You don't think this entire thread is quite out of control a bit or are you just trolling to help this continue?
There was some fairly reasonable discussion until you came along with the usual "GOD MODE I WIN" hyperbole.
You don't think this entire thread is quite out of control a bit or are you just trolling to help this continue?
There was some fairly reasonable discussion until you came along with the usual "GOD MODE I WIN" hyperbole.
Just trying to push Ideas that would make sense,You don't think this entire thread is quite out of control a bit or are you just trolling to help this continue?
Looked more like there was just some pie in the sky wishful thinking circle-j..k.
Is this the suggestions forum? Is this not the place to suggest ideas and discuss them?
Or should we just never suggest or discuss changing things at all so it doesn't upset anyone.
It is.. with emphasis on discuss them.
Everyone can suggest anything. And everyone else can shot down that suggestion.
Not looking to offend anyone, but being a game designer is not as easy as it seems.
And the vast majority of suggestions on this section have a quite narrow perspective - aka the perspective of the one making the suggestion, disregarding (most of the time unintentionally) other game mechanics and/or other players and/or the lore etc.
I'm well aware of the difficulties of designing things and getting the balances of gameplay and fun are. That's why designers (should) discuss things with users so they can better understand the problems and find solutions to them.
I am not sure how the "Complexities" of Game Design pertain to a single feature that is blatantly wonky...It is.. with emphasis on discuss them.
Everyone can suggest anything. And everyone else can shot down that suggestion.
Not looking to offend anyone, but being a game designer is not as easy as it seems.
And the vast majority of suggestions on this section have a quite narrow perspective - aka the perspective of the one making the suggestion, disregarding (most of the time unintentionally) other game mechanics and/or other players and/or the lore etc.
Edit: Irrespective on what we discuss here, FD does peek into the suggestion forums.
They might not offer any feedback, but if there is something that they see worth changing/implementing they will look into it and pass it to the devs.
They did that many years ago.
And while sometimes i would want an easier way with the limpets, easier is not always better.
What benefits will it add to the gameplay and what parts of the gameplay will be altered and what parts will be removed altogether?
For example Building the perfect and universal exploration ship means fitting on it everything that might be needed in exploration on that ship.
And there is only one ships that comes close to that: Anaconda, but it's not perfect since its SC maneuverability sux and the view sux and well... choices.
And since a lot are hating the Conda for reasons, we do have less optimal (utility wise) builds using AspX, Phantom, Orca and many other ships.
an ULC has a chance to partially solve that... but i'm not sure it is wise.
It removes the cost of opportunity and ultimately the pro vs con
Not having the perfect things in the game means we can have balance.
And we get back to one build to rule them all and one ship to bind them all. AKA the i win button.
For exploration ships - ULC wouldn't even affect them. At most you need... a low tier repair limpet in case you do some hull damage?
This suggestion simply gives us unlimited limpets. And free-up module space. Period, with no consequences. Obviously making the game tremendously easier. There is no trade-off.
- Limpets do not require cargo space. Instead they sit in the ULC bay, which will automatically repair and refuel them while idle.
- Limpets can be recalled to your ship instead of detonating upon task completion.
- If a limpet is destroyed in some way, they can be reprinted using a CMDRs synthesis device
This suggestion simply gives us unlimited limpets. And free-up module space. Period, with no consequences. Obviously making the game tremendously easier. There is no trade-off.
And an exploration ship can add described ULC with profiles allowing repair, refuel, and research limpets all-in-one, no problem! with no trade-off or consequences. Easier ship design, easier game.
I mentioned the idea of re-usable limpets that can be lost, damaged, refueled, & repaired. This seems good logical realistic alternative idea except it sucks. Having to constantly wait for your prospector limpet to return, or running out of collector limpets in battle because they get left behind. Nobody would like this, its a terrible idea. Lots of disposable limpets are a better alternative. (Reusable limpets for repair, fuel, research would be cool, but mixing styles of reusable vs disposable becomes a mess) -> bad idea.
When posting a suggestion it is important to consider the negative ramifications to gameplay and balance, otherwise others will point it out and seem negative.
I will only address this since i also mentioned it...
