The PvP/PvE Disparity

Anti-shield limpets - Limpets that attach on to a shield booster and self-detonate, destroying the booster.

It requires two slots from the attacking ship -controller and cargo, and makes the defending ship want to equip some point defense or ECM. Also makes the placement of point defense and boosters on your ship an interesting question.
 
I also suggested a while back, that he current "have it all" combat builds shouldn't really exist. Not many games let you tank and gank at the same time.

There should be a compromise between offence and defence. If you want high damage, you need to sacrifice hit points.

This could be achieved in a number of ways.

The main one being messing with the power, mass and heat of everything so it's not possible to have excellent of both. That'd take so many balance passes we'd all be annoyed with the constant changes. Lol

Or
You can introduce modules and/or utilities that help with your offensive capabilities, but using these obviously sacrifices your defensive capabilities by taking up a slot.
Maybe things like ammo loaders for internals that increase ammo, or store "better" ammo inside, or tracking pods utility that improve tracking and/or target locks and whatnot. Or a stealth counter measure or buff. Or something along those lines
Basically useful stuff that one would consider using over defence.

But this idea goes against what I said in my OP about not increasing offensive capabilities any more. Lol

It's just a fun discussion anyway, don't take it seriously. I don't expect FD to actually on it. :p

CMDR Cosmic Spacehead

That already exists. High damage weapons force you to run OC powerplants which makes you vulnerable to heat and once your shield is gone your plant goes poof with two-three hits, regardless of how much armor you have.
Or even force you to run a shieldless hulltank because your distributor and pips wont handle it anymore, making you vulnerable to missiles, many experimental effects, removing your regen and drastically decreasing your total healthpool.
 
This is a stupid myth coming from people who have no experience with the other side of argument and are incompetent at the higher level ship building.

There are no "PVP" or "PVE" builds, there are only good combat builds, the bad combat builds, and multipurpose builds that can do light combat but they sacrifice a lot of their combat ability for the ability to do other things.

What you call "PVP build" is actually a good combat fit that works for any kind of combat. We use our "PVP builds" for PVE all the time. They are superior to your terrible builds and can PVP when needed.

Regarding multi purpose builds that are built to do other things than only combat: obviously they are weaker than combat-only builds. If you want it all, prepare to compromise - a general purpose build will never match a specialised combat build in a fight, that wouldn't make any sense. Get real.

Thread topic is a obsolete non-issue.
Not to mention the fact that engineering is heavily in favour of defence. The ratio of firepower you gain from mods, to survivability you gain from mods, is strongly pro-defence and with any half-decent build and basic survival skills its impossible to get killed. Time-to-kill is ridiculously huge, but the time needed to escape is just a few seconds (effortless highwake).

/thread
 
New modules could be interesting, and possibly add variety to builds out there. But... there may need to be a catalyst to 'encourage' people diversify from certain standard meta concepts, wait for it, bound to be very popular... limitbthe number of SCB, SB, HRP & MRP to one each per ship size (1 for small, 2 for medium, 3 for large).
 
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