I just wanted to put some random thoughts out there for us theory crafting lovers.
Every time I think about space legs and how to make them meaningful in ship setting is repairs and recovery. However there's big, big issue with such angle - we mostly "blow" ships up, not disable them, not make them not flyable, but straight up blow things up.
In my opinion, for repair, recovery, and exploring of wrecks to work ships should not explode so easily and they shouldn't be killed so easily. Disabled yes.
This however clashes with lot of people perception of ED being arcade ship game (let's blow stuff up and let's decrease TTK) but also several designs. Combat zones would have to look *very* different if we would like to have meaningful space legs for ships.
I think ED will have to move to less "killing ships" and more of "disabling ships" area. Bounties will also have to look different.
Just some grains of thought.
Every time I think about space legs and how to make them meaningful in ship setting is repairs and recovery. However there's big, big issue with such angle - we mostly "blow" ships up, not disable them, not make them not flyable, but straight up blow things up.
In my opinion, for repair, recovery, and exploring of wrecks to work ships should not explode so easily and they shouldn't be killed so easily. Disabled yes.
This however clashes with lot of people perception of ED being arcade ship game (let's blow stuff up and let's decrease TTK) but also several designs. Combat zones would have to look *very* different if we would like to have meaningful space legs for ships.
I think ED will have to move to less "killing ships" and more of "disabling ships" area. Bounties will also have to look different.
Just some grains of thought.