A competent deep space exploration ship would have all of the following:
- repair limpets - for obvious reasons
- collector limpets - in case you might need to pick up, even if it is materials from mining for jumponium
- research limpets - to sample the thing one might find out there
- recon limpets - if case you might meet a lost megaship/seed ship, to scan it
- hatch breaker - same as above in case it has specific cargo
- slf hangar - for fun, scouting, etc
- fuel limpets - for helping the poor soul that might be in dire help
- cargo storage - for limpet and samples
- shields - obvious
- fuel scoop - obvious
- dss - obvious
- srv - obvious
plus xeno scanner, manifest scanner, wake scanner, heatsinks, shield boosters, pdt
FIt those on a Phantom or AspX
This is partly why i suggested grouped controllers by role. It alleviates some of the issue with all the varied limpet controllers while still requiring an (albeit lesser) amount of consideration and planning.They did that many years ago.
And while sometimes i would want an easier way with the limpets, easier is not always better.
What benefits will it add to the gameplay and what parts of the gameplay will be altered and what parts will be removed altogether?
For example Building the perfect and universal exploration ship means fitting on it everything that might be needed in exploration on that ship.
And there is only one ships that comes close to that: Anaconda, but it's not perfect since its SC maneuverability sux and the view sux and well... choices.
And since a lot are hating the Conda for reasons, we do have less optimal (utility wise) builds using AspX, Phantom, Orca and many other ships.
an ULC has a chance to partially solve that... but i'm not sure it is wise.
It removes the cost of opportunity and ultimately the pro vs con
Not having the perfect things in the game means we can have balance.
And we get back to one build to rule them all and one ship to bind them all. AKA the i win button.
Fitting everything into a perfect ship is not the game design. ED is designed such that the cmdr must make choices.Aside from those, under a new ULC system you probably could fit all of that into a Phantom or Asp.
Requiring different types of limpet controllers was a poor design choice. They should have been consolidated into a single limpet controller with context-dependent effects (See here).Let me preface this with: I know, this has been posted many times and I know someone at Frontier has said something about limpets at some point in the past.
The problems (and some oddities):
- Too many limpet controller types.
- Too many gameplay scenarios that are ignored because a player cannot carry around all the limpet controllers required without using up half of their internals.
- Some baffling space and mass requirements for the controllers
- Disposable limpets feel very wasteful
- Why do limpets take up cargo space when their controllers are so massive
My ideal solution:
Introducing the new Universal Limpet Controller! This brand new device enables a CMDR to install and synthesise role specific limpets based on a series of profiles.
- Universal Limpet Controller internal module.
- Class 1, 2, 3 and 4 sizes available. Weighs 2T, 4T, 6T and 8T respectively.
- Each class allows between 1-4 Limpet Profiles to be installed (1 in Class 1, 4 in Class 4)
- Limpet Profiles can be installed at a variety of starports across the galaxy
- Due to certain legal restrictions, a maximum of 3 ULCs may be installed in a single ship.
And to make things even better, the Universal Limpet Controller uses all new Limpets! Due to many CMDRs and pilots across the galaxy "forgetting" to buy the v1 disposable limpets for their cargo bay and several concerned citizens campaigning to reduce limpet debris around mining sites we are proud to introduce Universal Limpet 2.0
- Limpets do not require cargo space. Instead they sit in the ULC bay, which will automatically repair and refuel them while idle.
- Limpets can be recalled to your ship instead of detonating upon task completion.
- If a limpet is destroyed in some way, they can be reprinted using a CMDRs synthesis device
In order to benefit all CMDRs, we are proud to say that all v1 Limpet Controller devices will be replaced free of charge! Our fleet of mobile mechanics are prepped to travel to every corner of the galaxy to refit all controller and reimburse all CMDRs for their current stocks of v1 Limpets.
- All existing limpet controllers can be replaced with ULCs
- Eg a Class 7 Collector Limpet Controller will be replaced with a Class 4 ULC with 4 Collector Profiles installed
Prices TBD. Thanks for reading and fly safe. Oh Seven Commanders!
Requiring different types of limpet controllers was a poor design choice.