Getting powerful ships is too easy (quick) #9949
Replies: 7 comments 17 replies
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Although it is closed for now, #8506 is the most recent thoughts to kind of slow this down. But yeah, the ease of accelerating the economy and combat capability of the player is something we'd like to address. |
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You might want to check out #8506 as it's planned for eventual inclusion, and should help a lot with slowing down capturing in specific areas, such as making particularly powerful ships locked behind specific capturing outfits or requiring story progress to unlock the ability to capture some ships. |
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I agree that something should be done to slow down the ability to create huge fleets so quickly.
But the players want fleets and complain when the devs threaten to make it harder to do that. Many want to make it easier to capture even bigger fleets.
I personally believe a player should have to work at creating a fleet. Over coming a challenge is rewarding. It shouldn't just be handed over so easily. Vanilla ES should be the place for a challenging game play. If people want easy they can use the plugins, and will for sure. For some reason, I'll never understand, there are people that want maximum reward with little effort. I guess it's just a reflection of today's society.
I understand the desire to keep the game open, but don't think of "blocks" as directing the path. Think of them as challenges to over come to proceed. Locking wormhole access isn't a truly bad idea if done right. I wouldn't lock it behind "completion" of storylines but lock behind something like smaller missions and achievements. Maybe, you can't see them until you gather the necessary information as to how to detect them (fine tuning your sensors) and no one wants to share that information with a rookie pilot. We already have one species that will "end your game" if you are caught with anything of theirs. Maybe, we could have more of something similar. After all, capturing ships is basically piracy. As an example, we can capture Republic ships, but for some reason they don't care. Maybe, governments can send "bounty hunter's or repo people" to try and recapture the stolen ships. We can except "bounty missions" so maybe other pilots do the same thing. That leads to the question, is it possible to have your flagship or escorts captured by pirates? I've had escorts boarded but nothing seems to happen, or I'm I imagining that? |
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I think one of the ways to reduce this kind of play is to have more "Early Game" content. Even at the very beginning of the game the player is talking about (and guided towards) "getting something better soon" but if there was more stuff to do and goals to attain for a shuttle/star barge then people would stick with that for longer. I'm thinking about other licenses that unlock upgrades or trade routes, guilds, reputations or private companies that offer protection or advancement. Smaller upgrades that work with these ships at this level. Right now the game is interesting at the beginning, a small ship exploring the galaxy alone, but as soon as you start amassing bigger ships and a fleet I find it gets very predictable. It would be nice if the player could think about buying a Heavy Shuttle as a cool upgrade and a real goal. |
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I know I am late to this conversation, but a simple way to slow down progression would be to increase the crew requirements for warships. Even the smallest modern warships have compliments in the hundreds, the largest in the thousands. No civilian ship should ever carry enough crew to capture a warship. |
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This is definitely my biggest issue with balance. The fleet mechanic breaks the game in terms of combat and economy. Just snowball until your problems go away. I think if people love their fleets and complain about them being harder to gain/maintain or limiting the number of escorts.. or whatever work around they want.. they should be encouraged to use a mod that does that. That's where balance breaking mechanics belong. |
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I was curious how long it'd take to get a Falcon, so I loaded up a new pilot and in real-time it took me 1 hour flat to have a Falcon with a fleet of 15 or so Bastions and Modified Argosies loaded with Heavy Lasers. That's the most powerful civilian ship available (ignoring the Kestrel), and a fleet able to take down any ship in human space. I know from experience it'd only take me another 2 hours or so to have a fleet that's mostly untouchable and able to capture a Skylark with a min/maxed Rano'erek .
I don't have a specific solution in mind, but this seems too fast. My frame of reference is the other Escape Velocity games, where iirc you were forced to engage with missions in order to open up access to more powerful ships and weapons. I'm not saying missions have to be the way that amassing power is limited, but that is one way to do it. It does feel a bit of a pity that you can have the most powerful fleet in the universe without ever playing a single mission.
If anyone's curious how I did it, I basically hung out in Aldhibain to get a fleet of Furies, Hawks, Clippers and Argosies, and then when I had enough firepower I went to Beta Lupi and Men to get myself Bastions, Leviathans and Falcons. I grabbed frag grenades (and later nerve gas) in Antares to maximise capture odds.
I'm sure there are other ways to do it as well, and somebody's probably done it faster - this wasn't an attempt at a speed run, nor a boast, just normal play in Human space to prove a point and set up this discussion. I'm curious what people think.
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