Forums » Suggestions
Reduce Capship Cruise and Turbo Speeds
Yeah, there I said it. I've been holding back from posting this for quite a while now (since player capships were a thing, basically). My average time in-game was too low for this to seriously annoy me in the past, so I looked over it and I half-anticipated capship related changes anyway.
Had a bit more free time lately and so I got to hang out in grey space like I usually did, looking for targets and what do I see? Everyone and their mom seems to be ferrying around whatever stuff they do (hey static trade routes) in their shiny goliaths or tridents and they're almost untouchable.
There's the argument that a single player should not be able to easily(?) kill a capship on their own – but should a single player in a capship easily(!) be able to defend it against not just one but multiple players across multiple system jumps?
As far as I see it, the current implementation of capships enable a single player to enter super carebear mode and just walz through the supposedly dangerous grey space.
Yes, the new "pirate" NPCs probably eat capships, but they can be easily tweaked. Player interaction can not, unless we magically get a super influx of grey space population, yeah right. As this is a multiplayer game, the player interaction should matter vastly more than NPC interaction.
Sure I've killed capships before, but in those few instances I often had 5 or more players helping and chasing it down over multiple jumps - which often resembles gambling in the form of staying in range for consecutive in-system jumps. The only times were fewer players sufficed in taking a capship down solely relied on the capship pilot "enjoying the chase" (as by their own words) and staying on course through multiple systems, instead of trying to lose us through multiple in-system jumps or even by simply infini-turboing into nothingness for 100km.
My proposal is a reduction of current speeds to slighly even the odds. How much of a reduction it should be is up for discussion.
Had a bit more free time lately and so I got to hang out in grey space like I usually did, looking for targets and what do I see? Everyone and their mom seems to be ferrying around whatever stuff they do (hey static trade routes) in their shiny goliaths or tridents and they're almost untouchable.
There's the argument that a single player should not be able to easily(?) kill a capship on their own – but should a single player in a capship easily(!) be able to defend it against not just one but multiple players across multiple system jumps?
As far as I see it, the current implementation of capships enable a single player to enter super carebear mode and just walz through the supposedly dangerous grey space.
Yes, the new "pirate" NPCs probably eat capships, but they can be easily tweaked. Player interaction can not, unless we magically get a super influx of grey space population, yeah right. As this is a multiplayer game, the player interaction should matter vastly more than NPC interaction.
Sure I've killed capships before, but in those few instances I often had 5 or more players helping and chasing it down over multiple jumps - which often resembles gambling in the form of staying in range for consecutive in-system jumps. The only times were fewer players sufficed in taking a capship down solely relied on the capship pilot "enjoying the chase" (as by their own words) and staying on course through multiple systems, instead of trying to lose us through multiple in-system jumps or even by simply infini-turboing into nothingness for 100km.
My proposal is a reduction of current speeds to slighly even the odds. How much of a reduction it should be is up for discussion.
It's not even hard to stop and drop capships. Yes a single capship captain should be able to defend themselves from one or more players if they are skilled enough for as far as they damn well please, most skilled captains use alts to man turrets along with friends as escort/gunners.
NPC pirates eat capships in large numbers if they can get effective PCB landed, that's all it really takes, PCB.
Making VO more painful to travel will just stop people from undocking, this seems to be more of a personal problem not being skilled enough to organize a proper capship hunt.
-1 git gud and bring friends
NPC pirates eat capships in large numbers if they can get effective PCB landed, that's all it really takes, PCB.
Making VO more painful to travel will just stop people from undocking, this seems to be more of a personal problem not being skilled enough to organize a proper capship hunt.
-1 git gud and bring friends
The already slow ass speeds are not the problem, it's the tools we currently have to effect an attack that are lacking. Given the prevalence of capships in use, as you point out, and the dire need for more large group combat, one would think the Devs would have put a little more thought into capship hunting. I mean how long has it been since the trident came out??? Jesus.
Anyway,
-1
Anyway,
-1
"The already slow ass speeds are not the problem, it's the tools we currently have to effect an attack that are lacking."
Sure, better tools to more quickly affect capships would mitigate the need for a speed reduction. It's just one of the viable options. Quickly adjusting the speeds of tridents and goliaths would be a far quicker fix, however.
"one would think the Devs would have put a little more thought into capship hunting"
One could cut them some slack as they were partly pushed to quickly release unfinished capships in the first place, but I'd be the first one to suggest a complete removal of capships from the game until the implementation was more fully developed - but that doesn't seem an option anymore without losing large amounts of trident-hugging carebears as regular players.
"-1 git gud and bring friends"
Great job at ignoring or missing my point completely, but you know that already.
Sure, better tools to more quickly affect capships would mitigate the need for a speed reduction. It's just one of the viable options. Quickly adjusting the speeds of tridents and goliaths would be a far quicker fix, however.
"one would think the Devs would have put a little more thought into capship hunting"
One could cut them some slack as they were partly pushed to quickly release unfinished capships in the first place, but I'd be the first one to suggest a complete removal of capships from the game until the implementation was more fully developed - but that doesn't seem an option anymore without losing large amounts of trident-hugging carebears as regular players.
"-1 git gud and bring friends"
Great job at ignoring or missing my point completely, but you know that already.
Arguably the amount of times player owned capships are in position to be hunted vs when they are just grinding away at hauling shit when nobody else is around is about 10% to 90%.
Your goal is to improve only the 10% scenario for the hunters, but yet your suggestion would also affect the other 90% -- making the already arduously slow burden of hauling in a capship even more so.
Doesn't make sense. There are plenty of good ideas already suggested about capship hunting that would affect ONLY capship hunting and not infringe on other types of unrelated gameplay, at least not to the degree this would.
Your goal is to improve only the 10% scenario for the hunters, but yet your suggestion would also affect the other 90% -- making the already arduously slow burden of hauling in a capship even more so.
Doesn't make sense. There are plenty of good ideas already suggested about capship hunting that would affect ONLY capship hunting and not infringe on other types of unrelated gameplay, at least not to the degree this would.
It's really not that hard for 2 ppl to take out a capship. I don't think the actual speed are much of an issue but the Goli acceleration is a bit OP along with the fact it can load out full capitol weapons on a light freighter.
+1 if you double thrust
Don't bother, Nikister...VO is best left to the crafting carebears.
-1. There are things about capships that need fixing, but their speed isn't one of them.