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Talk:Asp Explorer/@comment-96.250.114.167-20190919215431/@comment-2003:DB:F70F:D635:65A2:4594:34B4:B8D6-20200202211358

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Revision as of 21:13, 2 February 2020 by 2003:db:f70f:d635:65a2:4594:34b4:b8d6 (talk) (Created page with "he whole engineering thingy is a piss poor idea. (and grossly OP) Having a late game grind to create OP additions for already affluent (and thus powerful) players just makes ...")
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he whole engineering thingy is a piss poor idea. (and grossly OP)

Having a late game grind to create OP additions for already affluent (and thus powerful) players just makes the game more skewed towards "I have the bigger ship: you loose!" Skill thus becomes meaningless. Which also gives rise to more grieving and toxicity

there seems to be no proper tradeoff between size/power and low profile/slim build.

one thing that needs to change, for instance, are boot-up times for fsd; the heavier a ship the longer the time. And if you add to that a proper balance of sensor-range (in supercruise. WHich is a stupid game mechanic in it'S own right when it comes to the whole hunter/hunted dynamic) -- the mightier the ship the stronger the profile (wider detection range). And give slick ships a considerable advantage at dodging interdictions, also.

Thus pirating could become inproper to overpowered ships (and small smugglers could find a nieche... if the payoffs would scale accordingly, which they do not), and a sort of pack-hound tactic would have to be applied. Teamplay ftw.

But this developer team doesn't have the slightest of clues about proper balance and engaging game-mechanics, so why even bother spitballing...