I don't see the issue with having the AU8 come with starter packages, either. It's not really an ideal goal for rookies to work towards when It is literally a necessity in snub PvP. Just nerf the price of it so that people can't cheat by spamming the new character button. Armor prevents you from being insta'd by mines or some missiles, depending on your ship class.
This is a big assumption here, but what if a lot of rookies actively choose not to get an armor upgrade? To someone new to the server, 15,000,000 could be a lot of money, and eating it up on an item a lot of people view as necessary doesn't seem fair to me.
(12-18-2017, 05:29 PM)Sand_Spider Wrote: To someone new to the server, 15,000,000 could be a lot of money
A Sunburst (starter ship) can earn that much in mere 3 hours 10 minutes with the default lawful trade routes of a 2,5 CSU profit margin, which is like doing the Oil-Lanthanum loop between Leeds and Fourchambault six and half times, or if someone wants to play safe, doing the BA-EFE loop between Abbeville and Bourg-en-Bresse (mere 10 minutes back and forth) twenty times is just as good. Sirius is also full of routes like this, Gold to Fort Bush, Goods to Cold Bay, Xenobiotic Filters back to Graves, etc. Try contraband, Cardamine-Slaves between Malta and Allentown (3 CSU) to earn cash faster. Buy a pelican during the process and numbers drastically decrease.
Of course how could someone, who's new to the server, know all the above? That's the point, the difference between newbies and oldies is the amount of knowledge and experience. The key is education, not gameplay balances, which eventually don't teach anything in the end. Show them FLStat, FLCompanion, the interactive nav-map. Here I gave a fish to feed for a day, with these three (and more lessons) you'll be able to teach them how to fish for themselves.
Those few seconds can turn into a few minutes with armor, since having more armor means they have a larger frame of time in which to nano/bat before being killed without having the chance to regen once. A little boost can go a long way...
It's especially noticeable as rookies find ships with more base armor, such as VHFs and SHFs.
People somehow forgot the thread is about all ships, not snubs only. AU8 merged into lets say Mammoth can mean trader is not insta-killed. What does that mean? He does not feel totally hopeless.
Fair point, there are transports to consider, as well. On that subject, I do find it odd that most transports without armor will be one-shot by a SNAC, and some by a Nova. There have been times in previous years where I as a pirate don't realize until it's too late that someone I end up shooting had no armor - Suddenly they're fleeing one second, and they're gone in the next because my SNAC hit their armorless hull... Then I'm left feeling kind of like a jerk because I could have simply whittled down his armor and re-asked for payment after proving my point. Even on the giving end in such a situation, it's unfortunate, because I can see a lot of people being in my shoes forgetting to scan a ship for armor, which can cause an accidental death when all the pirate wants to do is scare the trader into paying, rather than killing them.
The more I think about it, the less I like this idea.
You can give everyone new player a fully equipped HF/VHF/SHF/GB/CR/BS/whatever with best AU, best thruster and code weapons.
But it will not change much, except taking the fun of equipping the ship from them. They will still be noobs who know nothing about game mechanics, tips and tricks.
They will get annihilated and keep getting annihilated until they learn, abandon PvP or abandon the game altogether.
Like many said, 15M for AU8 is not much, when you know how to get credits and once you get the ships required to do so. I use AU8 on all my ships that I take seriously by default, because it is a cheap way of increasing the survivability of the ship. But that is because getting that kind of money takes me just 10-15 minutes. New player is imho far better of when being shown and helped to getting a way of making credits, rather than being given stuff.
What I think would help:
- Propagate FLStat FLCompanion and NavMap more, in-game as well as on the forum. Link to these in "Player utilities" would be a good start.
- More, much more in-game information. There have been many great things suggested in this regard, be it informative items, missions, infocards, ..
- Increase the number on NPCs, PvE is a good way of figuring out the basics, such as that armor matters and so on...
- Create missions designed to teach players stuff. Missions that can be picked up repeatedly, so you will face the same enemy and have a chance to figure out what you did wrong. Maybe with text such as: Without AUx you are not likely survive this mission.
ronillon d
ateline='1513629290' Wrote: The more I think about it, the less I like this idea.
You can give everyone new player a fully equipped HF/VHF/SHF/GB/CR/BS/whatever with best AU, best thruster and code weapons.
But it will not change much, except taking the fun of equipping the ship from them. They will still be noobs who know nothing about game mechanics, tips and tricks.
They will get annihilated and keep getting annihilated until they learn, abandon PvP or abandon the game altogether.
Like many said, 15M for AU8 is not much, when you know how to get credits and once you get the ships required to do so. I use AU8 on all my ships that I take seriously by default, because it is a cheap way of increasing the survivability of the ship. But that is because getting that kind of money takes me just 10-15 minutes. New player is imho far better of when being shown and helped to getting a way of making credits, rather than being given stuff.
What I think would help:
- Propagate FLStat FLCompanion and NavMap more, in-game as well as on the forum. Link to these in "Player utilities" would be a good start.
- More, much more in-game information. There have been many great things suggested in this regard, be it informative items, missions, infocards, ..
- Increase the number on NPCs, PvE is a good way of figuring out the basics, such as that armor matters and so on...
- Create missions designed to teach players stuff. Missions that can be picked up repeatedly, so you will face the same enemy and have a chance to figure out what you did wrong. Maybe with text such as: Without AUx you are not likely survive this mission.