Talk:Fer-de-Lance/@comment-121.211.39.251-20150310192834/@comment-4515118-20150312085209
Except that the pricing of the modules already continues to balance the price of the ship. Take the ASP Explorer, for example:
Ship costs 6.6M credits, while a maxed FSD costs nearly the whole ship again at 5.1M credits approximately. And that's ignoring the fact that you need to repeat this same process twice more to even approach the maximum jump range on a ship that is designed for jumping around and looking at things.
No. It seems that, when talking about balancing, you are the one with no knowledge on the subject. A huge hardpoint is going to solve the problem of a ship with a proper pricetag, as the ship itself is practically useless at base compared to a properly fitted instance. Why prices are being inflated simply to delay things is beyond me.
Even EVE, with a huge player-driven economy pushing prices around, most ships that you can learn the skills for in your first year are properly priced that you can afford them around the time you skill up to get in them. But that's the thing: you need skills for the guns, for the modules, and you still have to learn how to use those when you unlock them...
It's easy to get into EVE ships, but difficult to perfect them. In Elite: Dangerous, it's difficult to get into the ship and difficult to perfect it. That's not proper balancing or...really any balancing at all. The hull integrity may change the price and the base modules may affect the price, but there's no way that the hull costs 60M credits to manufacture and that the scant base modules make up the other 62.5M when they're sure to be vastly underpowered, as is the case with most ships when they're brand new from the Shipyard.
There's no rage needed, but there is a need for balance. Let's hope Frontier figures out just how to do that.
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