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There's no reason that enhancements to armor or thrust or speed or ammo should take up a weapon slot.
Um, yes, there is, which I just wrote above. The whole reason why ports are generic is so that a very real biting risk would need to be taken in order to equip something other than a weapon. Something that might drastically limit the capabilities of the ship, at the same time as it changes the role.
The very need to potentially place one's self at higher risk to have more advanced capabilities in some specific area (sensors, ammo, whatever) also creates value for team-driven tactics.. fighters vs other-role vessels. Even for AI wingmen, fleets, convoys, whatever.
This entire game is built on the idea of tradeoffs, and tradeoffs are not meaningful without real risk. Choosing whether you want a "storm extender" or a "cargo scanner" is not risky. Choosing to be light on defenses so you can quickly prospect an asteroid field in grayspace? That's risky, and might benefit from someone else watching your back.
(and strictly speaking, there is a massive analogue for this in the real-world, where hardpoints on fighter jets can commonly be used for external fuel tanks to extend range, or for bombs, or for ECM jamming/sensor/countermeasure pods. But not for all at the same time).
Um, yes, there is, which I just wrote above. The whole reason why ports are generic is so that a very real biting risk would need to be taken in order to equip something other than a weapon. Something that might drastically limit the capabilities of the ship, at the same time as it changes the role.
The very need to potentially place one's self at higher risk to have more advanced capabilities in some specific area (sensors, ammo, whatever) also creates value for team-driven tactics.. fighters vs other-role vessels. Even for AI wingmen, fleets, convoys, whatever.
This entire game is built on the idea of tradeoffs, and tradeoffs are not meaningful without real risk. Choosing whether you want a "storm extender" or a "cargo scanner" is not risky. Choosing to be light on defenses so you can quickly prospect an asteroid field in grayspace? That's risky, and might benefit from someone else watching your back.
(and strictly speaking, there is a massive analogue for this in the real-world, where hardpoints on fighter jets can commonly be used for external fuel tanks to extend range, or for bombs, or for ECM jamming/sensor/countermeasure pods. But not for all at the same time).
Real world analogues are relevant to VO?
It speaks to the claim of there being "no reason for other enhancements to take up a weapon slot". And, of course, VO was inspired by the real-world, even if I don't think it's necessary to adhere to real-world restrictions. I was simply pointing out these kinds of engineering trade-offs are quite common, and have both valid engineering "reasons" in the real-world, as well as game-design "reasons" in VO.
Look, I know how this is gonna sound, but realistically, the thing about swapping hard points is true. I'm also now starting to see why some ships HAVE integrated utility addons, rather then simply changes to the base stats.
The Navy has a fixed wing aircraft specifically built to engage key targets in electronic assault durring a flyover, or mounting laser based anti missile defence systems where a machine fun turret would be on some rotary birds.
It sucks, but in reality, who here doesn't have a buddy they can call on at least 90% of the time any given person is online.
Adapt and overcome.
The Navy has a fixed wing aircraft specifically built to engage key targets in electronic assault durring a flyover, or mounting laser based anti missile defence systems where a machine fun turret would be on some rotary birds.
It sucks, but in reality, who here doesn't have a buddy they can call on at least 90% of the time any given person is online.
Adapt and overcome.
Okay, so some addons that I and others have thought should be utility ports should stay where they are. But we're still left wondering about the future of ship customizability. Will it ever be possible to enhance other less tangible parts of the ship that wouldn't be equipped on hardpoints even in a real world scenario?
/me wants a machine fun turret
Will it ever be possible to enhance other less tangible parts of the ship that wouldn't be equipped on hardpoints even in a real world scenario?
Sure. For instance, there could be armor and engine upgrade packages available. Perhaps you could also take a given ship to special "hotrod" type shop who could do specialized things to it? These would potentially be specific to the given ship instance, which might make people more concerned about the loss in combat, but there could be convenience trade-offs in different scenarios.
It really depends on the nature of the enhancement. There are a lot of possible ways they could be approached. In some cases we would want to have options to streamline the convenience of purchase/replacement, and in other cases.. maybe not?
Sure. For instance, there could be armor and engine upgrade packages available. Perhaps you could also take a given ship to special "hotrod" type shop who could do specialized things to it? These would potentially be specific to the given ship instance, which might make people more concerned about the loss in combat, but there could be convenience trade-offs in different scenarios.
It really depends on the nature of the enhancement. There are a lot of possible ways they could be approached. In some cases we would want to have options to streamline the convenience of purchase/replacement, and in other cases.. maybe not?
@Inc "Looking ahead, I can guarantee that the overall value and utility of storm-radar extenders is only going to go up. Yes, it is a trade-off to choose whether to have a weapon or enhanced situational-awareness. That's the point. People who keep arguing for "utility ports" so they can avoid the trade-off are missing this point."
I agree with that point and I am glad you make it so forcefully, because I might have started arguing for utility ports otherwise ;-)
In fact, I think that VO has too little customizability. At the moment, the main tradeoff in existing slots is weapon role and efficacy vs weight. There is no real reason for 95% of use cases to swap out a weapon for a scanner or to not take a weapon. Batteries have no real tradeoffs involved, and armor and engines offer no customizability (I guess most ship variants offer some sort of customizability on the engine/armor/cargo traits)
Are there any concrete plans for allowing more battery/armor/engine/cargo/ammo tradeoffs?
I agree with that point and I am glad you make it so forcefully, because I might have started arguing for utility ports otherwise ;-)
In fact, I think that VO has too little customizability. At the moment, the main tradeoff in existing slots is weapon role and efficacy vs weight. There is no real reason for 95% of use cases to swap out a weapon for a scanner or to not take a weapon. Batteries have no real tradeoffs involved, and armor and engines offer no customizability (I guess most ship variants offer some sort of customizability on the engine/armor/cargo traits)
Are there any concrete plans for allowing more battery/armor/engine/cargo/ammo tradeoffs?
I think greenwall would have less of a hard time working with other players if he hadn't joined PA and if he wasn't such a douchebag.
Lighten up on the ad hominem attacks.
Actually, I care very deeply for Mecha's emotions and I like that he is getting his anger out.
Crybaby Corral^W^WRole Playing is that way --->