Never liked AUs in the first place, apart from AU8 and CAU6-8 the rest is completely useless anyway. Give every ship a hull buff of 2.5 and done, make them all ~20% more expensive, there you go. Some would say this at least makes players play traders but how does this even change a thing? They're not going to provide interesting rp while doing so most of the time. Less traders = More rp-capable ships = less "Kill me, it's cheaper". Maybe piracy would suffer a little bit but caps would still be expensive enough. That ooRP money grinding for CAUs and so on was never something players did for fun and enjoyment but were forced to due to expensive stuff being required to have the slightest chance of winning against an opponent.
(12-17-2017, 01:19 PM)R.I.P. Wrote: One question is, does the "forced" AU8 take up the same amount of cargo space? Most new players are hauling to make credits and upgrade to a better ship. Most even if they had the money for an AU8 would not put it on just for the sake of the extra cargo space. Especially some starting ships are limited on space and the space may not seem like much to someone with transports, but to a new player that extra little space can make a difference when grinding creds for a better ship. So forcing one on if it takes up space is not a good thing. Still nice to have the option to use it or not.
(12-17-2017, 11:28 AM)SnakThree Wrote: I think getting rid of low level armor and simply buffing all hulls by 2.5 and balancing remaining heavy and capital armors to account for it would give new players much required survivability before they either know about how AU8 is mandatory or get enough money for it. I see that as the biggest gameplay flaw that inhibits new player enjoyment in the beginning.
Fifteen millions for each AU8 is providing trading/mining requirement when setting ships up. But is that more beneficial seeing all new players getting annihilated while they remain armorless for a long time?
Opinions?
I'd rather armor upgrades be made cheaper instead, and that there is less difference between the difference between the upgrades (like multiply armor 1-9 by 1.1 1.2 1.3 1.4 1.5 1.6 1.7 1.8) and prices by 0.5 or less.
Because gradually upgrading your ship gets you attached to your ship, and people should stick to the same ships/char more so it becomes easier to know people and make friends, and they'll also identify with their character more and build better RP.
Armor is just a small problem for noobs though, the really big problems are:
1. Vets avoid siding with them because they'll either lose or get yelled at by other vets for "ganking with numbers". Solution: stop behaving like whiny twats every time someone who would other wise have no chance compensates lack of skill or gear with numbers
2. The brains of some people here are addicted to the endorphins they get when they see a blue message, and they got most of their feeling of self-worth from their accomplishments in this game anyway. So they get addicted to specifically targeting noobs for easy and quick fixes. Solution: Those people should self-reflect and get help. If you know someone like that, help them become aware of their condition and help them overcome it.
3. There is so much to learn before you become somewhat useful in PvP (and other aspects of the game) and there is no other way to learn them by another player teaching them in lengthy sessions, or chewing through lots of pages on a confusing and poorly laid out forum. Learning takes a lot of time not only for the noob but also the other player teaching him, and will become frustrating even for the most angelic of all halo-shining angels, especially because noobs currently tend to leave after a few days and all your work was for nothing. Solution: Easy to access ingame help that people can read while trading, that vets can refer noobs to if they want to help but dont have the time.
4. Weapons and ship agility are balanced in a way that certain skill sets which vets have practiced for years will make them unbeatable by any number of noobs. That's extremely frustrating and no fun for noobs and anyone who tries to side with them. Solution: Bring back weapons like missiles that dont require aimbot-like aim and are effective against experienced shield-runners
You talked about armors and noobs getting annihilated, and asked for opinions. Basically what I was trying to express is that incorporating armors is likely to have minimal effect on noobs surviving, but will just make things cheaper for people who set up 55 anonymous snubs. I'm sorry if I mentioned things you would rather not be mentioned.
Making money on Discovery is not that hard, and even for new players, trading for 2-3 hours or doing a few missions to buy the first transport and then haul normal stuff like Rheinbeer, Liberty ale etc. Is profitable enough.
I made my first 20-30mil in about 2-4 hours, I don't remember anymore really.
So if you want a VHF as a "Newbie", then you need to show dedication, otherwise they get started with a sense of " Oh everything is so cheap here"
I say no, your taking away a players ability to work for something, an armor upgrade is a good accomplishment and gives you an edge on players who dont have one.
Just as the constant increase of entropy is the basic law of the universe, so it is the basic law of life to struggle against entropy. - V. Havel
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(12-17-2017, 11:58 AM)Sombra Hookier Wrote: I see no real difference between people playing one hour to grind the money for the first ship and people playing three hours to get the first ship with AU8.
If your complaint is about lesser armor upgrades being useless (which they are), here is a solution - I have talked to Cameron previously about making the AUs have a mass, so they affect ship maneuverability and handling. This way, some people will excell with the weaker AUs while others will do better with the heavier ones.
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I'd be interested to see how that would turn out. I'm otherwise.... 50/50 on the topic I guess? Good enough points either side that I can't really decide