Big problem now for transports, freighters etc trying to escape. Had it today on several occassions. They hit cruise, you CD them as they start to move away, thrust to catch up and they open fire but can only for a short time as thier powerplant is not fully charged. Made my job much easier taking out several transports in my Xeno. I initially wondered why they werent shooting my with thier numerous guns and then it dawned on me, no power. I have to say I am not convinced this is a good thing, but time will tell
1st: Cannon thanks to you many of us has been having plenty of fun. Therefore big thanks !
2nd: Thanks for trying to solve a problem, even if many people do not think this is a problem.
3rd I offer a possible improvement to the problem:
Personally draining power in cruising sucks, but if you would offer a candy perhaps we can swallow this pill.
Decrease Cruising charging times, a lot, like for example to 1-2secs, for all ships.
What do you achieve ?
-Guys that want to scape have actually a chance, and if they do, they can't go back to battle anyway because they have no energy to fight with
-Guys that scape and then try to re-engage, well they cannot for the same reason.
almost a day has passed since the update changes came into effect.... - still not enough time to consider how much they contribute to the balance.
yesterday - there were several people who boldly stated how they would E-kill when cruising and recharging. - i am really lost about people like that. - it just so proves that they haven t even TRIED the feature ingame - but are ready to comment on it.
so - what we gotto think about is:
can we conduct pvp the way we did before? ..... i think the answer is "no". - maybe we have to exit cruise at a greater range, chill - and impulse into each battle. - before, it was like star wars - ships "jumping right into a battle, guns blazing - and eventually, hyperjumping right out of it".
now - we don t jump into the living room of a party, but we jump to the front gate of the garden - and approach the door at a slow walking pace.
is it hard to adapt to a slower pvp start? - heck, yes ... it is hard. even players that are convinced that they are not "set in their ways" need time to change. - you just EXPECT a ship to be able to defend itself when it drops out of cruise..... .
you feel utterly vulnerable when you cannot do it. - 30 seconds no energy on a freighter, 1 minute on a battleship, yes - in 1 minute, a battleship can loose all its shields and a good chunk of its hull easily. when its fighting another battleship.... 1 minute = no more bots and bats.
but what when you leave the cruise at 12k - and impulse slowly into the fight? - what makes you think that its so unbearable to just wait for 1 or two minutes at the very edge of the battle, preparing for the combat? - you don t need to fear that people will reach you too quickly, cause - that means they would need to cruise up to you.
leaving the transports. - this one needs watching and revision.
i see NO problem with battleships, cruisers, bombers, fighters etc. - there may be a problem about fairness about transports.
Okay, trying this setup in both a fighter craft and a capital craft I came up with this:
Fighter = Not fully worked with but. I find it a rather good amount of energy
drop and recharge. I can work with the setup for cruise just fine with a fighter.
Capital (Using Lib Dread) = I notice the goto wobble is back. Not sure if it's
cause of this or not. Though. Commencing missions I realized I need to
EK roughly 10k out before it seems to be an effective time for me to stop
and get a recharge off large enough to shoot any of my turrets.
(Even then I stop roughly 3k from the waypoint so I can get a full recharge
waiting about 15 seconds to get to full I think)
During low player hours this can get me screwed over because I travel
around in cruise alot. I encountered a Lib cap patrol in the system I get
my missions in and somehow they almost killed me with 3 GBs.
I dont have a thought on how to fix the recharge for this but
having to wait 20 or 30 seconds before I come close to being able
to fire in my ship is ridiculous. I know it makes it so ships can run
away but PvE wise your kinda screwed if you get ambushed by
anything that can hurt your shield.
The only fix for this I can think up is lowering the cruise speed recharge
which if I understand this right would lower the recharge for energy
on the ship, but seeing at the size of the ship the charge for
cruise speed is correct in my opinion. The recharge however
needs to be lowered by at least half, somehow.
After playing all the night I must say that the ship dont loose all the power...you are able to fire min 1 gun or turret with that depleted power...its not so much but better than nothing.
I don't think that there's any need to blame anyone Cannon. Certain people have been over reacting, that's for sure, but PvP tactics, game play and RP will evolve around the cruise energy drain.
Where implementation of this needs some tweeking is when encountering NPCs in systems without trade-lanes (especially for Freighters) as, unfortunately, they don't have to RP after having just knocked you out of Cruise. If there was some way of stopping them from opening up with all weapons immediately, to create a simulation of an RP exchange thus giving you a chance to have some power to defend yourself, then I don't see why this shouldn't work.