Quite why people moaned about not being able to choose special effects is beyond me. The while point was that they were special. Not liking that part at all.
Some great fixes. just need 1 more modular thingy and i'm good to go
doom monger hat on...
We better not lose a reputation level for every enhancement we want...
doom monger hat off
I understand the reasons, for example wanting to match player rank to provide an equivalent challenge; but up until 2.1 achieving combat Elite was simply a matter of endurance.
Surely it would make more sense to base the ship ranks generated on economy and state of a system?
Wouldn't this empower players with the choice to experience what they want?
I understand the reasons, for example wanting to match player rank to provide an equivalent challenge; but up until 2.1 achieving combat Elite was simply a matter of endurance.
Surely it would make more sense to base the ship ranks generated on economy and state of a system?
Wouldn't this empower players with the choice to experience what they want?
Quite why people moaned about not being able to choose special effects is beyond me. The while point was that they were special. Not liking that part at all.
I understand the reasons, for example wanting to match player rank to provide an equivalent challenge; but up until 2.1 achieving combat Elite was simply a matter of endurance.
Surely it would make more sense to base the ship ranks generated on economy and state of a system?
Wouldn't this empower players with the choice to experience what they want?
I understand the reasons, for example wanting to match player rank to provide an equivalent challenge; but up until 2.1 achieving combat Elite was simply a matter of endurance.
Surely it would make more sense to base the ship ranks generated on economy and state of a system?
Wouldn't this empower players with the choice to experience what they want?
Because they have specific functions that are new. Functions that can be used for specific way to play the game.
If you go to an Engineer with the intent to improve damage but instead get "healing beams" (or the other way around) the effect will go completely against what you were trying to achieve.
- Reduced the number of engineer mods on AI ships substantially, now only Deadly & Elite rank ships are guaranteed to have mods and any below Master are guaranteed to have none
Does that mean every single NPC Deadly or Elite Ship will have ENG Weapons, or is there still some randomness?
While usually I am first to drop an eponymous "Git Gud" I think this is actually an excellent point. Up until 2.1 Combat rank has been a matter of numbers, the NPCs were phenomenally easy to deal with allowing players to essentially "farm" their way to the top ranks. Now with the changes to the AI shifting the focus onto skill as the primary determining factor, those who rushed to Elite (and many did so in order to win the competition of "first to Elite and 3lite") are now facing enemies they have not developed the requisite skill to face down. Having NPC rank spawns based upon the combat ranks achieved prior to 2.1 and the AI upgrade is going to massively frustrate those players, and I think that should have been taken into account.
**Disclaimer**
I'm not high ranked in ANY of my PF ranks. I AM enjoying the challenges I face now. However I can see this from the other side and do believe that this is a valid issue.
Excellent! Can we have some clarification on how the engineer favours thing works please?
Pretty much. It's one level if you've naturally received an experimental effect to choose one, if you haven't then it's two - one to force the experimental effect, and the second to choose what it is. It's free to remove an effect.
Michael