(01-30-2015, 08:59 AM)Lythrilux Wrote: Can we just remove shipcompat? It's cancerous.
No, it's a good thing. Otherwise everyone would have been flying Rapiers (in 4.87) or whatever turns out to be the best piece of kit in 4.88. It *will* degenerate into skype friendships or "I'll scratch your back if you scratch mine" oorp stuff. Bad.
I think you're thinking of just regular tech compatibility here. Ship-based technerf doesn't prevent anyone from flying Rapiers, only from putting certain guns (or as pointed out in the OP, engines) on it.
It doesn't prevent overpowered combination unless there's a certain gun that's vastly overpowered, which should require a gun rebalance.
Generic IDs having any kind of nerf on certain engine types is obviously complete nonsense.
And so is the way the way the whole ship based technerf was implemented.
It should have been "if there's no good reason why this shouldn't be possible, it is" rather than "if there's no good reason why this should be possible, it isn't".
That is, if there even are cases that necessitate it, I sure don't think there are many.
Ship based technerf has nothing to do with balance. There are no OP combinations it prevents, unless you think a 90% Sammael Odin is vastly superior to a 100% Natter Odin or whatever.
All it does is kill off variety and force factions -especially Gallic factions- into a tiny window of prepackaged tech.
But why bother arguing about this, I've done so more than enough, the vast majority agree it should go. I'm trying to lobby for a removal or at least a major revision of this wonderful "feature", we'll have to see how this goes.
(01-30-2015, 10:33 AM)Trev Wrote: The way it is seems justified to me. It's logical that freelancers don't have access to the best military grade equipment. In some US states, civilians can get semi-automatic versions of assault rifles, but not full auto. It's also logical that two things that are based on different technological philosophies (gallic ship and sirian engine) are barely compatible.
Don't understand your point here. We're specifically talking about civilian ships with civilian weapons, the "best military equipment" is a different category entirely.
The ship we're talking about is the semi-automatic version. Full-auto would be a Lynx with Musketoons or whatever.
Quote:Either way, the solution is not reremove technerf of ship compat, but to adjust it so it's logical and balanced. If you remove them, you'll have everyone flying the same rig, or 90% of newbies breaking rules without knowing it.
What? I'd say the opposite is true. If you remove shipcompat (not technerf in general, nobody's arguing that) you'd have more variety, not less.