for hull reinforcements etc, to buff the large ships, not suggesting that small ships should have class 6, 7, and 8 module slots.
 
the big ships have class 5,6,7,8 module slots
the small ships dont have these slots
The vulture has a pair of size 5 slots (one of which is a military slot) and the dolphin has a single size 5 slot to allow it to have a luxury cabin.

A more accurate statement would be "large ships can have size 7 and 8 slots, medium ships can have size 6 slots, and small ships are limited to size 5 and under."
the work we have to do ,ranks,credits,grinds,engineering is way more then a vulture or a side winder
'Way more' is not a very precise term, and really shouldn't be used to compare some of the things you are comparing. For example, the amount of work required to engineer a ship is directly proportional to the number of modules the ship has:
  • The Sidewinder has a total of 17 engineerable modules or module slots (incl bulkheads)
  • The Vulture has a total of 21 engineerable modules or module slots (incl bulkheads)
  • The Anaconda has a total of 36 engineerable modules or module slots (incl bulkheads)
It takes about twice as much work to engineer an Anaconda than it does to engineer a Sidewinder, and about 70% more work compared to a Vulture. While this is objectively 'more' work, it is a bit of a stretch to use the same term to compare the amount of additional work needed to engineer a large ship and the amount of additional credits needed to buy and outfit said ship.

The rank system is dumb, but at least it's only a one-time thing. Additionally, the Corvette and Cutter are the only large ships that you refer to that are locked behind the rank wall, as the Anaconda does not require grinding out navy ranks.

Yes, credits are important, and are by far the largest factor separating small ships from large ships. That said, if you say that you are 'grinding' to get large ships, you should probably know that it is fairly easy to make 100M CR/hr by doing double painite hotspot mining. Using this method (or one of the other high-paying grinding activities) you can easily make enough money to buy and outfit any ship in the game in about 10 hours.
still these smaller ships can take down the big ships
Yes, small ships can take down large ships, but so can medium ships. In fact, medium ships are probably the best size class of ships due to their combination of speed, maneuverability, firepower, and protection. Medium ships are better at killing large ships than small ships, and are also better at killing small ships than large ships. I would go so far as to say that medium ships are the best PvP ships in the game. If I'm in a large ship and I get interdicted, I would be more worried if my attacker was flying an FDL, FAS or Chieftain than if they were flying an Anaconda or Corvette, and I probably wouldn't be worried if my attacker was in an Eagle or Sidewinder.
so give us class 5,6,7,8 modules like shield reinforcements and hull or module reinforcements
First off, size 5 Guardian shield boosters and size 5 HRPs and MRPs are already in the game.

Second, larger ships can be VERY capable shield tanks due to their ability to mount large shield generators along with a plethora of shield boosters on their utility mounts and their high base shield values. With engineering, it is possible to get a Corvette over 2k MJ of shields with a size 7 bi-weave and 6 shield boosters. What can you do with the 2 other size 7 slots you ask? Easy, slap a pair of SCBs there that each give 5 charges of 600 MJ shield reinforcement at the push of a button. Combined with the damage reduction from sys pip settings, this can easily equate to over 4.5k MJ total effective shield capacity per SCB (not including resistances).

Finally, based on the current pattern of of diminishing returns when increasing the size of HRPs and MRPs, a each increase in HRP size over the current size 5 HRP would yield less than 100 additional hitpoints (i.e. 100 for the size 6, 200 for the size 7, 300 for the size 8) AFTER ENGINEERING. When you consider that the size 7 SCBs I mentioned earlier give can easily give 4.5k MJ of protection, why would anyone EVER use a size 7 HRP that gives ~900 hitpoints of hull (and weighs more)?
that will even up the fairness in the game
this way specific combat groups will be created in pvp like >>> conda,corvette,cutter >>> fdl,vulture.dbx >>> and ofcourse the smaller ships

at this moment its just not ballanced
so please considder this
I'm not exactly an expert on PvP balance, but the rule of thumb I use is "the better player should usually win regardless of the ships each player uses". Your 'ship tier' list is the exact opposite of this, as the player who has spent more time getting the more expensive ship would have a large advantage. Admittedly, the current state of ED has medium ships being the current 'top tier' PvP ships, so all you're really trying to do with your suggestion is shuffle the 'ship tier' list that probably shouldn't exist to begin with.

With medium ships being as good as they are large ships do need a buff, but small ships should probably get a buff too. In fact, much of the current outfitting options should probably get rebalanced to reduce the hitpoint inflation caused by engineers. While having the option to mount size 6-8 HRPs and MRPs could be part of the rebalance, I would rather have the HRP and MRP size scaling changed to promote using larger HRPs and MRPs instead of smaller ones. As for the whole hull tank vs. shield tank debate, I think shield tanks can be a bit absurd in their current form (10.5k MJ of shields on a Cutter, 4k MJ on an FDL) and need to be brought back under control.

My advice would to wait until shield tanking and HRP/MRP scaling have been fixed, then look to see if size 6-8 HRPs and MRPs are still needed to buff large ships back up to the level of medium ships.
 
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OP is suggesting making class 6, 7, and 8 modules for hull reinforcements etc, to buff the large ships, not suggesting that small ships should have class 6, 7, and 8 module slots.
Ah that makes more sense.
So looking for Combat module slots for class 6-8 with new hull reinforcements to match.

6D Hull Reinforcement
Explosive Resistance 3.00%
Kinetic Resistance 3.00%
Thermal Resistance 3.00%
Armor 450

7D Hull Reinforcement
Explosive Resistance 3.50%
Kinetic Resistance 3.50%
Thermal Resistance 3.50%
Armor 500

8D Hull Reinforcement
Explosive Resistance 4.00%
Kinetic Resistance 4.00%
Thermal Resistance 4.00%
Armor 550

So an 8D Hull Reinforcement / Heavy Duty would push the stats
Explosive Resistance 19.00%
Kinetic Resistance 19.00%
Thermal Resistance 19.00%
Armor 946

A cutter with 2 (8D) 3 (6D) and the standard 2 (5D) Combat Slots, Engineered with Heavy Duty Grade 5 would sit with the following stats
Hull Resistances Explosive 47.6% , Kinetic 50.1% , Thermal 52.6% and an integrity of 6,276

It would defiantly need a beta testing for balance if this is a good idea or not.
 
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thank you Kotuma ans thank you Wetwire for making it more clear

yes i mean for big ships
and sorry for writing class5 it should be 6,7,8


anyway i think this will make pvp combat a whole lot more interesting for the majority of players
it might even change my vision on how pvp is set up at the moment
it will also make ganking and griefing a whole lot more difficult since the kiddies are all flying the smaller ships when they start and they dont care about fed or empire rankings
ofcourse the estab. comm. pvp players will not like this
 
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